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3545245 No.3545245 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3541050

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: https://yadi.
sk/d/469ydBaLndVCJ
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1405/27/1405272990521.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

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

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.3545246

=== NEWS ===

[10-06] TNT:Evilution full run in Nightmare skill, by Zero-Master
https://youtu.be/Yg9yIsSj-yU

[10-05] Doom With Midi-Converted Sound Effects
https://youtu.be/rs8U9Ns32JY

[10-04] Romero plays his recent E1M8b [third repost]
https://vimeo.com/156288044

[10-04] No End In Sight -- Beta 3.0
http://forum.zdoom.org/viewtopic.php?t=32830

[10-03] Doom: The Devil's Tattoo - author requests feedback >>3539350
https://www.doomworld.com/vb/wads-mods/91000-

[10-03] Space Pirate Mk2 Monday Punchday
https://youtu.be/jXpzFfSuhZ8

[10-03] Doom Horror Mods - 7 spooky wads for Hallowe'en
https://youtu.be/qyw9kuGoO9I

[10-01] Hard Doom update
https://zandronum.com/forum/viewtopic.php?t=1382

[10-01] Spellcross - Custom Monster pack for OBLIGE released
https://www.mediafire.com/?alrdihaashx1f20

[10-01] Anon map release: GreenSwitch (V2, requires cc4-tex)
https://drive.google.com/file/d/0B4mwJRa7e5VpMnVIRDctYWg2TTA/view

[10-01] Duke Dead Quick
https://youtu.be/DKAFWfXy5vU

[09-30] Hexen Souls update
http://hexen-souls.tumblr.com/post/151162674079

[09-30] Angst Rahz TC update
https://youtu.be/3qloLvJLRFs

[09-29] OBLIGE 7.50 released
https://www.doomworld.com/vb/wads-mods/90924-

[09-28] Trump Doom
https://mega.nz/#!8gxATDiY!Yr_PUwk1xCy1KYaehl6tRGfx0AFvzoE_T1--9o9RKxs

[09-25] Wolfenstein starter pack
http://pastebin.com/mRmhVWce
https://mega.nz/#!ikVlQBpQ!AtTZGvnFZgw_I96tsaOK-dbyLf6Usps1nVjLSdxUGz8

[09-25] Rekkr wants mappers, help out your local /vr/ian
https://www.doomworld.com/vb/wads-mods/90862-

[09-24] At Jazz's Gate
https://soundcloud.com/plastiware/at-jazzs-gate-doom-e1m1-jazz-remix

[09-23] Anon map release: Fanta Base (for vinesauce contest)
http://www26.zippyshare.com/v/q4ASm87y/file.html

[09-21] Final versions of Anon's DUMP 3 weapons
https://www.dropbox.com/s/ki532dzm1zoutml/Bio%20Eradicator.pk3?dl=0
https://www.dropbox.com/s/w9wueq78yvkhuso/Flakchette.pk3?dl=0

===

To submit news, reply/backlink to this post.

>> No.3545251

>>3545241
Ring of Favour and Protection would be doable - Havels however, wont be. as I doubt I'll be adding equip load. I feel as if equip load wouldn't mesh well with Hexen.

>> No.3545253

>>3545251
I read that as "Ring of Flavor"

>> No.3545256

I like Doom
it am good gam

>> No.3545258

5th for nudoom is painfully average

>> No.3545262

Are there female demons?

>> No.3545264

>>3545262
Are there male demons?

>> No.3545268

>never played any doom game
>played brutal when it came out and found it boring as shit
>downloaded zdoom this morning after playing doomrl for months
>loving every second
holy fucking shit is this amazing and all the mods I cant stop playing its already the middle of the night aaaah

btw ultraviolence on first playthroughs yay or nay?

>> No.3545270

>>3545264
Everything by default is assumed male unless otherwise specified.

>> No.3545273

>>3545268
>ultraviolence on first playthroughs yay or nay?

For DOOM 1? Yeah. It's a cakewalk*.

*Ep. 4 need not apply.

>> No.3545275
File: 205 KB, 1280x720, Screenshot_Doom_20161007_003046.png [View same] [iqdb] [saucenao] [google] [report]
3545275

save me

>> No.3545280
File: 520 KB, 900x1076, Doomworld.jpg [View same] [iqdb] [saucenao] [google] [report]
3545280

>>3545245
>YOUR NAME'S NOT DOOM, YOU'RE NOT COMING IN

Lucky for you, my name IS Doom. Victor von Doom. Now that the introductory pleasantries have concluded, I'd like to establish one thing clearly: This thread belong to DOOM. Fall at my feet on your own free will, or be forced to your knees through mine.

>> No.3545294

>>3545275
wad?

>> No.3545307

>>3545280
oh fuck off mr. "screw up every single result when I search for 'doom' on google"

>> No.3545316

>>3545294
it looks like the last map of sf2012

>> No.3545321
File: 78 KB, 600x474, doom heh.jpg [View same] [iqdb] [saucenao] [google] [report]
3545321

>>3545307
Doom can't help it if his glory spreads into the farthest corners of the technological wonder CERN bestowed upon the world. Doom only regrets that it wasn't his hand that created it, but he is pleased to know that it wasn't that irritating third-rate-scientist Reed Richards.
Also, to you it is Doctor Doom. I didn't study at the most renowned sites of knowledge around the globe just so no-one would acknowledge my achievements.

>> No.3545323
File: 218 KB, 1280x720, Screenshot_Doom_20161007_004305.png [View same] [iqdb] [saucenao] [google] [report]
3545323

I made it, but god damn that took a few tries and some luck.
It's stardate 20x6 btw, MAP06

>> No.3545327

>>3545323
oh right thanks. i should have got that, but didn't see any purple
>>3545316
there you go, no wonder - same author

>> No.3545329

>>3545321
oh well la dee da mr fake fictional doctor guy

>> No.3545339
File: 249 KB, 1056x1599, doom online troll.jpg [View same] [iqdb] [saucenao] [google] [report]
3545339

>>3545329
>la dee da
I believe you wanted to say Latveria, the jewel of the Balkans, of which Doom is king. What a pathetic attempt. Of course, the intricacies of the native pronunciation are lost upon the uncultured ear of the average American, but this is just insulting. I am owed penance for this indulgence.

>> No.3545343
File: 84 KB, 300x300, dr doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]
3545343

>> No.3545347
File: 117 KB, 1280x720, Screenshot_Doom_20161007_011328.png [View same] [iqdb] [saucenao] [google] [report]
3545347

Searching for this yellow key better be worth it too

>> No.3545349
File: 125 KB, 514x300, doom diamond.jpg [View same] [iqdb] [saucenao] [google] [report]
3545349

>>3545343
Impostor! You dare deface the visage of Doom? I will make short work of you. An example shall be made as a reminder not to impersonate my magnificence.

>> No.3545350
File: 186 KB, 1280x720, Screenshot_Doom_20161007_011821.png [View same] [iqdb] [saucenao] [google] [report]
3545350

Fuck you.

>> No.3545352
File: 36 KB, 1280x720, not even counting the time spent dying.png [View same] [iqdb] [saucenao] [google] [report]
3545352

Fuck. I need a break. Time well spent.

>> No.3545356

>>3545352
>Vehelits
Is that an actual thing or is that map just named after the carnival ride dragon thingy from Streets of Rage 2?

>> No.3545360
File: 528 KB, 1920x1080, Screenshot_Hexen_20161007_001840.png [View same] [iqdb] [saucenao] [google] [report]
3545360

Rings are now obtainable and equippable. Rings so far are Cloranthy, Darkwood Grain and Favor & Protection. I realised I've hit a bit of a wall because the ring effects are actually just one item - the quantity defines the effect, 1 ring_effect for Cloranthy, 2 for Darkwood Grain etc. etc. Now I've just come to realise that SBARINFO doesn't have an "exact" parameter, so if I had the Favour and Protection ring equipped it would draw all icon effects before it, so there would be a yellow arrow, and the green arrows together (which is strange)

what I need is separate dummy inventory items for each effect (which is stupid because now i'm gonna need another item for each ring...) so SBARINFO only draws one icon at a time.

>> No.3545389

>>3545360
>Darkwood Grain
Do you actually cartwheel around or is it just a "+5 to dodging" ring?

>> No.3545390

>>3545389
It increases your i-frames and decreases the amount of time before you start regenerating stamina after performing s dodge. Actual cartwheels would be nauseating as hell

>> No.3545413

>>3545360
InInventory RingEffect, 2
{
InInventory Not RingEffect, 3
{
Darkwood Grain stuff;
}
}

?

>> No.3545414

>>3545360
>rofap
oh joy looking forward to it permanently occupying 1/2 ring slots on every single playthrough

>> No.3545419

>>3545360
What is this mod supposed to be?

>> No.3545435

>>3545419
Someone some time jokingly pointed out dark souls ripped off hexen

Now some absolute madman is making hexen souls because hey, beats another 2D souls demake, right

>> No.3545438

>>3545419
Dark souls Hexen mod.

>> No.3545440

>>3545438
>>3545435
I never played a souls game before. How's the gameplay gonna be like?

>> No.3545441

>>3545435
>another 2D souls demake
>another

You mean this is not only a thing, but there's lots of DS demakes?
What's the best one?

>> No.3545443

>>3545414
not true

bellowing dragoncrest and dusk crown ring is another possibility

>> No.3545447

>>3545441
Yes, there have been at least 5 in recent years

No idea which is the best cause I never played any of them

>>3545440
Souls games are known for spaghetti level (think symphony of the night but 3D) design and killing the player in a variety of amusing ways. So, something similar?

>>3545443
Fucking casters reeee

>> No.3545450

>>3545441
It's like Hideous Destructor with swords.

>> No.3545462

>>3545414
I may nerf the RoFAP, perhaps decrease the buff from 20% to 10% of something.

>>3545440
Non-linear dark fantasy with tough enemies and rewarding combat.

>> No.3545464

>>3545462
Or you can double the ring slots DS2 style, or remove FAP altogether

It is generally the best fucking ring, hence why it self destructs, so you are COMMITTED to wearing it

>> No.3545473

Realistically speaking, how would the military powers of the world actually fare against an invasion from DOOM's hell?

>> No.3545474

>>3545462
>>3545413
Anon? You don't need separate dummy items, just use Not.

>> No.3545479

>>3545474
Depends on the durability of the monsters. Is it like in the fame? Or real life?

>> No.3545480

>>3545479
>fame
I meant game

>> No.3545485

>>3545473
If their own personnel got possessed by demons a-la zombieman/shotgun guy, probably extremely badly

>> No.3545487

>>3545474
Oh right. Duh. It's been a long day and I've been working on this non stop for about 8 hours. I'm a little frazzled

>> No.3545491

>>3545473
Complete massacre in favor of humanity. Look at what Hideous Destructor has to do to the monsters to make them pose a threat against realistic firearms.

>> No.3545498

>>3545491
But I imagine they wouldn't have dooms simple AI but instead proper strategy and their numbers would be endless.

>> No.3545501

>>3545498

I imagine a shotgun one-shotting a cyberdemon, so.

>> No.3545513
File: 14 KB, 320x180, !!!!!.jpg [View same] [iqdb] [saucenao] [google] [report]
3545513

>someone making a Dark Souls gameplay mod

>someone making a Dark Souls map mod

>> No.3545546

Summoners in D4D are the bane of my life.

Literally worse than Cyberdemons.

Maybe not as bad as Spoidah Masterminds.

>> No.3545568

>>3545546
Gauss or SSGs are your friend.

>> No.3545576

>>3545568
Scythe never gives me enough fucking plasma.

Why do the bullet drops only work for shotguns?
Actually, am I mistaken, and is it for the weapon you currently have out?

>> No.3545581

>>3545576
You are mistaken.

Also use a chainsaw to get more paslma to fire at them.

>> No.3545589

>>3545581
Speaking of the chainsaw, is anyone else bothered slightly that you can't just hold it out and have it stun mid-charge pinkies and lost souls?

>> No.3545615
File: 22 KB, 659x534, doom.bat.png [View same] [iqdb] [saucenao] [google] [report]
3545615

Is there any need for something like this? I just made it to make creating shortcuts to all my doom wads easier. I'm thinking of expanding this into a whole portable-doom launcher with a batch-file interface to play a curated list of doom WADs.

>> No.3545642

>AAAAAAA
AAAAAAA A AAAAAAAAAAA AA AAAAAA A AAA AAAAA
AAAAAAAAAAA AAAAA AAA AAAAAAAA AAAAA
>AAA AAAAAA AA AAAAA

>> No.3545652
File: 31 KB, 579x732, doom.bat.2.png [View same] [iqdb] [saucenao] [google] [report]
3545652

>>3545615
Added more engines and savegame relocation (to separate your saves from the engines and from each other).

I'm not sure if I should allow customisation of wad/ports path or just assume this is purely a launcher for a portable doom collection.

>> No.3545659
File: 1 KB, 192x128, zdoom.gif [View same] [iqdb] [saucenao] [google] [report]
3545659

>>3545615
>>3545652
>usgae

>> No.3545687
File: 1 KB, 66x72, epic2cursor.png [View same] [iqdb] [saucenao] [google] [report]
3545687

So is the Epic2 menu skull a guy with a ballgag on or

>> No.3545692

>>3545546
I'm currently picturing how would have they gone about making the SM turn on its back as it fires at the player like it did in nudoom

also glory kills fucking when

>> No.3545701

>>3545692

>also glory kills fucking when

In D4D? Doesn't the FAQ say he doesn't want to do them?

>> No.3545703

>>3545701
it was actually namblaco's d4 mod, my b

still im itching to see that in action goddamn

>> No.3545718
File: 138 KB, 1280x720, Screenshot_Doom_20161007_142157.png [View same] [iqdb] [saucenao] [google] [report]
3545718

Is the laser wall on MAP15 of Epic2 bugged in (G)ZDoom? It still kills me after I disable it, and without any mods running.

>> No.3545738

I'm really bad at finding secrets at Doom. It's not uncommon for me to go the whole level without finding a single secret.

Anybody have any tips? Patterns to watch for?

>> No.3545759

>>3545738
it really varies,but there's a few things that often stand out:
>light level (heretic's first map)
>wall texture (oddities or decorations)
>rails around a wall
>barrels
>sound clues
play trough doom's first episode of doom and try not only to find the secrets, but to find the clues that leads to them

>> No.3545762

>>3545738
the most obvious secrets are walls with an odd texture inbetween all the others.

also listen closely if you ever hear an elevator/door sound trigger without you having done anything.

shoot things that look suspicious, like unactivated switch textures that are unreachable by foot.

>> No.3545772

>>3545738
Different colors/textures or offset alignment of walls, or just looking at some spot and think to yourself "Would I put a secret here if I was making a level?"

Sometimes you might walk down a path and hear a door opening in the distance, maybe that's a secret door that's triggered by a linedef you passed, try going back and forth a little bit and see if you hear it open again, then try to move towards the direction of the noise and see if you can get there.

Many secrets in the original game are visible, but the entrance or path to them isn't outright obvious, you might have to go a long way around to get there.

>> No.3545779

>>3545615
>>3545652
what's with the bluescreen palette? it triggers me a bit

>> No.3545784

>>3545692
>first-person executions in the doom engine
sounds like a lot of effort for something that'd look terrible

>> No.3545792
File: 19 KB, 579x718, doom.bat.3.png [View same] [iqdb] [saucenao] [google] [report]
3545792

>>3545779
Actually that's just that for some reason a COLOR command became permanent on my system. Here's a trigger-free update!

>> No.3545794

>>3545246
Hey wait, where are the other two news reposts?

Doom General loses it's charm when the infinite news presence doesn't exist anymore.

>> No.3545797

>>3545703
There's metadoom.

>> No.3545801

>>3545797

That doesn't have Glory Kills though, just a punch that makes enemies drop health.

>> No.3545805

>>3545784
D4D looks awkward enough as is

>> No.3545808 [DELETED] 
File: 10 KB, 110x110, clop.png [View same] [iqdb] [saucenao] [google] [report]
3545808

CLOP

Episode 1: Elbow Deep In The Pony

Difficulty: Night Mare

>> No.3545809

Speaking of D44M mods, when is Zion gonna update?
Last I heard was this
https://www.youtube.com/watch?v=OXlK67JnYUE

And it got me hyped, because the rips don't look as shitty anymore.

>> No.3545813

>>3545808
no

>> No.3545814 [DELETED] 

>>3545808
Janny!

>> No.3545815

>>3545792
I found the blue easier on my eyes

>> No.3545816

>>3545808
so you just gonna post the ants version or what

>> No.3545824 [DELETED] 
File: 20 KB, 110x110, clop2.png [View same] [iqdb] [saucenao] [google] [report]
3545824

>>3545816
That's the resolution I rendered it at - which is fairly high for a doom sprite!

>>3545813
YES!

>> No.3545826

>>3545808
Please don't tell me this is gonna be another Regular Day.

Please no...

>> No.3545827
File: 113 KB, 555x430, HEY.png [View same] [iqdb] [saucenao] [google] [report]
3545827

>>3545824
That's horrifying

>> No.3545828
File: 281 KB, 535x466, mike_stoklasa.png [View same] [iqdb] [saucenao] [google] [report]
3545828

>>3545824
>people jerk off to this

>> No.3545831

>>3545828
You should see the version with a dick.

I think I'll make it shoot jizz-rockets at you.

Cyberdemon replacement.

>> No.3545832

>>3545808
>>3545824
our resident barneyfan is going to freak

>> No.3545843

stop giving it attention you fucking ree-rees.

>> No.3545846 [DELETED] 

>>3545843
>says right after it's been deleted
good going

>> No.3545851 [DELETED] 

>>3545846
besides the point. you should'nt respond or acknowledge it at all. report and move on.

>> No.3545859 [DELETED] 

>mods delete doom-related content in doom thread

kek

>> No.3545861

>>3545809
We already got Doom 4 Doom so it doesn't really matter.

>> No.3545871

>>3545861
>plausible MSX-inspired mod with high res nudoom weapons
>'doesn't really matter'

>> No.3545872

>>3545859
>pony bullshit is doom-related

>> No.3545875

>>3545859
>Pony shit outside of /mlp/
According to rules that poster should be straight banned.

>> No.3545890

>>3545871
>highres
this looks just weird ingame
needs pixels

>> No.3545898
File: 368 KB, 903x386, ULGVMVh.png [View same] [iqdb] [saucenao] [google] [report]
3545898

>>3545809
>because the rips don't look as shitty anymore.

Don't 'as' shitty.

But they're still shitty.

If people are going to use 3D models for weapon sprites, they should at least palette them or try to get them looking like they belong in doom.

Honestly though, manually drawn sprites are king. Just look at these.

>> No.3545910

>>3545898
man, D4D's final version rocket launcher lost a LOT of detail from this incarnation. the barrels on the chaingun are missing a lot of details from the nudoom version, and that SSG is, well, it's got two barrels. hope necronixis releases the new set for it sometime soon.

the gauss cannon, nudoom, doom 4 doom, I don't care where it's from, is my absolute definitive gunfu.

>> No.3545915

>>3545910
I like the heat wave modified plasma gun the most of the D44M weapons, with the gauss cannon coming in second.
I just love the meaty sound it makes when you shoot it.

>> No.3545919

>>3545898
well, to be perfectly fair, he did trace over the original weapons

still, got a point

>> No.3545920
File: 92 KB, 1052x960, ex.jpg [View same] [iqdb] [saucenao] [google] [report]
3545920

>>3545915
That too. I'm so glad they nailed the feel of the plasma rifle in the mod.

>> No.3545928

>>3545898
That SSG is trash though.

Everything else is good.

>> No.3545970

>>3545898
>not centered
also, is it justme or is there really too little difference betweeen the shotgun(?), the sniper rifle and the other three tech rifles?

>> No.3545979

>Script error, ":actors/doomrl/powerups.txt" line 37:
>Unexpected '255' in definition of 'RLInvulnerabilitySpherePickupGiver2'

Did the latest DoomRPG update fuck up DoomRL Arsenal?

>> No.3545995
File: 23 KB, 579x382, doom.bat.4.png [View same] [iqdb] [saucenao] [google] [report]
3545995

>>3545792
This is the sort of thing I'm going for. A simple batch-file menu-driven collection of WADs and stuff. Anybody interested in helping curate a list?

>> No.3546029

>>3545995

This would be awesome. What would you need?

>> No.3546037
File: 667 KB, 1920x1080, Screenshot_Doom_20161007_104033.png [View same] [iqdb] [saucenao] [google] [report]
3546037

Man, after that wave of barons, revenants and chaingunners the arachnotrons were a piece of cake. Same for the final revenant wave. I was worrkied about the archvile, but luckily it was so restricted it couldn't do anything.

>> No.3546041
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]
3546041

>>3545513
truly we live in a golden age of doom

>> No.3546042

>>3546037
what's with those numbers. how much health is hyphen facepalm zero? how much armour is hyphen lambda zero?

>> No.3546046

>>3546042
it appears to be the japanese HUD font

>> No.3546048

>>3546042
They are Japanese numbers. The hyphen is a 1, dunno the rest. I need to brush up on my Japanese digits.

>> No.3546050

>>3546046
>>3546048
ooh, i see. so the wad is jpcp? or zdoom has a jp translation?

>> No.3546054

>>3546050
The HUD comes with the WAD, yes.

>> No.3546059

>>3546042
looks like 140 life, 180 armor

>> No.3546063

>>3546029
I'm going to build a few pages to work out a format to copy and put the code online. I imagine people can contribute directly via pull requests, but we could have a discussion on how to organise the collection, what needs to be there and how to present it to the user.

I'm aiming for a replacement for the DOOM starter pack currently here; it's good, but requires config & setup. I want to make something totally portable and pre-configured requiring nothing more than a double-click to run and play.

>> No.3546069

>>3546063
in that case I wouldn't use batch scripting, because mac and linux machines exist

>> No.3546071

>>3546069
They can load the WADs into their preferred launcher; this is going to include windows ports in the box. That said, with something in place I'm considering writing a DOS-like UI in QB64, which would work on Mac & Linux.

>> No.3546079

>>3546042
>hyphen facepalm zero?
ahahahahahahahahahahahahahhaah

>> No.3546080

>>3545202
You fooled me, I thought it was gonna be a snow map before I scrolled down.

>> No.3546082

>>3546079
are you being sarcastic?

>> No.3546083

>remake of doom 2's maps using GZDoom that set all sector lights to be as dark as possible and relied on GZDoom's dynamic lighting
I forgot what this was called, can anyone remind me?

>> No.3546092

>>3546083
i did some searching and i think you might be thinking of HontE: Remastered

http://www.moddb.com/games/doom-ii/downloads/honte-remastered-v-069c-beta

>> No.3546093

Any good suggestions for map packs or megawads for use with Demonsteele?

>> No.3546101
File: 152 KB, 400x408, gotta-make-some-changes-for-the-kids.png [View same] [iqdb] [saucenao] [google] [report]
3546101

hello i made some changes to the samsaras today

i fixed the bug with weapon stay and (i think) with unique items deciding to not be a thing

i also fixed duke talking over himself in pistol start mode

what else should i try and fix while i'm braving this codebase

>> No.3546103

>>3546101
at the moment, it's possible for chexguy to die

you may want to fix that

>> No.3546104

>>3546092
Right, that's the one

>> No.3546110
File: 491 KB, 1920x1080, Screenshot_Doom_20161007_115718.png [View same] [iqdb] [saucenao] [google] [report]
3546110

Gave me a good spook.

Bolted to the exit console as soon as I saw the cages lowering.

Then suddenly massive slowdown to 1 FPS. I wonder why? And now I find out that there was some optional sections that I missed by going back to find the yellow keycard.

>> No.3546118

>>3546110
>Then suddenly massive slowdown to 1 FPS
did they all get crushed and spray blood everywhere?

>> No.3546125
File: 32 KB, 762x566, blood-caleb.jpg [View same] [iqdb] [saucenao] [google] [report]
3546125

>>3546101
fix the lack of Caleb !

note to moderators: this post is a joke.

>> No.3546134
File: 660 KB, 1920x1080, gzdoom 2016-10-05 21-33-06-81.png [View same] [iqdb] [saucenao] [google] [report]
3546134

>>3546101
Nerf Ronald

>> No.3546215
File: 760 KB, 1280x800, Screenshot_Doom_20161007_083804.png [View same] [iqdb] [saucenao] [google] [report]
3546215

t-t-thanks...

>> No.3546238

>>3546118
That's make sense with Smooth Doom, but I have that option turned off unless it's the Super Shotgun doing it.

They also teleport away.

>> No.3546276
File: 55 KB, 1366x768, Screenshot_Doom_20161004_181203.png [View same] [iqdb] [saucenao] [google] [report]
3546276

this map sucks

>> No.3546286

>>3546276
It's kind of an extended boss map really, but I still like it. Speed of Doom is pretty much my favourite megawad bar none to be desu. There's just something about the layouts and flow that resonates with me on a basic level. Kind of hard to explain

>> No.3546287

>>3545245
I don't understand this meme. Why is this guy guarding some bed room.

>> No.3546313
File: 206 KB, 500x500, disguises.jpg [View same] [iqdb] [saucenao] [google] [report]
3546313

>>3546287
It's supposed to be a bouncer.

>> No.3546321
File: 762 KB, 2048x1152, Screenshot_Doom_20160928_233809.png [View same] [iqdb] [saucenao] [google] [report]
3546321

>>3545360
Hey man, are you possibly finnish? Thought because of your youtube name.
Maybe we can work together at some point :) I'd love to make a souls style esigned level for that style of gameplay.

>> No.3546363

>>3545307
At least it means that Bethesda didn't succeed in overwriting every google Doom reference with NuDoom.

>> No.3546370

>>3546101
Put the Descent games in there.

>> No.3546371
File: 134 KB, 600x450, uY9vhM1.png [View same] [iqdb] [saucenao] [google] [report]
3546371

I dunno if this is considered a meme WAD or something, but is there anything else like it? I liked the variety

>> No.3546374

>>3546371
It's not a "meme" wad, it's just a "What if Doom was a Mario game" wad. There's a sequel to it being done by the same guy right now but progression is pretty slow. It's more like Super Mario World instead of Mario 64 as well.

>> No.3546378

Where do I get Blood 1?

>> No.3546379

>>3546378
gog.com

>> No.3546380
File: 53 KB, 800x587, tumblr_inline_oceetnLNV61rpx9q2_1280.jpg [View same] [iqdb] [saucenao] [google] [report]
3546380

>>3546371
>meme wad

>> No.3546382

>>3546371
Hocus Pocus Doom.

>> No.3546404

>>3546371
>meme WAD

>> No.3546417

>>3546313
I could probably kick that guy's ass. But what business would anyone have in some bed room

>> No.3546423

>>3546371
It's quite a nice GZDoom mod for what it is, albeit let down by its shitty weapons.

>meme wad

>> No.3546435

>>3546378
Piratebay. Don't give them any money.

>> No.3546442

>>3546215
Wad?

>> No.3546446

>>3546417
he might have turned it into a roller disco

>> No.3546475

>>3546370
this would be hilarious

>> No.3546496
File: 322 KB, 854x480, randomvideoframe.png [View same] [iqdb] [saucenao] [google] [report]
3546496

https://www.youtube.com/watch?v=HS9J0ppgbT4
Eccentricity of the creator aside, this looks like a really well thought out mod, for me it was worth watching the video for design study, as he goes quite in depth about what was changed and the reasoning behind some of these changes.

>> No.3546497

What are some hidden gem megawads?

>> No.3546503

>>3546370
>>3546475
sorely tempted, but doing it RIGHT would probably necessitate losing zandro 3 compat and that ain't happening

which sucks, because all the post-zandro3 toys i've been playing with in other mods has spoiled me :(

>> No.3546508

>>3546446
>he might have turned it into a roller disco
They don't do it anymore. Casualty of cool.

>> No.3546535
File: 71 KB, 600x656, 1474181787377.jpg [View same] [iqdb] [saucenao] [google] [report]
3546535

>>3546370
this is great

>> No.3546538

>>3546101
>samsaras
where can i get it?

>> No.3546552

what are some lesser known megawads

>> No.3546559 [DELETED] 

>>3546497
>>3546552
Your mom

>> No.3546562

>>3546559
fuckin gotem dude

>> No.3546568

>>3546093
Scythe 2.
Term did so much testing for Demonsteele with it it's pretty much THE Demonsteele mapset.

>> No.3546586

>>3546552
https://www.doomworld.com/idgames/levels/doom2/megawads/cyc-384

IMO, better than the C*1024 series.

>> No.3546651

>>3546586
>384x384

That's kind of an arbitrary size, isn't it? 512 would have been the next step. Then 256.

>> No.3546672

>>3546586
Okay, it seems that MAP09 has a glitch where the blue skullkey is straight up removed from its niche.

>> No.3546692

Poll with arbitrary answers apropos of nothing.

http://www.strawpoll.me/11382143

>> No.3546696

>>3546692
Indifferent, because I don't play multiplayer.

>> No.3546702

>>3546651
a classic symptom of computer nerds everywhere, assuming everything must be a power of two. http://www.doomworld.com/idgames/?id=14018 is effectively a "congestion 666" with a weird palette.

>> No.3546706
File: 2.55 MB, 320x240, cyc-384-9-27.webm [View same] [iqdb] [saucenao] [google] [report]
3546706

>>3546672
works for me, in doom2 complevel

demo: http://temp-host.com/download.php?file=sh25jd

>> No.3546707

>>3546706
Maybe it doesn't appear on some difficulty levels by accident?

>> No.3546709

>>3546692

Zandronum as a whole is pretty awful except for one single instance.
The port is lagging so far behind, almost all the good and cool mods aren't supported.
The community is a joke. Nothing more needs to be said. I'd rather go on DeviantArt than Zandronum.

The only thing it's good for is playing multiplayer with mates, by virtue of Z/GZDoom's multiplayer being fucking nonexistent now.

>> No.3546713

>>3546709
>except for one single instance
What instance is that?

>> No.3546717

>>3546713

Playing multiplayer with mates, as I said.
Start up a server, lock it off to the public, and have fun.

>> No.3546718

>>3546713
i assume it's the last paragraph of his post

>> No.3546723

>>3546692
>what do you think of zandro
Literally the only functioning multiplayer doom community has these days

Also kek'd at the unanimous results so far

>> No.3546724

>>3546692
Being a Zandronum 3.0 modder is a hell of a drug because you get to compare the mostly bro-tier devs with the positively autistic community. Even if it's sort of critically outdated compared to ZDoom, some of the features it adds are extremely neat from a netplay perspective outside of the fact that netplay works at all :^), and yet it feels like most of the interesting stuff added gets used for moronic shit like Bagel Horde and MM8BDM RP servers. That or the 50 Complex/Brutal servers running at any given time, I mean fuck, what do I have to do to play a round of AOW2 with more than the same three players?

Oh well, maybe I'll eventually manage to hit single digit players during peak hours when 3.0 stable is released in 2027, bringing several minutes of entertainment before the Brutal Doom + Complex/LCA compatibility patches hit.

>> No.3546725

>>3546706
you would've eaten so much shit had that chaingunguy not died in one trigger pull.

>> No.3546729

>>3546702
I'm just saying it makes the most sense if an idea is based off the1024x1024 concept.

>> No.3546730

>>3546692
zandronum is cool, if you don't go on the forums and play on private servers

>> No.3546732
File: 6 KB, 400x419, 1475866588.png [View same] [iqdb] [saucenao] [google] [report]
3546732

>>3546707
seems to be correct

>> No.3546742
File: 949 KB, 960x540, gzdoom 2016-10-07 21-01-47-54.webm [View same] [iqdb] [saucenao] [google] [report]
3546742

>>3546732
>>3546707
>>3546706

>> No.3546745

>>3546729
i think any multiple of 64 or 128 would work, due to those being the common texture sizes.

>>3546725
perhaps. i was a bit lucky getting the one-hit kill, although shooting while right up in his face helped of course.

but the shotgun reload animation isn't that much longer than chaingunner pain animation. he mightve got a few bullets off if he reacted quickly enough after flinching.

my experience suggests i would still have survived him with a decent likelihood had the first shot done insufficient damage, but, needs more research, clearly.

>> No.3546746
File: 402 KB, 1920x1080, Screenshot_Doom_20161007_210700.png [View same] [iqdb] [saucenao] [google] [report]
3546746

>>3546742
Testing it without Smooth Doom leads to the same. I have to noclip to see where it went.

>> No.3546757

>>3546742
>>3546746
haha wow. it's not a comp_floors bug, it works in boom complevel. i'll try zdoom 281

>> No.3546760

>>3545827
Monster Hunter Doom Ultimate when

>> No.3546763
File: 93 KB, 640x480, Screenshot_Doom_20161007_201402.png [View same] [iqdb] [saucenao] [google] [report]
3546763

>>3546757
okay it's fucked up in zdoom

>> No.3546771

>>3546763
>my planet needs me

>> No.3546779

>>3546417
>But what business would anyone have in some bed room

There's sex, then there's slumber parties, and there's also snuff filmmaking.

>> No.3546784 [DELETED] 

>>3546063
I've got a .rar here...

filedropper /showdownload.php/mgzd3

With all of the standard doom/doomlike iwads, gzdoom, and a few batch files for vanilla d4d and demonsteele, as well as scythe2 and maps of chaos variants. I set up some basic configs like no auto aim, mouselook on and such. They probably don't account for screen size and resolution, but keybinds and such have already been done.

It's also got the master levels in another zip but I ain't got one click batches for those.
I've tried my best to not overlap DS and D4D's keybinds too much, but in the instances that they do, it seems to work just fine anyway.

I made this for handing out to my buddies, though, so I don't know if this is what you're looking for.

>> No.3546790

>>3546724
>That or the 50 Complex/Brutal servers running at any given time
This. And none are populated.

>> No.3546804

>>3546101

Please make it so BJ's Spear of Destiny doesn't fizzle out after a set distance, it's an impossibly shit ultimate weapon when you can't control whether it will do anything good nor shoot from a safe distance.

>> No.3546810

>>3546692
Awesome port. Say what you will about it being light years behind ZDoom, but atleast the multiplayer works.
The community is the most cancerous and, for lack of a better word, toxic portion of the doom community. In Zandronum, everyone has either autism, a stick up their ass, or both. And there's more drama surrounding the regulars than a fucking mexican soap opera.

>>3546730
This guy knows what's up though. But if you don't have friends to play with, you're basically up shit creek without a paddle.

>> No.3546820

>>3546692
What brought on the question?

>> No.3546832

I love how everytime I come back there are newer and better options to play vanilla ass doom.

Doom Complete, Smooth Doom, and pk sfx being my new default zdl configuration.

https://a.pomf.cat/viocda.webm

>> No.3546839

>>3546832
wow, someone else who turns off player bobbing

>> No.3546845

>>3546839

It's not fully off, I think it's at .01 or something. Full head bob gives me a headache, but I still want a little bit of weapon sway.

>> No.3546852

>>3546832
still watching. it keeps pausing because pomf.cat can't serve fast enough.

shame you can't select individual master levels - i don't think they're meant to have an order.

>> No.3546856
File: 2.86 MB, 960x540, 79870578984.webm [View same] [iqdb] [saucenao] [google] [report]
3546856

>>3546839
>not loving the woobly

>> No.3546872

>>3546856
yeah it seems i subconsciously use the gun barrel sprite to aim, and having it wave around hurt my accuracy. so i turned off player bobbing.

also what is that wad?

>> No.3546878

>>3546852

The only real official order they were ever given were the console ports of the master levels which seems to group them by difficulty. There'll never be a good order to them other than difficulty since they were made standalone by a ton of people.

I guess you could always use console to skip around or just use run master levels as intended standalone and pick maps that way.

>> No.3546882

>>3546872
e1m4b one of romeros recent maps

>> No.3546891

>>3546882
oh, i'm embarrassed i haven't played it yet.

>> No.3546892

>>3546872
You could use the crosshair to completely get around that.

>> No.3546896 [DELETED] 

>>3546892
more like casualhair

>> No.3546915

>>3546892
i play the old way (no freelook, vertical mouse axis is movement, automatic aim at monsters at different heights) in a source port that doesn't have crosshairs.

>> No.3546917

>>3546832
>Smooth Doom
It's neat, but sadly it overrides lots of voxels from
hellspawn+voxelbro1.4.pk3.

>> No.3546923

>>3546917
use the weapons only version

>> No.3546925

>>3546896
>disables basic visual features because it makes the game hard for him
>not just keeping them an having an unobtrusive dot at the center of the screen for point-shooting

>> No.3546927

>>3546832

The GZDoom Wolf3d Total Conversion is also pretty great. Spot on from what I can tell.

https://u.pomf.is/uyaeqc.webm

>> No.3546929

>>3546915
Fair enough.

Which one of these ports supports turning off weapon bobbing and view bobbing in that case?

>> No.3546930

>>3546925
>>disables basic visual features because it makes the game hard for him
that's the pettiest shit I've read today.

>> No.3546932

>>3546930
As opposed to "casualhair" ?

>> No.3546936

>>3546929

ZDoom and GZDoom

console -> movebob 0 (or .01 to make it incredibly reduced)

>> No.3546939

>>3546932
it's nearing it, but at least that makes sense to a far extent.

>> No.3546942

>>3546936
ZDoom and GZDoom have crosshairs though, comes with a bunch of basic ones.

I like the dot one the best because it doesn't block my view and helps for longer distance shooting (for closer distances it's not as important)

>> No.3546947

In mods that have multiple playable characters, is it possible for people to have different characters in multiplayer?

>> No.3546948

>>3546929
boom introduced a player_bobbing option which could be turned off. pr+ has crosshairs now i believe, but i preferred to keep my existing choices, rather than switch to using them. i use crosshairs with freelook on the very rare occasions i try zdoom gameplay mods, but crosshair without freelook feels wrong to me.

>> No.3546950

>>3546923
Where would I get that from?

>> No.3546951

>>3546948
You don't really need crosshairs in Doom though unless it's a gameplay mod that fuddles with the gun models. All of them are pretty easy to aim already.

That's why people call it casualhair.

>> No.3546953

I need help finding a WAD.

>Cyberpunk
>Bright visuals
>Upbeat music (optional)
>Good architecture

Long story short, I want to make my own WAD with these elements but I want to know what exists out there first. Googling doesn't do jack shit for finding WADs, and the ol' Doomworld or IDgames archives are failing me.

I've played some Skillsaw stuff, and it's close to what I want, just not quite there.

>> No.3546956

>>3546951
i know, see my original post >>3546872 . i feel like we're going round in circles.

>> No.3546965

>>3546947

Yes.

>> No.3546971

>>3546951
>That's why people call it casualhair.
But it's only you who say that.

>> No.3546995

>>3546971
it's not like he doesn't have a valid point, you know

>> No.3547027
File: 17 KB, 642x427, portadoom.1.png [View same] [iqdb] [saucenao] [google] [report]
3547027

>>3545995
Here's a mock up of a portable doom launcher and WAD compilation in QB64. This'll be more work than just using batch files, but will allow me to make this more of a "disk mag" type of presentation.

>> No.3547031

How do you feel about putting ridiculous easter eggs in your wad no one but people who or who look in the editor will find? There's a legit way to get it too but it's real obscure.

>> No.3547035

>>3546995
I can see why you feel your own point is valid.

>> No.3547039

>>3547035
>oh no they're agreeing with each other
>t-this must mean they're the same poster!
okay.

>> No.3547057

>>3547031
i know of several, and i enjoy finding them. when i do, i wonder if there is anyone else who knows about them. for example, did you know there is a picture of Helen Hunt in Cyberdreams?

>> No.3547060

>>3547027
a "huge dump" of "buttock-clenching" action? do you have some kind of arse fixation?

>> No.3547063

>>3547060
It's called PortaDOOM. The icon will be a portable loo with the doom logo on it or something.

>> No.3547078

>>3547031

I love it and I love doing it.

>> No.3547091

I've started with Doom Builder some hours ago, how hard would be to add an "experience points" value to the HUD that add's up everytime I kill an enemy ?

>> No.3547092

>>3546071
Please just scrap the whole QB64/BAT thing. They're terrible to work in and better alternatives exist. Please consider Perl or Python, for instance -- both are portable, easy to work in, and both have easy ways to make decisions based on the detected OS. You're also likely to get more contributors that way.

>> No.3547098

>>3547092
>BAT: literally the lowest common denominator ever. Windows 95+, will even work on the most virus-ridden wreck of a machine. Absolutely rock-solid reliable
>QB64: BASIC with cross-platform compiling. Self-contained EXEs, reliable

Also, I'm specifically going after the DOS look of the time. I get that for free with BAT/QB64. I'd have to waste a ton of time emulating the look in other languages.

Perl & Python are massively over-complicated tools for a simple task and just creates programming for programming's sake.

>> No.3547107

>>3547091
I believe you would need to modify enemy data if you wanted to make enemies give unique points each.

>> No.3547112

>>3546845
if only view bobbing and weapon bobbing were seperate

>> No.3547114

>>3547092
i think his program's more likely to get done if he writes it in a language he knows, rather than catering to contributors who only exist in potentia

>> No.3547117

>>3547114
Actually, the content will be text files anybody can create. The engine just renders them and it won't need every contributor to hack on.

>> No.3547194

>>3546321
nah I'm british - I'd love to collab some time, though. I'm not exactly good at making maps, I'm more of a decorate/acs wizard.

>> No.3547205

>>3546083
>>3546092
Are there any other good WADs out there that follow HontE's rules for lighting?

>> No.3547223

>>3546101
Add Noah from Super 3D Noah's Ark

>> No.3547257

>>3546101
add garret from thief. keep him the same as in thief, but make sure he's balanced.

>> No.3547264

>>3547027
Curious, are you gonna be posting this to github or someplace?

>> No.3547314

What is the best quake 2 source port?

>> No.3547318

>>3547314
yamagi.org/quake2

>> No.3547324

>>3547318
I legitimately never heard of that one. I'll go check it out with my gog q2.

>> No.3547332

>>3547257
>garret is completely invisible in slightest shadow
>his footsteps are extremely loud and alert everyone on the map
>blackjack is OHKO from behind on ANYONE
>the sword does 1 damage
>fire arrows don't exist
>broadhead arrows do exist, but you can't afford them until you pickpocket a cyberdemon

>> No.3547346

>>3547324
It's the only port i've seen that does antialiasing

>> No.3547347

Can good maps be made with startan only?

>> No.3547353

>>3546950
http://www.mediafire.com/file/trk7yt4v9egtrnv/SmoothDoom-WeaponsOnly.pk3

Right here

>> No.3547360 [DELETED] 
File: 30 KB, 316x202, enough.jpg [View same] [iqdb] [saucenao] [google] [report]
3547360

>>3545246
> post hdoom screenshot
> get fucking b& for 4 fucking days
> posting tons of blood, gore and curse words is okay
> 4 pixel nipples on female demon-horse is not
> mfw

>> No.3547363

>>3546942

I like the 'dot' crosshair too. I tried changing he color to red, but it's still green. Am I missing something really basic here? I'm running ZDOOM through ZDOOM Executor.

>> No.3547370

Made it to map 9 on plutonia on ultra violence using the plutonia simulator mod and Might I say that Archviles are Fuckin Everywhere .

>> No.3547385

>>3547347
if the fifty shades of graytall wad is anything to go by, I'd say yes.

>> No.3547387

>>3547363
maybe you have it indicating your health?

>> No.3547389

>>3547360
Well, it violated board rules, so it was purged. I like hdoom like any other autist but i think you're overreacting.

Also american censorship, nudity/violence double standard etc etc

>> No.3547391

>>3547346
Tsk, it doesn't support the high poly weapon pack it seems. Oh well, the original wobbly SSG has its own charm.

>> No.3547394

>play mods for 30 mins
>go back to chocolate doom for hours
Who /chocolate doom/ here

>> No.3547401

>>3547394
I /gldoom/ here

tried going back to /zdoom/ but it hurt my gentle HD spoiled eyes after a while

>> No.3547405

How do you make an instant-death pitfall in the Boom format?

>> No.3547417 [SPOILER] 
File: 262 KB, 1162x594, 1475889609072.jpg [View same] [iqdb] [saucenao] [google] [report]
3547417

Post cute stuff

>> No.3547423

>>3547405
The classic teleport to black room/telefrag the player

>> No.3547425

>>3547417
DONT
O O
N N
T T

>> No.3547426
File: 1.44 MB, 1280x720, wat.webm [View same] [iqdb] [saucenao] [google] [report]
3547426

>friend sends me a gzdoom pack
>play this
>this happens
fucking lol

>> No.3547427

>>3547425
I don't understand the whole "don't pet the caco" meme

He can easily be punched to death with berserker fists, especially if you soften him up with 2-3 shotgun shots

Yes, his melee hurts (he's 70% mouth after all) but it's easily sidestepped

>> No.3547429

>>3547427

...I'm pretty sure it's just a meme because the idea of petting a cacodemon is funny.

>> No.3547430

>>3547426
Dont you like nudoom? There must be something very wrong with you

[/sarcasm]

>> No.3547432

>>3547427
>monster the size of a weather balloon
>maintains flight through not quite clear means
>belches ball lightning as a projectile attack
>mouth full of a row of big sharp teeth
>exterior body covered in large spines/spikes
I'm thinking it's more of a harzard warning.

>> No.3547438

>>3547429
You can even fisticuff a revenant (motherfucker has been lifting weights his whole life, and somehow even his skeleton is buff) if you're completely mad

>>3547432
>>maintains flight through not quite clear means
Clearly he's filled with gas because of an extremely unhealthy diet

He gains/loses altitude by sucking air through his sphincter, and propulsion through farting

>> No.3547440

>>3547423
Got a tutorial or something?

>> No.3547442

>>3547440
Nope, sorry.

But there should be a teleporting mesh somewhere, and instakill teleporters are achieved through the voodoo doll (dummy player spawn)

>> No.3547446
File: 1.06 MB, 1024x768, bump mapping.png [View same] [iqdb] [saucenao] [google] [report]
3547446

Beautiful.

>> No.3547449

>>3547426
>>3547430
If this was Doom 4 those would have had a long visual tell before firing, then just miss the player entirely.
Revenants in Doom 4 are a joke, that doesn't make this not bullshit though

>> No.3547450

What's a good skin pack for multiplayer? My buddies would love some variety, ideally something that fits thematically.

>> No.3547462 [DELETED] 

>>3547430
do you ever, you know, shut up?

>> No.3547465

>>3547405
I hate insta death pitfalls, any reason you can't make it a damaging floor with an escape route?

>> No.3547476 [DELETED] 

>>3547462
>someone is wrong on the internet
>not posting
pick one

>> No.3547482

>>3547465
I wanted the room to have a skyyfloor many, many feet below. Decided to change the floor to blood with 20% damage instead.

>> No.3547493
File: 361 KB, 800x600, Screenshot_Doom_20161007_211039.png [View same] [iqdb] [saucenao] [google] [report]
3547493

jesus fuck.

>> No.3547526

>>3546953
violence.wad?

>> No.3547550 [DELETED] 
File: 393 KB, 1366x768, Screenshot_Chex_20161007_194319.png [View same] [iqdb] [saucenao] [google] [report]
3547550

https://www.youtube.com/watch?v=hneLLgaScUs

>> No.3547556

Are there any wads that are like black and white horror films in their style?

>> No.3547558

>>3546953

multiplayer only, but cybercrime might be what you're looking for.

>> No.3547567
File: 270 KB, 500x411, spooky revenant.png [View same] [iqdb] [saucenao] [google] [report]
3547567

What did the UAC mean by this?

>> No.3547576

>>3546760
Wouldn't it be difficult to recreate its monsters into Doom though? Unless you go for something like hot monkey dick

>> No.3547606
File: 228 KB, 358x408, 1461531434949.png [View same] [iqdb] [saucenao] [google] [report]
3547606

>People keep updating their DUMP3 maps

>> No.3547607

https://www.youtube.com/watch?v=1tmN1a3cDMg

Can someone running Windows do me a huge favor and unpack this soundfont with the provided SFPack utility in the description and then upload it somewhere? For some reason, people still insist on compressing soundfonts with an archaic, proprietary format that has no cross-platform tools available.

>> No.3547619

>>3547450
There's a lot of skin packs and a lot of them have a bunch of characters from various doom related games. There's one on the zandronum forums, the ancient skins.wad, vrskins from a year ago, just make sure your friends also have them loaded up too

>> No.3547621

>>3547607
Just run wine lad, everyone does it

>> No.3547625

>>3547606
Hey I posted my final version of fort stimpack ages ago, mine is done. Don't make me add in a hidden Waifu Window secret just to spite you all

>> No.3547627

>>3547606
I remember when the release was scheduled for July. How naive I was for actually believing that.

>> No.3547628

>>3547606

It's making my job easier, so.
Hopefully I can get a release out before the 13th.

>> No.3547637 [DELETED] 
File: 32 KB, 393x508, F9hs4Px.png [View same] [iqdb] [saucenao] [google] [report]
3547637

Hello, is this the Reflex general?

>> No.3547646

>>3547628
Is that a promise?

>> No.3547647

What defines a speedmap? Like, how long can I work on one until it isn't considered a speedmap anymore?

>> No.3547649
File: 13 KB, 585x635, HUUUUUH.png [View same] [iqdb] [saucenao] [google] [report]
3547649

>>3547607
https://mega.nz/#!LA5CkA5b!uUJgDt27svsjNIb7WRjpcAFVf5MA42TwMzgqAB7sznY

Here it is in SF2 format.

>> No.3547654
File: 122 KB, 500x427, cool bones.png [View same] [iqdb] [saucenao] [google] [report]
3547654

>>3547649

Thanks dude!

>> No.3547657
File: 104 KB, 1030x579, alley1-1030x579.jpg [View same] [iqdb] [saucenao] [google] [report]
3547657

>>3547606
>people actually make finished games out of their 7dayfps/ludum dare projects
Crazy, I know

>> No.3547660

>>3547646

Nope. I dunno entirely if it's even that realistic or feasible.
But I fully expect all y'all to blast my ass to keep me going and hopefully I can make it.

If I can't, then FUCK

>> No.3547664

>>3547660
don't worry, you can count on me to call you a faggot as hard as i can

>> No.3547665

>>3547664

Thanks, anon. I knew I could count on you.

>> No.3547667

>>3547647
it's quite arbitrary but I think it's safe to say not longer than a day.

>> No.3547670

>>3547657
>What's a deadline

>> No.3547671

>>3547647
A couple hours to a day I think.

>> No.3547678

>>3547667
>>3547671
Okay cool, I just wanted to know before I started on stuff. It's about time I started making some maps and shit.

>> No.3547687

>>3546496
I might host this. I host unreal almost all the time, so it should make it a little more interesting.

>> No.3547691

>>3547394
Meee. Love dat pixelated grittiness. The game just feels less sinister in higher resolutions.

>> No.3547694

What difficulty do you play DOOM on?

I play Ultra-Violence with Fast Monsters enabled and all forms of autoaim disabled.

>> No.3547696

>>3547694
Always UV

>> No.3547701

>>3547694
UV

>> No.3547726

>>3547665
>>3547660
>>3547628
https://www.youtube.com/watch?v=hAEQvlaZgKY

>> No.3547728

>>3547694
UV on iwads
Generally HMP in mapsets.

Freelook, no auto-aim (I hate auto-aim)

>> No.3547737

plz help /vr/. I can't get wads to load with gzdoom. Every time I drag and drop a wad into gzdoom and start a new game, it just loads doom. Am I retarded for not knowing what's going on?

>> No.3547739

>>3547737

What wads are you trying to load?
Is there a wad selection menu pop-up?

>> No.3547741
File: 486 KB, 387x368, secrets in custom wads.gif [View same] [iqdb] [saucenao] [google] [report]
3547741

>>3547694
Usually Hurt Me Plenty for vanilla stuff/IWADs, but I go to Ultra-Violence for most gameplay mods because of the increased enemy amount balancing out most overpowered stuff. I don't play custom WADs that much, but I usually play them on Hurt Me Plenty.
I use mouse freelook, no crosshair and autoaim off for my aim settings.

>> No.3547742

>>3545498
>their numbers would be endless
well maybe you should have said that right off the bat because that kind of makes it an inevitable win for the demons

>> No.3547745

>>3547737
Are you using the correct IWad (doom, doom2, plutonia, tnt)? Are you loading the right map (map e2m3 or map02 as examples?)

>> No.3547746

>>3547739
I'm trying to play momento mori, and when I drag it into gzdoom, the iwad selection window pops up, I select doom 2, and it loads up doom 2. I'll start a new game, and I'll be in doom 2, as opposed to the wad I want to play.

>> No.3547753

>>3547737
Well, now it's working. I don't know what the hell's going on. Thanks for your concern.

>> No.3547764

I've been living a nightmare for well over a year now and today was one of the worst days of that stretch, but was also the day that I learned there's an eternal Doom thread and that has made me feel happiness through a great deal of physical and emotional pain.

I love all of you very much.

>> No.3547771
File: 193 KB, 1487x1111, AAAAAAAAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google] [report]
3547771

>>3547654
No worries, I found that I was on the outdated 1.9 soundfont so I might as well

>> No.3547773

>>3547764
We love you too Anon. <gives Cyber-Hug>

>> No.3547783
File: 87 KB, 700x400, arachnotron.png [View same] [iqdb] [saucenao] [google] [report]
3547783

>>3547764
Hope whatever you're going through gets better soon, bro.

>> No.3547796

>>3547746

You got a corrupted download of Memento Mori, then. Redownload it.

>> No.3547813
File: 12 KB, 125x120, 1465146112749.png [View same] [iqdb] [saucenao] [google] [report]
3547813

>>3547764
love you too anon

>> No.3547818
File: 44 KB, 349x303, precious meatball.png [View same] [iqdb] [saucenao] [google] [report]
3547818

>>3547764

Things will get better, anon. We'll be here, think of us as megasphere for morale support.

>> No.3547826
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]
3547826

It's another weekend, another iteration, y'all know the drill.
Post your fuckin' screenshots of what you're fuckin' working on.

What's your WIPs? You got any maps, sprites, weapons, codestuff, etc?

>> No.3547828

>>3547764
Ask yourself, what would doomguy do? That's right, get a big fuck off shotgun and solve all problems through gratuitous violence

>> No.3547838

>>3547828
but that's illegal anon
>>3547764
love you too bubalub (:

>> No.3547842 [SPOILER] 
File: 456 KB, 1282x1056, 1475909257101.png [View same] [iqdb] [saucenao] [google] [report]
3547842

>>3547826
some screenies from my first "big" levelset i'm working on.

>> No.3547845
File: 390 KB, 1282x1056, 2016-10-08 00_45_38-PrBoom-Plus 2.5.1.4.png [View same] [iqdb] [saucenao] [google] [report]
3547845

>>3547842
another one

>> No.3547846

I haven't mapped before, so how do maps normally handle spawning enemies out of nowhere?

>> No.3547848

>>3547845
obviously WIP because the default textures are bleh
>>3547846
depends on the engine you're building for. ZDoom would do it differently than let's say, vanilla doom. I would look into it for the engine you're making your map for.

>> No.3547854 [SPOILER] 
File: 23 KB, 521x20, 1475909670698.png [View same] [iqdb] [saucenao] [google] [report]
3547854

>>3547446

>> No.3547858

>>3547845
>>3547842
Hey, that's how most my maps start, too!

>> No.3547859

>>3547846
Without scripts: Enemies off the map that get alerted and walk or get pushed into telepoorters after a trigger. Normally they're alerted earlier in the map and a trigger just opens a door that lets them into the teleporter.
With scripts: Thing_Spawn(destination thing id, spawn number, angle, new thing id)

>> No.3547862

>>3547859
So the player crosses a line def and it pushes the monster into a teleporter? Seems kinda hacky tbqh

>> No.3547863

>>3547846
>>3547859
you can also have them in instant raising pits, requires at least boom format.
be sure to have no lower textures on the walls of the pit so it's invisible and then have it raise instantly by making an action like:
>direction: down
>target: highest adjacent floor
for some reason when you tell the floor to go down when the target is higher than it it moves to the target instantly.

>> No.3547868

>>3547862
Most doombuilder tricks that are now commonly used are hacky, it's part of the fun imo.

>> No.3547872

>>3547862
In full vanilla, you just raise a door and they walk into it. There's no pushing, and generally you have to make sure the trigger is on all sides of them or at least between them and the player. In Boom I think you can shove them in a scrolling sector.

>> No.3547881

>>3547694
UV

>> No.3547901

>>3547863
you don't need boom format for instant raising pits, you do 19 W1 lower to highest adjacent floor on a sector whose floor height is lower than all its surroundings

>> No.3547908

>>3547872
>In Boom I think you can shove them in a scrolling sector.
i advise against this, let them walk into teleporter lines by themselves, avoid loops where they get stuck walking in the opposite direction to the conveyor.

>> No.3547909

>>3547862
study E1M9 for a general idea of how they work.

>> No.3547917

>>3546872
romero's e1m4

>> No.3547918
File: 124 KB, 640x640, A_hellmars.jpg [View same] [iqdb] [saucenao] [google] [report]
3547918

>> No.3547943

>You can use the Holy Water Pistol in MetaDoom to extinguish Lost Souls in one shot

Holy shit this is great

>> No.3547951
File: 64 KB, 863x483, spidey.png [View same] [iqdb] [saucenao] [google] [report]
3547951

>Her

>> No.3547952
File: 10 KB, 204x136, skeleton.gif [View same] [iqdb] [saucenao] [google] [report]
3547952

Does anyone have the up-to-date assembly list for DRLA? Thanks in advance.

>> No.3547954
File: 295 KB, 1530x5849, DoomRL Arsenal Assemblies as of 1.05.png [View same] [iqdb] [saucenao] [google] [report]
3547954

>>3547952
Here you go

Are you a Techy main

>> No.3547960

>>3547918
love it

>> No.3547962

>>3547954
No, i'm a coward.

>> No.3547975
File: 61 KB, 604x106, himom.png [View same] [iqdb] [saucenao] [google] [report]
3547975

>>3547951

>> No.3547984
File: 26 KB, 164x152, NFCmgZn.jpg [View same] [iqdb] [saucenao] [google] [report]
3547984

>Look at nowthatswhaticallmidi's acs code to see if I could borrow from it
This isn't as simple as I thought it'd be..

>> No.3547985

>>3547984

you don't have to change the acs at all to borrow from it

just edit the language lump

>> No.3547987
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]
3547987

>>3547826
please forgive my shitty way of uploading game videos, i'm total shit at making webm's

i've been tweaking my gun that builds walls, but it's not quite ready for release yet

http://plays.tv/video/57f8b3f0136bc97a2b/the-wall-gun-cometh

>> No.3547992

>>3547987
i thought they were loaves of bread at first

>> No.3547993

>>3547985
It won't break if I lower the amount of songs, then? Alright.

>> No.3547995

>>3547992
heh

i just cropped a single brick out of a doom2 wall texture and used that

>> No.3547998

>>3547993

nope

it's very flexible

if you want to lower the amount of songs, just lower the number of entries in language and remove that number of sounds

>> No.3548000

>>3547962
Technician is incredibly flexible, though you'll wince when you find an orange or green drop you can barely do shit with.

>> No.3548032

>>3547264
>Curious, are you gonna be posting this to github or someplace?
Once I've got it working. At the moment this is just a bunch of print statements, I want to load everything from txt files so players can contribute pages without having to edit the code.

>> No.3548058

I remember legitimately believing Johnny Test had some correlation to Duke Nukem when I was younger.[\spoiler]

>> No.3548059

>>3548058
I thought Johnny Bravo was Duke Nukem for kids.

>> No.3548060

>>3548058
I thought Doom had something to do with duck dodgers.

just... no fucking idea, dude.

>> No.3548064
File: 54 KB, 500x534, 1454705292590.jpg [View same] [iqdb] [saucenao] [google] [report]
3548064

>>3548058
who the fuck is johnny test

>> No.3548071

>>3548064
*whipcrack*

>> No.3548082
File: 1.93 MB, 426x240, IguessIwillreloadnow.webm [View same] [iqdb] [saucenao] [google] [report]
3548082

>>3547826
My pistol being based on the Automag (and Mag 60) has a limited magazine, which the player can not manually reload, besides switching away from the pistol and back again, like in Unreal. After a while I found this too clunky and neglected using the pistol as it wasn't good for extended fights, running out of ammo at bad times or requiring a long reload due to weapon switching times. This relegated the weapon to a "fallback" role that doesn't exist because none of the other weapons need to pause fighting to reload.
Playing Combined Arms I saw the pistol in it forgoes a manual reload as well, however it has a mechanic where after not shooting for 2 seconds it will automatically reload. I found this feature cool, but it would often screw me over as 2 seconds is just a bit too short in practice.
I took the idea into my mod (do you need credit Kegan?) and found 3 seconds to be quite comfortably outside the "I'm still shooting at things" range, the pistol now feels more enjoyable to use as you don't have to worry about weapon juggling or being low when going into a fight.

>> No.3548090

>>3547954
Seriously, how is anyone supposed to figure these out on their own?

>> No.3548091

>>3548090
By having played DoomRL, duh

>> No.3548092
File: 1.49 MB, 300x300, 1447043277447.gif [View same] [iqdb] [saucenao] [google] [report]
3548092

>>3548082
the thing about automatic reload is that is it happens too fast /or/ slow, it screws up combat, and if it happens too slowly then you may as well just leave it as manual reload because what's the point?

personally i like the idea of it and it looks cool but it seems to be functionally borderline impossible to implement; there will always be a combat situation in which your automatic reload will fuck you, whether it's a 3 second or 10 second pause doesn't change that fact.

>> No.3548095

>>3548082
>I took the idea into my mod (do you need credit Kegan?)

Don't be silly, I'm just glad you could use that idea and put it to good use. Keep up the good work.

>> No.3548106
File: 151 KB, 997x475, samsarashotsaturday1.jpg [View same] [iqdb] [saucenao] [google] [report]
3548106

>>3547826
i did the following to samsars for a patch i'll prob. kick out... next week?

- Reverted the console spam fix from 0.355, since it's not an issue anymore, which also simultaneously caused the following to happen...
- Fixed Weapon Stay being busted!
- Fixed unique powerups sometimes just not happening when picked up!

- Merged in Popsoap10's fix for non-bleeding enemies not creating puffs
- Added greatly-improved widescreen-friendly Duke RPG and Freezethrower sprites from the cancelled HTTKC
- Fixed Duke talking over himself at the start of a map in Pistol Start mode
- Pistol Start mode now resets your health appropriately
- Added proper weapon bob settings to the Marathon 1 Alien Weapon
- New secret sound effect for Doomguy

>> No.3548107
File: 154 KB, 1920x1080, gzdoom 2016-09-10 02-55-06-98.png [View same] [iqdb] [saucenao] [google] [report]
3548107

>>3548090
Have you played the mod? Though you do not require them to assemble, the automaps will add 1-3 assembly combinations to your list each. I ran the test map it comes with and collected a shitload of them to get them all.

The Technician is probably the only class who can afford to be choosy, and even then exotic modpacks for the most absurd ones aren't easy to get.

When you create a Master Assembly, the Snake Eater theme plays.

>> No.3548109

>>3548092
I'd much rather be fucked over by autoreload as an encounter starts than be fucked over 4 shots later because I had low ammo.

>> No.3548112

>>3548092
>>3548082

The thing about automatic reload is that it doesn't make sense from a design perspective when it comes to guns.

Manual reloading is the only acceptable way.
If you want people to pause their shooting without a reload button then use a cooling system or force a reload on 0 bullets.

Don't make it automatically reload during a pause of shooting.

>> No.3548115

>>3548109
Why not just shoot four times and reload automatically that way?

Why are we so against the reload button?
Do you want people to not reload often? Put in a magazine system

>> No.3548118

FUCK RELOADING

>> No.3548125
File: 120 KB, 1920x1080, DOOM64 2016-10-08 07-29-47-39.jpg [View same] [iqdb] [saucenao] [google] [report]
3548125

>>3547826
i'm getting pretty lazy, but hopefully I can pick it back up in a few days.

>> No.3548127

>>3547954
Does DRLA work with DRPG again or is it still fucked?

>> No.3548131

>>3548112
>Don't make it automatically reload during a pause of shooting.
I gave my reasoning for why the auto reload was put in, the pistol just felt too unwieldy without it, besides there's no point using up keybind real estate for just a single weapon.

>>3548115
>Why not just shoot four times and reload automatically that way?
Because the gun only makes warning clicks when you're at 3 ammo or lower and you can't see how much ammo you currently have in your magazine
>Why are we so against the reload button?
>Do you want people to not reload often? Put in a magazine system
Because the games the mod's a tribute to do not have a reload button, and I want to use the button for an inventory related function.

>> No.3548134

>>3548107
Yeah, the automap. The rarest powerup you'll encounter in any map.
I've played through 15 levels of a megawad with the technician, and i didn't discover a single assembly i didn't know before. The system is retarded and unintuitive, and i can't wrap my head around anyone thinking it's a good idea.

>> No.3548137

>>3548127
I don't use DRPG.

>> No.3548151
File: 70 KB, 509x767, mancubus.png [View same] [iqdb] [saucenao] [google] [report]
3548151

>>3548134
Well people don't tend to use items like automaps and blurspheres often in their megawads do they? That's part of the fault right there. Assembled weapons can also be found lying around dead marines and some enemies, but they're still rare occurrences, and Technician still starts with knowing the basic assemblies most players will already know.

Another means of slowly filling out the list wouldn't be an overall bad idea, though.

>> No.3548156

kill monster = assembly pinata

>> No.3548158
File: 337 KB, 288x340, 1455080835865.gif [View same] [iqdb] [saucenao] [google] [report]
3548158

>>3548151
>people don't tend to use items like automaps and blurspheres often in their megawads do they

from what i remember, id barely used automaps themselves

honestly i frequently forget that they even exist as items because of how scarce they are

>> No.3548167

>>3548158
computer maps in doomu.wad

E1M5
E1M6
E1M7
E1M8

E2M1
E2M2
E2M4
E2M5
E2M6
E2M7
E2M9

E3M2
E3M3
E3M6

E4M7

computer maps in doom2.wad

MAP09
MAP13
MAP15
MAP18
MAP19
MAP23
MAP27
MAP27

>> No.3548172

>>3548167
so i counted 23 maps with automaps in them

how many maps are in all four episodes of doom and all of doom 2, and how many of those automaps are in secrets areas?

>> No.3548173
File: 233 KB, 400x359, the sphere nobody uses.png [View same] [iqdb] [saucenao] [google] [report]
3548173

>>3548158
https://doomwiki.org/wiki/Computer_area_map#Appearance_statistics

Ultimate Doom uses them a bit, the others not so much. TNT strangely gets one more in UV/NM than in HMP and below.

https://doomwiki.org/wiki/Partial_invisibility#Appearance_statistics

Blursphere count doesn't go any higher than 26, which is an improvement but still.

Also in DRLA: the Scout starts all maps with knowledge of the layout. Which might help get more maps for assemblies, but yeah doesn't change that the system isn't the most intuitive and relies more on past knowledge.

>>3548156
I could see some types of enemies maybe dropping blueprints or parts of them or something, that could work.

>> No.3548174

>>3548172
36 maps for Doom 1

>> No.3548175

>>3548158
>>3548167
Looks like it's actually most Doom 1 maps that have an automap.

>> No.3548180

>>3548174
so 15 out of 26 maps in Doom 1 have an automap, with an undetermined amount of those being hidden in secret

not exactly a pickup you're likely to trip over

>> No.3548183
File: 19 KB, 500x377, 1453840344934.jpg [View same] [iqdb] [saucenao] [google] [report]
3548183

>>3548180
15 out of 36, ugh

time for sleep now

>> No.3548184

>>3548180
15 out of 36 is something that cannot be described as ''scarce'' like >>3548158 claimed.

>> No.3548186

>>3548180
>>3548172
You don't know Doom 1's secrets by heart?

>> No.3548190

>>3548180
14 out of 27
let's not count E4

>> No.3548195
File: 958 KB, 750x750, 1454144809479.png [View same] [iqdb] [saucenao] [google] [report]
3548195

>>3548184
if you compare the amount of times the automap makes an appearance as compared to any other pickup (possibly excluding night-vision or the BFG) then 15 spawns in 36 maps is /assuredly/ scarce; we're talking about 15 actors in the entirety of Doom 1.

>>3548186

I have to admit that I am a heretic that has never even completed all 4 episodes of Doom.

>> No.3548196

>>3548195
>if you compare the amount of times the automap makes an appearance as compared to any other pickup
We're not doing that though, the post said that the automap is scarce, period, which is very wrong.

>> No.3548201

>>3548196
Think of it like this
>23 of 36 levels have automaps
>Averages out to less than 1
>Meanwhile 300+ Medkits throughout all of Ultimate Doom
IT'S BULLSHIT

>> No.3548204

>>3548173
>I could see some types of enemies maybe dropping blueprints or parts of them or something, that could work.
Or enemies have a rare chance of dropping maps.
Depending on the difficulty of said enemies.

>> No.3548207
File: 47 KB, 143x153, Untitled.png [View same] [iqdb] [saucenao] [google] [report]
3548207

>>3548195
>never even completed all 4 episodes of Doom

>> No.3548212

I've been playing the original Doom Rpg recently on my pos go phone and it's great. Really fun time killer. Anybody play the Wolfenstein Rpg? I heard it was meh.

>> No.3548216
File: 103 KB, 640x1920, 1475931385.jpg [View same] [iqdb] [saucenao] [google] [report]
3548216

>>3548167
>E1M5
behind a secret door halfway through the map
>E1M6
in a semi-hidden room, not marked secret but looks like one (arrow on floor made of helmets, different texture)
>E1M7
not secret, can be glimpsed from side, but requires awkward jump off moving floor to reach
>E1M8
not secret, it's right there in front of you at the start of the map

>> No.3548219
File: 339 KB, 640x3360, 1475931396.jpg [View same] [iqdb] [saucenao] [google] [report]
3548219

>>3548167
>>3548167
>E2M1
in a secret room, requires finding a hidden key to get in
>E2M2
well hidden in a chain of secrets off a side area
>E2M4
secret, easy to find, not hard to get into, not actually in secret area but sector behind it is
>E2M5
not secret, guarded by two barons, easily found
>E2M6
secret, but if you fall for the fake exit you're going to find it
>E2M7
secret but not hard to find, near blue key, easy to open (huge button on wall)
>E2M9
not secret, out in the open, but you have to dodge a bunch of barons

>> No.3548220

>>3548204
Well yeah, higher tier enemies would be a good cut-off.

LegenDoom for DRLA when? Legendary monsters could drop off some weapons, useful modpacks, and other items in place of weapon with X gimmick.

>> No.3548221
File: 173 KB, 640x1440, 1475931402.jpg [View same] [iqdb] [saucenao] [google] [report]
3548221

>>3548167
>>3548219

>E3M2
not secret, behind a hidden wall behind the blue key, but the switch to open is hard to miss
>E3M3
secret area near exit, you need to run onto a pad to open it
>E3M6
not secret, but in lava, trap opens when you teleport into the key building

>> No.3548240

so, can you tell oblige to put a (or at least one) minimap per level or not?

>> No.3548242

>>3548082
people are complaining about an automatic reload breaking combat, but there's a simple solution to this that I used in dakka

when you're in the idle reload state, use A_WeaponReady to allow the player to interrupt the reload state with firing, switching out the weapon, etc

bam, done

works perfectly in dakka

>> No.3548245

>>3548240
Someone would probably have to make a plugin for it.

>> No.3548246
File: 271 KB, 640x3360, 1475932371.jpg [View same] [iqdb] [saucenao] [google] [report]
3548246

>>3548167
>>3548221
>MAP09
not secret but requires jump into nukage pool with no obvious way out, also pain elementals
>MAP13
secret area but quite easy to find
>MAP15
not secret but at end of long lava tunnel, still fairly easy to reach
>MAP18
secret on ledge. teleporter to ledge is not obvious.
>MAP19
secret outside northwest building with teleporters
>MAP23
not secret, practically a gift if you survive the explosion
>MAP27
>MAP27
two copies of the same area, both in secret sectors, although button to open secret is not hidden, so a likely find

>> No.3548264

>>3548242

This.

>> No.3548276

>>3548125
This looks like Doom64, but that already exists as Doom 64 EX; what actually is it you're building?

>> No.3548307

>>3548276
Presumably a custom map for Doom 64 EX.

>> No.3548309

>>3548276
He could just be making a custom DOOM 64 map set

>> No.3548310

>>3548276
There are a couple of mappers making new maps for Doom64EX here. He must be one of them

>> No.3548318
File: 13 KB, 439x74, nukeptyle_114_by_raymoohawk-dajsr6g.gif [View same] [iqdb] [saucenao] [google] [report]
3548318

The Freedoom nukeptyle now just looks like a nerd with a shirt and orthodontic headgear

>> No.3548326

Hey, guys, I want to get into map making.
Should I use Doom Builder or GZDoom builder?
Can someone give me a head to head comparison?
Keep in mind I want to also make my own textures and models and monsters. Which one would be better and why?

>> No.3548328

>>3548318
Somebody's going to make porn of this right?

>> No.3548336

>>3548326
Doom/GZDoom Builder are basically the same program. GZDoom Builder just has some more added features and more user friendly additions.

>> No.3548338

>>3548326
GZDoom Builder is a continuation of Doom Builder development, with more features. So many more features.

Use SLADE3 for adding new art, monsters etc.

>> No.3548340

>>3548326
GZDoom Builder is a continuation with a name not really reflecting that well

>> No.3548345

>>3548336
>>3548338
>>3548340
Thanks, alright, so GZDoom and SLADE3. What about DECORATE? I am reading about it on the ZDoom Wiki. Is it still viable for object placement, or is there anything better out there?

>> No.3548347

>>3548242
I was going to do that if worst comes to worst, (at hopefully some point) in the future when it's not just placeholder sprites the player character would be doing a reload with retention instead of a tactical reload, so the animation starts with the magazine being ejected, meaning if the gun was fired it could only fire the one shot that was chambered, so if I to interrupt the reload I'd probably end up with a "oh shit better cram that mag back in" animation.
Yeah I know, gameplay over realism and all that. Other mods just bother me when you shoot one bullet from an assault rifle or whatever, reload, and the entire magazine just gets discarded as the unused bullets from it magically teleport into the next one.

Also, I didn't realise Dakka had idle reloading, huh.

>> No.3548349

>>3548347
so if I were to*

>> No.3548350

>>3548345
DECORATE is the "programming" for actors (enemies, props, weapons...). You write it or place it into a project with SLADE3, and then GZDoom Builder can detect it and let you place your new actors into your maps.

>> No.3548359

I just pre-ordered Duke Nukem 3D.

It's 2016.

>> No.3548368

>>3548359
>Buying World 3D Tour

>> No.3548370 [DELETED] 
File: 14 KB, 197x255, download.jpg [View same] [iqdb] [saucenao] [google] [report]
3548370

Hello everyone. Remember how vr hates the idea of sixth Gen being allowed here because of halo fags. Well, youre doom fags. All of the annoying traits you associate with millennials talking about how great shotty Xbox fps were....this is no different except older and sadder. UV

>> No.3548372

>>3548359
You are not a real NESfag, he would write an essay about this, not two sentences.
Still a retarded decision.

>> No.3548384

>>3548370
> you associate with millennials talking about how great shotty Xbox fps were
we talk mostly about new mods using modern source ports though, hell we make fun of the old official games a lot, especially Doom 2.

>> No.3548407

>>3548384
>Giving him attention
>ever

>> No.3548415

>>3548059
>I thought Johnny Bravo was Duke Nukem for kids.
Damn, you made me re-watch that video!

https://www.youtube.com/watch?v=fwl7Rcx_PFo

>> No.3548417 [DELETED] 

Oh, so the fact that you guys can make fun of how outdated the original dooms are that makes you the cool fps thread.

>> No.3548425

>>3548415
Someone needs to make a Johnny Bravo mod.

>> No.3548428

>>3548425
>Blow up Pig Cop
>MAN I'M PRETTY
>Go up to stripper
>DO THE MONKEY WITH ME, COME ON!
>Shakes his arms up and down instead of handing some cash over

>> No.3548438

>>3547908
>stuck walking in the opposite direction to the conveyor
Wouldn't that be fixed by really high conveyor speed? Hell, just soundproof shit so they don't know, the door just opens and they're shoved into the teleporter, no fuss.

>> No.3548440

>>3546037
just got finished with the japanese collab mappack and man, are these levels awesome
played it together with LegenDoom and had a blast

>> No.3548447

So I finally got together with a ton of friends and we had a blast playing Doom Complete with the random map playlist feature for Zandronum. Is there anything like for GZDoom singleplayer? Having all the official maps to go through in a random order is a refreshing change of pace.

Also, I want to get into mapmaking again with the idea that I could later my my maps with friends in Zandronum. Do GZDoomBuilder maps work in Zandronum? Asking because I know Zandronum is a little behind technically.

>> No.3548452

hello VR, ask where best teaching of DOOM build for porting console systems of new generation like NINTENDO 3DS and PLAYSTATION VITA for DOOM to play

>> No.3548457

>>3548452
this is not your first post in this thread.

>> No.3548459

>>3548457
yes

>> No.3548469

>>3548447
>Do GZDoomBuilder maps work in Zandronum?

everything below UDMF format is 100% supported

UDMF itself is mostly supported, with some exceptions I can't name off the top of my head (besides the lock properties), but it shouldn't be too hard to find out what works and what doesn't

>> No.3548485

>>3548438
>Wouldn't that be fixed by really high conveyor speed?
if you speed it up a lot the monsters end up skipping the teleporter lines, and are just as stuck.

>Hell, just soundproof shit so they don't know, the door just opens and they're shoved into the teleporter, no fuss.
what happens when the destination point is already occupied? they don't teleport, and get stuck.

you end up having to build failsafes - extra teleporters to reset the monster and have it retry the main teleport. but then they skip those too, for the same reasons (moving too fast / occupied destination)

so many things can go wrong with conveyor teleporters. they need too much engineering to be made foolproof and guaranteed not to fail.

keep it simple.

>> No.3548487

>>3548276
Just making a small map set for Doom 64EX.

>> No.3548507

Anyone have the Samsara comic where Chex Warrior zorches an enemy away and then the rest of the cast just blows away an unlucky demon with all their weapons?

>> No.3548525

>>3547909
thanks

>> No.3548545
File: 279 KB, 585x482, hmmm spider.png [View same] [iqdb] [saucenao] [google] [report]
3548545

>>3547493
where can i find this work of art

>> No.3548551

>>3548545
the fan-made Plutonia sequel that is better than Plutonia 2.

https://doomwiki.org/wiki/Plutonia:_Revisited_Community_Project

>> No.3548601

>>3548347
it's only on the super shotgun, because only the super shotgun reloads, and the idle reload does cut straight to firing if you decide to fire during it

punishing the player with a fire delay for something they didn't do themselves is lame

>> No.3548626

>>3547694
Usually UV. HMP if the wad is by Dannebubinga and/or Ribbiks.

>> No.3548634

http://www.moddb.com/mods/brutal-doom/addons/brutalv20bpk3bloodtxt-patch-gzdoom-22

>someone finally did it

>> No.3548638
File: 562 KB, 1920x1080, Image11.jpg [View same] [iqdb] [saucenao] [google] [report]
3548638

>>3548634
This is a good screenshot.

>> No.3548648

>>3548638
why is that zombieman corpse filtered whereas the fists are just OpenGL?

>> No.3548652

>>3548648
>whereas the fists as just bilinear
I just woke up. sorry.

>> No.3548661

>>3548638
YEAH! HIGH-RES TEXTURES ON SIMPLISTIC LEVEL GEOMETRY! YEAH!

>> No.3548672

>>3548551
I dunno about better. PRCP is more consistently good than PL2, but PL2 has better highs for me.

>> No.3548682
File: 184 KB, 584x338, bleeeh.png [View same] [iqdb] [saucenao] [google] [report]
3548682

>>3548638

>> No.3548687

>>3548638
those two SHAWN1s right next to each other look tacky, especially with a third in the background.

i mean, obviously, along with everything else. but that just stood out for me.

>> No.3548701

>>3545245
This would be a better picture if you didn't have the text on the upper right image and having doom guy hold the card on the bottom right

>> No.3548702
File: 100 KB, 512x512, always relevant.jpg [View same] [iqdb] [saucenao] [google] [report]
3548702

>> No.3548705

>>3548701
but then we'd miss on the ludicrousness of being able to pass through the door simply by holding the correct color keycard in your hand.

>> No.3548710

>>3548702
Why are so many HD texture packs for games so fucking bad and visually inconsistent?

>> No.3548712

>>3548702
last time i tried enb with doom, it didn't even work

>> No.3548714
File: 65 KB, 640x480, shot20cg.png [View same] [iqdb] [saucenao] [google] [report]
3548714

picture may look like a HOM, but it is in fact an actual level.

yesterday some posts raised the question of oneshotting chaingunners with the shotgun, so i made a level as an experiment.

20 chaingunners one after the other. open each door in turn, see how many go down in one shot. for those that don't, see how much damage they do. often it is not much. i have yet to fail to reach the end in UV, i seem to lose about 50-70 health in total. (-fast and NM are a different matter.)

if you have a few minutes, please try it yourself.

shot20cg.wad
http://s000.tinyupload.com/?file_id=00326809611453895724

references
>>3546725
>>3546745

>> No.3548717

>>3548469

Thanks, just using stock Doom format for now.

https://u.pomf.is/ososed.webm

>> No.3548726

Where can I find midis that sound like Goblin?
https://www.youtube.com/watch?v=zQejiArD608

>> No.3548729

>>3548638
>UAC UAC UAC
I think this facility is owned by UAC.

>> No.3548736

>>3548729

Really? I thought AGM owned it.

>> No.3548746

>>3548714

The shotgun does 5-15 damage per pellet, times seven pellets, for a range of 35-105 damage if all 7 pellets hit. The heavy weapons guy has 70 health, so at best you can kill one and wound another.

>> No.3548797

>>3548736
What does Afterglow's mom have to do with this?

>> No.3548806

>>3548797

AGM's the UAC replacement in Freedoom.

>> No.3548815

>>3548806
What does that stand for?
Advanced Guided Missiles?
American Gehennom Murderers?
Amazing Gonorrhea Mate?

>> No.3548817

>>3548806
>>3548815

https://www.doomworld.com/vb/freedoom/84650-does-agm-really-stand-for-afterglows-mom/

>> No.3548823

>>3548817
>Subtle inside jokes are not compatible with the tenets of Free Software. Change this immediately or I *WILL* be contacting the Free Software Foundation.

>> No.3548826

>>3548823
>Acronyms Gone Mad

>> No.3548830
File: 431 KB, 611x607, 1472885740496.png [View same] [iqdb] [saucenao] [google] [report]
3548830

>>3548817
>Just pretend it's Apple-Google-Microsoft.

>> No.3548831

What's a scary doom wad for halloween

>> No.3548834

>>3548831
1001 revenants

>> No.3548841

>>3548831
City of the Damned: Apocolpyse
Unloved

Two off of the top of my head.

>>3548834
Not 100,000 Revenants.

>> No.3548842

I dowloaded the Blade of Agony repo on github and packed it into a pk3 but it doesn't work.
What should I do?

>> No.3548843

>>3548834
I said scary, not a cyanide pill.

>>3548841
Thanks

>> No.3548848

>>3548841
>Apocolpyse

Did you type it like that on purpose or did you monumentally fuck up by accident?

>> No.3548858

>>3548831
Happy Time Circus 2

>> No.3548880

>>3548638
>Hey kid, you want your abstract level design look realistic and even less sense making?

>> No.3548883

>>3548831
hellcore 2

>> No.3548892

This is a weird request but what are the best maps with animated or otherwise moving skyboxes?
For some reason I find them a bit spooky, especially if its red or black and white

>> No.3548901

>>3548892

I too would love to know this. The only one that comes to mind are the shooting stars on the last episode of Chex Quest 3.

>> No.3548903

>>3548892
Its not animated but I thought the skybox in the later TNT maps was spooky.

>> No.3548904
File: 57 KB, 640x480, 1475961450.png [View same] [iqdb] [saucenao] [google] [report]
3548904

>>3548892
that's a good question because i can't think of any. the sky in rush.wad map06 moves very slowly, it's very subtle and i didn't notice it at first. probably not what you're looking for though

https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rush

>> No.3548930

>>3548892
Only ones I can think of right now
>final level of Trump Doom
>City of The Damned 1

>> No.3548953

how are the community chest things?
Are there similar things like them

>> No.3548985

>>3548953
yeah there's millions of community projects. ndcp, nova, pc_cp

>> No.3549003
File: 475 KB, 984x1024, cocks.jpg [View same] [iqdb] [saucenao] [google] [report]
3549003

>> No.3549007

>>3548953
>>3548985
now with links

newdoom community project
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ndcp
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/ndcp2

nova
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/nova
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/nova2

pcorf community project
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/pc_cp
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/pc_cp2

doomworld mega project
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dmp2012
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dmp2013
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dmp2014
https://www.doomworld.com/idgames/levels/doom2/Ports/v-z/zdmp2014

DUMP
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-1
https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/dump-2

>> No.3549009

>>3547567
Its a Spoopy skeleton

>> No.3549025

I'm playing through Maps of Chaos because I thought it was a neat idea to take existing maps and expand them with new pathways and such. I just got through Tricks and Traps, and the maps seems mostly unchanged aside from enemy placement. Does it ever go back to how it was in the earlier maps? If not, are there any other map packs that do this?

>> No.3549054
File: 28 KB, 300x300, 1431928104821.jpg [View same] [iqdb] [saucenao] [google] [report]
3549054

>>3545245
Are there any mods/addons that give nightvision, flashlights or any other light to help me see in dark levels?

>> No.3549078

>>3549054
Yeah, Dark Doom.
http://forum.zdoom.org/viewtopic.php?f=19&t=47556
http://forum.zdoom.org/viewtopic.php?f=19&t=46174

>> No.3549094

so I want to play Blood but I don't know where to find a download for it. i just want to throw it into my zdoom directory and get going. anyone got a site for it?

>> No.3549107

>>3549094
heh

>> No.3549118
File: 216 KB, 576x451, nice.png [View same] [iqdb] [saucenao] [google] [report]
3549118

I followed a twitter bot that posts random Doom map screenshots, but more often than not he posts terrible maps like this.

>> No.3549119

>>3549094

Could try Blood CM.

https://youtu.be/d3zBDB99lPg?t=9

>> No.3549121

>>3549118
>The worst case scenario has happened
WELL I CAN CLEARLY SEE THAT

>> No.3549130

>>3549118
When Space Harrier meets Doom.

>> No.3549138

>>3549118
How do we teach this advanced AI to be a racist shityposter?

>> No.3549143

>>3549094
For a price of mcdonalds cheeseburger you can be the proud owner of One Unit Whole Blood on gog.com in glorious DOSbox eye-strain-o-vision

>>3549119
It's not as bad as NESfag says, I played it to completion and it plays quite well, but the devil is in the details

>> No.3549146
File: 349 KB, 1920x1080, Screenshot_Doom_20161008_182007.png [View same] [iqdb] [saucenao] [google] [report]
3549146

>Enjoying Scythe 2 map pack
>Keep falling into holes

>> No.3549149
File: 563 KB, 750x1200, patchoulidoomColored.jpg [View same] [iqdb] [saucenao] [google] [report]
3549149

I colored a thing.

>> No.3549150

>>3549146
>Using steam
What's your hours at?

>> No.3549152

>>3549150
Steam doesn't count gametime in non-steam games.

>> No.3549154

>>3549146
well stop sequence breaking ya mong

>> No.3549161

>>3549152
Oh, you didn't buy it on Steam (i totally 100% understand, not trying to shittalk)

I bought it cause im autistic and like knowing how many hours

Only 110 hours

>> No.3549169

>>3549154
Oh I think I get it. The holes are caused by the enemies rising up so they don't get crushed. So skipping triggers causes me falling into the holes?

>>3549161
If I were to estimate... probably several hundred hours.

>> No.3549174

I got Lubuntu on a netbook to make it productive at all. It's my first venture into Linux ever and I learnt a lot, but I still don't quite understand how to set up a Doom/Duke sourceport, seeing as how there doesn't seem to be a Linux installer.

>> No.3549178

>>3549174
you can either compile ZDoom yourself or install it following the directions here:
http://debian.drdteam.org/

>> No.3549195

>>3549078
Thank you

>> No.3549210

>>3549178
>>3549174
Chocolate Doom and PrBoom+ are both available in the Ubuntu software repositories, which are shared by all Ubuntu derived distros, such as Lubuntu. You should be able to get them through the Software Center or Synaptic.

If you want ZDoom or GZDoom, there are step by step compilation instructions on the wiki.

http://zdoom.org/wiki/Compile_ZDoom_on_Linux
http://zdoom.org/wiki/Compile_GZDoom_on_Linux

I'm not sure how well they would perform on a netbook though.

>> No.3549224

>>3549210
as long as you aren't running nuts.wad with brutal doom you should be fine.

>> No.3549226

test

>> No.3549227

>>3549226
you failed

>> No.3549235

>>3549146
Stop jumping around and sequence breaking.
Demonsteele may have been designed with Scythe 2 in mind, but the opposite is most certainly not true.

>> No.3549238
File: 238 B, 32x32, MedalYouFailIt[1].png [View same] [iqdb] [saucenao] [google] [report]
3549238

>>3549226
>>3549227

YOU FAIL IT

>> No.3549239

>>3549149
CUTE!

>> No.3549240

>>3549210
I tried getting ChocDoom through repos using the Lubuntu terminal, but I failed. I think I might be retarded though. I might try PrBoom+ too.

Thanks, guys.

>> No.3549246

>>3547353

Is there a version of this that won't override pallets when playing mods like Ancient Aliens?

I've already tried converting all the sprites to PNGs, but , but I get missing frames and garbage on the edges of certain weapons. I don't know how to sledge properly.

>> No.3549247

>>3549224
I compiled zdoom for a netbook once

it struggled to keep 35fps on e1m1, no mods

>> No.3549269

>>3549118

Turns out 90% of the randomly-submitted maps are terrible.

>> No.3549298

What's a good non doomrl mod i can play with oblige maps?

>> No.3549302

>>3549247
Did you try lowering the resolution and filters? I got 30 fps before on an old emachine, the I got 120 or 130 on it on lowest res.

>> No.3549305

>>3549302
it was software mode at 1024x600

>> No.3549313

>>3549298
Russian Overkill

>> No.3549319

>>3549118
What's your twitter? I'd love to follow more Doom anons. Most of the other people I've found are a special brand of autism.

>> No.3549335

anyone got the "that's what i call midi" wad?

>> No.3549341

>>3549335
nvr mind found it

>> No.3549359

>>3549118
What.

Did it jump into a terry wad by mistake or something?

>> No.3549367

>>3548601
>punishing the player with a fire delay for something they didn't do themselves is lame
Imagine a plasmagun that does the cooldown thing 3 seconds after firing instead of immediately, that's pretty much what it is.

>> No.3549373
File: 18 KB, 205x154, d95125907.jpg [View same] [iqdb] [saucenao] [google] [report]
3549373

>TFW doubt is setting in when working on a mod
>TFW I don't have an artistic bone in my body and the most I can pixel out is some effects and tweaks
It really hit me just how much other people's shit my new mod comprises of, and if any one person on the list says no, it'll all crumble.

>> No.3549381

>>3549373
Release it anonymously on 4chan, nobody will know or be able to complain, that's my plan.

>> No.3549387

>>3549381
Yeah. If the worst happens, maybe I'll just let it out into the wild with all the credits and see what people think. I have no doubt it'll please at least a few people, since I quite enjoy what's been done so far. I'm currently at a crossroads where I'm thinking of making it full-on gameplay mod with monsters rather than just a weapon set. Probably both, with two versions.

>> No.3549393

>>3549387
If someone complains, work on an updated version with replacement material.

>> No.3549409

>>3549149
I get the feeling someone else used that chainsaw.

>> No.3549481

>>3549409
Well Patchouli is a bookworm magician so I'd say it is not really her weapon of choice

>> No.3549505

>>3548831
de̴̜̦ͅa̶͕͚̹d͖̰̪.̝͉̬̞̟̘w̛̹̻͈͍ͅi͓̱̳̫͖͈r̛̰e̯̜

>> No.3549507

BTSX seems to mess with custom weapon mods. Weapons that replace the doom originals makes them look like said originals when not firing.

>> No.3549509

>>3549507
yeah, i think it has to do with the custom palette

>> No.3549510

>>3549507
Have you tried loading BTSX first? Does that do anything?

>> No.3549513
File: 291 KB, 575x575, 1468960312168.png [View same] [iqdb] [saucenao] [google] [report]
3549513

I've never really made any maps before and have been working on a couple since I decided to fuck around in gzdoom builder a few months ago.

Does anyone wanna test it out and give me some feedback? I just finished making some major changes and I'm happy with how it's turning out.

>> No.3549515

>>3549510
Yeah I was looking at the mod's forum thread and noticed that the guy mentioned that the map wad should be loaded before the weapon mod to avoid issues. That fixed it.

>> No.3549516

>>3549513
thanks for reminding me that kitty0706 is dead

>> No.3549519

>>3545246
New LCA update.

https://zandronum.com/forum/viewtopic.php?p=101493#p101493

>> No.3549520

>>3549515
Honestly I just assumed that would work only on the basis that it works similar to load orders in Bethesda games.

>> No.3549523

Is there anything out there to play maps in a wad out of order outside of multiplayer playlists? I was playing Doom Complete with all the maps chosen at random when you complete a stage, and it was pretty fun. I'd love to do something like that in GZDoom singleplayer.

>> No.3549524

>>3549523
>multiplayer playlists
What do you mean by this?

>> No.3549531
File: 21 KB, 464x347, randommapplaylist.png [View same] [iqdb] [saucenao] [google] [report]
3549531

>>3549524

It's a feature of Zandronum.

>> No.3549538

>>3549531
God I wish GZDoom had Z&'s netcode and MP features

>> No.3549539

Man, how I wish I were my current age when these games were fresh on the market. I would've played the absolute bejeezus out of them. It's a shame that they will only get more and more obscure as time passes.

I really wish that since now Bethesda has the intellectual property to the Doom franchise that they remake all of the existing games (without Doom 4'ing them) in current-gen. In addition, it would be fucking dope if they did the same thing to the Heretic and Hexen series and expansions. I mean, I don't mind them as they are as it only adds to the feeling of "discovering the past", but it would draw a lot of positive attention to this entire era of video gaming.

>> No.3549540 [DELETED] 

In Unloved, how do I get the blue skull key in the attic?

I'm pretty sure I'm supposed to get it, "Something moved in the attic", but it's blocked by bars.

>> No.3549545
File: 434 KB, 831x649, 1475745783210.png [View same] [iqdb] [saucenao] [google] [report]
3549545

So I played couple hours of yamagi quake2

It works well enough, but I have this strange music playback issue. Dumped the ogg soundtrack into baseq2/music, but music won't actually start playing until I fillde with audio options. And it stops playing at level change or quickload.

how2fix

>> No.3549556

>>3549539
DOOM is hardly in danger of becoming obscure any time soon. 20 years on and the community is absolutely thriving. Like with literature, I think certain games will always be timeless classics. Video games as a medium are just starting to become old enough to see their emergence.

>> No.3549563

>>3549556
I've never thought of it in the same way as books or TV/movies. I guess I never thought we'd be around long enough to enjoy the things of days gone by

>> No.3549568

>>3547694
UV or fuck off 2bh fAmm

hang difficulty babbies

>> No.3549574

Everyone talks about mods that make the game faster-paced, but are there any that make it a bit slower and more "realistic"? I know HD, but there has to be another one, surely.

>> No.3549579

>>3549574
Psychic is more or less the same because you start off pretty weak even by Doom standards.

DRLA can be a weird one because you do kind of have to make stops and check out what equipment and modpacks you have and what you can do with them, so it has plenty of moments where the action is effectively halted. Powerful weapons chew through monsters like butter but sometimes there are monsters who pose a significantly greater threat than its vanilla counterpart.

>> No.3549593

>>3548167
>i always assumed there were automaps in all the bigger d1/d2 maps and i was just too stupid to ever find them

>> No.3549619

>>3549513
yeah sure. post a link

>> No.3549623
File: 455 KB, 1238x776, stanky.png [View same] [iqdb] [saucenao] [google] [report]
3549623

here's a WIP of the first map I've ever made (unfinished). got the first section done, ends when you get the yellow key. 8 secrets, tell me what you dudes think of it?

https://www.dropbox.com/s/83t0ve4xt9h30oa/spacedadstation.zip?dl=0

>> No.3549631
File: 137 KB, 466x492, 26c20d20993af15386aaf662e11266d38c141116.png [View same] [iqdb] [saucenao] [google] [report]
3549631

>>3549513
post a link friend

>> No.3549634
File: 204 KB, 600x480, 3T5Sy.png [View same] [iqdb] [saucenao] [google] [report]
3549634

>>3549623

Just looking at this picture, I think it could use overhangs and wall indentations in places. Allows you to add geometric and texture variety.

>> No.3549635

whats the default difficulty for shadow warrior and duke?

>> No.3549636

>>3549634
The architecture in my map is pretty inorganic, but I'll see what I can do

>> No.3549639

>>3549574
SUAB but it's incomplete and kinda stinks.
Hideous Destructor is the definitive one, that shit is golden and I love it.

>>3549579
DRLA has pauses but in actual fights depending on your luck you will probably tear through everything. Especially as the mapset goes along.

Another slow one would be Diaz due to relatively weak firepower.
TSP's earlier versions were kinda slow since obviously it's incomplete but also the weapons so far aren't really made for hordes of enemies.
It's not realistic at all though, but it's definitely slower. Not sure if the later version will fix it but judging by the gauntlets I'd say yes.

>> No.3549640

>>3549636

Just lamps or lights bulbs would go a long way. The ceiling for instance looks very bleh.

>> No.3549643

>>3549640
actually that bring me an important question

how do you shift ceiling and floor textures to align them better?

>> No.3549647

>>3549643

Press q to go into 3d mode. hover over a wall or ceiling and use the mouse wheel.

>> No.3549649

>>3549647
i know how to go into 3d mode, i can only adjust the position of wall textures with the mouse, not floor or ceiling

>> No.3549652

>>3549643
>>3549647

Oops misread your question. I don't think there's a way to offset horizontal textures (ceiling and floor) without making a new texture since I don't think the engine was built with that in mind. You may just have to move your level around so ceiling texture or whatever lines up where you want.

>> No.3549664

>>3549643
Ceiling and floor textures are called "flats" just so you know. You can't move them in vanilla format. in UDMF format you can, but then your map won't work in anything but a few engines.

>> No.3549665
File: 47 KB, 983x615, DOOM01.png [View same] [iqdb] [saucenao] [google] [report]
3549665

>>3549623
https://doomwiki.org/wiki/Tutti-frutti_effect

>> No.3549680

>>3549665
shit, IDK how to fix that, I'm running this in gzdoom so I dont get any of those issues

also how'd you get the chaingun? i tried to wall off that bit to make it impossible to get

>> No.3549689
File: 1.73 MB, 295x211, 1449536986795.gif [View same] [iqdb] [saucenao] [google] [report]
3549689

>download unloved
>"I bet it's not scary at all"
>start playing
>MFW

>> No.3549692
File: 453 KB, 1920x1080, wall.png [View same] [iqdb] [saucenao] [google] [report]
3549692

>>3549623
cant get the chainguns

>> No.3549694

>>3549692
good, you shouldnt be using jump, crouch, or mouse look anyways. this map is RAW CLASSIC DOOM

>> No.3549696

>>3549689
I found it pretty cozy to be honest

>> No.3549702

>>3549689
>any game in which you have a yuge gun
>scary
It's like saying system shock 2 was scary when you go around meleeing rumblers to death with the power of your MIND

>> No.3549726
File: 117 KB, 1280x960, Screenshot_Doom_20161009_025304.png [View same] [iqdb] [saucenao] [google] [report]
3549726

>>3549623

Ok, found a few issues. Played in Zdoom.

#1 - The grate here is clipping into the floor

#2 - You forgot to tag the sides of this door with lower unpegged

#3 - This entire area is untextured

...and that's all I found. I like a lot of the architecture so far, but it could use some variety in terms of textures and lighting.

>> No.3549732

>>3549726
untextured bit is because in gzdoom, marking the ceiling as f_sky and just untexturing the walls works for a skybox, didnt know it broke in other engines

what do you mean the grate is clipping into the floor?

i knew about that lower unpegged issue, i remembered it several dimes going back into doombuilder but always got preoccupied with other stuff lmao, still havent fixed it. it needs door tracks as well

how does it feel to play though? how's the gameplay?

>> No.3549757
File: 70 KB, 640x480, Screenshot_Doom_20161009_024040.png [View same] [iqdb] [saucenao] [google] [report]
3549757

>>3549732
>what do you mean the grate is clipping into the floor?

pic related

>how does it feel to play though? how's the gameplay?

pretty good, reminds me of early Doom 1 levels

could maybe use a bit more enemy variety

>> No.3549761

>>3549689
Things are a lot less scary when you can pitch and bounce fragmenting hand grenades around corners.

>> No.3549764

Any mods with a leaning mechanic like Thief and Dude Sex?

>> No.3549765

>>3549761
>brutal doom
stop i'm not gay anon

>> No.3549770

>>3549765
Immoral Conduct tho.

I didn't even know BD added grenades

>> No.3549773

>>3549764
Dude Sex?

>> No.3549774
File: 296 KB, 515x510, 1474474249644.png [View same] [iqdb] [saucenao] [google] [report]
3549774

>>3549773
Come on, man.

>> No.3549775

>>3549773
Dude Sex: Man Lion

>> No.3549780

>>3549774

UNATCO?

>> No.3549785

>>3549780
Savage.

>> No.3549786
File: 469 KB, 914x784, not a monster closet.png [View same] [iqdb] [saucenao] [google] [report]
3549786

>>3549780
UAC?

>> No.3549787

>>3549785

UNATCO?

>> No.3549794

>>3549787
No, Savage.

>> No.3549796

>>3549794

U-

UNATCO?

>> No.3549808

>>3549796
Savage

>> No.3549814

>>3549796
>>3549808
Go in and go in and go in livake the U.S. marshals and his 3 daughters

>> No.3549819

>>3549761
It's like FEAR, ooh, spooky jumpscares, yaaaawn. Yes yes japanese horror is alright I guess, get on with it.

But what you really fear are the clone soldiers because their AI is legendary

>> No.3549821

>>3549359
yes, idgames/themes/terrywads/tmplodth

>> No.3549840

>>3545245
Anyone has an uncensored Doom IWAD with E1M4 swastika still intact?

>> No.3549861
File: 62 KB, 576x832, scrap528_a.jpg [View same] [iqdb] [saucenao] [google] [report]
3549861

>>3548328
i hope not.

>> No.3549863

which maps would go well with project msx

>> No.3549875

>>3549861
Well alright then

Shouldn't that be Freedoomguy in the background

>> No.3549901

Why can't I pick up medkits/stimpacks in DRPG?

>> No.3549906
File: 30 KB, 576x832, 1476004421.jpg [View same] [iqdb] [saucenao] [google] [report]
3549906

>>3549875

>> No.3549912

>>3549840

I'll do you one better and give you a WAD I made from extracting the map from a downgraded IWAD.

https://www.mediafire.com/?v1ae44yqfgybvyq

Just pop it into your autoload or something.

>> No.3549927

>>3549623
http://temp-host.com/download.php?file=oy97xo

doom2 complevel demo, 6.5 minutes long, i got stuck at some door that didn't respond to pressing

nice texturing but visual bugs, already mentioned by others

>> No.3549929

>>3549912
Not better. I want the old IWAD for collecting/historical/archive purposes. A mod doesen't help in that regard, sorry.

>> No.3549936
File: 70 KB, 500x420, 1422741795161.jpg [View same] [iqdb] [saucenao] [google] [report]
3549936

>>3549906

>> No.3549941

>>3549929

Oh, my apologies. Well, I don't see any patches for 1.4, so unless 1.1 works for you I don't think I can help.

>> No.3549952

>>3549387
always make your shit modular if you can

>> No.3549975

>>3549623
>>3549927
http://temp-host.com/download.php?file=rf83ha

same thing happens in boom compatibility

there is a walk trigger in front of the door, which blocks keypresses

please test your maps in a non-zdoom-based engine

>> No.3550070
File: 15 KB, 626x130, Doom'd.jpg [View same] [iqdb] [saucenao] [google] [report]
3550070

>>3549161
>Only 110 hours

Not the same guy but Me toooooo

>> No.3550082
File: 71 KB, 1423x1080, 20160923190002_1.jpg [View same] [iqdb] [saucenao] [google] [report]
3550082

>>3549513
>>3549631
>>3549619
Here you go
https://mega.nz/#!chxQ3JzK!pkyXmRCgBHhC5rxfqw8GipPlEE7lOHbtsAVsfwUCi3g

I have added secrets and what not, so do give a look for them I guess. One of the biggest things I'm trying to figure out is item placement, particularly health and ammo. And enemy placement.

>> No.3550085

>>3550082
I forgot to mention it's for doom 2

>> No.3550109
File: 13 KB, 258x111, ss+(2016-10-09+at+03.26.29).jpg [View same] [iqdb] [saucenao] [google] [report]
3550109

>>3549161
>>3550070
This is my playtime since setting up ZDL in Steam in early 2014

>> No.3550130

>>3549513
>>3550082

>frank poster

You're alright, I played through your two stages and only found the soul sphere and berserk secrets on the second level.

The first stage felt like I was pretty starved for supplies, but I really enjoyed that encounter after picking up the chainsaw, you seem to be fond of putting monsters in blind spots past doors, you cheeky bastard. Your chaingunner door surprise would have gotten me had I not backed off into the other room, I wound up making the chaingunner do a bit of infighting.

The room with the imps and the baron of hell could be rough for some people, your soul sphere trap might also catch some other people off guard, but thank god for that chainsaw.

I mostly enjoyed the flow of your levels as I felt like I was going through a facility of some kind, then some underground caverns, and then back into another facility, though that vent maze kinda sucked.

Overall I enjoyed it though, I loved fighting those two revenants with the berserk pack after picking up the blue key

>> No.3550139

>>3549906
Was it ever explained why the Freedoom guy looks exactly like Chris Chan?

>> No.3550142

>>3550139
>the Freedoom guy looks exactly like Chris Chan
What?

He is based on Karl Urban

>> No.3550150

>>3550142
not him but i think it's because of his cheeks. he does look a lot like chris chan to me too

>> No.3550159

>>3550130
Heh, yeah. The flow and aesthetic mostly comes from me not being able to comprehend the abstract design of doom, so I need to give my rooms some vague sense of purpose. I think I'm getting better at that though. Apologies for the vent maze, I know people don't like them, but I felt it was pretty necessary. It's pretty short and easy, plus I think all the cool lighting and peering into rooms makes up for it. **I'm considering getting rid of the light goggles in the caves because of this, but I can't think of anything to replace them with**

I'm surprised you didn't find any of the secrets in the first level. I would much sooner expect people to find those or the Easter egg than the **hidden berserk pack.** I think there's also one really obvious secret after the dropdown on level 2. **There's also a hidden rocket launcher before the baron fight. It's pretty easy to find, so I think that helps balance it out. I haven't fucked around with it too much, but on lower difficulties the baron is just a hell knight**

The chaingunner door is mostly meant to light a fire under a player's ass to deter sitting back in the hallway and popping dudes who run around corners. As for monsters in blind spots, yeah. My room design is kind of basic, so there aren't many places to put them where you can't see them from the entrance. The easiest solution is just pop a dude in the corner now and again. It keeps people on their toes, and in some cases, I try to use it to make sure somebody will keep mobile, like in the pit room on level 2.

Overall, I'm glad to hear you liked it. Just wondering though, could you tell me where in particular you did well/poor on health and ammo?

>> No.3550167

>>3550159

use ctrl+s to spoiler your posts here, friend. And I was mainly hurting on weapons in the first stage as I only had a pistol and a chainsaw, I never dipped too low in health, I think the lowest I hit was shortly after the chainsaw trap I hit 30 hp but you had some stimpacks and shit laying around to help

your second map was pretty well paced with ammuniton and medikits, I never ran out of ammo for my chaingun or shotgun, and I used both frequently.

You must frequent the other chan, I need to post there again and check up on the doom thread over there

>> No.3550182

>>3550167
Alright then. One more thing, did you pick up the chaingun in the caves or off the dude in the supply closet. At first he was an ordinary shotgun guy, but I thought a chaingunner might actually cause some damage before getting blown to bits. I don't know if just handing players a chaingun right then and there makes the level too easy.

Yeah. There wasn't one up at the moment. I came over here because I know /vr/ has nonstop active doom threads and I just finished this version of the map and was very eager to have somebody test it

>> No.3550185

>>3550082
http://temp-host.com/download.php?file=dj05cx

first attempt of map01, in 8:07, doom2 complevel. 100% kills, missed one secret. i think some troopers were stuck together in the last room. heavy on the chainsaw usage, could do with more cells, didn't find chaingun until very end.

>> No.3550189

>>3550185
>cells
sorry, that should say shells. my hands are cold.

>> No.3550205
File: 1.08 MB, 750x750, REAL DOOM HOURS.png [View same] [iqdb] [saucenao] [google] [report]
3550205

IT'S REAL DOOM HOURS! WHO DA FUGG UP! SMASH DAT MUFUCKING BFG BUTTON

>> No.3550213
File: 149 KB, 961x915, doom baron of hell.jpg [View same] [iqdb] [saucenao] [google] [report]
3550213

Guys was Ketchup ever update to run on newer GZdomm? Are there any alternatives to add some extra gore?

>> No.3550236
File: 452 KB, 1280x720, map_1_room_2_wip.png [View same] [iqdb] [saucenao] [google] [report]
3550236

>>3550205
What kinda first map you want, senpai?

>> No.3550237

>>3550213
as i understand it, the author does not want to do a whole new release just to fix a few typos.

https://www.face
book.com/BrutalDoom/posts/789065577897102

>> No.3550240

>>3550236
Just fuck my shit up

>> No.3550253

Right now, if I want to play Doom as a Alien, which TC mod should I pick?
>AvP
>Aliens: The Ultimate Doom
>Aliens: Colonial Marines TC 2014
>others?

>> No.3550256
File: 521 KB, 1280x720, Screenshot_Doom_20161009_231150.png [View same] [iqdb] [saucenao] [google] [report]
3550256

>>3550240
I got you covered.

The archvile respawns if you kill it.

>> No.3550259

>>3550236
On a more serious note though, what mod is that? Aside from the Archvile in the deadcenter of the map, It looks pretty damn nice

>> No.3550269

>>3550256
Oh snap.

>> No.3550274
File: 189 KB, 1920x1040, buttmapsvol2 at 2016.10.09 23-20-49.977 [R2635].jpg [View same] [iqdb] [saucenao] [google] [report]
3550274

>>3550259
That's me fucking with cc4tex right this second. Rebooting an old project that got corrupted last year.

>> No.3550294

>>3550274
Looks nice! Kinda reminds me of Sunder in a way.

And it's always a bummer if a project gets corrupted. I applaud you for finding the will to reboot it. I normally just trash the entire idea and give up on mapping for three months straight if a project gets corrupt.

>> No.3550351

NEW THREAD

>>3550348
>>3550348
>>3550348

>> No.3550362

>>3549757
oh the enemies are the gimmick, trying to see how threatening i can make a level using only hitscanners

other sections probably wont have that limitation though

>> No.3550363

>>3550185
I am a retard and do not know what to do with this. This is a demo file, yeah? What engine is this for

>> No.3550793

>>3545246
>https://youtu.be/qyw9kuGoO9

every mod in this video is shit dont waste your time

>> No.3550905

>>3550793
so's your taste

>> No.3551067

>>3545615
>>3545652

Please do. This looks dope. I need something like this because I'm REALLY autistic about my organization

>> No.3551265

>>3545692
/doom 4/ here

The arachnotron didnt flip onto its back, its top half flipped over to shoot the turret at you. either way it looked fucking dope

>> No.3551421

>>3550070
Holy shit, that's crazy that it's the exact same

but ya, we're lightweights compared to other people in this thread

>>
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