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/vr/ - Retro Games

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3340421 No.3340421 [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.3340423


[07-05] WadSmoosh, merges IWADs into single PK3

[07-05] Anon mod release, map re-release: Crossbow, Generic UAC Outpost >>3339205

[07-04] Anon mod update: Dual Cannon >>3337665

[07-04] Anon map WIP: Relentless Reactor >>3337615

[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

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

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



>> No.3340429

>[07-05] WadSmoosh, merges IWADs into single PK3

Is there really a point to this?

>> No.3340434
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]


>my webm was used for the OP

>> No.3340439

Cleaner base source port folders maybe? I don't think anyone really asked for it, but it's still a nice thing.

>> No.3340441

Also only needing one IWAD to run whatever mod you wanted I guess? Still an answer to a problem no one really had.

>> No.3340447

>Cleaner base source port folders maybe?

It's not hard to set up a separate folder for the IWADs, and that would be more ideal than having a .pk3 mixed in along the other .pk3 files.

>> No.3340454


Maybe I'm just paranoid but for some reason I fear this isn't perfect and can lead to some problems.

>> No.3340464 [DELETED] 

>doom babbies

>> No.3340493 [SPOILER] 
File: 12 KB, 83x79, 1467800699899.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3340497

Hey guys do you hear something in the distance?

>> No.3340514

nah, i don't think it's anything serious

>> No.3340517
File: 8 KB, 240x160, samgba.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, but I can't see anything. Must be, ooh, at LEAST three feet away.

>> No.3340532

I'll never understand why this was made.

>> No.3340562 [DELETED] 
File: 57 KB, 774x413, Screen shot 2016-07-06 at 12.52.33 PM.png [View same] [iqdb] [saucenao] [google] [report]

Let's see how /vr/oom does with this


>> No.3340570

this doesn't look like retro shooters or doom
what are you up to

>> No.3340573 [DELETED] 

can't we have normal shitposting to kick off the thread? like

which demon's buns do you reckon doomguy buttered

betcha he came across a mancubus and coulda sworn he seen a pile of titties

>> No.3340578 [DELETED] 
File: 56 KB, 720x599, ZkOL5N4.jpg [View same] [iqdb] [saucenao] [google] [report]

>coulda sworn he seen a pile of titties
but he did

>> No.3340609
File: 624 KB, 851x474, Zim.png [View same] [iqdb] [saucenao] [google] [report]

>teleporting archviles

>> No.3340614

>That part of tnt.wad's The Mill where you're locked into a room with an Archvile and have to wait for something to lower with nothing to hide behind

>> No.3340617
File: 3 KB, 612x207, Lifebars.png [View same] [iqdb] [saucenao] [google] [report]

What do you guys think?

>> No.3340621
File: 116 KB, 240x320, crawling.png [View same] [iqdb] [saucenao] [google] [report]

>get done adjusting sprite offsets in textures lump
>try to rename them
>delete them by accident
>"SLADE has stopped working"

>> No.3340624

>not telefragging the arch-vile

>> No.3340640

Is there a 'So you want to play Blood...' image?

>> No.3340643
File: 80 KB, 807x711, 1398469313079.jpg [View same] [iqdb] [saucenao] [google] [report]

>look up doombuilder tutorials
>people put music in it
>it's a very loud metal song that drowns out the person's voice


>> No.3340645

A small one that someone made a while ago. Looks like it wasn't considered OP worthy.
It had like five or six custom map sets.

Basically the only ways to play Blood right now is to run it through DosBox with bmouse so the mouse aiming doesn't blow dick, or use BloodCM which is Blood remade in EDuke32.

>> No.3340670

Though I don't know what these are for, the lowest row looks too pointy.

>> No.3340697

Does anyone know where I could get a download of powerslave ex? I remember hearing all the drama a few months ago but didn't pay any attention to it... Now that I'm finally getting around to powerslave on my list, I can't find anywhere to get a digital copy. Ideas?

>> No.3340708

original files + DOSBOX

>> No.3340732


They're lifebars.

>> No.3340736

>A small one that someone made a while ago
where is it?

>or use BloodCM which is Blood remade in EDuke32
daily reminder that bloodcm is not blood and is a poor impersonation of the game

>> No.3340738

Literally all we have aside from just playing it in DosBox. Or until whenever Blood EX happens.

>> No.3340743

>just playing it in DosBox
There is nothing wrong with this. I played blood when it first came out, and playing in dosbox is pretty much identical. Press U for mouselook and you're good. I finished it in dosbox and the whole thing is glorious

>> No.3340751

I hated how sluggish the mouselook is. At least you can make it slightly better using that bmouse program.

>> No.3340752

Seemed fine to me. no issues or complaints, just crank up sensitivity and get used to it

>> No.3340754

>A software tutorial that is not an article, but a video

It's like nobody can write a coherent paragraph anymore.

>> No.3340757


>> No.3340758

Is there a wad or gameplay mod that has a confusion weapon?

Like a smoke bomb that triggers all enemies to instantly fight with each other to death.

>> No.3340761
File: 81 KB, 720x540, 435343746.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3340767

In Russian Overkill there's some weapon that makes enemies attack each other.

>> No.3340778

>tfw you will never live in a world where every single game has free modding tools

>> No.3340784

>Doom 4 Builder never

>> No.3340794
File: 139 KB, 300x380, wake me up.png [View same] [iqdb] [saucenao] [google] [report]

>mfw there will probably never be something like gzdoom builder for duke

>> No.3340803
File: 27 KB, 550x498, 1465625525097.jpg [View same] [iqdb] [saucenao] [google] [report]


>tfw people defend Doom 4 snapmap

>> No.3340813
File: 25 KB, 720x540, 1467722280706.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's an "instant raising floor" episode

>> No.3340819
File: 63 KB, 395x356, 1397330727582.jpg [View same] [iqdb] [saucenao] [google] [report]


>it's an 'enemies spawn out of thin air with no audio or visual teleporation cue' episode

>> No.3340832
File: 1.04 MB, 1882x1010, spaceport.png [View same] [iqdb] [saucenao] [google] [report]

Newb map maker anon here, uploading my WIP as promised. An e1m1 replacement, currently missing monsters but otherwise complete(?).


Aiming for monster placement like e1m1, with about 50% extra monsters.

>> No.3340835
File: 23 KB, 230x219, 1441484126821.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's a "open room with invulnerability sphere and 50 arch-viles" episode

>> No.3340836
File: 24 KB, 633x460, Baby Doom Guy by kepinginkarurat.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's a boy

>> No.3340842

>look up Doombuilder tutorial
>everything is in video


>> No.3340845

>seven minute video for "how to make a door"

This is why people give up mapping.

>> No.3340847

A nicely written tutorial for GZDoom Builder would be a godsend.

>> No.3340848

JaundiceJaun's tutorials?

I used to download thoughs and fuck with audio equalisation so I could hear him, and once I did that, they were good.

They're old now though.
>Windows XP
>Doom Builder 1.0

>> No.3340850

oh thank goodness someone else that does this

>> No.3340857

>"Today I'm gonna teach you how to make a lift"
>"First, let me just make a basic sector here that's gonna be our lift..."
>spends the next 5 minutes texturing the measuring the damn thing

>> No.3340863
File: 8 KB, 505x478, Doom64 The Spiral.gif [View same] [iqdb] [saucenao] [google] [report]

>Its a slaughtershit episode

Compared to the levels either side of this map, it really feels like a sell out. 1 big room, many many monsters, complete it in 3 or 4 minutes. Worst map so far in my playthrough.

>> No.3340865

youtube killed the art form a tutorials mates, i'm tellin ya

used ta be ya had a paragraph a text maybe a wee thumbnail to go with each part. ya read along, ya did what it said, ya were done.

now ya have ta sit through some fuckshite ramblin bout this n that while blowin up the whole process ta fuckin 15 minutes.

its a fuckin wonder we learn anything

>> No.3340874
File: 176 KB, 425x240, 1450496415138.gif [View same] [iqdb] [saucenao] [google] [report]

>wide upem map, lots of space for good fire fights
>4 pain elementals spawn in on one corner
>too many cacos to tell

>> No.3340876

Why do they extend it so much?

>> No.3340879
File: 33 KB, 500x333, 1390261566729.jpg [View same] [iqdb] [saucenao] [google] [report]


>all you have to fight them are a chaingun and shotgun

>> No.3340880

maybe they suck at wrappin it up, maybe theyre milkin it for all the youtube gold, maybe they're fuckin idiots, who knows. fuck em all the same.

>> No.3340885

>let's make it a 3/4 swastika

>> No.3340891

>pauses, umms, uuhs, likes, "yeahs
>click click, click, click click click
>dragging program windows around
>hunt-and-peck typing
>not following a script for explanation, having it entirely off-the-cuff
>unnecessary or inappropriate music, intros/outros
>like and subscribe! thanks guys! until next time!

Videos can be an excellent way to convey information, being able to present ideas with picture, motion, and sound.

Unfortunately, any dipshit can download Unregistered HyperCam2 and flood video sites with bullshit.

>> No.3340892

Level has been tweaked, some extra texture work done and monsters added. I learned that the deaf tag is my friend, and that I really need to work on my encounter design.

Does anyone have any advice for great monster placement?

>> No.3340893

You have to be an youtube partner to earn revenue from longer videos, so I think they're just fucking idiots. Instead of writting a script for the tutorial, they just go fumbling round in the program without any idea on how to start or end the tutorial and they do everything in one take because they either don't know or don't want to edit their video. The result is a 15 minute video where some idiot is pushing and pulling lines while the only sounds that keeps the video from being silent is the narrator's constant "uuhh"s and "aahh"s as he tries to look for words to describe what he's doing.

>> No.3340904

This, also, youtube ad revenue is absolutely fucking pitiful unless you know for a fact that you'll score millions of views each video.

There's a reason content creators have moved on to Patreon to fund their channels instead.

>> No.3340910

I'd make those imps (or whatever they are) neutral. Too busy playing game to deal with this bullshit, only attack when shot

>> No.3340913

QUESTION: Is there a mod that replaces the Doom midi soundtrack with the CD versions?

>> No.3340934
File: 65 KB, 557x593, 220.jpg [View same] [iqdb] [saucenao] [google] [report]

I made a shitty slaughter wad, I originally wanted to remake grosse, but I gave up and made it into a slaughter map just for you guys.

Link: https://www.dropbox.com/s/1bwtnu4pm2wbjhf/Shitty%20SLaughter%20Wad.wad?dl=0

Replaces MAP32

>> No.3340938
File: 399 KB, 1600x900, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Why not just SC-55 synth for best quality instead?

Also, why does nobody ever talk about pic related masterpiece?

>> No.3340939

also, use zdoom or something like that, choco will probably die and crispy has some weird issues with the textures

>> No.3340945
File: 472 KB, 1600x900, Untitled2.png [View same] [iqdb] [saucenao] [google] [report]

God I fucking love this game.

>> No.3340950

Is that the Star Wars Doom engine shooter?

>> No.3340951


Is this a sourceport or something? I don't recall the lighting being that nice

>> No.3340953

Yep, it's called Dark Forces.

>> No.3340954

ain't doom engine, just a myth

>> No.3340957

this one is ok https://www.doomworld.com/vb/doom-editing-tutorials/74073-vanilla-level-editing-lesson-1-preliminary-reconnaissance/

>> No.3340958

>Doom engine
It's custom made engine.

DarkXL, it has a few bugs but a guy on forums released a fix for them.

Want links?

>> No.3340963

yes please.

>> No.3340964
File: 66 KB, 1829x822, menshairclub.png [View same] [iqdb] [saucenao] [google] [report]


They still need a few more attacks and some polish/balance, but I am just happy to see them moving around

>> No.3340968

The source port itself here.

And here's the fix:

You still need Dark Forces itself obviously, since this is just a source port.

>> No.3340976

Oh and you can use console commands, such as r_fov to change FOV for example.

Use "cmdlist" without quotations for full command list.

Not sure if that bugfix addon fixes all bugs, but here's a guide with workarounds to the known bugs in case you run into them.
I know for sure that the fix I posted fixes Nar Shadaa crash, so you definitely won't run into that one at least.

>> No.3340978

Awesome thanks. Been meaning to play Dark Forces for a while. These links should also be added to the OP so more people know.

>> No.3340990

The source port like I said ain't perfect since the author hasn't updated it in years but with that fix and the written workarounds the game is perfectly playable and fully beatable, all music, weapons, items, bosses etc work. Only that door puzzle at the end doesn't work without fix, not sure if it the fixes changes that as I barely started playing with it.

Also for some reason I can't select 1080p 60 Hz mode in the game, despite having 1080p monitor, so if someone can please upload your darkxl.cfg with it enabled.

>> No.3341064
File: 588 KB, 750x1000, diane_day_at_the_beach_by_cyrus649.jpg [View same] [iqdb] [saucenao] [google] [report]

The shit I stumble upon when looking for Doom stuff on google

>> No.3341069


>> No.3341073
File: 667 KB, 2560x1920, 1467827550245.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3341082
File: 26 KB, 578x215, danger zone.png [View same] [iqdb] [saucenao] [google] [report]

>Romero retweeting stuff from HDoomguy's twitter


>> No.3341103

is this on etsy

>> No.3341141

Does he know what HDoom is?

>> No.3341152

considering he's explicitly said he's seen the gifs, yes

>> No.3341174
File: 33 KB, 620x307, Doomguy's stonner friend.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3341180
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

I'll always be partial to the style used for A

the overheal could be a bit more vivid though

>> No.3341185
File: 1.84 MB, 325x244, 1454537405017.gif [View same] [iqdb] [saucenao] [google] [report]

>I have no head and I must scream

>> No.3341201

Honestly, this helps me know what shitty mapping tropes I can avoid when I make my own stuff.

>> No.3341202

that's dope

>> No.3341206
File: 9 KB, 143x112, HAN3H0.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know who made this thing?

>> No.3341209

bretty gud
is there anyway to make doomguy smaller or everything else bigger because i feel like the player's fov makes them taller than the characters, unless that's intentional

>> No.3341210

Blox wasn't it

>> No.3341212


>> No.3341216
File: 22 KB, 250x297, ihnmaima.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3341227


Although I haven't done much work on it the player is custom and has a slightly shorter viewheight than Doomguy, at around 40 or so units. I may adjust it to be even smaller, since Brad is a bit of a midget and I want everything to look proportional to the player.

>> No.3341229

Oh, I should have know judging by the style. Thanks

>> No.3341235

>judging by the style.
Looking like plastic and being super-defensive to criticism?

>> No.3341237


not sure how you could tell, it doesn't look like vaseline smeared over plastic for once

>> No.3341241
File: 893 KB, 1000x1389, 1413941569945.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3341248
File: 48 KB, 558x650, 1450115265377.jpg [View same] [iqdb] [saucenao] [google] [report]

would buy

>> No.3341251

why even give her a thong at this point

>> No.3341252
File: 1.96 MB, 384x216, 1460981148615.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3341254
File: 292 KB, 600x338, system lube.png [View same] [iqdb] [saucenao] [google] [report]

He's going for that modern look

>> No.3341261

Is it easy to compile and make changes in a source port like Chocolate Doom? Is there a function to print messages on screen for debugging?

>> No.3341274
File: 35 KB, 142x191, why.png [View same] [iqdb] [saucenao] [google] [report]

That "remake" is fucking awful.

>mfw I saw WAIT A MINUTE, THAT BLOOD and lack of the sweet cyberpunk music

>> No.3341276

At least the speculars make sense in System Lube.

Though it makes me think it's sort of wet, it's weird. Maybe the demo is missing specular maps and it'll be toned down when they're added in.

>> No.3341281

There's a pretty fucking cool TC of that in the works for gzdoom.

>> No.3341293
File: 3 KB, 320x200, Render1-Sprite.png [View same] [iqdb] [saucenao] [google] [report]

I think that the qualities that make a weapon model look old school are lots of flat areas without smoothing enabled, but the mesh's edges are rounded.


>> No.3341296
File: 1.61 MB, 640x2190, HereticPWADwip1.png [View same] [iqdb] [saucenao] [google] [report]

Reworked the yellow key room with a (hopefully) better combat and I'm also working on two other maps, simultaneously.

Also thanks to anons that played the first map. Your replies helped and fueled my lazy ass to do something.

>> No.3341297
File: 29 KB, 786x569, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

If it had hard corners I don't think it would have the strange smooth but simple look of retro models.

I need to share this with that one guy that was trying to get a retro look on his models.

>> No.3341307
File: 854 KB, 249x192, Doomytown.gif [View same] [iqdb] [saucenao] [google] [report]

>GZDoom fullscreen is setting the Hz to 75 instead of 120

Why? Is it because my monitor doesn't "officially" support 120 HZ? Is there a way to force GZDoom to output a certain resolution and hz?

>> No.3341313

GZDoom doesn't respond to the normal maxfps command because >graf.

However you can restrict it by turning on vertical sync and setting the refresh rate cvar.

>> No.3341318

i like the arches at the end of the barrel but that detail gets a little lost in the sprite
any way to fudge it so you can make it noticeable or would that just ruin it?

>> No.3341327

No TC will ever replicate Dark Forces properly since DF engine is much more complex than DOOM engine could ever hope to be.
Saying that it's in any way competent is as asinine as calling that shitty Blood TC competent, when it pales in comparison to Blood.


>> No.3341336
File: 237 KB, 1360x768, NEVER FORGET.png [View same] [iqdb] [saucenao] [google] [report]

Two questions

What exactly was the deal with Doomkart?

How would one go about writing a video dump function for (G)ZDoom?

>> No.3341339
File: 73 KB, 839x639, high-poly.png [View same] [iqdb] [saucenao] [google] [report]

I'm having a Hell of a time trying to get only the arches selected so it looks like it won't happen.

>> No.3341341

Last I heard Jace Hall is at it again trying to get the source code out there. But frankly, at this point I've lost all hope. I'm just waiting for something to inevitably go wrong like it always does.

>> No.3341348


cursed project, like any doom mods related to the doom bible, and any mods related to Zelda

>> No.3341351

Last I heard Kaiser was making Blood source port illegally like with PowerSlave.

>> No.3341353
File: 104 KB, 800x600, 2007-12-09_16363125708.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't forget HD sprite projects and 3D model projects.

>this is the best we got after 20 something years of modding in a community full of talented people

>> No.3341354


>> No.3341363
File: 70 KB, 640x400, Screenshot_Heretic_20060614_011427.png [View same] [iqdb] [saucenao] [google] [report]


Great! Somebody else making Heretic maps.

>> No.3341364
File: 281 KB, 535x466, mike_stoklasa.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3341372

Did someone say PowerSlave?


>> No.3341381

>that chainsaw
holy shit !!!

>> No.3341383

>that fatass

>> No.3341385
File: 21 KB, 1150x950, Excruciating canine.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3341387

thanks do-- hey, wait a mintue

>> No.3341389
File: 3 KB, 320x200, Render1-Sprite-TweakedSights.png [View same] [iqdb] [saucenao] [google] [report]

This is the most I've ever done with editing meshes. I couldn't figure out how to extend the bottom of the arches in a way that followed their angle after cutting them off but it's obscured by the rest of the model anyway.

>> No.3341424
File: 79 KB, 839x639, high-poly_verts.png [View same] [iqdb] [saucenao] [google] [report]

Select one vertex on the arch, hover the mouse cursor over that vert and hit L to select linked.
If the above selects more than just the arch, select each of the shared vertices in places like pic related and hit V (and then right click) to rip them into two verts, and try the above.

>> No.3341430
File: 104 KB, 399x382, mr house.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3341472


DOOM didn't have a CD soundtrack, all it had were MIDIs.

If you want a mod that replaces the music with the songs from the PS1 or 3DO or what the fuck ever ports, they're pretty easy to find. Alternatively, try the SC-55 musicpacks for music that's mostly the same as the normal music but higher-quality.

>> No.3341479
File: 10 KB, 264x191, 1462497121234.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3341484


I think he means the soundtrack that Bobby Prince released. He used slightly better soundfonts and applied some effects like reverb.


>> No.3341486


Oh. Well in that case, as far as I'm aware you're shit out of luck unless you're willing to download the songs from YouTube/get the soundtrack and make a music pack out of them.

>> No.3341493
File: 3 KB, 320x200, Render3-Sprite.png [View same] [iqdb] [saucenao] [google] [report]

Fattened it up. Looks a bit odd now but maybe it'll be more clear.

Screenshotted for next time this happens, thanks.

>> No.3341512
File: 459 KB, 807x1400, 1467216824997.jpg [View same] [iqdb] [saucenao] [google] [report]

That lost soul's head comes to a literal point

>> No.3341519

I feel the need, /doom/.
The need to make more weapons.
What would be a good program to edit sprites in? (on windows)

>> No.3341527



or Asesprite if you're either willing to pay for it or compile it from the github

>> No.3341538

Photoshop, GIMP if you have some sort of objection to piracy, Blender to render models that you can draw over if you want.

I tried to explain the bare minimum of getting models set up in Blender so that you can follow Minigunner's tutorial.

http://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=24660#p922926 Getting Started

http://forum.zdoom.org/viewtopic.php?f=39&t=52659 Minigunner's Tutorial

>> No.3341540

I couldn't help but hear your posts in a thick Irish accent

>> No.3341541
File: 475 KB, 359x514, Untitled-0b.png [View same] [iqdb] [saucenao] [google] [report]

If you contributed to DUMP 2, a guy named TheV1perK1ller is aiming to go through every single map in a UV-Max run with a modified version of Smooth Doom.
This is a fantastic way to get an idea of how other people approach your map, or failing that, a way to bask in the glory of your work being on YouTube.

Mind the filters, though.


Pic unrelated.

>> No.3341542

cor blimey

>> No.3341545

Ah, I didn't realize GIMP had a windows version.
That makes things a bit easier, thanks.

>> No.3341549
File: 436 KB, 1280x1707, Arch-Vile less known hobby.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some great mod combinations?

>> No.3341552

does the doom95 executable run at the default 35 fps doom used to run at

I'm trying to get a legit early 90s doom experience

>> No.3341554

>my map's already done

surprisingly pleasing to see someone run through
i never thought something so small would feel so good

>> No.3341556

I believe so.

>> No.3341561


It does. But why are you playing Doom95 when you could just use DOSBox with the original executable?

>> No.3341562
File: 279 KB, 1568x764, Dzone_fake_screenshots.jpg [View same] [iqdb] [saucenao] [google] [report]

Was I the only one who ever wanted to play them? I still have the fucking discs. So much disappointment.

>> No.3341563

not sure if you're aware but doom95 is fucked up and shit, chocolate doom is closer to vanilla.


>> No.3341571
File: 188 KB, 1146x659, map01.jpg [View same] [iqdb] [saucenao] [google] [report]

Taking another break from that castle map, figured to make a map01 ( or 02 ) in short order.
I really want to use Fly to the Leaden Skies, but the midi track is pretty short... I probably should tune it a bit.
Or just use another one.

>> No.3341575
File: 87 KB, 1094x496, 1419978948266.jpg [View same] [iqdb] [saucenao] [google] [report]

>Its a 32 level megawad made by one mapper who gets burnt out/runs out of ideas by map20 and resorts to slaughtermaps

>> No.3341593

Does anybody know where I can read up on official and unofficial physical releases of Doom? The whole scene of like, unofficial level packs and bootleg physical releases is a blast to look in to.

>> No.3341594

A recipe from a fellow anon

>> No.3341596

>Tangent Shading looks great on gun
>Can't preview without rendering
>Have to fuck up UV mapping and thus can't use textures
I'm Ready to Embrace Death and Forget My Problems

>> No.3341604



Should be a good start for unofficial level packs. Don't know where to help you on unofficial physical releases however.

>> No.3341612

>Its a 32 level megawad made by one mapper who gets burnt out/runs out of ideas by map20 and resorts to slaughtermaps

>it has 10+ cyberdemons & 5+ archviles each level

>> No.3341619

did you mean: scythe

>> No.3341627



>> No.3341628

ment hell revealed/alien vendettanever played scythe

>> No.3341632


Here we go again.

>> No.3341641

Going Down was a good megawad, until the archvile+Pain Elemental map

>> No.3341680
File: 278 KB, 1600x1600, s-l1600.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, does this look like a bootleg to you?

I got it on Ebay for $26, but it won't arrive for another 2 days.

>> No.3341690
File: 879 KB, 1920x1080, 1460570715928.jpg [View same] [iqdb] [saucenao] [google] [report]

looks legit

>> No.3341693

however, the color in the ebay cartridge's background is off.

>> No.3341698

>playing without mouselook

>> No.3341703

Yeah, I can't see anything obvious, but the lack of design/gradient on the background makes me worry.

I see a pretty even split online of gradient/no gradient, but the ones with the gradient are the only ones I know to be confirmed as not bootleg.

The one bootleg I do know of has a ESRB E rating on it, rather than teen.

>> No.3341704
File: 1.37 MB, 1920x971, 1442356988432.jpg [View same] [iqdb] [saucenao] [google] [report]

I found the same picture not too far down in google images, make of it as you will.

>> No.3341706

>playing GBA DOOM

>> No.3341707

Yeah, that pic is from the listing.
I saw that too.

>> No.3341709



>> No.3341713
File: 233 KB, 700x700, 1463753908977.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3341714

Because I like playing Doom on the go and I like my gba?

I have the first one and it plays pretty well, controls aren't bad. The resolution is a bit low but it's otherwise fine.
I do miss some of the missing maps, but the game is mostly intact.

>> No.3341721


I'd never do it myself but if someone wants to get every doom port they can go right ahead. I mean it's not like they don't know pc is the best version.

>> No.3341726

I'm gonna download GBA emulator to try Doom 2 because I honestly have a hard time believing it's a good enough port to justify carrying around a GBA

you should probably just admit to being collectorscum

rude edition

>> No.3341731

You can literally emulate it on your fucking phone and get much better experience.
The GBA port is fucking locked to 15 FPS for fucks sake you goddamn fuck, the music is raped, the resolution is raped, everything is censored, levels are missing, it's a fucking terrible port.

>> No.3341734

PC is undoubtedly the best, but I think GBA Doom is good for out-and-about dooming.
Better that iOS Doom just because it's not touchscreen.

Doom II keeps everything intact but the blood, which is green.

Also, >>3341731, you seem irrationally mad.

>> No.3341736 [DELETED] 

Android exists you fucking inbred amerifat and you can play with Dual Shock 3 like any sane Android user that emulates.

>> No.3341742 [DELETED] 

Well sorry for not having an android.

I'm not about to go buy another phone.

>Inb4 Iphone expensive n dumb

>> No.3341745 [DELETED] 

iPhones are indeed overpriced and for dumb people, I'm glad you're at least aware of your idiocy.

>> No.3341746
File: 23 KB, 240x160, 1448213974310.png [View same] [iqdb] [saucenao] [google] [report]

it was surprising to see a setting for dynamic lighting vs static lighting

>> No.3341751

It's not overpriced when you get a 6 as a cheap upgrade.

Yeah, static runs faster but makes everything bright while dynamic adds shadows but runs slower on occasion. It never really chugs that much though.

>> No.3341752

so do you two feel the excruciating need to reply to posts like that all the time they get made?

because it's getting annoying.

>> No.3341753 [DELETED] 

>It's not overpriced when you get a 6 as a cheap upgrade.
And Android users get latest HTC/Galaxy S/Xperia model for free with literally every contract extension. Step it up son.

>> No.3341756 [DELETED] 


I think you're projecting, anon.

>> No.3341759

i agree, people complaining about scythe being a slaughtermap is very annoying

>> No.3341765 [DELETED] 

lol what's up ssj 4 level faggot? did you just get scolded by grandma and are venting out on us?

>> No.3341771

I got powerslave and tried running it through dosbox and the input lag was absolutely atrocious. The keys don't even work half the time. Is this just the way it will be? Or is there anything I can do to jerryrig things into halfway working.

>> No.3341774 [DELETED] 

If anon admitted to this, would you offer understanding and forgiveness?

>> No.3341778

there is a source port for it, you know.

>> No.3341780

thanks janny

>> No.3341783

I actually meant your posts specifically. Having a hard time reading?

>> No.3341793

The better question is, WHY THE FUCK are you playing the godawful DOS version of PowerSlave that uses Build Engine?

There isn't, PSX/Saturn PowerSlave is a completely different game than the DOS PowerSlave.
The PSX/Saturn one is the intended original version, PC being a haphazardly janked together at last minute version.

Educate yourselves:

>> No.3341798 [DELETED] 

hey janny, missed a spot.

>> No.3341805 [DELETED] 
File: 35 KB, 400x400, Round-turd-big.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey Mr Doing It For Free Cucklord.

I just dropped a big fat shit.

Do your job like a good slave and lick it clean.

>> No.3341810

Eh, he's being dramatic, but it's not entirely wrong.

The tracks are all shifted forwards a level, some geometry is simplified to keep the game from slowing, and the levels containing the Spider Mastermind and Cyber Demon are missing, the blood is green, and the rez is kinda low (but not too bad).

I enjoy it and say it's like a 8/10 port. Not perfect, but still great fun.

>> No.3341823

What? the tc I'm talking about isn't even trying to replicate it, it's more of a reimagining. but it looks cool as heck any way

>> No.3341836

>not even a thousand monsters

>> No.3341848

what's the best (s)laughterwad?

>> No.3341850

fuck you, that map was great.

>> No.3341853

I'm not a fan of slaughterwads, but I had a surprising amount of fun with combat shock 2.

>> No.3341867

It's not a terrible port, all things considered.

The first one cut a lot of content but the second one actually has pretty much the entire game in there.

>> No.3341870

>the music is raped
The music is great though.

>the resolution is raped
It's a handheld of the day.

>everything is censored
Green blood and some minor tweaks.

>levels are missing
Nope, Doom 2 has all of it's levels on the GBA, even the Wolfenstein ones.

>> No.3341878

>the music is raped
>The music is great though.
In the first one all the songs are shifted forwards a level. No biggie though.

>> No.3341886

>Zdoom's default gravity has an acceleration of 1 unit per tic
>35 tics in a second
>This leads to acceleration being about 612.5 units per second?
>32 units is about 1 meter http://doomwiki.org/wiki/Map_unit
>Zdoom's gravity is more than double the Earth's, at estimated 19.140625 m/s

No wonder I'm having issues.

>> No.3341889

> more than double
Uh, okay I meant almost double, woops.

>> No.3341893

both the plutonia and the ultimate doom speedruns are actually going to happen

>> No.3341894


Someone PLEASE tell the donation reader to shut his fucking fat ass up. He's annoying.

>> No.3341904
File: 54 KB, 510x780, ss+(2016-04-05+at+02.06.36).jpg [View same] [iqdb] [saucenao] [google] [report]

>shut up the donation reader at a charity event


>> No.3341907

So when will the run be? Right after Plutonia?

>> No.3341910


Tune in and listen to what's happening right now. He's constantly screaming "DOOOUM" and there's been a lot of complains about it already. A real shame because he's legitimately a bro-tier guy.


Apparently so.

>> No.3341914

i'm pretty sure someone turned these into actual weapons a while ago

>> No.3341915

It hasn't worn out its welcome for me yet. This may be the only time I can stand the twitch chat too. Normally it's pure cancer, but doomguy's ouch face makes it tolerable.

>> No.3341920

Make a Twitch.tv weapon that fires his face BFG style while he screams "Dooom"

>> No.3341921

It's not uncommon for GDQs to get shitty announcers these past few years. They've been complete dogshit since AGDQ14 anyway

>> No.3341924

what do you guys think about dime?
I never see anything discussed about discussed speedrunners

>> No.3341925

Forgot to mention that I'm talking about the GDQs themselves in that spoiler

>> No.3341926


a pretty chill guy for what he goes thru in live speedruns

>> No.3341927

Except for spikevegeta. I'm not the only one that thinks he sounds like Tom Hanks. If any game besides Tetris was between me and Doom, I'd be angry. This is okay.

>> No.3341929

Dime's cool, imo.

>> No.3341931

Tetris races are always pretty chill, imo

>> No.3341945


Thanks, but I already knew that. The only reason I'm trying to play the DOS version anyway is because I can't find a download for powerslave EX. I know it isn't the original. I know it isn't close. I just wanted to try it out anyway.

>> No.3341954

I drop by his stream sometimes. He's great, even if I don't care for fighters and strategy games like he does.

>> No.3341957

>playing the shitty SNES version of E1M1 as background

>> No.3341959

No wonder I didn't recognize it.

>> No.3341961



>> No.3341962

I would've played the 32X version desu

>> No.3341964


You heard me.

>> No.3341965


SNES doom as a whole is shit.

>> No.3341972


Dude, the music was like the best part of SNES DOOM.


I feel it's still worth admiring for being DOOM on SNES. I mean that shouldn't even be possible.

>> No.3341973

Original: https://www.youtube.com/watch?v=nn-3OSKrfuc
It's awesome

SNES: https://youtu.be/s-o1_i6KKvs
It sounds like a DJ is playing it at a club and I'm outside and wishing I was inside

32X: https://youtu.be/g2oyweqZ7WM
It sounds like i'm in the bathroom of a club and everyone is musically pooping

>> No.3341976


>poop jokes for 32X

lmao, of course.

>> No.3341978
File: 1.14 MB, 800x800, 1399103672824.png [View same] [iqdb] [saucenao] [google] [report]

Jaguar version is the best

>> No.3341979

You forgot these 2



>> No.3341981

>That 32X description.
I....you're right.

>> No.3341982

I never even beat Plutonia on HMP because fuck it

>> No.3341986

Yeah, UV all the way!

>> No.3341989

I'm sure you're joking, but I'm implying I couldn't even beat it on HMP, let alone UV
It's too hard

>> No.3341990
File: 40 KB, 477x379, 1364750258676.png [View same] [iqdb] [saucenao] [google] [report]

I heard someone wants to play an amazing game so I'm here to help

>> No.3341995

I played Plutonia on HMP first. I came back to it a year later and beat it on UV.

>> No.3342007
File: 37 KB, 217x298, aliens losing at paintball.png [View same] [iqdb] [saucenao] [google] [report]

Why are there Marathon aliens with red blood

>> No.3342009

you just have to persevere

I'm playing Going Down on UV and that shit does not fuck around. I'm embarrassed to admit I've quick saved in a few places

>> No.3342015

>saving after a pistol start

>> No.3342016

I save on everything anon. Don't be ashamed.

>> No.3342018


>> No.3342019

Dime is a cool dude. I know him personally so maybe im biased.

>> No.3342020

Chocolate Doom does what Doom95 did but better and actually guaranteed to work.

But DOSBox is probably going to be your legit experience.

>> No.3342021

because I like having a save at the start of each level so I don't forget what level I'm on when I quit.

>> No.3342027

Ribbiks donated 200 just now

>> No.3342029

Me too anon, me too.

>> No.3342031

I don't know why they were so shit at composing for the 32x.

Here's what it should have sounded like


>Kept to Genesis/32x limitations with 5 FM tones, DAC channel, Extra FM tone from 32x and 3 PSG tones. PWM channels are unused because they are used for sound effects in game.

>> No.3342037

Tarnsman and Kaiser donated too.

>> No.3342040

but he's speedrunning
he's not going to quit

>> No.3342043


>I don't know why they were so shit at composing for the 32x.

Odds are, either whoever did the music didn't know how the Genesis sound hardware worked or didn't have the time to polish it.

>> No.3342045

All these Dewm-donations.

Ultimate Dewm actually happening.

Is this game a lot more popular than I could ever imagine?

>> No.3342046

I didn't know you were talking about some speedrun. why do people watch those anyway?

>> No.3342049

>is this game more popular than I could ever imagine?
>asking in the Doom thread

anon, i...

>> No.3342050


It's fun to watch a game being played by someone very good at playing it fast.

>> No.3342052

>most installed software of the 90s
>popularized the fps genre
No wonder it's popular

>> No.3342053

more like Dewmnations

>> No.3342054

I like watching people blaze through games I like

>> No.3342058


It's doom. Of course it's extremely popular, I mean even if they haven't played it or don't play it anymore people know of it.

>> No.3342062


>> No.3342067

>Dime has been speedrunning Plutonia since 2001
How does he not go insane

>> No.3342069

Pinkies fucking mooove REEEEEEEEEEEEEEEEE

>> No.3342070

What should I play after I beat PowerSlave Ex and Dark Forces on DarkXL?

Only source port recommendations, so don't name the shitty DOS version of PowerSlave or Blood since it has no source port.

>> No.3342071

>didn't know how the Genesis sound hardware worked or didn't have the time to polish it.

For some reason most western devs were total shit at using the Genesis' sound chip.

Here's an example of what can be done even without the additional 32x hardware:


>> No.3342085
File: 117 KB, 508x512, 1465777288403.png [View same] [iqdb] [saucenao] [google] [report]

maybe i can use this music for my space map
thank you for this post

>> No.3342113
File: 128 KB, 900x900, 1463007146031.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone please donate, saying that the Hexen class is called the Fighter. Not the warrior.

>> No.3342151

Quake on Quakespasm

>> No.3342246

>STILL no spherical option for A_Explode

>> No.3342251


Considering Doom hitboxes, there probably never will be.

>> No.3342268
File: 163 KB, 537x506, 1467862068366[1].png [View same] [iqdb] [saucenao] [google] [report]

Found this in a /v/ drawthread

>> No.3342278


>> No.3342290


>> No.3342291 [DELETED] 

He probably has the skills and experience to not have too much trouble

>> No.3342294

He probably has the skills and experience to not have too much trouble

>> No.3342298
File: 1.56 MB, 640x360, Pro Axethrowing Skills.webm [View same] [iqdb] [saucenao] [google] [report]

>Spend way too long editing the axe pickup sprite into a full set of rotations
>8 frames x 8 rotations
>Finally get it done, slap it all together, and start throwing axes
>they're backwards


>> No.3342306

Just get the distance to an actor, take their radius property off the x/y vector, and check if the resulting number is within the explosion radius number? I mean, fuck.

>> No.3342308
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3342313
File: 178 KB, 743x632, What the fuck am I reading.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3342316
File: 452 KB, 799x589, you.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3342318
File: 22 KB, 480x360, 1452725789950.jpg [View same] [iqdb] [saucenao] [google] [report]

>the handles stick into the wall

i understand that it would be a huge pain to fix but man does it bother me

>> No.3342323

It's supposed to be the blade, the problem is they're backasswards as fuck so the wrong end is sticking out.
Did you not catch the fact that its spinning in reverse?

>> No.3342325
File: 43 KB, 321x383, 1448376925023.jpg [View same] [iqdb] [saucenao] [google] [report]

So guys, any news on that Berserk mod?

I just really want to play as Guts

>> No.3342329

There was never a mod in the works.

Just some animated sprites.
And as nice as they were they were never finished and never will be finished.

Enjoy your HDoom

>> No.3342330
File: 21 KB, 500x377, 1453597160415.jpg [View same] [iqdb] [saucenao] [google] [report]

wait, did they all stick in handle first?


>> No.3342334


>> No.3342350

That 3DO e1m1 sets the expectations too high for the rest of them

>> No.3342353

Just renaming the sprites should fix it
>change the 1 for a 5 and vice versa
>2 for a 8 and vice versa
>and so on

>> No.3342358

Yeah, I've finally figured out my right from my left and fixed that.
I had to rename each sprite more times than I'm willing to admit, though.

>> No.3342367

post results plox

i like those axes

>> No.3342370

Will do, tweaking them atm.

>> No.3342372


>> No.3342386 [SPOILER] 
File: 92 KB, 358x350, 1467868633268.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3342396

It's not that hard to calculate.

>> No.3342402

Keyboard-only friendly/pistol-start friendly WADs?
Got a laptop to play on, just need spoon-feeding on going about pistol-starting everytime
>how to
>mechanical differences
>WAD styles suitable to pistol-starts

>> No.3342406

>how to

There's this mod but it's only for ZDoom.


>> No.3342408

Sounds like it'll be easy to whip up some code to submit, then.

>> No.3342412
File: 2.46 MB, 640x360, Desktop 07.07.2016 - [View same] [iqdb] [saucenao] [google] [report]

I like them.
Still gotta edit the sprites so the axe actually leaves your hand, instead of just popping out a copy.

>> No.3342413

Any 90s wad was made with keyboard play in mind.

>> No.3342417

Thanks. Any suggestions on refining keyboard play?

>> No.3342421
File: 137 KB, 466x492, Caco1.png [View same] [iqdb] [saucenao] [google] [report]

>Reading through the OP FAQs to see if there's anything worth learning about
>Go to the bfgfaq site cause why not, even though I know how it works
>(Update 8-15-99: This is now a dead link. You're on your own.)
And then suddenly it became crystal clear why the background and layout of the website were the way they are.

>> No.3342430

Don't be an ass.

>> No.3342432

The Run key is useless for those who play with the mouse because pretty much everybody plays with Always Run ON but it's actually useful if you play with the keyboard only since your turn speed is lower when not running. So use that if you need some precision aiming.

>> No.3342434
File: 842 KB, 228x171, 1454036792533.gif [View same] [iqdb] [saucenao] [google] [report]

>it's a "spooky level with only 20-30 monsters all of which are archviles" epsiode

>> No.3342440


You didn't notice the August 15, 1999 at the top, anon?

>> No.3342443
File: 2.66 MB, 640x360, Desktop 07.07.2016 - [View same] [iqdb] [saucenao] [google] [report]

Still have some issues to iron out...
I want axes to stick to walls, but just having them spawn an ammo pickup with +NOGRAVITY means they hang in the air when they hit an enemy.

>> No.3342450

Ha, whoops, guess not. I just went straight to the table of contents after I saw the title graphic. Honestly though, I shouldn't be that surprised that a website from the 90s is still being used around here, it's fucking Doom after all.

>> No.3342452
File: 2.77 MB, 768x480, gzdoom 2016-07-07 00-11-34-12.webm [View same] [iqdb] [saucenao] [google] [report]

Where do I go to report Hideous Destructor glitches

>> No.3342453


The thread for it on the ZDoom forums, I guess?

>> No.3342457

You might want them to have a JumpIf in the Death(?) state to see if they hit the floor so you can use a downwards-facing sprite.
A_JumpIf (z == floorz, <"state"/offset>)

>> No.3342460

Projectiles in ZDoom enter Xdeath state(if defined) when they hit a bleeding actor(ie: a monster). Give your projectile an "Xdeath" state that spawns nothing, and leave the "death" state as it is. That way it will only stick to walls, and when you hit a monster it won't.

>> No.3342467

Use an XDeath (for hitting bleeding actors) and Crash (non-bleeding) state in your projectile for that. you can combine the two states if you put one empty above the other, like this:

STUF 1 A A_Stuff (etc)

>> No.3342468
File: 35 KB, 673x505, 2988823812.gif [View same] [iqdb] [saucenao] [google] [report]

>it's an "enemies shoot guns and fireballs at you" episode

>> No.3342474

Of course I'd mix the tics and sprite frame around..

>> No.3342480

why do you post these hot memes in every thread you memelords

>> No.3342490
File: 4 KB, 64x128, METAL3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3342491


>> No.3342492


>> No.3342493

How do you make a monster leave a temporary image of itself behind as it moves, leaving a kind of ghost-trail?

I've seen it done before and thought it was a simple function that I could call, but apparently that's not the case

>> No.3342494


>> No.3342495


>> No.3342508

Is there a texture that says "this is a secret wall" more than this one?

>> No.3342509


>> No.3342513


One hackish way of doing it would be to create a dummy actor for every walking frame of your main actor. Have the dummy actors appear at your preferred transparency with A_FadeOut.

In your main actor's states, set it so you spawn the relevant dummy actor before the actor's walking frame plays, with A_SpawnItemEx.

Disclaimer: This has very poor flexibility and probably will look ugly in some situations

>> No.3342516
File: 40 KB, 1270x635, 1365558454135.png [View same] [iqdb] [saucenao] [google] [report]

no thanks

>> No.3342518


You're both lifesavers, it'd have taken me ages wandering through the wiki to figure that out.

>> No.3342526


Well I plan on signing up soon, so I guess I could report it for you.

>> No.3342534

Ugh, don't do it for me, I'll do it.


>> No.3342536 [DELETED] 

>doom babies

>> No.3342550
File: 3.01 MB, 294x238, 1448137815639.gif [View same] [iqdb] [saucenao] [google] [report]


I'm having a good day, so here's your (You)

>> No.3342574

your taste in retro shooters is such shit that it's unreal

congrats you made it to the end of the post :^)

>> No.3342576


>> No.3342591
File: 1.86 MB, 581x542, TOOT.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3342616

>ou can literally emulate it on your fucking phone
>on your fucking phone
yeah, with shitty touch controls or a controller you have to buy and attach

>> No.3342623
File: 54 KB, 198x202, 1448824326083.png [View same] [iqdb] [saucenao] [google] [report]

I'm a newfag.
What exactly is going on with those screenshots?

>> No.3342624

My preferred control scheme is this:

WASD: move and strafe
Space: fire
Arrow keys: turning and looking up/down (heretic, hexen)

It makes your keyboard feel like a big-ass console controller.

>> No.3342625

Back of a retail shovelware CD of maps taken off the internet.

>> No.3342628
File: 717 KB, 1920x1080, Screenshot_Doom_20160707_042949.png [View same] [iqdb] [saucenao] [google] [report]

Gotta say, it's real satisfying to look around a room you just cleared out and see axes stuck in all the walls.

>> No.3342630

They are fake screenshots from the box of an old map-pack (D!Zone) that was sold in stores. They were presumably put on there to make the pack seem more appealing than the actual contents, which were just many .wads downloaded from the internet and put on a CD.

>> No.3342632

Fake screenshots for one of the many, many retail map packs for Doom back when just downloading them off the internet was too much of a hassle.

Perdition's Gate and Hell to Pay are actually pretty decent megawads though. They were gonna actually be part of Final Doom if they were quick enough to the plate.

>> No.3342634
File: 1.09 MB, 480x270, 1465841058_its official.gif [View same] [iqdb] [saucenao] [google] [report]


Damn, that's some shady shit yo.

>> No.3342635


From my understanding, there were actually some legal issues with WizardWorks using actual screenshots to promote their various compilations at the time. They ultimately won that, but not before that particular pack was released.


I know Perdition's Gate was meant to be part of Final DOOM, but I didn't see any evidence that Hell to Pay was meant to be part of it as well.

>> No.3342638

>Perdition's Gate was meant to be part of Final DOOM

Newfag here. Why did I never heard about Perdition's Gate? Is it as good as the Final Doom megawads?

>> No.3342640
File: 787 KB, 500x281, Doggo.gif [View same] [iqdb] [saucenao] [google] [report]

So just two general questions: how would you rank Doom's weapons in terms of being the most fun or satisfying to use? And if you had to use only two weapons for any given map (not including the BFG for obvious reasons), which two would you choose?

SSG > SG > RL = PR > BFG > CS > CG > P
I'd probably stick with the SSG and PR.

>> No.3342642


You probably never heard of it because it's pretty obscure. After all, it never actually made it into Final DOOM and it didn't an officially sanctioned free release until a few years ago.

As for whether it's good, I've never played it. The one gameplay video I saw of it made it look pretty good, though.

>> No.3342643


It's kinda fun to use with Smooth Doom's bullet casings.

>> No.3342646


*didn't get

I probably shouldn't post at 3:45 in the morning.

>> No.3342651

My brain didn't even notice that.

>> No.3342670

Is there any way at all to have a FastProjectile bounce off of walls, or be reflected by actors? The wiki implies it's possible under some circumstances but I can't get it to work.

>> No.3342686

fastprojectiles can't
fast projectiles can

>> No.3342696

But Anon, it's a visual representation of how much you missed

>> No.3342702

Except they seem to be stuck in mid-air. wtf is this shit?

>> No.3342708

>Due to the movement code, fast projectiles are destroyed if they are incapable of moving or hit any plane. Hence, bounce properties that imply losing momentum or other plane related flags don't work. Flags that don't imply change of momentum (like +HEXENBOUNCE) still work (needs more testing).

So the wiki is outright wrong?

>> No.3342710

shotty=plasma>bfg=ssg>rl>dakka>pew pew

on a related note, i love the extreme weapon pack shotgun

>> No.3342717

>So the wiki is outright wrong?
more common than you'd think

>> No.3342719

RL > All
The 2 weapon question is kinda pointless as it favours the Plasma Gun and SSG due to them being usable in the most situations.

>> No.3342725

>needs more testing

you're welcome to try

>> No.3342727

The SSG is the most satisfying and fun weapon to use. The loud-ass THUNK, the spray of blood, pellets, and suddenly-corpses hitting the ground is satisfying. But then while you clean up the afteraffects of your gun-related orgasm, there's also that satisfying reload, which is almost as good, and doesn't make you feel like you can't do anything while waiting for it to finish. Instead it's busy and makes you look forward to finishing the reload.

As for the second weapon.... I don't know. Berserkfist? Something about the 'thump' and inevitable squish as something gibs.

>> No.3342737
File: 579 KB, 1280x720, Screenshot_Doom_20160707_205912.png [View same] [iqdb] [saucenao] [google] [report]

Well I'm stuck, this switch is one use only. (DUMP 2 MAP57)

>> No.3342742
File: 760 KB, 1920x1080, spasm0004.jpg [View same] [iqdb] [saucenao] [google] [report]

Runic theme a best

>> No.3342749

>Not even Quake can escape the cc4-tex horizontal lines

>> No.3342757

Say I'm boring, but I actually like Quake's techbases the most. Runic style is still pretty nice though.

>> No.3342771

anyone playing chocolate doom.wad or doom2.wad now?

>> No.3342783

Actually, the Dragonslayer is finished (though it's going in Doom:TRLA first and I need to finish the rest of the Guts hands before I can do anything Berserk related with them, though those are mostly-done as well) and the crossbow is about 90% finished.

I do plan on doing a Berserk mod someday.

>> No.3342784

Those lines are sexy tho

>> No.3342792

Do you plan on finishing the bloody hell sprites for Samsara now that Kinsie's resurrected the project?

>> No.3342817
File: 16 KB, 56x64, 1226.png [View same] [iqdb] [saucenao] [google] [report]

They're very slimming.

I haven't heard anything from Mike, but I don't think we've really spoken before so that's not especially surprising.

Pic Related because I want to put into Samsara but I can't because Zandro won't support the new flat sprites for another hundred years and that makes me sad.

>> No.3342819
File: 352 KB, 4685x2457, Time well spent.png [View same] [iqdb] [saucenao] [google] [report]


>they spin backwards


>> No.3342823


I fucked that up.


Make the axes fall out of walls after a set period so players have a chance of recovering them.

>> No.3342825

>new flat sprites
Wait, what? You mean instead of models? Where can I read about this?

>> No.3342829

They were just added a couple of days ago.


>> No.3342836

>GZDoom only
Damn... Oh well I guess.

>> No.3342845

I hope it gets software-d at one point, but as I understand it the software render is a stygian beast of complexity, backwards compatibility with decades-old glitches, and licensing SNAFUs that desperately needs some kind of super-genius to come and sort its shit out... alas.

>> No.3342852

So when are you meme loving fucks going to finish the rest of the /board/ wads?
Jump into working on the idea you have, just fucking do it.

>> No.3342853
File: 148 KB, 900x542, Clipboard01.png [View same] [iqdb] [saucenao] [google] [report]

You may be thinking that this hand isn't high resolution enough to make sprites of, and you may be right, but the only really modern arms up on the site were CoD arms with thick-ass camo.

God I'm tired.

>> No.3342859

What do they do when they hit monsters?

>> No.3342863

The main issue is map and mod compatibility. If they made a new one from scratch things would probably be better, but then old maps and mods wouldn't work.

>> No.3342867



>> No.3342870



>> No.3342881
File: 207 KB, 1600x900, whoof.png [View same] [iqdb] [saucenao] [google] [report]

It's good, it's done.

>> No.3342885

so how's them DUMP guns coming along

>> No.3342895
File: 312 KB, 1280x720, Screenshot_Doom_20160707_094904.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3342914
File: 84 KB, 600x371, I AM TEARING YOU APART LISA.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3342916
File: 201 KB, 1280x720, Screenshot_Doom_20160707_100626.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3342919

This is better than instadoom.

>> No.3342939

GOD I love the SNES version
It would have been perfect if it had circle strafing
The Demons from Adrian's Pen sounds fucking great on SNES

>> No.3342951
File: 212 KB, 1280x720, Screenshot_Doom_20160707_102310.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3342963
File: 152 KB, 258x263, 1375445270972.png [View same] [iqdb] [saucenao] [google] [report]


>these new gun and monster sound effects


>> No.3342970

Term finished up the stuff he had to do, so it's over to me again to do the final stuff before the first test build is done.

>> No.3343005
File: 25 KB, 350x350, perfectdark_soundtrack.jpg [View same] [iqdb] [saucenao] [google] [report]

That'll do

What is the best way to play this game on PC? I know there's a 360 version but I don't have an Xbox, and I never owned this game on my N64.

>> No.3343009

what doom wad is dis

>> No.3343013

I think its quake

>> No.3343015

I heard something about a control profile for Project64 made specifically for this game floating around somewhere that tried to replicate KB+M controls, as if it were a PC FPS. I haven't tried it myself but I think it's worth checking out. Would be pretty neat IMO if someone made something along the lines of Doom 64 EX but for GoldenEye and PD.

>> No.3343050

GoldenEye was easy enough to set up for WSAD+mouse, can't see why Perfect Dark wouldn't be the same.

Or does Perfect Dark not have all of GoldenEye's alternate controller schemes?

>> No.3343078

If you want to emulate GoldenEye and PD. Search for an emulator called 1984 (I think). It comes bundled with a mouse injector. Unfortunately, not compatible with other shooters like Turok. Also aren't there multiplayer remakes using HL2 engine?

>> No.3343143
File: 4 KB, 428x200, SharpsCarbine-Draft.png [View same] [iqdb] [saucenao] [google] [report]

Having trouble getting the light on the barrel right, probably need to just redo the textures on that section. Might remove the big ol hammer on the side as well as shorten the barrel.

The back looks nice though, a hint of texture with strong shapes, and that's a really important part.

>> No.3343171

so what are the general thoughts on ZDCMP2?
could it be added to the you 'so want to play some fucking doom' image?

>> No.3343243

>Too many glitches, it dramatically dips the frames per second at some points and the escape part after the final boss is bullshit.

>But THE best version of hell I've seen in a Doom map. Ever.

>> No.3343248

Actually I wanted to ask that question about Breach. I'm surprised it wasn't on the list.

>> No.3343270

Its 1964, and I did that, fully compatible with both KBM and Xbox controller, thanks.

>> No.3343328

>Wolfenstein TNO/TOB
>Quake Champions
> new Shadow Warrior
> new ROTT
Are old school fps' making a comeback?

>> No.3343330

>any of those
>old school FPS


>> No.3343332

I would be extremely hard-pressed to call Doom 4, TNO, or the new Shadow Warrior "old school".
We don't know anything about Quake, and UT4's just being UT.

>> No.3343337


They're certainly a welcome break from the shitgarbage cinematic bullshit that all modern military shooters were gearing towards.

>> No.3343340

At least partially.
I'm glad for that, because I don't think the market for FPS games is healthy if it mainly consists of just modern military shooters, an entertainment medium needs variety.

Something I'd really like to see is a shooter with realistic(ish) weapons, but where you can carry everything, you have no (or limited) regen health, and where the enemies are big bad monsters.

Kind of like something such as the gameplay and movement of Half-Life, the level design philosophy of Duke Nukem 3D, the gunplay and skills/abilities of Far Cry 3 (for the realistic weapons), and the monsters and imagery of the Doom games.

>> No.3343345

Every genre is fluid and has ebbs and flows in its changes and priorities. For example, Space Sims were practically extinct for many years, and now there are regular releases, while RTS games have evolved (devolved?) into Dota-likes. You're just seeing the pendulum swing in a different direction for a while, before it veers off into another path.

>> No.3343347

That doesn't make them old-school FPSes.

It's not a two-sided sheet of paper, where if it's not one side it's another.

>> No.3343349

There are plenty of modern FPS games that aren't stupid military shooters dude, it's just easy to only see the worst because they're the ones with the big advertisement campaigns.

About half the games you listed were bad though and literally the only reason they were thought of as "retro" by anyone is because they piggybacked on a name.

You should have listed Serious Sam, now there's a game.

>> No.3343354
File: 1.56 MB, 400x303, 1463837561729.gif [View same] [iqdb] [saucenao] [google] [report]

For fucks sake, you know what he's talking about, stop being autistic.

>> No.3343359

Doom and Wolfenstein has been good.

I haven't played the new ROTT or Shadow Warrior, but I've heard good things about them.

At any rate, even if they aren't 100% true to oldschool shooters (and maybe they shouldn't be in some regards), I think the change in pace is very welcome.

>> No.3343360
File: 1.99 MB, 382x322, 1369875035396.gif [View same] [iqdb] [saucenao] [google] [report]

You all right, friend? That's certainly a strange premise to jump to after a post.

>> No.3343361

>I need to share this with that one guy that was trying to get a retro look on his models in terms of geometry and render style.

well, i'm trying to make something like that.
i don't know if you are refering to the same guy aniway.

here's some spriting works i'm doing:

how do they look?

>> No.3343362

Well, one's a nebulous bullshit buzzword, and one's a literal definition this entire board is based on. Calling a modern game "retro" is counterintuitive and meaningless. If there's some aspect that you personally see as relating to retro, refer specifically to that so we can all understand what you're trying to say, such as no reloading or "unrealistically" fast movement.

>> No.3343363

ops sorry, i wrote the last sentence into your reply.
aniway, yeah i'm trying to replicate the style of 90's renders.

>> No.3343368

On the golden gun perhaps move the light up a bit so the top isn't dark, but that's personal taste. I also wouldn't have it clip outside the screen since it's just a pistol and would move it forward / the camera backward.

Second one the same, but also point it forward.

>> No.3343376

yep, maybe it's a bit dark. especially the handle part of the pistol.

>> No.3343382


That's not my list you goobers. I'm just arguing that while those games aren't retro, they're refreshingly different compared to the slogs we've been getting, I pray more companies take the hint and let their dev teams branch out and start making more interesting games

>> No.3343385

I don't think that you should go out of your way to light the handle, just focus on the body and if you can't make out the shape of the handle then add a faint light down there. Handles aren't very important to me. If it had a hand then it's different.

>> No.3343390

i suspect the only hint they'll get is make more wolfenstein clones

>> No.3343395


I'd take a wolfenstein clone over after the crap we've had, I'm a firm believer that game designers can learn so much from the past, and I wish more people would embrace that. Damn it.

>> No.3343396

Okay, umm...what the fuck are up with those fingers?

>> No.3343397


>> No.3343401

I've got... boneitis!

>> No.3343402 [DELETED] 

This board is about retro video games. Get this shit out of here and go back to /vg/

>> No.3343406
File: 1.31 MB, 3264x2448, image.jpg [View same] [iqdb] [saucenao] [google] [report]

So, just posting incase anyone else is gonna buy a copy of Doom II for the gba, any copy with a solid red label is a bootleg.

That said, it's a damn good bootleg. It plays well and supports saves.
The only thing that gives it away is the pcb and lack of revision number stamped on the label.

>> No.3343409

well, the hands are needed but there are two ways:
1) use doom sprite hands
2) make them in 3d
but the hands sprites clash badly with 3d models, so i might go for the 2nd option.

>> No.3343410
File: 15 KB, 162x100, 27930.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't think you know how old this genre, or this game, is.

>> No.3343415

Yeah some simple 3D hands rendered with the model would be nice.

>> No.3343419

>it's not a platformer or rpg so it's not retro

Don't bother responding to this bait

>> No.3343445
File: 355 KB, 540x543, 1467833783151.gif [View same] [iqdb] [saucenao] [google] [report]

Not him but I still don't understand why some people hate us.

>> No.3343475

Does anyone have the first part of this gif?

>> No.3343479

Probably why you got it so cheap, usually Doom2 for the GBA goes for like $50 these days (probably because it's a significantly better port than the first one).

Anyway, if it plays, and you weren't gypped on a bunch of money, I wouldn't be TOO mad.

>> No.3343516

Yeah, I figured the price was a little too good.
Still though, $26 is a believable price. I wouldn't be so surprised if a real copy sold for that low.

I'm not too mad since it's pretty high quality, but I'm still gonna ask for a refund.

>> No.3343537


Some people don't like Doom, and that extends to the players.
Some people don't like the FPS genre, which extends to Doom.
Some people like the more underground game to mainstream successes, and Doom was one of the biggest mainstream successes.
Some don't like 4chan or /vr/ as a whole, and group us in with them simply under umbrella association.
Some people want their preferred game to have the activity the Doommunity does.

And some people have to completely invent a reason, like the Doom babbies nerd.

>> No.3343547 [DELETED] 

Doom Babies~

Makin dreams come truuueee~

>> No.3343550

Don't mention him off-hand even, you're not supposed to acknowledge his behavior.

>> No.3343554

Okay boys we need a bow mod.


>> No.3343590

Shame that guy is completely full of shit.

>> No.3343592
File: 4 KB, 428x200, SharpsCarbine-Draft2.png [View same] [iqdb] [saucenao] [google] [report]

Just throw in a green light, who gives a fuck. Who gives a shit.

>> No.3343594
File: 109 KB, 767x489, map1dejavu.jpg [View same] [iqdb] [saucenao] [google] [report]

Making map01 was actually pretty fast. I just have to make few structures, starting area and some decorations...
It is really shame to music loop is so short.

When this is ready, I am done with 5 maps in total, out of 10. 3 maps I have already taken underway, and 2 are in bit of gray area.

1 - This thing, hopefully I can pretty it up properly and make it run fast.
2 - Not done. I was thinking of sort of lush, green garden in space colony.
3. Lambda or above. ( dump 3 map )
4. Aqua Regia probably. Sinking and crumbling greek marble whatever underground.
5. Felt ( that dump 3 library map )
6. Nazi Castle on Mountain ( WIP, bit hefty effort )
7. Sort of technotemple-place in hell, perhaps bit Silent Hillish in way?
8. Electron, ( dump 3 map too, but I gotta alter it a little )
9. Tech-base, ice, red light, death. Don't stop running.
10. Judecca, iron structure in midst of frozen lake. IoS map, although I don't think the IoS will be killable - just open up the structure and exit?

No consistent theme, no story.
Man, hopefully I can finish this thing by the summer...

>> No.3343598

lars anderson is about as much an authority on the bow arts as game theory is on video games, but bows are sadly underrepresented in doom mods

only recent thing i can think of is nocturne in yellow, which had lousy levels but fun weapons
someone (ispook?) was attempting to port to the doom engine before stopping because

>> No.3343603
File: 1.15 MB, 576x360, gzdoom 2016-07-07 15-15-49-59.webm [View same] [iqdb] [saucenao] [google] [report]

>make a mod about being realistic

>> No.3343606

what is this post

>> No.3343607

now you gone an pissed me off posting that idiots video

I loved the weapons in NIY. The second boss fight with Death was cool as shit too.

>> No.3343613

this feels vaporwave

>> No.3343614

Scourge of Armagon is the best mission pack for Quake and ten thousand times better than Quake itself. Deny this.
Protip:to kill the cyberdemon shoot him until he's dead

>> No.3343618

I just hate DoE
fuck DoE
Fuck it.
Fuck it in the dischole.

>> No.3343619

It's kind of long and boring but whatever.

Hideous Destructor is a mod about realistic limitations and damage tables.
Limitations like stamina.

You have the ability to vault yourself up and over a wall if you mash 'jump' fast enough before your stamina runs out (your encumbrance and health factor into this).

Except there's a glitch right now where you can "vault" whether there's a wall in front of you or not. Which means you can just hop in midair a bunch until you run out of stamina, if you mash space fast enough.

Now, a side effect of the invulnerability sphere in this mod is infinite stamina (until the sphere runs out). So that means if you have the sphere, you can fly.

>> No.3343623

Yeah, it's shit, especially the reskinned gun.

>> No.3343627

Seems realistic enough to me, God can fly.

>> No.3343628

Only when he makes WHZEEEORRRRRMMMM noises.

>> No.3343629

No anon, a demon's weakness is talking to it peacefully until it's bored.

>> No.3343637

I'll deny it. The level design is sub-par and isn't saved by rotating brushes.

>> No.3343639
File: 860 KB, 640x360, Chestburster.webm [View same] [iqdb] [saucenao] [google] [report]


Anon who was making his first map here(The one inspired by The Thing, with the Langolier-looking lost souls). I finally finished it. Enjoy

>> No.3343645


I just watched this and the only thing I took from it is wanting to make a bow weapon that fires faster than most other bows and have some kinda "reload" system where you reach down to hold more arrows.

>> No.3343651

8-ball launcher: bow edition?

>> No.3343667

>You should have listed Serious Sam, now there's a game.
heh, nope.

>> No.3343673
File: 56 KB, 520x398, Demonic2.png [View same] [iqdb] [saucenao] [google] [report]

>When you see doom in everything

>> No.3343695

Are Commander Keens intentional? Also the Chestburster scene didn't happen for me, it was just an Arachnotron instead.

>> No.3343708

You have to load it with the included DEH patch.
I know
>Using DeHackEd in 2016

But eh, I wanted it to be compatible with most engines.

>> No.3343709
File: 121 KB, 1600x900, big.png [View same] [iqdb] [saucenao] [google] [report]

If I can rig this model I'll be able to eeny meeny miny moe on em demons.

Unless it doesn't translate well to Doom at all.

>> No.3343717

That's what I thought so I just loaded the whole .zip into GZDoom but it still didn't work. Do I need to extract them for them to load properly?

>> No.3343721

Nevermind, I just extracted and loaded both files instead of loading the .zip and now it works.

>> No.3343736 [DELETED] 


>> No.3343765
File: 5 KB, 128x128, COMP-SpriteEdit-Render2.png [View same] [iqdb] [saucenao] [google] [report]

I scaled up his head.

>> No.3343790

Did some more work on muh axes.
Axes now use a blood splat from hexen when they hit a bleeding actor.
Axes use the appropriate sprites for sticking into the floor/wall/ceiling.
Axes stuck in the wall or ceiling will fall after 10 seconds.
New ammo pickup for axes, shells are randomly replaced by axes or ethereal arrows.

I think I'll need to tune the drop chances for them to something more like 2:1. The crossbow chews through ammo fast, but the axes last forever since they're high power/low firerate, and missed axes can be reclaimed.

>> No.3343794
File: 2.69 MB, 800x450, Desktop 07.07.2016 - [View same] [iqdb] [saucenao] [google] [report]

Aaand I forgot the webm.

>> No.3343820


>> No.3343824


>> No.3343828
File: 335 KB, 320x180, 1453217811069.gif [View same] [iqdb] [saucenao] [google] [report]

How long until you give in and start fucking with A_Warp to have the axes stick to monsters?

>> No.3343829 [DELETED] 


>> No.3343831


>> No.3343832

Awesome progress, dude.
Do you plan to make some quick edits to the vanilla enemy sprites that show axes sticking in them when your hits are successful? That would be neat.

>> No.3343836
File: 163 KB, 985x811, revenant_by_emortal982-d65kwck.jpg [View same] [iqdb] [saucenao] [google] [report]

I regret nothing!

>> No.3343838

Keep in mind a potential problem, however.
Throw an axe, have it stick to a door, then use the door.

>> No.3343854
File: 82 KB, 472x608, COMP-on-his-way-to-kill-some-demons.png [View same] [iqdb] [saucenao] [google] [report]

I hope this gets a good thwunk noise, this looks fun.

>> No.3343858
File: 714 KB, 800x450, Desktop 07.07.2016 - [View same] [iqdb] [saucenao] [google] [report]

That's a case I'm not really concerned about.
The axes warp to the floor and are subsequently crushed by the door. No idea how to fix it, not really a big deal.

>> No.3343890

How would one make it to where they rise with the door, and when they hit the ceiling, fall to the floor?

>> No.3343896

Right now they're just using the sounds from Hexen, which I happen to really like. If you know where to get sounds which might work better, I'd love the input, but it's currently not on my list of to-do's.

Gonna try to crossboard link here, bear with me.

>> No.3343902

Wait no I got it this time I swear

>> No.3343904

Can I retrieve these? If they fall do they do damage?

>> No.3343907

You can retrieve thrown axes anytime after they hit the floor, wall, or ceiling. Axes vanish on hitting an enemy.
Falling axes do no damage, and can even be caught mid air and your timing is right.

>> No.3343912

so they can be juggled

and they can be juggled between multiple people

>> No.3343914

If your definition of juggling involves items sticking into ceilings, yes.

>> No.3343915

So I just saw the latest update to marks D44M weapon mod
>dual welding rocket launchers

>> No.3343917


Kind of funny how the dude goes from throwing a tanty about how Doom 4 ripped him off to integrating it into his mod.

>> No.3343925

He's a man child. Simple as that

>> No.3343927
File: 121 KB, 1024x768, CmYYU0QWEAU1942.jpg [View same] [iqdb] [saucenao] [google] [report]

>at least 3 out of the 6 maps in the AD update are just going to be tweaked versions of existing maps

Well this is disappointing. When sock said map remixes, I was thinking of stuff along the lines of ad_e2m2 which are barely recognizable from the original, not re-releases with tweaked monster placement or whatever.

>> No.3343929

not without giving it the 'BUT WITH LASERS' treatment.

i find it genuinely funny how his doom 4 vs classic doom comparison video has him intentionally plinking away at the basic zombies with the pistol from a high ledge in the game's first level, while he leeroy jenkins his way through on classic doom with little to no regard about his health or ammo conservation, just to show how OMG SLOW NOT EVEN CLASSIC DOOM the new game is. even his cocksucking followers called him out on it and he moaned about it on a doomworld thread.

>> No.3343930
File: 87 KB, 563x495, cliffsthingy.jpg [View same] [iqdb] [saucenao] [google] [report]

Man, this ended up shaping out quickly. Probably done with this tomorrow.

>> No.3343939
File: 68 KB, 512x384, holy shit.png [View same] [iqdb] [saucenao] [google] [report]

>The Fred Durst of the modding community
>Consistent opinions

>> No.3343947

>the world's tiniest penis pierces deep into the most gaping vagoo

>> No.3343948

That did kind of piss me off desu

But disingenuity is expected from mark.

>> No.3343963

>terrymapper has a wet dream.jpg

>> No.3343987

I will never consider old school shooters making a comeback until they make one that keeps the dungeon-esque explorable level design and incidental combat that old school shooters, you know, actually had. Really getting sick of the purely action-based Painkiller clones, where the only "exploration" is towards secrets that aren't even that out of the way.

>> No.3344001
File: 112 KB, 300x300, kek.png [View same] [iqdb] [saucenao] [google] [report]

>The Fred Durst of the modding community

>> No.3344026

>Painkiller clones
this term's meaning will lose its effect sooner than later

>> No.3344029

Aw, lame.

What are the new three? And did they fix mfx's maps (Cruical and Bogbottom) to not be horrible mind-numbing slogs with horseshit secrets?

>> No.3344031

Dunno about the others, but Shadow Warrior 2013 and Doom 4 indeed play a lot more like Painkiller than the original games.

>> No.3344035

that's a bootleg

>> No.3344038

i think anon means doom clone lost its meaning and became fps

painkiller clone will just be retro

>> No.3344042

Ah, okay then. Yeah.

>> No.3344050

I love me some Painkiller, but the idea that Painkiller and Serious Sam are "retro" or play "oldschool" simply isn't true.

>> No.3344057

Agreed. If only modern developers would get that through their heads.

>> No.3344058

Who is fed durst?

>> No.3344065

This looks like some demon with huge mouth and fully armored guy smoking a bong.

>> No.3344070


doomguy takes a bong hit with a pinky.jpg

>> No.3344079

Sweet! Nice to see the floor/ceiling sprites.

I wonder why they're warping to the floor, though?

>> No.3344102
File: 225 KB, 1920x1080, eduke32 2016-07-07 21-07-01-61.jpg [View same] [iqdb] [saucenao] [google] [report]

It always amazes me what people are able to make in the Build engine. This hardly looks like a 20 year old engine.

>> No.3344115

I'm not sure how many people will want this but there might be a few oddballs out there

Long ago when I was looking for obscure wads I stumbled upon a COD MW2 gameplay mod. Downloaded it wanting to see how bad it was, but despite some flaws, it turned out to be surprisingly good, and I ended up keeping it and playing through some Doom with it.

Came back to it recently and started noticing that some things were missing. A few invisible weapons which appeared in the world, and could be picked up to take a slot up, but not selected. The akimbo and knife icons were missing, and so were the weapons that had the abilities applied to them(one was present, but was missing sprites). After searching online, I found another wad which used the same resources and had the missing content, and when poking through the MW2 wads, I noticed that the script files for the missing weapons were still there. Put a bit of the missing content in the MW2 wads, noticed that it was actually getting picked up, and decided to do the rest.

Now I have a fully restored MW2 gameplay mod, with 4 missing weapons restored, as well as making akimbo and knife weapons fully functional. If anyone wants this for whatever reason, I can upload it and post a download link. As far as I know, there's no restored version on the internet.

>> No.3344116

I want to make a fire actor that indiscriminately sets players/monsters on fire when they walk through it. I want it to do this by spawning a second fire actor which sticks to the monster/player through A_Warp and occasionally explodes.

I can't figure out how to set the pointer correctly so the second fire actor spawns and warps to monsters. If I set it to target it sticks to me just fine, but not monsters.

Is there a good resource wad for me to reference for something like this?

>> No.3344120

You can get far with limited resources if you're creative enough.

Just look at Going Down, almost all stock textures.

>> No.3344121


I'll take it, I guess. It doesn't sound like the sort of thing I'm normally interested in, but I like collecting rare mods.

>> No.3344123

even if you don't think people are interested, share it

>> No.3344127

Hey, if Term is here, how well does Zandronum handle scripts involving button presses, like Hae-Lin's Ghost Step stuff?
Is it clientside or is the player at their ping and the server's whim?

I already have a double-tap dodge script, and want to make a jump script that replaces the Zdoom jump so the player can jump more often.

>> No.3344128


It's at the ping and server's whim, since player sends button push information, server receives it, server executes script.
It also requires the server to have compat_playerssendfullbuttoninfo (probably not the exact name of the cvar, I'm sleepy) on at all times.

>> No.3344132

So there's no such thing as clientside? damn it.. guess this will be singleplayer only.

>> No.3344134


>> No.3344137

I'm not sure why, but the lighting and color scheme of this map kinda reminds me of TF2 for some reason.

>> No.3344139

It's the soft light blue-greys, like you'd see on Hydro or Turbine.

>> No.3344141

Here you go guys


It needs Zandronum and the Skulltag files to run. I included a README with the load order, since doing it in the wrong way messes up the icons

There's only one thing I wasn't able to fix, the akimbo and knife icons to properly show. They display, but the background stuff isn't cut off and I'm not sure what else is missing. Other than that everything works

>> No.3344151

Aw hell, forgot to add.

I grew tired of the forced quotes so I deleted one of the voice packs for an option of having no voice.

Navigate to the british voice if you want this option

>> No.3344154
File: 70 KB, 207x217, 1391202317293.png [View same] [iqdb] [saucenao] [google] [report]

sorry for piggybacking on your post but
>[x] releases megawad
>it's still WIP and updating as I play

why are there people who do this?

do people just somehow not realize it invalidates saved games and therefore any and all progress made is rendered nil when the actual thing releases?

I mean it mends it if you make a hub-styled level selector or somesuch to go with it but what if you don't? am I expected to just IDCLEV all the way to the one specific level I once was before the update arrived and pick up from thereon?

why not, you know, just beta test it in private and then release the full thing once it's good to go and fully fucking playable?

>> No.3344158


You're free to not play it until it's finished

>> No.3344160

point still stands

are people legitimately eager to play unfinished mapsets or something

>> No.3344162

>Early Access Megawads
Yeah anyone that plays it will likely lose interest in playing it again when it's updated. I bet the author just wants gratification now.

>> No.3344163

Are slaughterwads underdeveloped? I feel like people assume slaughterwad = large geometric shape and then rows of monsters.

But surely, with a little subtlety of monster placement, pillars to hide behind, and careful geometry slaughtermaps could be interesting and worthy of discussion?

>> No.3344165

>why not, you know, just beta test it in private and then release the full thing once it's good to go and fully fucking playable?

I would love to have a wide slew of people who would be willing to beta test my maps! I would love it!
Shame that I don't.

So unfinished releases you get.

>> No.3344168 [DELETED] 

>le 'don't X it then' defense

>> No.3344170

Is there an engine-related reason why ZDoom doesn't have Modulate/Multiply as a RenderStyle?

>> No.3344171

>are people legitimately eager to play unfinished mapsets
i'm sure there's always a whole bunch of people who are willing to help test and/or give suggestions as to how to develop things
it's the same thing with gameplay mods

why is this any different or more surprising?

>> No.3344173


I've seen a lot of petty complaints in the Doommunity but this is probably the pettiest.

>> No.3344176

and you're the one to call them out for our community's well being

you're a hero anon

>> No.3344178
File: 173 KB, 800x585, Slaughter Maps.jpg [View same] [iqdb] [saucenao] [google] [report]

Slaughtermaps are just big rooms full of enemies and ammo.
But really, slaughtermaps are pretty lazy by concept alone. There's a few maps that have interesting architecture and geometry, but they're still just big open rooms with some large raised sectors used for cover and rows and rows of enemies copy+pasted around. It's a bit hard to say how you could "fix" slaughtermaps or do them "right", but then again I'm just not the right audience member for slaughtermaps, so take what I say with a grain of salt.

>> No.3344179


Thanks, I'm happy to help.

>> No.3344180

I changed my mind about it pretty quickly after posting, I must have been projecting my own problems and regurgitating things I've read about Early Access killing games.

>> No.3344181


There is such a thing as clientside, but you can't have a clientside script reading the player's inputs and have it affect things that affect the server (i.e. movement).
Clientside is for stuff that should only affect the client, like cosmetics and effects. Serverside is for stuff that should impact all other entities on the server, including what other players see/react to and what monsters see/react to.

>> No.3344183

except sending inquiries and feedback on weapon mods is oftentimes easier to do since the changes can still be released at any point in time

>> No.3344186

>Yeah anyone that plays it will likely lose interest in playing it again when it's updated
don't know if this is the case for most people, but yeah.

Ultimate Doom II is the worst offender in this case at least for me.

>> No.3344187

>you can't have a clientside script reading the player's inputs and have it affect things that affect the server (i.e. movement)
So dodging in multiplayer in Demonsteele is arse, then?

>> No.3344193

>I'm happy to help.
that's the sad part.

>> No.3344194


If you have high ping, very much yes.
Then again if you have high ping, pretty much everything multiplayer in DemonSteele is arse.

>> No.3344195

as opposed to mapwads, where.....?

>> No.3344198

Don't be sad, you'll be happy someday too. :)

>> No.3344203

Yeah, no shit.

>> No.3344206

Thanks anon, you're a little late.

I've already confirmed that.

>> No.3344208

Well damn, at least it can be played with a friend over LAN or something.
As I'm using a double-tap dodge system it's kinda fucked. Oh well.

>> No.3344212
File: 76 KB, 203x159, 1466125528538.gif [View same] [iqdb] [saucenao] [google] [report]

>invulnerability colormap

>> No.3344218

are you mildly upset about something anon

>> No.3344219

Don't you think that's a petty response?

>> No.3344220

are there any a e s t h e t i c wads


>> No.3344225

people tend to get uppity around here when you say something they don't agree with, regardless of how you put it.

there was that 'hyperrealism' mod that supposedly took GZDoom to its engine limits but I can't recall the name for the life of me. It was on the ZDoom forums but that's about all I can remember. Sorry, anon.

>> No.3344227

have you taken a look at sunder? it becomes a puzzle game when you play that.

>> No.3344232

i was thinking more along the lines of pink filters and vaporwave soundtracks

are there really no wads like this? I've actually been looking around and I can't find any.

clearly, kek has blessed me with my very own meme to create

>> No.3344234


>> No.3344240

that's just zdoom on 8 bit sound effect quality

>> No.3344241
File: 84 KB, 272x282, fucking plebs.png [View same] [iqdb] [saucenao] [google] [report]

i was not expecting that lmao

>> No.3344248

Slaughterwads are simply an acquired taste kind of thing, like Marmite/Vegemite or Spicy food. They certainly have their fans, but aren't for everybody, and nothing can really change that.

>> No.3344259


could you imagine if people talked shit about spicy food like they do with slaughterwads

>> No.3344261
File: 489 KB, 500x240, SUSPICION.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw the download link for sunder on the forums is 102mb

is this a ruse

>> No.3344265

100mb of wad
2mb of gameplay

i don't know anything about sunder

>> No.3344267

Did they convert all the sound effects to MIDI or something?

>> No.3344268

I probably will play BTSX E1&2 again once the final versions eventually come out. Really enjoyed them.

>> No.3344269
File: 1.12 MB, 1920x1080, Screenshot_Doom_20160707_231331.png [View same] [iqdb] [saucenao] [google] [report]

「I am the bone of my axe」

>> No.3344274

prepare your hymens

>> No.3344275

ancient aliens?

>> No.3344276

Are there any mapsets that give a Castlevania vibe?

>> No.3344279
File: 695 KB, 1920x1080, spasm0002.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you ever played some levels where the architecture alone intimidated you?

>> No.3344280

well... is it common for megawads to be 100 mb? This seems like it's guaranteed to be a virus

>> No.3344281

my god what in the fuck

>> No.3344285

if they put a shitfuck of pngs and mp3s and wavs in there yeah

it's not a virus

>> No.3344287
File: 3 KB, 161x194, no.png [View same] [iqdb] [saucenao] [google] [report]

>watching at 1.25x speed

>> No.3344290

That's some good music for fucking shit up.

Which reminds me, one of my favorite feelings in Doom is opening a door to find a demon ready to surprise me, then unloading my shotgun into their face, one hit KO.

It's kinda that "I'm not dealing with your bullshit" feel, you know?

>> No.3344293
File: 86 KB, 227x234, 1355637932855.png [View same] [iqdb] [saucenao] [google] [report]

Is this death

>> No.3344298

it doesn't get any more I T S N O T A P H A S E M O M than this.

wad name is la-spacestation.wad, for anyone wondering. I still have it so I can upload it to mediafire in case you can't find it around the internet.

>> No.3344302

My copy is 29mb, so theres definitely something odd here.

Not usually. Its rare for megawads to be bigger than even 50mb, and when they are, they usually have a very large amount of of new graphics.

>> No.3344303


>> No.3344305
File: 259 KB, 449x449, 1455307490429.png [View same] [iqdb] [saucenao] [google] [report]

>Search Complex Doom on Google
>First thing I see is a leddit thread telling people to play it

>> No.3344309


Holy shit your level of understanding of file size and how files work is mind boggling. You should have made the title sequence to a show like Law & Order because your mind is fucking amazing. P.S. no disrespect; are you 50+?

Please tell me you just have an insane data cap, even for basic internet purposes. That would make a lot of sense. Oh, and you definitely don't use AV/AM because people who want to play Doom definitely. DEFINITELY. want to see the world crumble.

>> No.3344313

what's av/am

>> No.3344314

Are you retarded? 100m is pretty big for a wad.

Sure 100m isn't a big file, but it's bigger that most wads are, and that's a fair reason to question the integrity of a download.

>> No.3344317

Complex Doom, not even once.

>> No.3344318


>> No.3344320


Yeah actually, my copy is like 12 MB compressed in zip, 29 uncompressed. So sorry for freaking out at you. I'm just drunk and tired of everyone giving a fucking about download size for wads. Jesus christ, it's 2016, why do you need a file under any size scrutiny?? Do people actually still face data caps for their home computer?

>> No.3344321

Jesus Christ dude

>> No.3344327


>Do people actually still face data caps for their home computer?

Yes, yes they do.

>> No.3344328

>Jesus christ, it's 2016

>> No.3344331

>I can't believe it's CURRENT YEAR and people STILL care about optimizing file size for distribution!

>> No.3344332

Yeah, I'm on satellite because my ISP went out of business. I can download whatever I want past midnight though.

Otherwise there's loading times, waiting for it to download in WadSeeker, waiting for it to download, and generally just not being an unoptimized Sgt Marky mess.

>> No.3344334


eeni, meeni, miney mo. You poor soul(s)

>> No.3344335

To elaborate, datacaps are becoming more common, in the US atleast, since Comcast and a couple other ISPs are so comfortable in their local monopolies.

Also, even if 100mb isn't big, there's no reason for a file to be bigger than it needs to be. Furthermore, files larger than they should be is a really good sign that a download link is fucky.

>> No.3344338


Jesus. Would you upload a speedtest pic for me to just commiserate with you? I feel sorry man.

>> No.3344340

>I'm just drunk and tired of everyone giving a fucking about download size for wads. Jesus christ, it's 2016, why do you need a file under any size scrutiny??

Because my reigning theory ("if a mod/wad's filesize exceeds 100mb, unless it's a TC, it's shit.") has yet to be disproven.

>> No.3344342
File: 6 KB, 229x221, 15 - 1 (1).jpg [View same] [iqdb] [saucenao] [google] [report]

>reading zrrion the insect's how to make a proper muzzleflash tutorial

uh... so, if you don't mind me asking.

what's precisely keeping me from just opening the sprite in photoshop and painting over it with soft shading with the color I want?

>> No.3344349
File: 23 KB, 300x135, 5460766470.png [View same] [iqdb] [saucenao] [google] [report]

It's alright, I've adapted since then. Really the issue is $100 a month and no streaming or multiplayer games. Just have to stay up until 12AM, download some long videos from YouTube, and I have videos to watch at a more reasonable time. Downloaded the entire bigclivedotcom channel once.

>> No.3344351


Yeah, but a metric fuckton of wad-makers these days are so un-optimized, it isn't funny. I mean, I get it that some people have caps. I have one myself with cuntcast (only 300 gigs) but even at that I live in a building that *somehow* lets me dl multiple TB worth without a second thought.I get it; I was scared at first too. Maybe I just got lucky? I see the reason for being worried- but anyone with decent AV/AM should be better than fine when it comes to security, and those worried about download size should just check out a local library. I couldn't have been the only one who used libraries for download havens?

>> No.3344357

His method preserves highlights and shadows, but it's not the only way. I'd just take a soft brush on a new layer and set it to colour or something unless I wanted some fancy yellow to green effect with a gradient.

>> No.3344370


I'm sorry. Real talk; please forgive my harsh judgement.

>> No.3344376

This "Sunder" download (and I say that with all the bitter sarcasm an internet funnyman can muster) is 102mb with a weird spanish name - "SaoJoaoHSANTOS.cdr"

In my travels across the internet, never have I been familiarized with the *.cdr compression scheme.


or you guys could just link me the sunder download where you got it and I could rest easy

>> No.3344378

I forgive you dude.

>> No.3344380

Definitely a ruse

>> No.3344381

>The CDR format is the default format for Corel Draw Applications.
yeah that ain't it

>> No.3344382


>> No.3344383

Definitely a ruse. Sunder is not that big in size.

>> No.3344387
File: 764 KB, 1920x1080, spasm0005.jpg [View same] [iqdb] [saucenao] [google] [report]

>approaching the exit portal
>still only 68/78 kills
>suspiciously wide space
>expect epic arena fight
>it's just a shambler
>all the missing kills are just a bunch of scrags from a secret area that I missed

Wasted opportunity

>> No.3344389

god machine terrifies me.

>> No.3344397
File: 21 KB, 170x116, 6BFXA0.png [View same] [iqdb] [saucenao] [google] [report]

I did something like so. Don't know if this is what you mean

>> No.3344398
File: 422 KB, 1370x830, 1458239244869.png [View same] [iqdb] [saucenao] [google] [report]


>Go to check the doomworld thread
>The download is a sendspace link that leads to a file named "SaõJoao HSANTOS.cdr"

>> No.3344402

I remember this weird stuff the last time I attempted to download it as well
pick a download from >>3344382 instead

>> No.3344404

I don't know what you did to make it green but it looks like it's working.

>> No.3344409

i just opened the muzzleflash sprite in mspaint, pasted the BFG over it and opened it in photoshop, then selected the corresponding area to be lit and set the brush to intense lightning and painted over the muzzle.

for the rest i painted the bfg sprite only and then pasted it over the vanilla muzzleflash because it was easier that way

>> No.3344410
File: 47 KB, 1024x768, ren3.jpg [View same] [iqdb] [saucenao] [google] [report]

Not retro, but..

>> No.3344412

>being intimidated by penis structure
never go to zootopia

>> No.3344415

Its not finished but its pretty castlevania-ish.

There are a couple others, but for some reason they're just castlevania weapons in doom2 which doesn't really make sense to me. There was one for heretic though which was kind of cool.

>> No.3344428

I saw the most amazing recreation of the outpost from The Thing recently. Blew my mind. All build engine too...


>> No.3344430

How do I get into Hexen mapping?

>> No.3344451

Ancient Aliens apparently exceeds 100mb

>> No.3344452
File: 26 KB, 500x438, Agitation.jpg [View same] [iqdb] [saucenao] [google] [report]

Jesus Christ anon, do I share your pain.
>Satellite net, monthly data cap, free from midnight to 5am, if you bust the cap you either buy more gigs or suffer with snail-speed internet
>No streaming, no multiplayer games, hardly even have Steam up anymore, no downloading before midnight, watch all videos in 144p if it's not in the free net time period
>Had to stop playing my favorite multiplayer games with my friends
>Living in my own personal hell every day because I spend all my free time online
I'm glad it's almost midnight. ;_;

>> No.3344456

When you hit the cap, does your unlimited data period start at 11 instead of 12 as well? Do you also have relatively high upload speeds all the time when you get slowed down?

I'm not sure if it's supposed to happen and I don't want to ask them.

>> No.3344465
File: 102 KB, 280x246, 1444973891365.png [View same] [iqdb] [saucenao] [google] [report]


are the summoners in doom 16 female or not

>> No.3344470

>When you hit the cap, does your unlimited data period start at 11 instead of 12 as well?
Yeah, I've noticed that and found it odd. I'm not entirely sure if it's the free data period starting an hour early (because it still lasts until 5am for me), or if it's high data speeds that are still costing you overages (which I kinda doubt) or what, but it is something that happens consistently every night when I bust the cap. I'll still run videos at 144p and wait till midnight before I start downloading shit, just to be safe.
>Do you also have relatively high upload speeds all the time when you get slowed down?
That, I'm not sure of. I hardly ever upload anything that takes longer than a couple of seconds, and when I do need to upload something serious (such as file-sharing large folders) then I wait until midnight. About the closest thing I can think of is sending images via Skype; when I bust the cap, even one image will take longer than it should to upload and send, so I suppose that's an answer to your question.

>> No.3344473

Oh, and have you noticed your capped download speed slowing down? I used to get 60 kibibytes per second but now it's down to 30 as of a month or so ago. I'm not sure if I'm being punished for piracy since all of their warning emails go straight to the trash or if it's because I'm not a new customer or if it's because more people are using them in the area.

>> No.3344474

>Open up GZDoom
>Choose "Zdoom - Hexen Format"
>Load Hexen.wad resources
>Let the creative juices flow
>Script some print messages like "you hear a distant scream of rage" when you pull a switch
>Have a hub map, and 3 or 4 maps leading off, each with a different theme.

Personally I've found that having locked doors in the hub that you find the keys for in the various maps is better than random switches that solve 1/6th of a puzzle. That way once the player finds a key they know where they're supposed to go. Try to get more creative with your puzzles than "1/6th of the puzzle has been completed" Try to avoid switch hunts like Castle of Grief. that shit was too far imo.

Also make sure to give the player lots of flechettes. can never have enough flechettes

>> No.3344480

many people picture them as female but there hasn't been any confirmation about their gender within or outside the game files, or anything else besides what the codex says.

that said yeah I'd prefer it if they were female. they look pretty cute imo.

>> No.3344484

Well, I live waaaay out in the middle of nowhere, so the most traffic that slows me down comes in the evening when everyone in the area, and likely the whole county, gets home and does whatever online. I've had my provider for two years now since I moved here and it's more or less been the same throughout. I'd say if anything, it's likely surrounding traffic slowing you down. I hardly ever hear of net providers punishing people for piracy.

>> No.3344485

Oh, and if you haven't figured it out: while torrents are often throttled to Hell and back, Mega often isn't. Get MegaDownloader and get your media from yourserie.com tuserie.com tumovie.com igg-games.com mpc-g.com pcgames-download.net and vsetop.com

>> No.3344512


>> No.3344521


skacky's map

>> No.3344524

have you even seen DV2?

>> No.3344536

Sunlust's architecture is fucking nice. It looks like so much pain staking sector work went into it.

>> No.3344646

I love the dehacked work done for getting those monsters to resurrect without having to use actual arch-viles.

>> No.3344664 [SPOILER] 
File: 2.74 MB, 2997x2000, 1467968192015.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3344665

Uhhg those slaughter arenas all through the level

>> No.3344679

That's a big chaingunguy

>> No.3344681

Sunlust is a nice looking slaughterwad, anon. A very well produced slaughterwad.

>> No.3344683
File: 239 KB, 1366x768, 1465762451159.png [View same] [iqdb] [saucenao] [google] [report]

What map is this?

>> No.3344684

That's a thing?

>> No.3344687

It looks pretty and is accepted by Doomworld's modder's circlejerk, so it must be good.

>> No.3344693

The platforming in that looks really dodgy. Not the kind of level design I want

And I don't care for gameplay mods. I just want maps.

>> No.3344703

>and is accepted by Doomworld's modder's circlejerk
Fuck off.

>> No.3344718

do you just want doom maps with castlevania textures?

>> No.3344721

And want big nonlinear castle maps.

>> No.3344730

was castlevania non linear?

>> No.3344731

Depends on which Castlevania.

>> No.3344732

Symphony of the Night

>> No.3344734

Depends if it's a Classicvania or a Metroidvania

>> No.3344737


for you

>> No.3344751
File: 644 KB, 929x699, 1444925452124.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3344754
File: 587 KB, 1366x741, fuck.png [View same] [iqdb] [saucenao] [google] [report]

How do you properly import textures into a wad? I added some cool textures I found to a TEXTURE1 lump using Slade, and loaded it with Gzdbuilder. The walls look fine, but the floor looks all corrupted. What's also weird is that the flats show up as patches when I select walls, when they shouldn't in Boom format. I tried deleting the flats from the PNAMES lump, but that only made them appear as missing textures in the editor.

>> No.3344762

you don't add flats to a texture lump or to pnames

>> No.3344783

Ok, got it working now. Removed the flats from the textures lump, and converted them to flat graphics(I had converted them to regular Doom graphics, which is why they appeared corrupted).

>> No.3344801
File: 868 KB, 768x1100, Cacodemon+HD+sprite.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3344814
File: 151 KB, 1293x488, CV_010B.png [View same] [iqdb] [saucenao] [google] [report]

Yeah that platforming needs to change. That section needs work. Music needs to come back in, and the platforming needs to be much easier. The section after death is difficult because in SOTN you can just jump up through floors and then land on top of them as if they were solid, something I haven't worked out how to do in zdoom. I will just remove some of the ledges to make it more navigable, but I've kind of lost motivation on the project (building Doom64 maps instead...)

Problem is they take a lot of work to build. Would definitely be cool though. I might make another hexen mod at some stage that it just a massive castle. Huge non linear hub clusterfuck with NPCs could be pretty cool. Building the level to the SOTN side textures was a good exercise, but I think the platforming and castle needs to be built in true 3D with a 3D layout to suit zdoom better.

Would be cool to still use castlevania textures though, they are veeeery nice

>> No.3344815

'HD' Doom sprites should really just be more akin to doing a different style than a fucking uplift off the original.

Like Doomguy's status bar face or something as a base for the player sprite's head.

>> No.3344827

I think a HD pack that maintained Doom's pixel density but used truecolor graphics could be pretty cool. Or like, double the rotations.

>> No.3344830

These last bloody sprites are very ugly looking in comparison.

>> No.3344832

Double rotations, add truecolor and animations from smoothdoom. That would be perfect for me.

>> No.3344838

An assload of work however.

>> No.3344839

Can ZDoom support sprites for when you're in a jumping state?

>> No.3344848

It might take a few workarounds but it definitely possible.

>> No.3344856

I think Brutal Doom and Hunter's Moon does this. The later also plays different animations depending on the direction you're running.

>> No.3344864

How do I update the decorate syntax thing for slade3? I wanna use A_overlay

>> No.3344870

How do you make Hunter's Moon work actually? I load it up with Doom 2 and I just get put in Entryway with a fucked up HUD.

>> No.3344882

Are you running gzdoom with the GL renderer on?

>> No.3344892

Well all the shit like the weapons, new enemies sounds and such are working, but it's just that I'm getting Doom 2's maps and the HUD is all super large. And yes I'm using GZDoom.

>> No.3344894

Hunters moon can be played as a gameplay mod, which is why the map pack is a separate DL.

No idea what's up with the hud though

>> No.3344898

Turn off fullscreen HUD stretching, I guess.

>> No.3344906

Ooh, the map pack is seperate? That explains it. The HUD might be huge because I use the stretch HUD option.

>> No.3344993
File: 144 KB, 1045x523, hangar_an_shit.jpg [View same] [iqdb] [saucenao] [google] [report]

Gotta figure some cover to throw around. Perhaps some large crates near corners, maybe a large tank of something...

Still, rather liking how this is ending up looking. Gotta touch it up a little though...

>> No.3345041

>revenant HUD face
i smiled

>> No.3345086

New bread when

>> No.3345094

even on page 10 we'd have another few hours to go, don't worry about it man

>> No.3345105

What are you guys playing right now, and how do you rate it?

I saw Sunlust mentioned here and never hearing of it, decided to give it a go. I only got through the first three maps but oh my god is this thing a 10/10. Everything feels so great, as if every little piece of the map was carefully designed. I know it becomes a slaughterwad later on but I don't even care, with how amazing everything is right now, I have a feeling even those will be great.

>> No.3345107

I was playing through the original Quake episodes completely a while ago. Quite fun. I'm starting to like Quake's movement and gameplay more then Doom's now.

>> No.3345113

I got to the last map of Doom64.

Now I'm freeeeeee. I might continue my NAM playthrough but I'm up to a pretty cunty mission where VC constantly spawn in and you have to find some crates and mark them for detonation. I seem to be missing one of the crates but there isn't really any leway to go searching, so I may have to restart. Its the mission with night vis goggles.

>> No.3345115
File: 81 KB, 800x600, .png [View same] [iqdb] [saucenao] [google] [report]

MM8BDM, 9/10. I wish there were more coop modes about killing enemies and not on making through platformers and races.

>> No.3345117

> I got to the last map of Doom64.
> Now I'm freeeeeee
I know that feels. I'm playing 3 right now.

>> No.3345123


It's alright.

Plan on playing through Plutonia with SUAB later.

>> No.3345146

Playing Scythe 2 now. I was hoping for more smaller compact levels, but instead got overly huge complex levels that take up to 20 minutes to play. At least the levels are well made and nice to look at. I just wanted smaller maps though.

>> No.3345153

Scythe kinda lost the point after the first one. 2 and X don't follow the small, quick levels gimmick at all which is a big detriment against them. They're still fun though.

>> No.3345185
File: 7 KB, 153x100, the-meme-man-himself.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3345186
File: 29 KB, 452x280, 1454364289704.png [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who HATES the music in Equinox? It's very loud, and just not very good. I turn that shit off every time I play it

>> No.3345187

Yeah, was never a fan of it. Some of the only music in a Doom wad that I can't stand.

>> No.3345190

Equinox's music is really, really bad.

>> No.3345191

considering it was mentioned in the SYWTPSFD infographic to "bring your own music", i doubt it

>> No.3345221
File: 142 KB, 415x367, 1455368193819.png [View same] [iqdb] [saucenao] [google] [report]

New thread when?

>> No.3345224


Never. Doom is dead

>> No.3345226

Relax dude, someone else asked when the new thread will be made two hours ago and we're still on page 7.

>> No.3345229
File: 101 KB, 295x285, 1465092124263.png [View same] [iqdb] [saucenao] [google] [report]

When it hits page 10 you double nigger elemental

>> No.3345247

It's mostly bad but there are a few nice tracks, such as that one from the Ayylmao ship.

>> No.3345268

GoldenEye has a controller scheme involving using two controllers. It has been years since I set it up, but IIRC using that scheme you can enable mouse for GoldenEye.

Or it's some scheme that uses the analogue controls in an unusual way. I just remember having no trouble setting up a mouse with GoldenEye

>> No.3345281

Are there doomguy sprites of him with all the different weapons?

>> No.3345283
File: 163 KB, 354x402, 1462155826319.png [View same] [iqdb] [saucenao] [google] [report]


>All those monsters resurrecting by themselves without arch-viles

What the fuck, how

>> No.3345296



>> No.3345313

God damn I love Quake 1's aesthetic.

>> No.3345314


What's all this, then?
Can I see some examples of it being done? Which sourceports support it?

>> No.3345317

This will trigger that anon bitching about neon pillars I am sure.

>> No.3345339
File: 19 KB, 700x600, Ared.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3345341
File: 1.32 MB, 1719x1240, 1443819097571.jpg [View same] [iqdb] [saucenao] [google] [report]

>when a zombieman lands a shot on you from across the map

>> No.3345409

on the flip side
> shotgunner misses all pellets while next to you

>> No.3345530

New thread >>3345527

>> No.3345596
File: 1.41 MB, 1204x1204, chipmunk 911.png [View same] [iqdb] [saucenao] [google] [report]

>playing Oblige map
>pick up key
>walls open and chaingunners pour out

>> No.3345608
File: 636 KB, 2000x1921, Tifa.png [View same] [iqdb] [saucenao] [google] [report]

>Big open area
>Starting taking chip damage
>Can't see or hear any enemies around you
And additionally...
>Locked in a small room
>Barons or archviles get teleported into the room
>There's no cover to hide behind

>> No.3345675
File: 42 KB, 640x480, .png [View same] [iqdb] [saucenao] [google] [report]

> post #666

>> No.3345763 [SPOILER] 
File: 31 KB, 258x375, 1468015183556.gif [View same] [iqdb] [saucenao] [google] [report]

those Pfhor (Marathon) sprites

>> No.3345795

quite possibly the ugliest screenshot i've ever seen of any doom derivative tbqhml

>> No.3345930
File: 28 KB, 413x395, 1458235555748.jpg [View same] [iqdb] [saucenao] [google] [report]

it's all his fault, too

>> No.3345976


>> No.3346014

>There is such a thing as clientside, but you can't have a clientside script reading the player's inputs and have it affect things that affect the server (i.e. movement).
You can have it affect serverside things, with RequestScriptPuke.
You would have a clientside script reading the player inputs, then use that to get something executed on the server. Note that I don't actually know if you can read the player inputs in a clientside script because clientside stuff doesn't always have access to everything and there is somewhat limited documentation on what it does have access to except for certain well known things (like inventory items.) It should be easy enough to find out if it does.
The only downside to this is that the script is not """guaranteed""" to get executed serverside (I have never had any instance of that happening during my limited usage, it's always worked) and that even if you don't have a keybind set in keyconf for "mypukescript" players could still bind it themselves via console commands.

>> No.3346018

but i think that looks like vomitive shit too

are you gonna shitpost about that as well

>> No.3346063

Pretty sure I remember Scythe X actually returning to the small quick levels

>> No.3346121
File: 263 KB, 800x601, 1446778609083.jpg [View same] [iqdb] [saucenao] [google] [report]


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