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/vr/ - Retro Games

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3483273 No.3483273 [Reply] [Original] [archived.moe]


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

http://pastebin.com/GnWMDhg0 (embed)

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



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

https://pastebin.com/7vKYWYp0 (embed)


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



http://pastebin.com/5sKRiJzS (embed)
http://pastebin.com/aiEgdB3K (embed)

Found in http://liquiddoom.net/

>> No.3483276

Why did the last thread get deleted?

>> No.3483280


Some guy reported it, likely thinking thread deletion would somehow be more of a momentary inconvenience.
Expect incoming :^) and :) posts.

>> No.3483281

[9-06]Anon mapset testbuild

[9-06]Eternal's new mapset, Endpoint

[9-05]Weird Disc with random Doom maps found on a flea market

[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



>> No.3483282
File: 1.43 MB, 2000x2000, i dunno dude.jpg [View same] [iqdb] [saucenao] [google] [report]

So what the fuck just happened, janitor not get his hotpockets tonight?

Thanks for making a new thread quickly though

>> No.3483286


>> No.3483287

mm8bdmguy AKA DKG got butthurt apparently


>> No.3483289

What in the hell happened to the last thread?

>> No.3483290


>> No.3483292
File: 5 KB, 107x32, MM8BDM.png [View same] [iqdb] [saucenao] [google] [report]

Megaman faggot probably got triggered

>> No.3483296

He's done this before and the janny just deleted his posts, why did the entire thread get deleted this time then?

>> No.3483297

accidentally the whole thread

>> No.3483301
File: 8 KB, 224x225, ! For Free.jpg [View same] [iqdb] [saucenao] [google] [report]

Faggot Janitor
/vr/ is for Retro
Doom is Retro
Its not that hard

>> No.3483307

but new doom isn't (^:

>> No.3483309

I don't remember seeing any nudoom though

>> No.3483310

Because many janitors are really shit at their job and often go by volume of reports rather than looking what is actually being reported.

>> No.3483320

this is why /vg/, /tg/ and /vr/ is so shit lately, with the /v/, /b/ and /pol/ rats shitposting there

>> No.3483326

by nuDoom is good, unlike the megaman mod lol

>> No.3483330

at least they're both free

>> No.3483343
File: 631 KB, 1920x1080, Screenshot_Hexen_20160908_175931.png [View same] [iqdb] [saucenao] [google] [report]

well it sorta looks like a bloodstain

>> No.3483349


I'd think that it's some sort of transparent fire or smoke before bloodstain.

>> No.3483354 [SPOILER] 
File: 109 KB, 300x200, 1473354329479.png [View same] [iqdb] [saucenao] [google] [report]

No, not an actual bloodstain

A Dark souls bloodstain

>> No.3483357

Kinda looks like blood in water

>> No.3483360


Oh. Looks pretty good to me, then.

>> No.3483363
File: 2.86 MB, 768x432, Bonfires & Bloodstains & Dungeons & Dragons.webm [View same] [iqdb] [saucenao] [google] [report]

Unfortunately, the .webm got cut off (and also you can't see the green dynamic light cause software)

However, this .webm does demonstrate the bonfire respawning effect.

>> No.3483375

Damn that looks so good

>> No.3483383

What's a WAD that goes well with Demonsteele?

>> No.3483406
File: 98 KB, 625x552, 1461189318998.jpg [View same] [iqdb] [saucenao] [google] [report]

Hi guys, first time posting here. I've decided to play doom for the first time, I've followed the >https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png instructions but the link to download the IWADs seems to be down.

Where can I get ultimate doom and doom 2 WADs?

>> No.3483409


>> No.3483416

thanks anon :3

>> No.3483423

Does someone keeping narcing to bethesda about where to find links with hosted IWADS or something?

>> No.3483425


that would be extremely petty if true

>> No.3483426

I'm starting to think that's the case, there's always a small handful of people early in the thread asking why the links to the IWADS are gone.

>> No.3483428

I'm not 100% but I think it's just the same old link people keep trying to use.

Maybe we should link to http://lmgtfy.com/?q=Doom2.wad instead because the third result is >>3483409 or just link to that and skip the snark entirely.

>> No.3483436
File: 658 KB, 600x500, The ride never ends.png [View same] [iqdb] [saucenao] [google] [report]

Welcome to /doom/ fellow Anon

>> No.3483438

Yeah we've been using that specific linked infographic since July 2. There was a different URL to an infographic before then but the image isn't archived anymore so I don't know if it had the same IWADs link.

>> No.3483442

Can't be helped, I guess. Probably should work on v8 of the image over this weekend.
Won't be much of a content update, but should have better/more links for downloading the iwads.

>> No.3483447

If the image is just going to be linked to, why not just have a webpage? Tumblr lets you create custom pages with your own HTML, then the OP could just link to fuckassanon.tumblr.com/soyouwanttoplaysomedoom and you'll be able to update it at your leisure without obsoleting months of infographics / links.

>> No.3483534
File: 6 KB, 200x200, spooky_fella.gif [View same] [iqdb] [saucenao] [google] [report]

you are at the bar and this guy slaps your gf's ass.

what do you do?

>> No.3483541

Shoot him with four rockets, then follow up with some chaingun fire to make sure he goes down before he can even get one attack off.

>> No.3483546

>anything other than getting in his face with SSG

>> No.3483547

I trust my GF to stunlock him with her chainsaw, while I break a series of bottles over his head.

>> No.3483550


Why does your GF have a chainsaw?

>> No.3483552

>not giving your GF a chainsaw
It's like you don't even want to keep her.

>> No.3483556

>getting your ass blasted into the stratosphere because you relied on RNG instead of using a better plan that ensures a flawless victory
It's like you want him to A_VileChase out of there with your girlfriend.

>> No.3483567

i didnt know the chainsaw could stunlock archviles

>> No.3483570

>firing a rocket launcher
>in a bar
Enjoy killing yourself and your gf.

>> No.3483573

>firing a rocket launcher
>in a bar
>alcohol everywhere

rip bar

>> No.3483575
File: 84 KB, 1021x795, temp.png [View same] [iqdb] [saucenao] [google] [report]

I just tried it. You can't. Works great on a mancubus though

>> No.3483582

The chaingun becomes over shadowed by the plasmarifle once you get it, and even for mowing down groups of weak enemies, the SSG is usually better because it takes out 2 or 3 at a time in one blast. You only ever use it for sniping low-to-mid tier enemies, but even then you'll probably not wanna use it against anything stronger than a cacodemon.
How could I make it so the chaingun remains more useful? I was thinking that maybe I could have it spin faster and faster like the Quake 2 chaingun(but it still spins at the regular speed if you just tap it, that way you can still use it for sniping) and have it use a different ammo pool from the pistol. What do you people think?

>> No.3483597
File: 624 KB, 1920x1080, Screenshot_Hexen_20160908_195611.png [View same] [iqdb] [saucenao] [google] [report]

maximum comfy

>> No.3483610

looking pretty boss, anon

>> No.3483614

nothing quite makes it as comfy as a few century old decaying skeletons

>> No.3483615

they were so comfy they didnt move and therefore died.

>> No.3483618

Work reasons.

I imagine you could if one keeps sawing and the other keeps smashing bottles against it's temple. And then maybe using a jagged bottle stump to jab against it's eyes/jugular.

>> No.3483628

yeah yeah >not retro and all, but i still think these are pretty interesting

>> No.3483638


>> No.3483658

Played it the other day. It was okay. It's not retro-esque feeling really, but it's a good arena sort of shooter. Pretty fast paced.

>> No.3483669

is that shotgun licking blood or is that some monsters tongue?

>> No.3483683 [DELETED] 
File: 109 KB, 1280x720, .png [View same] [iqdb] [saucenao] [google] [report]

I FUCKING TOLD YOU our janny was a PMSing autistic retard. Before he would just nuke-delete every post related to mm8bdm (hey, here's a tip for you, faglord: MM8BDM IS RETRO YOU FUCKING MORON), this time he apparently came late to work due to g/fur/necro/maso masturbation and got hysteria cause he let mm8bdm posts live for longer than 10 minutes.

It's either that or there really is some butthurt autist, who reports everything megaman and janny just does whatever he wants cause he doesn't wanna lose access to his precious cock.

So anyway, I propose a vote: people shall choose which of the six total conversions already in op-pic to lose or, as an option, to just add mm8bdm as a seventh.

>> No.3483690 [DELETED] 

As much as I fucking hate mm8dm, our janitor IS a hysterical cumguzzler. Probably lost his sight due to extreme masturbation habbits.

>> No.3483698

are there any other mods like Smooth Doom that do nothing except make vanilla look much better?

>> No.3483705

Beautiful Doom

>> No.3483706


There's the Minor Sprite Fixing Project, I guess.

>> No.3483735

I'm not sure what to think of the enemies. They look too much like Stroggs.

>> No.3483746

So, you are making a Dark Souls mod for Hexen?

>> No.3483747

>Vinesauce Map entry is finally done


>> No.3483748

Watch my gf punch his Martian ass into paste, laugh, and then realize my gf is a revenant just before I get shot in the face with a homing rocket. All because I didn't acknowledge her new armor looked good on her

>> No.3483749
File: 2.88 MB, 538x398, colt.webm [View same] [iqdb] [saucenao] [google] [report]

now for the rest of the 32 weapons and then i can move on to the next part

>> No.3483754

visual "upgrades" for doom are all extremely retarded.

"hey let's try to make a game from 1993 look like a game from 1996"

please, just don't. doom looks fine.

>> No.3483758


>> No.3483760

it'd be great if someone from /vr/ won.

>> No.3483762

the only visual "upgrade" i would like to see would be recreating all the monster sprites as voxels as faithfully as possible. also the upgrade least likely to ever be achieved

>> No.3483765

>visual "upgrades" for doom are all extremely retarded.
agreed. GL renderers were a mistake

>> No.3483776
File: 3 KB, 240x160, BJ_Wolfenstein_3D.png [View same] [iqdb] [saucenao] [google] [report]

Stunlock him with Best Chaingun.

>> No.3483782

I duck under a table and laugh at him as his puny hellfire fails to do anything

>> No.3483796

Every so often look at my maps in 3/4ths view in doom builder and wonder why noone has used the engine to make an isometric ARPG... Probably too much work.

>> No.3483801

This is pretty neat, but if you've dropped Z& support I'm considerably less interested.

>> No.3483803


>> No.3483805

well maybe zandronum should have +HITTRACER then

I've tried using A_Explode as a workaround, it doesn't work anywhere near reliably enough

(I'm not making the mod, I just made the damage dropoff code for it)

>> No.3483807

this, and theres another critcal problem

there really seems to be no way to change the players collision height when crouching/proning as well as zandronum just not being up to par with gzdoom

im not even sure if zandronum supports anonymous functions or the GDCC compiler

until some miracle happens and zandronum starts support these i dont see it ever happening

>> No.3483827

>anonymous functions

>the GDCC compiler
it didn't for a long time, but I think gdcc can compile for zandronum well enough now

>> No.3483832 [DELETED] 

why did that last thread get deleted?
did i shit it up too hard?

>> No.3483838

Yeah, I get the reasoning. I just don't think DoD's weapons and gameplay suit a single player game with Dooms AI. But I'm just one guy.

>> No.3483849

yes, it was your fault, you monster

>> No.3483876
File: 1.57 MB, 5120x3840, Das Doom ya.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3483882
File: 1.36 MB, 5120x3840, DOOM.png [View same] [iqdb] [saucenao] [google] [report]

DOOM for the PS1. (Circa 1995)

>> No.3483886

>that black bar on the right

Other than that, looks sweet

>> No.3483897
File: 2.28 MB, 320x240, this_2.webm [View same] [iqdb] [saucenao] [google] [report]


Hope that there is a Berserk Pack and MegaSphere in the bathroom.

>> No.3483927
File: 269 KB, 1280x720, Screenshot_Doom_20160908_152013.png [View same] [iqdb] [saucenao] [google] [report]

>having fun with oblige, doom rpg plus doom rl
>crafted myself a tactical shotgun
>feeling good about myself
>then this cunt shows up and ruins my day

>> No.3483935
File: 401 KB, 1280x720, Screenshot_Doom_20160908_152407.png [View same] [iqdb] [saucenao] [google] [report]

faggot is now stuck. I win.

>> No.3483936

I would love it if someone managed to make an in-engine oblige that worked with Doom RPG, basically turning it into an infinite roguelike

>> No.3483939

those barrels look super out of place

>> No.3483949

hah, you actually made his post into a map.
can you share the map please i would also like to try it

>> No.3483953

Seriously desu-wa?

>> No.3483960

but where's your gf?

>> No.3483962
File: 54 KB, 640x480, 1473373585.png [View same] [iqdb] [saucenao] [google] [report]

they are quite protruberant. but they are there in the original. i suppose the difference is, there are plenty other things in the original as well. plus the apparent lack of distance fade makes the far one stand out a lot more.

>> No.3483964
File: 337 KB, 1280x720, Screenshot_Doom_20160908_153124.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3483967

I mean that they don't share the resolution of the rest of the screen

>> No.3483968 [SPOILER] 
File: 1 KB, 464x176, 1473373951236.png [View same] [iqdb] [saucenao] [google] [report]


Installed Doombuilder yesterday so its nothing special.


She died?

>> No.3483971
File: 6 KB, 355x313, Doomguy waving flippers.png [View same] [iqdb] [saucenao] [google] [report]


>turning posts into maps

My god, think of the possibilities

>> No.3483982

for only a day of mapping it is impressive. it's small but well-formed and seems free of zdoomisms*. the hellknight is kind of stuck in the wall though. and there's no exit. but it's surprisingly hard, quite a challenge (i am trying to avoid touching the megasphere, otherwise you can just absorb damage)

* by which i mean new mappers tend to make things that depend on zdoom despite not intentionally mapping for zdoom and using none of its features

>> No.3483990
File: 2.81 MB, 320x240, barfight.webm [View same] [iqdb] [saucenao] [google] [report]

got him, finally

>> No.3483991
File: 478 KB, 640x480, firstmap.png [View same] [iqdb] [saucenao] [google] [report]

>seems free of zdoomisms*
That was not intentional

I stayed home sick yesterday and came up with this map:


There is no ending to the level.

Any critiques would be great.

>> No.3483994
File: 1003 KB, 320x240, barfight2.webm [View same] [iqdb] [saucenao] [google] [report]

finished him off with a barfly's gun while he was distracted. then the owner removed me from the establishment.

>> No.3483995

Any tips for a new mapper? Using Doom Builder 2.

>> No.3484000
File: 17 KB, 480x360, 1330464432311.jpg [View same] [iqdb] [saucenao] [google] [report]

i am, and they frighten me beyond reason

>> No.3484002

Shift+C during line-edit for curve tool.
Start from first room, flesh out the idea and theme of the map.

>> No.3484003
File: 110 KB, 466x492, 1441682380207.png [View same] [iqdb] [saucenao] [google] [report]

make good maps

seriously though, don't overuse monster closets, use windows to show other areas,don't get caught up in details until you have most of the map finished

>> No.3484025

What are some of the edgiest wads you guys ever seen?

excluding Grezzo 2 of course

>> No.3484026

make a map entirely out of monster closets. but they're all empty so it's really spooky. a bunch of doors open and nothing comes out

>> No.3484031

like playing a sunlust map with no monsters turned on

>> No.3484059

>pick up a key
>shotgunners spawn around you
>except they're frozen statues that you can break and take their guns

>> No.3484213
File: 86 KB, 947x440, Heavy_Assault_Rifle_2016.jpg [View same] [iqdb] [saucenao] [google] [report]

How in the actual fuck is this supposed to be a 50. caliber gun?

>> No.3484223

for something that takes up a fourth of the screen they didn't really put much detail into it

>> No.3484230
File: 119 KB, 1024x768, 000_1567.jpg~original.jpg [View same] [iqdb] [saucenao] [google] [report]

The same way the ball on teh right is .75 caliber and the projectile on the left is .50 caliber.

>> No.3484269
File: 984 KB, 1136x640, vb1EwH7.png [View same] [iqdb] [saucenao] [google] [report]

pupper grenade when

>> No.3484272
File: 11 KB, 500x381, [hip music playing].jpg [View same] [iqdb] [saucenao] [google] [report]

be the change you want to see, anon

>> No.3484284
File: 78 KB, 640x480, doomhack.jpg [View same] [iqdb] [saucenao] [google] [report]

Did the guy who made this do anything else?

>> No.3484292

>make things that depend on zdoom [...] despite using none of its features

That sounds like an oxymoron. If a map depends on ZDoom, then it's using ZDoom features.

>> No.3484297

he's talking about flats on walls, textures on floors or ceilings, untagged non-door line specials, situations that rely on finite thing height, and probably others; stuff that zdoom tolerates even in doom/boom format maps, but stricter compatibility ports don't

>> No.3484317

>DoomRL + RPG + Going Down
>tactical set + mother-in-law
>getting all of the loot using Magnetize Skill
>virtually infinite EP thanks to high Energy Stats + high Luck + Luck Augmentation


>> No.3484378

>ZDoomism - A term for common mapping errors that may appear when a mapper only tests maps in ZDoom, without testing in other source ports.

>> No.3484390


Which isn't an issue when the map is for ZDoom.

>> No.3484405

What is Gumshoe doing there?

>> No.3484415


You say that as if everything else in the image perfectly fits.

>> No.3484416

zdoom-only maps aren't made in boom format

>> No.3484418
File: 80 KB, 638x478, doomhack3.png [View same] [iqdb] [saucenao] [google] [report]

What's the issue?

>> No.3484419

If intentionally for Zdoom, yeah.

>> No.3484420

I'm wondering what the fuck is going on with the multiple raymoo yukkuris

>> No.3484424


Right. I'm not really going against that, more offering a supplemental clause.

>> No.3484429

This is not necessarily true. Some maps may still intentionally require zdoom for the heavy use of decorate, mapinfo and the like, despite not using a zdoom feature rich mapping format.

>> No.3484453

If I have room in my list of states at the end of my wads production I'll make a puppy that follows you around. Maybe hide one per episode.

>> No.3484454
File: 27 KB, 353x313, 2016-09-08 22_28_38-Underpants - Genocide Ending (SPOILERS) - YouTube.png [View same] [iqdb] [saucenao] [google] [report]

>play a map
>the start has a shootable switch
>shoot it

>> No.3484463
File: 147 KB, 1280x720, Screenshot_Doom_20160908_214005.png [View same] [iqdb] [saucenao] [google] [report]

You look more 3DO with the PSX maps than PSX.

>> No.3484470
File: 130 KB, 1600x900, Screenshot_Doom_20160908_213104.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3484471

Is there a way to stop sounds from getting to the player? Like the brainspawn noise?

>> No.3484472

Random Doom music sighting: techno remix in a auction video for a sweet 6x6 tank-truck.

>> No.3484483

That is definitely a pet peeve of mine.

City Of The Unavenged from Memento Mori 1 has among of my favourite Cyberdemon uses, because you don't see them coming, and can really throw you off if its your first time playing. None of that "monster closet that can hear every room" nonsense thats basically like having a sign that says "beware of cyberdemon"

>> No.3484498

>I guess.

You guess, but it is exactly the one project that could've been rightfully called Doom 2.0.

Brings a lot of graphical changes that were not in the original game due to size limitations, and a couple of fixes to some sprites that needed them so bad.

Now the chaingunner looks less goofy



TIL that an article about Doom community jargon is a thing

>> No.3484515
File: 45 KB, 183x200, Areyousurethatguywasntthat1fishfrom_162f9e2e99ab57d27a24c952d92055d0.png [View same] [iqdb] [saucenao] [google] [report]

>multiple complaints about overdesigned guns throughout game development
>suddenly they need more detail

>> No.3484518

This is pretty much my go to. I'm glad the guy who made it is making versions for wads with custom palettes, with a version for Ancient Aliens already out.

>> No.3484575
File: 2.65 MB, 5120x3840, Baron of Gel.png [View same] [iqdb] [saucenao] [google] [report]

Why was the Baron of Hell in the Fantastic Four PS1 game?

>> No.3484592

fuggin weird

>> No.3484603
File: 138 KB, 1152x1344, scrap511_a.jpg [View same] [iqdb] [saucenao] [google] [report]

He just had to take jobs wherever he could since he was suffering from a loss of popularity as people starting following the Knights of Hell, who capitalized on the demand for more numerous, lower cost but still powerful performances, their versatility almost made him drop off the map entirely.

>> No.3484612
File: 2.45 MB, 5120x3840, Gook monster.png [View same] [iqdb] [saucenao] [google] [report]

This was weird too.

>> No.3484624
File: 137 KB, 800x324, DOG-GUN.gif [View same] [iqdb] [saucenao] [google] [report]

will this help

>> No.3484625

demons aren't originally from doom. Hell mythology goes way back.

>> No.3484629

S'a good question.
How does everyone feel how well Doom did to mimicing Hell mythology?

>> No.3484635
File: 53 KB, 500x655, ougi.jpg [View same] [iqdb] [saucenao] [google] [report]

>he took the post entirely seriously and at face value

>> No.3484764

Seems pretty D_DEAD around here.

>> No.3484769
File: 496 KB, 491x750, srry.png [View same] [iqdb] [saucenao] [google] [report]

Well then answer this and I'll bump the thread in the morning.

>> No.3484774
File: 7 KB, 480x70, dtermp.png [View same] [iqdb] [saucenao] [google] [report]

How's DUMP 3 going?

>> No.3484778


It's almost 3 AM EST.
Of course it's fucking dead.

>> No.3484779
File: 103 KB, 283x244, 1261710854214.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3484781

why don't you post in the thread to ask?
seems strange to ask about it on another board entirely.

>> No.3484785

Not really.

>> No.3484789

I think part of the problem is that the chaingun, being reskinned machinegun, looks a lot more powerful than it really is, so people always end up rather underwhelmed by its actual performance.

What would you guys think of a more powerful rapid fire bullet weapon added not as a replacement but in addition to the chaingun? Kinda like the SSG is to the regular shotgun.

>> No.3484790

It's a-goin'.
Compiling the updates and slotting them in is tedious but it's a-goin'.
Afterwards gotta run through all of them one by one to make sure people didn't slip in goatse or a map is now suddenly unbreakable.

This is gonna be the crushing part.

I post here, too, and I think the amount of people with ZDoom accounts here are a very small fraction.

>> No.3484791

Not that I know of without editing the source that makes the sound itself or the base SNDINFO lump.

>> No.3484797

You'd expect 4chins of all places to remain active at these hours.

>> No.3484802

>What would you guys think of a more powerful rapid fire bullet weapon added not as a replacement but in addition to the chaingun? Kinda like the SSG is to the regular shotgun.
Didn't Skulltag kinda do that by adding a traditional minigun?

>> No.3484803


Even NEETs have to sleep, man.

>> No.3484821

i can think if a bandaid solution for that: modify the mobs that create this sound and delete the playsound

got no clue how to make it the right way

>> No.3484828


starts off well, reminiscent of e4m6. sky is broken outside (i turned on homflash to highlight it)

then i guess you ran out of ideas at the end and put in a slaughter room, but it was pretty fun. needs more ammo, though.

>> No.3484834


i always thought the go to source port for people was z/gzdoom

and purists had chocolate doom i think

>> No.3484836

There's also PrBoom+. That's also pretty popular.

>> No.3484838

prboom+ is the typical port used for testing non-zdoom maps

chocolate doom is only used on maps that are actually supposed to be 100% vanilla (not even limit-removing)

>> No.3484878
File: 139 KB, 400x300, Action Doom 2 Urban Brawl Screenshot 1.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys, I'm working on my very first weapon WAD. I'm trying to take the baseball bat from Urban Brawl and put it into Doom.

I've got no experience with DECORATE and I have basically zero idea what I'm doing. The way it's supposed to work is the "firing" sprites are supposed to slide across the screen, but I don't even know how to make a basic melee weapon fire.

Anyway, I'm posting my work here, and I'll see if anyone is willing to help.


>> No.3484889

PrBoom+ is popular among demo recorders, and semi-purists.

>> No.3484915

It's the only modern source port that can play Doom demos from the 90s without a hitch.

>> No.3484964

that's fucking neat

>> No.3485061
File: 671 KB, 1024x768, Screenshot_UrbanBrawl_20160909_080613.png [View same] [iqdb] [saucenao] [google] [report]

Updated version of the file. New sounds, longer decorate entry, still doesn't work at all.


>> No.3485096

Playing Scythe for the first time

People weren't kidding about the byte-sized maps, but it's still fun

>> No.3485110
File: 182 KB, 800x600, Screenshot_Doom_20160905_042353.png [View same] [iqdb] [saucenao] [google] [report]

Eat shrapnel you big faggot!

>> No.3485168

Well, made my first map. I learned what I could from chubz tutorials on doom builder. I have such newfound respect for mappers.

Made it for that vinesauce thing but it was mostly to learn how to map so I could put serious effort into something in the future.

Anyway here is a version of Entryway for ants.


>> No.3485169
File: 805 KB, 431x537, pupper.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3485208


>> No.3485209
File: 255 KB, 1280x720, Screenshot_Doom_20160909_155335.png [View same] [iqdb] [saucenao] [google] [report]

Pretty creative idea but you made a few texture mistakes and one secret is missing.

>> No.3485216

Thanks for the feedback. Damn I missed a secret.

I just sleepily stumbled through this. Took me forever just to get doors to work. I'll go and fix these problems.

>> No.3485230
File: 114 KB, 800x600, Screenshot_Doom_20160905_050925.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3485234
File: 76 KB, 800x600, Screenshot_Doom_20160905_050948.png [View same] [iqdb] [saucenao] [google] [report]

This is a neat little detail tbhfam.

>> No.3485297

Welp, submitted my entry for the Vinesauce contest.

I had to upload it to MEGA because the link to submit wads requires you to connect via Twitch. And as I had to find out, accounts younger than 24 hours can not be used for that. It's not visible yet on the forums because every post requires mod approval.

>> No.3485315
File: 35 KB, 599x447, bonedaddy.jpg [View same] [iqdb] [saucenao] [google] [report]

I had the same issue. New Twitch account has a wait period and confirmation for vinetalk didn't show up in my inbox. I just emailed Joel with my submission but, eh, if anything I learned a lot in 3 days of frustrating speed-mapping.

>> No.3485319
File: 71 KB, 656x499, turokbindings.png [View same] [iqdb] [saucenao] [google] [report]

Finally grabbed my old Turok PC disc!
Ah, fuck

>> No.3485320

I was working on mine since last Saturday.

For a speedmap, I think I polished it quite well.

Now only to wait 2 weeks or so before he actually plays them.

>> No.3485324

Doom thread i know but im sure you guys will know...

What are the best Duke 3D levels/expansion packs?

I'm not really enjoying the Nuclear Winter one

>> No.3485327

Life's a Beach a best.

Duke it out in DC is also pretty cool.

Nuclear Winter is pretty much considered the worst expansion.

>> No.3485334

Post it sometime. Maybe the /vr/ submissions should be in the news part of the thread.

>> No.3485335

Duke It Out in DC and Life's A Beach are both much, much better then Nuclear Winter. Nuclear Winter was an expansion made by a famous shovelware distributor. And the thread's a retro shooter general, everything's welcome.

Here's a site which has reviewed a bunch of Duke 3D custom levels and given them scores.

>> No.3485349

The other two official expansions are better.

>> No.3485354
File: 468 KB, 1920x1080, duke_nukem_3d_megaton_caribbean_01.jpg [View same] [iqdb] [saucenao] [google] [report]

Atomic is nice, though the quality of The Birth is highly varied, it has some of the best maps in the original game, the final two maps of Atomic are fucking amazing, I love Derelict.

The other one is Duke Caribbean, fucking fantastic episode, good levels all around, cheerful and wonderful atmosphere, everything is vacation themed, the pig cops wear sunglasses and aloha shirts (in various colors).
The music is amazing, and they got a perfect impersonator to do Duke's lines for this episode (you'd never believe it wasn't J.S.J if I didn't tell you).
Really, they take the vacation concept and run with it, and make a very well held together episode that's very cheerful and enjoyable, it'll put a smile on your face!

Duke It Out In D.C is sort of ok, some of the maps are boring, a few are pretty bad, and then there's one map, Smithsonian Terror, which is based on the Smithsonian Museum (to scale, by the way), this is a huge level, and you'll either love it or hate it. I only really liked the submarine level, personally.

Nuclear Winter is a frozen turd, don't bother playing it.

>> No.3485368

Life's a Beach: Pretty much the best one. Silly fun.
Duke It Out in DC: Also good, though its merely just a mapset.
Nuclear Winter: Pretty much amateurish and not worth your time.

>> No.3485397
File: 90 KB, 1280x960, 1473436133.jpg [View same] [iqdb] [saucenao] [google] [report]

Demon Invasion Episode 1&2
invasion.zip (405 KB, 1995-09-05) - DOOMac

two maps, earth base theme, a bunch of 128-wide brown corridors mostly. doors have an irritating tendency to be only openable from one side, forcing you round loops, preventing backtracking for more ammo. i had to restart when i ran out completely in the small nukage maze, despite having loads of shells back at the start. second map is larger and more developed although has the same appearance, repetitive, drab, dark, no lighting variation/contrast. but the fight for the yellow key, ducking for cover from archvile on far ledge whilst getting infighting between arachnotrons and chaingunners, was good. sadly later turns back into sequences of doors, switches, and monster closets, although perks up again a little for the ending, except for that one last damn nukage maze full of spectres (half of which are stuck in the walls) in which the exit is hidden. the package is rounded off with a bunch of ill-fitting sound replacements. zombies curse at you and scream comically, demons sound like seductresses(!), switches talk to you in the star trek computer voice, and the "no no no you're doing it all wrong" of pushing on unreactive walls becomes tiresome very quickly.

>> No.3485409
File: 642 KB, 1280x720, tmap.png [View same] [iqdb] [saucenao] [google] [report]

Game forces fullscreen and for some reason the map doesn't work correctly, bugger.

>> No.3485425

Yeah I had to run 64 emus to get the map to work in turok. Don't worry they're identical insofar as i can tell.

>inb4 I get told otherwise

>> No.3485436

Why hasn't anyone gotten rid of Quake's pallette restrictions yet? is it even possible?

>> No.3485439


>> No.3485479

Hm... I'll do that. Thanks.

>> No.3485497

It's obviously meant to be played with HDoom

>> No.3485516

after that june update pretty much everyone has forgotten its existence havent we

>> No.3485517

and HECK will finally receive the free DM patch and arcade mode


and there's a lot of millennials and /v/ users bitching about that

PJ64 still struggles to run Battlezone:Rise of the black dogs, without the 2d HUD gets screwed

>> No.3485525
File: 127 KB, 956x600, temp.png [View same] [iqdb] [saucenao] [google] [report]

Actually I already did that.
What about dssawidle noise? Anyway to remove that in dehacked? I think that's actually the issue I'm having. The saw noise cuts off every other player noise, and since mine is an axe it just plays a loop of silence. Makes the player go "u- u- u-" instead of "unf unf unf".

>> No.3485547
File: 619 KB, 1680x1050, Scrn_7.png [View same] [iqdb] [saucenao] [google] [report]


Interloper by Notlea

Investigate scientific facility and... you know what it is all about. 5 levels map pack inspired by Doom 2016 and designed to beat in one sitting with your favourite weapon mod. Skill levels included but UV is the way it is meant to be played.

>> No.3485548
File: 238 KB, 800x600, Screenshot_Doom_20160909_163509.png [View same] [iqdb] [saucenao] [google] [report]

I seriously love Bloodstain so much, it feels like Scythe 2 but with better monster placement.

>> No.3485572

Thanks for dropping this going to play this soon.

>> No.3485589
File: 143 KB, 1920x1080, eduke32 2016-09-09 17-48-10-14.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3485607

>but with better monster placement.

Kinda funny, considering UV monster placement was a complaint some people had about Bloodstained in the DWmegawad Club thread.

>> No.3485617


>> No.3485623
File: 3.06 MB, 1920x1080, Screenshot_Hexen_20160909_190043.png [View same] [iqdb] [saucenao] [google] [report]

quick question, souls anon here

so I'm at a crossroads here. I have two potential control plans but I can't decide which one.

One control layout has:
>primary fire
main attack
>secondary fire
parry/shield - tap to parry, hold to shield

the other has:
>primary fire
light attack
>secondary fire
heavy attack

While I like both systems I can see that #2 is a bit more clunky, but also I'd like to have light/heavy attacks. My other idea is having light attacks executed with a tap of the primary fire key, or heavy attacks on a key hold.

>> No.3485624
File: 10 KB, 179x200, 0b768b1ea7ec42b160631b54f21664b1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3485634

how long is the existing sound?

>> No.3485635



>> No.3485638

Primary/Secondary should be main/secondary attacks to stay true to the source material

But you're probably better off making secondary fire parry/shield and reload be the heavy attack

>> No.3485642

goddamn, I'm tired.

>> No.3485645

about a second.

>> No.3485646

But will he readd dynamic light settings?

>> No.3485649
File: 1.50 MB, 1280x720, Sergeantfindsoutjumpingfromtheskyisabadideaasallthebonesinhisbodybreak.png [View same] [iqdb] [saucenao] [google] [report]

I'm having fun with it anyway, map or not. I haven't played this game in years. Shame I can't find my Turok 2 CD.

>> No.3485651

I suppose that could work.

I tried the tap/hold light/heavy idea but it didn't work as there was too much delay before a light attack was executed, which didn't feel good to play with.

>> No.3485654

Create an option menu with both in place, unless you're trying to get this shit to run in chocolate doom. Or separate wads with both the control schemes as an add-on kinda deal.

>> No.3485668
File: 166 KB, 640x480, Screenshot_Doom_20160909_211642.png [View same] [iqdb] [saucenao] [google] [report]

Well, I hope it's just an accident.

>> No.3485671

While that seems like a good idea, I'd rather settle for something that works for everyone without having to change much.

>> No.3485673

Make it shorter, barely a blip.

>> No.3485676

Wouldn't that just loop it faster, and interrupt faster? But I'll give it a shot.

>> No.3485678

...what mod is that?

>> No.3485680

Oblige is garbage. No matter what settings I set, no matter what seed I set, the maps all come out the same with slightly different variations.

Am I doing things wrong or is this the...power...of...Oblige.

>> No.3485689

That's the power of Infinite Gameplay through Procedural Generation.

Now you're noided to procedural generation.

>> No.3485693
File: 1 KB, 189x18, warning by the author.png [View same] [iqdb] [saucenao] [google] [report]

I must warn you that balance is all over the place. Also it seems like mod hates autosaves between levels.

>> No.3485695


Procedural generation is trash. Oblige is no exception.

>> No.3485708

that's retro as hell

>> No.3485715

found the underageb&

>> No.3485723

Take a joke, grampa.

>> No.3485724

You know, there should be an "Oblige Redux" sort of Mega Wad.

The project head used Oblige to generate levels for contributors who then have to improve the level with textures, refining the architecture, detail etc.

>> No.3485732

polishing a turd, just make a new map.

>> No.3485740

Not what that idea is about.

>> No.3485756

RDC did some Tuning\Freakmapping Contests where the goal was to tune up Slige\Oblige template map. Some of them you can find on doomworld.com/idgames/ by searching "Tuning Contest" title.

>> No.3485759

That's a neat idea. Thanks for that. I'll check 'em out.

>> No.3485762

oh yeah, freak4 was really good, i remember that

>> No.3485778

>The bullet attacks in Turok, both enemy and player, are actually invisible projectiles with travel time

>> No.3485784


Huh, never knew that.

>> No.3485832


i would be happy if someone could improve oblige with something more like, each random generated stage based on the mod or weapon pack


>Roguelike, Generate maps perfect for roguelike
>Metroid Dreadnought, generate maps using metroid dreadnought gameplay(tunnels included)
>D4D or D3 Weapons, maps based on both games

but then, do something like that would do A LOT of time

>> No.3485838
File: 18 KB, 320x200, P90-Pal.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3485849
File: 216 KB, 1000x573, flt3.png [View same] [iqdb] [saucenao] [google] [report]

Hey guys,
I'm currently developing a classic shooter in the style of Doom and Quake. It's design leans on polygonal, minimal design and it works in VR with a comfortable "Retor-" and an Immersion-Mode.
I'll be applying for some game design universities using this and other projects on my side and I'd love some feedback from the people who know Doom and Quake best.

You can download the game for Windows x64 on my website:

>> No.3485862


Well, there's the Brutal Doom module.

>> No.3485894

Fire looks like shit, if you want it to look like Quake or Doom then stop using generic lowpoly models for everything and incorporate billboarded sprites. Gun looks like shit also, those wires are too thin to warrant devoting vertices to them. In Quake that would just be on the texture and it would look better because of it. Your armor and health counters have no spacing between the numbers at all.

"Polygonal" and "Minimal" are almost always used as a crutch and they look terrible when it isn't done well. Actually look at Quake from an artistic standpoint and find the differences.

Those round heads would have less than an eighth of the vertices and would use shadows drawn on the texture to convey curvature, and they wouldn't have thin stick arms. You could get a free male mesh base from Blendswap or something and retopo at a low poly count http://www.dummies.com/web-design-development/the-basics-of-retopology-in-blender/

>> No.3485913

Billboarded/paper sprites are the worst. Can't understand how OpenGL users put up with them.

>> No.3485921

Just to clarify, you understand that Billboarding means the sprite always faces the camera and that the default GZDoom behavior is to render them as flat objects that you can look at from above and see them as if they were standing sheets of paper?

>> No.3485927

Any good, long Campaigns for use with DoomRPG + RLArsenal?

I've been making my own autogen'd Oblige campaigns, but I was hoping for something with a theme.

>> No.3485940


>> No.3485952

Damn dude. Quick response.
I downloaded most, except that third one. Looking forward to trying "Hellbound".

>> No.3485956

I don't know what the exact term is. All I know is I see people going on about how bad software freelook appears, then they post these screenshots where the monsters look like cardboard cutouts viewed from above and I'm like "you shit on software mode yet you think this is acceptable!?"

>> No.3485959

the longest wad i've ever done is Armadosia, most of the maps take well over an hour to finish and there are 32 of them

>> No.3485964

Yeah billboard is the opposite of that nasty shit.

>> No.3485972


I have my sprites set to X/Y billboarding to try and prevent this, but that introduces another problem where enemies will look like they're on their backs if I look straight down.

Oh well, I can live with that if it means no y-shearing.

>> No.3485997

Pretty cool pew pew you have there.

>> No.3486013
File: 246 KB, 144x205, skullwiz.gif [View same] [iqdb] [saucenao] [google] [report]

I agree with this guy on everything but the fire, the fire looks alright imo, but only if you're going with a polygon art style.

Try to keep in mind that polygonal style isn't the same as low-poly style. Low poly almost always requires good texturing to look good (pic related), and if you're not a decent painter I'd go with flat shaded polygonal style instead and focus on keeping the details clean and even in polygon density. Make sure everything is read-able first and fore-most, and go for appealing proportions.

If you're adamant about low-poly then I'd learn to paint because your game is going to look like shit without decent textures.

Regardless of which you go with you're going to need decent animations to sell it (again, pic related). Look up 12 principles of animation.

>> No.3486026

>the fire looks alright imo
It's a random spray of triangles, if it has to be 3D models it would be better to have one or three models in the shape of a fire or explosion. It would better fit "Polygonal" than a bad particle system of floating triangles.

>> No.3486034

look m8, I will fite you over this. were u live im comin over
yer dead kiddo

Nah though. The fire looks okay, it's just out of place. the rest of the world is too flat for it. If the polygonal density were even across the screen it would look fine.

But based on the way he bent those cables on the gun I'm going to guess that he doesn't have the artistic skill (yet) to accomplish something like that, so he probably should go with something less detailed.

>> No.3486070

if it didn't feel good, then you don't want to do it. #1 rule is that the gameplay feels god

>> No.3486078


>> No.3486086


>> No.3486092
File: 77 KB, 960x540, 1432543656319.jpg [View same] [iqdb] [saucenao] [google] [report]


I get that this is an "Early demo" but your screenshots make me not even want to waste my bandwidth to play it. You should put more effort into design.


Just because you are shooting for "minimalist" and "retro" doesn't mean you don't have to put real effort into interesting design. Not just slapping a viking helmet and goatee on and Eric Cartman model.

This "feels" like quake:

but I'll play it when I get home.

>> No.3486120

Mouselook feels bad and unresponsive, I can't tell if it's input delay or mouse acceleration. The differing X and Y sensitivities is something I never understood the attraction of, it's so unnatural. I shouldn't have to move my mouse more in one direction than the other to get the same rotation.

Hitbox seems too small, I was firing the minigun not far from an enemy and shots were missing.

Grenades seemed to disappear shortly after they exited the gun and the explosions always sounded the same volume and right behind me.

Minigun start up renders it useless unless you get it started before entering a room.

Not sure why walls appear and disappear when I cross thresholds.

>> No.3486125


>> No.3486165 [DELETED] 

Fact: Graz Zahl is a nigger

>> No.3486169


He's black?

>> No.3486208

So the contest time limit is over, when will Joel play them?

>> No.3486212

>want to make DOOM maps but trying to figure out Doombuilder 2 is taking ages
I just want to make MUH LORE and SECRETS. ;_;

>> No.3486214

anshient chinese shecret.

>> No.3486218



>> No.3486275

>what is google

>> No.3486292
File: 382 KB, 1280x768, Screenshot_Doom_20160909_165949.png [View same] [iqdb] [saucenao] [google] [report]

why do bullet casings come out in cones like this

>> No.3486367
File: 158 KB, 1065x1071, Youknow.jpg [View same] [iqdb] [saucenao] [google] [report]

Spriters. What's your favorite spriting tutorial?

>> No.3486373 [DELETED] 


>> No.3486404

Were you the anon trying to make sprites from 3D renders before? I may have some suggestions.

>> No.3486421

New to /doom/
Can any anon explain the revenant agitated meme?

>> No.3486439


Good introduction to how2play Doom, despite initial appearances.
Shits on all the monsters, refers to the Revenant as the agitating skeleton.
Revenants are already fairly memorable enemies for a variety of different reasons, this video shitting on them in a nice way, combined with cool music, made it stick in people's minds.

>> No.3486485

Give it two weeks if not more.

>> No.3486504

Any that drives home what perspective is and where the vanishing point is supposed to be.

Other than that I don't think I've seen a tutorial that provided much help other than saying what angles the letters go to in lump names. Learning how to draw in general is more important. It's all just drawing.

>> No.3486508

>Finish map 1 of Endpoint with 1 health
>Map 2 is now virtually impossible
How you gonna do me like this

>> No.3486524


pistol start, man

>> No.3486526

Doom is weird

>> No.3486548


Over 150 wads? I didn't expect more than 50. Oh boy.

>> No.3486553

I'd do right hand being the attack buttons and left hand being either reload and zoom, or +user1 and +user2

>> No.3486554

I suspect a good chunk of them will be declared trash within a minute of loading them.

Can't wait to see Joel deal with terrywads melting his computer.

>> No.3486563

>terrywads but with Granddad and Joel yelling GRANDDAD played on loop

Oh the horror.

Actually, I think the wads are being tested by the forum mods before to make sure they are actually working.

>> No.3486584
File: 1.08 MB, 1280x720, turokbowglint.png [View same] [iqdb] [saucenao] [google] [report]

Did you know the bow in Turok can one-hit kill almost every enemy besides bosses? If you hold a normal arrow for a couple seconds a tiny glint will appear for a few frames, releasing the arrow during this time does incredible damage.

>> No.3486598


I actually did know that, thanks to a Let's Play

>> No.3486626
File: 204 KB, 600x468, 1448402273797.png [View same] [iqdb] [saucenao] [google] [report]

I'm the guy who made the game. I'm just 19 and have only recently learned 3D modeling at all. This game will just end up having 5 or 6 levels and a simple boss fight. I dont want to create a master piece or even something with good art direction. All I want to do is create a simple shooter. No story or universe attached. Just some rather classic shooting fun that can be completed in like 45 minutes. And it also is a project to show how VR can be enjoyable and immersive, even for people with motion sickness, who want to play on a virtual screen with fitting scenery. So dont go so hard on every little detail.

I'm also using this game and some of the other projects on my site to apply to a few game design universities here in germany, where I hope to improve my skills.

>> No.3486629

What if someone put hdoom shit in the middle.

Hooo boy

>> No.3486631

Banned From Twitch

>> No.3486636

If its just nipples twitch isnt as sensitive but still.
Here is hoping that dosent happen

>> No.3486654

>game design universities
I'd skip that and go straight to applying for jobs, when you have the skills. If you have discipline and can self learn you don't need college for this industry.

>> No.3486668
File: 335 KB, 570x491, 1450132409914.png [View same] [iqdb] [saucenao] [google] [report]

But I want to. First off my dad would kill me if I didn't go to a university, since he's pretty old fashioned when it comes to job applications and education. But mostly I want to improve my skills and I'd like to learn it from other people and not by myself. So yeah.

>> No.3486748
File: 1.74 MB, 1280x720, delicioustexturestretching.png [View same] [iqdb] [saucenao] [google] [report]

>The Catacombs
I really regret not having a map now

>> No.3486907
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3486927
File: 893 KB, 1920x1080, gzdoom 2016-09-09 23-14-36-38.png [View same] [iqdb] [saucenao] [google] [report]

Yholl homeboy, what's with the Elephant Gun's damage output? Sometimes it can kill a Revenant in one shot but sometimes it can't kill a Chainguy in one shot.

>> No.3486929

Am I the only one who thinks that Demonsteele is a pile of ass? I kept hearing raving reviews about it. About how it was this action-packed take on Doom that added hack-and-slash mechanics.

But the hack and slash mechanics blow shit. They all rely on getting right up to the monsters while they're spamming ranged attacks at you the whole time. Tiny windows of charge-up notwithstanding. How the fuck are you supposed to slash a chaingunner? How about three of them? Or even a clump of shotgunners. Shotgunners in groups of two or three is like the most common encounter in the game, and this wad expects you to just run up to it while mashing M1 in hopes of not getting hit.

I feel like the creator of this wad missed why the chainsaw is a good melee alternative: It stuns enemies when you get close enough to hit them so they don't immediately swap into their ranged attack animation and hit you with a cheap shot. It would be pretty worthless if you started chainsawing something, and they just kept attacking you anyway.

I cannot count how many times I try slashing something, and the slash isn't enough to activate their hurt state so they just keep shooting and take away one out of eight or so life tokens that I have. This is with every fucking ranged enemy.

Best luck I've had with it is to combine it with Project MSX so I at least have an overshield. Surprisingly, having a slight window to cut things makes the wad far more enjoyable.

>> No.3486934

You can shoot waves of energy out of your sword to kill long range enemies. Read the help in the menu.

>> No.3486936

Requires two pips of energy to do, and how do you get energy? You slash things. So it's basically worthless outside of a few choice encounters.

>> No.3486949

not really an alternative. the slash is meant for batches of enemies, and most enemies have ranged attacks. it isn't possible to use the energy waves to kill ranged enemies considering that most of Doom is made of ranged enemies.
you should have said "Use your pistol, that's why you have it".

>> No.3486953

Well yeah, you also have a gun. Use that.

>> No.3486957

Use dodging to go through or around shots, it makes you invulnerable / +ghost

Use the alt-fire of the sword to swing your shealth and create an invisible shield of sorts that lasts longer than just spamming the sword swing

It's not perfect at all

>> No.3486972

Pistol ammo is rare, much rarer than there are enemies in the game. Plus, killing with the pistol doesn't give you the energy you need to do the sword slashes.

>Use dodging to go through or around shots, it makes you invulnerable / +ghost
I've found dodging to be iffy at best. Sometimes dodging straight through shots actually damages me because reasons. Or worse, dodging puts me in a position where I'm guaranteed to get hit.

It also doesn't solve the problem of enemies not receiving hitstun from the sword. I can dodge around all day, but eventually I need to walk up to the enemy who is always facing me and always shooting to slash him. Chaingunners in this wad are the worst.

>Use the alt-fire of the sword to swing your shealth and create an invisible shield of sorts that lasts longer than just spamming the sword swing
See, this is good advice that I didn't know. I had thought the sheathe just had a larger hurt chance than the sword, so I was following hits up with sheathe + slash just to get them out of their shooting animation.

>It's not perfect at all.

I noticed. Which is a shame because it feels that with a little more work, it would be 10/10 wad of the year.

I still think combining it with Project MSX and just playing on hardest difficulty where shield depletes in two or three hits may be the best way to play. At least then there is little pressure to not get hit all the time when you get to the portions where enemies unload shmup levels of fireworks.

>> No.3486995

>and the slash isn't enough to activate their hurt state
>It also doesn't solve the problem of enemies not receiving hitstun from the sword.
The slash automatically activates the hurt state on any enemy that isn't boss-tier.
It's you fuckin' up, senpai.

>> No.3487002

>How the fuck are you supposed to slash a chaingunner? How about three of them? Or even a clump of shotgunners.
bretty easily, really. dodge in through their fire, cut one down with the dodge slash, use sheathe to block attacks and position yourself to use one as a shield, cut it down, dodge to the final one to cut it down.
quick, easy, simple.

demonsteele really isn't that difficult, it's just VERY different. if it isn't to your taste, though, then don't worry about it. there's millions of other wads out there.

>> No.3487003


>> No.3487004

Not the Archvile.
But yeah, iirc every low-to-mid-tier enemy has a painchance 255 against the sword.

>> No.3487005

>The slash automatically activates the hurt state on any enemy that isn't boss-tier.
Incorrect, but thanks for pretending to know what you're talking about.

If an enemy is charging up, slash won't activate that. Hilt strike might, but only on small enemies.

Pretending that it works any other way when I am playing the game right now and can see that it's not is you fuckin' up, senpai.

Quit fuckin' up and quit lying to show everyone how big your balls are.

>> No.3487010

>If an enemy is charging up, slash won't activate that.
It's okay to be upset, but no enemy suddenly becomes immune to pain during their "charging up" state.
>>3487004 is correct.

You fuckin' up, senpai. Calm down, stop getting so defensive about someone correcting you.

>> No.3487013

why are you suddenly so defensive?

>> No.3487037

>bretty easily, really.
Okay, I'm listening.

>dodge in through their fire
-And immediately get hit when my dodge ends, I'm seeing problems already. Do you really think I haven't tried dodging around and blocking?

>use sheathe to block attacks and position yourself to use one as a shield
Okay, Fair enough. But Sheathe can't block everything forever. I just went to Map4 and tested that against two chaingunners and found that their bullets get through after the second or third block.

See, that's the real problem here: It's fine if you're facing like one guy. When you get to clumps of two or three, that's when the mechanics break down because enemies don't hurt when you slash them point-blank. Or if they do, their shot still comes out.

-Probably a good suggestion. Thanks.

>a whole post of 'u mad?'
Try playing the wad then, and see how far that gets you. Every time you go up against a charging enemy with the sword, he hits you. This is because the sword just can't kick most enemies out of their charging state.

Because he's acting like I haven't tried this before.
"Slash the enemy until it dies", does he really think I haven't been trying this? Like this is some new, revolutionary tactic that I have not tried in the game that starts you with a sword in your left hand?

"Gosh! Maybe if I tried slashing the enemy while it's charging up to shoot at me, they wouldn't shoot! Why did I not try this sooner? I guess I was just fuckin' up the whole time. Because I did not think to slash the enemy who was about to shoot me."

I am going to get defensive, because I would have to be the biggest retard ever to at least not try slashing the enemy about to shoot me at least one time before complaining about it.

Maybe it's different on the easier difficulties, but as it is right now; the painchance of the sword is not high enough to interrupt a bunch of enemies. One of which is the chaingunner, who happily keeps shooting me.

>> No.3487040

holy shit, calm down dude

>> No.3487048
File: 16 KB, 488x449, ss+(2016-09-10+at+02.17.41).png [View same] [iqdb] [saucenao] [google] [report]

>the painchance of the sword is not high enough to interrupt a bunch of enemies. One of which is the chaingunner, who happily keeps shooting me.
The painchance literally cannot be higher.
I opened to double-check, and it is at 255. They enter pain chance every time you hit them.

>> No.3487051

>This is because the sword just can't kick most enemies out of their charging state.

huh, because all the way up to mancubus, I see this:

>PainChance "kubiuti", 255
>PainChance "kubiutiCleave", 255

and a stunning lack of A_ChangeFlag("NOPAIN", 1) in their attack states

you are 100% wrong, stop trying to deny what the code clearly says

>> No.3487053


>> No.3487058

What are you loading the mod with?
Given that you keep talking about "charging state" and enemies not going into pain, I suspect either you have somehow modified the mod or are loading it with something that replaces the enemies.

>> No.3487061

And yet, I keep getting hit. Maybe it's a bug? who knows.
Feel free to open the game, spawn three chaingunners and start slashing them and see what happens.

>> No.3487064

Nope. This is in Original. The only thing I load it with is the midi wad or Project MSX when I'm trying one of the silly slaughter wads.

>> No.3487067
File: 10 KB, 476x326, swordattack.png [View same] [iqdb] [saucenao] [google] [report]

Do strings care about capitalisation?

>> No.3487068

DECORATE doesn't

>> No.3487070 [DELETED] 

It does.

>> No.3487071

if they do, that's a glitch.

>> No.3487072


Not in Decorate.
Or at least, it shouldn't.

>> No.3487078
File: 26 KB, 612x440, BETTER SORD.png [View same] [iqdb] [saucenao] [google] [report]


>only (30) damage


>> No.3487079 [DELETED] 

it doesn't. https://my.mixtape.moe/ycfrvh.wad

>actor APuff: BulletPuff
> DamageType "ARSE"
>actor APistol: Pistol
> Weapon.SlotNumber 2
> States
> {
> Fire:
> PISG A 4
> PISG B 0 A_GunFlash
> PISG B 0 A_PlaySound("weapons/pistol", CHAN_WEAPON)
> PISG B 6 A_FireBullets(5.6, 0, 1, 5, "APuff")
> PISG C 4
> PISG B 5 A_ReFire
> Goto Ready
> }
>actor AnImp: DoomImp
> DamageFactor "arse", 100

>> No.3487083
File: 683 KB, 600x338, sixty niggers.webm [View same] [iqdb] [saucenao] [google] [report]

>Feel free to open the game, spawn three chaingunners and start slashing them and see what happens.
one is clearly cut out of his firing animation
pain chance always activates

>> No.3487085

>you are 100% wrong, stop trying to deny what the code clearly says
not him, but I've had DECORATE fuck up inheritances before and not treat PainChance the same way.
not saying that is what is happening, but don't assume that the code itself is 100% the be-all end-all. That's how bugs slip by.

>> No.3487086

it hits twice, so doing 80 damage would result it in doing 160 total damage

which i'd be okay with for a modifier

>> No.3487087

Tried it a few times with DemonSteele v0.9, summoned a lone WeeabooChaingunner and cut him every time he raised his gun and I heard the click, pained each time. Though one time after the pain he went back into his attack animation after pain very quickly but it was an outlier.

Was this only happening with Project MSX loaded? I haven't tried it, but it seems like that would be an issue since Project MSX is a completely different gameplay mod with its own enemies and weapons and I don't understand why you would load them together aside from seeing how badly it fucks up for the lulz.

Perhaps you were cutting another actor in front of the firing WeeabooChaingunner? It can be hard to tell what's happening in DemonSteele with the sword flailing around on screen while trying to look for enemies and projectiles and mashing that mf left click.

>> No.3487089


Would it be possible that anon's copy of G/Z/Zandro is somehow interpreting the strings differently because it's not capitalized?

>> No.3487093

>loading it with Project MSX
Project MSX has its own enemies, so it's very likely that the enemies are being replaced with variations not having painchance.

>> No.3487105

Not the same, they didn't stop shooting at one another after the slash, because they were in-fighting. You killed one and then two of them engaged one another.
Again, watch how the last chaingunner keeps shooting even while you slash him.

>pained each time.
How many slashes? Which difficulty?

>Was this only happening with Project MSX loaded?
No. Project MSX is what I loaded to take on the slaughterwads with so I could make use of the overshield. Original remains unchanged. .9.

>> No.3487106

The one that gives you four tokens.

>> No.3487108

>Again, watch how the last chaingunner keeps shooting even while you slash him.
he shot
i slashed him
he broke his shooting animation

why are you clinging to this so much

>> No.3487110

And then after he killed the one being engaged, it turned on him.

>> No.3487112

>why are you clinging to this so much
Because it's clearly not working that way on my end.

I completely reject this concept that the problem is me not slashing them when, surprise, my only option is to either shoot them or slash them.

>> No.3487113
File: 1.25 MB, 720x360, watch a real sword in action.webm [View same] [iqdb] [saucenao] [google] [report]


Step aside and watch a real sword work

>> No.3487115

Really though a chaingunner's painchance is so high by default (170) and the sword hits twice so there really shouldn't be an issue

>> No.3487116

Boner sword

>> No.3487118
File: 344 KB, 630x366, _vr_-_DOOM_THREAD_-_Retro_Games_-_4chan_-_2016-09-10_01.41.07.png [View same] [iqdb] [saucenao] [google] [report]

that's a pain state.

someone get this hothead outta here

>> No.3487119


The blade is white not because of the metal, it's solid calcium

>> No.3487120

What's the console command to adjust resolution in Quake 1? I'm playing the GoG release and for some reason it is super fucking small

>> No.3487123

vid_width and vid_height should be it

>> No.3487128

That's him firing after you already hit him. They do the same thing to me.

Could the pain state be delayed somehow?

>> No.3487130

>That's him firing after you already hit him.
No, it isn't.

>> No.3487131

>That's him firing after you already hit him
anon, are you in denial?

>> No.3487135
File: 344 KB, 629x371, _vr_-_DOOM_THREAD_-_Retro_Games_-_4chan_-_2016-09-10_01.47.34.png [View same] [iqdb] [saucenao] [google] [report]

no, it's clearly a pain state, he's not in his firing frames at all. that shot you see is from the tic before.

>> No.3487136

I'm starting to think that you're intentionally being obfusticating.

>> No.3487139
File: 2.78 MB, 500x281, six hundred niggers.webm [View same] [iqdb] [saucenao] [google] [report]

i guess since the original complaint was them ignoring pain while in their "charging state", here.

>> No.3487141

>dark souls 3 in a nutshell

>> No.3487142

the thuggest of all chaingunners, takin' those like a champ

>> No.3487143

Man that guy's a fuckin' badass.

>> No.3487146


>> No.3487147

Fine, whatever. I fucked up. I've been fucking up this whole time and that's why this thing isn't behaving the way it should be.

I went and tried >>3487139 with a single chaingunner and he still managed a few hits every other slash. So I guess Demonsteele is actually perfect and I'm a loser or something.

>> No.3487152

have you tried actually recording this

>> No.3487153


No, it's not perfect.
But there's something clearly off, and we should probably figure it out.
Can you record a webm?

>> No.3487154



>> No.3487158

Calm down, anon, for fuck's sake.

No, Demonsteele isn't perfect. Lord knows I've ripped Term a new one for some dumb shit in it.
We're just telling you that what you're reporting isn't consistent with what the code and actual monster properties is.

Can you show us anything? Upload a video to youtube? Record a webbum?

>> No.3487159

I don't have recording software and I have no urge to get any. This internet argument isn't enough for me to search for some at 2 AM in the morning and try to configure it to work with Zdoom.

>But there's something clearly off, and we should probably figure it out.
Okay, thank you.

I'll try using FFMPEG. I have that, and it supports full-screen capture.

>> No.3487168
File: 118 KB, 1599x900, temp.png [View same] [iqdb] [saucenao] [google] [report]

Just now turned Saturday.

>> No.3487170

that is a much more modern-looking interface than I'd have ever expected a dehacked editor to have

>> No.3487171

One second, it's converting.
GZDoom version is 1.4.03, if it matters.

>> No.3487172


Woah now, that's a cool editor

>> No.3487173

Thanks friend. Should I go 800x600, 1024x768, or do my laptop's native 1366 x 768? Leaning towards 800x600

>> No.3487176

that's from 2010 dude wtf


>> No.3487181

>GZDoom version is 1.4.03, if it matters.
I am amazed you got the damn thing running on it.
Try playing on a more recent build?

>> No.3487182

I'd keep aspect ratio at least, so 1068x600 or 1366x768

your call I guess

>> No.3487184


Yeah, it kept working so I didn't get rid of it.
Do you think updating would fix it? I'll give it a try.

Also, ffmpeg recorded sound, not video. Let me try downloading latest and I'll try again.

>> No.3487185

Not him but are the most recent builds stopping that fucking stupid



>> No.3487187
File: 60 KB, 960x604, temp.png [View same] [iqdb] [saucenao] [google] [report]

WhackEd is the shit. I played with dehacked a bit on dos, and this is much better. A lot easier to keep track of shit.
And how.

>> No.3487195

yeah, it now only appears if you have 'developer' set to 1

least it should

>> No.3487221
File: 123 KB, 1140x854, different.jpg [View same] [iqdb] [saucenao] [google] [report]

So I tried it again.
The game looks way different now, and enemies are slower overall. Like I didn't realize weapons appeared with a bolt of lightning, before I just heard the sound and the weapon was there.

So, I guess that settles it.
Thank you Doom Thread

>> No.3487234

See? Told you. You fuckin' up, senpai. :^)
Seriously, though, glad it works.

>> No.3487236

So ultimately, does this workaround ultimately change anything or is it ignoring bigger problems?

>> No.3487237


Glad to help, hope you have a better experience.
Thanks for playing my mod.

>> No.3487241

it's not really a workaround.
if there were problems, they're still there, and they were there before the message-spam as well.

it's more removing the fix that wasn't even a fix.

>> No.3487245

I guess I was.

Thank you for making it, because I really do like the idea of this wad, and want to see more development on it.
I don't get how the robot chick works at all, though.

And while you're here, Who does Lin's voice?

>> No.3487247

good to hear

>> No.3487252

turn off those filters, set sector light mode to software because that was added two years after you last downloaded gzdoom and it adds much more contrast and makes gzdoom look less flat. it's under opengl preferences.

>> No.3487257

Adoxographist does Hae-Lin's voice. She's 500% weeaboo, but she's cool.
Her performance really hit that 90s dub feel, I thought it captured the corniness of the mod perfectly.

>> No.3487261

Well, she does a good job. Keep up the good work.
Sorry I called it ass when the problem was on my end.

Oh, thanks.

>> No.3487267


Ah, I don't mind. People call my stuff ass a lot.
I'm more interested in folks having fun and things working right.

>> No.3487268

>People call my stuff ass a lot.
half the time, they're right! :^)

>> No.3487270



>> No.3487279


>> No.3487280


Well he's not wrong

Last thing you made was demonsteele

and now the booty project


It's ass.

>> No.3487285
File: 1.59 MB, 1034x1280, the_laughing_cavalier.jpg [View same] [iqdb] [saucenao] [google] [report]


I accept it.

>> No.3487308
File: 203 KB, 585x615, reticule.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3487332


You started a new project? Does this mean the end of new updates for demonsteele?

>> No.3487335

Hopefully not.

>> No.3487336

last i checked, it was a matter of art.

>> No.3487338


Ideally, no.
Unfortunately, there's a bunch of holes in areas that I can't really do.

Still, I've been fiddling with it a lot behind the scenes during downtime with Booty, once those holes are filled up then I'll have something I can show.

>> No.3487339

if you need any help filling those booty holes just let me know

>> No.3487392

> I'm just 19 and have only recently learned 3D modeling at all.
> I'm also using this game and some of the other projects on my site to apply to a few game design universities here in germany, where I hope to improve my skills.

It's good that you practise by actually creating games but this is simply no fun and looks like crap. I don't know how high the requirements are for a "game design university" but I don't think creating something while you are still very amateurish is enough to get you into the course.

>> No.3487397
File: 1.71 MB, 1280x720, lostlandworms.png [View same] [iqdb] [saucenao] [google] [report]

Whoa these are cool, I don't remember them at all, though..

>> No.3487398

Man, Turok looks like butts. Hasn't aged well.

>> No.3487401

your butt looks like Turok.

>> No.3487448

well, better to make things and have that knowledge under your belt than to try and apply without having any idea how to designing or programming works.

>> No.3487451

It's kind of an odd place to be: I was playing Doom when it first came out (I'm 32) but, I only just recently started checking out the mods scene of the Doom community and so my mind's being blown away by things like Donkey Kong Doom, Sonic Robo Blast 2, Pirate Doom, and so forth.

>> No.3487453
File: 99 KB, 606x906, ss+(2016-09-09+at+04.07.59).png [View same] [iqdb] [saucenao] [google] [report]


Cash money, my dude.

>> No.3487464
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google] [report]


can't wait for that booty

>> No.3487507
File: 57 KB, 599x675, booty.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3487589
File: 43 KB, 239x202, 1472542521870.png [View same] [iqdb] [saucenao] [google] [report]

>lightly injured, open door and spot spider mastermind
>about to pitch some hand grenades at him through the door
>throw the grenade down into the arena
>back off and about to close the door to protect myself against shrapnel
>several shotgun baldies come at the door and gun me down like

I'm not even mad, like, I should have been more careful and not carelessly gone out and been noticed by a bunch of zombies without clearing the catwalk area first. I like how much more dangerous gunshots are in Immoral Conduct, it's a little bit like Blood in that sense.

>> No.3487663
File: 66 KB, 474x496, tumblr_m8pniuQLsJ1r95fgm.png [View same] [iqdb] [saucenao] [google] [report]


term, you should visit >>3439012 someday to share your knowledge, the samus boys there are itching to upgrade themselves dreadnought and make even a map pack for it

>> No.3487667

Oh not you people again.


>> No.3487669
File: 118 KB, 298x217, Do you know how fast you were rigging.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3487676

don't enable them

>> No.3487682

Protip: F I think is the launcher. Do that and everything short of bosses insta-stun and go into the air. You can shoot/slash them there and they can't do anything.

>> No.3487703

...You fucker it was because you were using MSX, you fucking TRIPLE RETARD

>> No.3487726

From the thumbnail that Omega Metroid looked pregnant, then I thought it was holding a giant cookie, now I'm just disappointed

>> No.3487728
File: 88 KB, 1920x1080, eduke32 2016-09-10 17-23-53-30.png [View same] [iqdb] [saucenao] [google] [report]

Fuck this map

>> No.3487787
File: 1.57 MB, 768x432, parry from shield.webm [View same] [iqdb] [saucenao] [google] [report]

I figured parrying was a bit of a pain to pull of sometimes, so now you can parry from holding your shield up. Makes deflecting projectiles a lot easier.

>> No.3487798

What's this project called?

>> No.3487804

Looks intuitive.
Are you the same person that had a WIP dark souls mod with a red magic shield projected from the player's hand?

>> No.3487812

nope, and also that went nowhere because I'm lazy (and ended up playing dark souls for 300 more hours instead)

>> No.3487816

and actually come to think it, a bloodborne-style system would probably be better for doom, since doom is about evasion anyway and it's less "square peg, round hole"

I'd probably do a pistol + magic/other guns system, instead of pistol + melee/other guns, since doom doesn't delve into melee that much either and the shield was a way to get around that

the problem though is that I don't have a PS4 and therefore can't actually *play* bloodborne

(I originally had non-100% damage reduction for the shield since I didn't want to add stamina, but then I ditched it)

>> No.3487835

>Should you not want to subject yourself to such things, please return to your previous page.

This falls flat on its page when my previous page was 4chan

>> No.3487839

i love you https://a.pomf.cat/asyfvz.webm

>> No.3487840

I don't have a name for the project yet, I mean the project folder is called Doomon's Souls but that's just a dumb internal name.

Yeah I find it really easy to use. Originally parrying was a bit slow because you'd bring the shield up like a block then swing, which means there's was a noticeable "lag" after actually pressing the parry key

>> No.3487842

I wonder what my version is.


Clucking bell

>> No.3487846

I really like the lighting in project brutality, is there anything that gives me just the lighting or similar?

>> No.3487847

i think that is actually relatively recent

>> No.3487854

Is Community Chest 1-3 worth playing?

>> No.3487861


>> No.3487887

I just cleared original Doom on the blank difficulty at x3 enemies on Maps of Chaos.

Tower of Babel was a mistake.

>> No.3487898
File: 136 KB, 256x308, shadow warrior cover.png [View same] [iqdb] [saucenao] [google] [report]

These mappers sure like to make things cryptic in in a few parts here and there.
>you have to get INSIDE a fireplace, burning your ass, then look back and up to find a hidden stairs texture in order to progress

>> No.3487943
File: 24 KB, 300x300, doomguy-finally-realizes-why-he-can-amp-039-t-drink-his-coffee_fb_2475069.jpg [View same] [iqdb] [saucenao] [google] [report]


>Doom2 with Demonsteele, fresh off Doom Ep3 (Too lazy to do 4)
>Blazing through, jumping tears the levels apart but who gives a fuck
>Down the elevator in The Crusher
>The Emperor
>"Not this time, faggot."
>Pull the lever on the crushe-
>Motherfucker teleports away

>> No.3487951

Can someone help? I'm using ZDL to launch doom and some mods. Is there a way to set a "default" mod directory in it? It's not a big deal, it's just kind of a PITA to go into my mod folder from the ZDL folder

>> No.3487956

Wait nevermind. I just made a shortcut to my mod folder inside ZDL.

>> No.3487958

>nothin' personnel kid

>> No.3487974

name a good mod with bad repercussions for future mods

>> No.3487986


>> No.3487993
File: 436 B, 19x48, spr_mysteryman_0.png [View same] [iqdb] [saucenao] [google] [report]

This post speaks to me on a spiratual level

>> No.3487997

Erotic Mom

>> No.3487998

Anything that tends to get dumped in autoload I guess? Not sure what you mean

>> No.3488008

i don't understand the appeal of turok

>> No.3488018

fucking amazing.

>> No.3488019

yeah i never "got" dinosaurs. i was the only kid in my entire school to not go see Jurassic Park when it came out. always preferred space, technology, laser guns etc.

>> No.3488023

It's sort of fucking apeshit and weird after the beginning

>> No.3488025

dinos + aliens +kick ass weapons + neat plot

>> No.3488027

these games are designed to use auto aim right?

>> No.3488031


Doom, duke, hexen, etc? Yeah, not sure about stuff like quake though.

>> No.3488034


Doom and Duke yeah.

I dont know if its the "right" way to play. I assume so as I literally cannot turn it off on my version of the game.

Also, save states are ok right? Or do you all reset the entire level if you die? Megaton edition has this cool little rewind slider

>> No.3488037


Lotta people here advise against using states in doom but duke is a little more bullshit sometimes so it's fine in there I guess.

I'm honestly fine either way, I didn't even know doom had savestates til recently myself.

>> No.3488053
File: 401 KB, 1126x989, _.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw just discovered a whole new section in Warp Factor I had never gone in before (the Star Trek styled deck room)
This feels so fucking surreal.

Now I'm seriously considering replaying several retro shooters and intending on sweeping through every nook and cranny in the hopes of finding more wicked shit I never did find when I was younger.

>> No.3488054

Doom levels are very short and frantic. You can save if you want but you only really -need- it on the far later levels and even then only on the higher difficulties.

Also, Doom is ultimately a 2D game. If you face an enemy and shoot, you will hit him. It doesn't care what angle you fire at

>> No.3488089

Comfy Doom

>> No.3488105


>> No.3488108

>jumpy puppy who chases you through the whole map
>constantly yipping and blowing your cover
>too cute to get mad at

>> No.3488113

i can deal w that but the accuracy and insane knockback make it feel really op. it should cost 3 power mods imo

>> No.3488153


>> No.3488167

I've always seen it as really weak, what with the low fire-rate, and a lack of spread.

>> No.3488172

>low fire rate
oh god you'd be unstoppable with a higher fire rate. its just as fast as any other pumpaction
>lack of spread
in a way that's a perk. it feels more like a high caliber rifle than a shotgun

>> No.3488175

Considering he does malware breaking streams, I'm sure he has a hotkey to nuke the stream in an instant along with a sizable delay just in case shit hits the fan AKA boobies.

>> No.3488183

But it can only kill one guy per shot, wheras a decent shotgun can kill multiple enemies. Honestly, it just feels wrong for it to use shells, because it just doesn't work the same as other shell weapons.

>> No.3488186

It's just math. Since the bullets spray out at a specific angle range up to a maximum distance, it will eventually form a triangle.

If you repeatedly fired the shotgun or chaingun at the same segment of wall, it would eventually create a circle or an oval depending on its spread

>> No.3488194

>you can only one-shot one hellknight at a time with a weapon made from one of the most common weapons and two power mods
wow yeah it needs a buff real bad

>> No.3488202

Gotten the revolver? That shit is brutal

>> No.3488205

i prefer making the shredder pistol. it's cooler

>> No.3488208

Lol I fuckin love Oblige. I've seen so many insane maps.

>> No.3488209

I think that was the red one (not touched Doom RPG after I found that export didn't work, probably was my outdated GZdoom version). That thing is a room cleaner.

I love DoomRPG so much but the interface controls are such trash. I look forward to that getting improved.

>> No.3488214

what's funnier is the quantisation of distance. can't just eject a casing to any old distance, it's only allowed to occupy certain energy levels

>> No.3488223

>I look forward to that getting improved

not happ'nin

>> No.3488225

>whereas a decent shotgun can kill multiple enemies
that's classic doom, not roguelike arsenal

>> No.3488227

Ah fuck, oh well. I can forgive it.

>> No.3488231

where are the doom lewds?

>> No.3488235
File: 74 KB, 480x462, f7c969efd90bedaa85cc7560e61bdc134101c954.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3488238


>> No.3488239

there was a thread on /trash/. then it moved to /aco/. they were talking about moving it back to /trash/, though. i don't know what happened after that, i assume it died.

>> No.3488242
File: 72 KB, 600x380, baroness.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3488251

there wouldn't be an actual reason to have a porn general at all times though

they merely consisted on reposts of stuff you've probably seen a million times before with a rather small spike of new art sprinkled about as result of nudoom's popularity, and little to no OC from what little drawfags we had

I do recall that one zero suit hk/boh dom image was first posted there though so there's something

>> No.3488265

Those are too big

>> No.3488268

>too big

>> No.3488269

Literall titty monster.

>> No.3488270

then ill take em

>> No.3488274

for smut making there's robotjoe, cacobro, almonds and uh


I guess that's about it

>> No.3488287

I love the big targets.

>> No.3488292
File: 138 KB, 211x512, 1446092931230.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3488463

ths ded¿

>> No.3488473

no anon, you are the dead

>> No.3488495

am I knee deep in anon

cuz das gey

>> No.3488515

1984 reference?

>> No.3488649 [SPOILER] 
File: 458 KB, 806x1137, 1473557263953.jpg [View same] [iqdb] [saucenao] [google] [report]

Too big. The Baron was muscular, but not ridiculously so.

Pic related works better.

>> No.3488684

>too big
ok can these ephebs stop toting around their shit taste & fuck off to their waifu threads ffs?

and that's a hell knight you dangus

>> No.3488709

>waaah why don't they share my tastes!!
Cry me a river.

>and that's a hell knight you dangus
So she has less health. Big deal.

>> No.3488715


The original and honestly still the best.
I'd hold hands with this girl, none of the HDoom girls really interest me.

But I'm pretty sure I'm the minority, so.

>> No.3488726
File: 390 KB, 1280x1556, holy fuck 1.jpg [View same] [iqdb] [saucenao] [google] [report]

>those spoilers
Not even Hell is prepared for this.

>> No.3488729

>>waaah why don't they share my tastes!!
but that's what you were doing

a baroness would very obviously be more well-endowed.

>> No.3488739

Tried V7 WIP, or even better, current git master? The levels are absolutely great now. I'm playing a generated 32-map wad made with yesterday's repo and I am having a blast. Still not as good as man-made maps, but for randomized ones it's pretty excellent. V7 is gonna be awesome.

>> No.3488740
File: 61 KB, 293x344, Homer092.jpg [View same] [iqdb] [saucenao] [google] [report]

>but that's what you were doing
The difference is that you were the one crying a river over it.

>a baroness would very obviously be more well-endowed.
Just like the Baron is hyper muscular when compared to the Knight, right?

Though frankly I wouldn't mind supertits on either the Mancubus or Cyberdemon chicks.

>> No.3488741

You just aren't man enough to conquer those bazongas.

>> No.3488743

how does 'muscular' correlate to 'big boobs'

>> No.3488747

Porn logic.

>> No.3488753

Pecs, I suppose?

Franly, I wish this whole "your taste a shit! shiiit!!!" would stop.

>> No.3488762


>> No.3488776

Sexual assets.

>> No.3488802
File: 65 KB, 960x622, Line 180.png [View same] [iqdb] [saucenao] [google] [report]

I can't get the actor property "Inventory.ForbiddenTo" to work. Any clue to what I should do?

>> No.3488815

Tried HDoom. 0/10 baroness doesn't do boobjob.

>> No.3488818

use something more recent than zandronum 2

it's based off zdoom 2.5.0, it almost definitely doesn't have it

>> No.3488819

Requesting the full thing. For research purposes.

>> No.3488821

also I thought daggers were simple weapons and could be used by anyone

>> No.3488836

Full pic, please.

>> No.3488906 [DELETED] 

Is this true that nobody STILL beat the original doom on nightmare setting?

>> No.3488916

It's for a multiplayer WAD. It needs to run Zandronum.

It's just that way for testing purposes right now.

>> No.3488939

the best you,re getting is the zandronum 3 test builds then

>> No.3488950

There should be an easy way to do it. I mean Hexen can be ran on Zandronum fine. I just want to restrict weapons to/from different classes, like in Hexen.

>> No.3488964

Inventory.Forbidden/RestrictedTo is how zdoom generalized hexen's behaviour there. before that, there was no easy way to do it. the best you could do was run an ACS script that took weapons you shouldn't have away from you every tic.

>> No.3488987

Damn I thought it would be easy. I'll have to look into ACS scripts then.

>> No.3489010

So what is exactly the place in Doom where the best players get stuck on nightmare? Can a normal person (eg: me) get through at least a couple of levels in an adequate amount of time?

>> No.3489017

You have to go fast and skip/rush battles for Nightmare.

There's no common spot where people who run Nightmare get stuck on, it is a bit of a luck of the draw every time.

>> No.3489035

So you only get stuck on cyberdemon who constantly respawns?

>> No.3489039

Also keep in mind that all enemies are sped up, pinkies are much faster

>> No.3489048
File: 662 KB, 1280x720, Screenshot_Doom_20160910_231415.png [View same] [iqdb] [saucenao] [google] [report]

I'm very new to using GZDoom and mods and such, Is the game supposed to look like this and be impossibly dark in some areas as well?

>> No.3489049
File: 102 KB, 800x600, Screenshot_Doom_20160910_144929.png [View same] [iqdb] [saucenao] [google] [report]

I'm kind of loving the difficulty curve of Bloodstain, it's Just Right for me, with clever and mean monster placement for the most part, and only rarely throwing a big horde.

Cyberdemons are used reasonably often, with Immoral Conduct they're more difficult to deal with, making for more of a boss battle.

>> No.3489057

You probably shouldn't be fighting those unless you absolutely have to

>> No.3489083

Yeah, the newer HDoom art doesn't look nearly as good, in my opinion. The girls look weird now.

>> No.3489091 [DELETED] 
File: 713 KB, 1920x1080, .jpg [View same] [iqdb] [saucenao] [google] [report]

I get the impression that you people are fucking living through doom. You play doom, you work on doom, you discuss doom, you jerk off to doom, you draw doom, you speculate about people from doom forums. Do your basements look like sacrificial rooms as well? Do you eat fresh animal meat and drink their blood? Do you only eat fruit you get from trees and chicken meat you get with your shotguns?

You give me the fucking creeps, you know that?

>> No.3489104

looks like it's time for you to meet YOU'RE DOOM

>> No.3489105

>ReplaceActor in MAPINFO doesn't work with Editor Numbers

>> No.3489113
File: 50 KB, 384x384, 1473566888723.jpg [View same] [iqdb] [saucenao] [google] [report]

>he doesn't drink animal blood

>> No.3489115

God damnit Anon, you tease us with boobs of doom and now what do I do with this revenant I mean boner.
Maybe that's why revs are always so agitated.

>> No.3489123


TW: tits. keep away ephebs

>> No.3489132

Boobs obtained! Oh hey I know this artist, no wonder my body wanted those boobs.
Thanks kind Anon. May you get hugged in hell.

>> No.3489138
File: 216 KB, 1000x1000, roxie-flat.png [View same] [iqdb] [saucenao] [google] [report]

Just because I like jailbait doesn't mean I don't like big titties too, sometimes!

>> No.3489140
File: 72 KB, 948x1066, 1402453183724.jpg [View same] [iqdb] [saucenao] [google] [report]

guys, cease your educated, well-formed, retro FPS word exchanging on the 4chan board specifically designated for retro discussion. it's incredibly out of place and weird.

thanks in advance.

>> No.3489142

>he actually admitted it

>> No.3489150

Is it just me or the shotgun in hdoom looks actually rather cool? If it wasn't pink it wouldn't be out of place in a serious mod.

>> No.3489152

udderly impractical

>> No.3489161
File: 41 KB, 569x428, 119wjdw.jpg [View same] [iqdb] [saucenao] [google] [report]

I think I've found a work around. I added "+WEAPON.NO_AUTO_SWITCH" to all the weapons, and only put weapons I want a class to use under "Player.WeaponSlot". So, basically any class can pick up any weapon, but they can only switch to if it's for their class.

Any foreseeable undesirable side effects of this? Anyway the player could work around this other than straight up cheats?

>> No.3489163

'use <weapon>'

there, I can now use it as the wrong class

>> No.3489169

There are vg tits, c tits, h tits, d tits and then there are vrmod tits.

>> No.3489170
File: 216 KB, 393x391, 1459366873712.png [View same] [iqdb] [saucenao] [google] [report]

>keep away ephebs
Are you still butthurt? It's also funny that you consider preferring the old Hell Knight art, a grown ass woman, as being "epheb".

Yep, assblasted to Jupiter and beyond.

>> No.3489176
File: 27 KB, 225x338, 215343.jpg [View same] [iqdb] [saucenao] [google] [report]

Welcome to 4chan.

>> No.3489190
File: 51 KB, 300x185, .png [View same] [iqdb] [saucenao] [google] [report]

> trying to make fun of minor loving gentlemen
Sir, you seem to be in a very wrong place. I would politely request that you off yourself by shoving a rusty german grenade up your arse.

>> No.3489203

>Why did the last thread get deleted?

The world may never know

>> No.3489214

throw a plane at him filled with jet fuel

>> No.3489219

what? i gave you a warning so you'd stop with this "t-too big" nonsense
fuck your culture
>>trying to make fun of minor loving gentlemen
well i don't need to. the world does that already
LOL we'll see how gentle you are when you get legally beaten to death by some girl's dad. enjoy your suicide fetish

>> No.3489223

Maybe Reddit would be more your speed?

>> No.3489227
File: 448 KB, 300x169, 15368.gif [View same] [iqdb] [saucenao] [google] [report]

Boy are you hilarious.

>> No.3489231

You still haven't explained how the fuck liking this >>3488649 better somehow makes one an "epheb".

At least get your terminology straight, man.

>> No.3489232

why is pedo culture enabled in doom /vr/ threads but criticisms aren't?

i just think it's funny that i made a joke about ephebs and unintentionally called a bunch of you out

>> No.3489235

Hey don't look at me, I am totally fapping to those boobs. For...uh, research purposes.

>> No.3489236
File: 174 KB, 618x697, mister-are-you-a-pedophile.png [View same] [iqdb] [saucenao] [google] [report]

>why is pedo culture
Because 4chan.

>> No.3489243
File: 41 KB, 544x547, 1441317330249.jpg [View same] [iqdb] [saucenao] [google] [report]

To be honest some people just like more natural proportions and find gigafuckhuge tits a bit on the silly side.

But go ahead, put everyone in a single box, whatever helps you sleep at night my man.

>> No.3489247

what? you fuckers love animu, by anime standards those are like above-average at best

>> No.3489259

Let's just all agree that the new Imptan design looks horrible.

>> No.3489272
File: 50 KB, 208x229, 1466476234021.png [View same] [iqdb] [saucenao] [google] [report]

sadly, yes

but hdoomguy's cytube channel is legit

>> No.3489294
File: 604 KB, 1024x1024, imptan.png [View same] [iqdb] [saucenao] [google] [report]

The worst.
There was nothing wrong with the old one.

>> No.3489301

Those are some tits I can agree with!

>> No.3489310

In OpenGL preferences chose either Doom or Software sector lighting mode, They are a bit different, with Software being a bit buggy on some Boom maps (making some walls pitch black in not-pitchblack areas), but looking generally better everywhere else. If you still find it too dark, tune up the ambient light level to 21-25 (optimal setting, imo, makes even pitchblack areas lit just a tiny bit enough to make out monster silouettes)

Als I suggest you to turn off texture filters, they geve the game "smear everything in vaseline" look and some times even ruin the details. Better option is "None, linear mipmap" with x16 anisotropy.

>> No.3489313

turn off paper sprites as well

>> No.3489314

>None, linear mipmap
What's the difference between this and just setting it to None?

>> No.3489318
File: 407 KB, 600x900, big titty stocking.jpg [View same] [iqdb] [saucenao] [google] [report]

Sometimes, a nice pair of D cups is just the right thing, just has to fit a girl's proportions.

>> No.3489330

That area is actually darker in the original engine.

>> No.3489337
File: 1.19 MB, 1599x899, zmds7n.png [View same] [iqdb] [saucenao] [google] [report]

Mipmap scales texture resolution the furhter it away from you, so the distant textures won't turn into a shimmering pixel mess, while those close to you still look just as crisp.

Anisotropy makes textures look good when you look at them under angle.

>> No.3489342
File: 37 KB, 640x480, 1473585450.png [View same] [iqdb] [saucenao] [google] [report]

this is what it looks like in pr+ software mode (after the light switch is pressed, duh)

>> No.3489365

Is Resurrection (D3) worth playing?

I've beaten Doom 1, 2 and master levels, what now?

>> No.3489369


>I've beaten Doom 1, 2 and master levels, what now?

Play the Final DOOM megawads.

>> No.3489383

haha wouldof totally missed it thx

>> No.3489391
File: 68 KB, 100x160, victory.gif [View same] [iqdb] [saucenao] [google] [report]

Beware of skeletons, also check out this quick tutorial on monster strategy.


TNT: Evilution, and particularly Plutonia, will test your skills and your knowledge that you've gained from the first two games (which are really a cakewalk in comparison, aside from Ep4), hope you've gitten gud.

>> No.3489395

hah, is there a mod that uses that if you die to one of those things?

>> No.3489450

Just got to ghost town and so far it's pretty easy compared to master levels. Those taught me a lot about every monster bigger than demon. Before I didn't even know what archviles did exactly.

>> No.3489507
File: 22 KB, 558x227, Cheer_Rev_Sheet.png [View same] [iqdb] [saucenao] [google] [report]

Not to my knowledge.
Might be fun to put it in a mod so there's a one in ten chance they'll do that if they kill you.

Would probably require ACS though, which I have zero familiarity with.

Yeah, archies are devious fuckers.

A thing the video doesn't show is that if you need to fight a fatso up close, strafing back and forth as he pumps fireballs to the left and right of you is consistently effective if there are no monsters currently nearby.
They're also valuable for starting infighting clusterfucks, because they always fire off a volley, and infighting is a valuable (and hilarious) tactic to use.

Also chaingunners should be approached a bit like archies, you need to make sure they can't maintain a line of sight to you (take cover, basically) and you should usually kill them sooner than later. On the flipside, they rattle off bullets with reckless abandon so they are invaluable at setting of infighting clusterfucks if you get the right angles.

>> No.3489539

> 9 level
How the fuck are you supposed to win the end fight even on HMP? You can't even RJ to TP. Luckily I got lucky and managed to enter the exit without dying. Jesus fuck. It's not like you can just circle and shoot either.
>inb4: use siderooms
They don't help in the beginning which is the hardest part.

>> No.3489542

Forgot to mention, it's Plutonia.

>> No.3489548

>Luckily I got lucky
you don't say.

>> No.3489556
File: 894 KB, 1920x1080, autism.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3489558

it's a sekrit, right?

>> No.3489561

is it loss

>> No.3489574

Turns out it is.

>> No.3489610
File: 2.70 MB, 320x240, pl09endfightpart1.webm [View same] [iqdb] [saucenao] [google] [report]

It isn't that hard actually. Playing on UV difficulty.

>> No.3489614
File: 2.95 MB, 320x240, pl09endfightpart2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3489617

Huh. See, I had arachnotrons on the corners which made it MUCH more difficult.

>> No.3489620
File: 1.97 MB, 320x240, pl09endfightpart3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3489635
File: 2.43 MB, 320x240, pl09endfighthmp.webm [View same] [iqdb] [saucenao] [google] [report]

I spent more time gliding to the teleport than actually fighting.

>> No.3489638

Maybe I was too rash in giving up. Also,
>green symbols
what a faget.

>> No.3489642

I think it needs to be more consistent in damage regardless of potential. In its current state it's a gamble.

>> No.3489678


>> No.3489681

ranger's saggy saggy skin

>> No.3489762
File: 173 KB, 500x409, go to bed.gif [View same] [iqdb] [saucenao] [google] [report]

What are some other mods that would go great with Wrath of Cronos for Heretic? I'm in love with the RPG elements, and its sad that there are very few first person action RPGs in this format. But I feel there could be a little bit more spice to it.

>> No.3489782

What is the hardest wad you played AND managed to finish?
CC4 for me.

>> No.3489784

You mean without savescumming? Sunlust.

>> No.3489806

I know it's not hard compared to others
But, thinking about it, I've almost never finished any megawad ever.
At some point the maps just get too slaughtery and stop being fun.
Even with SOD and Alien Vendetta, which are pretty much my favourites ever

>> No.3489816


Fuck Spiky

>> No.3489852

What's the most technically impressive doom mod?

>> No.3489859

Depends on what you measure by.
Suspended in Dusk is extremely technically impressive for mapping.
Hideous Destructor is extremely technically impressive for code.
Aeons of Death and half of Doomero's shit is amazing when you look under the hood, in a "how the fuck did this work" kind of way.

>> No.3489871


>> No.3489875

Does this count?


>> No.3489879

zdoom itself, for making all of those possible (except sid, obviously)

>> No.3489889

the Island and DTST

>> No.3489904

Does a source port really count?

>> No.3489910

Batman doom is impressive for dehack editing.

>> No.3489930
File: 96 KB, 1920x1200, hai3MGe.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3489946

We getting AO now? Screen space AO through shaders?
Ditch chromatic abberation though.

>> No.3489947

Which wad is this?

>> No.3489954



>> No.3489963

those buildings are leaning at fairly ridiculous angles

>> No.3489968

u a dummy

>> No.3489998

Not him and I'm not saying anything good or bad about chromatic aberration but why do people complain about it so much?

>> No.3490027
File: 342 KB, 1280x720, Screenshot_Doom_20160911_214254.png [View same] [iqdb] [saucenao] [google] [report]

Comfy brick villages

>> No.3490030
File: 373 KB, 667x818, 1472066562632.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3490031
File: 1.80 MB, 1920x1080, Screenshot_Hexen_20160911_204801.png [View same] [iqdb] [saucenao] [google] [report]

>invaded by Dark Spirit Ettin the Masher

>> No.3490032

is this yours? it is vaguely reminiscent of mordeth E1

>> No.3490042
File: 590 KB, 1920x1080, Screenshot_Doom_20160911_215511.png [View same] [iqdb] [saucenao] [google] [report]

Eventually I want to make something with IKBLUE.

>> No.3490065
File: 402 KB, 862x708, Someone on DeviantArt describes this as 'child hentai'.png [View same] [iqdb] [saucenao] [google] [report]

>MFW playing Demonsteele on Killing Machine difficulty

>> No.3490109

Really wish Agemono would draw anything other than Selim lately.

>> No.3490130
File: 583 KB, 1600x900, Screenshot_Doom_20160911_090617.png [View same] [iqdb] [saucenao] [google] [report]

>tfw playing Scout class with this revolver
>raping everything
Now the only thing that would make it better is being able to pierce enemies with it. RIP

>> No.3490135

I know what some of the HUD elements mean.

>> No.3490146

It only works in specific situations. Was cool in Alien: Isolation because they were mimicking an old camera, 80s style. You can use it on water refraction because that's a thing that actually happens with your own eyes. But it's overused or senseless in almost every other situation. When it's over-exaggerated it's distracting too. It's like having a slight case of double vision in your periphery.

That's about it.

>> No.3490153

It looks bad and it isn't realistic at all, it's a defect in poor lenses. I don't want my eyes to feel as though they're damaged.

Chromabs like that are what you'll find on a $20 toy lens from China, not anything "cinematic".

It's stupid postprocessing for mouth breathers that don't know shit about what they're trying to emulate and just want effects effects effects.

Now if you wanted to emulate eyeballs you would have high FOV with the centre of the screen expanded with a sort of barrel distortion. This would also make higher FOVs more comfortable to look at because the centre of the screen that would have once been small would be magnified while still having peripherals on-screen.

http://www.decarpentier.nl/lens-distortion if you want technobabble and some diagrams.

>> No.3490154

It is, boom-compatible UV only


>> No.3490156

Really this should have been the "Lens Distortion" in GZDoom, not Holga Simulator 1993.

>> No.3490158

It is being unnecesarily slapped onto many good images because it's "in trend", and due to misuse, ruins them. Many images that I could've liked otherwqise are completely ruinefd by chromatic aberration for me.

Maybe that's my personal peeve, since i have keen eyes for details and small touches, and unnecesary CO feels like slap in the face for me.

>> No.3490160

Chromatic aberration can be used artistically though. If you want to get pedantic then technically DOF is an optical aberration too, and people pay thousands for full-frame cameras with huge sensors to get that effect.

>> No.3490161

Oh yeah I used cc4-tex as well. For some community project tribute to scythe.

>> No.3490164

New thread please.

>> No.3490172

I have yet to see chromabs used artistically beyond "nostalgia" for shitty toy cameras and overpriced expired film. That said, it is still an artistic use, but that doesn't make something good.

>> No.3490180
File: 156 KB, 1600x900, 3JR5PYg.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3490187


No fire on the screen, not cinematic enough. Needs full texture filters too.

>> No.3490189

Like I said, it was neat in Alien Isolation. Other than that It's not necessary. Should at least be toggleable.

>> No.3490194

Can you imagine having to use Reshade to add lens correction shaders?

I get shivers of glee and fear at the same time.

>> No.3490195 [SPOILER] 
File: 21 KB, 480x431, 1473628243762.jpg [View same] [iqdb] [saucenao] [google] [report]

hey that's actually pretty of somewhat high but not excellent quality

>> No.3490202

it worked in outlast

>> No.3490226

Is it possible to make the beginning part of "running from evil" look? I mean the part where the drums go "dun dun da dun dun da dun dun da BOOP da dun dun da dun dun da dun BOOM"


>> No.3490228
File: 72 KB, 500x500, visible confusion.jpg [View same] [iqdb] [saucenao] [google] [report]

>Is it possible to make the beginning part of "running from evil" look?

>> No.3490234

you mean loop? yeah just edit the midi to delete everything after it. google up a midi editor.

>> No.3490235

i meant to say loop ya bitch

>> No.3490239
File: 433 KB, 900x600, 1471450590073.png [View same] [iqdb] [saucenao] [google] [report]

Easy, you make a hallway with the same texture for 'dun', pick a different one for 'da', and for 'BOOP' and 'BOOM' use two seperate textures with high contrast to emphasize the difference between them.

>> No.3490246

Nah man, I think you mean to go "ba boop boop ba boop boop ba BOOP"

>> No.3490248


is that the original source screenshot that was palettized into av's interpic, or did somebody try to recreate it?

>> No.3490254

No, its beep boop boop bop.

Although I am tempted to try doing what I said though

>> No.3490256


>> No.3490258



>> No.3490287

making new thread

>> No.3490296



>> No.3490313
File: 347 KB, 748x702, 35c56b6b709e3857dd4829f376f6485d.jpg [View same] [iqdb] [saucenao] [google] [report]

>he doesn't like DFC
Look at him, look at him and laugh!

>> No.3490434

Shh, you'll make him cry.

>> No.3490638

Don't say "triggered" or you'll trigger Eevee.

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