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3345527 No.3345527 [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.3345528


[07-07] Anon mod release: COD MW2 Restored >>3344141 >>3344115

[07-06] Anon map release: Shitty Slaughter Wad >>3340934

[07-06] Anon map WIP: Spaceport >>3340832

[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

[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



>> No.3345536
File: 158 KB, 1366x768, Screenshot_Doom_DM2GM3A.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3345537
File: 2 KB, 47x66, SKELI1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3345539

what is this, a hud for ants

>> No.3345540
File: 391 KB, 1366x768, Screenshot_Doom_hell-c.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3345541
File: 21 KB, 954x471, 1453844788087.png [View same] [iqdb] [saucenao] [google] [report]

That map looks nice and Doom 1ish, but with Doom 2 stuff in it, want

>> No.3345543
File: 24 KB, 700x600, SI.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3345550
File: 268 KB, 1366x768, Screenshot_Doom_20160708_160854.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3345551
File: 568 KB, 973x1372, 1455499440043.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw no SMT: Strange Journey wad

>> No.3345553
File: 157 KB, 480x273, Fellow Demons.png [View same] [iqdb] [saucenao] [google] [report]

So generic question here, but I'm genuinely curious: what was your favorite episode from Ultimate Doom? And what was your favorite map from each episode?

I've always found Inferno to be the most enjoyable to play through as well as the most thematically pleasing, the levels are all so memorable and enjoyable to play through, and some of the levels got me really immersed in the hell theme when I first played Doom years ago. All the episodes are great, but I think Inferno is the strongest of the four.
E1M6, E2M2, E3M3, and E4M2 are all my favorite maps from each episode. The latter three are all within my top 10 maps from official Doom games, and E3M3/E4M2 are both within my top 3 for sure.

>> No.3345554
File: 274 KB, 1366x768, Screenshot_Doom_20160708_160147.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3345556

playing this right now, just got to delphinus

>> No.3345559
File: 378 KB, 1366x768, Screenshot_Doom_20160708_161037.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3345563

you're in for a treat in the next area

>> No.3345568

How come nobody hosts DoomSpy anymore?

>> No.3345593
File: 26 KB, 1024x768, do not pet the spider.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3345603

scary spodre

>> No.3345641

Soooo this Corridor 7 game. I just found out about it today. It seems pretty fucking cool but I am god damn terrible at it. Also, the fps varies wildy when running thru dosbox... I'm gonna assume that is just the way things go. Would there be any way to run it through a sourceport or something? I heard it uses the Wolf3d engine, so maybe ECWolf? You guys were the only place I could think that might have real answers.

>> No.3345652


The ECWolf dev does want to add support for that game, but judging by how fast he's working that isn't coming for a long while.

>> No.3345679


Cool. Thanks for the heads up. I was just hoping there might be a way to jerryrig strafe mode in a permanent state. Kinda like Doom. Because I hate holding down an extra key... I know that sounds silly but it feels so unnatural after playing the 'widely accepted' way for so long.

>> No.3345685


You can use DOSBox's keyboard mapper to make the turn left/right keys also turn on strafing, but if this game's anything like Wolf3D you still won't be able to turn while strafing.

>> No.3345690

I don't know how many of you still play Ultimate Doom wads, but you should check out b2b.wad if you get a chance. Back to Basics was an episode made by Espi back in '07 and it has some of the coolest transitional maps from tech to hell. Some of the levels look like they're being swallowed up and disintegrating around you... very cool.

>> No.3345692 [DELETED] 
File: 42 KB, 640x480, .png [View same] [iqdb] [saucenao] [google] [report]

Anybody up to some megarape by yours truly assfucker9000?

>> No.3345695


are you asking us if we want to play a mm8bdm terrywad

>> No.3345706


What's a terrywad?

>> No.3345707


>> No.3345713



>> No.3345717
File: 120 KB, 836x503, rough_on_edges.jpg [View same] [iqdb] [saucenao] [google] [report]

Another stupid map, bit rough on edges, intended sort for map01/map02 slot.


I still think the balance is bit off.

>> No.3345719

Oh god, that looks hideous.

Google doomguy2000

>> No.3345720 [DELETED] 

> find a decent megagame server
> "enter a password"
Fucking triggers me every time. We got 5 fucking servers at best, including autistic team platformers and you're gonna pull that elitistic shit? Suck some cock, faggots.
Second thing that triggers me. The graphics is perfectly fine. If you're uncomfortable with 8-bit, you shouldn't be here, newfag. Man, just to think how much cancer this general teleports to vr...

Please, stop this retarded attempt at memeing.

>> No.3345729 [DELETED] 









>> No.3345731

>The graphics is perfectly fine
No, it's hideous.

>If you're uncomfortable with 8-bit, you shouldn't be here, newfag
Even for a 8-bit texture it could be made dozens of times better, easily.

>> No.3345735 [DELETED] 
File: 109 KB, 1280x720, .png [View same] [iqdb] [saucenao] [google] [report]


>> No.3345736


Nigger I love the art of NES games but the textres from Megaman games don't work well for a doom level, to try to argue otherwise is being in denial

>> No.3345738

>If you're uncomfortable with 8-bit

It's not because it's 8-bit, it's because it looks like shit. I still play NES games and love 8-bit graphics, but this looks bad.

You're talking as if it can't look bad because it's 8-bit.

>> No.3345746

> Even for a 8-bit texture it could be made dozens of times better, easily.
Give me an example.
> but the textres from Megaman games don't work well for a doom level
That's because it's not supposed to be doom.

>> No.3345753

It's too saturated and the colors clash like hell.

>> No.3345760

It's not that it doesn't fit a preconceived notion of Doom, it's that the tiles just hurt to look at when you put them on Doom level geometry.

>> No.3345769

This, the solid colors and fullbright is harsh to look at in full 3D.

Even Super Mario 64 had shading and texture to it.

>> No.3345771


>> No.3345794

Is there an Alien: Isolation mod for doom?

And by that I mean a wad:
>limits your movement and stamina
>low/no fire power
>your actions create noise by which the baddies/baddie find you
>you must use your wits to escape/progress

>> No.3345834

Hideous Destructor hits that note pretty well. Essentially /k/'s tactical survival horror.

>> No.3345858
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]


just tested your map, anon

i liked the techbase detailing and other things like the balcony textures

that being said, the general texturing is pretty bland, the lighting is too uniform and bright, and /it's too easy/; it needs a few cacodemons or a trap or something.

>> No.3345861

Quakespasm is so fucking overrated

>virtually no customization options
>always, ALWAYS changes the configurations to default whenever I try new maps
>shitty mouse controls
>no graphics options other than resolution and color depth
>looks like shit
>the only times I keep going back to it it's because so many good mods are only compatible with it

DirectQ master race reporting here

>> No.3345862

Aside from lack of firepower. HD's weapons are ridiculously powerful, just unwieldy.

>> No.3345865

>>always, ALWAYS changes the configurations to default whenever I try new maps
Go inside your id1 folder(vanilla quake), set the config file to "read only", then copy it and paste it inside the other mods/maps folders

>>shitty mouse controls
I don't see how it is different from any other port's mouse controls

>>no graphics options other than resolution and color depth
>>looks like shit
The whole point of the port is that it looks and feels vanilla but without the bullshit bugs and DOS fuckery, what did you expect?

>> No.3345869

Thanks for the advice, I'll keep it in mind.

>what did you expect?
DirectQ does the same and much more, it's the little things. Too bad it's so shitty at being compatible. I just want to play it with Arcane Dimensions, is that too much to ask?

>> No.3345871

Has anyone ever made an Animal Crossing-type mod? Some kind of cozy, cutesy life-simulator or something? I think it could be nice. I love the idea of AC but I get bored to tears when I actually play it.

>> No.3345875


>The Spear Gun was a cancelled weapon that was originally supposed to make its appearance in Blood, but never made its way into the final release. A Spear Gun concept art did find its way to the Blood website however, and a version of it is in the Blood Alpha using a sprite later used for the Tesla Cannon.

At last I trully see

>> No.3345881


>no graphics options other than resolution and color depth

There's actually quite a few, but most of them are only accessible through the console. You can find them in the update log for Quakespasm and on this page:


>> No.3345890
File: 41 KB, 302x549, 1446745183284.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3345893


Quakespasm is the successor of Fitzquake, and uses the same CVARs as it.

>> No.3345902
File: 7 KB, 189x198, 1455931089543.png [View same] [iqdb] [saucenao] [google] [report]

>mfw pinkies with -fast on

Holy balls. -Fast parameter makes even the Iwad levels hard

>> No.3345905

>virtually no customization options
>no graphics options other than resolution and color depth
>looks like shit

All boils down to your lack of knowledge of the cvars.

DirectQ's anisotropic filtering only works when both texture filtering options are set to the blurry mess that is linear, that alone makes it objectively worse than QS in terms of visuals.

>shitty mouse controls

Standard Quakespasm .exe uses mouse acceleration, whereas the SDL2 .exe uses raw input, take your pick.

>> No.3345940
File: 112 KB, 824x525, horro_and_terro.jpg [View same] [iqdb] [saucenao] [google] [report]

And on same note, I made a new version of Electron. Fixed some things and heavily altered finale. Hopefully it is not as horrible. Hopefully it is horrible enough.

>> No.3345972
File: 74 KB, 350x447, 1461097954090.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright you fuckers, get in here, tim for COOP Going Down:

DOOMSeeker name: [TSPG] Painkiller: Going Down

>> No.3345981

How do I do multiplayer in zdoom? I've only ever done single player

>> No.3345985


Zandronum is what you use to play multi.


>> No.3345986

Ok, downloading now.

>> No.3345987
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google] [report]

get in here y'all, good times

>> No.3345991
File: 33 KB, 225x220, 123d750a347a07bd32c41d9a284c75026162716a.png [View same] [iqdb] [saucenao] [google] [report]

Took you long enough, fucker.

Joining in a minute or so

>> No.3345992

Also, I suppose I need the Doom II wad?

>> No.3345993

I was wondering when you'd get the server up. I'll be on in a few minutes.

>> No.3346015

>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.3346019

>The Fred Durst of the modding community
>Who is fed durst?

>> No.3346025

>map07: schizophrenia
that looks like it'd play alright but jesus, man, those colors.

what motif are you even going for in that level?

>> No.3346028
File: 110 KB, 769x675, 1404916402006.jpg [View same] [iqdb] [saucenao] [google] [report]

>ever placing 64 and 3 on the same level

>> No.3346029
File: 51 KB, 353x576, 1467884619138.jpg [View same] [iqdb] [saucenao] [google] [report]

>fed durst

>> No.3346030 [SPOILER] 
File: 314 KB, 750x708, 1468025922585.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3346036

that's just taking shit a little too far.

>> No.3346041

I must be stupid.

I can't figure out how to get zandronum to connect to a specific server.

>> No.3346042
File: 71 KB, 250x250, confused cyborg.png [View same] [iqdb] [saucenao] [google] [report]

Is setting a player class's speed to 0 and having their movement handled by ACS a feasible idea?

>> No.3346045

>Hey guys. Yholl's finished up with the weapons and we all just need to do some last-minute touch-ups and update integrations, so if everything goes well please expect the next map test build and the first weapon test build either tonight or tomorrow.

>> No.3346049
File: 1.40 MB, 923x1382, shaw.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3346054

Here's a quick study map I made today, it covers lighting, some texturing, puzzle design, and architecture. It's not a playable map, but it will become at least a part of a map in the near future.

>> No.3346068
File: 1.20 MB, 1184x1165, 1458702878062.jpg [View same] [iqdb] [saucenao] [google] [report]

Sharing some chill mapping jams.

Haircuts for Men - 手遅れに実現 lp [320]
> Vaporwave, Chillwave, Lo Fi Jazz Elements, Instrumental

Sample: https://haircutsformen.bandcamp.com/album/lp-3


>> No.3346070

How would someone make a Painkiller/Serious Sam wave in the Boom format? The doors close, monsters pool in, and you have to defeat the wave to leave the area?

>> No.3346081
File: 29 KB, 500x375, 1391272443486.jpg [View same] [iqdb] [saucenao] [google] [report]

>'The type of album that is truly... me'.
god fuck

>> No.3346084

congrats lads on beating going down
t. thomas jefferson

>> No.3346089


It was super easy though, definitely not made for ~16 players.

>> No.3346090
File: 19 KB, 75x75, 1466646889564.gif [View same] [iqdb] [saucenao] [google] [report]

Well that was fun

>> No.3346094

Ten out of ten best mod, hope it gets fifty cacowards.

>> No.3346095
File: 167 KB, 400x359, megaspherical.png [View same] [iqdb] [saucenao] [google] [report]

at least we left with an appreciation for why doomguy can only accomplish what he does when he's alone given all the teamkilling going on

>> No.3346096

any suggestions for the server now that we're done with GD?

instagib DM maybe?

>> No.3346104

It's what you would have to do for something like a doomkart too.

>> No.3346105

that would work for 16 ppl

>> No.3346107

Use Doomseeker then

>> No.3346108

mom! These guys are saying my mod isnt good! Could you sign up and say its good please?

>> No.3346113


DM in general would be cool. Or just a bunch of massive maps with tons of demons.

>> No.3346115

Samsara does this for Wolfmove, I believe.

>> No.3346118

actually we should do a team mode like tdm or ctf

>> No.3346125
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]


Server: [TSPG] Painkiller: The Speed of Death


rifle instagib time, senpai

>> No.3346126

military training

>> No.3346128


forgot the pass, it's iddqd

>> No.3346129

I still don't know why it's called World of Kirbycraft. It has nothing to do with either World of Warcraft or Kirby. It's always a good sign though, when the person doing the "trailer" opens up the terminal for those elite cheat codes. Also, why is there a mspaint loli whose main ability is crying?


>> No.3346131

Oh hey, it does too. I thought it was just nashmove with high values.

>> No.3346138

it's not letting me in for some reason
doomseeker says i have all the wads i need for it but zandronum says its missing something

>> No.3346140


Same here, kicking me out, dunno what's wrong.

>> No.3346141
File: 2.91 MB, 800x450, [muffled 'mom get the camera' in the distance].webm [View same] [iqdb] [saucenao] [google] [report]

>rifle instagib
It's time.

>> No.3346169

What are some good/essential weapon mods for Quake?

>> No.3346178

Personally, I can't stand "arena lockdown" style gameplay.

And to answer your question, you can only do that on map07 of doom 2, and only with Mancubi (tag 666) and Arachnotrons (tag 667)

>> No.3346186

Does anyone have a link or something to Master Levels? I want to see how this wadsmoosh thing works.

>> No.3346201
File: 41 KB, 289x275, 1454054061657.jpg [View same] [iqdb] [saucenao] [google] [report]

>have not logged into R667 or ZDoom in a while
>account has been deleted

What happened?

Did hackers grab inactive accounts and spam or something?

What should I do?

>> No.3346206


>> No.3346213

is the server dead or something? I can't seem to be able to find it on zand

>> No.3346214

nope, playing right now

>> No.3346223

idk talk to wildweasel on irc i guess

https://webchat.freenode.net #zdoom i think

>> No.3346227

I think the master server is fucked or something.

>> No.3346228
File: 2.08 MB, 360x270, 1439482912574.gif [View same] [iqdb] [saucenao] [google] [report]


alright well have fun y'all

>> No.3346238

if it's any consolation the server petered out and has like 2 people in it if that now

>> No.3346243


I left because I suck. Plus there wasn't enough people to make me feel like I don't suck.

>> No.3346246

0, last i checked
i got 2nd place on a laptop touchpad so there's that

>> No.3346249
File: 1.19 MB, 320x240, 1462400154192.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw when i just managed to join and there was nobody left

>> No.3346252
File: 2.51 MB, 320x256, zandronum 2016-07-08 22-13-05-370.avi.webm [View same] [iqdb] [saucenao] [google] [report]

Should I come back? I left to make webms, but I could outsource that to another computer.

>> No.3346254
File: 110 KB, 466x492, 1441682380207.png [View same] [iqdb] [saucenao] [google] [report]


any suggestions for a new server setup? Not sure if I'm down for much myself at this point but I can always throw up a new server

>> No.3346256

>you actually did get it on tape

>> No.3346257

something frantic, but vanilla enough

>> No.3346259
File: 12 KB, 400x300, ..jpg [View same] [iqdb] [saucenao] [google] [report]

is anyone here willing to boot up another game I can join

just so I don't hopelessly wait for brutalv20-bv20doom4weapons-brutalhellonearthstarterpack to download, only to find out anyone who might have been playing had already left and all I had left to do was playing an okay mapset all by myself and dying in the second level to a randomly exploding barrel in the conveyor line

>> No.3346260

you trounced me tonight bud, i am out of practice

nice shot btw

>> No.3346263


I like co op stuff myself but wouldn't know something good for a lotta people.

>> No.3346267


what about Dump 2?

>> No.3346268


Does that work in co op?

>> No.3346271

Any more webms?

>> No.3346273

it was designed for zandro compatibility, so it should

also i could load Dakka with it for some extra fun

>> No.3346276


meant for


>> No.3346280


I'd play it in that case. Dunno if anyone else would.

>> No.3346284

gonna need some more feedback before i upload a bunch of wads and write an ini, senpai

>> No.3346285
File: 2.91 MB, 320x256, zandronum 2016-07-08 22-18-16-863.avi.webm [View same] [iqdb] [saucenao] [google] [report]

Had to install VLC on the outsource computer so I could comb the clips.

Do you take me for a liar?

>> No.3346292
File: 2.78 MB, 320x256, stairs are for casuls.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3346304
File: 72 KB, 469x359, 1464607670934.png [View same] [iqdb] [saucenao] [google] [report]

good old rifle-jumping

>> No.3346306
File: 122 KB, 1280x720, nukage.jpg [View same] [iqdb] [saucenao] [google] [report]

Whats the deal with nukage?

Where does it come from? Is it used for something or a waste product?

I've kind of wondered this and I suppose it's left vague for our own reason of it's existence to be there.

>> No.3346308
File: 2.90 MB, 320x256, mlg invite any day now.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3346317
File: 2.57 MB, 320x256, VERY fast faggot getting shot at incredible hihg speed.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3346320

People in the future hadn't figured out a way to safely dispose of radioactive waste and protect the environment.

>> No.3346327

It's a processing plant isn't it? Some of it could be leaks from damage.

Or we just shouldn't think about it beyond its gameplay element.

>> No.3346329

>Some of it could be leaks from damage.
This is the most probable hypothesis. Lack of maintenance due to demons made shit break down and leak.

>> No.3346330

Is this the world we'll be leaving to our children?

>> No.3346334

And our children's children? How will they live with all the undisposed toxic waste that we left to them to deal with and... oh, the humanity!

>> No.3346368

I merely looked forward to two these replies.

>> No.3346372
File: 3 KB, 428x200, Render2.png [View same] [iqdb] [saucenao] [google] [report]

You gotta learn to Blender my dudes, just importing models and lighting them.


>> No.3346378
File: 32 KB, 338x256, 028a.jpg [View same] [iqdb] [saucenao] [google] [report]

>read the comments section on D4Doom's release trailer video
>brutal fanboys calling it a ripoff of mark's mod
as hard as this may be to believe, I have really nothing against brutal doom fans (even though I had heard about a few sour taste experiences involving them myself, but have no firsthand experiences with them), but man. Are these people idiots or something?

I also saw a dude on modDB earlier reuploading necronixis' d4 sprites pack and claiming it as his, and a couple of people were linking to the original thread stub in the resources subforum calling necronixis himself a thief.

That shit legit pissed me the fuck off.

>> No.3346383

>but man. Are these people idiots or something

Yes. Very yes

>> No.3346390

mite give it a try when i decide to get my ass off smoothdoom weps only and maybe make something worth looking at. centered 3d-quality weapons such as the one in your pic sounds like absolute sex though

>beyond the western deep

>> No.3346391


Asking whether YouTube comments are stupid is like asking whether Twitch chats are cancerous.

>> No.3346393

playing with the gamma too low
if you wanna be accepted in to the Doomworld Cool Club it must be maxed

>> No.3346397
File: 54 KB, 640x458, 4y2EuYY.jpg [View same] [iqdb] [saucenao] [google] [report]

is it even that hard to see things in TNT holy bow wow

>> No.3346398

Minigunner doesn't go into the real basic stuff but I wrote up a bit of info that should get you to the level needed for Minigunner's tutorial.


>> No.3346401
File: 258 KB, 1366x768, Screenshot_Doom_20160709_005039.png [View same] [iqdb] [saucenao] [google] [report]

At last I truly see.

>> No.3346402

Wait, what the fuck is this sorcery?

Why is the thumbnail's gamma different from the full image?

>> No.3346405

Magic png. It's the same thing that makes the double image things work.

Basically your browser renders the thumbnail differently from the full size image.


>> No.3346406

PNGs can have gamma settings embedded. ZDoom saves screenshots before gamma adjustment and just embeds the setting.

4chan doesn't read the gamma value.


>> No.3346408

Magic PNG is a trick using the embedded gamma value among other things, not the core element in play. Like a rabbit isn't a magic trick, but a magic trick can use rabbits.

>> No.3346410
File: 958 KB, 750x750, 1454144809479.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3346412

I swear I made that in HSG years ago.

>> No.3346417
File: 31 KB, 298x403, Waiting In That Monster Closet...jpg [View same] [iqdb] [saucenao] [google] [report]

So a bit of a random question (that turns out is coincidentally being discussed right now), but what do you anons have your gamma, brightness, and contrast set to in your game? I spent a couple of minutes dialing the numbers around by single increments until I got something that looked good in well-lit environments but also allowed me to see somewhat well in dark environments (enough so that I could see the enemies I was shooting and where I was going.)
>Gamma: 1.5
>Brightness: -.2
>Contrast: .9
I'm sure this will vary slightly between computers, but this currently is working really well for me in a variety of maps and brightness levels, and I was curious to see what others had their G/B/C set to.

>> No.3346418

it's a small world, senpai... i can believe it

>> No.3346423


Didn't know about that. Thanks for explaining.

>> No.3346424

>D4D will probably not be coming out when it's supposed to because it fucks up saves with the mod when used with GZDoom

>> No.3346425


Give me that Doom straight out the can.

>> No.3346427

What port are you using?

In GZDoom you can also choose between different sector light modes.

>> No.3346428

thanks tons. cheers anon!

>> No.3346431

I don't really recall the brightness and contrast, but I have two keybinds for Gamma. First bind sets it to 1.0(for a completely normal look), and the second sets it to 1.5(so I could actually see in darker areas).

>> No.3346434
File: 15 KB, 600x175, monitor-calibration-graphic.gif [View same] [iqdb] [saucenao] [google] [report]

Give this a look over. Your monitor might have harsh contrast.

>> No.3346439

I'm using GZD, and apparently I had it set to "dark". I'm not sure if I had set it that way previously without knowing or if it was set to that by default, but thanks for making me aware of that. I liked "Doom" and "dark" the most since they were similar in settings and because I already calibrated my settings for "dark" specifically.
>Testing out the settings in a dark room
>Set to Software
>Fog of darkness five feet from my face
Lord save me from Jitterskull.

>> No.3346443

Gamma correction off. I don't use zdoom

>> No.3346445

I use "Doom" because it's also dark which is good for atmosphere but unlike "Dark" things get brighter as you get closer to them so I never feel totally blind.

>> No.3346447

What do you use?

>> No.3346448

I personally can't stand any of the "lighting modes" that the GL renderer offers. Even the so-called "Software" lighting mode doesn't accurately have the software renderer's style of lighting.

>> No.3346449
File: 9 KB, 160x79, 6BFGA0.png [View same] [iqdb] [saucenao] [google] [report]

why does the doom 64 BFG have a piece of tinfoil glued to it

>> No.3346451


I generally stick to playing maps for vanilla/boombf formats.

>> No.3346453

Visual interest I guess. I mean they could have picked something else to put there but I can't think of anything else that's static and would look good.

>> No.3346454
File: 40 KB, 477x379, Doomguy2.png [View same] [iqdb] [saucenao] [google] [report]

>but unlike "Dark" things get brighter as you get closer to them so I never feel totally blind.
Ah, so it does, didn't notice that. I'm testing these settings out on maps I'm familiar with, so I'm having an easier time navigating in the dark due to memory and familiarity, however if I play new maps that I have trouble navigating then I may have to readjust for "Doom" setting. For now though, I've hit a nice sweet spot with my settings.

>> No.3346456

But PrBoom+ has gamma correction.

I adjusted it because the default one is higher than other ports for some reason.

>> No.3346460


>> No.3346468

Anyone who talks trash about z-kart can kiss my ass.

>> No.3346471

>Records desktop instead of taking the effort to edit a video

I don't want to watch this, what he's moaning about?

>> No.3346474

I think he just found out that not all .wads were meant for him and he's working through it.

>> No.3346478
File: 264 KB, 1280x720, Screenshot_Doom_20160709_080254.png [View same] [iqdb] [saucenao] [google] [report]

my map now has two whole minutes of gameplay, this calls for a celebration

>> No.3346484


Episode 2; Tower of Babel

>> No.3346485

Brutards are dumbasses
news at 11

>> No.3346486

I don't usually judge people from their voice alone but he really sounds like a perpetually angry edge master.

>> No.3346490

dumb shit and the author's a begging crybaby
>Shadow of the Wool Ball
is cool
>Sticky Smileys
looks dumb

doomguy 2000 whining, as usual

>> No.3346495
File: 38 KB, 298x298, 6t9uuA3TaNE4OcJMnKQWYLrNcBD1Gb.jpg [View same] [iqdb] [saucenao] [google] [report]

>say DUMP 3 test builds are going to come out tonight or tomorrow
>have a blackout that lasts the entirety of the night and into the morning

Good thing I have tomorrow off.

>> No.3346503


>> No.3346513

>I also saw a dude on modDB earlier reuploading necronixis' d4 sprites pack and claiming it as his, and a couple of people were linking to the original thread stub in the resources subforum calling necronixis himself a thief.

>> No.3346523

Drive: Type Mapper

>> No.3346524
File: 22 KB, 480x360, 1452725789950.jpg [View same] [iqdb] [saucenao] [google] [report]

>waiting for gunwad so long that i actually start learning how to use new synth properly

shame on you

>> No.3346526

Is he affecting a retarded speaking voice or does he just have a retarded speaking voice?

>> No.3346528

>it's another one of those ideas that appeals to kids, you know what I mean?

>> No.3346535
File: 32 KB, 334x750, 8e7[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>Doomguy 2000 is an infamous author and notorious troll best known for Doomguy's Warzone and 30,000 Levels. He is also known for making purposely bad joke WADs to irritate people, or in this case trolling. Other examples of these joke WADs include: The Worst Level Ever Made, The Most Impossible Difficulty Ever!!!!!, and Seizure Doom to name a few. Besides being banned from the Doomworld Forums, he considers negative attention to be synonymous with popularity.
>Currently, he runs this wiki under the alias Justice Infinity.
>Revision as of 23:48, March 15, 2016 (view source)
Justice Infinity

>> No.3346536

How can some people not realize it's a fetish mod?

>> No.3346537

wait, I just clicked on one of his wrestling videos and that's his normal voice, and he's like 14 or something



>> No.3346542
File: 212 KB, 1090x468, The Focus.png [View same] [iqdb] [saucenao] [google] [report]

I recently looked through some of my old maps I made around two years ago and I've been thinking of getting back into mapping, so I thought I'd share this small map-pack I had worked on so I could get some thoughts and criticisms before jumping back into mapping in general. These were originally done with ZDoom, but after playing through them in GZDoom they all seem to work out just fine.


>Each map is based on the original D2 map names (Entryway, Underhalls, The Gauntlet, The Focus)
>Each map is balanced for pistol start, and pickups/enemies/secrets vary according to difficulty (balance between health and ammo pickups changes between easy/normal/hard; UV may be tight on HP if you don't find some of the secrets)
>Also they've got DM set ups just cause, but they're not really good for DM
The first two maps are a bit "eh" in my opinion, but I consider 03 and 04 to be two of my best maps. The main two areas I'm looking for criticism with are level design and difficulty, focusing on whether or not the level design was fun, interesting, and overall good. The difficulty is meant to be "fun but keeping you on edge, with better rewards for higher difficulties", so I'm hoping I did that well.
And side note: maps 05 and 08 are unfinished and don't have much to them, I left them in just if anyone liked checking out unfinished maps and such, and map 29 is a touch-up of an older map I had made in an older (and much shittier) map pack. 29 is a bit stupidly difficult with some of the tasks you need to pull off, I liked the concept of the map and wanted to try and spruce it up to reuse it, but it may need more reworking.
Thanks to anyone that happens to play these.

>> No.3346547
File: 365 KB, 1280x720, terriblepun.jpg [View same] [iqdb] [saucenao] [google] [report]

hey has anyone else heard of this cool mod called megawan 8-bit deathmatch?

>> No.3346549

Gamma correction settings in prboom+ are like vanilla's, which are: off, 1, 2, 3 and 4.

The only difference between vanilla and prboom+ here, is prboom+ has 3 as the default instead of off.

>> No.3346550

No, but I see this mod is one of those irredeemably ugly ones

>> No.3346552

The default was 2 for me and setting it at 1 made it look like Chocolate Doom's default.

>> No.3346558

Never mind, I checked again and I set it to 0. Now it actually looks exactly like Choco.

>> No.3346563
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw that dog map

>> No.3346574

Autism Infinity

>> No.3346576
File: 37 KB, 1280x720, 1462923407339.jpg [View same] [iqdb] [saucenao] [google] [report]

Good night /doom/

>> No.3346580
File: 52 KB, 197x190, Comfy.png [View same] [iqdb] [saucenao] [google] [report]

Goodnight, anon. Stay comfy.

>> No.3346584
File: 2 KB, 35x48, MUMMT0.png [View same] [iqdb] [saucenao] [google] [report]

Stay safe, Skeleton Ghost.

>> No.3346587
File: 156 KB, 680x678, 1462357177010.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3346593


>not even a minute between each other

still mad 8BDM won't get in a 4chan infopic?

>> No.3346609
File: 124 KB, 456x658, 1464850363913.jpg [View same] [iqdb] [saucenao] [google] [report]

sleep-tight, doom-person

>> No.3346612
File: 187 KB, 680x678, nicolas cage gets peed on by chewbacca.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3346620
File: 4 KB, 428x200, The-Modern-Buster.png [View same] [iqdb] [saucenao] [google] [report]

First model in Blender. Should probably put an arm on it, and maybe not try to have reflections in Doom's blue range. Also some faces don't catch light properly but they all seem to be facing outward, it's weird.

Downloaded some videos from Millenia on making weapons in 3ds Max, maybe I'll learn something from the hours of content.

>> No.3346625
File: 287 KB, 905x693, 1451330242283.png [View same] [iqdb] [saucenao] [google] [report]

I'm thinking off putting blastdoors over the "liquid" and they are revealed the next time you go through the hall after the big battle in the next room.

it's a crunk refinery

>> No.3346630

>Put little dots on the Shambler's face to give it eyes
>Becomes cute


>> No.3346631
File: 314 KB, 860x687, 1438913599049.png [View same] [iqdb] [saucenao] [google] [report]

this was the previous revision, making it more hub/objective oriented than a straight path through

>> No.3346674

i thought UT webms were'nt allowed anymore

>> No.3346682
File: 492 KB, 227x210, S2e5_Paul_Robertson_Giffany_worried.gif [View same] [iqdb] [saucenao] [google] [report]

>my medicore e1m1 replacement is in the thread starter
>sempai noticed me

I'll make an even better map next time /vr/ for you

>> No.3346686

Just downloaded this myself actually, after reading a very positive review on some Doom blog. Not given it much of a look through yet though.

>> No.3346702

I wish I'd been following the thread when you played it. Maybe next time I'll host.

>> No.3346703
File: 96 KB, 1280x960, DOOM17.png [View same] [iqdb] [saucenao] [google] [report]

I almost forgot how goddamn terrible fighting cacodemons is without an SSG, the game just grinds to a halt.

>> No.3346712

The first level drags on so long.

>> No.3346719

I find using rockets on cacos to be very satisfying.

>> No.3346725
File: 32 KB, 300x400, pinchbeck_doom.jpg [View same] [iqdb] [saucenao] [google] [report]

hi guys, is there any chance that someone in here has the ebook pic related, and willing to share ?

>> No.3346727
File: 330 KB, 540x344, b2e.png [View same] [iqdb] [saucenao] [google] [report]

Question /vr/, where do you get inspiration for your level layouts? What works for you?

>> No.3346729



>> No.3346731

>Doom: Scarydarkfast

What the hell is that?

>> No.3346737

I need help from you guys. I never played too many different WADs or mods, but I decided to install Project Brutality. Now I downloaded the version of zandronum that was linked in PB readme, I also downloaded ZDL so I can play new maps and not Doom 2 maps.

Everything seemed to work fine, however the controls for new features just won't fucking register. I redefined controls, but my character still refuses to jump, crouch, reload, use secondary or tertiary fire mods, but he WILL use his mighty boot. Pretty strange, don't you think? How do I get around this.

>> No.3346738

I make shit up as I go, most inspiration coming from cool stuff I liked in other doom levels. So just play a lot of those.

>> No.3346739

Well that was fast, thank you anon.
I didn't know the author put a CC BY-NC-ND on it.

>> No.3346742
File: 60 KB, 1280x960, DOOM19.png [View same] [iqdb] [saucenao] [google] [report]

Man, this switch is Hexen-tier bad, I had no idea where to go next after hitting it.

Also, I forgot to save before closing the game so I don't think I'll go back to it even if someone gave pointers. The level design gameplay just wasn't compelling enough to bother.

Yeah, but this isn't Quake where rocket pickups come regularly, where a common enemy drops them like zombiemen drop bullets. Then you also have to worry about the barons, I have to save rockets for those.

>> No.3346743

a good additionnal investigation to the well-known Kushner's Masters of Doom, written by a cool dude. It investigates the story of id sofware, dissects idtech engines and tell us interesting stuff about the first modding communities.

>> No.3346789

okay I figured it out, I just had to study the control settings in more detail

>> No.3346840
File: 312 KB, 926x694, 1463585226677.png [View same] [iqdb] [saucenao] [google] [report]

I want to try to model a 2.5D microwave

>> No.3346859

Apply some dithering maybe to get rid of that rough look

>> No.3346973

Make a microwave texture set.

Apply to a rectangular box about the size and dimensions of a microwave (preferably fitting the dimensions of the textures)

You're done.

>> No.3346980
File: 1 KB, 48x72, PROTO6.png [View same] [iqdb] [saucenao] [google] [report]

Here's a texture I used for my DUMP3 map, I believe it's from the Doom alphas.

>> No.3346992

I absolutely love the new A_SpawnParticle decorate feature.

>> No.3347004

can it do or approximate them hawken physx swirls


how far can acs go

can the particle limit be set above the maximum value in the menu or is it a hardware level limit

>> No.3347013

You can't change their momentum after they're spawned, so for complex swirls and stuff you'd have to use actual actors moved through acs with scroton magics.

You can however get a nice spark shower effect with fake gravity applied to the particles like this:
> TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnParticle("ffcc66",SPF_FULLBRIGHT,8,3.0,0,0,0,0,frandom(-10.0,10.0),frandom(-10.0,10.0),frandom(-10.0,10.0),-1,-1,-2,1.0,0.05)

>> No.3347026

I'd only really use them if they had a (relative to caller) pitch parameter.

>> No.3347031

But you can just put Pitch (multiplied or divided however) as an argument for the Z velocity?

>> No.3347037

Oh, uh... how?

>> No.3347038

You literally just put the word "pitch" there.
You might need to use like cos(-Pitch)*10.0 or whatever treatment of the Pitch variable for desired effect though

>> No.3347039

Is there a way to change your healthy and armor? like multiply it by 1.5? I think giving myself a small advantage like that is a better option than to switch to god every now and then.

>> No.3347046

There's a wad called Custom Doom which makes it so you can change how much damage you take/do by multiples, how fast you run/jump, armor/health regen if you feel like.

It's basically a "make your own difficulty" mod.

>> No.3347050

Huh... well damn, thanks Anon.

>> No.3347070


I guess spending my teens in the 90's blinded me from the cringe that I existed in.

>> No.3347071

That sounds just like the thing I need but I can't find anything only by searching "Custoom Doom". Do you remember on what site you found it or do you have link?

>> No.3347075


>> No.3347136
File: 525 KB, 1920x1080, Screenshot_Doom_20160709_182406.png [View same] [iqdb] [saucenao] [google] [report]

flatsprites are pretty cool
just need to figure out how to
A. not have the z-fight with the floor
B. have them behave on lifts
so far i don't have a solution that does both

>> No.3347173

Can you lock them to 90 degree angles? I'm not a fan of rotated sprites, the inconsistent pixels look too messy and faux-retro.

>> No.3347197

a_setangle(90 * randompick(0, 1, 2, 3))
that was easy

>> No.3347201


>> No.3347220
File: 3 KB, 320x200, Bevelled-thing-2.png [View same] [iqdb] [saucenao] [google] [report]

High poly bevels and reflection maps make everything look good. It's just some cylinders but damn they're some nice cylinders.

>> No.3347227

Are these for a project or are you just making sprites for the community?

>> No.3347230

This one is neither, just figuring out some stuff in Blender. The others are community, not that many are actually complete.

>> No.3347236
File: 376 KB, 1244x1148, ran1.wad_MAP02.png [View same] [iqdb] [saucenao] [google] [report]

>set outdoors to low
>oblige shits out this

>> No.3347273

oblige may create a huge mess, but they're better than anything I've made and that's impressive

>> No.3347275


I'm actually amazed as to what oblige can be capable of shitting out

>> No.3347284
File: 61 KB, 350x259, 1455557167789.jpg [View same] [iqdb] [saucenao] [google] [report]


I like it, but it's a little simple simon.

I want something a little more, y'know, action jackson. Something with a little more gamma

>> No.3347286

Glaice's build on the OBLIGE forums I think fixes that, or at least the caves.


>> No.3347287
File: 820 KB, 540x540, Stupid-Aesthetic-Bullshit-256.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3347376

this reminds me of a parody video of a little russian kid playing brutal doom and his mother getting pissed off.
does anyone have a link?

>> No.3347470
File: 45 KB, 886x416, Angry-Testical.jpg [View same] [iqdb] [saucenao] [google] [report]

The Testical Demon endlessly wanders, searching for a new scrotum to live inside.

However, it has poor depth perception and may assume a suitable host is just far away.

>> No.3347481

What mod is that? I know it's not MM8BDM because I'm an 8bdm zanbabby myself (although it might be a MM8BDM submod i'm not aware of).

>> No.3347487

Looks like Reelism.

>> No.3347490

easter egg map from reelism

>> No.3347507

Oh, it can only be accessed through the lobby. That explains why I didn't find it before. Thanks, people.

>> No.3347509

The dog models look like they are stolen from Wolfenstein.

>> No.3347520


>> No.3347535
File: 179 KB, 1366x768, Screenshot_Doom_20160709_chtown.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3347541
File: 476 KB, 800x800, 1467334006010.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw i've been listening to doomworld's post hell music for an hour and i just noticed how much time has passed

I think i'm just gonna play Scythe.

>> No.3347565
File: 944 KB, 1507x1920, LEC_IA_3038.jpg [View same] [iqdb] [saucenao] [google] [report]

There a way to change the controls is?

>> No.3347602


>> No.3347605
File: 99 KB, 640x400, Setup.jpg [View same] [iqdb] [saucenao] [google] [report]

The setup file only has sound settings. Have you even played this game?

>> No.3347607

Don't respond to him.

>> No.3347618

I just finished playing some levels from Freedoom.

It feels like an old ripoff that would have been created back in the day if DOOM wasn't already on every console and computer on earth at the time.

>> No.3347695

I'm getting an extremely annoying bug with the "stable" version of Zdoom, every so often my key bindings will be completely wiped out, save for custom bindings for various mods. Did anyone else experience this?

>> No.3347716

Never happened to me. I guess you should try downloading the latest devbuild.

>> No.3347721
File: 14 KB, 225x225, smug pepe.jpg [View same] [iqdb] [saucenao] [google] [report]

>its a wad that doesnt give you the ssg in the first 2 minutes of gameplay
shift-deleted and rated 0/5 on every website

>> No.3347726

I know it's bait but.

>needing the crutch gun

>> No.3347728

Are there any wads where the only weapon available is the SSG and the only ammo you find is shells?

>> No.3347729
File: 14 KB, 312x318, 1431932760666.png [View same] [iqdb] [saucenao] [google] [report]

>super shitter gun

>> No.3347730

you mean the only gun that is effective and satisftying, yet isn't an actual crutch gun, like plasma or rl?

>> No.3347736
File: 1.52 MB, 640x360, 1429136007623.gif [View same] [iqdb] [saucenao] [google] [report]

>wad gives you weapons
>it doesn't force you to Tyson run all of the 32 maps, including the Icon of Sin

>> No.3347737

actually, i think you can access it by throwing an holy brick at any boss
i'm not sure if it's the exact same map

>> No.3347739

>implying the plasma gun isn't satisfying as shit to use
>implying rocketing waves of demons isn't orgasm inducing
>implying regular shotgun isn't sexy as fuck
>implying BFG I don't actually like the BFG but slaughtermaps have a dedicated fanbase so there's solid core of people who love the BFG to death

>> No.3347740


...Are you implying that the BFG is a crap weapon?

>> No.3347745

i am implying it is an unsatisfying weapon that takes no finesse to use and only slaughtermap faggots enjoy

>> No.3347750

>regular shotgun
more like the cuck shotgun

enjoy your lower damage per shell

>> No.3347751

Am I only one who thinks the Quake shotgun is more satisfying than the Quake super shotgun?

>> No.3347753

Anon, the only weapon that takes "finesse" to use is the RL because of the possibility of killing yourself if you use it like a retard.

>> No.3347756

You're probably the only person who thinks quake shotguns don't feel like dogshite compared to doom ones

>> No.3347761
File: 81 KB, 772x387, Why.png [View same] [iqdb] [saucenao] [google] [report]

Light in Blender's Blender Renderer looks different from the 3D view set to Material, but it matches the 3D view if I turn off the normal texture. Any ideas?

>> No.3347773


1 shots all the lesser enemies except chaingunners(i think) and 2-3 shots pinkies so it's not even that bad against most shit you'll see. SSG's overkill for them unless it's a massive group.

>> No.3347776


>> No.3347778


I love the super shotgun, but to claim it's not a crutch or a lazy excuse to load up maps with more monsters because you can blast through them with such ease is denial.

>> No.3347803

the same worthless argument can be applied when comparing the pistol to any other weapon

>> No.3347832


these worthless casuals that can't beat the whole game using only the pistol, disgusting

>> No.3347845

>scroton magics
They're not really scroton magics, I got the original idea from InsanityBringer, spawning actors from puff to firer in a linear line, then I just applied Bezier Curves to them and Bezier Curves have been around since forever.

>> No.3347848
File: 35 KB, 256x264, Brutal Doom Was Lit, Fam.png [View same] [iqdb] [saucenao] [google] [report]

>There are scrubs ITT right now that can't play through the entirety of Ultimate on nightmare without running or using any weapons
A true master of war never draws his blade nor readies his rifle.
Come back after you've killed the Cyber Demon using only the Lost Souls on Tower of Babel.

>> No.3347849


>> No.3347852
File: 165 KB, 409x613, 1464860057230.png [View same] [iqdb] [saucenao] [google] [report]

>using an Arch-vile jump to kill the Icon of Sin pistol-only

>> No.3347892
File: 4 KB, 320x200, Just-Fuck-Me-Up_Speculars_Edition.png [View same] [iqdb] [saucenao] [google] [report]

I can't even tell what the original shape of the gun is with all of these specular highlights.

>> No.3347893
File: 23 KB, 249x265, 1399665520203.jpg [View same] [iqdb] [saucenao] [google] [report]

>join random game in zandronum
>check playerlist
>johnnythewolf is in the game
>don't mind him but acknowledge his shit at this point
>he's still aggressively spouting shit up and down and swearing doom 4 is garbage, but chalking it up as his opinion to avoid being insulted
>'i have to side with mark on this shit because he's the only one making the more note-worthy parts of this shit game look good'
>literally every single person in the server is doubling down on him, even akimbo and dat boi
random server picking in zandronum can be so fucking glorious sometimes.

>> No.3347937
File: 1.04 MB, 640x360, TRENCH3D2 2016-07-10 00-56-37-948.webm [View same] [iqdb] [saucenao] [google] [report]

Update on my game. What do you guys think?

>> No.3347942

That camera shake is way too much, it's like an earthquake every time you fire the shotgun

>> No.3347946

Turn down the screenshake.

>> No.3347947

Literally who?

Nevermind, I don't care.

>> No.3347949



lol yeah you're right, i am aware of it.

>> No.3347961

Is zdoom wars dead?

>> No.3347962

I think you should update MORE and FASTER.

Anyway the shotgun still moves too far on the Z axis imho. I would advice keeping the backwards movement of recoild extremely brief as well, for the sake of punchyness and realism.

>> No.3347964
File: 109 KB, 715x544, 1449210018018.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw remembering having played that years ago
I still have no fucking idea or no recollection whatsoever of what was even going on in that game

>> No.3347965

Try adding 1 degree to the player's pitch then bring it down again after a split second.

>> No.3347967


Thanks. I will take that in to reconsideration when i re render the sprites.

>> No.3347970


You mean tilting the camera?

>> No.3347973

yeah, upwards.

Sorry, I'm speaking in zdoom terms out of habit.

>> No.3347976

All I did was go strifeguy and spam spiders desu

>> No.3347985

really don't like the shotgun animation. it doesn't look fluid enough despite having all of those frames.

i did that and i didn't get upset.

>> No.3347987


Thanks, i'll give it a try.

>> No.3347993

>really don't like the shotgun animation. it doesn't look fluid enough despite having all of those frames.

How can i make it more fluid then?

>> No.3348019
File: 237 KB, 513x560, ss+(2016-07-09+at+07.30.30).png [View same] [iqdb] [saucenao] [google] [report]

All of y'all stop being faggots and look at this.

>> No.3348021
File: 599 KB, 850x640, 2015-12-01_19-25-53.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3348024


>> No.3348028

could it be?

>> No.3348032

after the pump move it straight over to the ready position, the current arc that goes up and over and then jiggle at the end is too slow and doesn't follow the original movement.

it's going to take more than a reaction image to convince me you aren't butthurt, and the cringeworthy teenage aggression isn't helping.

and i know you want to convince me.

>> No.3348039


I added that animation in the Unity editor over the original animation because the original animation covers almost the whole center of the screen so you wont be able to see what happens after you shoot.

>> No.3348043

best build game

>> No.3348047
File: 139 KB, 970x546, new d44m mod revealed.jpg [View same] [iqdb] [saucenao] [google] [report]

BL00D coming out on unreal 4 engine, calling it now

>> No.3348049
File: 5 KB, 54x129, RELEASE ME.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3348052

is that screenshot of gmota

>> No.3348056
File: 163 KB, 1000x652, Plutonia on UV.jpg [View same] [iqdb] [saucenao] [google] [report]

It's from Plutonia you dolt

>> No.3348058

How do I go about designing a map? I keep making these boxy clunky simple maps, how do you come up with these crazy complex maps?

>> No.3348060
File: 421 KB, 1280x974, tumblr_o8h134KWC61v9lkrmo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

pls be sourcecode
or at least modern PC and console port

>> No.3348062

>console port

>> No.3348065

no lie, I genuinely thought that was doom 4 from the thumbnail for like a split second.

>> No.3348071

>console port
it's like people are willing to put themselves in the shithold and play a gimped version of a PC game.

must suck being poor.

>> No.3348075


>> No.3348078

Is it just me or do people throw tantrums in the thread more often than usual?

Either way, thanks mods.

>> No.3348079


Between Doom 4 and the recent Zandronum incursion, we've got some more interesting visitors now.

>> No.3348081

the fun part for me would be to model the actual details and just stretch textures over it to get solid colors.

is it naughty from a technical perspective to abuse texture scaling like this?

>> No.3348082

>Zandronum incursion

>> No.3348084

To start off, try and picking some sort of theme

Find and play a bunch of wads which have that theme in them, whatever it may be. Techbases, caves, etc.

Take inspiration from what they do in those maps, as well as noting the flow in those maps.

It's really difficult to just get mapping out of the get go, but once you get maps done with similar styles to existing maps, you can create your own without a lot of difficulty. In other words, start small and practice

>> No.3348089

tl;dr: Forum drama. You shouldn't care about it.

In case you really do:
Jenova threw a fit and shut down BE because reasons. He then started posting in here about it. Then pretended to be someone from /vr/ and made a big thread about it and shitposted on the Zandro IRC a lot. Lots of crossposting ensued.
Of course, it's not /confirmed/ that GramGreene wasn't Jenova, but it's kind of funny that Gram only showed up when Jenova quit and hasn't shown up again since Jenova came back on the IRC.

I'm willing to bet we picked up a couple extra Zandrones along the way.

>> No.3348092

never heard of this as i use gzdoom for multiplayer
and maybe i should as the zandronum community sounds like an absolute spergfest

>> No.3348093

first it was one autist bitching about MM8BDM not being in the infopic, then we got kiddies shitposting from both parties a literal two threads ago about the ugly way modern megawads looked, then we had a discussion on whether quakespasm was overrated shit or not, now this.

we need to go deeper into the spectrum.

>> No.3348098


Zandronum's a good port populated by spergs, clanfags, and literal 12-year-olds.
The image of the source port comparison is perfectly apt.

>> No.3348112

It won't look as good or consistent that way.

>> No.3348115
File: 618 KB, 1201x884, 780ac2e7d3034472b70dec38111f0e886acef0e5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3348124

I love the bfg but ive taken to pistol-starting which makes you appreciate all of the weapons. Continousbabbies shit on SG and PG but are basically missing out. Routing for ammo/weapon management is getting more out of the level lets you really appreciate the level.

Basically people who are picky about weapons are continuousbabbies who have never had to think quickly and ammo-grab in the middle of a fight or die.

There are specific things you can do with the bfg that take a bit of practice and arent crutch: optimal killing of 2 or more archviles in 1 shot, and dueling cyberdemons and killing them in 2 shots

>> No.3348128


>> No.3348130


people will get angry at fucking anything

>> No.3348132


Leave him be, he wants to be smug about only playing with pistol start.

>> No.3348142

I know what you mean (especially with the SSG in Doom 2)and I also like pistol starts but


Come on Anon.

>> No.3348147

Is project brutality worth downloading?

>> No.3348151

Do you wish Brutal Doom had even more STUFF crammed into it?
If so, then yes.

>> No.3348153

It's alright. The new guns are pretty cool, but set the enemy spawns for clasic BD, because the new enemies are HORRIBLY unbalanced.

>> No.3348165
File: 119 KB, 424x250, 5474573745.png [View same] [iqdb] [saucenao] [google] [report]

At what point can you consider a mod, for all intents and purposes, dead in the water regardless of what excuses its maker gives? I'm sure everyone has seen it countless times before, it's certainly nothing new to the community. Eventually it just stops updating and even though it's not officially abandoned, it is in all practical senses. Sometimes it happens because the creator vanishes. Sometimes the creator becomes heavily involved in the community and gives up all personal pursuit and creativity to become a smaller cog but in far more machines, coders and artists are prone to this. Sometimes the creator just loses all interest. At what point do you tend to just stop following a WAD for lack of creator interest, or end up in the state where even if it finally updates you don't care too much anymore? Or does that never happen for you and/or you simply check back now and again to see if anythings been done?

People often debate at what point this happens and if one can ever consider something really unofficially dead since the community is so geared towards the long term.
But we do know it happens. It just stops all regularity and people stop expecting it to update and it becomes an unending "maybe".

What point, if at all, do you consider this to happen?

>> No.3348171

Just tried it, the shotgun slugs are fun as fuck to use

>> No.3348175

If it's been like 5 years.

>> No.3348180

>At what point can you consider a mod, for all intents and purposes, dead in the water regardless of what excuses its maker gives?

when it stops updating for years, and even then, there's been surprises

any other answer is, simply put, wrong

>> No.3348183

sorry to piggyback on your post, but I just have to ask this, in lieu of appearing a retard in the eyes of some:

is this basically complex doom+brutal doom? because it sure looks like it from what little I'm seeing.

>> No.3348185


"People often debate" nothing.
A mod can really only be considered "dead" if it just stops updating at all.

>> No.3348189

>dead by any stretch of the imagination
Nigga you gotta be jokin

>> No.3348191
File: 351 KB, 160x160, 1425964240287.gif [View same] [iqdb] [saucenao] [google] [report]

C'mon, c'mon, We need the sourcecode!

>> No.3348193
File: 240 KB, 1000x952, 1466392531607.jpg [View same] [iqdb] [saucenao] [google] [report]

>create a room you think is pretty challenging
>play it and realize it's easy as shit

>> No.3348194

Monster randomizers have existed long before Complex Doom, and that's what PB essentially is, a monster/weapons randomizer for BD.

>> No.3348196

Did the janny crack down on those in the end?

>> No.3348201
File: 10 KB, 238x249, 1441339977560.jpg [View same] [iqdb] [saucenao] [google] [report]

>make a challenging encounter
>playtest it a lot to make sure it's all neatly balanced
>playtest it so much that it becomes easy
>you start to think it's way too easy and crank up the difficulty
>now people complain that it's too hard

>> No.3348203

oh god i need this

>> No.3348215


>> No.3348220


GMOTA, the space pirate, and demonsteele later on are all dead

>> No.3348221
File: 152 KB, 500x333, tumblr_inline_nql3v8njdd1riexoi_540.png [View same] [iqdb] [saucenao] [google] [report]

[Shia Labeouf noises intensify]

>> No.3348223

; _;7 Rest in it

>> No.3348225
File: 251 KB, 1920x1080, DOOM64 2016-07-09 21-24-27-16.jpg [View same] [iqdb] [saucenao] [google] [report]

Think my first real level is coming out quite nicely. Lighting and texture need some work, but I like it so far.

>> No.3348239

i'm starting to think that terminus is perpetually cursed when it comes to artists

he should pull a Pillowblaster and do a training montage for a few years and then come back as a super saiyan

>> No.3348243
File: 17 KB, 257x250, 1464834281434.jpg [View same] [iqdb] [saucenao] [google] [report]

Wait, so the DemonSteele guy can't really progress on it because of problems with the artists?

>> No.3348246

dank, there's dead things, so you know it's good

>> No.3348250

ah, well. ain't much of a fan of that kinda stuff myself.

legendoom+colorfulhell is as far down that hole I go. then again, it's mostly got to do with my own potato pc's lacking of horsepower

>> No.3348252

Well he's trying to do maps right now and they're okay.

On an unrelated note Legendoom's take on the Doom 64 pump animation for the shotgun is sex.

>> No.3348257

Literally everyone will have artist problems unless they fork over cash.

Terminus has not done this and relies on freelancing, so this is why he keeps having problems.

>> No.3348261

tl:dr demonsteele needs a lot of custom sprites, artist goes missing for half a year with no word, terminus puts out a "help wanted" ad for paid sprites, nonody bites, eventually word comes back from the artist whom is apparently in serious trouble irl and thus can't do anymore

>> No.3348262

how do you find texture usage in doom 64? I've been told it was difficult to make maps look distinct enough mostly because of the textures looking samey.

>> No.3348267

>Terminus has not done this

Pretty sure the Demonsteele ad explicitly mentioned monetary compensation.

>> No.3348270
File: 296 KB, 1366x768, Screenshot_Doom_umbreon.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3348271

It's a bit more work to make maps look different since the 64 builder only has 3 sets of textures. Hell, Space, and Castle and a lot of textures look very similar. There's just a LOT of brick/rock textures to work with.

>> No.3348283


>flat out offering monetary compensation
>yet nobody answers the call

must suck being him

>> No.3348290

In a later reblog so no one sees it unless they follow him or saw a reblog of that version of the post.

Not that it was ever really that popular.

Wonder if more people would contact him if he included some Doom sprites and the current player sprites so that people know what it is he wants before asking what exactly he wants and potentially wasting their time.

Maybe even post to Pixeljoint's forum.

>> No.3348297
File: 42 KB, 587x452, wanna rub em.jpg [View same] [iqdb] [saucenao] [google] [report]

hi, hope you guys are able to help me out on this.

anyone have a handless version of the doom weapons lying somewhere? I'm specifically looking for a version of SHTGA0 without gloves or hands.

thanks beforehand.

>> No.3348301

god that was an awful lot of 'hands' in that post

i guess it just got outta hand

>> No.3348307



>> No.3348309
File: 73 KB, 629x717, handless.png [View same] [iqdb] [saucenao] [google] [report]

I found this from JoeyTD but I thought I saw another handless sheet that filled in the missing parts.

>> No.3348310






>> No.3348316

Does /k/ have HD threads?

>> No.3348345
File: 2 KB, 79x60, SHTGA0.png [View same] [iqdb] [saucenao] [google] [report]

I made this a while ago.

>> No.3348351

fuck yes.

thanks tons, anon.

>> No.3348360
File: 2 KB, 79x60, SHTGA0.png [View same] [iqdb] [saucenao] [google] [report]

Transparent version

>> No.3348385
File: 67 KB, 500x325, lmyzklQlle1qd1egho1_500.jpg [View same] [iqdb] [saucenao] [google] [report]


New map test build. I was going to post the weapons as well, but...well, it looks like my copy of the weapons build is slightly out of date. So I'll just have Yholl post it when he gets on. EFFORT

Enjoy, mates. 80 maps is definitely a hell of a haul, and we've still got a long way to go.
I hope we can get it done this month!

>> No.3348389

>80 maps
I didn't plan on sleeping for the next few days anyways.

>> No.3348390

hell ye

>> No.3348393

>I use GZDoom for multiplayer

>> No.3348394

>80 maps
Shit on a biscuit.
How many were rejected?

>> No.3348397

the fuck answer you expecting mate

>> No.3348398

6 iirc

>> No.3348402

I wonder if Oblige is good for Hideous Destructor

>> No.3348412

>my copy of the weapons build is slightly out of date. So I'll just have Yholl post it
The flip-flopping back and forth on who's meant to arrange the weapons wad is getting ridiculous.

>> No.3348413


only one way to find out

>> No.3348415

Reminder that if you don't strictly adhere to 1 texture pixel per 1 map unit, you're a garbage mapper and deserve to have Romero kick you in the nads.

>> No.3348419

it's always been yholl, iirc

>> No.3348421

To my understanding, Yholl's doing the weapons

>> No.3348423

i think this is what causes slaughterwads to be made. You'd end up making a challenge for yourself and not for other [casual] players, at least from my point of view.

>> No.3348424

why wouldn't it work?

>> No.3348425

Sorry, arrange was a poor choice of word, I meant getting it ready for the public.

>> No.3348426

GMOTA and TSP are being developed, just very slowly. Demonsteele is on hiatus for various reasons like zandronum limitations (which lead to people complain about specials triggering by itself) or the fact that the user that was making the playersprites for the characters vanished from the face of the world or whatever. Demonsteele might make a comeback once zan 3.0 drops by.

>> No.3348428

People just need to remember that coming out of every fight with 5HP, no armor and 2 shotgun shells doesn't make a wad better.

Doom EP1 is easy as fuck but it's still great for example.

>> No.3348430

great to see that my map (MAP14) is working now, but I did make a couple of changes since the last test build including a proper mapinfo lump.
If you wanna pick that up now i can post the link

>> No.3348437
File: 25 KB, 433x380, Confused Loli.jpg [View same] [iqdb] [saucenao] [google] [report]

>if you don't strictly adhere to 1 texture pixel per 1 map unit
I get what you're saying with "1 texture pixel per 1 map unit", but I'm failing to see the importance behind this. Is it something to do with extremely small details, or not building rooms with x32 or x64 measurements (i.e. taking the lazy way to build rooms), or what?

>> No.3348442

visual cohesion. when the pixels are too small or too large they don't match the rest of the map and it looks bad.

>> No.3348447

Oh, okay, so like up-scaling smaller textures where 1 pixel becomes 4 pixels and shit, right? That makes more sense then, make everything look nice and have the visuals flow together well.

>> No.3348449

that and scaling textures down, yeah

>> No.3348453


Of course. It's like when people make "retro" games and you see tons of sprite and tile resolution inconsistencies. That shit fucking triggers me.

>> No.3348458

i was going to mention that too but i couldn't settle on a way to word it

>> No.3348465
File: 162 KB, 1200x960, Cl1azJyWEAAH1wQ.jpg [View same] [iqdb] [saucenao] [google] [report]

This is going to be one of the new maps in the AD update apparently


>> No.3348469
File: 135 KB, 1024x768, Cm8SjU5XYAAIrpB.jpg [View same] [iqdb] [saucenao] [google] [report]

Then there's also this one


>> No.3348470

Neat. Foggy, but neat.

>> No.3348473

fucking undermeme

>> No.3348476

That looks a lot like swampy bogbottom

I hope it isn't quite as mind-numbingly arduous to playu

>> No.3348483

If they don't release the Blood Source Code, knowing full well that it's pretty much the one thing blood related that we want, I will literally jizz Chili sauce and nettle leaves

>> No.3348484

Looks like you're gonna have to do so if history is any indication.

>> No.3348487

hit me up if you need pointers

>> No.3348496

I decided to just get chili by itself instead of chilisauce.
I got a pestle & mortar, and a food processor ready to grind everything to a fine powder..

What should I do if any problems arise?

>> No.3348503

>developed very slowly
You mean dead. Demonsteele will suffer the same fate as cyberrunner. And kegan can't make up his mind on anything, both projects are fucked

>> No.3348507
File: 84 KB, 600x371, I AM TEARING YOU APART LISA.jpg [View same] [iqdb] [saucenao] [google] [report]

I thought Zdoom had notoriously bad netcode

>> No.3348508

Didn't GMOTA guy say only a few days ago that he wanted to redo his mod?

>> No.3348509
File: 315 KB, 1264x896, Processing Plant.png [View same] [iqdb] [saucenao] [google] [report]

Not him but Doom64 is all about colored lighting. All the textures are kind of bland because they expect you to be using colored lighting to set off the textures.

I've almost finished my second Doom64 map and using colors is a lot of fun! Its actually very easy to do as well. each sector has a top wall and bottom wall color (as well as a ceiling, floor and thing color) so you can seamlessly blend between colors just by selecting 2 different colors for your top and bottom wall color.

>> No.3348519

Exactly. And that's pretty much the end for any mod or game.

>> No.3348521

>Demonsteele will suffer the same fate as cyberrunner.
That it literally broke the engine and required maps larger than the renderer could handle?

>> No.3348523

It uses P2P.

>> No.3348526

An AD update? Cool.
It would be cool if more people starting using AD as a modder's toolbox cause all the shit they added is really neato.

>> No.3348527

It does, notably when you want to play with more than just one person.

>> No.3348528

I was referring more to shit happening that forces term to put the project down until he starts something new, eventually abandoning the old

>> No.3348531

I found out

>> No.3348541

eric stop shitposting

>> No.3348547

that's fucking cool anon

don't need to mention you plan ahead on posting a link to it when it's done right

>> No.3348549


>> No.3348554

who is eric

>> No.3348557

Creator of BURL TUMD, one of the greatest Doom mods ever.

>> No.3348564

Of course!

You can play my first level here:
Just runs with Doom64EX

I'm planning on putting together at least a few maps, mostly in techbase theme. Some space station maps would be cool too... maybe I'll even get into the hell / castle theme if I persist past the 6 map mark.

>> No.3348574

So I may be getting a bit too ambitious here, but I wanted to try testing my mapping abilities by making a large, complex single-level .wad; essentially, the totally original premise is a large UAC instillation that got overrun by demonz. However, I've been working entirely with vanilla textures and assets because I haven't bothered to learn with importing new textures and such, and I feel like vanilla textures and decoration items won't quite do the job for the high-tech military-scifi theme I'm envisioning.

So with that being said, what would be the best software to start learning so I can use new textures and decor and whatnot? I checked out the OP pastebin and both DECORATE and SLADE3 look like the obvious answers, though Slade seems like it'd be the better option to learn. And this is assuming that A) there's some public-access texture packs I could use (rather than making my own) and B) I don't need to have a well-versed familiarity with coding.

>> No.3348589

I'd say SLADE3, it comes with a clear tutorial as well. For texture packs there's the obvious cc4-tex.wad that's very popular but you can also have a look around here:

>> No.3348592



>> No.3348596




>> No.3348602

Cool, thanks man. So another question; if I do use custom textures, assets, etc, would anyone playing the map have to download those assets separately or is that something that's saved and loaded through the .wad itself?

>> No.3348606


SLADE packs all assets in the project into the wad/pk3 you save.

>> No.3348608
File: 15 KB, 314x158, 80668.png [View same] [iqdb] [saucenao] [google] [report]

http://www.spriters-resource.com/pc_computer/shadowofthewoolball/ some asshat going around ripping spites from doom mods, no credit to the guy that made the whole mod, sticks his stupid fucking german name on all the sheets like opening the pk3 and pulling out the pngs is worth crediting

the fuck kind of stupid ass name is Dunkelschwamm

>> No.3348613

Awesome, thanks. I'll start learning and see what I can do.

>> No.3348614

>they shouldn't be expected to credit the spriters
Fuck right off.

>> No.3348616


>> No.3348617


>> No.3348618

>they shouldn't be expected to credit the spriters when it's already a given that they didn't make them

That's not an excuse.

>> No.3348619

>th-th-th-they didn't MAKE them!
this is the worst excuse for not crediting people i've seen in a long time

>> No.3348620

how long until this this conversation is samefagged in a new thread to set up this hot new bait

>> No.3348623
File: 36 KB, 370x430, TROUBLE.jpg [View same] [iqdb] [saucenao] [google] [report]

This is the most retarded fucking post I have ever had the misfortune of ever laying my eyes upon.

Whether or not I just got baited, I don't fucking give a goddamn cunting shit. You should be ashamed for posting this in the first place.

>> No.3348624


My point is that just posting the raw sprites for what was already a free game is not a transformative work, it's not plagiarism, it's not the uploader attempting to take credit for the original artist's work, so why be bothered about it

If you're going to be a pedant about your work being posted online without your permission then don't post screenshots, webms, or audio clips of any pwad without crediting the creator in your post

>> No.3348625

>don't post ANYTHING online!
I love this strawman. This is my absolute favorite argument against crediting things because it's so fucking stupid.

>> No.3348626

You're a dumbass.

>> No.3348628

>why be bothered about it
>why be bothered that a guy is slapping his name all over an artist's own work
it is a mystery

>> No.3348629

It being a free game does not justify taking it and slapping your name all over it.

>> No.3348634

happy to know you got my back when i unzip demonsteele and put RIPPED BY DINKLEDORF9000 PLEASE CREDIT on all the sheets

>> No.3348645
File: 571 KB, 456x628, 1343096354023.jpg [View same] [iqdb] [saucenao] [google] [report]


The spritesheet says "ripped by", not "created by". The ripper is not taking credit for the work done by the original creator.


As someone above said, getting the sprites from any doom wad you want is as easy as opening it in slade and exporting the sprites.They're already freely available, and as the game they're from is clearly listed there's no ambiguity as to where they're from. I just don't see the issue in taking these sprites and putting them online, it just makes things easier for people who don't know about SLADE. Can it really be argued that they're stolen/used without permission when they're just the raw sprites?


I really don't care how the sheets are presented, but as long as the original mod they're from is listed there's no ambiguity as to where they're from. If you look up demonsteele, you'll find Term's name, not Dinkle's.

I know a lot of people think that my posts are dumb or uninformed, so I'll admit that I'm relatively new, trying to provide my perspective on things, and you can do the same just as easily. I don't want this conversation to turn into a shitposting (You)fest.

>> No.3348650

>I don't want this conversation to turn into a shitposting (You)fest.

>> No.3348653

Let's discuss something a hair less stupid. What happened to Skulltag, the game mode? Was it ever remotely finished?

>> No.3348654

if it's that easy to find who made it, why shouldn't Dunkelschwamm be called a piece of shit for not doing it and instead slapping his own stupid name on it

he still has the nerve to put his own name on someone else's work regardless for what amounts to unzipping

>> No.3348662

>Can it really be argued that they're stolen/used without permission when they're just the raw sprites?

>If you look up demonsteele, you'll find Term's name, not Dinkle's.
And herein lies the core problem with your whole "but it's easy to find who made the sprites!" argument--Term didn't make the sprites.
I'm not a fan of his mods, but I'm glad that Terminus is extremely autistic about credits and details everything. People who look into the pk3 know who did what.
People who get the sprites from TSR don't fucking know and have no avenue to know.

>> No.3348679

anyone who has compiled any resources knows how difficult it is to figure out who did what without any proper credits
it is NOT easy to keep track of

>> No.3348681


Wait, someone is trying to recreate the game mode?

>> No.3348686
File: 42 KB, 563x464, 1341778021624.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm being honest. I know my opinions are controversial, but I'd rather that one or two people explain their side instead of derailing the thread with "I can't believe you have such a shit opinion please end your life". There's enough of that with the BD/MM discussions


Thanks, it's easy for me to forget that there are plenty of Doom mods which are team-efforts; I can totally understand where you're coming from. I was sort of okay with the ripping going on when I figured you could just look at the game credits or a ModDB page to figure out who the spriter was, but not nearly as many people would look into the pk3 of the mod whose assets they already have rips of.

>> No.3348692

any news on this?

>> No.3348702

Yes, the author's working on an original game using the same engine, with similar gameplay, but involving little mushroom dudes instead of copyrighted FPS characters.

>> No.3348731


>> No.3348734
File: 313 KB, 600x450, 8705309.png [View same] [iqdb] [saucenao] [google] [report]

what is the best Brutal Doom metamod and why?

>> No.3348736

Project Brutality adds enough stuff to it to make it worth using over vanilla BD.

>> No.3348753

Commander Keen reboot?!

>> No.3348757

What if we got #ReleaseBloodSourceCode trending on twitter?

>> No.3348759


>> No.3348767

sperglord edition for an enhanced vanilla edition of brutal doom

johnny doom for even more added shit but with its own balance system for most weapons and shit

PB a shit imo

>> No.3348768


>> No.3348774

I really liked SE, but it stopped getting updates, and the Chainsaw lagged my game.

>> No.3348781

I'll do it if you do it

>> No.3348806
File: 84 KB, 900x750, shambler doing its best khezu impression.gif [View same] [iqdb] [saucenao] [google] [report]

From your own experiences, what's some of the biggest amount of bullshit thrown at you by any combination of Doom maps or mods?

Go nuts, I'm genuinely interested on what you lot might want to share.

>> No.3348807

Personally I am not a fan of high HP hordes without having a decent weapon.

>20+ Barons of Hell
>Only shotgun and chaingun available
Any sort of tedious fight that isn't engaging or interesting is what I'd put as bullshit.

>> No.3348809

Unpopular opinion incoming:

Doom RPG. It's an absolute barrage of features and stats that neither actually fit together nor add anything enjoyable in the end. It's one of the worse RPG systems for an action game I've ever come across.

Of course it's very impressive on a technical level though.

>> No.3348814


If you give me a shotgun and enough ammo to kill tons of powerful demons, of course I'll be able to kill them all, but it will be tedious.

>> No.3348816

I think it can still be done right, if you add stuff like barrels and crushers you can activate to kill them with. the problem with barons on their own is that they aren't really threatening unless they can corner you

>> No.3348818

And in fighting is a way another.

>> No.3348820

I was talking about just barons and you can't make barons infight with themselves.

>> No.3348821


D2INO Map07

>> No.3348832

I remember that shit, what were they thinking? It was such a spike in difficulty too.

>> No.3348836

That's actually a very popular opinion, from what I've seen in these threads.

>> No.3348837
File: 32 KB, 594x184, HHHHEHHEHEHHEHEHEHHHHHH.png [View same] [iqdb] [saucenao] [google] [report]

>Watching the SGDQ Plutonia run by Dime
>The couch crew starts comparing Odyssey of Noises and Downtown
>Dime: How can you hate on a Sandy Peterson map?
That being said, I looked through the wiki to see what levels Peterson made, and I was surprised to see how many he had worked on in Doom 1. I knew he made around half of Doom 2's maps, but I didn't know that he worked on all of episodes 2 and 3 (with help from Tom on around 8 of the maps), and more so I was surprised Romero only worked on the first episode and a handful of other maps from episode 4 and Doom 2. This whole time I had just assumed the worst maps were attributed to Sandy while the rest of the good maps were split between Romero and Tom, but it seems I was mistaken.

>> No.3348840

>From your own experiences, what's some of the biggest amount of bullshit thrown at you by any combination of Doom maps or mods?
>Go nuts

>> No.3348842

America McGee made a lot of Doom 2's good maps.

>> No.3348845

Hideous Destructor is a very high quality, detailed mod that I simply don't enjoy. It's like slamming my dick in a car door. An intricately designed car door encrusted with diamonds, but a car door regardless.

I can't really say I've *played* Doom RPG - I loaded it up, looked at the menus, fell into a rabbit hole of options so deep I'm surprised ZDoom supported it, then closed it and never touched it again.

Which is a pity, because on paper it has some nice ideas, like the random event stuff...

>> No.3348850

Random events are nice.

Luck stat puts you into god tier stupidly fast
Aura stacking also does it.

It's not very hard to become absurdly overpowered in it.

There's a lot of options to adjust how fast you want to level along with how fast enemies scale. If you set it to really really slow leveling curves it's not so bad.

It has way too much for me to be interested for long though which is why I don't play it very often. Neat for what it is regardless

>> No.3348862

I think it would be cool if someone made a mod that gave RPG elements, but kept it simple. More like DoomRL's level up system, with a small amount of stat management.

>> No.3348865
File: 523 KB, 1920x1080, gzdoom 2016-04-27 21-06-49-56.png [View same] [iqdb] [saucenao] [google] [report]

>loaded it up, looked at the menus, fell into a rabbit hole of options so deep I'm surprised ZDoom supported it, then closed it and never touched it again.

I'm in the same boat here. I heard it went well with DRLA and then after seeing this AND all the extra keybinds I might have to use on top of DRLA's own? It's making Doom an awful lot more complicated and whatever progress I make would probably be useless after finishing a megawad.

Speaking of Hideous Destructor, there's also Colorful Hell but the author does mention that Black/White enemies are meant to be bullshit.

>> No.3348868

>the author does mention that Black/White enemies are meant to be bullshit.
well legendoom kinda mends that. sorta kinda in a way.

as in, you better pray you get a relatively useful weapon or something in your arsenal to stunlock whatever the fuck it is you're standing up against or else get pelted with shit you barely even grasp what it does.

>> No.3348870

I've considered doing a project like that. Something like the original Doom Roguelike's perk system, where certain upgrades synergize with other upgrades, allowing player's to come up with fun and specialized "builds".

>> No.3348872

>Black/White enemies are meant to be bullshit.

The mod warns you with a message when you enter a map where there is a Black/White enemy.

>> No.3348873

Most spells and abilities aren't actually useful in Doom RPG

It's much better to rely on passive boosts and auras.

Only keybind you need is to know how to turn on a shield.
Shields are overpowered too

>> No.3348874

Hey dudes, anyone feel like testing out a tiny graphical mod?

It adds some fancy particle effects to bullet puffs. Compatible with smooth doom.


Requires zdoom or gzdoom dev builds.

>> No.3348883

I can't really say I much enjoyed Colourful Hell, either. Maybe it's because I was playing with LegenDoom on Valiant Vaccinated, but it felt like every single monster just kind of upped the asshole factor for no real reason. Oh, hi, this Zombieman is an ammo sponge and farts swamp gas when he does die, what's up?

The sprite translations look pretty ugly, too. It's basically ROM Hack Doom.

>> No.3348891
File: 522 KB, 1920x1080, gzdoom 2016-07-05 04-03-28-23.png [View same] [iqdb] [saucenao] [google] [report]

LegenDoom stuff is mostly vanilla Doom weapons with a TWEEST though, and the legendary buffs can also apply to the best and fuck up your day even more. Considering any colored enemy is a better cut compared to vanilla, you need something more.

Though depending on what that 'more' is, some whites are fucking brutal. Pic related was from when I was fighting some woman in a labcoat who sponged hits like a motherfucker, has some spammy moves, and spawned in all kinds of enemies to help soak up hits.

And all you get from killing a black or white is some ammo to partially compensate for ammo losses and maybe a mega/soulsphere so trying to avoid them when possible just seems to be the best solution. I think these special enemies would be better as part of a larger mod with a reward to justify killing them, since this compatibility-friendly approach does result in a bit of a draining letdown.

A warning is one thing, fighting them is another. Most of time black/white enemies are simply taking one of many regular monster slots for a random boss fight.

Purple and red enemies in particular seem to be pretty dickish.

>> No.3348896

colourfull hell goes pretty well with dakka if you turn on the score rewards, you have tons of ammo and firepower to take care of most shit it throws at you.

>> No.3348902
File: 3 KB, 194x70, mods.png [View same] [iqdb] [saucenao] [google] [report]

Just did a brief test of loading them both with Dakka first since CH enemies won't spawn otherwise. Score doesn't go up when I kill shit, is there a newer version about? Google search is making the mod harder to find than it should.

>> No.3348903

What's the latest version of that anyway?

>> No.3348906
File: 238 KB, 1200x960, CmUkyHxW8AAPiCF.jpg [View same] [iqdb] [saucenao] [google] [report]

>278 monsters on Normal

Looks like another one of those maps that take 45+ minutes to complete. I was really hoping we'd get shorter maps instead. The E2M2 remix is probably the only level that I truly liked from the current release, it's short but jam-packed with secrets and very non-linear.

>> No.3348907

there's a colourfull hell compatible version

>> No.3348910

After finishing Inferno, should I do Thy Flesh Consumed or Doom 2 first?

>> No.3348912

Doom 2. Episode 4 comes after.

>> No.3348914

Might as well play TFC now otherwise you're just going to miss the SSG when you get back to it after playing Doom II.

Also, don't forget to play No Rest for the Living after Doom II. The levels in that episode are extremely fun and well-designed.

>> No.3348921

Alright then. I assume I'll have to use an outdated version of CH?

>> No.3348928
File: 487 KB, 800x600, Screenshot_Doom_20160312_020753.png [View same] [iqdb] [saucenao] [google] [report]


are you seeing pic related

of course you don't, it's surrounded by invisible, noclipping monsters

tell ya what it is, it's a white archvile

and it followed me throughout the entire map teleporting in and out all the while casting more and more monsters with it

I don't what the fuck was it doing at the big arena at the beginning of BTSX E2 MAP01, but there it was

'oh cool, legendoom released, this seems a nice enough opportunity to try out colorfull hell since it's been sitting in my pk3 folder since forever and people say it plays well together'
well this was my first game with colourful hell ever, and BTSX E2 literally the first megawad I tried it with

life is pain

>> No.3348931
File: 663 KB, 1920x1080, gzdoom 2016-06-24 18-48-57-21.png [View same] [iqdb] [saucenao] [google] [report]

Try having Benellus on the first map.

>> No.3348936

Legendoom is pretty neat, love the Doom 64 shotguns in it.

>Triple Threat Super Shotgun
>Sounds like a tank every time I shoot
>Running around with a rocket launcher that triples your damage when you kill things with it(It's a bit buggy and sometimes doesn't trigger though)
>Triple Threat BFG9000
Love the sounds.

>> No.3348938

that's a white imp, it spams imps

>> No.3348946

I was surprised how quickly I got bored by LegenDoom. Needs more weapon effects, especially in the common tier.

>> No.3348958


>I removed the in-between alpha values by selecting the transparency, removing the alpha channel with the background set to black, re-adding the alpha, and deleting the selection. I also overlaid the original on top to reduce the black outlining, then I erased the pixels that were out of place.

Can some explain step by step how i do this? I've never used Gimp and am a bit of an idiot.

>> No.3348973
File: 69 KB, 735x397, shockwaves.jpg [View same] [iqdb] [saucenao] [google] [report]

+FLATSPRITE is cool as fuck and everything I ever wanted and I wish it was my dad.

>> No.3348993
File: 227 KB, 557x605, When You Shoot The BFG Just Right.png [View same] [iqdb] [saucenao] [google] [report]

>When there's a berserk pack at the start of the level
So do you anons prefer grabbing berserks as soon as possible so you can immediately save ammo by punching everything to death, or do you prefer to save them for when you're at low HP so you can get brought to 100HP (and then punch everything to death)? I think berserks are a pretty fun and versatile power-up to utilize both while playing and mapping, and it's always enjoyable playing through a map using only your fists.

>> No.3348995

what's with the doom 4 armor bonus

>> No.3348996

The only issue is, as you can see, that it the draw order is pretty wonky. Like how it overlaps the explosion in that pic

>> No.3349000

the berserk is definitely my favorite powerup, punching stuff like demons, hellknights and skeletons is a huge ammo saver. I only pick it up immediatly when it's obvious I'll be needing it.

>> No.3349004

berserking is a meme powerup

>> No.3349005

There are probably some vague workarounds around that, like offsetting the shockwave from the source by a single mapunit, but I haven't tried them because I'm lazy.

>> No.3349012

the chainsaw is a meme weapon

>> No.3349016

Oh I think it looks fine as it is. It just deserved a mention.

"Renderstyle add" would probably look good though

>> No.3349038

I just played LegenDoom+Colourful+BTSX E2 and every level I try absolutely rekts me within the first couple major room.

>> No.3349042
File: 139 KB, 770x886, ss+(2015-12-12+at+10.06.00).jpg [View same] [iqdb] [saucenao] [google] [report]

GZDoom only though.
I like when stuff is compatible with both source ports.

>> No.3349048

Yeah, liking it too.
Although I guess there needs to be more effects.

I got three weapons in one map.
Unknown Pistol, Unknown Shotgun
and Nuclear BFG.

>> No.3349137
File: 241 KB, 1280x720, Screenshot_Doom_20160710_145528.png [View same] [iqdb] [saucenao] [google] [report]

Working on a map for only 1 hour a day, every day has been working out for me really well. It won't get done anytime soon but at least I'm not getting burned out and scrapping it.

>> No.3349175

first duplicate the image with ctrl + d because you're going to copy and paste it over this other shit we're going to do

it looks like the process is Layer -> Transparency -> Alpha to Selection, then set your background colour which is the colour selection box thing in the background on the toolbar to black, then Layer -> Transparency -> Remove Alpha, then Layer -> Transparency -> Add Alpha Channel, go to the channels tab in the window with the layers and make sure alpha is the only channel selected by clicking the channels until alpha is the only one with the darkened name, go to Select -> Invert, and hit delete on your keyboard

then you go to the duplicated document, copy and paste it into the one you did all that horseshit to

and it still fucking has translucent pixels because gimp is a piece of shit and you can't just fucking run threshold on the alpha channel like a sensible image editor

if you're learning a new image editing program just pirate photoshop, there's no reason to use gimp unless you're under threat of death for pirating it, which no one will give a fuck about if you're not doing professional work

>> No.3349181

aight i googled it and it looks like it has its own effect because the alpha channel needs to have its own effects even though it's all just bitmaps

Layer > Transparency > Threshold Alpha will remove the inbetween alpha values, supposedly. i don't remember seeing it and i'm not wasting away 16 more minute while gimp freezes and kicks on my laptop's fan while photoshop takes 30 seconds to completely start up.

>> No.3349243

I hate this level so fucking much is insane

>> No.3349268

The level in the tweet? Or the level in AD already that's the swampy castle?

>> No.3349359

> AD already that's the swampy castle
Soggy Fagbottom was indeed incredibly annoying. Looks great sure, but none of the fights are actually /fun/

>> No.3349363

Could you say that about basically every map in AD?

>> No.3349389

Did they blow all their load with that level? Seriously, 400 enemies on a single map??

>> No.3349393

I thought Necromancer's Keep was tons of fun throughout and not unreasonably long or annoying, although I might be biased because I played that one first.

I wouldn't call any of the maps especially UN-fun except for Crucial Error and Bogbottom.

>> No.3349401

I had fun on all of them except the two mentioned by

and they apparently have the same author. Go figure..

>> No.3349412
File: 1.15 MB, 1366x768, I SEE IT.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3349415

They're also two of the four maps that contain runes, and have almost the exact same method of finding them, that being "find a secret (a totally unmarked one in Crucial's case) at the start of the map that spawns doodads to pick up later, and if you miss the original secret none of the doodads spawn so you won't even know you're missing anything."

>> No.3349460
File: 341 KB, 1280x960, Screenshot_Hacx_20160710_121506.png [View same] [iqdb] [saucenao] [google] [report]

attempt at cyberspace aesthetic using vanilla hacx resources
what do you think, /vr/?

>> No.3349461

Never pick it up, it's for faggots. I deal death impersonally.

>> No.3349468

Looks very 90's.

You also need some glowy grids too.

>> No.3349475

Needs more neon in the skybox. And cubes.

>> No.3349497


What did he mean by this?

>> No.3349507
File: 234 KB, 1366x768, Screenshot_Doom_tortura.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3349515

I'm trying to play Dakka with Colourful hell, but when I kill something, I get an error message about 'unknown script dakka_score' or something like that. Anyone know what's up with that?

>> No.3349519

there's supposed to be a special patched version for dakka that runs with CH

>> No.3349521
File: 4 KB, 312x72, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, that's what I'm using. I've got it set up how its supposed to be on the site

>> No.3349530

when you start gzdoom or zdoom, what's the date on the window that shows all the shit loading

>> No.3349537

2016- 05-08

I'm using the devbuild for gzdoom

>> No.3349547 [DELETED] 


Huge toilets made in Doom hold a special place in my heart.

>> No.3349558

What are the best wads to play with Hideous Destructor?

>> No.3349565 [DELETED] 
File: 96 KB, 359x319, tfw thicc crash will never sit on your face.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3349574 [DELETED] 

american women of the future

>> No.3349605
File: 324 KB, 1366x768, Screenshot_Doom_20160710_122207.png [View same] [iqdb] [saucenao] [google] [report]

God fucking dammit

>> No.3349614
File: 270 KB, 1750x1043, e1m2.png [View same] [iqdb] [saucenao] [google] [report]

Sup /vr/, new map maker here.

I made an e1m2 replacement to go after my e1m1 replacement. It's a step up from my first map I hope. Extra detailing, hopefully better monster placement, and a bigger level. All done to vanilla Doom '95 compatibility.


>> No.3349616

If you play it, let me know what you think about the starting area, the chainsaw secret, and the blue key area. I least confident about those.

>> No.3349630

does anybody know what Id's official Doom Classic doesn't see more widespread use? it seems like a pretty decent alternative to Chocolate Doom, not to mention that it's official

>> No.3349634

That's pretty as fuck.

Whatever happened to that guy making the city map for Thief? Looked nice. He should finish it.

>> No.3349643

Any doom wad that feature San Francisco? Like a fully rendered map dedicated to San Francisco, I know there is another wad that features a fully rendered map of New York City

>> No.3349647

A wad of san francisco would have to be limited to revenants and archviles

>> No.3349648

>I know there is another wad that features a fully rendered map of New York City
How rendered is fully rendered?

>> No.3349653

Why would you want that? so you can pretend you're a nu-male cuck?

joking aside, that would be cool. i would ask on on the doomworld/zdoom forums if i were you.

it's a rendition of manhatan and jersey, i think

>> No.3349654


>> No.3349658

So what do I use to play multiplayer doom? I thought zanodrum was good enough, any better alternatives?

>> No.3349659
File: 84 KB, 575x474, he-man-wink1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3349661

Yes, zandronum is perfectly fine and a good port overall. If you hear people complaining over it, it's actually the userbase they're whining about.

>> No.3349663

unless they're modders, then they're complaining about the port

god damn it's so far behind

>> No.3349668
File: 875 KB, 1920x1080, Screenshot_Doom_20160710_210602.png [View same] [iqdb] [saucenao] [google] [report]

I just played it and I really liked it. I don't know much about good map making etc but I think the outdoor part and the way from the blue door to the elevator was really fun.

>starting area
a lot of enemies at once but it was easy as soon as I got the shotgun.

>chainsaw secret
It was kind of obvious that there was something behind that particular wall but nicely placed

>blue key area
also nice and reminds me of the original E1M2

One thing I noticed is that it was mostly the same enemies at a time. either only zombieman or only imps. spice that up a little like shotgunners + zombieman. also no chaingunners which I thought was a bit wasted because the outdoor area seemed pretty well made for some chaingunners on one side gunning you down.
But overall I think this is a good map.
You said you made an E1M1 map too. could you post it so I can play that as well.

>> No.3349672

And unless they're developers, in which case fuck you Carnevil and fuck you Graf Zahl.

God damn do you know how much useless shit I've had to clean up?

>> No.3349673



>> No.3349678

Fava Beans, Dimensions of Time, and INVADE2.WAD are personal favorites.

>> No.3349708

E2M2 remix is legitimately one of the best FPS levels I've ever played. E2M2 is one of Romero's best maps and this was just a straight upgrade from it.

>> No.3349709
File: 83 KB, 501x500, med_1464278745_image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3349757

Torr is a pretty decent fellow though right? Only heard good things about him anyway.

Also, what are you working on anon?

But I'm a modder and I think zandybams database features are cool as fuck. Really want to use them in a project some day

>> No.3349784
File: 3.75 MB, 468x272, the thumb.gif [View same] [iqdb] [saucenao] [google] [report]

I agree that chaingunners would have been nice but I was trying to make it true to vanilla Ult. Doom. Trying to build to KDitD constraints is a nice challenge, and it's also the version of Doom I played the most as a kid. I have some time off work coming up, might try for an entire episode replacement

I'll try and vary the enemy placement more. I was worried about too much infighting making it too easy but I guess that's just Doom baby, I should mix it up a little more.

My e1m1 is in the OP as "spaceport" (I don't really like the name). It's my very first map.

>> No.3349785
File: 166 KB, 589x646, simonsgate.jpg [View same] [iqdb] [saucenao] [google] [report]

Started another level. A sort of space-colony with central hub-tower.

...I guess I'll name it "Simon's Gate"

>> No.3349794
File: 48 KB, 300x250, see what you did there.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3349797

oh boy anon, you better get ready for the mocking that'll follow this post

>> No.3349807
File: 91 KB, 679x491, Anxiety.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know for sure what I'm doing, but I suspect eventually I'll be faced with the width being totally fucked up and the normals being fucked beyond reason so I can see inside the gun and reflections break.

But I want the gun.

>> No.3349850

what are you even talking about

>> No.3349864
File: 41 KB, 446x369, 1459525382748.jpg [View same] [iqdb] [saucenao] [google] [report]

so I was late at night yesterday, making a drawing for use in the Shadow of the Wool Ball sequel in mspaint as I normally go, and then I decide I'd better get some sleep and stuff cause I'm, you know, pretty tired. So I save it in a folder to open tomorrow.

I wake up this morning, turn on the computer, search the .png file so i can keep on drawing.

And it doesn't fucking open.

I double checked every other file in there, and they all open just about normally, but it's that one specific file that windows apparently can not read.

Now I'm not one to get angry over stuff mind you, but holy shit. I'm so fucking pissed right now, you have no idea.

I'll make another one later on, but goddamn, if that was annoying. Has this ever happened to you? And if so, how did you go about fixing it?

>> No.3349868
File: 112 KB, 810x394, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]

I think Anon thought that you thought that Simon's Gate Anon was making a SNES controller reference instead of a Simon reference, but then forgot that they both have the same colours.

>> No.3349870

idk post the png on sendspace or something dude maybe it's just the wrong filename extension maybe it's a PSD with a .png instead who knows

>> No.3349872 [DELETED] 

Honestly I really don't care about your private matters such as computer problems and so on but Im happy to hear that there will be a sequel because I really enjoyed the first one.

>> No.3349873 [DELETED] 

>Honestly I really don't care about your private matters such as computer problems and so on
what compelled you to add this, what made you think this was a good addition

are you the same anon taking a stand against blogging

>> No.3349876

I believe he misquoted your post and meant to quote anon's picture above instead.

>> No.3349881

>Honestly I really don't care about your private matters such as computer problems and so on


why are you being such a dick anon

here's this, don't believe you'll be able to do anything with it??

>> No.3349884 [DELETED] 

You're a douchebag, dude.

>> No.3349887 [DELETED] 

>Honestly I really don't care about your private matters such as computer problems and so on
Honestly, with all due respect my man, I hope something really really really shitty happens to your computer now and I don't believe I'm the only person to expect so.

I also still can't believe you're asshurt about being BTFO about the blog thing earlier. Are you one of those retarded faggots who need venting on other people to compensate for being sacks of shit themselves?

>> No.3349889

I opened it with a hex editor, and it's full of null characters (nothing but 0's). I can't say for sure if sendspace did something to it, but there's nothing I can do.

>> No.3349890


naw its cus he used an image thats commonly associated with reddit

>> No.3349893 [DELETED] 

>it's this butthurt faglord again
sup autismo-kun

>> No.3349905

I have had a lot of luck and usually get Epic and the one below it.

Honestly though I have been enjoying it more for the legendary monsters.
Kind of like what they add to fights but not when it's an Archvile

>> No.3349907

can confirm it's all zeros here as well

no idea why it'd be full of zeros but still have a legit-looking file size

>> No.3349912
File: 49 KB, 292x293, 1388986408320.jpg [View same] [iqdb] [saucenao] [google] [report]

this is some barneyfag/doombabbyfag-tier damage control.

and in case you aren't the faggot above, you probably have some shitty problem solution skills and have trouble keeping up with conversations often.

>> No.3349917

holy crap, mods are on fire in this board. keep it up

>> No.3349924
File: 269 KB, 860x1152, 1449168396281.jpg [View same] [iqdb] [saucenao] [google] [report]

jesus fuck i swear to god every single post you make is chris-chan tier retarded.

enjoy your damaged rectum, frogposting autist.

>> No.3349927

Is that you, mspr?
If so, your project is cool as shit.

>> No.3349928


>lord blaz enjoys breakfast.jpg

>> No.3349930
File: 1.61 MB, 221x187, 4gjm12.gif [View same] [iqdb] [saucenao] [google] [report]

>keep it up
famous last words.

come back when you gather better shitposting skills or at least get to the point where you don't have to shit your pants and damage control your way out.

you angry autist.

>> No.3349936

caspere knew this

>> No.3349939
File: 209 KB, 508x722, 1468120878127.png [View same] [iqdb] [saucenao] [google] [report]

not that guy. just genuinely impressed by the post deletion rate of this board.

>> No.3349941
File: 8 KB, 200x300, 1442362108784.jpg [View same] [iqdb] [saucenao] [google] [report]

>Is that you, mspr?
almonds, actually

I offered MSPR my services in texture making and the such and s/he accepted. Whatever was once in that file, it's gone forever now it seems. And what was once inside took me a literal day and a half to do. It was lookin pretty ace too dare I say so.

Oh well, such is technology sometimes :c

>> No.3349948

forgot to thank everyone else who set out to help me ;w;

I appreciate your help anons!

>> No.3349971

hi eric

>> No.3349976
File: 238 KB, 1284x980, 1450222433564.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3349985


who else can't help but thinking about edging when they see the nonsense title "Insanity Edged"

like the mod is going to bring to the brink of insanity but you just get edged

>> No.3349996

needs more ICE

>> No.3350000

so winter's fury is cool, yeah?
pun retroactively intended after writing
incase the last time you've played it was like 6 months ago, it's actually been silently updated multiple times

motherfucker, just when i was writing this, you have to bring up the authors other stuff
not that it's a bad thing, looking forward to playing that shit
i want him to update the spook mod

>> No.3350007
File: 443 KB, 494x627, checked.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3350018


>> No.3350036
File: 39 KB, 646x485, 1466404720763.jpg [View same] [iqdb] [saucenao] [google] [report]


very nice

>> No.3350059
File: 175 KB, 390x415, 1391494096768.png [View same] [iqdb] [saucenao] [google] [report]

winter's fury is GOAT mod confirmed
spooks mod will update again confirmed

>> No.3350067
File: 6 KB, 64x64, quads.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3350071

You have 30 seconds to combine Doom with Pokemon Go

>> No.3350072

>THREE vertical slashes
>QUAD damage

>> No.3350074
File: 5 KB, 829x53, a.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3350075 [DELETED] 

the slash for your faggotry was considered unnecessary

>> No.3350078

Demons are back on earth. Look for them and kill them. Big guys like the cyberdemon require bigger weapons or more doomguys (read: you and other wankers around the world)

>> No.3350079
File: 20 KB, 500x332, 1467168238225.jpg [View same] [iqdb] [saucenao] [google] [report]

what the fuck?

>> No.3350080

guess what

that quad damage only does three times damage

>> No.3350081 [DELETED] 

what's the problem with aggressive autists like you lately

>> No.3350087 [DELETED] 

Probably came from the z& forums

>> No.3350091
File: 62 KB, 442x351, 1408302584135.jpg [View same] [iqdb] [saucenao] [google] [report]


>mfw i hear the announcer say "QUAD DAMAGE"
>mfw those guitar riffs

>> No.3350094 [DELETED] 

I bet that sounded way funnier in your head.

I can't wait for the influx of colon obstructed zankiddies like you permeating these threads to get permabanned already.

>> No.3350101 [DELETED] 

wouldn't tumblr be more up your alley, if you're so sensitive to anything that collides with your views, that you'd rather see them banned?

>> No.3350105 [DELETED] 

>wouldn't tumblr be more up your alley
well aren't you trendy and hip

>> No.3350109 [DELETED] 
File: 148 KB, 466x359, 1467654920831.png [View same] [iqdb] [saucenao] [google] [report]





>> No.3350110 [DELETED] 

this isn't going to convince anyone here to put your shit mod on the infopic. fuck off already.

>> No.3350113 [DELETED] 
File: 49 KB, 499x499, 1401213065001.jpg [View same] [iqdb] [saucenao] [google] [report]

good response, do the world of removing yourself from the prospective pool of /vr/ posters via bullet to the cranium

>> No.3350115

Powerslave is very good, but I prefer Somewhere in Time.

>> No.3350116 [DELETED] 

You are seriously overestimating the intelligence of modern /vr/,

>> No.3350117 [DELETED] 

lol low-tier af

>> No.3350118 [DELETED] 

>shitty poster
>pepe image
like pottery

>> No.3350120 [DELETED] 

do note which post i used to advertise any mod, or request it to be in the infopic

>> No.3350125 [DELETED] 

that's cute, let me try something.


>> No.3350130

Wait, are people coming from the zandro forums to this place? And if so, why?

>> No.3350142
File: 362 KB, 800x600, Screenshot_Doom_20160329_143336.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3350143

Piece of Mind is the best. Powerslave has the Ryme though, so that's a plus.

>> No.3350178 [DELETED] 
File: 29 KB, 461x373, 656[1].jpg [View same] [iqdb] [saucenao] [google] [report]





>> No.3350179

>Decide to get one of my favourite SNES-tracks as map music
>Concerns over Boom-compatibility, figure to get a midi
>No midi of the song
>Go grab the .spc, and wrangle it into .mod format
>Try out exporting it to a .midi file via picking instruments in modplug tracker

Oh crhist, this is the 2nd most horrible midi I have ever heard.
I guess I should give up and find some other track, since I am horseshit at doing anything musical.

>> No.3350181 [DELETED] 

i forogot the point i was making?

I want to hear what it ended up sounding like out of curiosity.

>> No.3350182

>Concerns over Boom-compatibility,

convert that song to a .wav file, then into .ogg

PrBoom+ supports .ogg I think. Or I think it was GlBoom

>> No.3350197


...Try guessing which game it is from.

>> No.3350214
File: 416 KB, 200x148, MAP09The Pit.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3350219

you also forogot how to properly spell it seems. Too bad.

I genuinely thought the PS1 version was the best Powerslave version. Too bad the controls were all around a big bad bag of shit, though.

>> No.3350226

I only played the PS1 version a long time ago. On what engine does it run for PC?

>> No.3350249

>he clears the hall of boners



>> No.3350269
File: 2 KB, 320x200, Render1.png [View same] [iqdb] [saucenao] [google] [report]

Pew Pew

>> No.3350297

New /doom/ co-op when?

>> No.3350301

Looks nice.

>> No.3350348


some coop preferably since my ping is so shitty I won't be able to get clear shots on anybody ;-;

>> No.3350363
File: 39 KB, 500x375, s-l1000.jpg [View same] [iqdb] [saucenao] [google] [report]

Visited my folks across the country this last week, and ripped an iso of Demon Gate (666 new levels for doom and doom 2!) while I was there.

iirc it's like 90% trash, but I figured I'd upload it for you guys. Maybe there are some gems in there.


>> No.3350371
File: 243 KB, 1440x900, dam.png [View same] [iqdb] [saucenao] [google] [report]

So I decided to try and remake the dam level from Goldeneye in Doom (in boom format because silent teleporters are the best)

How is this looking so far?

>> No.3350401


I'd also be up for this.

>> No.3350440

New thread >>3350436

>> No.3350497
File: 112 KB, 640x480, Screenshot_Doom_20160710_210419.png [View same] [iqdb] [saucenao] [google] [report]

>Messing around with some new enemies
>Doggos take about 6 berserk punches to the face before dying
Shit, these doggos are tough.

>> No.3350876

PrBoom+ and GLBoom+ are the same engine.

>> No.3351328


I remember playing that map when it was first posted here by the creator

>> No.3351425

I feel like HD could do with some more weapons.

Like a Barrett .50 cal would be nice.

>> No.3351651
File: 97 KB, 849x566, $_32.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks dude

>> No.3351652 [SPOILER] 
File: 121 KB, 620x465, 1468258728823.png [View same] [iqdb] [saucenao] [google] [report]

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