[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr / vt ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 283 KB, 500x419, xOkQ6yv.png [View same] [iqdb] [saucenao] [google] [report]
3471059 No.3471059 [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.3471062

[9-03]Shadow Warrior now free on GOG, with all the expansions and shit

[9-02]Lights & Brightmaps for Freedoom

[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 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



>> No.3471065

a tacodemon on every street corner

>> No.3471073
File: 112 KB, 1024x576, doom spider mastermind.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3471079

mouth like a vacuum

throat like a pussy

>> No.3471081

I wanna give that Tacodemon a bite.

>> No.3471092

Can someone give confirmation that the Free Shadow Warrior has compatibility with custom maps?

>> No.3471216

do not eat the tacodemon.

>> No.3471217

anybody played that new aracnocide mod? the caco replacements are fuckin scary

>> No.3471231

Time for A stop at Taco hell

>> No.3471232

but i prefer mcromero's

>> No.3471235

>>3471092 (me)
I myself can confirm

>> No.3471240


>[9-03]Shadow Warrior now free on GOG, with all the expansions and shit

This deserves all the attention it should get and more. They're even giving away the music in lossless format for free.


I really don't see why it shouldn't.

>> No.3471247

Hmmmmm...where is it?

>> No.3471257


A Doom podcast?

>> No.3471259

god doom 3's revenants are so terrible I feel like killing myself

>> No.3471262

That's how they recruit over Revenants though

>> No.3471265
File: 2.99 MB, 800x600, gzdoom_2016_09_02_23_11_24_903.webm [View same] [iqdb] [saucenao] [google] [report]

anyone have a clue how to fix overshooting shit?

>> No.3471268

i'd like to think that I am pretty plugged into the doom community but this is making feel like a total outsider

>> No.3471269

>Basically all enemies were replaced with different kinds of spiders
>Spider Mastermind still looks the same
I don't know what I expected

>> No.3471271

looks like you're gonna need a dev build of zdoom, to set A_FireBullets spawn height.

once you do that though it should be a simple matter of making a script that returns 40 if not proned, 2 if proned (I assume you're that guy), and plugging that into spawnheight

>> No.3471272

yeah idk if thats intentional or not cause i don't think it's finished but it works

>> No.3471273

it's just the zandronum friends

>> No.3471276

>zandronum friends

>> No.3471282

actually the default spawn height is 32, and the default view height is 41, so...

apparently you'd need 31 if not proned and... -7 if proned.

this is worrisome

>> No.3471284


and it turns out that that stuff only applies to the missile attached to a_firebullets (I guess for trails?)

hm, this is actually more in-depth than it has any right to be

>> No.3471292

listened to a bit, seems pretty cool

suggestions, though
>discussion about stuff going on in other retro FPS stuff OH BOY DUKE'S GOT A LOT OF STUFF TO TALK ABOUT
>talk about mods that have been released recently
>get a boom/vanilla mapper to get in as well, instead of two gameplay modders and a zdoom mapper
>music with less emphasis on drums, can barely hear the actual song itself but can hear the drums everywhere

>> No.3471293

okay it turns out you can adjust player.attackzoffset through ACS in zdoom 2.8.1

so when going prone, SetActorProperty(0, APROP_AttackZOffset, -30.0), and when un-proning, SetActorProperty(0, APROP_AttackZOffset, 8.0)

>> No.3471302
File: 266 KB, 1241x826, a16703f872254560177b6f4fee4cdd4d.png [View same] [iqdb] [saucenao] [google] [report]

goddamn this shit is getting retarded fast, alright i will try that now

>> No.3471304
File: 9 KB, 128x128, ROCK1-Pal.png [View same] [iqdb] [saucenao] [google] [report]

Have a rock flat

>> No.3471309
File: 9 KB, 128x128, ROCK1-Larger-Pal.png [View same] [iqdb] [saucenao] [google] [report]

Maybe a bigger one.

>> No.3471310

wow you are a literal fucking god at doom

works perfectly

>> No.3471316

Seems okay. Needs a better name, though.

"Podcast of Destruction"?
"Central Podcasting"?

>> No.3471319

Code scares me

t. guy who did a bit of C# and couldn't do a towers of hanoi program with recursion

>> No.3471320
File: 22 KB, 892x741, 8f04c8301efac934e6e66a5fce9790c1.png [View same] [iqdb] [saucenao] [google] [report]

honestly its just DECORATE that is complete ass to deal with

at least ACS is a bit like C so its actually not shit to work with and far easier to use than DECORATE

>> No.3471321
File: 579 KB, 720x360, early jank version of the firebrand attack.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks shivers for helping me make something nice looking.

I still need to make the actual swing more dramatic looking, but progress is progress

>> No.3471325

I haven't touched Doom modding at all, was DECORATE the stuff that deals with maps?

>> No.3471330

it can do that, but its mostly for programming objects in the world, like the weapons/mobs/items/etc

>> No.3471331

The sword bursting into flames as of now looks pretty cool IMO.

>> No.3471332


yeah, I love the transformation, but the swing itself is kinda clunky.

>> No.3471335

>Have blade catch on fire and turn red
>Cool fire slash effect when hitting something?
You just need to make that new slash have more weight somehow
Not sure how but I have complete faith in you coming up with something good for it.

>> No.3471336


there's gonna be a massive burst of fire on hit, but I'm gonna add some fire particles and shit when you swing the hot sword. I might take the fire trails from Quietus and add them to the attack as well

>> No.3471337

Pretty comfy to listen to.
Hopefully it updates more than Doom Radio.

>> No.3471357

What the fuck is that.

>> No.3471358

it's one of them walkin autoblows

>> No.3471359
File: 242 KB, 845x1036, the ol' spicy keychain.jpg [View same] [iqdb] [saucenao] [google] [report]


I just realized this attack is this.

>> No.3471367

Was Doomguy a virgin

>> No.3471368


The Doomguy's supposed to be you. So yes.

>> No.3471370

But I'm not a giant space marine that can outrun a missile or literally eat bullets and spit them back out in rage

>> No.3471373

Yes you are anon. You just need to believe in yourself!

>> No.3471374

Not with that attitude

>> No.3471378


You just gotta believe, anon.

>> No.3471398

I always see this getting posted in Trash

what's it from?

>> No.3471424
File: 96 KB, 832x960, scrap508_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Guess we'll have to do something about that.

>> No.3471480

Why are hideous destructor yokai so annoying?

>> No.3471490


>one guy playing quake with a flight stick

>> No.3471509
File: 64 KB, 308x366, Beheaded Kamikaze.png [View same] [iqdb] [saucenao] [google] [report]

>Just learned basic DECORATE coding so I know how to replace weapons and monsters
>Replace the standard Revenant with pic related
>They always spawn in the most inconvenient and ridiculous spots
>I fucking love it
>Literally die laughing while fighting them
>Don't even get mad when I die because it's so funny
>Salt level 0%

This is the best idea I've ever had.

>> No.3471515

Does anyone have that image full of screenshots of Doom 2 maps and a PLAYPAL palette hidden in the corner to edit around with?

>> No.3471524
File: 2.91 MB, 960x540, shield.webm [View same] [iqdb] [saucenao] [google] [report]

Other anon is right. It's supposed to be a souls-like game in first person. I was thinking like a cross between Hexen & Dark Souls. I wanted to add more in-depth combat to a doom engine game because that seems like it's not been done before.

I had parry & riposte implemented, along with uppercuts and other wacky shit. Might post some old .webms for nostalgia's sake.

>> No.3471528

Which Shadow Warrior expansion should come first, Twin Dragon or Wanton Destruction?

>> No.3471529
File: 2.20 MB, 768x432, Aerial Smasher.webm [View same] [iqdb] [saucenao] [google] [report]

One of the other dumb moves I had added was a hyper-jump ground smasher attack. It was pretty funny.

>> No.3471532
File: 2.66 MB, 768x432, Upperwhat.webm [View same] [iqdb] [saucenao] [google] [report]

this was an early run of the uppercut attack, it launched enemies the wrong way because I'm retarded.

>> No.3471537

This is fucking badass, anon. Keep up the good work.

>> No.3471540

I wanted to make things slighty different to Souls, so instead of having estus flasks, the player would create their own potions. The process starts off using a glass bottle to collect "essense", the base of all potions.

This was a neat effect but the potion system is hardly implemented.

>> No.3471542
File: 2.84 MB, 768x432, vital essences... does that mean guts.webm [View same] [iqdb] [saucenao] [google] [report]

shit, forgot .webm

thanks, hopefully I can stitch all this together into something playable at some point.

>> No.3471548
File: 2.92 MB, 768x432, it's like a boomerang only it hurts.webm [View same] [iqdb] [saucenao] [google] [report]

This was the first attempt at giving the Axe a special attack. The axe never came back to you at this point, it just randomly bounced around the level forever.

I later made it so the axe-boomerang comes back to you. With the recent addition of flat-sprites I could make this look better, as the original sprite was just the axe's pickup sprite skewed in paint.NET

>> No.3471551
File: 3.15 MB, 480x1330, output_4hPzws.gif [View same] [iqdb] [saucenao] [google] [report]

Nice allways good to see hexen weapons mods

>> No.3471552
File: 1.61 MB, 768x432, Hyper Punch.webm [View same] [iqdb] [saucenao] [google] [report]

The first special attack for the Gauntlets was the 'Power Punch' - basically the player drew energy from some mystical force to imbue their fist with extreme punching power.

>> No.3471560
File: 2.95 MB, 768x432, wizards and shit, ZAP MOTHAFUCKA.webm [View same] [iqdb] [saucenao] [google] [report]

another early video from right at the beginning.
This dial-a-spell system was inspired by the first Legend of Grimrock game.

I later updated the system to have mouse support. Dunno if this will make it in, it's definitely interesting to say the least.

>> No.3471564

Twin Dragon, iirc.
Don't take my word for it, though, I'm only half-remembering.

>> No.3471567
File: 2.72 MB, 768x432, atatatatatatatatatata.webm [View same] [iqdb] [saucenao] [google] [report]

final video for now.

This was a dumb joke/easter egg kind of inspired by Dragon Ball Z and Fist of the North Star. It has a miniscule chance of happening when performing an uppercut.

I love modding just solely for the dumb shit you can pull off.

>> No.3471595

okay so I lied, this is hot off the press. some of the first *serious* work for this I've done in months, maybe even this year.

The old dash-forward attack was a shield bash which stunned enemies, the new dash-forward attack is a bounding leap that crushes foes upon landing, also good for clearing gaps and/or sequence breaking.

>> No.3471597
File: 524 KB, 768x432, Leap Attack.webm [View same] [iqdb] [saucenao] [google] [report]

fuck me I'm retarded.

forgot .webm

>> No.3471616
File: 949 KB, 1920x1080, gzdoom 2016-09-03 23-40-04-90.png [View same] [iqdb] [saucenao] [google] [report]

Whoa now what do we have here

>> No.3471619

>Doom 2 maps
You're wasting your good luck here

>> No.3471632
File: 72 KB, 312x312, yian asshat.png [View same] [iqdb] [saucenao] [google] [report]

Problem is I don't know how to spend good luck

It accidentally gets spent

>> No.3471634
File: 2.74 MB, 1543x5500, Doom.png [View same] [iqdb] [saucenao] [google] [report]

I was following the instructions on this image but the link they gave for the iwads won't work for me, is there somewhere else I can get them?

>> No.3471654
File: 722 KB, 644x786, PREORDER NOW WOLFENSTEIN FOR DOOM BETA EARLY ACCESS.png [View same] [iqdb] [saucenao] [google] [report]

Is this your first day on the internet

You literally could've found them in less key presses than it took you to write that post

>> No.3471679

Using Google hadn't occurred to me somehow, thanks!

>> No.3471705
File: 988 KB, 1920x1080, gzdoom 2016-09-04 01-19-00-10.png [View same] [iqdb] [saucenao] [google] [report]

Now I got faggot armor

>> No.3471706

thanks for letting us know.


>> No.3471707


>> No.3471716


> sniper and nano modded AFJ pair
> on scout
gee gee
double you pee

>> No.3471718

Looking forward to playing the finished WAD.

>> No.3471723

> meme free
as if

>> No.3471724

I've figured that you can pretty much get decent enough stuff to help steamroll everything halfway through the game

I find Scout kind of overpowered in regular Doom fare, pistols become some of the most ammo efficient guns in the game

>> No.3471728
File: 147 KB, 255x264, 1472807019070.png [View same] [iqdb] [saucenao] [google] [report]

Can't wait to see GRAND DAD in every map

>> No.3471739

Who needs small ammo efficiency when you can have 4x bullets/cells as a Marine?

>> No.3471750
File: 179 KB, 1143x860, 1461842443119.jpg [View same] [iqdb] [saucenao] [google] [report]

But then the game turns into Serious Sam

Good job

>> No.3471751

someone already made one and posted it here like a week ago.

>> No.3471773
File: 91 KB, 543x304, Mars2.png [View same] [iqdb] [saucenao] [google] [report]

>A Proper Doom Movie


>> No.3471794

This is some 3D Movie Maker shit

>> No.3471872
File: 163 KB, 537x303, image.png [View same] [iqdb] [saucenao] [google] [report]

How horrifying

>> No.3471881
File: 16 KB, 64x64, Image 92.png [View same] [iqdb] [saucenao] [google] [report]

Got a neat Flash-based Wolfenstein clone I'm arranging the contents of, really cartoony and cool.


Try it out

>> No.3471903
File: 33 KB, 92x92, Image 75.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3471912

Actually, I'm still having trouble finding the wads with Google

>> No.3471916


Excellent job!

>> No.3471917


>> No.3471921


>> No.3471924 [SPOILER] 
File: 335 KB, 620x465, 1472918388142.png [View same] [iqdb] [saucenao] [google] [report]


That's very cool.

Have you one any German soldiers?

And do you require a mapper?

>> No.3471931
File: 15 KB, 292x257, 140.jpg [View same] [iqdb] [saucenao] [google] [report]

>holding control to shoot
>press w to go forward
>closes window

>> No.3471934

i havent ported any ally/axis playermodels yet, my priority at the moment is finising the core functions and then adding the rest of the 32 or so weapons from day of defeat

i was planning for this to be a zandronum mod but it looks like its no longer possible, i guess i could use some nice ww2-themed maps

>> No.3471937
File: 394 KB, 1024x1024, SpaceCena.png [View same] [iqdb] [saucenao] [google] [report]

WWE Immortals has some really cool models. They took the wrestlers and made them into comic book characters or something, they look great.

>> No.3471939

>Doom mod where I can play as the champ


>> No.3471941


I enjoyed that, thanks!

>> No.3471946
File: 64 KB, 1280x800, 1460300623819.png [View same] [iqdb] [saucenao] [google] [report]

>intermission music is the NWO threme

>> No.3471947

*theme fuck

>> No.3471951
File: 2 KB, 224x269, SpaceCena-120vertPal.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3471958
File: 174 KB, 800x585, 1366810869340.jpg [View same] [iqdb] [saucenao] [google] [report]

>Space Cena has the ability to turn invisible

Somebody please

>> No.3471980
File: 2 KB, 224x269, SpaceCena-120vertUnlogoPal.png [View same] [iqdb] [saucenao] [google] [report]

Let me just quickly remove the logo from the textures.

>> No.3471994

>i havent ported any ally/axis playermodels yet

You can do that though?

>> No.3472017
File: 420 KB, 1024x1024, CantSeeMe.png [View same] [iqdb] [saucenao] [google] [report]

Here we have John Cena's famous "Can't See Me" run.

In other news, still not too good at rigging models.

>> No.3472028

Is it easy to get into Doom and friends modding?

>> No.3472034


>> No.3472038
File: 124 KB, 256x256, cantseeme.gif [View same] [iqdb] [saucenao] [google] [report]

cantseeme cantseeme

>> No.3472050

why does it look like he's in one of those machines that vibrates your mid-section in the gym?

>> No.3472057

i dont see why not

>> No.3472063
File: 1.99 MB, 640x360, gzdoom 2016-09-03 13-28-58-55.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3472071

I could imagine a Terrywad full of these using the OOGABOOGA soundclip that tiki mask from Crash the Bandicoot made

>> No.3472073

Every day we strive further from God's forgiving grasp

>> No.3472082
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]

Sup, post your in-dev stuff you're working on.

>> No.3472083
File: 47 KB, 240x160, GBA--Donkey%20Kong%20Country%203_Jul29%209_29_25.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3472086

This is a total beginner question but how the fuck do I make doors in Gzdoom builder? Every tutorial is about older versions
Do I lower the ceiling or ????
I know you have to put the action Door Open on the linedefs but it doesn't do anything?
Please kill me

>> No.3472092

I believe Gzdoom builder has a tool that automatically makes a door for you. I think the icon of it is in the top and looks like a small doom door.

>> No.3472096

lower ceiling to floor

if doom or boom format: use DR Door action
if hexen or UDMF format: use Generic_Door set to repeatable and triggered on use

in both cases, make sure the lines are facing outward (hit F to flip a line)

>> No.3472121

I don't get that problem.
What browser you using, bud?

>> No.3472131
File: 10 KB, 222x224, 2082850-onlinegames777-dungeon-cleaner.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's some stuff I got:
Aliens.wad - Fully compiled with dehacked and all
Ballistik.wad - Needs a lot of help mapping
Dungeon Cleaner.wad - Needs player sprites but otherwise is fine.

Fuck you for detecting filedropper as spam, captcha.

>> No.3472139
File: 5 KB, 512x216, SpaceCena-LaserFinger.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3472174

I could not progress a lot this week. I just modified 3.5 a little.

I actually tried to digitize a real person's face, BUT I SUCK AT DIGITIZING THINGS SO IT DIDN'T WORK!!

Maybe I should really learn Photoshop instead of sticking with Paint.NET

>> No.3472182
File: 15 KB, 784x220, bad.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic.

>> No.3472202

His face gets way too narrow the further down it goes, and his lips are way too big.

>> No.3472207

is woman

>> No.3472221 [DELETED] 

Alright, /doom/ I'm trying to make a map for the first time and can't seem to fix a problem I have with Linedef 96 not reacting to being used. It works on (G)Zdoom and similar ports, but not on PrBOOM based ports, could someone help me with this?
Also, while you're at it, could I get some suggestion as to what I should do to improve the map?

>> No.3472238
File: 2 KB, 37x42, fixedhudface.png [View same] [iqdb] [saucenao] [google] [report]

Is this any better?
Tried to do a quick fix.

>> No.3472246

Alright, /doom/ I'm trying to make a map for the first time and can't seem to fix a problem I have with Linedef 96 not reacting to being used. It works on (G)Zdoom and similar ports, but not on PrBOOM based ports, could someone help me with this?
Also, while you're at it, could I get some suggestion as to what I should do to improve the map?

>> No.3472249
File: 910 KB, 1858x835, D'Skreenshaute.png [View same] [iqdb] [saucenao] [google] [report]

I've been working on this map for the vinesauce doom level contest

>> No.3472256

without looking i would guess you need to set a tag on the line and the same tag on the sector behind the line

>> No.3472260
File: 150 KB, 1920x1080, DOOM64 2016-09-03 14-49-16-43.jpg [View same] [iqdb] [saucenao] [google] [report]

I might have cranked the fog values a bit too high, but whatever I'll tweak it later.

>> No.3472269

there's another special line in front of the door. this will eat use key presses. either move the line further away from the door or set the PASSUSE flag on it.

heh, i guessed the wrong zdoomism. it was 50/50!

>> No.3472272

you should also set the type of line 98 back to zero, i think

>> No.3472276

Huh, I never knew that could happen. I might have just misclicked a linedef and set an action to it.
Thanks a bunch!

>> No.3472283

RottKing PM'd me back a while ago, I didn't notice.

>>Is "Agitating Skeleton" when you make revenants punch and whiff, or is it just a name for skeletons?
>Just their name because they're all agitating and pissy

Looks like I was wrong.

>> No.3472284

clean up the deleted copies of the map as well, there are at least two

>> No.3472290
File: 11 KB, 211x1761, a.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3472296

the DUSK guys participated too

>> No.3472302


I don't know why you would think that, unless you also think that getting up in a Pain Elemental's business is called "meatball daemon" and putting something between you and an Arch-Vile is doing the "pissed off martian".

Nice to have confirmation, though?

>> No.3472306
File: 294 KB, 1920x1080, Screenshot_Doom_20160903_211528.png [View same] [iqdb] [saucenao] [google] [report]

Touch up project of Mr. Smiley's Head Safari is coming along rather nicely. Replaced the entire H.U.D Face with a better looking smiley. I'm now up to E1M5 with fixing the levels and making them look better.

>> No.3472307
File: 158 KB, 417x405, 1467827005543.png [View same] [iqdb] [saucenao] [google] [report]

Dear Jesus that game looks like shit.

>> No.3472313
File: 309 KB, 1920x1080, Screenshot_Doom_20160903_211935.png [View same] [iqdb] [saucenao] [google] [report]

For comparision, here's the same part of the E1M4 in the original

>> No.3472315


>that spin of the SSG
>that nice little snap up and down after reloading it


>> No.3472320
File: 20 KB, 198x314, 1472074943631.png [View same] [iqdb] [saucenao] [google] [report]

Their twitter avatar looks like a man with a corn chip for a head.

>> No.3472325


Dorito KKK

>> No.3472328
File: 228 KB, 428x298, for what purpose.png [View same] [iqdb] [saucenao] [google] [report]

It's like they tried emulating Quake's graphics, but it just looks like dogshit.
Really bland and uninspired designs too.

>> No.3472329

that's how daddy likes it

i'm daddy

>> No.3472338
File: 325 KB, 471x464, [takes intense bite].png [View same] [iqdb] [saucenao] [google] [report]

They're trying to make it look like Quake but I feel like they halved the polygons of each model to make it more "authentic".
Seriously, Quake didn't have characters with fucking coneheads.
It's like all those indie devs back around 2009-2012 that tried making "retro" platformers but they all looked like shit because they failed to realize how you actually make a game with oldschool graphics and just assumed "less pixels means oldschool, haha, right guys?".

>> No.3472339

Hey guys, I have a question.
Anyone knows where to find recordings of the Doom 1-2 soundtrack, that uses a real Roland SC-55, and they have the echo and reverb turned up?

I know of the music packs at http://sc55.duke4.net/ but they have the echo/reverb turned way down.

I used to have such a recording... back in 2001, but deleted them since, and I don't know where they came from. The old SCC1 mp2 recordings were similar, but they are lower quality (mono only!) and a few instruments are different from the SC-55.

>> No.3472346

Looks okay to me. Resembles Quake.

>> No.3472348

If Ranger and Prisoner 849 had a baby...

>> No.3472349
File: 378 KB, 720x720, iosxmen.png [View same] [iqdb] [saucenao] [google] [report]

What if they made the game and engine with computers closest possible to what they had while developing Quake? Do you think the hard limitations it would set would help at all with authenticity? Just a thought I had I do not know how game development actually works

>> No.3472353


Not mad enough to be related to ranger.

>> No.3472358


>> No.3472360

where's the zdoomism, the hanging corpses? there are non-solid corpses as well y'know

it's not the translucent line because that exists in boom

>> No.3472370

he's going to play it in zdoom anyway

>> No.3472378


Oh shut up.

>> No.3472394

yeah and I just noticed slopes behind the window

so yeah, >>3472378 is apt

>> No.3472403
File: 474 KB, 1600x900, Screenshot_20160903_145125.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3472418
File: 363 KB, 480x270, 3NnnS6Q8hVPZC.gif [View same] [iqdb] [saucenao] [google] [report]

Please tell me there is a nice sound when collecting them.

>> No.3472419

is that a flamer?

>> No.3472423


Not him but the weapon on the right is an energy cannon (Hull buster) and the left weapon is a spread shot disc cannon thing.

>> No.3472425

how do self-referencing sectors work? there's a wealth of information on every other engine quirk, but nothing on them.

>> No.3472449


I'd like to think it's a nice sound. I'm slightly biased, though.

>> No.3472460
File: 55 KB, 640x640, 1468170721823.jpg [View same] [iqdb] [saucenao] [google] [report]

That sounds very satisfactionary

>> No.3472463

make a sector inside another sector
edit all the linedefs surrounding the interior sector so that both sidedefs point to the interior sector
the result is that the sector is there and works normally but it's effectively "invisible" and only the exterior sector is seen

>> No.3472467

i don't like that "klong" dry noise

>> No.3472468

So what's Uchuyen do? Is it just a point system or can you actually buy shit?

>> No.3472470

i know how to create them, i'm just wondering what happens in the nodebuilding/rendering phase.
does the nodebuilder just flat-out skip the sector or something?

>> No.3472482

There should be a button that, when you press it, makes all the coins in front of you be sucked up to you, just not all at once but in the arranged line. Maybe make that kind of activateable magnet that increases range as it goes, this way all the loot will get to you in the order it is layed out in front of you.

>> No.3472498

so you need a minigun idle sprite?
yeah easy enough
i'll make a bunch of different variations and you can play around with them and pick the one you like best

>> No.3472505

So basically Wario World for Doom?

>> No.3472506


Which one?


It's a score system, mainly.

As for buying things, well, I've been wrestling with that for a while.
A lot of folks have asked about upgrades and a shop and etc, and I can understand why. When you see money in a game, first thing that comes to mind is "Oh I can use currency to purchase things with space capitalism".
But eehhh, I'm not really sure. Upgrade systems are super-complex--each weapon needs to have an exponential amount of features per upgrade. Not to mention the usual pitfalls of weapon upgrades vs difficulty curves, plus the usual "okay so which upgrade isn't shit?" question, also the usual trouble of the player starting out shit and needing upgrades to be good.


That would be sincerely appreciated, thank you.

>> No.3472508

Why not have the upgrade be things like offering secondary fires at the price of only holding one weapon at a time?

>> No.3472512

the one when you pickup gems

>> No.3472513

there's already a suction though, you can see the stuff getting drawn to the player

personally I'd increase the range by 64 units but it's *there*

>> No.3472537


>What other old school FPSs should be brought back by Gearbox?
>My own choice would be Blood.
>It would be nice of Gearbox managed to secure IP from Atari or whoever owns it
>it would be nice of Gearbox managed to secure IP (for Blood)

>> No.3472542
File: 61 KB, 500x500, 1294595527480.png [View same] [iqdb] [saucenao] [google] [report]


>gearbox getting their filthy mitts on Blood

>> No.3472545

>paying attention to the steam discussions at all

It's nice that you managed to reel some people in though. And what's more you even posted your own thread on /vr/ for people to gawk at, you showoff!

>> No.3472548

are you serious?

>> No.3472551
File: 28 KB, 396x507, hot sord.png [View same] [iqdb] [saucenao] [google] [report]

You think adding fire to this is a good idea?

>> No.3472554


>> No.3472556

When is hitting things with fire never a good idea?

>> No.3472558

It's a little busy, would have opted for a red and yellow motion trail. Plus the flames at the tip should be longer since that section will be moving the fastest at the edge of the arc.

>> No.3472561


Motion trail huh? Not sure if I can pull that off, though in fairness if I go forward with this flaming sword like this, you'll see this sprite for all of like, 2 frames.

>> No.3472564

make a monster that's made of butter for MAXIMUM PROVERBIALITY

also make sure you have atleast 2 frames for the flames

>> No.3472565

plus i'm sure that you can make some great looking animations

>> No.3472568

Looks fuckin fun

>> No.3472572

Actually, the law of Deez from the computer scientist Dr. Ramesh Deez states otherwise.

>> No.3472573
File: 121 KB, 918x588, actually_connects_to_lambda.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, remember that stupid map set I was working on?


Sorry, life got into way, also another game suckered me in.
I didn't finish the castle-map, since it is still too big, and figured I'd release this test-build to show off the maps and hopefully get smacked across my bottoms for being so stupid.

As always, open to critique, and would like to hear about which map(s) is/(are) the worst, which one you like the most, etc.

Should be Boom-compatible.

>> No.3472585

That would actually be infinitely worse than NuAtari just sitting on the license, like, really fucking terrible.

>> No.3472589

Are you sure?
Are you Asteroids: Outpost-sure?
Are you Alone in the Dark: Illumination-sure?

>> No.3472594

give em the ol' Spicy Broadsword

>> No.3472604


Hey, how come I can't upgrade the pistol's strength?

>> No.3472615

Oh, I get it!

>> No.3472618

When I was in the third grade my babysitter's boyfriend let me play Doom 2 on his computer while he and my babysitter had sex in the other room. But I was too sacred to play because of the Pain Elementals.

>> No.3472624

When its you being hit with fire.

>> No.3472627
File: 27 KB, 396x507, concern.png [View same] [iqdb] [saucenao] [google] [report]

Okay so the first frame was just an edited quietus for the fire. I tried drawing a second frame.

Emphasis on try.

>> No.3472636

what you could do, is fake the second frame
just cut the flames off the first frame and shuffle them around
since there's so much solid color, it should look fine

>> No.3472649
File: 217 KB, 1280x1920, 1472938655.jpg [View same] [iqdb] [saucenao] [google] [report]

zmaze11.zip (46 KB, 1994-05-31) - Ray Trochim

this has a few larger rooms with nontrivial architecture in them, but is mostly composed of two huge twisty mazes. if my screenshots were proportionally representative then five or six of them would be variations of the left one second row. get used to STONE2, you'll be seeing it a lot. (except for sudden flesh maze out of nowhere)

worse, the first of the two mazes is mapless. i almost quit at this point but started going round "the old fashioned way" by following the left hand wall. finding a blue key encouraged me to continue.

it's pretty hard to die. there are "traps" but they're not that bad to deal with, the worst was three barons in a small room when i had 8 rockets and after that only pistol ammo left. on a replay i would know to avoid this before getting more/better weaponry. there's a spiderdemon to finish but (a) you can ignore it, it's behind a wall, with a switch to release it (b) even if deliberately let out, i had lots of plasma by then, so it died quickly.

the eight secrets weren't that hard to find, i was expecting far more wall humping but they were all hinted in some way. you don't have to spam the use key through the mapless maze, thank goodness.

the most impressive thing about this map is that i got through the whole thing without giving in to the temptation of turning on the map cheat! once i got into it i almost enjoyed solving it - took just under 30 minutes to get 3x100% - but i doubt i'd want to play it again.

>> No.3472652

sounds good to me senpai

>> No.3472661

Spicy Keychain map idea: all the keycards are in lava so you damage yourself picking them up

>> No.3472665

>those large empty rooms
Were all WADS back then this awful?

>> No.3472670


>> No.3472674

god damn it
why did cygwin break compatibility with sdl
i just wanted to slightly modify chocolate doom's rendering code, not download deprecated compliers from third-party sites just to get the setup program to run

>> No.3472684
File: 102 KB, 400x395, 1466891477470.png [View same] [iqdb] [saucenao] [google] [report]

Been away from modding and the community a few months. I'm not sure I should even return any more since my own project came to a screeching halt with no help in sight and the guy I was collaborating with on his project proved way too unfocused and unreliable to ever finish anything.

I mean I still liking modding, but it's kind of felt pointless for a while.

>> No.3472687

very few of them are truly unplayable. but then, i like old maps, so i would say that.

>> No.3472693

there weren't no l33t mappers like the dude who did leadenskies & sgtmark in '94. it was the best they got.

>> No.3472705

why are you telling us this?
or fancy editors with 3d preview and automation, you had to put down vertexes, connect them with lines, add sidedefs, set sectors yourself, and you can forget about "press A to align all textures"

>> No.3472708 [DELETED] 
File: 3 KB, 192x192, somemong.jpg [View same] [iqdb] [saucenao] [google] [report]

sup guys

>> No.3472712 [DELETED] 


What is more autistic? People obsessed with slaughtermaps or terry.wads?

>> No.3472714

You could always start a new comfy project or solely play doom and enjoy it as a consumer.

>> No.3472715

Nothing wrong with slaughter maps.

>> No.3472720 [DELETED] 

You for not bowing down to Terry and letting him fuck your ass off until cum leaks from it like a faucet.

>> No.3472721

is the combined arms in zdf the current version?

>> No.3472735
File: 114 KB, 363x314, 1471814347515.png [View same] [iqdb] [saucenao] [google] [report]

>*** Your compiler (gcc) does not produce Win32 executables!
how the FUCK do you compile chocolate doom on windows
i've tried literally everything and i've ruined my cygwin installation in doing so
this shouldn't be SO FUCKING HARD

>> No.3472738
File: 12 KB, 320x128, Ue7bW39.png [View same] [iqdb] [saucenao] [google] [report]

>You've befriended (and apparently married) a barrel full of blueberry paste named Violet Barrelguard,

yeah okay


>> No.3472739

Why not get the .zip file?

>> No.3472746

a really slick demo recording of a really hard slaughter map is a true delight

>> No.3472748
File: 143 KB, 646x1024, 1442307865674.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3472749

Use mingw instead, then compile all c files and you're done.

>> No.3472752

i guess because >>3472674 "i just wanted to slightly modify chocolate doom's rendering code" for which he will want to recompile it.

>> No.3472754

>why did cygwin break compatibility with sdl
how exactly did cygwin break compatibility with sdl?

if cygwin switched to sdl2 then perhaps you can switch branches to chocolate-doom's sdl2-branch.

>> No.3472763
File: 61 KB, 500x491, hmmm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3472770

Does Carn know about terry wads?

>> No.3472812
File: 28 KB, 396x507, That was a good call.png [View same] [iqdb] [saucenao] [google] [report]


That was a good idea anon. Thanks

>> No.3472813
File: 416 KB, 1280x800, Screenshot_Doom_20160903_155942.png [View same] [iqdb] [saucenao] [google] [report]

This is the start of the map I've been working on.

I'm actually having an issue where I'm confident the gameplay feels really good up until you get to the blue keycard, then it sort of feels like the map loses focus or I lost focus with the design or something.

>> No.3472814

Why do my screenshots always come out looking super washed out? It doesn't look like this on my monitor while I'm playing.

>> No.3472816

what's png_gamma set to?

>> No.3472820
File: 394 KB, 1280x800, Screenshot_Doom_20160903_161010.png [View same] [iqdb] [saucenao] [google] [report]

I didn't think I had ever messed with it, but setting it down I feel like there's still something going on that's making it look less crisp.

>> No.3472821
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

check out this guy's videos, kegan


lots of first-person sword combat footage on his channel, maybe you can find some inspiration

>> No.3472823

Lookin' good!

>> No.3472825

yeah it does look a bit greyed out

it doesn't help that your entire room except that one computer screen seems to be the same light level.

maybe change gzdoom's lighting mode, i don't know.

>> No.3472826
File: 135 KB, 1064x571, Capture.png [View same] [iqdb] [saucenao] [google] [report]

I'd like some help mapping this.
The spam detection on this site is fucking unholy.

>> No.3472828

try adding some windows so you can see further than the one corridor you're in.

>> No.3472830


This shit is rad, but I'm not sure how much of it I can actually use given my sprite restrictions.

Not to mention most actual swordfighting techniques are less visually striking compared to the exaggerated attack animations video games and some movies use.

Sabers are fucking cool though

>> No.3472843
File: 464 KB, 1280x800, Screenshot_Doom_20160903_162051.png [View same] [iqdb] [saucenao] [google] [report]

Windows are rad and I have only recently realized how they can open up what otherwise might be a normal hallway section.

This was a U-shaped hallway with some alcoves in the bottom part of the U for some sergeants to hide in, but once I opened up the area between the two arms of the U and put in windows to see across it became so much more interesting.

Even better you can shoot across and hit those zombiemans on the other side, but that'll alert the shottyguys early and have them come around the corner at you.

Romero would disapprove that you can't get into that middle area, though.

>> No.3472852

>Romero would disapprove that you can't get into that middle area, though.

well fix that then ya mong

>> No.3472853
File: 301 KB, 800x1000, 1443778103385.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3472858

ooh i like that, the lighting is nice too. inspired by The Focus?

>> No.3472859

why does every megawad have a Dead Simple clone.

>> No.3472863

first of all that's not true. but in the cases where it is, id hardcoded the map07 sector specials (tags 666-7) so everybody thinks they have to use them or it's a waste of the map slot.

cchest2's map07 is a good map that uses the specials but isn't just an arena fight. scythe X map07 as well.

>> No.3472864 [DELETED] 


you can only use tags 666 and 667 once a megawad, anon
it's a special occasion
it's a special

>> No.3472869

I forget, is 667 also a significant number like 666?

>> No.3472870

Meant the map layout but those digits don't lie

>> No.3472871


i'm pretty sure it was just picked because it was one above 666

>> No.3472879

Maybe when I do a final decorating pass. Right now there's not a whole lot of room for a passage down there given the two large rooms it connects.

Probably. The Focus is one of my favorite maps from Doom 2 all up until the yellow keycard room where I think it falls apart a bit with all the chaingunners.

>> No.3472880

666 is for the mancubi, 667 is for the spiders

>> No.3472892


WHICH spiders?

>> No.3472898

the ones with the best death sound

>> No.3472908
File: 590 KB, 720x360, progress but not quite done.webm [View same] [iqdb] [saucenao] [google] [report]

Still needs more work.

>> No.3472912

needs more flame trails, imo
maybe you can borrow some from the suns in gradius2

>> No.3472914

Why can't imps infight eachother? Is it just so mappers can shove a billion of them in an area and not worry about them killing each other?

>> No.3472919


I'm fairly sure that all demons of the same species can't infight each other, with the only exception being the zombies.
The imps aren't anything special.

>> No.3472923

lost souls infight, but they might be the only ones

>> No.3472936
File: 956 B, 125x112, 1466903538732.jpg [View same] [iqdb] [saucenao] [google] [report]

>try the code::blocks project file for chocolate doom
>it doesn't properly link files half the source code, and as such is entirely unusable
okay, new plan.
what is the ABSOLUTE EASIEST software-rendered doom source port to compile? preferably under MinGW.

>> No.3472968

Yes, because Atari don't actually give a shit about Blood.

Gearbox would definitely try to capitalize on it, and it would be genuinely awful.

>> No.3472978

enemies are immune to projectile of their species
enemies can't melee eachother by accident
lost souls don't use the conventional method of melee
and archviles can't be targeted by any monster, not even other archviles
under normal circumstances that is

>> No.3472989

Isn't Atari basically a shell company now?

>> No.3472993

Last I heard, they were licensing their brand to some internet of things company.


>> No.3473001

You know what you should do?
Make a mod that modifies the doom weapons like this
-Punches are arcing projectiles (or whatever WDI uses for the melee weapons) instead of just hitscanners. Berserk brings back the hitscan but its bigger and easier to hit
-Chainsaw that you can swing or throw in addidtion to the good old chainsawing. Berserk enchances swings and throws
-Pistol to not suck dicks, give it its own ammo pool, faster rate of fire, NO SPREAD and three times the power
-Shotgun should be like Hideous destructor's shotgun, manual pumps (but not obligatory, you can still hold m1 to shoot)
-Super shotgun having less pellets but the pellets hit stronger. Pellet damage also goes to the shotgun
-Chaingun with firerate switch mode, it can be fast but with spread or it can be slow and steady without spread
-Rocket launcher with proximity detonation missiles, so that if you barely miss a shot, they still explode.
-Plasma rifle with charge shot
-BFG9000 with an altfire that is just shooting the tracers.

>> No.3473002

Atari is really just Infogrames. Someone needs to show these frenchies what's up.

>> No.3473005

Get MSYS2 which is MinGW & MSYS with a package manager included (pacman) : https://sourceforge.net/projects/msys2/

>> No.3473007
File: 189 KB, 647x337, Screen Shot 2016-09-04 at 01.56.42.png [View same] [iqdb] [saucenao] [google] [report]

This nigga is right. Old school Monolith dev team making a full 3D remake of Blood, true to the original game, with modern cutting edge tech (similar to how Monolith pushed the envelope with FEAR) would indeed be amazing. But NOPE.

>> No.3473020
File: 22 KB, 480x352, 1467435200792.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw playing shadow warrior on the last difficulty level on the SWP sourceport
you ever wondered 'gee, I wonder what is arguably the overall worst fucking experience with a retro FPS I could have'? look no further. I wholeheartedly encourage you to try this at least once.

the constant crashes and broken keybinds/controls, coupled by nigh-instakill instareacting monsters dealing autistillions of damage in a single blow are sure to make for an unforgettable experience.

I'm literally fucking struggling to get past E1M1 on a clean run, currently dying over and over on E2. I wish I was making this shit up.

>> No.3473032
File: 76 KB, 638x335, Backpacks.png [View same] [iqdb] [saucenao] [google] [report]

Backpacks remind me of Achewood.

>> No.3473040

>-Pistol to not suck dicks, give it its own ammo pool, faster rate of fire, NO SPREAD and three times the power

I recently made my own pistol replacement, since I was frustrated with the default one and had been messing around with weapon replacement mods.
I made it use infinite ammo, 8 shots before needing to reload which automatically happens if you're holding down fire or clicking or you can use the reload key. With the fire speed about the same as vanilla outside of the reload time and damage untouched. And the alt-fire is a melee attack that pushes enemies back.

And I've been kind of frustrated with it because it's not the experience I had hoped it would be. It almost feels perfect and I couldn't tell why I was so disappointed with how it turned out. But now that I've read this I realized that it was the rate of fire. I had upped the damage and it felt way too over powered, but it hadn't really occurred to me that the real problem was that I just couldn't fire it fast enough.

>> No.3473046

So Brutal Doom?

>> No.3473047
File: 19 KB, 600x450, Halo CE pistol.jpg [View same] [iqdb] [saucenao] [google] [report]

Halo CE pistol is the best fucking pistol ever and every game should have it

>> No.3473050
File: 8 KB, 1074x91, cb26654fc01b1548ee83bd4d749d159b.png [View same] [iqdb] [saucenao] [google] [report]

is there anyway to make both of these actions run on the same frame?

>> No.3473054

assuming dev builds, you could use the anonymous function thing

otherwise no, get ready for a lot of fucking copypasting

>> No.3473058

i tried anonymous functions but the jump isnt occuring ever

>> No.3473061

you'd need to do something like

if (ACS_NamedExecuteWithResult("getIsRunning") == 1) { return state("Sprint"); }

if I understand it correctly

>> No.3473062

I incredibly hope you're being retarded on purpose.

>> No.3473064


return A_JumpIf(ACS_NamedExecuteWithResult("getIsRunning") == 1, "Sprint");

works too, but that's kinda ugly

>> No.3473065

I don't even remember what the Halo pistol was like. I do remember really liking the needler pistol and the brute shot. My next project weapon is a needler-inspired gun that drops a 'tag' object on anything hit with it, unless it already has a 'tag' object in which case it swaps it out and does extra damage. Since Doom monsters don't dodge, though, it'll have to probably fire a little slower or have a physical projectile. Not sure if I want to make the extra damage be an small aoe effect or not. probably going to make it ice damage, though.

>> No.3473071
File: 436 KB, 1248x2048, GamsMan.jpg [View same] [iqdb] [saucenao] [google] [report]

It was basically a rifle with a 2x scope.

>> No.3473075
File: 41 KB, 1066x384, b59dccfc0f0c13a60dc6891f4feb4739.png [View same] [iqdb] [saucenao] [google] [report]

well shit

>> No.3473076

every day is leg day

>> No.3473079

put a 'return state("");' at the end, should work

this is the one part of decorate I have no experience with though, I'm just going by the documentation

>> No.3473084

nice it worked
thanks a lot

>> No.3473085

who let Zanieon into the thread

>> No.3473094


>> No.3473096


>> No.3473113

I don't use ACS or DECORATE - why do all of these lines start with "GAA8 JKLMNOPQRSTUVWXYZ" or something similar? What does it mean from a syntactic sense?

>> No.3473129

those are DECORATE frames

GAA8 is a sprite, specifically for my mod its the garand model frame group A8, J-Z are each one frame from group A8

>> No.3473162

Make it spawn tiny flame particles in the air on each swing?

>> No.3473167
File: 178 KB, 792x576, A shitty map.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3473195

I don't like how super wobbly the movement/weaponbob is and how everything is way too low poly for their textures.

>> No.3473226
File: 138 KB, 1440x900, Shadow Warrior Katana.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, I ripped the katana from the Shadow Warrior TC for my personal use, but I can't get it to work. The script, sounds and sprites are all there, but I have no idea how to put them together. Anyone out there care to help?


>> No.3473231

I'm looking to play doom netplay coop with a friend who I ping about 120ms to. We've tried gzdoom, but it was too laggy with both netmode 0 and netmode 1. We've also tried zandronum, but realized it didnt have saving.

>> No.3473234

Fuck, I forgot to ask: Are there any other options for trying to netplay?

>> No.3473237

are you sure you did it right? https://www.chocolate-doom.org/wiki/index.php/Building_Chocolate_Doom_on_Windows_(alternative_build)#Using_Code::Blocks

>> No.3473238
File: 165 KB, 621x478, 1459885637978.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3473254
File: 58 KB, 640x400, b2c48cc00118ddeb5a0663d934643258877d4fe1b0a5c1efcc8eb4278f12cd39.png [View same] [iqdb] [saucenao] [google] [report]


To the guy who made this mod, you should add the ability to upgrade strength.

>> No.3473259


The script is unneeded. You'll have to put the weapon together in Decorate.

>> No.3473262


for a start, you're missing 2 pieces of code; "Punched" and "Swordpuff" are called in the decorate but aren't present

you get me those two snippets, upload them to a pastebin and i should be able to put this together easily enough

>> No.3473265

How do I get Pirate doom running modern gzdoom?

>> No.3473276

I got swordpuff right here. Looking for Punched right now.


>> No.3473281

Digging around in the code, I think I found "Punched." This is all that was there:

Actor Punched : inventory { Inventory.MaxAmount 1 }

I think it can be safely ignored.

>> No.3473284


also going to need a script, specifically script 288

>> No.3473287

Do you think you could make all this work better if I just gave you the wad I extracted these resources from?

>> No.3473290

not really, i just need that script

everything else is going to be finished in about 5 minutes or so

>> No.3473295

no, it can't. it's clearly being used as a way to signal to the weapon that you hit something

>> No.3473296

Well, I can't find it myself, but I already uploaded the WAD. It should be easier for you to find it since you have an idea of what you're looking for and I understand script and code about as well as a fish understands air.


>> No.3473297

Is there an ACS version of A_RadiusGive?

>> No.3473302 [DELETED] 
File: 34 KB, 451x413, anal.jpg [View same] [iqdb] [saucenao] [google] [report]

>you will fuck violet hard with your 12 inches, making her moan while trying to kill all of hell's demons
shit sucks man

>> No.3473318

Oh, okay, sorry, I'm grabbing it and formatting it properly right now.


Also - when you say "script 288" what does that mean? Because I see a file labeled "script" but not "288." Maybe it means the 288 line?

Again, sorry if I'm making this difficult, this is the first time I've done anything like this.

>> No.3473321

anon isn't a piece of shit to boot.

>> No.3473328

yes, i need you to read the script file and find script number 288

once i have that implemented you pretty much have your sword

>> No.3473332



Ignore that shit at the bottom where it says "night vision."

>> No.3473361

That thigh gap tho

>> No.3473378

>5 days left for the Vinesauce mapping contest

>nothing really done but several scrapped maps

I guess I will stick to a 1024 layout.

>> No.3473394
File: 72 KB, 469x359, 1464607670934.png [View same] [iqdb] [saucenao] [google] [report]

Ok, done: https://www.dropbox.com/s/exp8lcbmgitmyrg/SWKatana.pk3?dl=0

took longer than i expected but i'm terrible at dealing with ACS

enjoy cutting shit up

>> No.3473397

Thank you so much anon! God bless you, and may every foe slain by this blade put $100 in your bank account.

>> No.3473415
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

You're very welcome, anon

by the way i just updated it with a last-minute addition that makes the weapon not move around and cause the sprites to fuck up

same download link

>> No.3473445


I was thinking that, but the problem is if the player is running forward and attacks, they won't see those particles.

>> No.3473446

add the player's velocity to the particles

>> No.3473450
File: 144 KB, 572x303, Pondering boner.jpg [View same] [iqdb] [saucenao] [google] [report]


I'll look into that, I'll need to figure out how to pull that off first

>> No.3473456

add velx, vely, and velz to the particles' velocities when doing A_SpawnItemEx

and have them do A_ScaleVelocity so it doesn't look weird if you slow down mid-swing

>> No.3473468

That's wonderful, anon! Now all I have to do is figure out how to make this mod play nice with my pistol replacer.

>> No.3473471


Oh my fucking god this is a travesty.

>> No.3473473

What am I supposed to notice and hate?

>> No.3473478

mmm love that audio equivalent of different sized pixels

>> No.3473482

so it's eduke32 with unnecessary-

>that where is it rerecording

kill me.

>> No.3473484

When is Gearbox going to stop bazinga edging me?

He sounds so disinterested and quiet, it isn't fitting in at all.

Maybe it's just the guy playing but the mouselook seems worse than Shadow Warrior Redux's.

>> No.3473487

I want to hear Jon St. John say Bazinga.

I need to hear Jon St. John say Bazinga.

>> No.3473490
File: 51 KB, 500x517, 1471956129464.png [View same] [iqdb] [saucenao] [google] [report]


Did they somehow make the other sounds WORSE? The pistol firing sound is so muffled and shitty.

Also note how they removed the medkit + symbols

>> No.3473493

I think the issue is that we're used to hearing the low samplerate sounds played at a higher samplerate with aliasing filling out the treble, and their brand spanking new 2GB RAM minimum port performs higher quality upsampling without aliasing so it just sounds lowpassed and muffled, which is extra good when (LP) [24/96000] Jon St. John phones it in every 30 seconds to grunt and groan.

>> No.3473494


>> No.3473496

They couldn't pay a guy to put higher quality stock sounds in the fucking game.


perkristian managed to get a bunch of high quality sounds on accident while working on a HQ Doom audio mod and Gearbox couldn't fucking bother with their $20 reissue with 8 new levels and no expansions.

>> No.3473502



Wish granted.

>> No.3473506

God almighty it's worse than I imagined.

>> No.3473510

How angry is Doomguy at any given time

>> No.3473515

I wonder how that anon is doing. I hope they're okay.

>> No.3473518

If there is a demon within 50ft and it isn't dead, he's furious.

Most of the time, he's pretty chill.

>> No.3473525

he's whisper angry like my mom when she would take me from my dad's house https://clyp.it/fgajeyq1

>> No.3473531
File: 67 KB, 367x451, urson wiles.jpg [View same] [iqdb] [saucenao] [google] [report]

>Vinyl quality Douk
>1996 quality everything else
>Those pink dynamic lights behind the counter in the theater lobby

Yer fuckin' killin' me, Gearsuck Suckware.

If they hadn't somehow bothered Levelord and JSJ to chip in I'd say World Tour was an ashcan like FANT4STIC or Tony Hawk Pro Skater 5.

Just unable to sleep. Also I forgot I made that post entirely.


>> No.3473540

So they took EDuke32 and some Duke 3D files, made the sounds muffled and weirdly quiet and made John St. John rerecord the lines when it obviously sounds like he didn't want to, plus didn't even include the official expansions.

This is not worth 20 bucks. Megaton Edition was better.

>> No.3473543

Didn't Megaton Edition have some of its own problems? Though they had the decency to include more than the base game and eight maps

>> No.3473546

Sounds just like Duke Nukem!


Sounds right at home in Duke Nukem

>> No.3473548
File: 73 KB, 184x184, disapproving boner.png [View same] [iqdb] [saucenao] [google] [report]


You stop that right now

>> No.3473549


petitioning this to be included as a taunt in samsara

no not really please don't do that

>> No.3473556
File: 3.17 MB, 200x150, beeg puke.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3473559

Okay, look, if you start a contest and only give people two weeks to create a ma, then your announcement video should not be uploaded one week into the contest.

Just how incompetent is this guy?


>> No.3473565


Not even on the channel where it'll get the most exposure, too.

I like the guy, but he's clearly not cut out for managing something like this.

>> No.3473567

How long until Duke Nukem shows up on The Big Bang Theory?

>> No.3473569

What in fuck. Not-Doomguy sounds scary as fuck, what gives?

>> No.3473571


>> No.3473572
File: 1.99 MB, 448x252, sam fisher isn't impressed.gif [View same] [iqdb] [saucenao] [google] [report]


Youtube e-celebs aren't the sharpest tools in the shed, anon. Come on now

>> No.3473576

He's got ADHD and diabetes and Swedish, he's remarkably functional.

>> No.3473580

I think you don't have to be sharp to have common sense.

>> No.3473581

Blair Witch Doom

>> No.3473582
File: 910 KB, 739x718, rockin it.png [View same] [iqdb] [saucenao] [google] [report]


>listing swedish as a disability


Most youtube e-celebs lack that too, anon

>> No.3473583

Could Doomguy take on the blair witch?

>> No.3473587


Could the Blair Witch really be worse than... whatever the fuck the final boss of DOOM II is?

>> No.3473589

yes because it possesses people and turns them into murderers and is also real magick unlike demons which are just angry hell apes

>> No.3473590

Swede here, can confirm, it's a disability.

>> No.3473629

the compressed sounds reminds me of the ear infections i used to get as a kid

tho i don't understand the complaints about the rerecording. yeah it clashes with the other sounds but duke always sounded disinterested

>> No.3473632

Listen again, the original recordings have stronger inflection.

>> No.3473639

>it possesses people and turns them into murderers
So pretty much the zombiemen?

>> No.3473654

Just a friendly reminder that a recent retro FPS game of the Build family went free on GOG.com


I'm not sure if GOG is cock.li friendly tho

>> No.3473657

Y'know,if they were really gonna have Duke's VA come back in there, I wish they would have had him record some brand new lines and banter rather than just rerecording shit we've already heard.

>> No.3473660

I wish they hired a director for the acting on top of that.

>> No.3473665

>photoshopped cat

>> No.3473670

That vid is not the announcement vid, he literally opens the vid with "hey guys reminder"

>> No.3473673

first time he mentioned it on his channel, pretty much an announcement for the people that don't check his twitter and the forums

what's the point of a reminder video anyway, sounds like he just forgot to say anything on youtube

>> No.3473678

Project MSX would be better if it wasn't for those stupid goat imps.

God I hate them.

>> No.3473690

Prior streams he mentioned it

>> No.3473691

did he mention it's finally happening or are you bringing up joel wanting to start a contest months ago

>> No.3473708

So I tried to play Winters Fury with the new GZDoom build that adds SSAO and prettier dynamic lighting (was linked here a few threads ago), but during gampelay I noticed that most of the sounds, including weapon sounds for Shotgun, SMG, Plasma and RL were missing.

Same files work fine on the regular devbuild of GZDoom and earlier stable builds.

What may be the problem and how do I fix it?

>> No.3473713

If they're a different audio format, it could be that dpjudas is missing some components that GZDoom is usually compiled with.

Once it's added to the main build, which has some issues to iron out first, the sounds should be fine.

>> No.3473725
File: 146 KB, 1280x720, r5vrt.jpg [View same] [iqdb] [saucenao] [google] [report]

Anybody has a copy or mirror for this version of NC HUD?

The one I download from the ZDoom projects thread does not seem to have ammo/kill/secret counters

>> No.3473728

Wops sorry Im retarded. I meant the link from the original ZDoom forums is down , and the mirror is down as well.

The counters in this version are in the upper side as opposed to NC Hud standards bottom.
Also, does anybody knows other good HUDs, preferably with Unreal '98 style compact ammo counter bars?

>> No.3473768

Doesn't matter since people can submit maps they've worked on for months but never showed to anyone else.

>> No.3473772

I'm missing Redux already.

>> No.3473773

What's good about Redux?

>> No.3473778

It runs on OpenGL so aiming up and down doesn't make you want to die.

>> No.3473786

Is redux better than Jonofs port?

>> No.3473940

Guys, what are good urban-style maps for general mayhem? I'm looking for something like a modern-ish or futuristic city, as open as possible.

>> No.3473942

Action Doom 1 and 2.

>> No.3473960

baker's dozen map13
memento mori map28
d2ino map15
city of doom (cod1-11.wad)
cchest2 map15
cchest4 map18
newgothic movement1 map13
scorching heat

>> No.3473962

grezzo 2

>> No.3473964


Doom 2


>> No.3473969

Which Doom monster do you think would be the most fun to be killed by? Personally, I want to know what it would feel like to be immolated by an archvile, but taking a shotgun blast to the face might be exciting too.

>> No.3473974

>Which Doom monster do you think would be the most fun to be killed by?
not this again

>> No.3473975

It's an honest question. Can you say you don't think about it every time you see this thread?

>> No.3473979


Not him, but I personally don't like to think of how I'm going to die.

>> No.3473991


It's one thing to like to fantasize about being killed. It's another to think that this is normal.

>> No.3474004

>playing Douk that slow

>> No.3474017

Thanks anons. I'll check those out!

>> No.3474026
File: 2.59 MB, 640x360, Cut0015_1.webm [View same] [iqdb] [saucenao] [google] [report]

Here's another snippet of the map

I made the rocket fire slower shortly after I recorded the .webm because you would need to be Literally Jesus Christ to react that fast

>> No.3474069

wont that be fun to play in in DRLA

>> No.3474071
File: 720 KB, 418x329, seeing a girl in public.gif [View same] [iqdb] [saucenao] [google] [report]


he has waaaaay too much actual talent to be considered an e-celeb of any nature

>> No.3474093

Hideous Destructor/DRPG compatibility patch when?

>> No.3474096


Why would you want that?

>> No.3474104

The "being sent out on missions" aspect mostly.

>> No.3474108

He's an e-celeb, the term has nothing to do with how much you like him.

>> No.3474127

Mind linking the post to this build? Sounds interesting.

>> No.3474130

2nd chapter of Hell on Earth Starter Pack.

>> No.3474170


Newer version, not sure if performance has been improved because the old one chugged along and was too extreme with no options for size or intensity.

>> No.3474172

>censored medikits
>no "see you in hell, suckers" (so censored lines?)
>no expansions
>these pain sounds
i feel bad for John

>> No.3474175

>No AO = 127fps
>AO = 40fps

These must be the cummies I've heard so much about.

>> No.3474191

>Also note how they removed the medkit + symbols
Blame Red Cross for that.

>> No.3474206

HRTXCHUD I think it was called or something. try that out.

>> No.3474214

The line was always "See you in hell!", no "suckers" on the end. Considering that the "It's time to abort your whole friggin' species" line was in the trailer...

>> No.3474217

nice cutting and pasting at the end.

>> No.3474220

my bad.
but now that i think about it, there was no "holy cow" either, so it's possible that they removed anything vaguely religious

>> No.3474224

>Gearsuck Suckware
That's really the best you got?

C'mon, Gearcox Shitware.

>> No.3474235


Wasn't "Holy cow!" a censored line exclusive to the N64 port?

>> No.3474237

Considering the E1L3 video still has the church in all its glory, I think you're grasping for straws when there's plenty to be annoyed about without making things up.

Both "Holy Cow" and "Holy Shit" were in the PC version.

>> No.3474246

Same medikit bullshit we got with Doom 3:BFG wads ?

>> No.3474250

it's because the Red Cross complained about their logo.

>> No.3474265
File: 2 KB, 228x144, Lara-pal.png [View same] [iqdb] [saucenao] [google] [report]

Rough stuff.

>> No.3474268

She looks terrified.

>> No.3474276

I'm not 100% on how to do eyes at this resolution.

>> No.3474283

Well she DID spend half her time in the reboot desperately trying to not get impaled, she's probably a wee bit paranoid by now.

>> No.3474305

Is it me or Build shooters in general are very hard.
Blood has hitscan cultists.
Duke has bullshit enemies that were added in Atomic Edition.
Shadow warrior is just hardest of them all.
Never had that much problems with older and newer shooters.

>> No.3474309

It's just the Build engine. Famous for it's bullshit hitscan enemy types that rip you part.

>> No.3474343
File: 660 KB, 1836x3264, 20160904_181622.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, so I found this weird as shit disc on a fleamarket today. What was interesting about it, aside from it's nightmare fuelish cover, was the inclusion of a bunch of 1994 quality Doom wads, including one that replaces the Cacodemon with Bill Clinton's head.


>> No.3474443

She looks like a Deus Ex: Invisible War charactrer.

>> No.3474462

I'm sure it's completely useless but seeing the link taken down with modern id's EULA cited rubbed me the wrong way.


Here's Doom 2016's extracted GLSL shaders, just in case.

>> No.3474538

that's making it sound like some petty bitching. it's literally a crime https://www.law.cornell.edu/uscode/text/18/706

>> No.3474547

illegal doom wads :v

>> No.3474554

Except that law is about the cross being put on a uniform, not on sprite in a videogame.

>> No.3474558

the wadcast

>> No.3474560

That refers to using the red cross in wartime I believe.

>> No.3474586
File: 2.54 MB, 480x360, greenballshooter.webm [View same] [iqdb] [saucenao] [google] [report]

Trying to work out the mechanics of my Shock Rifle replacement, it uses a lot of gross DECORATE hacks to thrust in the direction the player aims, accounting for pitch.
It's hard to make it feel satisfying while also being a Chaingun tier weapon.. maybe I should move it to the super shotgun spot?

>> No.3474606

Is this correct?
It saddens me that I have trouble with something so simple.

>> No.3474610
File: 140 KB, 1312x794, ifeelbad.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic.

>> No.3474613

>using a controller
And they completely botched the audio.

>> No.3474618

W means "walkover"
D means "door" - which specifically means usable as a switch, and applies to the sector directly behind the line
G means "gun" - it's triggered by being shot
S means "switch" - it's a switch

1 means usable one time only, R means usable an infinite amount of times

>> No.3474619

I thought this too but I'm pretty positive they sound worse than before.

>> No.3474621
File: 24 KB, 214x240, uncanny.gif [View same] [iqdb] [saucenao] [google] [report]

Plutonia or TNT?

>> No.3474632


>> No.3474637 [DELETED] 


doom babby

>> No.3474639


illiterates ITT

>> No.3474641

Duke's dialogue is 8khz, the sound effects may not have been far off.

Would need to compare them side by side with a spectrogram.

>> No.3474654


TNT if only because it has it's own music(which I quite like). And it's not stupidly hard.

>> No.3474660


All right then, show us where in that law it is a crime. All I can see is laws against organisations pretending to the the Red Cross.

>> No.3474673
File: 146 KB, 585x900, koume spooky.jpg [View same] [iqdb] [saucenao] [google] [report]

I think TNT has more fun map design and more oppressive and dark atmosphere (it's very moody and has some cool original music), so I like that better, but really, you should try both.

Plutonia has it's own atmosphere going (it's always felt very 'cold', 'dirty' and 'humid' to me, if that makes any sense) is quite hard though, so expect to die a lot. I hope you use the mouse and know how to strafe.

Here's some good strategic advice if you haven't seen it:
It's goofy, but it has a bunch of good ideas for facing off against monsters, some which many Doom veterans didn't even know until they saw it.

Also, don't be afraid to run for cover, /v/ will give you the impression that Doom is all about running out in the open and never taking cover, but taking cover from enemy fire is never a bad idea (just know you can't typically stay in cover for long, because the enemies don't stop moving in on you, so after you've dodged a volley of fire, you need to do your next move). You don't have to use cover, you can get by without it, but it's always been a viable tactic in the original game.

Also look out for skeletons, there's a lot of them in Final Doom

>> No.3474681

are you stupid or something? you can't read and comprehend one paragraph?

>Whoever [...] other than the American National Red Cross [...] uses the emblem of the Greek red cross on a white ground [...] hall be fined under this title or imprisoned

>> No.3474683
File: 20 KB, 420x316, first-aid-kit.jpg [View same] [iqdb] [saucenao] [google] [report]

There is no law saying specifically you can't use the red cross, it's that the Red Cross organization owns the rights to that logo and they don't want it used in violent videogames (for whatever reason).

Personally I would just change the standard to be a red kit with a white cross, can't sue you then.

>> No.3474705

>DD_flashlight doesn't work in coop

they could turn the white into a really light gray and give them the finger, i'd appreciate that a lot more.
also, this law is older than doom2 so the american red cross is abusing their power

>> No.3474707


here's an example wad showing what I mean - https://my.mixtape.moe/cqhejf.wad

the G door uses the boom generalized special btw

>> No.3474720

Then you get sued by the Swiss!

>> No.3474725

they are like that in SW2013

>> No.3474728


I've watched that vid so many times but I still can't nail the revenant stuff, they always smack me or rocket me, I think I'm just too slow though.

>> No.3474739

in what context?

>> No.3474753
File: 7 KB, 394x383, Asian dude with idea.png [View same] [iqdb] [saucenao] [google] [report]

(Dont mind the image. I couldn't find the one with the balding asian dude wearing glasses, and a green shirt conveying his idea, so I decided to make it myself. It sucks, I know.)

Guys, hear me out.

What if we make a map which is a town, perhaps it can be a hubmap, and each house in the town is a 1994-style myhouse.wad map.

>> No.3474759

Spooky neighborhood?

>> No.3474762

i'm too hung up on the first bit to give mind to anything following it

>> No.3474779

>Duke's voice is lossless
>Everything else sounds like it's being played through a 90's tickle me Elmo doll
>dynamic lights #wow #woah
>The red cross faggots strike again
>John half assed Duke's lines
>Sounds like he wants to die too
>more or less the same shit as playing on EDuke32, but a lot more expensive

How do you fuck up this badly? And to think they hyped this shit in their site like it was gonna be something incredible. And I thought you guys where just exaggerating Gearbox's shittiness

>> No.3474795

yes its shit but instead of turning threads into hatefests let us just ignore it

>> No.3474803

what i'm wondering is how badly did Gearbox treat John for him to sound like that
some people say it's because he aged, but didn't he flawlessly deliver duke lines for samsara not so long ago?

>> No.3474804

Not today, Pitchfork.

>> No.3474805

TNT's level design in the latter half is just annoying as hell, and I'm not talking about traps, but progression in general.

>> No.3474807

>And I thought you guys where just exaggerating Gearbox's shittiness
>Aliens Colon Marines
You have to know very little of Shitbox if you think people were exaggerating.

>> No.3474816 [DELETED] 
File: 47 KB, 396x386, 1310672235781.jpg [View same] [iqdb] [saucenao] [google] [report]

lol so hopelessly pleb. I will never get over how shitter this general is.

>> No.3474837

That would be a fun idea, asian dude but the interior probably wouldn't match the outside look.

>> No.3474840

>You have to know very little of Shitbox if you think people were exaggerating.

As a matter of fact, yes. I knew very little about them. Now I know why people shit on them.

>> No.3474851

Is there a descriptive list of assemblies for DRLA somewhere?

>> No.3474884

This needs to be done.

>> No.3474887
File: 295 KB, 1530x5849, 1472546128109.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3474898

what if we called it

>> No.3474902


From what I understand he likes doing duke, so it's even weirder that he sounds so dead in those lines. Gotta have been huge assholes to him.

>> No.3474905

Thank you!

>> No.3474910

Oh c'mon
Borderlands ain't that bad

>> No.3474916

What got people excited for it 9 months before its release, but came out dead, red and twitching on delivery?


>> No.3474946

yes it is.

>> No.3474968

That would be neat and I would love to see it happen

>> No.3474978

The first one was ok I guess.

I didn't want to play the second one because I didn't really like the first one THAT much, and it was packed full of memes.

>> No.3475000
File: 125 KB, 1280x720, Screenshot_Strife_20160904_185256.png [View same] [iqdb] [saucenao] [google] [report]

Oh hell, what am I doing?

>> No.3475002
File: 810 KB, 1920x1080, Screenshot_Doom_20160904_235300.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3475004


>> No.3475015


The fuck ARE you doing?

>> No.3475016


>> No.3475017

>Duke and Samus being buttfucked hard, while Doom and Shadow Warrior escaped from that fate...


Is this quake 2?

>> No.3475019

nah it's STRAFE.

>> No.3475025

In all seriousness making that corridor within 2 hours is pretty impressive for myself I think.

It would be if I exchanged the default textures for Quake ones.

But no, i just like the color orange.

>> No.3475029
File: 438 KB, 1280x720, FIND HELP.png [View same] [iqdb] [saucenao] [google] [report]

Even the game wants me to stop

>> No.3475039
File: 644 KB, 680x360, gzdoom 2016-09-04 19-10-43-42.webm [View same] [iqdb] [saucenao] [google] [report]

This is what we do to traitors around here.

>> No.3475057

i don't care for the weapon taking up half the screen

>> No.3475067
File: 2.04 MB, 680x360, whack-an-acolyte.webm [View same] [iqdb] [saucenao] [google] [report]

I'm the mayor now.

That's pillowblaster for yah

>> No.3475079

after the iron maiden, the badass (ugh) suit just feels so anemic.

>> No.3475124

that looks interesting, anon

>> No.3475128

>player choice done right

>> No.3475132
File: 22 KB, 720x540, 1447644159474.jpg [View same] [iqdb] [saucenao] [google] [report]

Anthony I'd call you out on your bullshit, but I just remembered that I'm not Anthony Burch, and all my concerns suddenly evaporated.

>> No.3475134

I just picked up Shadow Warrior Complete on GoG for free. What's the best source port to play it with? The last one I used made my game crash and corrupted my saves.

>> No.3475160
File: 28 KB, 500x313, tumblr_lso7wtqRCk1qdjt2eo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

eduke32 doesn't play the music for me, after what I felt was like 5 minutes straight blasting through the first level it actually began playing all of a sudden and it sounded awful. half the instruments were off and all over the place. even the menu is completely silent.

what's up with that? do I try jonof instead?

>> No.3475165
File: 536 KB, 1920x1080, kUJseNF.png [View same] [iqdb] [saucenao] [google] [report]

so doomrla is getting an actual hud

>> No.3475168
File: 490 KB, 1920x1080, XTYy2od.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3475171


A little chunky but i like it

>> No.3475172

really hate that it doesn't just split in the middle and stick to the sides

>> No.3475174

That transparent hud face is wigging me out.

>> No.3475175

"Heavily WIP, only the bottom half is close to done, nothing of the top half is done.
Currently shows health, armor durability, ammo, stamina bar, keys, inventory and selected inventory.
Redid the inventory icons for all armors and boots to fit almost perfectly in new custom inventory boxes.
The little tiny colored bits on the ammo display are the four ammo bars, which fill up from the center outwards."

>> No.3475176


what's with the hud face?

>> No.3475180

>that scout face, eternally watching
That creeps me out.

>> No.3475181


>that HUD face floating in the sky


>> No.3475182


Oh my god I never knew how much having the hud face not on the bottom triggers me so much.

>> No.3475183

>god peeks down from the heavens to see what the fuck is up in yholllandia

>> No.3475184

Cosmic Scout is pleased by this.

>> No.3475189

i put it in the top right corner, which works fine

right in the middle though, is a bit strange

probably just will get used to it eventually hopefully

>> No.3475190

i like the style, reminds me of the doom alpha. tho yeah that middle piece is clunky and unnecessary.
never understood why or what this does

>> No.3475193

who's that anime girl

>> No.3475195

what if it just went nowhere

the hud is so clustered it had to be sectioned off to another part of the screen, just don't have it

>> No.3475196

The middle part is where the keys go.

And stamina is used for melee attacks and double jumping. As there isn't really much in the way of melee right now, it's no wonder you didn't really know, heh.

Give me a sec, I'll upload a fully item'd up hud.

>> No.3475197

Plutonia by far. The best official Doom release.

TNT is good but not even as good as Doom 2.

>> No.3475202

kazami yuuka, a touhou with a thing for sunflowers

>> No.3475203


still, stamina's a thing in vanilla zdoom too and i never understood what it's for. is it just for functionality with other mods?

>> No.3475205

>the only touhou that matters is nowhere to be found in touhou doom
i wanted to stab yholl

>> No.3475221
File: 446 KB, 1920x1080, Full Hud WIP.png [View same] [iqdb] [saucenao] [google] [report]

must stab candelabras instead

Oh, no, this is completely seperate from Strife's stamina system. This is basically just fatigue ammo.

>> No.3475225

>decide to go into the Closed Feature Suggestions forums to see the usual [No]
>instead see a lot of [Added]
>look at what's been added
>IfCvarInt for SBARINFO
>damage parameters for A_Explode
>A_Explode returning how many actors were damaged by it
>Bloom actually built in instead of shitty hacks

Sometimes you're all right, Graf.

>> No.3475227

... apparently downgrading to an older build (dating back to 2014) fixes the music.

whatever the fuck did the devs break with the latest update and how they even managed it, I don't fucking know.

>corrupted saves
sounds like SWP alright. A shame especially since it's miles above jonof's port, which you can try if you're willing to give up music and non-lossless wang talk in exchange for an actual stable port of SW. Just make sure to increase mouse sensitivity.


>> No.3475230

Where goes the screen that shows what you're wearing/weilding right now?

>> No.3475231

ehhh the middle part makes more sense there but idk still seems to take too much space. i don't think which keys you have is important enough for the center and there's perfect vertical spots for it on the far-left/right, save the middle for your selected item. stamina should be vertical and closer to the ammo screen

>> No.3475235

Up the top.

>> No.3475237

also health text should be color-coded based on how much you have imo. like the crosshair

>> No.3475247

How would bloom look if you put it on with the pixel retro shader?

>> No.3475250

Mmmm. For the most part, the HUD is similar to how it was originally made 3 years ago. I must say I agree with what you're saying, I'll see about moving stuff around like that.

Health and Armor turn orange below 26%

>> No.3475252

k sounds cool

>> No.3475256

>IfCvarInt for SBARINFO

>> No.3475273
File: 193 KB, 1366x768, Screenshot_Doom_20160904_194952.png [View same] [iqdb] [saucenao] [google] [report]

Like this.

For some reason it reminds me of the INTERPIC of Alien Vendetta, which was clearly taken in Doomsday and had that cheesy lensflare from the Arch-vile's attack.

>> No.3475284

I quite like it actually.

>> No.3475296

two hours ago i was saying to my coop buddy that DRLA needed a real hud (maybe one a bit like in the doom beta)
also, i'd love to have an enemy health bar (at least for bosses) like the one from JP HUD

>> No.3475330

>enemy health bar
>i want to remove all tension from fights because muh stats
pls no. enemy health bars are always mistakes

>> No.3475338

For you maybe.

>> No.3475341


ALL tension? I don't think enemy health bars make fights easier.

>> No.3475343

well, they'd show you that cacobyss are immune to plasma before you unload 10 chargers in their asses, but that's the only thing i can think of

>> No.3475347

they make the struggle less tense and more artificial. they don't add anything. that much knowledge of the enemy is antithetical to an action-horror game like doom where uncertainty is a big factor

also theyre always ugly, bloated hud elements anyway

>> No.3475353

figuring out the strategy to that shouldn't be relegated to looking at a number.

i'm big on immersion and tension in action games and shit like this is like immersion/tension cancer

>> No.3475354

>action-horror game like doom
>uncertainty is a big factor
that's a huge lie.

>> No.3475360

>not action-horror
action-horror implies intensity, not necessarily fear (though it's a part of it)
>a game full of traps and puzzles doesn't rely on uncertainty
scuse me?

>> No.3475365

>action-horror implies intensity
TIL Metal Slug is an action-horror

>> No.3475368

>action-horror implies intensity
No it doesn't? It doesn't have any horror aspects, it's more action focused than most FPS games due to how frantic it is. Horror doesn't make the player a killing machine that can beat the final boss with one closeup shot of the bfg.
>a game full of traps and puzzles doesn't rely on uncertainty
Now that's just grasping at straws, and it doesn't even have to do with not knowing the enemy stats, that's the map design. Also traps are predictable anyhow. EVERY megawad has keys/weapons that activate monster closets/spawns on pickup.

>> No.3475370

>>a game full of traps and puzzles doesn't rely on uncertainty
sounds like a JRPG.

which usually have readable enemy stats.

>> No.3475371


>It doesn't have any horror aspects

Okay, I disagree with the guy on DOOM being an "action-horror" game, but that's a lie.

Isolation, the more atmospheric music, the demons being designed to appear and sound frightening, the darkness of some areas... Shit, Aliens and The Evil Dead were inspirations for the game.

>> No.3475373

action-horror implies intensity, intensity doesn't imply action-horror. don't be an autist
>No it doesn't? It doesn't have any horror aspects
..yes it does. just because it doesn't scare you doesn't mean it doesn't have horror elements. i don't know why a game about a completely alone marine fighting off an onslaught from hell before descending into hell itself doesn't ring of horror to you. ffs the software light rendering was made so every level has a certain level of "scare factor" (romero's words)
>Horror doesn't make the player a killing machine that can beat the final boss with one closeup shot of the bfg.
yeah good thing i said action-horror and you can't do that anyway.
jrpgs have uncertainty in other areas. enemy stats work against the simple meta of doom (shoot stuff until they die). quit denying this so you can feel smart for looking at more numbers or whatever weird reason you want enemy health so bad
>this action game has horror elements
>i-it's not action-horror though

>> No.3475374

Okay I've had the idea kicking around in my head for a while, I think it's time I actually try it.

I think I can get an fps boost out of RetroShader, if I can just look up the specific thing I'm thinking of to get the syntax and all.

>> No.3475378
File: 17 KB, 480x360, I'm not tommy.jpg [View same] [iqdb] [saucenao] [google] [report]

You mean being surrounded by colorful monsters all the time in mostly brightly lit areas? Cause then Mario has isolation.
>the more atmospheric music
Even Zelda has atmospheric music here and there.
>the demons being designed to appear and sound frightening,

Not even 6 year old me got scared by those cartoony ass demons, and I was a pussy who got scared by a Rugrats episode. Maybe a spectre in the dark attacking you without you noticing it on your first run of the map? That's the closest thing I can think of.
> i don't know why a game about a completely alone marine fighting off an onslaught from hell before descending into hell itself doesn't ring of horror to you
Cause it's retardedly over the top and horror implies the player being vulnerable and not the other way around? Why do you think that simply being about hell and demons means horror?

Where is the horror? Nowhere.
>romero's words
If that's the case then he failed miserably.
>yeah good thing i said action-horror and you can't do that anyway.
You've yet to explain how is it horror at all.
>you can't do that anyway
Yes you can.
>jrpgs have uncertainty in other areas.
You said uncertainty was a big factor of doom because of puzzles and traps, JRPGs' existence prove that statement wrong, also the one I spouted which you casually ignored.

>> No.3475391

Regarding "action-horror", think about it back in 93. Also horror isn't necessarily terror, you can have horror themes like demons and zombies and Hell without it giving a sense of dread or fear like the stereotypical action-horror games of today (Dead Space for example). Though it definitely was scary to a degree decades ago and has plenty of opportunities for jumpscares.

And there's always the argument that the meaning of these genres has changed since 93 so what it once was doesn't matter, like I think I saw Doom with "Cartoon Violence" on the ESRB. I don't remember that always being there.

>> No.3475392

>it doesn't scare me so it's not horror
ok lol. this still isn't an argument

also apparently i said that jrpgs don't have elements of uncertainty somewhere?? like apparently game elements are just static things that work the same way regardless of the gameplay in which theyre used? idk don't really understand where you're going here. elements of uncertainty in doom are different than they are in jrpgs. this isn't hard to understand.

you're just grasping at straws because you know there's no good reason for enemy health bars in doom. there isn't. the end.

>> No.3475398

yeah. you have to do some serious mental gymnastics to not see what i meant. doom is, in a 1993-sense action horror. i don't care that the definition of horror in games has now changed to Run & Hide simulators. shit changes. this is how industries work.

>> No.3475404

>the simple meta of doom (shoot stuff until they die)
actually, according to you, this should be 'scream like a catathonic pussy at a lone lost soul and run off to the beginning of the map, then shoot at it until it dies'

>quit denying this so you can feel smart for looking at more numbers or whatever weird reason you want enemy health so bad
the fact that this is your main reason behind your spergout over doom not being considered scary is amusing to say the least

>> No.3475406

>ok lol. this still isn't an argument
But your argument is ''it's in hell! that makes it horror!''. Is Earthworm Jim action-horror too? It has a hell level.
>also apparently i said that jrpgs don't have elements of uncertainty somewhere??
No, again, you said that Doom's puzzles and traps means that uncertainty is a key factor, which is wrong, due to the fact that JRPGs have puzzles traps AND usually have readable enemy stats.
>like apparently game elements are just static things that work the same way regardless of the gameplay in which theyre used?
In this case you mentioned those two things alone so yes, also what's the difference and why would it matter?

And why are you still ignoring what I said about Doom's puzzles and traps back in >>3475368?
>elements of uncertainty in doom are different than they are in jrpgs
Again, you mentioned that Doom's uncertainty comes from it having puzzles and traps. What makes Doom's puzzles and traps different from JRPGs? You didn't say anything. Also, there's none, much like Doom usually has traps when getting an item, JRPGs often have traps in the form of monster chests.
>you're just grasping at straws because you know there's no good reason for enemy health bars in doom. there isn't. the end.
Says the guy who says the game is horror simple because of the setting, or the guy who claims that uncertainty is a key part of the experience even though as I said before traps are extremely predictable and JRPGs prove that statement wrong as well.

Where's your argument?

>> No.3475409

>your just an pussy bro xDD
sure is not-an-argument in here. never said doom scared me even. still has horror elements.

>> No.3475412

We get it, you like to samefag.

>> No.3475413

>you can have horror themes like demons and zombies and Hell without it giving a sense of dread or fear like the stereotypical action-horror games of today (Dead Space for example)
But setting isn't enough to call something horror. That much was known for decades thanks to movies and TV. Was The Munsters half horror because the characters are horror icons?

>> No.3475415
File: 4 KB, 125x125, chipmunk 911.jpg [View same] [iqdb] [saucenao] [google] [report]

the uncertainty you refer to mainly comes from the damage dealt by enemies and the nature of the encounters and how much firepower you currently have to mow them down with, of which there are plenty variations with DRLA's monster and gun roster combined.

... you DO know we're talking about Roguelike Arsenal, do you?

>> No.3475417

..yes?? why should we add something antithetical to that uncertainty like enemy health bars? quit making flimsy comparisons to jrpgs and explain this to me.

>> No.3475426

At the very least imdb calls it Fantasy. Oddly enough The Addams Family is listed as Horror.

As for setting alone, it's not just the setting. It's the plot (which is unimportant but is still horror), the characters, as well as levels explicitly designed to be scary with darkness and hidden enemies.

>> No.3475429 [DELETED] 

yes. jrpgs express their elements of uncertainty in different ways than a shooter. because they're different genres. are you a toddler?
>this game isn't horror cause it doesn't scare me
>traps are extremely predictable
nice opinions. i'm sure they'll be arguments if you keep saying them over and over again

>> No.3475432

Plutonia is horror, Doom is action, Doom 2 is action-horror, TNT is action.

>> No.3475435
File: 40 KB, 1032x950, 1469074515525.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3475436

I think you're taking such a simple matter into negativity simply because it doesn't fit your taste. I could easily counterargue your point by simply saying boss health bars help bring even more tension to a fight the closer the big bad monster is to *dying*, as it winds up in the player becoming overly confident and cocky and thus potentially fucking up, this coupled by the hard-hitting powers the boss probably has to use against the player (since health bars are, in most cases, relegated to boss events), can make up for a pretty atmospheric experience, instead of simply leaving it to the player's guess. think Hideous Destructor's cyberdemon, where the more damaged it is, the slower it'll move, but its rockets remain as lethal as ever. It's an instance where visual cues can give the player a hint of how close he is to victory without detracting from the experience.

>quit making flimsy comparisons to jrpgs
I'm not even that guy. Plus, if this is truly you right now, you might want to acknowledge the points made above instead of picking me out as a contendant above all.

>> No.3475437

>Doom is action
e2 has some of the most horror-ish maps of any of them

>> No.3475440

>boss health
that's a different story. yeah, it's ok when a long-winded fight has a health bar considering how much of a war-of-attrition type thing it is. i don't think it's necessary but it at least makes some sense. for just normal enemies though? nah. don't get it.
>visual clues tied into the enemy design itself and not the hud
now THIS i love. games almost never do it though and rely on easy shit like health bars where there doesn't need to be.

>> No.3475441

None of them are horror at all, especially not fucking Plutonia and Doom 2 with their big ass city levels.

>> No.3475445

the goat of reason has arrived

>> No.3475448

Plutonia is full of secret skeletons though, but in your defence I suppose that's more terror than horror.

>> No.3475449
File: 1.08 MB, 1362x716, ed5c77dad3114b2183e1ee569e059f11[1].png [View same] [iqdb] [saucenao] [google] [report]

yuo liek new wad?

>> No.3475450

Also pumping music.

>> No.3475451

Game Looks Good

>> No.3475458
File: 3.84 MB, 346x195, 15 - 1 (2).gif [View same] [iqdb] [saucenao] [google] [report]

>there are people willing to call doom horror in this day and age
damn, music usage really goes a long way. I could dictate whether stuff like E2 or PSX Doom is actually scary taking its music as a basis.

I think the most correct term to define doom is 'atmospheric'. Arguments such as these only fuel the point that Doom means a lot of things to a lot of people, which might explain why Doom 3 and 4 got so much partial flak (well, Doom 3 more than 4 since its take on horror is most questionable, whereas Doom 4 is clearly dead set on the fast paced aspect of combat and it arguably excels at that), since both are literal opposite sides of the same coin. One or the other put waaaay too much focus on one specific path.

>> No.3475460

Nope, pretty sure the change I made is done automatically with the original shader when compiled.

>> No.3475467 [DELETED] 

doom has horror elements, it was considered horror in 93. all i'm saying.

>> No.3475474

>action horror
Seriously? Left 4 Dead, Doom 3, F.E.A.R, Resident Evil 4, those are action-horror games. The original Doom games are absolutely not like that, nor do they have horror elements like actual horror hybrid games of their day like Elvira or Waxworks (vulnerability).

>> No.3475475 [DELETED] 

health bars were fine in doom 4 since they could be turned off.

picture, for just a split second, how infinitely worse would doom 3's final battle would become had they given the cyberdemon a health bar.

>> No.3475479

This whole conversation reminds me of what counted as metal in the 70s and 80s. Metallica barely counts as Hard Rock by today's standards, but it's still "metal" for some reason. It may make sense to keep referring to it as metal for historical reasons, but for categorization and actually having a descriptive and meaningful genre attached it doesn't make any sense at all.

Metallica and Scorpion are listed as plain Rock in my iTunes, old Cannibal Corpse is listed as Black Metal due to the production, and A Day to Remember as Metal.

>> No.3475480

I want the /sthg/ artist drama fags to leave

>> No.3475484

kinda subjective but left 4 dead always kinda reminded me of doom, pacing-wise. just with forced co-op. i'd definitely say doom is trying to scare you moreso than left 4 dead is with the constant goofy quips from the characters

>no horror elements
>ammo scarcity (in e2's case)
>close encounters with things much stronger than you in dark areas
it is primarily action and by today's standards is weak most of the time but c'mon now

>> No.3475491

nothing is stronger than doomguy

i'm doomguy

>> No.3475510

just because doom wasn't a point n click doesn't make it not a horror hybrid
way to out yourself, cheater.

>> No.3475515

you don't get to bring demons

>> No.3475521

... romero?

>> No.3475545

>I'm stranded on a very strange looking planet. I don't know how I even got here. Everyone's either a cute kitten with this... weird looking cannon thing strapped to their tiny, languid arms, a strawberry suspended in midair or a jug of coffee.
>I can't take their guns apparently.
>I hear some soft purring in the adjacent room. I have already tried killing myself out of this cute nightmare by bumping into walls. I have been running up to them at high speeds for five minutes straight now. No luck. The walls smell like cotton candy. I can't kill myself by bumping into something that smells like cotton candy as I start growing a fit of acne on my buttocks and gather an allergic reaction. My one weakness.
>I want out.

>> No.3475549
File: 74 KB, 800x600, Screenshot_Doom_20160904_212057.png [View same] [iqdb] [saucenao] [google] [report]

I am sending HQ this one screenshot of what this concealed vision of the worst hell imaginable looks like.

Wish me luck.

>> No.3475550

>Strawberries you can't eat
Episode 2 is going full-on horror.

>> No.3475554
File: 46 KB, 330x319, 1443740083738.jpg [View same] [iqdb] [saucenao] [google] [report]

you fucking madman, my sides

>> No.3475584
File: 60 KB, 800x600, Screenshot_Doom_20160904_214436.png [View same] [iqdb] [saucenao] [google] [report]

for years I've seen nothing but demons. I thought I had seen pure evil.

I don't even think I know myself anymore.

>> No.3475591

does shadow of the wool ball work with hideous destructor

>> No.3475630
File: 59 KB, 800x600, Screenshot_Doom_20160904_215758.png [View same] [iqdb] [saucenao] [google] [report]

it's uh, I have no words for it. Everything works as intended I guess? I mean it does become somewhat harder (?) to get past as the higher tier monsters start showing up, but other than that it's suprisingly playable. Easy to get through on the first maps though.

I had to make do for some random shit such as the zombiemen showing up for a split second when the cats open fire at me but other than that it's definitely doa-



>> No.3475640

do you have to be so cringy?

>> No.3475648

Do you have to be an asshole over a lighthearted post?

>> No.3475654
File: 51 KB, 1280x720, Screenshot_Doom_20160904_230343_01.png [View same] [iqdb] [saucenao] [google] [report]

Get fucked on, feline scum.

>> No.3475660

what is cringy about that post?

unless you haven't played SOWB yet, to make matters easier: the level pictured in that screenshot features a vent that thrusts the player at retarded speeds from one point of the map to the detonation switch and back. this is ESPECIALLY difficult to pull off with HD's playerclasses which are extremely frail to basically everything including speed.

>> No.3475664

Story of Whistle Blower?

>> No.3475667

What mods?

Story of Wool Ball :3 **as it's called**

>> No.3475671

Servitude of Wombat Butler with DemonSteele

>> No.3475672


>> No.3475679

You ain't heard about Episode 2? It's going the Visual Novel interspersed with Wolfenclone gameplay route. Nutmeg is doing all the character art.

>> No.3475693


>> No.3475706

Sorry, I double checked and it's actually Walnut.

>> No.3475710

Actually, maybe Almonds.

>> No.3475730

any relation to the artist?

>> No.3475734

pretty sure it's Peanuts

>> No.3475747

she has literally drawn porn for the general before

>> No.3475751
File: 2.16 MB, 640x360, whee.webm [View same] [iqdb] [saucenao] [google] [report]

The problem with knockback weapons is that the player themselves seems to be affected by knockback wayyy more than the monsters.

>> No.3475762

what's the problem :^)

>> No.3475772

It's because Doomguy's in-game mass is hilariously low compared to everything short of zombies, imps, and lost souls.

>> No.3475779

What's the crossbow sprite at 0:55 from?

>> No.3475780
File: 420 KB, 1920x1080, Altered HUD.png [View same] [iqdb] [saucenao] [google] [report]

Updated bottom half of the HUD.

When you select the inventory bar, the selected inventory part sticking out the right of the left box disappears to make room for it.

I was thinking that while the inventory bar is active, the left screen would also change to show what armor and boots you were wearing, and the right would show all the item counts and backpack type.

Whatcha think?

>> No.3475794

>I was thinking that while the inventory bar is active, the left screen would also change to show what armor and boots you were wearing, and the right would show all the item counts and backpack type.
SBARINFO can't keep track of when the inventory bar is in use, though? or is this HUD all ACS?

>> No.3475795

I tried upping the player mass to 200 and things are a bit more bearable, thanks!

>> No.3475814
File: 21 KB, 68x88, skel1.gif [View same] [iqdb] [saucenao] [google] [report]

>32 Inch Nails
I am tired of Eternal's literal teleportation boner

>> No.3475816


It's an original by NMN.

>> No.3475830

MUCH better. who's that on the right?

>> No.3475832


sgt. shivers

>> No.3475854

So that's the new DRLA HUD? Certainly a lot less barebones. Will the face move somewhere else and will we have the old HUD as an option?

Unfortunately, I haven't played the original DoomRL for comparison when it come to the style used, it's probably something that's more interesting when seen in action than in a screenshot.

>> No.3475874

It can, actually.

That's Sgt. Shivers, who is helping me out with the HUD right now.

The face is just there as placeholder right now. And because people's reactions to it are hilarious. This is the statusbar hud, the fullscreen hud will still be there, with some modifications, but more or less the same.

>> No.3475879
File: 983 KB, 1280x638, 09.png [View same] [iqdb] [saucenao] [google] [report]

Was it made for the mod, or something else? Is it available somewhere as a resource? I can't find much about it except that it was in a Marathon mod.

>> No.3475883

>Was it made for the mod, or something else?
It was made just as a resource.

>Is it available somewhere as a resource?
It was on NMN's site, which is now offline.

>> No.3475885

>The face is just there as placeholder right now. And because people's reactions to it are hilarious. This is the statusbar hud, the fullscreen hud will still be there, with some modifications, but more or less the same.

Alright, good stuff. Original status bar is definitely ill suited as is.

Do you think later down the line there'll be an option to raise or lower the amount of max weapons I can carry? A tighter gun limitation might be interesting for a challenge.

Out of curiosity, why do I have to load the HUD through a separate file?

>> No.3475898

No plans on altering the weapon limit.
Untested, but you theoretically shoooould be able to change it by altering RLWeaponLimit in the main Decorate file to whatever you want.

The HUD is a seperate file because I originally thought it would make it easier to make custom huds for DRLA, and later on because aaaaaaaaaaaaaaaaaaa it burns both of these files are lovecraftian and combining them will unleash the king in arsenal

>> No.3475906

So we won't have a menu option to change it or something?

>> No.3475948

How do you spot someone who just got into Doom recently? He thinks Doom wasn't considered action-horror back in the 90s.

Yes, there were other genuine horror games before Doom, but we know the majority of them thanks to the internet; Doom was scary to a good bunch of people back then because they didn't knew about those other games, and you gotta also consider how Doom was the first videogame some people ever played.

Imagine a 10 year old going from Super Mario, Sonic and Pac-Man to impaled bodies and pentagrams. That's one of the reasons why Doom and Mortal Kombat got so popular, photorealism was something the world wasn't accustomed to in videogames. It left a strong impact on people, so naturally a good amount of them thought of Doom as an action-horror game back then. There's plenty of evidence in mainstream magazines of the time.

Kind of like when The Blair Witch Project came out in the late 90s and people thought the movie created the "found footage" genre.

Anyway, those are my two cents from a five-hour old argument.

>> No.3475973

>It was on NMN's site, which is now offline.
Well, damn..

>> No.3475983

Played for a bit and it's alright. My biggest complaint is you're locked into strafing while you shoot which can really fuck you over if you're trying to quickly switch to the next enemy in a room full of them.

>> No.3476008

the 'argument' was plain subjectivity from both parties, mostly parting from what's considered scary nowadays

also not at any point did anyone but the one guy mention doom wasn't considered horror back then, it's more of how not scary it is now that we're accustomed to spookier things like skeletons

>> No.3476019

It did however it was cheaper and with way more content.

>> No.3476049

Does Shadow Warrior have anything with which it doesn't cause distortion when you look up and dow`n?

>> No.3476074

That's true too I guess

I'm glad I still have it

>> No.3476103
File: 78 KB, 351x351, 1448401757428.jpg [View same] [iqdb] [saucenao] [google] [report]

>Find Nmn's drdteam team page (http://paul.drdteam.org/)
>I've decided not only to update my site, but change, virtually, everything, making it much more user-friendly. It is simplified, colors more pleasurable to look at, and focuses solely on my artistic attempts, the games and music sections now gone.


>> No.3476105

Redux uses OpenGL

>> No.3476142

>He thinks Doom wasn't considered action-horror back in the 90s.
Source that it was considered action-horror?

>> No.3476145

Doom wasn't really scary to me when I was little, played it with my dad and he showed me how to fight things well enough.

I can see why it could be scary to some people though, but the game that made me shit my pants was Alone in the Dark.

Doom's music always kept me out of the spookiness and I used to think Cyberdemons were just misunderstood

>> No.3476147

what/who is Nmn and what was there?
Can I get it anywhere else?
Does anybody have it stored?

>streisand effect participant

>> No.3476150

I don't remember Doom ever being considered scary, it's why non-religious nut parents let their children (like me) play it. It was too cartoony and over the top to be considered scary at all, especially since the player can kill everything with ease.

>> No.3476163

New Thread

>> No.3476279

The problem lies in the fact that, like in movies, when you have an action component it "eats out" the genre. Action-thriller movies are action movies, action-horror movies are action movies, etc... The same can be said about DooM, the horror theme is there, but since it's a frenetic action game you don't have the time to feel the uneasiness typical of horror.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.