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File: 256 KB, 1024x644, tacodemons_and_hissydemons_by_phoenixbat-d7bnq5o.png [View same] [iqdb] [saucenao] [google]
3460386 No.3460386 [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.
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (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)




Found in http://liquiddoom.net/

>> No.3460387

[8-29]Vinesauce Mapping Contest Rules

[8-24] Func Map Jam 7 - Back to Base

[08-21] GZDoom Shaders Galore
- Retro Shader updates http://forum.zdoom.org/viewtopic.php?t=53250
- Lazy Palette Shader http://forum.zdoom.org/viewtopic.php?t=53252
- PSX Vertex Jiggler: >>3442719

[08-19] Anon mod: Unstealth >>3437946

[08-19] Anon Release: Cute looking first map >>3435876

[08-18] Anon Release: Drum Akimbo Shotguns >>3433687

[08-17] Quake 2] Mission 64 (Q2 N64 -> PC recreation attempt) >>3432010

[08-15] Anon mod: Brutal Basic >>3427361

[08-13] MetaDoom first very early version released >>3423714

[08-10] Anon mod: Revenant Doom >>3418323

[08-10] Anon mod: Tex 2 Spek >>3418041

[08-04] Urania, new Plutonia megawad

[08-04] Anon maps update: Knee Deep Again >>3404968

[08-04] THT Threnody (Ty Halderman Tribute project) released

[08-02] Anon map update: Earth >>3400398

[07-30] Anon map WIP: Moonlit >>3397363

[07-29] Anon map: HOUSE.wad >>3393371



>> No.3460392
File: 40 KB, 180x218, 180px-Pom_Pom_-_Cacodemon.png [View same] [iqdb] [saucenao] [google]

>> No.3460393

The newest Func Map Jam for Quake is pretty fun. Glad I checked Quaddicted and found it.

>> No.3460394
File: 5 KB, 857x66, Image1.png [View same] [iqdb] [saucenao] [google]

Personally, I wouldn't allow it.

>> No.3460395

I wonder what a Tacodemon tastes like.

>> No.3460398

Very gamey.

>> No.3460401

Is this Pom Pom disguised as a Cacodemon or a Cacodemon disguised as Pom Pom?

It's a mystery.

>> No.3460404


The Tacodemon appears about an hour or 2 after you eat tacobell. Eating the Tacodemon is not recommended, it is to be flushed down the toilet after it appears.

>> No.3460406

yeah it seems against the spirit to enter maps that weren't actually made for the contest. gives him a massive head start.

>> No.3460412
File: 283 KB, 500x419, xOkQ6yv.png [View same] [iqdb] [saucenao] [google]


>> No.3460420 [SPOILER] 
File: 381 KB, 1282x752, 1472475420175.png [View same] [iqdb] [saucenao] [google]

>> No.3460425
File: 595 KB, 914x784, encouraging boner.png [View same] [iqdb] [saucenao] [google]


This is amazing

>> No.3460454

this is acceptable.

>> No.3460457

too many meems

>> No.3460459
File: 17 KB, 989x638, 1472337421958.png [View same] [iqdb] [saucenao] [google]


>> No.3460460

Agreed, fucking meme culture is ruining Doom.

>Walk into a room, super shotgun in the middle
>Pick it up, two hellknights are released from a closet
>You shoot them while circling around and move on

>Walk into a room, super shotgun in the middle
>Pick it up, two revenants are released from a closet

>> No.3460462

In general. Shit talking used to be funny shit back then in the days of 90s multiplayer. Now it's nothing but git gud, you mad, harambe and dicks out or whatever. Just repeat the same shit everyone else is.

>> No.3460463

>this mod requires a development version of gzdoom

how about fuck your shit?

i'm switching to zandronum, at least i can play that kind of mods online.

>> No.3460465

because that's the worst thing about the doom community

>> No.3460482

I don't believe I said it was, but if it would appease you, please feel free to assume I wrote "one of the things" between "is" and "ruining".

>> No.3460524
File: 7 KB, 64x128, Wall 2 - 12.png [View same] [iqdb] [saucenao] [google]

>> No.3460561

>this switch lowers a wall across the whole room and releasing about 80-100 skeletons

>> No.3460582
File: 225 KB, 500x738, 3c4.png [View same] [iqdb] [saucenao] [google]

>til its impossible yet to rip doom 2016 models because of the fucking megatextures 2.0 format

>> No.3460593

is resex still unable to display textures on the models?

>> No.3460597


and don't expect idtech6 to be open source at all

propietary software up the fucking arse

they were just waiting for carmack to be gone

>> No.3460608


because everyone knows how fucking douchebags zenimax is...

this is why you have to pirate the last x64 iteration of the havok tools to mod animations into fallout 4...

and this is why it will take fucking months until someone manages to decrypt the textures format

>> No.3460610

it's got to do more with zenimax than them not willing to do it.

>wanting a modern idtech engine to be OS
what would people even do with it to justify this ever happening?

here I thought it was a given that modern engines aren't as flexible as they once were.

>> No.3460615

Learning, modify the engine to do what you want, or just use it in general.

Quadrilateral Cowboy uses Doom 3's engine on an open source license. Didn't expect that.

It would have looked better if they used UE3 or UE4 though.

>> No.3460631
File: 1 KB, 32x55, NaziBoy.png [View same] [iqdb] [saucenao] [google]

>> No.3460645

>this is why you have to pirate the last x64 iteration of the havok tools to mod animations into fallout 4...

I don't know shit about FO4 modding but what the fuck

Isn't it difficult as shit to get custom animations working into Skyrim, hence the need for FNIS for that game?

>> No.3460647
File: 853 B, 27x52, 14.png [View same] [iqdb] [saucenao] [google]

He rotates.

>> No.3460651
File: 895 B, 22x53, 19.png [View same] [iqdb] [saucenao] [google]

45 degree angles? This is too much, it's too good.

>> No.3460658


fallout 4 uses the last free version of the x64 havok tools, and its unobtainable, because of M$

no you need to pirate it somewhere, because some lazy fuck are saying that its "against the law"

>> No.3460661
File: 1 KB, 27x55, 2.png [View same] [iqdb] [saucenao] [google]

Got a regular Thomas Eichhorst in here.

>> No.3460674
File: 913 B, 28x52, 14.png [View same] [iqdb] [saucenao] [google]

Maybe a blond Harrison Ford.

>> No.3460678
File: 891 B, 28x53, 17.png [View same] [iqdb] [saucenao] [google]

Perhaps a Donald Trump.

>> No.3460697
File: 5 KB, 93x121, 3.png [View same] [iqdb] [saucenao] [google]

>> No.3460730
File: 40 KB, 240x320, theovertaker3d.jpg [View same] [iqdb] [saucenao] [google]


The Overtaker 3D. Wolfenstein clone with 3 enemies with rotations, some weapons, over 50 textures. The game recolours the 3 enemies for more variety, didn't see any palettes for them.

>> No.3460734


Can you do realms of the haunting?

>> No.3460737

Already tried, lots of people have, it's a mysterious format.

>> No.3460740


Fuck. What a damn shame, a lot of the sprites there are gr8

could you try to find some medieval/fantasy monsters and shit? Maybe Orcs & Elves?

>> No.3460745

Designed by John Carmack, I suspect it'll be as unrippable as Doom RPG.

I know someone got the 3D format for the levels figured out but they haven't shared, can't find the Doomworld thread.

>> No.3460812

>Orcs & Elves

_ ____ __ ____ the wand

>> No.3460835
File: 248 KB, 443x395, mikethehutt.png [View same] [iqdb] [saucenao] [google]

>playing through going down with doomrla
>tfw 200 mega hurts
Jesus take the wheel and save me from this martian/meatball combo meal

>> No.3460851

that map was pretty much cyriak being a massive cunt

>> No.3460862


>> No.3460943
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google]

in fairness he did bill the difficulty of GD as "chaotic evil"

but yeah 200 mega hurts can suck 200 mega dicks

>> No.3460945

>discardomg the entire prolouge section for the Vinesauce map I've made so far

Mainly because the default textures don't fit what I'm trying to do, and the custom's I found was a lot of effort for nothing.

10 days. 10 fucking days.

>> No.3460950

But that's the entire wad.

>> No.3460956
File: 190 KB, 1280x960, Screenshot_Doom_20160829_211151.png [View same] [iqdb] [saucenao] [google]

Since that one anon asked nicely yesterday, rehosting another fireblu roundabout with the CH multiplayer version

[TSPG] fireblu

>> No.3460959
File: 711 KB, 1920x1080, Screen Shot 2016-08-29 at 11.10.29 AM.png [View same] [iqdb] [saucenao] [google]

Playing Project MSX.

Where the fuck do I find health? I'm getting REALLY sick of hearing that "heartbeat" sound the entire game. i can't even find a cheat that will give me health. I don't care about the challenge of the game having to play with 1 health and the regenerating shield. I just want to get rid of "bloody screen....sooo real"

>> No.3460963

>that moment in any map when you aggro a double digit number of archviles

>> No.3460969

you get health items that you have to use

check the controls, might have its own key

>> No.3460974

OK how do I play it?

>> No.3460976

I know, but I can't find any

>> No.3460985

You'd have to get the .jar and run it with microemulator or kemulator. Not sure if it'll actually run with them but those are the J2ME emulators we have.


>> No.3461000

Are there any mods that add weaker versions of the Arch-Vile? Be it smaller ones with no fire attack, less HP, or a higher pain chance.

>> No.3461017

The whole point of Project MSX is to replicate Halo/COD-style gameplay like bloody screens and regenerating health. If you don't like it just play something else.

>> No.3461020

>bloody screens
funny you mention that, its only a small transparent red aura thing, doesn't look like blood
>regenerating shields*
fixed it for you.

And for >>3460959
Bind a key for the use stim button, and for the shield charge too. that's how you recover health

>> No.3461023

How do I git gud, fellas? I see my friends whip through really tough maps packed with enemies and I try to do that same sort of swift, never idle, aggressive playing style and I get ripped to shreds by Chaingunners. I try the overly careful "clear out the enemies and then move on" approach and I get wasted, too.

I think I just have a genetic predisposition to suck.

>> No.3461043

Are there any textures packs made for Doom?

Like, I appreciate that I can use Quake textures, but they are were made with a much more possible map geometry in mind than what DOOM can offer.

>> No.3461047

Freedoom if you take the maps out of the WAD.

>> No.3461051

Lots, most notably the CC4 texture pack, and the as-of-yet-unreleased BTSX texture pack (to be released when BTSX E3 releases sometime in 2026)

>> No.3461059

Are there any lists? Realm 667 only has rips from other games.

>> No.3461062

wait are you asking for texture packs that replace the vanilla textures, or texture packs that provide you with more textures to use in mapping

>> No.3461063

The latter. Fan expansion texture packs, so to speak.

>> No.3461132
File: 5 KB, 361x143, temp.png [View same] [iqdb] [saucenao] [google]

what did i do?

>> No.3461136

two lumps are named SPIDB5, or SPIDB5xx, or SPIDxxB5, or any combination

>> No.3461142

a few texture packs in idgames/graphics

afterglow's textures site

nightmare's haunt

>> No.3461143

I could make some graphics for you anon~

>> No.3461146

>Only 10 days for a contest
>by the looks of it it's okay to upload stuff you didn't even make for the contest

Yeah, okay, I don't like walking on uneven ground.

>> No.3461151
File: 13 KB, 308x456, temp.png [View same] [iqdb] [saucenao] [google]

Near as I can tell that isn't the case though. I should be able to add new rotations in just fine, right? I've done it with other actors.

>> No.3461156

joel could have spent a few more days making better rules for a contest with steam cash prize

>> No.3461173

did you search for spidb5 in the search bar at bottom?

are you running it with other mods?

>> No.3461178

hopefully someone will cry foul if that is attempted, and before the winner receives his prize. although it would be a funny drama bomb if "Eccentric_Pagoda" won $200 for "Blunder.wad" and reputations were ruined in the fallout.

>> No.3461186

thought: the one in the iwad is named spidb5e5. a lump named spidb5 only would not override/replace it.

>> No.3461190

I did. No other variations of SPIDB5 in the wad, only running it with doom.wad

>> No.3461196

but mods that add in the missing rotations for zombies do the same thing, at least it looked like it when i checked a few minutes ago

>> No.3461208

Aha. This is definitely the issue. Well tits.
Now I gotta work in some tighter confines.

>> No.3461217

you'd think there'd be a way round that - it's unlike zdoom to restrict replacement monster sprites to the symmetries of the iwad versions

>> No.3461225

maybe you're meant to use a completely different sprite prefix (not SPID) and then decorate inheritance to create a copy of the spider demon which replaces the original while using the different prefix. The original SPID* sprites from the iwad are ignored.

>> No.3461226 [SPOILER] 
File: 16 KB, 549x206, 1472502745016.png [View same] [iqdb] [saucenao] [google]

are you sure?

(i cheated and used a texture ripper thing on the ds version)

>> No.3461229

i put a random graphic in, named it SPIDB5, works fine in WAD and PK3 in GZDoom dev build and ZDoom 2.8.1

that's not the issue

there has to be another lump somewhere, like a SPIDB5 and a SPIDxxB5 in the mod

>> No.3461234

No, I only suspect it.

Using GL Interceptor to rip sprites from a game like that is such a pain, I tried it on some other fantasy game and I had to get a 100% save and even then you could only have a few items on you at a time and I could only rip what was loaded on screen.

It's not a a solution that gets you everything unless you complete the game 100%, on an emulator, while it chugs away at your HDD dumping copies of copies of sprites. It's a truly awful experience.

>> No.3461235

What's the best way of playing DM? What client do I get? I remember some great DM megawads back in the day, are those still in circulation or is it all just custom BS with gimmicks?

>> No.3461237

Not using zdoom is my issue. Works fine in zdoom

>> No.3461241
File: 22 KB, 157x262, bleedingHeart.gif [View same] [iqdb] [saucenao] [google]

Nah, I'm just an idiot is all. Jumping around from source port to source port is messing with me a bit.

>> No.3461242

oh. well fuck.

>> No.3461320

What are the loot chances in drla?

>> No.3461368

there's never enough modpacks. especially the super ones. found maybe 2 sniper mods and 1 firestorm over 4 or 5 megawads. don't think i saw a nano mod ever

>> No.3461375

i found more legendary weapons in chests than i found exotic modpacks. even those bloody twin shotguns with a reload you don't understand

>> No.3461381


Despite the fact that Power, Bulk, Agility and Tech mods spawn at the same chance, I always seem to find Agility and Tech mods the most.

>> No.3461457
File: 5 KB, 382x138, temp.png [View same] [iqdb] [saucenao] [google]

Alright. What about this one?
Doom wiki says "A sprite has both frames for a normal rotation and for a single view. ", which means almost nothing to me, since all sprites have single view deaths. Is that the only case where it's allowed?

>> No.3461470

the single-view death *sprites* only have rot=0 lumps.
a monster uses many sprites.

>> No.3461482
File: 2.81 MB, 720x480, everythingSeemsInOrderDownHere.webm [View same] [iqdb] [saucenao] [google]

Hmmm. Alright alright alright... After all this fucking with this game I still have no idea what I'm doing. Guess I'll keep screwing with it.

>> No.3461502

What annoys me in Project MSX are those fucking goat imps.

>> No.3461508
File: 71 KB, 250x250, confused cyborg.png [View same] [iqdb] [saucenao] [google]

What would you estimate as the average map count of wads with more than one map?

>> No.3461510


>> No.3461541

find the guy who runs wad-archive.com and ask him to query his database

>> No.3461557


My knee-jerk reaction would be 16, right in the middle.
Mappers tend to either make 2-3 maps, 13-16 maps, or a full 32 megawad.

You'd be hard-pressed to find a deviation.

>> No.3461567

There's also those "episode length" wads that go up to e#m8 or to Dead Simple.

>> No.3461621

10 years ago or so I used to play zdoomgl. You could jump, look up, jump over sprites, it had opengl graphics acceleration, and there was a monster pack which replaced all the sprites with 3d models. I HAVE NOT BEEN ABLE TO FIND THAT SINCE!

>> No.3461626

Question to this general. If I am to make a monster replacement, would it be too jarring if double the sprite resolution?
What about x1.5?

But all models suck, anon

>> No.3461628
File: 218 KB, 1296x758, ss+(2016-08-29+at+04.36.59).jpg [View same] [iqdb] [saucenao] [google]

im gonna do it lads
im going to fucking do it
i will put day of defeat, down to its exact models, sounds, animations, and gun handling

into doom

>> No.3461636


>> No.3461639

Fucking do it, faggot.
Sorry, you're not a faggot. Do it anyway though.

>> No.3461642

>tfw no mf doom doom wad

>> No.3461653
File: 2.91 MB, 640x479, 1444083195767.gif [View same] [iqdb] [saucenao] [google]

>having the MGs with recoil so fucking massive that itll get in the way of Doom's gameplay


>> No.3461657

gun too big

>> No.3461668
File: 74 KB, 350x447, 1461097954090.jpg [View same] [iqdb] [saucenao] [google]

doom needs more moist nuggets, and you're just the man for the job

>> No.3461674


>> No.3461680

<some shitpost about using filters>

>> No.3461684

fair enough, I was mainly joking tho

>> No.3461691

this but unironically

>> No.3461728
File: 497 KB, 350x239, 1453887919287.gif [View same] [iqdb] [saucenao] [google]

>when you want to map but you're completely out of ideas

>> No.3461737
File: 369 KB, 800x600, Screenshot_Doom_20160829_032634.png [View same] [iqdb] [saucenao] [google]

Boy, these 40mm teargas rounds are the bees knees.

Welcome to me for the past several years.

>> No.3461745
File: 235 KB, 800x600, Screenshot_Doom_20160830_014601.png [View same] [iqdb] [saucenao] [google]

This baby just keeps solving my problems.

>> No.3461747

Is lump filtering the only way to check if a player's using Ultimate Doom in ZDoom?

>> No.3461751
File: 214 KB, 800x600, Screenshot_Doom_20160830_015219.png [View same] [iqdb] [saucenao] [google]


>> No.3461754
File: 103 KB, 800x600, Screenshot_Doom_20160830_020237.png [View same] [iqdb] [saucenao] [google]

Well, almost, this Vile was behind a thick set of bars and I couldn't put a teargas canister between them, I had to prod him and shoot him with me rifle.

>> No.3461764

>when you full of ideas but completely suck at mapping

>> No.3461767

What's with this cringy blogposting?

>> No.3461769


It's not the only way.

But it is the sane way.

>> No.3461773


>center & angled weapons in the same mod


>> No.3461774


Cringy? I know they're not terribly interesting posts, but something has to be wrong with you if you're cringing while reading them.

>> No.3461781

I actually really like Zandronum for offline play aswell. I use it over Zdoom and GDZDoom whenever possible.

>> No.3461782
File: 523 KB, 640x480, galactic yano.png [View same] [iqdb] [saucenao] [google]


>> No.3461787


the fuck is that

>> No.3461795


>What mistakes did you make last time?

Here we go again with the "blogging" complaints

That is a genetic yalgo, if you'll just read the filename.

>> No.3461807

>if you'll just read the filename.


back to elementary you go

>> No.3461815
File: 27 KB, 542x403, 1452472048422.jpg [View same] [iqdb] [saucenao] [google]

>not catching "genetic"
>criticizing another's reading comprehension

wew lad

>> No.3461831


>> No.3461853

What wad?

>> No.3461873
File: 168 KB, 800x600, Screenshot_Doom_20160830_022133.png [View same] [iqdb] [saucenao] [google]


Yeah, I know, but it's like 15 years old, there were less standards back then.
Some of the ideas in the mod are still really good to this day though (and it's still kinda fun).

Like, if you step on a large healthkit or ammobox while being almost topped off on health or ammo of that type, you won't pick up and waste the entire pickup, you'll just leave the open box and you can come back and grab the rest of it later, you'll even see how many cartridges remain in an open box of shotgun shells.

I think it's probably also the first time anyone made an actually fragmenting grenade for Doom, and it's really useful, those fragments really fuck up pretty much anyone or anything that gets caught nearby, ESPECIALLY in tight quarters, where the fragments just bounce about and 'rip' like crazy, if there's a cyberdemon in a tight space, and if you can pitch in a couple of grenades in there (and take cover), that shrapnel will just fuck him (on the flip side, cybies also have itchier trigger fingers and faster, more powerful rockets, so this is even more dangerous to do).

All monsters also hurt you more, specters are sped up, all bullets hurt more, I feel it makes for higher stakes, it's harder, but it's not like Hideous Destructor hard.
I also love the flares, they can keep a dark and dank area lit up so you can get a good look of what's going on, what to run from or take cover from, what to shoot first.

>> No.3461880
File: 78 KB, 1024x768, happy time circus 2.png [View same] [iqdb] [saucenao] [google]

>> No.3461894

>Like, if you step on a large healthkit or ammobox while being almost topped off on health or ammo of that type, you won't pick up and waste the entire pickup,

Oh, that's cool. My 'Smart Scavenger' mod did something similar.


>> No.3461895

Is Happy Time Circus 2 the best Blood-like mod for Doom out there?

>> No.3461901
File: 39 KB, 500x724, Blazkowicz-Wolfenstein-3D-b.jpg [View same] [iqdb] [saucenao] [google]

Best Samsara hero or best Samsara hero?

>> No.3461903
File: 261 KB, 800x600, Screenshot_Doom_20160830_022600.png [View same] [iqdb] [saucenao] [google]

Mapset is Bloodstain (Bstain.wad), it's pretty good, fairly even difficulty, it's kind of like the medium strength salsa of Plutonia-ish mapsets.

Gameplay mod is a modern ZDoom port of Cory Whittle's Immoral Conduct: Special Edition (icd-se.wad), a mod which was exclusive to Edge for well over a decade (I don't count the old DeHacked minimod).

The way the port works is slightly unorthodox (because Cory was very touchy about people using his assets) you first load the original icd-se.wad for all of it's assets and then you load a second .wad which contains all the code to use the assets and running it in ZDoom.

It's very faithful, it even gets the dynamic lighting to look very close to how it did in the old Edge engine.

>> No.3461904

i too prefer glass-cannon monsters/players instead of bullet sponging

>> No.3461912

BJ's chaingun is pretty good.

>> No.3461913


>> No.3461921

>Mapset is Bloodstain (Bstain.wad)
Just looking at your screenshots here and the thumbnails on onemandoom, I'm really liking the visual style of this wad, I've gotta try it out.

>> No.3461924

Bloodstain is good shit. Very tightly designed.

>> No.3461927
File: 2.60 MB, 573x2842, pikmin.png [View same] [iqdb] [saucenao] [google]

I'm fine with a bit of bulletsponging when it's reasonable, like, a Mancubus is a fat fucker, obviously a bullet that would penetrate deep enough to kill a person might not be adequate for a Mancubus, not without a whole lot of tries or a bigger gun.

I'm generally fine with big and bad boss monsters taking a beating, because you want a boss fight to not be over in the blink of an eye, but there's of course always exceptions.
NeoDoom is an example of unforgivable bullet sponging, those stupid Super Vixen bosses had like 65000hp, which is just obscene, this was a mod where you carried like 35+ different weapons at a time, as well as probably 15+ inventory items of various kinds, yet there wasn't anything you had which would really make those fights not last forever, particularly that time you had to fight several of them.

>> No.3461929


I'm a guy who's a sucker for eye candy in .wads, but Bloodstain manages to look pretty good while having pretty basic detailing.

>> No.3461941

Let's just agree that Barons of Hell were poorly designed.

>> No.3461943

Barons are just imps with much more damaging projectiles and more health.

>> No.3461956
File: 1.60 MB, 1280x768, Screenshot_Doom_20160829_215947.png [View same] [iqdb] [saucenao] [google]

No, just poorly utilized over the years. Pic related is good utilization.

>> No.3461961
File: 1.19 MB, 299x222, 1469410378011.gif [View same] [iqdb] [saucenao] [google]

>that texture alignment

>> No.3461964

Just earlier in the level to the left there was a couple of barons blocking a 64-unit wide staircase, though.

>> No.3461969

It's gonna be the best .wad, believe me.

>> No.3461970

i've got good sprites, i've got the best sprites

>> No.3461972

They're just abused is all.

It's fine to put one in as kind of a mini boss monster, but if you're thinking of having a bunch of them, consider using knights instead, it makes for better flow of gameplay.

For example, 8 barons at once is just going to be tedious no matter what, but 7 knights and 1 baron can make for a good arena encounter provided there's space to maneuver, and the player isn't stuck with the chaingun or shotgun.

>> No.3461979


I keep hearing this but nobody explains why, so no.

>> No.3461982


Zombies are just imps with hitscan weapons and less health.

>> No.3461983

or are imps just zombies with fireballs and more health

>> No.3461986

Health sponges that aren't anymore difficult to dodge than an imp, I assume. They hit harder is all.

They're okay, but more often than not I end up using Hell Knights instead

>> No.3461993
File: 65 KB, 307x390, 0e9655a781908cc9927a040a3911980a.png [View same] [iqdb] [saucenao] [google]

>post yfw imps are just demons with fireballs

>> No.3462000
File: 174 KB, 352x399, 567.png [View same] [iqdb] [saucenao] [google]

>specters are just demons that you cant see
really makes you think

>> No.3462002


Cyberdemons are just bigger imps that fire rockets instead of fireballs, fire in bursts and have more health.

>> No.3462003
File: 386 KB, 700x700, 1366335691176.png [View same] [iqdb] [saucenao] [google]


>> No.3462005


>> No.3462006
File: 703 KB, 441x297, 1461553187967.gif [View same] [iqdb] [saucenao] [google]

trips of truth

>> No.3462008

>hell knights are just imps with 6 times as much health
>barons are just knights with twice as much health
>cacodemons are imps that can fly
>pain elementals are unfun to fight

>> No.3462009
File: 128 KB, 510x476, H6nShuC.png [View same] [iqdb] [saucenao] [google]

>pain elementals are just lost souls that shoot other lost souls

>> No.3462010

it's too late, you want imp dick

>> No.3462020
File: 66 KB, 184x184, 1411805939595.png [View same] [iqdb] [saucenao] [google]

Boy this thread is going places

>> No.3462025
File: 57 KB, 640x365, 1449989708102.jpg [View same] [iqdb] [saucenao] [google]

>arachnotrons are just rapid-fire pain elementals with projectiles that die on impact

>> No.3462030
File: 1.40 MB, 1720x1700, 7913579135.png [View same] [iqdb] [saucenao] [google]

you must be new here, this is fairly standard

>> No.3462034
File: 40 KB, 184x184, my favorite anime.png [View same] [iqdb] [saucenao] [google]


This is pretty standard stuff, honestly.

>> No.3462035


oh god that shirt

>> No.3462039
File: 106 KB, 573x507, iGuJXg5.jpg [View same] [iqdb] [saucenao] [google]

>arachnotrons are just chaingunners with projectiles

>> No.3462040

The laser-accurate machinegun ain't too bad, either.

>> No.3462041
File: 153 KB, 341x365, 1461726376773.png [View same] [iqdb] [saucenao] [google]

>tfw no baron bf

>> No.3462042


I'm not new, far from it, but damn guys, I haven't seen this level of back to back lewd image posting for awhile now.

>> No.3462045

doomguy is just a player controlled demon with guns

>> No.3462048
File: 428 KB, 1227x822, FI2iYT7.jpg [View same] [iqdb] [saucenao] [google]

>lewd image posting



>> No.3462049

>doomguy is just b.j. blazckowicz with more guns

>> No.3462050
File: 1.39 MB, 478x360, 1453521989434.gif [View same] [iqdb] [saucenao] [google]

cropped lewd isn't really lewd

it's actually better

>> No.3462051


>> No.3462052

cool doom meme reference.

>> No.3462053



>> No.3462054

you sick fuck!!!

>> No.3462056



>> No.3462057
File: 62 KB, 384x318, 1421892861361.gif [View same] [iqdb] [saucenao] [google]

>hell knights are just arachnotrons with a slower rate of fire

>> No.3462058

now kiss

>> No.3462059
File: 33 KB, 379x379, 25d.jpg [View same] [iqdb] [saucenao] [google]


>> No.3462062


>> No.3462063

And here we were all having good healthy fun and you had to post that.

>> No.3462064

>shitty anime porn crop posting
back to >>>/v/

>> No.3462065
File: 1.25 MB, 640x360, 1393516147993.gif [View same] [iqdb] [saucenao] [google]

That ain't nothing, faggot.

>> No.3462067


>> No.3462068



>> No.3462069

i think i'm going to faint
this shit is too hardcore for my puritan upbringing

>> No.3462071

Great, not once but twice?

This thread's getting nuked, nothing will stop that now.

Thanks, faggots.

>> No.3462079

god dammit /doom/ i fucking love you all.
never change, you glorious winged faggots.

>> No.3462080
File: 113 KB, 914x784, 1442781743985.jpg [View same] [iqdb] [saucenao] [google]

It had to end this way.

>> No.3462086

how many times are you gonna post this image?

>> No.3462089

>posting images on an imageboard

>> No.3462090


I'm pretty sure I've only seen that image like twice or so before. Why are you speaking like he's spammed it every day for the past week or something?

>> No.3462091
File: 55 KB, 1075x461, just once.png [View same] [iqdb] [saucenao] [google]


>> No.3462096
File: 1.45 MB, 233x291, 1455564455673.gif [View same] [iqdb] [saucenao] [google]

>getting mad about reaction images on an imageboard

>> No.3462098

eh, this guy posts this image >>3461815 a lot, the doom/retro fps thread has a lot of regular posters.

>> No.3462106
File: 233 KB, 1280x960, on the internet, no one knows you're a skeleton.png [View same] [iqdb] [saucenao] [google]

and regular boners

>> No.3462107
File: 277 KB, 680x384, [DISTANT RATTLING].webm [View same] [iqdb] [saucenao] [google]


I posted that pic earlier over skeleton related shenanigans, that post you're quoting isn't me though, note the lack of a filename on it.

>> No.3462113

Different guy that doesn't mind the reaction image, but does mind bad detective work.


>> No.3462115

how many times are revenants going to appear in this map?

>> No.3462118
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google]


>6 of those posts were mine

>> No.3462120

Post it more.

>> No.3462162
File: 28 KB, 180x139, Kill Korrupt Kapitalist.png [View same] [iqdb] [saucenao] [google]

Doom needs a post modernist movement and I'm just the critical theorist to give it that.

>> No.3462171


Post more Demonsteele girl.

>> No.3462174

>a MGS2-esque Doom mod that questions the passing of information to future generations and whether mankind deserves to be free whilst you blast demons at breakneck speed like usual

>> No.3462182
File: 1.21 MB, 1200x1785, 1471378682889.png [View same] [iqdb] [saucenao] [google]

i wish shi-hong and hae-lin's designs were swapped

>> No.3462190

is that fucking loss?

>> No.3462191

no that's fem!squidward

>> No.3462209


why though

>> No.3462221
File: 20 KB, 626x354, 1460703636033.jpg [View same] [iqdb] [saucenao] [google]

because i literally thought that was the case for ages for some reason, and learning that it was the opposite ruined me

it just makes more sense to me for shi-hong to be the swordswoman and the shortstack to be the cyborg

knowing that hae-lin is the sword-weilding badass that i thought was shi-hong for the longest time has legitimately been fucking with my head ever since i realised this

>> No.3462239



>> No.3462241

>it just makes more sense to me for shi-hong to be the swordswoman and the shortstack to be the cyborg

See, to me, it's the exact opposite. Since Shihong punches, I'd go with the taller and broader and bustier one to be the slugger. A sword is easier to do damage with, so it'd make sense for the smaller one to be the stabber.

>> No.3462243

why a shorty a cyborg

>> No.3462246
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google]

because traditional anime trope of younger/smaller actually being stronger

>> No.3462250

i think bigger is stronger is the more common trope if that soothes your mind

>> No.3462251
File: 54 KB, 246x587, Houmei.jpg [View same] [iqdb] [saucenao] [google]


>> No.3462253

i'd say the opposite is just as true

makoto kusanagi, one of the most famous chinese cartoon cyborgs, is supposed to be pretty ripped

>> No.3462256



>> No.3462261

>never actually a playable character


>> No.3462262

Aiki is the greatest manga of all time

>> No.3462263

what about dilbert

>> No.3462265

Second greatest

Not enough boobs

>> No.3462268

Not as good as Cory in the House.

>> No.3462284
File: 200 KB, 1920x1080, Hades.jpg [View same] [iqdb] [saucenao] [google]

Guys, I need your help here. I wanna do some basic bitch modding shit but I have no friggin' idea what I'm doing.

See, I want to take this monster:

and replace the Pinky demon with it using SLADE or some equivalent program.

Obviously, I do not know how to do this. If any of you know, please explain it to me like I'm an idiot.

>> No.3462289

In the actor name definition, add "replaces Demon".

>actor SlimeMonster replaces Demon

>> No.3462291

Shit, it's that easy?


>> No.3462295
File: 18 KB, 314x160, 1453832873496.jpg [View same] [iqdb] [saucenao] [google]

it's not that easy because you'll have to import all the sprites and write that shit out in decorate, also import sounds and write a sndinfo if you want to replace the noises it makes

but at any rate just ask questions as you go, this thread is pretty damn helpful

>> No.3462298

I want Shi-Hong in this outfit, fucking pronto.

>> No.3462304

Shit, man, I don't want to morph the Pinky into this thing, I just want this thing to spawn when the Pinky is supposed to.

>> No.3462312

yeah, but to do that properly you have to edit/replace all of the pinky's animation sprites and sounds

>> No.3462316


Or you could just put "replaces Demon" in the actor's definition.
Then every time you load the wad it replaces the fucking Demon.

It isn't fucking rocket science, it seriously is that easy.

>> No.3462317

>I just want this thing to spawn when the Pinky is supposed to.

then just add "replaces demon" to the actor name

don't listen to the other anon

>> No.3462326

It worked perfectly! Thank you anon.

>> No.3462327
File: 9 KB, 228x227, 1448831988078.jpg [View same] [iqdb] [saucenao] [google]

oh shit i thought it was a sprite-pack, not a full-on monster


so yeah, just change "actor SlimeWorm" to "actor SlimeWorm: demon replaces demon"

>> No.3462335

> the doom/retro fps thread has a lot of regular posters.

Keep being you, Considerthefollowing Anon

>> No.3462350
File: 798 KB, 270x268, 1382165298956.gif [View same] [iqdb] [saucenao] [google]

Is there a way to combine multiple wads into one?

>> No.3462406
File: 486 KB, 499x375, 1462497557872.gif [View same] [iqdb] [saucenao] [google]


yeah, combine the files manually

good luck

>> No.3462413
File: 549 KB, 300x169, 1394773523966.gif [View same] [iqdb] [saucenao] [google]

>yeah, combine the files manually

Oh, boy. That sounds like it could go horribly wrong if I don't pay attention.

>> No.3462418
File: 1023 KB, 372x348, 1470709736599.gif [View same] [iqdb] [saucenao] [google]


it could potentially not go at all

welcome to modding doom

>> No.3462432

I just wanna put my monster replacing mods together...

>> No.3462436

You could try throwing them into a pk3 somehow?

>> No.3462447
File: 8 KB, 394x315, 1465669073928.jpg [View same] [iqdb] [saucenao] [google]

cactus if you put those fireblu monsters into singleplayer i will find you and i will kill you

>> No.3462450

I swear I'm not that guy and I am not planning on that.

I am very afraid right now and want to go home.

>> No.3462459
File: 648 KB, 629x586, 1386306395743.png [View same] [iqdb] [saucenao] [google]

Is there a "Sometimes Replaces" command or something along those lines for those times you only want a monster variant to spawn occasionally?

>> No.3462460

For that you want a randomspawner, and from there things get a little more complicated.

>> No.3462467

Yes, but for what purpose?

>> No.3462473

I'm currently adjusting monster wads from Realm667 to replace certain enemies. I'd like to put them all together into one big pack so I don't need to load eight different wads every time I start the game.

>> No.3462485
File: 12 KB, 331x473, 3NXk96G.jpg [View same] [iqdb] [saucenao] [google]

you have nothing to worry about if you are not Cactus

>> No.3462553

Is DRLA any good? What wads and other mods should I play it with?

>> No.3462564
File: 52 KB, 1008x605, zdl.png [View same] [iqdb] [saucenao] [google]

It will not be everyone's taste. Some people might be annoyed at the extra management. Curiously, it's the only mod I know of that imposes a weapon limit (default is at six) and thus will have to swap out guns every now and then, something I actually wouldn't mind seeing in more gameplay mods if done right. Unfortunately, it does not support Z& and so you're stuck with GZDoom's shitty netplay if you wish to do co-op stuff.

Since I have shit taste, I use this load order that uses some furry's OBLIGE build from their forums that also has extra themes and other tweaks I can apply. If I want to run a m3u playlist of nothing but Eurobeat I simply take out the Demonsteele MIDI randomizer.

Also, the usefulness and overall experience of each class and weapon varies on the map set. There's no way in hell that silenced or accurate long-ranged weapons that aren't the Anti-Materiel Rifle would be useful in an OBLIGE fuckfest or slaughter, but maybe on other mapsets they'll be more useful.

>> No.3462568 [SPOILER] 
File: 295 KB, 1530x5849, 1472546128109.png [View same] [iqdb] [saucenao] [google]

Also, here's a cheat sheet of all assemblies available in 1.05. You're likely not to bother with a ton of these and the Advanced ones aren't always better than the Basics. High power anything (PB), Heavy [any] Shotgun (BB), and the micro launcher (TT) are some personal favorites that are easy to make and get started with.

Pistols are generally shit but the Scout makes great use of them, Revolver downs pinkies so easily

I've had fun with most of the master assemblies except the Plasma Refractor

>> No.3462576

> I use [...] some furry's OBLIGE build from their forums that also has extra themes and other tweaks

please, PLEASE tell me more

>> No.3462582
File: 84 KB, 900x750, shambler doing its best khezu impression.gif [View same] [iqdb] [saucenao] [google]


Click on the May 30th update text for the Mediafire link, use the theme control for shit like snow/gothic maps and see the gameplay tweaks. The texture set wad that's in the root of the folder has to be loaded with whatever new maps OBLIGE shits out for you or you'll get an assload of missing textures.

I assume the guy was a furry with that dragon or sergal-thing avatar

>> No.3462653
File: 1.57 MB, 640x350, reloadsgif4.gif [View same] [iqdb] [saucenao] [google]

Thoughts on BLOODCRUSHER II? I just found out about it, looks like development has been paused for quite a while on indiedb.

>> No.3462657

What's not to like about the Plasma Refractor?
it's plasma
it refracts
what more could you want?

>> No.3462660
File: 376 KB, 1914x944, ssss.jpg [View same] [iqdb] [saucenao] [google]

Usually for sprite rotations the game uses:

the first 4 letters as the id for the sprite
the fifth letter to denote the frame of animation
(for player skins A,B,C,D for walking, E,F for firing, G for pain, H-W for death and gib)
and then a number for the rotation.

Usually for non-death sprites you have a full set for each frame like
which are five sprites for facing south, southwest, west, northwest, and north, with simple mirroring done to get the east-facing rotations.

If the number is 0, that sprite is displayed regardless of what direction you view the sprite, usually used for death animations.

So what I think is happening is you accidentally added or mislabeled a sprite such that there is both rotated sprites as well as one that's designated to be displayed from all directions for that frame, like


I peeked into doom2.wad and found that SPIDJ is a death frame so you probably have mislabeled something somewhere, there should only be one entry in the "J" series and that should be SPIDJ0.

>> No.3462679

everyone loves a good bj

>> No.3462692

Yeah but the Plasma Cannon
It's plasma too
But it booms

>> No.3462704

Oh, Glaice aka Mr Chris aka BrutalVideoVault and a few other names. Slightly self-important but fairly harmless. If furry, he doesn't make a song and dance about it.

>> No.3462714
File: 148 KB, 466x359, 1469186035444.png [View same] [iqdb] [saucenao] [google]

>he doesn't make a song and dance about it

Kind of what I figured by taking a nosy

Until OBLIGE gets updated his edited build for now is quite nice

>> No.3462715

but i can kill you

>> No.3462721

Not with netcode like that!

>> No.3462724

You make an excellent point.

>> No.3462725

i may be missing he leer ""
you know he on ha looks like an upside down caital l

>> No.3462726
File: 3 KB, 603x35, ShotgunPickup2.png [View same] [iqdb] [saucenao] [google]

Term please tell me there is a way to work out a map progression check on a spawner without putting an awkward 5 tic delay because the item loads before the OPEN script does. Is some way to wait for the map to be fully loaded?

>> No.3462737

argh, race conditions. my sympathies to you.

>> No.3462740

Joel just clarified that your map has to be made for the contest. Itd be unfair otherwise.

>> No.3462751

All I can think of is having EXIT and ENTER scripts alongside the OPEN one, along with a fourth script that the spawner runs and a global variable.

EXIT script - sets butt to 1
ENTER script - sets butt to 0
spawner script - waits for butt to = 0

I bet ENTER scripts run before OPEN scripts somehow anyway

>> No.3462763

Every now and then I forget its name and I struggle to find it, and then try to cope with the no development.

I think it looks cool.

>> No.3462773

sanity prevails

>> No.3462785

>tfw your creativity is so completely fucked you can't even decide on the tfw image to accomodate the post
mapping: no
sounds: no
decorate: no
ACS: no

>> No.3462790


>> No.3462794

brain constipation
also i want to go to bed but i have a delivery i have to stay awake for that's in like 3-4 more hours

>> No.3462801

90 minutes is the length of one complete sleep cycle, give yourself 2 hours on the alarm.

>> No.3462949

jesus christ is DooM 2 a piece of shit, Industrial Zone, fucking ughhhhh

>> No.3462953

what are you talking about you retard, this is fucking awful level design. It's literally just luring them to a small open doorway and hoping the autoaim hits them.

>> No.3462958
File: 39 KB, 800x600, endtrail.jpg [View same] [iqdb] [saucenao] [google]

>Decide to make BFG replacement a toggle-able x3 damage powerup that uses plasma ammo as a battery
>Realise some maps just give you the BFG by itself at the start
>"I'll just make the pistol replacement have a larger multiplier!"
>Realise pistol replacement also has infinite recharging ammo
Gameplay balance is hard.

>> No.3462960


What're you working on?

>> No.3462961
File: 15 KB, 625x626, 9ac.png [View same] [iqdb] [saucenao] [google]


>> No.3462978

Actually that's the agreed consensus here, are you new?

>> No.3462981


nope, its because,who knows if will ever have the chance of post this here

>> No.3462983

>,who knows if will ever have the chance of post this here

>> No.3462986

anon is considering becoming an hero

>> No.3462987

Just replace it with a fedora and a katana

>> No.3462991

do you guys play with saves or no saves?
i cant imagine playing shit like plutonia 2 without saves

>> No.3462994

I quicksave when I pick up keys.

>> No.3463003

No saves, otherwise I don't feel challenged at all nor do I feel tension.

>> No.3463013

Unreal/Turok tribute thing, I don't want the BFG of the Unreal loadout to be a nuke weapon, because the original game didn't have one (more focus on strategically using your arsenal and equipment), and the Turok loadout's going to have the nuke weapon anyway.

>> No.3463015


Can you show us some screenshots or gameplay?

Or are you the one posting screenshots of the HUD with the little bars on the bottom right and the unreal weapon rips?

>> No.3463084
File: 275 KB, 1280x720, Screenshot_Doom_20160830_120730.png [View same] [iqdb] [saucenao] [google]

What if... strigoi in Doom?

>> No.3463086

>being this shitter shattered
wanna know how I know you died over 20 times in that map on your first run, and still struggle to get past it now?

>> No.3463090

Was there ever a full log of what changed in Doom & Doom 2 after each patch?

>> No.3463094

you've got to calm down, you even fudged the post number in your haste to be a tough guy online

>> No.3463102

>still here
>still this sensitive
only replying to this post will save you from E4M2 now

>> No.3463104

The latter, yeah. Not much to show that you haven't already seen.

>> No.3463106

> video games
> arguing
have you two considered doing something else
i see that there's new posts, thinking someone might post somethin interesting
but no, it's just two idiots yelling at one another

>> No.3463109

Might wanna work on that HUD a little, last time I saw it was really busy.

But your goal is noble as fuck and I'm excited to play it

>> No.3463114

ah, I see, sorry. meant to quote you here:
thanks for pointing that out. now I feel a bit comfier.

>> No.3463119

It's the consensus here because this general is a faggot. And Industrial Zone is a great map.

>> No.3463123

>this general is a faggot
Damn, you sure told that general.

>> No.3463125
File: 19 KB, 178x198, 1459267793938.png [View same] [iqdb] [saucenao] [google]

Industrial Zone is my favorite map

>> No.3463126 [DELETED] 

indeed, faggot. circle jerk some more in your complete and utter plebdom.

>> No.3463129

might want to slow down on your posting since it seems you broke your english in your haste to shitpost :^)

>> No.3463137

lol cry more unreal autist

>> No.3463138

Something like this perhaps?

>> No.3463150

oh no a grand total of four posts off topic

thread ruined

>> No.3463153

new thread when

>> No.3463159

hell, at this point i'd take it
maybe there we can discuss doom and not pointlessly argue

>> No.3463167

No saves if I want a real challenge.
Saves if I just want to relax or check out the map or... Just in case the game crashes or something.

>> No.3463169

Are you the same faggot who goes on a whining fit when new threads don't get made?

>> No.3463171

>pointlessly argue
nice damage control.

your veins are still itching for more shitposting, better bail out before your posts get deleted.

>> No.3463201
File: 76 KB, 948x1588, Demon Grunt Reference Sheet.png [View same] [iqdb] [saucenao] [google]

Alright guys, I want to commission someone to do a sprite replacement overhaul thing. Which one of these two options would be more practical?

1. Commissioning a sprite sheet of each character.

2. Commissioning 3D models of each character and having them converted into sprites.

>> No.3463207

Latter would be cheaper. Just a 3D model and a few frames of animation plus tiny renders VS drawing over and over and over.

>> No.3463215

If you pay someone to make sprites, be sure to specify that it needs to be made with 1.2x tall pixels in mind, so 83.333% shorter.

Also that there's a palette and the outline needs to be aliased.

>> No.3463217

Everyone shut up and look at this


They're fucking hacking the SNES doom. MADMEN.


>> No.3463220
File: 389 KB, 1280x720, Screenshot_Doom_20160831_025913.png [View same] [iqdb] [saucenao] [google]

What do you mean by busy? The layout's basically the same as the Unreal's, just the boxes at the top right aren't being used for anything yet.

>But your goal is noble as fuck and I'm excited to play it
I'm glad to hear! Just please be aware that the goal isn't to port the game assets into Doom a la Samsara.

>> No.3463221

Right, so obviously the 3D model idea is the best. Cheaper, easier for the artist, less time consuming.

It'll be just like Doom 64.

>> No.3463227

Im playing no rest for the living with colorful hell and legendoom. I made it to map 3 before i came to a room with a lot of pinkies and countless bees some of which were legendary.

>> No.3463231

personally i don't like armor and health being so far apart

>> No.3463242
File: 17 KB, 172x216, RubberBabyDevilBoy.png [View same] [iqdb] [saucenao] [google]

Absolutely, plus it's not far off from how most of Doom's enemy sprites were made, just a model on a turn table with a lamp and a camera.

Also if you try to find an artist to just draw them then you run the risk of paying for something like this which will stick out like a sore thumb.

>> No.3463250

Also, simplify that design. Notice what details went away when scaled to sprite size.

The arm bands are just single pieces, the skull codpiece just a cup, the shoulder ridges just epaulettes, the nose is just one pixel wide, the pants just became striped.

>> No.3463253

how do you implement damage dropoff in doom?
if possible can it be done with a single acs function so i can apply it to every gun?

>> No.3463267
File: 238 KB, 456x461, MabelHappy.png [View same] [iqdb] [saucenao] [google]

Ohhhh, lookit the baby~

He's so fucking cute, holy shit.

>Also, simplify that design. Notice what details went away when scaled to sprite size.

Hmm. I've seen people do "high resolution" sprites before. I think I can make it work. If not, I can work with compromise.

>> No.3463270
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google]

so much dakka

>> No.3463272

That really looks like something out of Ken's Labyrinth for some reason.
I like it!

>> No.3463279

I tried for a while but I can't think of anything HD that worked in Doom, the inconsistent pixel size would be bad.

If this was an entirely new project and assets wouldn't mix with Doom's originals, then it would be fine.

>> No.3463283
File: 44 KB, 405x345, tempfield.png [View same] [iqdb] [saucenao] [google]

Since it never seems to end

[TSPG] Fireblu Revisited

multiplayer colorful hell with combined arms this time around and some plutonia revisited community project
Note; 3.0 zandro server

>> No.3463284

oh no more white enemy variants that stall the server for 10-20 minutes.

>> No.3463285

Well, I mean, there's this


>> No.3463286
File: 1.58 MB, 800x460, d86c7c1cdac285f548c95147ad548acc.gif [View same] [iqdb] [saucenao] [google]

i tried your idea just for the fuck of it, but im not sure now if i should include a mosin in a supposed 1:1 clone of day of defeat

>> No.3463287

only if you didnt eat your lucky charms today

>> No.3463291

>magic mosin nagant

>> No.3463294
File: 223 KB, 400x324, 7c5fbab3d2ee5bebfc3527f8e062c6c899f68d37.png [View same] [iqdb] [saucenao] [google]


>> No.3463295

Action Doom 2 did HD Sprites, and scaled them with Decorate.

>> No.3463296
File: 3.16 MB, 744x600, bd785a18ab669fe10d85750eeb25e33a.gif [View same] [iqdb] [saucenao] [google]

magic garand

>> No.3463301

I still can't think of anything HD that worked in Doom

That looked good in the Doom engine, but only because it was all new assets with the same style and didn't mix with Doom's original graphics.

>> No.3463303

That's one hungry gun

>> No.3463306

Yeah, you got a point there. It doesn't help that most HD Sprites look butt ugly,

>> No.3463314

I dunno man, a lot of original doom assets are in Action Doom 2. Namely, every enemy.

>> No.3463319
File: 47 KB, 640x480, Action_doom_2.png [View same] [iqdb] [saucenao] [google]

That's not how I remember Action Doom 2 at all.

>> No.3463320

He's thinking of Action Doom 1.

>> No.3463321

Oh sorry, got confused. I was thinking of Action Doom 1.

I've seen people mix Doom 64 sprites into regular doom, and it didn't look too bad. But I guess that's subjective.

>> No.3463324
File: 80 KB, 512x512, fireblu-material.png [View same] [iqdb] [saucenao] [google]

>> No.3463343
File: 172 KB, 721x506, temp.png [View same] [iqdb] [saucenao] [google]

Best thing Action Doom 2 did style-wise was the faux toon shading by flipping normals.

Works surprisingly well, and sometimes looks better than normal poly toon shading. Neat trick.

>> No.3463390
File: 68 KB, 896x315, A gun that shoots kniives.jpg [View same] [iqdb] [saucenao] [google]

Hey, I have a basic idea of how to replace weapons and monsters, but how do I replace the weapon the player starts with?

>> No.3463397

You need to modify the player class to put it into the starting equipment.

>> No.3463404
File: 2.13 MB, 1988x3056, PunisherDoom.jpg [View same] [iqdb] [saucenao] [google]

>posting a Punisher picture in a Doom thread
>not using this one

>> No.3463406

Okay, so, step by step, how do I do that within a preexisting weapon mod? Namely, this one:


Do I just make a new mod and combine them, or do I do it within this mod? What do I do?

>> No.3463428

You'd need to add a new class definition inheriting from DoomPlayer with the line "Player.StartItem <item>" in DECORATE, then make this new class the player class in GAMEINFO. This should help.

You may also need to add in the 50 bullets as well.

>> No.3463436

this is my hell

>> No.3463439

Is anyone on here even participating in the Vinesauce mapping contest?

>> No.3463442

Why bother? He's letting people who've made maps prior to the contest participate.

>> No.3463446


I thought he clarified that you can't enter maps you made before the contest.

Unless you think the contest should only be first-time mappers, or something.

>> No.3463447

No, he clarified today.

>Map must be made for this contest, no prior maps you've made can be submitted.

Should have had it the first time but I guess he thought it was obvious.

>> No.3463450

>I thought he clarified that you can't enter maps you made before the contest.
And how is he going to confirm that? I could have a wad that I've been working on for months that I've never told anyone about, take 3 maps off it and presto.

>> No.3463451 [DELETED] 

See >>3462740

>> No.3463453


Couldn't you say that about any mapping contest?

>> No.3463457


For one with barely any rules like Joel's? Of course.

>> No.3463458

Yeah that's a good point.

Then they're all shit, and the prizes offer more incentive to cheat.

>> No.3463472

I guess I'll join just as an excuse to map. I have an idea that could work for DUMP but since it's probably going to die after the third one...

>> No.3463473


Would it be too grating, if I, say, make enemy replacement with x2 pixel density (double resolution) with the old textures in the background?

>> No.3463479
File: 912 KB, 240x176, 1441883654946.gif [View same] [iqdb] [saucenao] [google]

>I will say this for Frank Castle...


>> No.3463481

>Term please tell me there is a way to work out a map progression check on a spawner without putting an awkward 5 tic delay because the item loads before the OPEN script does.

Considering all of the changes to netcode since then, it's possible. It'd be beyond my current knowledge, though.
Which isn't that high a bar to pass, admittedly.

>Is some way to wait for the map to be fully loaded?

OPEN is when the map first opens, not when it fully loads. ENTER is technically that, since it would activate when the player enters the map, ergo when the map is in a playable state, but then the script would run on a player basis rather than a world basis.

>> No.3463494
File: 50 KB, 208x229, 1466476234021.png [View same] [iqdb] [saucenao] [google]

>it's probably going to die after the third one...

I doubt that, but I also expect that once DUMP 3 is finished Term and Yholl and crew will want to take a well-deserved break before 4

>> No.3463505
File: 819 KB, 400x225, dsadasdsa.gif [View same] [iqdb] [saucenao] [google]


>> No.3463507

Checked out Maps of Chaos? Another anon mentioned it and it's quite good.

>> No.3463518
File: 247 KB, 1280x720, HD-REMIX.png [View same] [iqdb] [saucenao] [google]

Yes. The answer isn't make it bigger, the answer is don't have tiny details that necessitate HD sprites. Stylize it. Don't waste your money on HD sprites just to have a plethora of unnecessary details that will stick out like a sore thumb. There's a lot that can be done with a 56px sprite.

Even Doom64 is just 130% wider (comparing shoulders) and 150% taller (130% if you vertically scale the Doom 1/2 zombie 120% so it appears as it would in-game).

>> No.3463528

"Thinking about porting Metroid (Dreadnought) to 3DGE"


>> No.3463532
File: 77 KB, 948x1588, Demon Grunt Reference Sheet-Orig.png [View same] [iqdb] [saucenao] [google]

So how would you suggest toning these designs down so they're less overly detailed but still translate the original meaning and overall look well?

>> No.3463554
File: 610 KB, 1000x2500, vale_s_helmet_by_charleian-d9ie5hm.jpg [View same] [iqdb] [saucenao] [google]

who uses 3DGE?

>> No.3463556
File: 220 KB, 512x384, 1467421160453.png [View same] [iqdb] [saucenao] [google]

>tfw finally switching to modern controls instead of arrow keys + ctrl + alt
i am genuinely perplexed why i didn't do this sooner
i still suck though

>> No.3463557

Same thing I said 3 hours ago, but with some additions.

Lose the stripes on the pants, perhaps only have knee pads or single plates of metal for the thighs and knees and shins. Remove the skull codpiece so it's just a cup, but if you made it bigger you could possibly fit eyes and a simple mouth on it. Turn the shoulder spikes into plates, the arm bands into single pieces of metal. Give him a boxier nose instead of a triangle and a boxier jaw. Look at the zombies' trapezius muscles and how you don't see their neck, bulk up the same muscle on the demon and lower the head or give him a thicker rugby neck. Replace the 7 small back spikes with 4 or so larger spikes, perhaps not on the spine but instead on opposite sides of the spine, spread out a bit. Then some basic shoulder blade, pectoral, abdominal anatomy cleanup.

>> No.3463558
File: 467 KB, 1920x1080, Screenshot_Doom_20160830_215756.png [View same] [iqdb] [saucenao] [google]


>> No.3463564

Yeah, I was cheating through an Oblige genertaed map and then I found... that wall texture.

Just how? How the fuck do you get such JPEG artifacts on such a small texture?

>> No.3463565


The people who keep posting their Edge projects in the ZDoom forums and nobody else.
By the way, have you made your regular donation to Chronoteeth yet? It really helps him make mods!

>> No.3463569

Doesn't the Imp have shoulder spikes?

In fact, I've seen very spikey variants of the Imp that look great.

>> No.3463574

Does it generate the textures in any way too? Otherwise who knows.

>> No.3463580
File: 13 KB, 538x473, Untitled-2.png [View same] [iqdb] [saucenao] [google]

Yes, but most are larger and they're all drawn by hand, and not scaled-down photos. You could tell the artist to make the model and sprites without the small spikes and then add them yourself on the renders, otherwise they're going to blur away.

>> No.3463582

Looking through Oblige_Epic_Texture_Set_V620.wad, It was apparently intentional.
It's also the only texture in that wad that has those artifacts. The other recolors are regular.

Guess the creator of Oblige resents the color yellow for some reason.

>> No.3463585

what the hell is going on there

>> No.3463589

What megawads should I play with DoomRPG and RL Arsenal?

>> No.3463590

I THINK Shephard got Samus to sign a helmet for one of his crewmembers?

>> No.3463591


Oblige maps are pretty good in my experience.

>> No.3463593
File: 351 KB, 1200x900, 1471082625603.jpg [View same] [iqdb] [saucenao] [google]

Wads where you play as doggo?

>> No.3463596

Meh. I think that they get really boring after some time.

>> No.3463597

Reelism, sometimes.

>> No.3463603
File: 4 KB, 304x228, Spikes.png [View same] [iqdb] [saucenao] [google]

Scaled to imp's height, which is a little bigger than the old sprite.

Scale your drawing down, redraw sections that look wrong, and you'll have a sprite-friendly design.

>> No.3463616
File: 27 KB, 636x636, 1463316359402.jpg [View same] [iqdb] [saucenao] [google]

Wads where you plays as pic related?

>> No.3463626
File: 1.38 MB, 245x118, 1461513387967.gif [View same] [iqdb] [saucenao] [google]

Very fast baba running at incredibly hihg speed

>> No.3463629
File: 174 KB, 619x333, mad cow.png [View same] [iqdb] [saucenao] [google]

>Tries WASD
>Randomly presses the wrong letters when looking away

I... Think I'll keep using my arrow keys.

>> No.3463651
File: 69 KB, 948x1588, Demon Grunt Reference Sheet-Simple.png [View same] [iqdb] [saucenao] [google]

Experimented a bit. Tried a few different things.

I don't know if we're quite there yet, but I feel like we're getting close.

>> No.3463657

It's a lot better, just keep at it. Shrinking, refining, making those changes to the larger image, and so on.

>> No.3463658


ACTOR NewDoomGuy:DoomPlayer
Player.StartItem "AShotgunForExample"
Player.WeaponSlot 3,"AShotgunForExample"

Then you need to make a MAPINFO lump that defines the new playerclass as one that is available, like so:

// Other stuff goes here, look at the ZDoom wiki's page for the MAPINFO lump
playerclasses = "NewDoomGuy"

>> No.3463664


why the fucking fuck do boards other than /g/ not support codetags, fucking hell

>> No.3463678
File: 63 KB, 640x400, Screenshot_Doom_20060830_060859.png [View same] [iqdb] [saucenao] [google]


You might have seen this thing if you checked out the last few Doom threads. It's a mod I'm working on, mostly to test the use of overlays in dual-wielded weapons. Now, the dual-wielding is ACS-free, thanks to the addition of the Decorate version of GetPlayerInput.

There's also a new weapon to play around with; a pair of pistols that replace the starter weapon. When enemies are killed, they'll drop green skull gems. Once you collect 50 of them, you can upgrade the pistols. At the moment, only the pistols can be upgraded, so the green skulls only count towards the pistols. Anyways, the pistols get two upgrades each for magazine capacity, reload speed, and rate-of-fire. When the pistols are equipped, you'll see a little green skull above the ammo readout in the bottom right. The numbers next to it indicate some additional info; the bottom number shows how many gems you've picked up, and will display green when you have enough to upgrade, and the top number will display how many upgrades you've acquired. Once you have enough gems, press the 'use inventory' key and some text will pop up, explaining what button you should press to recieve the respective mod. Press 'use inventory' again to dismiss the message and cancel upgrading.

If you're familiar with the damage that Doom's weapons do, you may notice that the pistols do less damage per shot than Doom's standard pistol. This is intentional; otherwise, once the pistols are fully upgraded, you wouldn't have much reason to use the Chaingun. Also, it's to balance out the fact that you get a free refill of ammo when you upgrade the magazine capacity.

As mentioned, this mod uses overlays, as well as many other recent additions to ZDoom such as anonymous functions, so you will need a very recent devbuild to run it.

>> No.3463680


Probably the same reason why some boards don't have spoiler tags: Its usefulness is rather limited outside of the intended boards.

>> No.3463685

>thanks to the addition of the Decorate version of GetPlayerInput.
Well, this is interesting.

>> No.3463687
File: 3 KB, 233x324, Sprite - Demon Ref.png [View same] [iqdb] [saucenao] [google]

Oh shit! I totally forgot I made my own sprite of this guy a while back for practice.

>> No.3463692 [DELETED] 

>you will need a very recent devbuild to run it.
No thanks.

>> No.3463706

I never get what's the issue, it's just downloading one small ass file.

>> No.3463713


Why not? It's not like you have to get rid of your stable official release to use a devbuild.


Yeah, it's pretty cool. Dualwielding, among many, many other things, just got a whole lot simpler.

For example, you could use it with A_JumpIf on a monster to check if the monster's current target(at least if the current target is a player) to see if they're looking at the monster and pressing the fire button, and if so, have the monster jump to a state where it does a dodge.

>> No.3463716
File: 15 KB, 493x359, SmallDemon.png [View same] [iqdb] [saucenao] [google]

Well, I scaled them down and back up, and they look surprisingly good.

Spikes on the back might need a bit of work, especially if they're going to be translated into a 3D model, but overall it's looking really good.

>> No.3463720


It seems like some people (or just one guy, I can't really tell) in here are finally getting fed up with all the issues the dev builds are having and are swearing off them and any mods that require them.

I can kinda see where they're coming from, but I think they exaggerate the trouble involved.

>> No.3463728

>For example, you could use it with A_JumpIf on a monster to check if the monster's current target(at least if the current target is a player) to see if they're looking at the monster and pressing the fire button, and if so, have the monster jump to a state where it does a dodge.

I mean you could do that before with ACS giving out items, and then a A_JumpIfInTargetInventory

(monsters that use input reading are disgusting pls don't do it)

>> No.3463753

>I can kinda see where they're coming from, but I think they exaggerate the trouble involved.

If you don't wanna use the dev builds, fine, just don't throw a fit when other people make stuff for it.

It's like complaining when someone's mod doesn't support Zandronum.

>> No.3463767
File: 90 KB, 589x214, DUDE.png [View same] [iqdb] [saucenao] [google]



>> No.3463774

gearbox doesnt deserve duke desu
garbage company

>> No.3463775


Yeah, I'm not trusting Gearbox.

>> No.3463784
File: 63 KB, 600x450, 1330464472812.jpg [View same] [iqdb] [saucenao] [google]


>> No.3463787
File: 5 KB, 601x695, dang.png [View same] [iqdb] [saucenao] [google]


>they got rid of megaton for this ugly thing

Not that megaton was amazing but it looks tons better than this.

>> No.3463790
File: 808 KB, 5176x5336, thisisfordaisy.png [View same] [iqdb] [saucenao] [google]


Well, I guess we now know why Gearbox were trying to fuck TerminiX in the ass.

>> No.3463791
File: 8 KB, 80x160, struttin.gif [View same] [iqdb] [saucenao] [google]

Look okay to me. OP of another thread on it brought up the lack of sector lighting and that the flame thrower was just a reskin. If they polish it up a bit it could at least be fun. Hopefully they don't shit the bed with it.

Real world locals are my favorite in Duke, so world tour is up my alley anyway...

>> No.3463805


its dickford's vengeance against 3dR and duke community

>they shunned me, so i'll buy the franchise and fuck them

>> No.3463820
File: 27 KB, 500x281, 129948.jpg [View same] [iqdb] [saucenao] [google]

gearbox's new logo lowkey looks dank but i dunno about the name change

>> No.3463821

>have to enable noclip atleast 3 different times in my 100% secret playthrough

DooM 2 might be the most overrated sequel of all time

>> No.3463834

step before teleporter on map15
teleporter pad on map27
can't think of a third one

>> No.3463840

has someone made a wad thats doom 1 with all the monsters from doom 2 + ssg?
i think it'd be pretty cool to have the best of both dooms in 1 game

>> No.3463848

>DooM 2 might be the most overrated sequel of all time
That'd be Super Metroid.

>> No.3463849


Doom 2 is only good for modders/mappers, everything else doom 1 does better.

>> No.3463856


Nobody seems to be interested in making it, probably something to do with the fact that DOOM I's maps simply weren't made with the DOOM II monsters and the super shotgun in mind.

The closest you'll probably find is PSX DOOM TC, but even then it doesn't place the SSG in DOOM I levels to my recollection.

>> No.3463857

I personally detest E2 and E3 and would gladly take any Doom 2 map over them any day.

>> No.3463869
File: 1.46 MB, 3840x2160, 1472501576229.jpg [View same] [iqdb] [saucenao] [google]

>Super Metroid

>> No.3463870

Well yeah, it's an okay-good game treated as one of the best games of all time.

>> No.3463871

the gap from metroid to super metroid is more like the gap between wolfenstein and doom

>> No.3463874

there's a game inbetween.

>> No.3463879

yeah and it was even less technically impressive than its predecessor

>> No.3463881


and no one gives a shit about it, your point?

>> No.3463882

>technically impressive

>> No.3463885

yeah it's not like someone spent years making a remake of it.

>> No.3463892

okay, one guy pitied it and made a better version of it :^)

>> No.3463894


i think it says a lot that somebody felt that the game needed a remake

>> No.3463896

One of the biggest praises of Super Metroid was its fantastic use of the SNES hardware; it still looks good today.

>> No.3463897

It played way better, for one you could actually fucking CROUCH as well as aim diagonally. Powerups that wouldn't be seen for another decade too like the spider ball.

>> No.3463903

Yeah it says that the person in question cared about the game since he even released it for free. You don't remake games you're not interested in and then give it out to people.

>> No.3463904

Um. No it isn't.

Just as you can rip brink you've just gotta know the right tool, someone ripped using that format not that long ago if you can find him on facepunch he'll tell you how.

>> No.3463905


>> No.3463906


They may not be as good as E1 but I think they never hit as low as doom 2's levels hit. To each their own though.

>> No.3463907
File: 155 KB, 500x500, tumblr_mihny9guWU1rw70wfo1_500.png [View same] [iqdb] [saucenao] [google]


say that at metroid general here on >>>/vr/ and some people there will go apeshit and say that NES and metroid 2 are superior than zero mission, AM2R and Even Prime

>> No.3463908


You're a dumbass.

Also talk about Doom, faggots.

>> No.3463916


can we compromise and talk about metroid dreadnought

>> No.3463920

wow, really? that's pretty extreme

>> No.3463921

>You're a dumbass.
I sure got told.

>> No.3463925
File: 42 KB, 640x640, 1468879759841.jpg [View same] [iqdb] [saucenao] [google]

what in doom attracts these weirdos?

is it the simplicity in map making?


>> No.3463930
File: 22 KB, 640x640, 1451107697456.png [View same] [iqdb] [saucenao] [google]


>> No.3463934

get out of here there's no tubes for you

>> No.3463936

It's true, while they have open areas here and there, they're mostly cramped, hell looks weird, both their secret levels are just awful (especially E2M9) and their level design is completely unmemorable no matter how many times I play them. For comparison I have E1 pretty much embedded in my brain. I even remember Plutonia levels more than E2 and E3.

Doom 2's city levels may be dull-colored but I like their level design more.

>> No.3463943
File: 12 KB, 290x290, 1449719239164.jpg [View same] [iqdb] [saucenao] [google]

>not liking warrens

>> No.3463945


if someone manages to replace term's samus sprites with SM and Fusion SA-X, thus add a Zero Suit mode using D4D, Marathon weapon pack or any weapon that fits metroid, it would be nice

im even trying to rip some hand motions and face hud using XPS/XNA Lara using Other M and Wii U models

>> No.3463956

>copypasting E3M1 BUT WITH A TWEEEST

>> No.3463957

how was i not aware of this till now


>> No.3463958


I guess a Zero Suit mode is nice, but I'm not really terribly interested in the concept. I just prefer Samus in her Power Suit. Unless it's Smash. I'm generally not very critical of Sakurai's decisions, but man is he awful at balancing and there's few better examples than Samus.

>> No.3463963

Holy shit it's the same guy who made hitlerkk.wad

>> No.3463965

>and Wii U models
you mean from Smash Bros?

>> No.3463968
File: 32 KB, 456x384, 1468447153376.jpg [View same] [iqdb] [saucenao] [google]

>3,000 monsters in a map
>in zdoom, which adds significant overhead to monster processing

>> No.3463969


>> No.3463973


what other wii u game has samus in it

>> No.3463976


>> No.3463981
File: 3 KB, 420x414, 1463506882772.png [View same] [iqdb] [saucenao] [google]

fuck me, he's a wizard

>> No.3463984


mii doom when

>> No.3463986

does Prime Trilogy count?

>> No.3463987
File: 383 KB, 720x742, notitle.png [View same] [iqdb] [saucenao] [google]


its a pain in the ass to make that, im almost ditching this shit to start using SFM

facial anims are easy to do

>> No.3463992


Might as well call all virtual console games "wii u" if you're going that route.

>> No.3463994

Well you could rip the models from the wii u version, I don't know why you would but, it's there.

>> No.3463997

We need more doom maps with tubes

>> No.3464013

Photoshop's default hard brush is really soft, if you're using it then sharpen the final image a little. 1px or 0.5px, Unsharp or Smart Sharpen.

Maybe GIMP could also use it.

Gives things a finer edge.

>> No.3464014

you can see how he does it, but like, how does he *know* it

god damn this stuff is fascinating, even though I have no idea how to use any of it

>> No.3464028

that game is the doom 2 equivalent, but its out of chronological order so I didn't mention it

>> No.3464065

>the game inbetween Metroid (Wolf 3d) and Super Metroid (Doom) is the Doom 2 equivalent

>> No.3464084
File: 37 KB, 540x304, Incredible Sulk.jpg [View same] [iqdb] [saucenao] [google]

>play hideous destructor
>hear archvile laugh at random interval
>every single fucker I disemboweled is magically back on their feet
>tl;dr bleed to death

>reload game
>no laughter
wow, it almost actually feels like the game itself is actively joining the tryhard party too.

>> No.3464085
File: 91 KB, 557x367, 55277315.jpg [View same] [iqdb] [saucenao] [google]


>> No.3464102

>OPEN is when the map first opens, not when it fully loads. ENTER is technically that, since it would activate when the player enters the map, ergo when the map is in a playable state, but then the script would run on a player basis rather than a world basis.
Well if the spawner was told to wait for *any* ENTER script before it checked the value the OPEN script altered, I don't think it would really be an issue. The question is if ENTER scripts actually work as you said in singleplayer, I'll have to try it out.

>> No.3464139
File: 2.34 MB, 2400x1500, doom japan.png [View same] [iqdb] [saucenao] [google]

>> No.3464145

>tfw jpcp was the best wad you've ever played
granted i probably havent played as much as most people here but still

>> No.3464146

The world could use more Doomguys

>> No.3464159
File: 115 KB, 1280x720, Screenshot_Doom_20160830_202013.png [View same] [iqdb] [saucenao] [google]

Mmmmm... don't put Doom into the Atari palette.

>> No.3464194

how would I go about opening the hideous destructor pk7 in SLADE?

I got it to open simply by renaming the extension to zip but I don't feel like fiddling about with RAR

>> No.3464201


unzip it

put the contents in a new zip archive

change the extension to .pk3

boom you're done

>> No.3464202

nvm, sorted it out

turns out you don't open the file itself, just the zip. there are like four wad files inside, mostly graphics and sprites. p cool.

>> No.3464208

JPCP was terrifyingly good and makes my metaphorical dick shrink when I try my own hand at mapping.
There's no way I'll ever be able to match Toooooasty.

>> No.3464209
File: 29 KB, 800x600, Screenshot_Doom_20160702_145916.png [View same] [iqdb] [saucenao] [google]

no wait fuck
this is the proper way to do it

have a screenshot of the inside of a rocket

>> No.3464312
File: 32 KB, 500x500, 1463094060503.jpg [View same] [iqdb] [saucenao] [google]

Why doesn't Freedoom just use the fucking DTWID maps instead of not having any quality control and expecting something decent to eventually come of it

>> No.3464317


There might be permission issues with using the DTWID maps? I mean, it was a group project wasn't it?

>> No.3464319

why hasn't doom been made public domain yet

>> No.3464321

well, fuck XPS

i'll download SFM and find an animation pack

because it belongs to zenimax

>> No.3464323


blame disney

>> No.3464324

Its creators are still alive and it's only been 23 years.

>> No.3464331

It's still profitable.

>> No.3464337


There's literally no good reason for Freedoom to exist in the first place.

>> No.3464341
File: 60 KB, 548x475, 9ab73a632fed637605984ff528eb0466.png [View same] [iqdb] [saucenao] [google]

i have a bunch of animations here, everytime i export the md3 and load it into doom it only shows the animation i loaded up

the animations should all be there, but how the fuck do i get doom to pull up the rest of the animations in the md3? i tried to play like a thousands frames but after the first animations frame time is done it goes blank

>> No.3464347


Theoretically, it could serve as an source of free resources like textures and sprites for DOOM-styled games, and as an IWAD for any hypothetical mods turned into full games.

In practice though, I don't think either of those are likely to happen.

>> No.3464360

i think disney is a pile of shit from the culture they make already anyways.

why release the source code and not make it public domain

what is the possible reasoning behind it, other than the stupidly obvious one that the lads at id were being jews and still wanted to make some pretty sheckels

im sure it is on paper, but in reality nobody really buys doom or doom 2 anymore, right? they know how easy it is to find the full wads online for free, right?

>> No.3464363


>they know how easy it is to find the full wads online for free, right?

I didn't know, and I bought them.

To be fair, I was like 13 at the time. But on the other hand, I bought the BFG Edition years later and I don't think the same excuse works there.

>> No.3464364

>Triggering you was the least of my agenda, as it was not my motive to pretend that you did not credit me. Not sorry for your reaction, however.

of course this is the person that wants to port dreadnought to 3DGE

>> No.3464371

Who dun it
Little known fact, you can bunny hop in WDI, just hold m1 and jump, the stabs boost you so you can get the fuck away of crowds.

>> No.3464373

>port dreadnought to 3DGE

Good fucking luck.

>> No.3464375
File: 18 KB, 107x112, helmet.png [View same] [iqdb] [saucenao] [google]

Sorry to ask this here but does anyone have a high res shot/vector of the helmet icon from d44m? Tried looking the game files using doom resource explorer but couldnt find it there

>> No.3464382

Tried it out with an Inventory item since I'm unsure how to make DECORATE check global variables, but it worked, doesn't even matter if the ENTER script is above the OPEN script in the acs code! You just need to make it a global boolean instead of inventory based.
Basically I did this:

Script "MapLoad" ENTER
GiveInventory("MapLoaded", 1);

Script "MapUnload" UNLOADING
TakeInventory("MapLoaded", 1);

>> No.3464386

so how does it work online

>> No.3464391

the same if you used a global variable instead of inventory as i said

>> No.3464394

That exchange was embarrassing.

>I was never credited for my map for something that I didn't finish. PS can I use Dreadnought as a base for my mod?
>Uh yeah dude you were credited. Here's a picture.
>I didn't play the mod so I didn't know

>> No.3464396

just checked the dreadnought topic, assuming this was just exaggeration

holy shit he actually said this

>> No.3464405


>making a mod for 3DGE
>in this fucking day and age
But its a chronoteeth mod so its not even worth playing let alone getting mad about

>> No.3464410

CT mods are good to rip graphics from.

That's about it.

>> No.3464412

I thought it was a neat twist, personally. First time playing through you think "wtf, why is this the same map, weird" and then suddenly everything changes.

Was a neat TWEEEST in the 90's, and just plain fun.

>> No.3464413

it's also lazy as hell.

>> No.3464414
File: 618 KB, 1024x768, 3DGE.png [View same] [iqdb] [saucenao] [google]

Engine Looks Great

>> No.3464419
File: 683 KB, 500x361, tumblr_nfj2t5rSGq1rdfsmyo1_500.gif [View same] [iqdb] [saucenao] [google]


>> No.3464421


this reminds me of that one image in underhalls where the guy's playing with brutal doom, hd sprites and textures, filters and a bloom shader

>> No.3464423
File: 462 KB, 1024x768, YxLJ7hj.png [View same] [iqdb] [saucenao] [google]

And even then...

>> No.3464424


because ignorance is truly bliss

>> No.3464428

Considering nothing like doom had been made before doom I don't think any of it was lazy. Rushed, at best.

>> No.3464429

>looks like it has an entire jar a vaseline smeared on the screen
who is this, I swear I've seen this kind of posting before

>> No.3464431


Graf did something beneficial to the user for once. Does anyone else feel colder?

>> No.3464432


>took the Shadow Warrior Quad Shotgun
>and made it ugly

And that's before you slap on that awful hq4x or what-fucking-ever filtering that looks like somebody broke out the family size jar of Vaseline.

>> No.3464434

I would love to taste one of your steaks, but I just had a delicious salad from room service.

>> No.3464441


At least he pulled his head out of his ass and stopped pretending that there weren't valid reasons for leaving some actors undefined in present lumps; case in point, DRPG-DRLA compat. It isn't just a case of 0.L tier fuckup modders not checking their shit.

>> No.3464451
File: 4 KB, 210x229, 1455048347456.png [View same] [iqdb] [saucenao] [google]

i just realised that even though i have been playing Doom for literally decades, i have never paid for it

or Quake, for that matter

>> No.3464452

Paying for it now won't do any good cause you're just giving money to Zenimax to fund the next Elder Scrolls game.

>> No.3464454

I paid for it exactly twice. On Xbox

>> No.3464458

I bought it back when it meant something.

Feels Good

>> No.3464460
File: 980 KB, 335x348, 1461513187967.gif [View same] [iqdb] [saucenao] [google]

if i sent money directly to one of the creators should i send it to john or john?

>> No.3464461

if doom is so great how come they felt the need to remake it?

checkmate, cacofags.


>> No.3464462


send it to Carmack or Carmack

>> No.3464464

I think Romero would appreciate it more.

>> No.3464465

>making a mod for 3DGE
>in this fucking day and age
Get GZDoom to not have godawful model support, then.

>> No.3464467
File: 360 KB, 960x948, 1377384671102.gif [View same] [iqdb] [saucenao] [google]


didn't some kid try to give john carmack $25 for pirating doom back in the day or something

>> No.3464470


They... didn't remake it though?

>> No.3464473

http://www.mobygames.com/game/dos/doom-ii_/credits all these people

>3dge is filtering out all the mods with 3d models

>> No.3464474

then what's the new doom?

checkmate AGAIN!

>> No.3464480


While it does try to be a DOOM "for the new generation" if you will, I don't recall Bethesda or id ever referring to it as a remake, and it's more like a sequel if you want to get into the story.

>> No.3464481


what's Brutal Doom then?


>> No.3464483

I thought it was a reboot / "soft-reboot".

Sequels don't replace the name.

>> No.3464484
File: 228 KB, 500x333, 1471825321835.gif [View same] [iqdb] [saucenao] [google]

>D44M cites Brutal Doom and the Doom comic as inspirations
but why though

both of those things are objectively terrible

>> No.3464487


the old dooms happened, according to nudoom.

Doomguy fucked hell's shit up; that's why you're shackled to a stone table in the intro.

>> No.3464489

ok i'll mail them all a dollar, except for the french and the krauts

unless they're dead

how many of these people are dead

>> No.3464491

but they're "popular with the doom crowd"

that's not a quote but scare quotes

>> No.3464493

That's what has gotten the public's attention is recent years.

>> No.3464494


blame casual fans loving both

i actually wouldn't be surprised if nearly all of the developers' exposure to the franchise was through that mod and the comic

>> No.3464495

at least the comic is so terrible that it became amazing

>> No.3464496

>Sequels don't replace the name.
This one does.

Doom 3 had a number yet it was a reboot.

>> No.3464497

>Brutal Doom
[citation needed]

>> No.3464501

are you serious.

>> No.3464504


Well, it's never outright cited but it's kinda obvious in the ultra-violent nature and the Glory Kill system.

>> No.3464508

>Well, it's never outright cited
Okay then.

>> No.3464509

I thought it was in an interview.

>> No.3464513

>so terrible that it became amazing


2016, I guess.

>> No.3464515


Must've missed it, then.

>> No.3464523


IIRC they specifically mentioned Project Brutality talking to fans at the E3 multiplayer booth and mentioned Brutal Doom in a couple interviews.

Can't be assed to find which specific ones, but yeah id took cues from BD.

>> No.3464525

>Can't be assed to find which specific ones

>> No.3464526

you're an idiot.

>> No.3464529

I heard that Doom 4 took inspiration from Guncaster. It's pretty obvious if you look at the upgrade system.

I asked them at the E3 booth, so yeah. Confirmed.

>> No.3464534

I heard Doom 4 is actually a Metroid spiritual sequel

>> No.3464536


then where is my nintendo v. zenimax lawsuit

>> No.3464538

>Doom 5
>DRLA + DRPG inspired string of huge slaughtermaps
be truthful

would you?

>> No.3464539

Sounds like it'd be a bad Doom game, but a fun game, so yes.

>> No.3464540

zenimax asked nicely.

>> No.3464543

>in the ultra-violent nature
which the comic totally didn't have

and before you go 'b-but brutal doom is also inspired by it!!' the devs cited multiple Doom related stuff over the course of the game's development, such as Doom 64's music serving as inspiration for the map design, Dead Space and Doom 1-3 for anything visuals related, and shit like Bayonetta and Metroid for combat style

they also disclosed some footage of what was then the prototype for the game in a Q&A last week which dated from 2008 or so, and a very rough draft of what was then the glory kill system was showcased as well

checkmate atheists

>> No.3464547


Hi Linguica

How's it going?

>> No.3464549
File: 497 KB, 495x900, praetorsuit.png [View same] [iqdb] [saucenao] [google]


>Or you you give us the blessing, or our lawyers will rape reggie and NoA, and rip the metroid rights of your dead corpses.

>> No.3464550

When it goes on sale for less than 50% of the normal price. Unless it has a good multiplayer mode and mod tools.

>> No.3464551


Going well, Memfis, thanks for asking.

>> No.3464553


>> No.3464556


man i wish i was linguica, then i could do crazy shit like hexediting maps to see what weird stuff i can make the engine do

>> No.3464558

Good to hear, ribbiks

>> No.3464560

that sounds like shit, so no

>> No.3464563

That sounds godawful.

>> No.3464567
File: 70 KB, 500x671, 1470622134436.jpg [View same] [iqdb] [saucenao] [google]

>Doom 5 is announced
>Creative Director and Lead Developer is named as Sarge Mark

>> No.3464568
File: 1.90 MB, 250x219, no thank you.gif [View same] [iqdb] [saucenao] [google]

>there are still people unironically asking for mod tools for a modern Doom game as if an updated version of GZDoomBuilder it were

>> No.3464572

>as if an updated version of GZDoomBuilder it were
Has anyone even gone so far as to what they look like?

>> No.3464574


I think people want mod tools more out of spirit, than for actually using them.


I think what he meant was "as if it (the map tool) were an updated version of GZDoomBuilder."

>> No.3464580

I want Probuilder.

>> No.3464581

guys i had an idea for a wad

what if it was alien isolation

but in doom

>> No.3464583

pretty sure theres a pwad for that

>> No.3464587 [DELETED] 

>can't even make out a simple slip in a sentence
you'd go about making some great maps with astounding ease, I can tell already

>> No.3464591 [DELETED] 

>gets so flustered over a simple joke
Damn bro. ;)

>> No.3464594 [DELETED] 

your joke sucked shit.

>> No.3464601 [DELETED] 

Nah, I got a laugh and you seem flustered as shit, so I'm happy.

>> No.3464602 [DELETED] 

care to spoonfeed a lil' retard and lay some source on the footage?

just think of all the maps you could be making instead of moving goalposts.

>> No.3464603 [DELETED] 


Calm tf down, dude.

>> No.3464604 [DELETED] 

>instead of moving goalposts.
I don't think that means what you think it does, anon.

>> No.3464607 [DELETED] 

>just think of all the maps you could be making instead of moving goalposts.
There was nothing about moving goalposts there, anon.
That's not what that means.

How about y'all lighten the fuck up and take a little bants.

>> No.3464610 [DELETED] 

you sure having two browsers open at the same time don't stack up your toaster

>> No.3464612 [DELETED] 

>you sure having two browsers open at the same time

What the hell does two browsers have to do with anything.
Why are you so upset.

>> No.3464614 [DELETED] 

are you one of those retards that thinks people can bypass the post time limit with a second browser

>> No.3464615 [DELETED] 

That's not how 4chan works, anon.

>> No.3464616 [DELETED] 

>two browsers open
That isn't how posting works.

>> No.3464619 [DELETED] 

this kind of stuff always happens at late night while the janitors sleep.

>> No.3464620 [DELETED] 


why would you open a second browser when tabs exist

>> No.3464627

Shut up, Term

>> No.3464629 [DELETED] 

They literally only do their jobs if there's a report at all and their response time and actions taken vary heavily if they even feel like doing their jobs at all unless it's regular fucktards like barneyfag, DKG, hambone or catfucker.

>> No.3464630 [DELETED] 

Meant to say nambona. Fucking autocorrect

>> No.3464631 [DELETED] 



D-Do I want to know how he got that name?

>> No.3464635

Don't be a boner, Kegan.

>> No.3464638 [DELETED] 
File: 477 KB, 772x437, kaiji.png [View same] [iqdb] [saucenao] [google]

>it's an 'a handful of /doom/ regulars collectively shit the bed' episode

>> No.3464653


That's pretty rude, dew.

>> No.3464668
File: 836 KB, 1500x1500, 1469244227503.jpg [View same] [iqdb] [saucenao] [google]

shitposts aside, I just can't come to grips with how people could possibly expect proper flexibility and friendliness from a modern idtech engine mod tool.

Doom 3's was pathetically unintuitive and time consuming to get ahold of, rage's was downright godawful, heck even quake's engine requires patience to get so much as a medpack to work. To let the presence of mod tools single-handedly make out your choice on whether to buy a doom game or not in this day and age is improperly naive. plus it's not as though the campaign wasn't fun enough to guarantee multiple runs as is

>> No.3464673


That's objectively wrong, Tarnsman.

>> No.3464676

I don't think "it's been done badly" is a convincing argument against having mod tools.

>> No.3464678

why are Joe-Ilya and Eric samefagging the thread?

if only Linguica was here.

>> No.3464679

nice try yholl

>> No.3464684

On one hand I want to guggest the Vinesauce mpping contest to extend the deadline so it isn't a speedmapping one. Like, Halloween is soon, and DOOM certainly has horror elements to it, so why not put the deadline one week before it?

On the other hand I really do not not want to create yet another account on a website.

>> No.3464687


jackolantern-headed revenants when

>> No.3464691

the point of my post wasn't to ultimately neglect mod tools, it had more to do with the stand certain people take on the game for not having them released in the first place, and it becoming such a super important vital thing to have otherwise they won't buy it.

especially seeing as how most of the time they either make no mention of the campaign's quality or downright deem the entire thing as bad so it makes no sense at all.

>> No.3464697

Personally, I don't actually hinge a buy based upon mod tools, I got and enjoyed the game even with how utterly shit Snapmap is.
But modding is part of the official Doom ~*~experience~*~. Even if Doom 3's tools were awful, we still got a handful of excellent mods out of it.

Leaving modding out of Doom is like leaving modding out of Neverwinter.

>> No.3464702
File: 37 KB, 1280x720, 1468051658035.jpg [View same] [iqdb] [saucenao] [google]

Good night /doom/

>> No.3464703

Night anon.

>> No.3464710

Don't let the Spider Masterminds bite!

>> No.3464713 [SPOILER] 
File: 626 KB, 450x350, 1472620728344.gif [View same] [iqdb] [saucenao] [google]

sleep tight you pile of guts

>> No.3464714

snapmap isn't the ultimate, be-all end-all as far as map making goes (shit, I even recall Marty Stratton himself casually commenting on how he basically could tell no fucking body would even think about coming anything near it from a mapping perspective) but I really encourage you to try and brainstorm some stuff up with the static hell props and the player blocking volumes. or give some maps featuring those a try if you haven't so you get an idea of the kind of stuff that can be done with them. It's no Trenchbroom but it's a pleasant surprise.

Regarding Doom 3, I enjoyed it for what it was worth, poorly executed horror and terribad shotgun and all, and what little taste we got from hell in it I more than made up for with usermade stuff. I still believe Doom 3's base gameplay feels weird when translated to a more fast paced sorta thing somehow though but I can't quite put my finger on it.

sleep well, anon. here's to hoping you don't dream of the starting elevator room in going down, that'd be nasty.

>> No.3464720

How much time did Term give to contribute to DUMP? 1 month, wasn't it?

>> No.3464721

which one

>> No.3464725

I think there were three, right? I tried finding their announcement threads, but I only ever stumble upon their release announcements.

Do you know the timeframe for all three?

>> No.3464727


To clarify, I'm not asking to make a map for it, just to know what the timelimit was.

>> No.3464731


DUMP 1 was a couple hours. DUMP 2 was a week. DUMP 3 was about half a month.

>> No.3464736

Was there a reason why it kept extending?

I'm mainly just looking for arguments as to why extending the Vinesauce contest deadline to more than 11 days might be a good idea.

>> No.3464738
File: 18 KB, 512x386, 1464573177183.jpg [View same] [iqdb] [saucenao] [google]


see for yourself

daily reminder that DUMP 3 isn't actuallly finished

but please don't finish it before i replace my weapon sounds

>> No.3464739


Don't forget he's accepting donations, make sure to support him to keep pumping out quality content. :)

>> No.3464745
File: 121 KB, 554x310, Boobs.gif [View same] [iqdb] [saucenao] [google]


>> No.3464748


Mostly because each time I'd found that it wasn't a comfortable span of time to actually do things. With a couple hours, everyone was in full panic mode, and even with a week a lot of people were wrestling with school/home life.

A month was a mistake, though.
If I do DUMP 4, I'm reeling it way the fuck back.

>> No.3464751

Like what, two weeks?

>> No.3464761


A very strict two weeks may be good, yes.

>> No.3464762

here's some stuff I thought looked neat, just for kicks.

>> No.3464763

Oh fuck I remember this

>> No.3464771

too cute

>> No.3464793

Fuggin Witchaven
Lemme just check the date on this here...
March 24th 2013

>> No.3464819

This has been bugging me for years.

Somewhere between Doom v1.666 and v1.9, the music track Hiding the Secrets (E1M9) was altered, causing the beat to drop earlier than intended. Why? Is there a fix to this?

>> No.3464826


>Is there a fix to this?

Couldn't be that hard to fix. Downgrade an IWAD, pull out the old song with SLADE or something, make a PWAD with the old one and boom.

>> No.3464917
File: 61 KB, 640x640, image.jpg [View same] [iqdb] [saucenao] [google]


>> No.3464918


i don't get it

>> No.3464927


I'm not sure, but I think she's basically... WASDing her head.

>> No.3464932


>> No.3464956

My head is AEUHHHHH?

>> No.3464960

In doom if you push ASD in that fashion,
Doomguy makes a similar motion, like in the gif.

>> No.3464976

Wouldn't it be more:

>> No.3465027
File: 13 KB, 318x371, 1445625704805.jpg [View same] [iqdb] [saucenao] [google]

>don't normally get motion sickness from games
>try to play Duke 3D
>fishbowl effect from the fake 3D and the required mouselooking is making me feel really sick

guess I'm not playing Douk then

>> No.3465037

>its out of chronological order so I didn't mention it
thats why the analogy doesn't work

>> No.3465039

just play alien: colonial marines

Even the Alien: TC is pretty isolation-esque. not even any enemies on the first map

>> No.3465052

Are you using EDuke32?

>> No.3465064

It's super late, but you can delete some of the assets. I have my own modified version with reduced screen borders and fewer annoying sounds, if anyone is still interested.

>> No.3465065

Yeah. I managed to solve that problem, but now I'm encountering a new one.

Every time I finish Hollywood Holocaust, it takes me to the results screen and then just drops me back in to Hollywood Holocaust with the equipment I finished the level with. I can't proceed.

I just wanna play douk.

>> No.3465072

That is very strange. Never heard of that happening before.
Maybe your Duke 3D files are corrupted? I think there's a set of all the Duke 3D files somewhere in the pastebins that I use and it runs fine.

>> No.3465078

Dunno, must have been. I grabbed the "ready to play" version of Duke from the pastebin just now and it worked with no troubles.

Serves me right for trying to do things the legal way.

>> No.3465109

People have a right to consider good mod tools an important feature due to how Doom has had such a strong mod community for more than 2 decades. Hell mod tools could actually make the game fun for them.

>> No.3465114

Actually, yes

>> No.3465116

then it was silly to make it in the first place considering Doom is Wolf 3D's successor whereas that's not the case with Super regarding the first one, especially since 2 added a bunch of key features that would be in Super as well as its story being vital to the latter.

>> No.3465131


>> No.3465430
File: 141 KB, 1600x900, 1472514057731.jpg [View same] [iqdb] [saucenao] [google]


>> No.3465474

You're meant to use the chainsaw or fists to gib the corpses so they don't resurrect,I think.

>> No.3466260
File: 3.86 MB, 320x180, 1452294151596.gif [View same] [iqdb] [saucenao] [google]

>they're remaking some parts of dook forever in dook 3D


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