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3550348 No.3550348 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3545245

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


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



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent



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




>> No.3550349

=== NEWS ===

[10-09] Anon map release: ASSREAL (2 maps) >>3549513 >>3550082

[10-09] If you wanted the swastika back in E1M4... >>3549912

[10-09] Anon map release: spacedadstation.wad (unfinished) >>3549623

[10-08] New LCA update.

[10-08] Anon map release: Shotgun 20 chaingunners >>3548714

[10-08] Brutalv20 patch for GZDoom 2.2

[10-06] TNT:Evilution full run in Nightmare skill, by Zero-Master

[10-05] Doom With Midi-Converted Sound Effects

[10-04] Romero plays his recent E1M8b [third repost]

[10-04] No End In Sight -- Beta 3.0

[10-03] Doom: The Devil's Tattoo - author requests feedback >>3539350

[10-03] Space Pirate Mk2 Monday Punchday

[10-03] Doom Horror Mods - 7 spooky wads for Hallowe'en

[10-01] Hard Doom update

[10-01] Spellcross - Custom Monster pack for OBLIGE released

[10-01] Anon map release: GreenSwitch (V2, requires cc4-tex)

[10-01] Duke Dead Quick

[09-30] Hexen Souls update

[09-30] Angst Rahz TC update

[09-29] OBLIGE 7.50 released


To submit news, reply/backlink to this post.

>> No.3550360

I've only gotten to play doom in like the last 2 years. What are your favorite classic doom PWADs. Any good megawads out there?

>> No.3550370

that does not look like sufficient clothing for killing demons

>> No.3550371

I'm trying to think of a reason why this image was even made.

>> No.3550374

Touhoufags don't need a reason.

>> No.3550375

prolly to piss off term

>> No.3550376

read the op.

>> No.3550397
File: 1.08 MB, 750x750, REAL DOOM HOURS.png [View same] [iqdb] [saucenao] [google] [report]

Reposting my terrible OC from last thread

>> No.3550419
File: 75 KB, 180x180, 1455318333117.gif [View same] [iqdb] [saucenao] [google] [report]

Are there any addons/mods that add the following?:

>> No.3550421

I just misread that and got thought it said 'wallkick.' For a second I had the image of jumping off a wall and kicking a demon in the face.

>> No.3550424

"Mirror's Doom". Parkour meets doom.

>> No.3550431

You're right, it is terrible

>> No.3550432
File: 193 KB, 472x612, 20080606.jpg [View same] [iqdb] [saucenao] [google] [report]

Patchouli a cute

>> No.3550438

Because touhou skins exist for MM8BDM.

Only question I have is why isn't it Hexen?

>> No.3550443

Some MM8BDM class mods have the protagonists' dash moves from the arcade games+the occasional walljump, but that's about it.

>> No.3550448
File: 96 KB, 150x275, opener.png [View same] [iqdb] [saucenao] [google] [report]

Thoughts on the realm667 bestiary?

>> No.3550449
File: 42 KB, 500x500, jazz for the soul.jpg [View same] [iqdb] [saucenao] [google] [report]

mostly shit, but with a few gems

>> No.3550451

The stuff used in Beyond Reality's pretty good.

>> No.3550463

I just finished the Unloved wad

I don't get it

>> No.3550464

How do I go about creating a skybox that seamlessly connects to the actual level.

Like, open water?

>> No.3550470

make a surrounding sector with floor same as the water, ceiling at floor height, f_sky1 on ceiling

>> No.3550474

Black Warrior has both and if you get one of the upgrades you'll have claw swipes while wall jumping

For just walljumping try Parkour

>> No.3550478


ASSREAL map02 first attempt demo. 3/9 secrets found. shameful. also many monsters still alive. and i spent ages being quite lost, looking for a red key that didn't exist.

when you jump into the box with the two evil eyes a lot of the traps don't open due to monsters stuck in ceilings. the sectors can be heard trying to move but they are stuck. this is a boomism. in vanilla a floor won't lower if there are monsters on it with their heads stuck in ceilings.

prboom+ will play back vanilla, limit-removing, and boom-compatible demos.

>> No.3550493
File: 1 KB, 54x52, geise6bd.gif [View same] [iqdb] [saucenao] [google] [report]

Are there any addon parkour mods that can be use with Russian Overkill or Brutal Doom?

>> No.3550496

Does not work.

>> No.3550503
File: 336 KB, 1203x740, stanky.png [View same] [iqdb] [saucenao] [google] [report]

how do i make several sectors function as one secret? I cant merge them because they have differing brightness and it needs to stay that way

>> No.3550507

just have the sector you enter it at be the secret sector ya goof

>> No.3550513

yeah but then it looks bat on the in game map :(

>> No.3550520

autism knows no limits

>> No.3550524

I haven't looked at the second one yet, but I can kind of get the first demo working, but it's really out of sync.

>> No.3550529

>but it's really out of sync

you're using a different version of the map, aren't you?

the map version needs to be *exactly the same* for demo sync to work, because all a demo does is store the player's actions

>> No.3550534

Touhou and Hexen just wouldn't work.

>> No.3550537

No, I'm sure I'm using the right version of the map.

>> No.3550543

I figured it out, it's working.

>> No.3550562

such are the wages of sin.

>> No.3550568

don't worry then, it's only a play test recording, not anything worth saving.

>> No.3550578

Here's an unfinished map I've been working on. It's really three different maps that I decided to piece together.

>> No.3550579
File: 33 KB, 640x480, 1476041429.png [View same] [iqdb] [saucenao] [google] [report]

sorry my explanation must have been unclear. try this.


>> No.3550580


Touhou is popular. Doom is popular. It's pretty straightforward.

>> No.3550581

Emphasis on "terrible", I see.

>> No.3550583


There was a recent mod called JMobility that adds that stuff. Good stuff.

>> No.3550585

/d/ 2hu addon for HDoom when?

>> No.3550592

Anon please, you're making me nervous.

>> No.3550595

i think he replied to the wrong post

>> No.3550598

Thanks dude, but that isn't the effect I'm looking for. I meant the skyboxes you can set up with Zdoom to create the feeling of truly open water.

Also, you don't need to create a sector and around and lower it for that. Just delete the wall textures of the sector that has the sky texture as its ceiling texture.

>> No.3550601

It still makes me nervous. Doing something like that would open the gates for a Zandronum Kemono Doom mod.

>> No.3550605


Let me tell you about the Voltanians.

>> No.3550607

But yet you'd still be okay with it since it doesn't involve actual furry characters, right?

I can see through your shit.

>> No.3550608

What wads go great with any gameplay mod?

>> No.3550609

I just finished watching both recordings. This has been helpful, I'll be sure to fix the box traps and try to rebalance the health and ammo and change up the enemy placement a little bit.

Also, I'm surprised how often you press onward without fully exploring the area around you.

>> No.3550612

What the fuck are you on about?

>> No.3550613
File: 345 KB, 1236x770, stanky.png [View same] [iqdb] [saucenao] [google] [report]

check out my fucking sweet-ass lighting skills

>> No.3550615

>I meant the skyboxes you can set up with Zdoom to create the feeling of truly open water.

>Also, you don't need to create a sector and around and lower it for that. Just delete the wall textures of the sector that has the sky texture as its ceiling texture.
this only works in gl mode and should not be relied upon. in software you get a massive HOM.

>> No.3550620

Thanks! It seems so simple, and then I just can't find it.

>this only works in gl mode and should not be relied upon. in software you get a massive HOM.

Oh, alright. I only ever made stuff with GZDoom, so that is news to me.

>> No.3550621

heh, quite. usually i play a lot slower on a previously unseen map. but no-one wants to watch a hour of backtracking and wallhumping, so i feel hurried even when doing playtest recordings. sorry.

>> No.3550651

That's fine. Honestly, I found it much weirder seeing you rush past things and not go back for them.

So, any overall thoughts or comments? Demos are great and help me see somebody's initial reaction to the map which helps me balance stuff out, but I'd like to hear the impression the map left you with.

>> No.3550662
File: 406 KB, 1240x772, STANKY LIGHTING.png [View same] [iqdb] [saucenao] [google] [report]

I put way too much time and effort into this

>> No.3550673

It looks good. Post the map when you're done with it please.

>> No.3550718
File: 2.05 MB, 500x391, 1450972782498.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3550728

Faspons had sliding and slidekicking while Combined Arms has walljumping.

>> No.3550731

any good maps with lots of wood and bookcases? Like Quakes "Knave" texture set but less red

>> No.3550732

whats the UV for duke and shadow warrior

>> No.3550758

looking good

>> No.3550764

should i make maps in udmf or hexen format

>> No.3550767

reminds me of some of the early icarus maps

>> No.3550768

UDMF if you want the absolute most features.

Hexen if you want a midpoint between UDMF and Doom.

>> No.3550770

k yeah that's what i figured

>> No.3550893

you might like to know that I put even more time into it to make the light more cohesive

>> No.3550895
File: 351 KB, 1250x779, STANKY LIGHTING.png [View same] [iqdb] [saucenao] [google] [report]

shit forgot image

>> No.3550898

Lookin' good

>> No.3551031
File: 197 KB, 322x1600, ranger.png [View same] [iqdb] [saucenao] [google] [report]

So, who are you going to be for Halloween?

>> No.3551040

Guys, I am the Lubuntu anon from last thread and I am still retarded. I got Chocolate Doom through the repositories, I copied the .wads from the starter pack to the /usr/games folder that it put Chocolate Doom into (according to dpkg -L anyway) and it doesn't detect any of them. Putting -iwad doom2.wad in a terminal doesn't work either.

Help me I am retarded, I have only been using Linux for 3 days and I only today managed to install Dosbox

>> No.3551045

"chocolate-doom -iwad /path/to/your/IWAD.WAD" in the terminal should work. Keep in mind that path names and filenames in Linux are case sensitive.

>> No.3551049

A fairy, as usual.

>> No.3551052

My god, I am so stupid. You are the best anon, I hope you get married to your sweetheart. I am so sorry for wasting your time.

>> No.3551056

No worries! I'm happy you get to enjoy DOOM now~

>> No.3551073
File: 72 KB, 1360x768, Neat stack of processed jews and the one that almost got away.png [View same] [iqdb] [saucenao] [google] [report]

Man fifth floor of the fourth episode is a pain. But I'm still gonna nosave it. Cause that's how I roll.

>> No.3551078


>> No.3551095

Chinese knock off of vergil from devil may cry or something

>> No.3551103


Dude come on that's horrible!

That furnace is way too small for those guys. You're better than this!

>> No.3551108


jazz hands

>> No.3551114


>> No.3551115
File: 187 KB, 1360x768, First chicken.png [View same] [iqdb] [saucenao] [google] [report]

> not chopping your jews before puttin them in the oven

>> No.3551116

>We got one that can see!

That was a They Live reference, right?

>> No.3551119
File: 100 KB, 250x250, marine sweat.png [View same] [iqdb] [saucenao] [google] [report]

Jesus, third map of Inferno is really something on Nightmare. What a fucking hell. I didn't even take a screenshot. Finished it though.

It does make me wonder if anybody ever beat the second episode on nightmare setting.

>> No.3551120

Nope, Marathon. I'm dressing up as a Bob.

>> No.3551127

working on a Space Harrier, gonna be hard building the cannon but I do have the parts now at least.

>> No.3551129

Oh, that's right. I only played Marathon once, so I didn't remember that.

>> No.3551179

Does anyone have a link to the skin that replaces player sounds with Michael Rosen quotes?

>> No.3551201


>> No.3551228
File: 445 KB, 960x540, tspscreen40.png [View same] [iqdb] [saucenao] [google] [report]

Hey there's an assault rifle now, cool!

>> No.3551237

oh hey modern warfare remastered looks pretty good

>> No.3551241
File: 35 KB, 504x282, alex vamp.jpg [View same] [iqdb] [saucenao] [google] [report]

So what is THE best wad to play on halloween? Name me a single most appropriate quality mod for this very special occasion.
also are there any halloween gameplay mods, whether they are really gameplay or just new skins or something

>> No.3551246
File: 78 KB, 1024x768, happy time circus 2.png [View same] [iqdb] [saucenao] [google] [report]

Happy Time Circus 2.

>> No.3551247

Happy Time Circus 2
Strange Aeons

>> No.3551264

>Those enemy sprites weren't actually paletted

>> No.3551269

what did he mean by this...?

But really though, what do you mean? I like fancy colors! Were you hoping for some in the Doom palette for translations and such?

>> No.3551270

not him but are those aeons strange and of death?

>> No.3551271 [DELETED] 

so weebs could infiltrate even this part of vidya

>> No.3551273

you're about 20 years too late for that, anon

>> No.3551274 [DELETED] 

weebfaggots love to shove their garbage on everything

>> No.3551278

I just thought a fancy custom green/blue PLAYPAL had been made to fit the mod.

>> No.3551281
File: 63 KB, 1024x768, aeodwhatsgoingonhere.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah aeons of death sure screams halloween.

>> No.3551283

No it's a set of maps that the author wanted to feel like Lovecraftian dreamscapes.

>> No.3551291
File: 39 KB, 702x546, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

>be me
>stormtrooper stationed at the Tak base on Talay
>standing in a locked room next to a floating, spinning rebel insignia with the lights off
>minding my own business
>suddenly alarms go off, someone's attacking the base
>it's one guy wearing a brown leather jacket with one of our rifles
>he's killing fucking everyone
>go out to check it out
>he's running around in a circle shooting all of my buddies and superior officers
>all of his shots are hitting
>piss my suit a little
>raise my rifle and yell "YOU DON'T HAVE AUTHORIZATION TO BE HERE"
>he looks at me and starts jumping around
>shoot at him
>he's so fucking fast that he dodges my fucking lasers
>can't hit him
>his ship lands
>still shooting him
>he doesn't even get in it for five minutes
>MFW he finally decides to leave after he just slaughtered everyone on the base

>> No.3551297

> happy time circus 2
Am I gonna miss anything by skipping the first one? Like plot or something.

>> No.3551301

Nah. The sequel just does everything better.

>> No.3551305

Ah, no, I was going to do something with the PLAYPAL but it gets kind of fucked once you start considering things like BTSX and other mods with custom palettes.

>> No.3551320

especially not mine

>> No.3551331

Does anyone have any good ultimate doom wads? I'm looking for difficult levels, in particular. Thanks for any help.

>> No.3551334

im playing doom 2 on uv and its hard but maybe im just not autistic enough yet

>> No.3551336

what mod or whatever the fuck is this? sorry to ask for spoonfeeding im just new

>> No.3551338


There's an Episode 3 replacement that was released recently I think (?), it had a plasmagun reskin

>> No.3551343


TSP is a work in progress

>> No.3551348

the space pirate, its getting a shiny new update.


>> No.3551349

Latter half of TNT has the worst maps in all the official Dooms, particularly map20, 21 and 22. So goddamn boring and tedious.

>> No.3551365

>work in progress
>has been going on since 2013
>3 fucking years

downloaded either way desu senpai

>> No.3551370

How would you expect NEDM: the wad adaptation to play like?

>> No.3551374

three years is not exactly unheard of for development time

i fear a lot of people nowadays have been spoiled by uberman modders releasing things in a couple months

>> No.3551378

It should be advertised as a music wad that fits Doom's aesthetic, but when loaded, its just the intro music to many kids shows from the Nickelodeon Junior channel.
Not Even Doom Music

>> No.3551380

I was thinking more of a map where all the enemies are archviles, and it ends with the player being stuck in a cage surrounded by archviles. Anyone have a .deh or something that allows archviles to resurrect archviles?

>> No.3551381

Full of old YTMND memes.

>> No.3551387

>tfw happy cat is long since dead now

>> No.3551424
File: 27 KB, 542x403, 1452472048422.jpg [View same] [iqdb] [saucenao] [google] [report]

>stapler, chapstick, razor gator are weapons
>monster death sounds are all the marv scream now
>rainbow stalin is the final boss

i want this

>> No.3551445


>> No.3551449

>Latter half of TNT has the worst maps in all the official Dooms
The later 2/3s of Doom 2 is consistently worse, IMO.

>particularly map20, 21 and 22. So goddamn boring and tedious.
I enjoy 20 and 21, myself. 22 definitely sucks, though.

>> No.3551463
File: 170 KB, 640x480, Screenshot_Doom_20161009_001140.png [View same] [iqdb] [saucenao] [google] [report]

What are some fun campaigns that play well coop? My buddies and I are looking for something fun to try out.

>> No.3551469


>> No.3551472
File: 227 KB, 640x480, Screenshot_Doom_20161009_001204.png [View same] [iqdb] [saucenao] [google] [report]


What gamemode does that work with? Survival?

>> No.3551473

Survival or co-op, either or.

>> No.3551475
File: 410 KB, 1920x1080, Screenshot_Doom_20161008_232901.png [View same] [iqdb] [saucenao] [google] [report]


Thanks bruh

>> No.3551479

>I also like the spring-time remake of this map with alot of the errors fixed. He named it dm-hyperSG1-TE.

Does anyone know on what websites one may find this map? I want to try going to old UT map repository websites through archive.org but I have no idea which websites were around back then.

>> No.3551484


>> No.3551485

I'm referring to the remake of the map named "dm-hyperSG1-TE"

>> No.3551487

How could I set something up so that when a switch is hit it teleports in a friendly monster?

>> No.3551529
File: 90 KB, 464x336, Durmguy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3551532
File: 19 KB, 366x185, pillowblaster mods.png [View same] [iqdb] [saucenao] [google] [report]

Are there any map sets which not only progress in a linear fashion, but also branch off into different paths? So not like a hub like Hexen or Tei Tenga, or temporary detours like secret maps, but rather completely separate paths that may or may not join up again?

>> No.3551542

what map is that?

>> No.3551543

So a level-by-level progression system thats kinda like Kid Chameleon? Not sure if I've seen any, but it would be awesome

>> No.3551548
File: 3 KB, 480x360, watcher.jpg [View same] [iqdb] [saucenao] [google] [report]

You can't be serious, right? It's the most iconic level in the entirety of Doom, literally everyone has played it, come the fuck on.

>> No.3551554



>> No.3551556

Well I've never seen it before. What is it?

>> No.3551557 [DELETED] 

scythe 2

>> No.3551558

It's E1M1 for fuck's sake.

>> No.3551560


scythe 2

>> No.3551563

Where can I download it?

>> No.3551569
File: 10 KB, 800x480, Path C totally doesn't have a bad end.png [View same] [iqdb] [saucenao] [google] [report]

I was thinking something like this, as a brief example. So even if the plot was to beat a glorified Icon of Sin at the end, it's more about how the player works their way to their destination. You could probably also liken it to Castlevania Rondo of Blood and how there was an alternative set of stages until a certain point.

Given the amount of maps needed for such a thing to work it would probably be a lot shorter than a conventional megawad in one playthrough, but it would also call for some extra replay value to compensate.

>> No.3551573
File: 29 KB, 596x394, Complete_lylat_map.jpg [View same] [iqdb] [saucenao] [google] [report]

So Lylat Wars?

>> No.3551574

Yeah, I'm not sure how I forgot about Stairfax

>> No.3551595
File: 34 KB, 500x497, 1448078196479.jpg [View same] [iqdb] [saucenao] [google] [report]

So I started working on Fisticuffs again, dear god, now I remember why I stopped working on it

It's like untangling a tumbleweed made out of dental floss

>> No.3551596


bro tip: Make your own mod and use your own codebase so it's not a fucking disheveled mess.

>> No.3551618
File: 62 KB, 554x390, 1452219851720.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah I may have to build it up from the ground for standalone, this is a fucking nightmare.

The basic attacks are simple enough, it's things like jump-kicking and rolling that are going to be a pain in the ass.

>> No.3551623


if fists are gonna be the only weapon, just make altfire the kick, and there's a very simple check you can use to see if the player is airborne or not to go into a jumpkick state, from there it's a matter of making a loop where the foot is extended, change the velocity of the player, and constantly fire an invisible melee "projectile" until it hits or the player stops.

Look how Combined_Arms handled jumpkicks.

Rolling would be fairly easy too, just a matter of creating new keys that exclusively use an inventory item that gives the item to the player and forces them to roll, not sure how the 3rd person shit works but someone can help you there

>> No.3551626


>> No.3551636
File: 50 KB, 208x229, 1466476234021.png [View same] [iqdb] [saucenao] [google] [report]

altfire is a heavy punch, kicks are going to be bound to another key, most likely q

also i forgot about the 3rd person cam, hopefully i can just rip the cam code from BD

thanks keegan :3

>> No.3551647

are you going to explode into yellow the moment someone gets close to you, too?

>> No.3551682

Action Doom.

>> No.3551685



>> No.3551695

Both of them.

>> No.3551702

I'm curious to know which Dooms you've played. Do you only have Doom 2? Or perhaps you've never bought any of the games, but are unwilling to pirate, and thus use Freedoom?

Anyway, you can get the shareware episode 1 free from idgames.


>> No.3551710

Assault rifle looks way better than the Uzi of old

How is the shotgun looking?
Did it get any changes in sprites or function?

>> No.3551721
File: 323 KB, 624x957, [screams internally].png [View same] [iqdb] [saucenao] [google] [report]

Don't know if it's a fatigue thing, but honestly the last stretch of maps for all IWADs just aren't very interesting overall. After sitting through the Nuggetmare playthrough of TNT I'd be yawning if it weren't for the player having the balls to go through the whole ordeal on that difficulty, but I'd reckon it's still better than Doom 2's last third.

>> No.3551730

Maybe make the last few maps became gimmick fun maps, or simple puzzle maps, or just large areas to explore? Something different.

>> No.3551734

I haven't played a lot of megawads. What do the better ones typically do for the last 10-15 maps?

>> No.3551736

Difficulty usually ramps up to higher end difficulties, recently Hell Revealed levels.

Usually slaughtermaps
Icon of Sin boringness

>> No.3551738
File: 393 KB, 1776x1000, Screenshot_Doom_20141218_172632.png [View same] [iqdb] [saucenao] [google] [report]

A lot of them seem to throw in huge slaughtermaps filled with tons of enemies. I played Alien Vendetta thru so many times that I know map20 pretty well, but that level is unusually gigantic and extremely easy to get lost in.

>> No.3551739

How do you make Icon of Sin fun?

>> No.3551740

Do something fun with Romero's head, I guess.

>> No.3551741

Maybe the real question is not how to make Icon of Sin fun, but how to design a final stage that is interesting and fun to play.

>> No.3551743

Have an icon-of-sin cube and the player has to traverse around it.

>> No.3551745

Replace it with an actual final encounter or have a regular level.

>> No.3551753

Uzi is still in.

And yup, shotgun has new sprites, just not in quite yet.

>> No.3551765

Whoever made the Douk infographic needs to update it because the Megaton Edition isn't for sale anymore

>> No.3551769

I liked what Speed of Doom did, by making you have to endure hordes for around 3 minutes before the Romero head becomes exposed.

>> No.3551771

Whats the difference between Hell Revealed and Slaughtermap?

>> No.3551772


Hell Revealed is a mapset.
Slaughtermap is what people say when a map has over 50 enemies.

>> No.3551773
File: 591 KB, 960x540, 1476066504682.png [View same] [iqdb] [saucenao] [google] [report]

sprite looks good but you need to offset it harder

>> No.3551784
File: 511 KB, 960x540, god can you even aim.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3551785
File: 599 KB, 960x540, Oh jesus why is the barrel there.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3551789

you're not very bright.

>> No.3551797
File: 485 KB, 960x540, inaccurate.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3551798

>Not dressing as a SimBOB
Frog blast the vent core!

>> No.3551802
File: 104 KB, 500x489, 1450654382296.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3551804

It lines up with the body of the gun, two of the lines below are from the stock, which is lower than the barrel.

>> No.3551805


>> No.3551815

what the actual fuck

where can i download this, and alternatively why wasn't this made available for download

>> No.3551834

yeah, they should just put a torrent link to get it (QR code leading to a magnet?) and say that anniversary is a scam

>> No.3551843


>> No.3551852

I was asking in the context of his post.

>> No.3551882

You can see some cunt on the right. Enjoy your 10 day ban, senpai.

>> No.3551886

> implying there are single game sales that are not a scam

>> No.3551952

try Base Ganymede and Return To Hadron

>> No.3551967

I wasn't here for the Vinesauce mapping comp, how many of you guys got your maps in and which maps where yours?

>> No.3551970

I don't even know what a vinesauce is and any attempts at findind the contest result in a bunch of numales obnoxiously overreacting at vidyagaems

>> No.3551972

It was in the news portion of this thread for quite a while.

>> No.3551973


>2. You will immediately cease and not continue to access the site if you are under the age of 18.

>> No.3551976 [DELETED] 

You can't even link to rules page, nufriend

>> No.3551980


>> No.3551983

I'm not sure mine got in. The contest wasn't exactly transparent or well thought out.

Over 150 maps got submitted. I have no idea how many he has gone through yet, but suffice to say it will be a while since he tends to do other stuff instead of it or falls victim to his weak immune system.

>> No.3551995

Everyone without a swastika tattoo on the forehead is a numale

t. /pol/

>> No.3552037

Only real niggas celebrate doom 2's birthday today

>> No.3552052

>falls victim to his weak immune system.
I was wondering why he seemed so quiet in comparison to some older videos I had seen. I don't follow vinesauce at all.

>> No.3552107
File: 29 KB, 248x407, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys.
I want to set up Doom Builder 2, but I'm not sure what iwad to make it compatible with.
I want to mod my own game and GZDoom seems like my favorite engine so far, should I choose ZDoom from the list?
If so, which one of them? What's the difference between them?
Assuming I am going to make my own textures, monsters and sounds, does it matter?

>> No.3552117

If you want to use GZDoom, there is really no reason not to use ZDoom (Doom in Hexen Format)

>> No.3552119

>If so, which one of them? What's the difference between them?
Zdoom is limit removing 2.5D port, GZdoom is 3D with opengl support

>> No.3552136

But I have no option for GZDoom in the list.
What is the difference between the formats and stuff?

In the end, I have to add the Doom 2 wad to resources regardless, right?

>> No.3552153

>But I have no option for GZDoom in the list.
Zdoom and Gzdoom are 115% comaptible

Gzdoom is literally a fork of zdoom

>> No.3552179


>> No.3552183


>> No.3552186


>> No.3552191
File: 195 KB, 845x848, 1468454379429.jpg [View same] [iqdb] [saucenao] [google] [report]

>Crash and Doom seem to have some kind of relationship, as she sometimes tells player to ask Doom why he didn't call her for some time if he/she ever sees him.

>> No.3552313

He dumped her for a fat singing lady

>> No.3552364

>hexen format

why use anything but udmf for a zdoom-specific project

>> No.3552374
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]


i would also like to know this

i don't really understand what the difference is between any of the "x in y format" options so i just work in udmf

>> No.3552471
File: 255 KB, 933x524, image.jpg [View same] [iqdb] [saucenao] [google] [report]

art of doom

>> No.3552478

Recommend me some wads that cleverly mix new (or r667 beastiary) monsters with classic monsters. I really enjoyed those Tormentor667's wads and all that Zdoom community stuff.

>> No.3552483


>> No.3552492
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm thinking of hosting a server tonight, depending on the level of interest expressed.

If I were to host, what would people want to play?

>> No.3552493

I second this request, it's fun when a map mixes it up by using some r667 dudes alongside normal monsters in an intelligently designed way.

>> No.3552495

Is this a real painting or one of those AI doohickeys?

>> No.3552497
File: 318 KB, 1133x637, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Regular version

>> No.3552505

I'm thinking that's Courtyard

>> No.3552509

you can see the little message in the top left that shows a screenshot being saved I think.

>> No.3552543
File: 324 KB, 1133x637, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3552551

I see you're using Ketchup too

>> No.3552553

Can anyone recommend me a multiplayer mod good for handful of friends, particularly survival related but whatever good is fine.

>> No.3552570

are people actually discussing shooters aside from doom here?

>> No.3552571
File: 994 KB, 1920x1080, Screenshot_Hexen_20161010_234627.png [View same] [iqdb] [saucenao] [google] [report]

Hexen souls here. Not much to show in the way of visuals because this is more of an internal thing - I've added stat scaling. Each weapon will have it's own stat scaling rating S, A, B, C or D, which equals 3.0, 2.0, 1.6, 1.3 and 1.0. The total damage rating is improved. I've also laid out the foundation for weapon upgrades as the damge and scaling parameters are all open and easily modifiable without having to redefine the entire weapon. The only hitch is that I can't (yet) have elemental weapons as I'm working on that.

Weapon scaling is fun, especially when the bugs in the formulae cause the weapon to deal hundreds of thousands of damage. I'm tweaking the scaling constantly to see what works and what doesn't.

Also I change the HUD a bit. The inventory is always visible but it has been moved to the bottom left for a clear view. The health, focus and stamina bars have been lengthened which makes them appear less chunky.

>> No.3552576

Just a good mapset would be enough.

>> No.3552583


Mostly retro or retro-ish ones, though occasionally newer ones are brought up (often in relation to a gameplay mod)

>> No.3552593


These painting filters are pretty incredible. What is used ? I'd like to fiddle with this shit sometime.

>> No.3552598


the next step in evolution of filters

>> No.3552601

>doom games on steam use dosbox
wtf wasn't there an official windows version

>> No.3552603

yeah anything

it'd have to be gzdoom tho yeh?

>> No.3552610


There is, but it requires fiddling to work on modern systems and id might have to negotiate with Microsoft, while DOSBox can be packaged rather easily and just werks.

If you want a vanilla-ish DOOM experience without having to use DOSBox, get Chocolate Doom. Or Crispy Doom if you hate playing at 320x200.

>> No.3552613


I've been playing Doom Complete with a random playlist with some buddies. It's a pretty fun time. 161 maps cycled at random keeps things pretty fresh.

>> No.3552617

>Doom Complete
can someone give me a link to this? searching just leads me to a steam package

>> No.3552624



It's more a novelty than anything useful in most cases, but it's neat.

>> No.3552629

thanks. something like this should just be built in to zdoom at this point

>> No.3552639

just wondering, since there's literally no place to discuss the likes of xonotic, toxikk and reflex.

>> No.3552703

Great work Mr. !BLOOD LOSS! . Do you plan to create some sprites from Dark Souls to use in this project or just the mechanics ?

>> No.3552724


Unfortunately, you won't find a place here either, given they're very much not retro.

>> No.3552728

There's a few sprites from dark souls already in. Most notably the inventory icons

>> No.3552731

Also, now I've seen the text "I-Frames" in your shot. Rolling around at the speed of sound confirmed ?

>> No.3552735
File: 212 KB, 1360x768, Screenshot_Doom_20161008_003325.png [View same] [iqdb] [saucenao] [google] [report]


Megaman 8b deathmatch. I feel like we should play more of it. Although that goes for online in general.

>> No.3552745

do it fgt

>> No.3552752

working on it, wadseeker is all fucked up again

>> No.3552753
File: 618 KB, 684x577, 1471984293993.png [View same] [iqdb] [saucenao] [google] [report]

>checking out shadow warrior 2
god, this right after checking out TNO as well

it's as though I needed my depression meds again

>> No.3552756

is zDaemon enough to join, or are you laddies using something different? murrica, right?
it's out already? Really enjoyed the first one, would suck if they fucked the sequel up.

>> No.3552767
File: 124 KB, 283x280, my eyes.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3552770

anon pls

>> No.3552772
File: 68 KB, 400x560, shooting-pain.jpg [View same] [iqdb] [saucenao] [google] [report]

I wish people made more centered weapons for mods.

>> No.3552775

Yeah, rolls have been in a for a while. About 2 years, actually. I-frames are a more recent addition, however.

>> No.3552789

Doom is my favorite game and Patchouli is my favorite 2hu. What does it mean?

>> No.3552792
File: 55 KB, 616x478, 1457348549369.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3552796
File: 74 KB, 350x447, 1461097954090.jpg [View same] [iqdb] [saucenao] [google] [report]


[TSPG] Painkiller: Moon Maps and Fractal Chaps

JPCP with Fractal Doom

Let's get gibbing

>> No.3552804

>it's out already? Really enjoyed the first one, would suck if they fucked the sequel up.
not to trigger anyone here, but.

diablo/borderlands-esque roguelike without the charm and difficulty, checkpoints included. missions require the player at a certain level to progress through them, lightning glitches, everything is plastic glossy, movement somehow feels meatier and more responsive than it did in the prequel, which is good. katana NTR'd, character progression is even more overly convoluted and shallow, over 80 weapons (the majority of which are ludicrously broken in a myriad of ways, to the extent of you never ever wanting to touch them), random boss encounters, game overall feels empty and lackluster.

maybe it's just me being way harsh on it but I don't feel like this is something I could invest a lot of time into.

>> No.3552812
File: 105 KB, 254x243, 1465958762384.png [View same] [iqdb] [saucenao] [google] [report]

>press F11 a few times
>no more eye-raping gamma

It's that easy, anon

>> No.3552814

Who is your 1st favorite, and why is it Meiling?

>> No.3552816

Boo hoo, first one wasn't even any good. I was hype n shiet for it and what we ended up with was a poorly ballanced overly long mediocre shooter with almost no variety in enemies or encounters. Or levels for that matter.

FUCK flying wild hog, they're not the same people who made painkiller good and boy it shows.

>> No.3552817

those sound like some odd decisions.. I'll give it a pirate; the first remake was one of the few times where I felt that actually buying the game was a good idea.

>> No.3552818



>> No.3552819

>katana NTR'd
jesus died for this.

>> No.3552823

I'm not a clever man, how do I join this? Zandronum?

>> No.3552824
File: 187 KB, 794x623, doom.jpg [View same] [iqdb] [saucenao] [google] [report]

I made some progress.

>> No.3552831

nevermind got it

>> No.3552834
File: 49 KB, 200x200, I hope you don't kidnap the princess this time.png [View same] [iqdb] [saucenao] [google] [report]

>Boo hoo, first one wasn't even any good.

>> No.3552835

It's Kaguya.

>> No.3552847
File: 363 KB, 1600x900, Screenshot_Doom_20161010_213533.png [View same] [iqdb] [saucenao] [google] [report]

Here's a feature a lot of folks asked for in the different DUMPs.

>> No.3552860

>Level names before you enter the portals

Oh thank god finally.

>> No.3552871

very nice

>> No.3552890

I didn't like NuDoom *much*, but it sure as hell was a better game than SW2013

>> No.3552897
File: 230 KB, 1222x766, grate.png [View same] [iqdb] [saucenao] [google] [report]

is it possible to make a linedef act as a rising door e.g. if I wanted a transparent texture (like a grate) to go up at the press of a switch?

i want to put a grate between these two columns and I want it to act as a door

>> No.3552913

i feel like i've seen this post before and it was bullshit

>> No.3552915


>> No.3552923

That's not saying much.

>> No.3552957

Not that anon but where can I find this JMobility mod? It's not on any of the pastebins, it doesn't seem to be on any wad site I know of, and google only turns up this thread.

>> No.3552958

ZDaemon doesn't work with Doomseeker and probably never will.

>> No.3552968

what went wrong

>> No.3552969

I think it says just the right ammount. Depending on how you read it.

>> No.3552972 [DELETED] 
File: 24 KB, 621x371, george lopez suffers a nasty bee sting.jpg [View same] [iqdb] [saucenao] [google] [report]

Your mom

>> No.3552976
File: 19 KB, 389x295, 1454147809479.gif [View same] [iqdb] [saucenao] [google] [report]

Welp, server crashed and burned, but that was good fun while it lasted.

It's completely hung, so I guess that's it for tonight... probably had something to do with the like 3000 monsters or so

>> No.3552978

served died?

>> No.3552980

rip. yeah, good fun, would be up for it again.
how often are you doing this?

>> No.3552986

I'm currently trying to host a server but my internet is dogshit and one of my friends can't connect to tspg painkiller because his isp keeps changing his ip, and he now is banned for proxy trolling or something.

Any recommendations for something else that I could rent out and put a Zandronum server on?

>> No.3552991

I'm self-hosting a server and don't really know how to check whether it's visible in Doomseeker. I've got all my ports forwarded and shit, any way I can verify everything is running?

>> No.3552992

>wtf wasn't there an official windows version

Yes, and it's like the absolute worst sourceport of Doom ever

>> No.3552993
File: 110 KB, 466x492, 1441682380207.png [View same] [iqdb] [saucenao] [google] [report]

Whenever the fancy takes me, or if I'm around with a few hours to kill and someone asks for a server.

>> No.3552996



>> No.3553003

k, I'll be lurking

>> No.3553004
File: 22 KB, 640x640, 1451107697456.png [View same] [iqdb] [saucenao] [google] [report]

>his isp keeps changing his ip, and he now is banned for proxy trolling or something

I'm sure he could appeal that ban if he gets into IRC and explains the situation.


just search for the name of your server in doomseeker

>> No.3553021


>> No.3553041

Yamagi quake 2 anon here. As I was saying last thread I had music playback issues. So I found a stopgap measure:

bind %whatevs key% snd_restart

saves you the trouble of going into sound options every single fucking time

>> No.3553042
File: 606 B, 52x21, Memewarrior2.png [View same] [iqdb] [saucenao] [google] [report]

>Go to look at Steam page out of curiosity, see this in tags

>> No.3553052

Where can I get Samsara + extra heroes?
The only link I can find is for the dead project.

>> No.3553060

Doom 95 is aids, though.
-Squished graphics
-Lower pitched sounds
-Not compatible with true midi files (meaning stuff like Alien Vendetta, and BTSX would insta-crash)
-Demos for doom 2 had the potential to desync due to it using ultimate doom's lost soul behavior.
-Can't record demos out of the box despite the launcher having options for it
-Mouse support only worked out of the box on 9x systems
-Doesn't even work at all without a fix on newer OSs

>> No.3553084

>Uses .MUS files like the original Doom
Oh no how terrible
>Something made for windows 95 doesn't work properly on other/newer systems!
Wow unexpected
Also you're aids.

>> No.3553085

yeah that's what ive heard. i just think it's funny that the official way to play a game for pc is through an emulator.

what was the point of doom95 anyway? it's not like windows was losing compatibility with dos back then

>> No.3553087

if it's broke, fix it. especially for a game made for modding

>> No.3553094

Thanks. Much obliged.

>> No.3553101


Somebody at Microsoft decided that making a Windows version of DOOM would be a great way of demonstrating DirectX and Windows as a gaming/multimedia platform.


I don't see what you're being so defensive about the MIDI thing when even the original DOS executable accepted MIDIs without crashing.

>> No.3553103


*don't see why

>> No.3553104

>original DOS executable accepted MIDIs
Huh, really? Didn't realise.

>> No.3553108

>>Uses .MUS files like the original Doom
>Oh no how terrible

The original Dos.exe is compatible with both mus and midi files.

>> No.3553112

what is your problem? are you the developer or something?

>> No.3553115 [DELETED] 
File: 254 KB, 600x500, 041289c2099e981f786f27a99f208b9a.jpg [View same] [iqdb] [saucenao] [google] [report]

Requesting this with any two female trainers.

>> No.3553116

Surely the two examples of Vanilla megawads not working with it would've given you a clue.

>> No.3553117

If I want to for example edit the ClipBox to contain 100 bullets instead of 50, do I have to create a new class?
I get an error saying something about "tried to load clipbox more than once" or some such.

>> No.3553118


/vp/ is that way, man.

>> No.3553120

Goddammit I'm up too late

>> No.3553127

>not working with it
Not working with Doom95*

>> No.3553131
File: 10 KB, 239x253, 1450115205377.jpg [View same] [iqdb] [saucenao] [google] [report]

you can use inheritance, learn to love it

here's a pastebin that will do what you want, http://pastebin.com/r2HTG5ff

look at that, and then look at the Decorate at http://zdoom.org/wiki/Classes:ClipBox and you should be able to see just how simple a change like that is

>> No.3553143


>gaben so depressed he's shitposting on /vr/ now

oh how the mighty

>> No.3553145
File: 84 KB, 466x492, 1455494256200.png [View same] [iqdb] [saucenao] [google] [report]

oh wait that isn't inheritance at all I just built a new actor, durrrr

here's the exact same thing but actually using inheritance: http://pastebin.com/drVNv2Za

not much of a difference for an actor this basic but trust me, when you want to make a subtle change to a more complex existing actor then it will save you a shitload of trouble

>> No.3553150

who now? I'm a respectable Christian middle-aged 6'5 tall caucasian male married to an attractive sports clothing model living a house in the suburbs with three beautiful children and a fucking cat.

you don't get to tell me who I am, Carmack.

>> No.3553158

>Mouse support only worked out of the box on 9x systems
I had it on a Win98 PC, shit didn't work there either.

>> No.3553174

Thanks, I'll make sure to check it out when I'm back from work. Also, do you know how to add the ClipBox to the inventory (Heretic Style) so the player can carry it around for later use?
I'm just getting into the whole modding stuff but it's kinda confusing.

>> No.3553182

Might have only worked on win95 then.

>> No.3553187

Tried it there too.

I'm guessing it didn't want to work with some computer mice.

>> No.3553192

>do you know how to add the ClipBox to the inventory (Heretic Style) so the player can carry it around for later use?

actually no, i'm looking into it now because that sounds like an interesting idea

>> No.3553207

I figured it out for the megaarmor.

>> No.3553237


Congrats on getting the armor to work, I've been attempting to use your solution for a box of bullets but it seems like ammo is its own inventory type or something

>> No.3553262


>> No.3553276

whenever i play a wad with movement tilt, like insanity's requiem or that neocore mod, my camera seems to jerk around. should i try using an earlier gzdoom build or is there something in my settings i should change?

>> No.3553304
File: 431 KB, 1600x900, Screenshot_Hexen_20161011_202643.png [View same] [iqdb] [saucenao] [google] [report]

is it supposed to look like this?

>> No.3553352

You create your own hell, or something something Silent Hill 2.

>> No.3553357

>Circus 2
I really like the concept, but great googly moogly the monsters are annoying as fuck. Especially that teeny tiny little clown head you can barely see and zips the fuck around through the air and spams gas rockets at you. The bunny head was a pretty neat idea though.

>> No.3553441

Are you trying to load this with DOOM or something?

>> No.3553486

First time playing Doom, is the doom.wad in the 75mb archive from the pastebin Ultimate Doom?
Do you suggest removing the framelimiter to play at 60 fps? I've seen a lot of Doom videos running at 60 fps, but I just read that the physics problems may not be worth it.

>> No.3553487
File: 73 KB, 640x480, 1476186149.png [View same] [iqdb] [saucenao] [google] [report]

probably. if you can warp to e4m1 and see an orange sky, yes.

>> No.3553495

Does anyone happen to have super old-ass version of Black Warrior from Term's stream about a year ago (in the link below)? I know there's a much newer version and all, but I'm interested in giving this version a shot, mostly out of sheer interest and because the random edgy music suddenly switching everywhere would seem amusing. Tried looking everywhere, but 0.14b was the oldest one I could find on the author's youtube channel.


>> No.3553496

I'm too old for Halloween.

Might just dress up as a clown and stand in front my house

>> No.3553503

no, its a hexen mod, you need to load it with hexen. make sure you have the hexen.wad and have that selected to run with GZDoom or Zdoom when you run it.

you can drag the wad to your GZDoom shortcut and hold shift before you release, then you can select the hexen.wad

>> No.3553539


That's spooky are you looking for a visit from the police?

>> No.3553541

It's like a meme right now to stand outside at night wearing a clown costume thanks to viral marketing for a Stephen King's IT remake that's happening.

>> No.3553551
File: 37 KB, 379x503, 1426423938037.jpg [View same] [iqdb] [saucenao] [google] [report]


>luring kids into the woods while dressed as a clown is 'viral marketing'

>> No.3553552

Did that "kids seeing random clowns in the forest" thing really turn out to be viral marketing for IT?

>> No.3553554

Hollywood aren't smart.

>> No.3553683


It might have started that way, but shitty prank culture that teenagers like so much has driven it last the point of being just fun and games.

>> No.3553864
File: 65 KB, 200x193, Wha.png [View same] [iqdb] [saucenao] [google] [report]

>whenever I play [...] Insanity's Requiem

>> No.3553910

How many levels do you play in single player per session before you feel burned out? I'm talking average megawad level size.

>> No.3553915

vanilla bores me to fucking death about 15 levels in. on mapsets and megawads, that is.

>> No.3553919

I can usually do an original episodes worth (8-9) before feeling burnt out. With friends in coop I can usually double or triple that. Really depends on how good the wad is and if I've played it before. I find jumbling all the levels together via Zandronum randomized play lists is also a fun time. 161 official levels put into a blender is quite interesting.

>> No.3553923

I may still have it, let me check.

>> No.3553924

A couple of levels. My videogame sessions are always very short, but I'm usually back at it again after a 30 minute break. Really recommended to do it like this, I'm actually finishing all the things I play now.

>> No.3553964

one map at a time, from pistol start

>> No.3553965

Seconding this. Pistol starts really help, makes every map feel fresh.

>> No.3554003

>I may still have it, let me check.
Cool! Thanks.

>> No.3554027

Anyone playing Trump Doom? It starts off pretty good and has nice big levels, but goddamn it turns into a yawn city, save-load-load-load-load-save Revenant party once you get to the Hillary levels. Starting to get real fucking agitated by homing rockets

>> No.3554030

Fuuuuuck, I played this a few days ago after absolutely adoring it a few years back.
The most popular sever is an rp server, and the other 3 that actually have people in them are just unfun one man standing/duel servers where each map lasts no longer than 2 minutes. Goddamn shame since this is one of the best multiplayer shooters ive ever played

Whatever happened to Roboenza or whatever it was called.

>> No.3554031

git gud.

>> No.3554036

literally not an argument, nice job self invalidating

>> No.3554038

play better.

>> No.3554046

>[10-03] Doom Horror Mods - 7 spooky wads for Hallowe'en

you should find a different video for the next op, I checked out most of these and they suck. Much better mods out there than Meme Forest 3 and Adjust Your Brightness Circus that deserve more attention

>> No.3554049

still lacking a legitimate point there, kiddo. Keep being anti discussion tho, great attitude to have on a fucking forum

>> No.3554051

nobody's getting a bad attitude here over a joke other than you.

what a sensitive baby.

>> No.3554054

Yeah they're too mainstream, eww, find more obscure things.

>> No.3554060

Perhaps you could share them then.

>> No.3554064
File: 22 KB, 804x743, 1474249208299.png [View same] [iqdb] [saucenao] [google] [report]

yaaaaaaaaaaawn, you bore me but ill do you a favor and explain what you did wrong.

You see, git gud is like typing out in all caps YOR DOING IT RONG, remember that old bit? Git Gud is just as hack as that at this point. While it started as some kind of "anti reddit" put down, it has now become reddit itself.

Now you could have properly responded with actual points and reasoning, but im guessing you haven't even played the wad im talking about. So you don't have any. So you waste mine and everyone elses time with your lame cringey little "git gud"

well, my friend, you shoud "git gud" at posting or find somewhere else to post :^)

>> No.3554067
File: 131 KB, 1360x768, Screenshot_Doom_20161008_004915.png [View same] [iqdb] [saucenao] [google] [report]

When I played it I instantly found a comfy last stand server. I usually don't have a problem finding a decent game, although there's plenty of challenge games for literal autists. I mean you should fucking see these. But I am in Europe.

>> No.3554075
File: 206 KB, 768x1024, 1471064977027.jpg [View same] [iqdb] [saucenao] [google] [report]

>non integer scaling on the font

>> No.3554079

Are there any music wads for Hexen? There are a shit ton for Doom but they obviously just don't work for Hexen - not as in they don't fit, but as in they literally just don't function. I understand there's at least one ambient music pack for Hexen but I have had absolutely no luck finding it.

>> No.3554086


I can't bring myself to enjoy any game where this is what I'm doing most of the time.
Its so complicated now, with so many fucking classes that are all different from what I remember.

And single player mode is still fucking awful. Never been able to have the patience to get past that first cutman fight

>> No.3554091

>gets triggered hard
like pottery

>> No.3554105

Not /pol/, just sick of anti-thought and anti-discussion. would be happy to have someone disagree with my original post, I posted it with the intention of having a discussion. This is me getting that discussion, even if it's not about what I originally intended, which is Trump DooM's shitty enemy placement and level design

>> No.3554114

I haven't played the wad, but the guy that told you to "git gud" pretty much nailed it; either the wad is balanced really shittily or you're playing it wrong.

>> No.3554127

revenant city? I thought it used too many hitscanners desu

>> No.3554140

>I haven't played the wad

if you invalidate your opinion in the first sentence of your response, maybe don't hit enter .

Also, "playing it wrong"? Really? ugh.

>> No.3554160

I just ran Hexen by itself on GZDoom and got the funky colors. What the hell

>> No.3554168


well theres the problem

>> No.3554183
File: 135 KB, 1600x900, Screenshot_Hexen_20161012_082622.png [View same] [iqdb] [saucenao] [google] [report]

Uhh, No.
ZDoom has the same problem. I tried all the iwads that have a different palette to Doom and they all end up looking like a Hellen Keller painting.
Did source ports forget how to load palettes?

>> No.3554197


I know you're doing it because I just did it and got the exact same palette fuckup

>> No.3554198

I think you replied to the wrong post. But yes, there is such a thing as playing a game improperly.

>> No.3554220

Someone needs to make a WAD that looks like this.

>> No.3554224
File: 188 KB, 800x600, Screenshot_Doom_20161011_144633.png [View same] [iqdb] [saucenao] [google] [report]

jesus fucking christ.

>> No.3554234

I'm not loading Doom with hexen, that's the thing.
The game just refuses to load different color palettes.

>> No.3554238

That's what happens when you load a wad and choose a different iwad in the iwad selection screen, I've had that happen.

>> No.3554240

>load a wad
*load an iwad

>> No.3554243

So, it seems something in my skins folder has the doom palette embedded inside it.

>> No.3554247

>pull palette file out
>replace with another

>> No.3554263
File: 6 KB, 128x128, 1471663960665.png [View same] [iqdb] [saucenao] [google] [report]

Found the problem guys.
Thanks for your help

>> No.3554269
File: 20 KB, 640x480, 1476216587.png [View same] [iqdb] [saucenao] [google] [report]

how come your blues look so much deeper? and what are all those glowy dots? is there a new version of btsx_e1? it looks much more "alive" than the version i have

>> No.3554286

that's bullshit

zdoom pulls the palette from the IWAD. how could it be pulling doom's palette from hexen's IWAD

>> No.3554292

Don't worry, I fixed it.
Something in my skins folder had Doom's palette in it, causing it to always be loaded.

>> No.3554351
File: 136 KB, 1360x768, Screenshot_Doom_20161008_010133.png [View same] [iqdb] [saucenao] [google] [report]

git gud

Also I'm sure there are meat servers. In fact I know there are, I just haven't seen them much, only a couple of times.

It is a steep learning curve though, I'm new to this and I'm totally getting raped. But when I do rek it's fun as hell. I think it's worth getting good at this game - besides some of the skills will translate to other games.

>> No.3554356
File: 27 KB, 200x200, doomguy.gif [View same] [iqdb] [saucenao] [google] [report]

need more people to test my map

here's the wad


give feedback, tell me what I can do better

run it in gzdoom, apparently other engines get errors and shit and I cant test in those

>> No.3554359

>give feedback, tell me what I can do better
well for a start you can fix this:
>run it in gzdoom, apparently other engines get errors and shit and I cant test in those

>> No.3554369

You should see some other horrible marketing attempts.

Like the accidental serial killer one with Resident Evil

>> No.3554390
File: 13 KB, 320x320, temp.png [View same] [iqdb] [saucenao] [google] [report]

I can't wait to draw this 40 times.

>> No.3554393

I used to play this game a ton, back when Robenza and the class mods were all new and you had to load each wad one after the other with the launcher and the shitty internal server browser.

>> No.3554396
File: 157 KB, 1360x768, Screenshot_Doom_20161008_010938.png [View same] [iqdb] [saucenao] [google] [report]

Wanna play sometime?

>> No.3554401
File: 835 KB, 280x189, rept.gif [View same] [iqdb] [saucenao] [google] [report]

Do tell.

>> No.3554405

What's this?

>> No.3554409

guessing rekkr's player sprite

>> No.3554413


Is this your nick or some server name?

>> No.3554421
File: 294 KB, 1600x900, Screenshot_Hexen_20161012_100600.png [View same] [iqdb] [saucenao] [google] [report]

Can someone explain this bullshit?
Either the crosshair is in the wrong place or my shot is.

>> No.3554423

Yah. Still a ways to go on it.

>> No.3554426
File: 135 KB, 400x400, DukeKeyArtTwitterProfile.jpg [View same] [iqdb] [saucenao] [google] [report]

Some anon is playing World Tour? What about the new levels? A Mega link, please?

>> No.3554459

This item is not yet available.

>> No.3554464
File: 284 KB, 1861x932, ASSREAL (edit area) at 2016.10.11 17-22-50.704 [R2723].jpg [View same] [iqdb] [saucenao] [google] [report]

I posted it just before the last general died, but I'll post it again. I finished some major updates to my map a few days ago and I was hoping to get some people to test it out.


I just played and I didn't like how many times I would press a switch and there was no obvious effect. i would just have to hope that if I backtracked far enough, a new door would be open. It kind of hurts the flow. I also Wasn't a huge fan of 'hit the switch and run back through the waste to catch a lift before it raises.' The aesthetics were pretty nice, and I really liked that one radsuit secret. I'd have liked the beginning a little more if you could leave a few shells lying around so I wouldn't have to use my pistol on most of the enemies until shotgunners become common.

>> No.3554469


I believe this is it, but I can't open up .egg files in order to verify.


>> No.3554470

whyyyyyyyy did you have that in your skins folder

>> No.3554480

I can't wait for someone to rip the new episode out.

What the fuck is Gearbox thinking.

>> No.3554487

I just checked Steam, you're right. Pcgamer tells it's out today, but not now.

>> No.3554492

New Duke 3d version is out today, but fuck paying for it (again)

I like the new renderer though. Anyway to make Eduke32 look like it?
trailer for reference

>> No.3554493

I think he may just be playing with something that overrides the palette or something. Or could be brightness/contrast settings. I doubt that BTSX would oficially change its palette that dramatically, as it'd be a LOT of work updating all those thousands of textures.

>> No.3554496


It is indeed a changed palette, as you can tell by some of the dull pinks in the metal.

>> No.3554506

What wads go good with Lasting Light?

>> No.3554508

Oblige maps.

>> No.3554514

there wasnt too much I could do about that lift bit, I'll see what I can do but I'm pretty limited in terms of sector effects. I thought it was pretty neat though, I tried to make it possible to take no damage in the waste if you kept momentum and completed the gaps in time.

as for the switches, I'll probably explore using cameras to show what's changed when you hit an ambiguous switch. I havent tried cameras before though

I'll put more sergeants in the first two rooms.

>> No.3554515

Didn't think of that.

>> No.3554532

That audio quality is just awful.

>> No.3554587 [SPOILER] 
File: 595 KB, 1861x932, 1476225398479.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know if it's something you could do without MAJOR overhauls to your map, but I had a similar probelm with one of my maps. To combat it, I made it so the player would have to drop down slightly and not be able to backtrack from that point. In addition to the switch opening a door further back, I also added a door that opens right next to it, which leads to a new section that loops back to the previous one.

Here's a shitty picture. I hope what I'm saying is helpful and not just me be being a retard who thinks he knows what he's talking about.

>> No.3554604
File: 30 KB, 1012x775, map.png [View same] [iqdb] [saucenao] [google] [report]

I think you should play with textures to distinguish the rooms/sections, so you can orientate better when you get a new keycard and need to backtracking. Now see pic related

A- The door after door kinda kills the flow, Could you add a shortcut in the window? Oh, and it's a bit weird to activate a trap (the green button you push to get the blue keycard) and put the player in a safe zone

B- Here you placed a megaarmor, but in the next room there is a green armour. I think you should quit the megaarmor and place it in a secret area (The secret area near C, maybe?)

C-You put some chaingunners here, but I think you should change the last one you fight and make a more interesting combat, because another chaingunner isn't interesting

D- I see a glitch here, didn't you notice it?

I like how somethings works. The lift switch, there is flow in the combats (but I agree with >>3554464, need more shells at the beginning so we can forget the pistol), the areas with green slime

I think it's all

>> No.3554614
File: 43 KB, 252x235, breathe.png [View same] [iqdb] [saucenao] [google] [report]

>MAP29 of Epic2
>Activate blue key switch
>Pincer movement swarm of revenants + 8 archviles trap you in the room with a cyberdemon
>Only after making this post do I find out there's an invuln sphere hidden outside behind a secret
Well that's just bullshit.

>> No.3554615

I suppose I should mention, if it's not immediately obvious, that the image is from a map of mine and I'm using as an example to illustrate my point.

>> No.3554626

>Playing Insantiy Requiem Mk. 2 beta
>Weapons feel pretty overpowered but ammo is limited at the start
>No melee weapon unless you find a chainsaw
>Most Doom 1 enemies can't stand up to the weapons at all
>Then Barons pop up for the first time
Getting mixed messages here

Kind of a fun mod though, but something tells me the later enemies will just absolutely shit on the player

>> No.3554634

I'm gonna see if I can make the switch just lower the platform and have a walkover line going back that raises it again, hopefully that works

>> No.3554637


>Revenant party

Revenants are probably one of the list used monsters though. It's mainly a shitload of hitscanners, and even then I feel like they always gave you ample supplies to fight them.

No the biggest threat in Trump doom are the fucking doors

>> No.3554641

Bug fixing sure is fun. Realised that if the player dies then the stamina regeneration script is called again, and again, and again, so the player's stamina regen is doubled upon each respawn. I guess it was better than the other bug where stamina wouldn't regen at all after death (and subsequent respawn)

>> No.3554685

I just checked it out again, its gone to shit. Every other class is useless and does no damage and what each one does is so fucking vague anyway. Also the people on those servers are fucking faggots, ugh. If they're the ones in charge of the game, I can see why it's become so cancerous and inaccessible

>> No.3554693

Was really disappointed when the final boss was just a copy of Icon Of Sin, never liked that boss, never fucking will.

And yea the doors nearly made me quit. You'd think a game modded as much as Doom, making doors that don't kill you when they close on you would be very easy. Really shocking that so much work and talent went into it and they were still too stupid to fix the doors.

>> No.3554701

... but doors don't crush, they bounce off your head and go back up

unless they're crushing polyobjects, I'm not sure how that could happen

>> No.3554705

how do I install the space pirate?

im using zdoom

please help a retard

>> No.3554706

But classes aren't part of 8-bit Deathmatch. That's all mods of it.

>> No.3554708


Have fun recoding the fuckers because they do about five hundred times too much damage for what you need.

Looking at you, Hellsmith.

>> No.3554709

how about you actually check out the mod being discussed before you reply

>> No.3554710

the glitch at D was kinda just to let the player know I hadnt built past that

and yeah I'm not 100% happy with the items I've placed around, I'm gonna go about and fix all of that. I'll try out your idea of color coding doors. perhaps I'll use elevaded platforms with red/blue carpeting or something like that...

the chaingunners in that room I can understand your complaint, but I put the barrels in those rooms specifically for that purpose, if you shoot the barrel furthest from the corner the chaingunner is in, it'll launch the other barrels towards the chaingunner allowing you to kill them without putting yourself in harm's way

I'll take your critiques into very heavy consideration though, I want to make this map as good as possible

>> No.3554715

The most populated servers are class servers, Absolutely overblown with classes, from all 10 games and beyond, with these last man standing servers it's way too much hassle to try to figure out how all of them work, especially since opening your mouth in the chat leads to all sorts of smug nerd faggot replies.

>> No.3554718

I'm replying to this part

>You'd think a game modded as much as Doom, making doors that don't kill you when they close on you would be very easy.

that's been like that from the very beginning; if the doors in trump doom crush, that's an intentional decision

>> No.3554723

Then that ain't the fault of the game, but of the community.

>> No.3554729

apparently the new episode for Duke 3d isn't total shit


>> No.3554732

Have you played the game? Of course you haven't, after playing it no one would say it's intentional. It's definitely a bug.

Also doors in the original doom dont crush you, idk what you even mean by that.

>> No.3554738

>that video settings menu

dropped instantly never going to pay attention to it ever again

>> No.3554741


He means that doors not killing you is normal, and if doors are killing you then odds are that it's intentional.

Considering that I heard that it's a very DN3D-styled mod, I wouldn't be surprised if it was intentional to homage the killer doors in the Build engine.

>> No.3554748

If it's intentional than unfortunately im gonna have to classify Trump Doom as objectively shit.There is nothing fun about having to constantly reload saves because I got trapped in a closing fucking door.

>> No.3554754

you can't *accidentally* make doors crush. there's no crush flag on door specials, and crushing polyobjects use an entirely different anchor specifically labeled "crushing".

if something crushes, it's intentional.

>> No.3554758

>as objectively shit

>> No.3554761

The new enemies aren't even finished, they're so buggy.

>> No.3554771 [DELETED] 

Are you by chance that faggot who was whining earlier in the thread about the trump wad being too hard and got buttblasted at the suggestion that you might be playing the game badly, or that games can in fact be played incorrectly?

Dude, just accept that you're just not good enough at the game to handle difficult wads like that. It's not the wad's fault that you're bad at Doom.

Difficulty is not inherently bad. Things do not suck just because you're bad at them.

>> No.3554773 [DELETED] 









>> No.3554774


>> No.3554778










>> No.3554781 [DELETED] 










>> No.3554793 [DELETED] 




















>> No.3554797

Gearbox quality.

>> No.3554801


it's fucking impossible. none of the door specials have the ability to crush.. none of the ceiling_* or floor_* specials can crush UNLESS they specifically have "crush" in their name. generic_floor and generic_ceiling have crush flags, but it's off by default. polyobjects can't crush unless they're specifically using the crushing polyobject anchor.

https://zdoom.org/wiki/Action_specials go look at them yourself.

there is absolutely no way the crushing is anything but intentional.

>> No.3554804

OK, I'll bite. How is that a fallacy?

>> No.3554808

>looks pretty

>> No.3554809 [DELETED] 

jesus, okay, its intentional and that means the game sucks and isnt fun on purpose, good to know I literally wasted my time playing it

really triggered the ol auts huh buddy?

>> No.3554810
File: 1.55 MB, 646x429, PortaDOOM-0.webm [View same] [iqdb] [saucenao] [google] [report]

This is a thing. Getting nearish to a source release.

>> No.3554823
File: 536 KB, 505x464, chinese bootleg squidward eats a twizzler.png [View same] [iqdb] [saucenao] [google] [report]

>that serious sam reference

>> No.3554881

you being retarded and upsetting people with your staunch inability to educate yourself makes you look bad, not other people

>> No.3554884

that's pretty fucking neat, source ports and cacoawards all in one bundle?

that's essentially what I have a folder in my dropbox dedicated to lol

>> No.3554889

>wasn't a phone call to Sam in response to the one from TSE
Missed opportunity.

>> No.3554890

I have never completed a megawad despite having dozens. I've been playing the first few maps of AV for about 6 years now

>> No.3554894
File: 408 KB, 557x605, 1454212533482.jpg [View same] [iqdb] [saucenao] [google] [report]

looks real nice, anon

too bad this wasn't a thing back when my PSP worked

>> No.3554905
File: 186 KB, 283x233, ebrbrbrbrbrbrbrbrbr.gif [View same] [iqdb] [saucenao] [google] [report]

unironically hype

>> No.3554916


I'm also using my Dropbox to keep track of my doom stuff. I'm not about to reconfigure this shit .

>> No.3554971

bump for my weapons-grade autism

>> No.3554978

Just double-click the .pk3 file

>> No.3554980

Is this going to be like retroarch where you can download everything from within the program?

>> No.3554985

If there's a hell, does that mean there's a heaven too?

>> No.3555002

because shits fucked yo

>> No.3555003

Yes. And there's no longer a hell by the end of Doom 2 so everyone goes to heaven. Pimps, murderers, child rapists, people who won't shut the fuck up when you're trying to watch a movie, you name it. Everyone goes to heaven now.

>> No.3555012
File: 372 KB, 1550x1268, 1425160857207.png [View same] [iqdb] [saucenao] [google] [report]

Depends who you ask.

>> No.3555013


There's still a Hell, it's just kind of busted up.

>> No.3555014

What about purgatory?

>> No.3555015

Yes, but it was overrun by the infinite hordes of hell long ago.

Would play this wad btw.

>> No.3555018

If 64, Plutonia, TNT and/or Doom 4 are canon, then Hell can come back whenever the fuck they feel like it.

>> No.3555019

In Grezzo 2 you die, go to heaven, then kill God.

>> No.3555020

It just isn't the same <:(

I basically can't remember anything from 64. Does it hold up?

>> No.3555026

Sounds pretty fuckin lame, man.

>> No.3555029

It's genuinely more atmospheric than Doom 3, the soundtrack made people shit their pants.


Level design is good for the most part, though in some of the later levels there's some cryptic TNT-tier ''find what this button did'' baloney.

Play it on Doom 64 EX.

>> No.3555032

Doesn't seem to be it, but I do appreciate the effort in looking and uploading in the first place. Thanks!

>> No.3555038


Hope Pillow releases this sometime soon so I can actually finish my Heretic+Hexen extended compatibility & monster pack for it

>> No.3555061

>Doomguy is Jesus
explains a lot

>> No.3555070

>does that mean there's a heaven too?
It's between THICC Crash's thighs

>> No.3555072
File: 42 KB, 400x500, 98.jpg [View same] [iqdb] [saucenao] [google] [report]

I thought he was god's hitman oh wait

>> No.3555076
File: 22 KB, 93x179, crash_ST.png [View same] [iqdb] [saucenao] [google] [report]

she's a fucking twig.

>> No.3555079

Man, it's a shame the sequel to that is absolute garbage. The first one is a lot of fun.

>> No.3555081

The weapon sprites are fine and all but the power is just too much for me.

And now there's quad damage.

>> No.3555083

Wow, that looks really fucking cool. A one stop DOS shell shop for everything Doom related?

>> No.3555085
File: 47 KB, 500x1000, P_crash.jpg [View same] [iqdb] [saucenao] [google] [report]

She's got an hourglass figure and YUGE flak vest

>> No.3555091
File: 9 KB, 300x366, 1458065601511-0.jpg [View same] [iqdb] [saucenao] [google] [report]

what the fuck are those tits

reminds me of corporal hart's unreal bust

>> No.3555094

Well you can kinda follow the thought process here
>quick we have to indicate this charaxcter's female and we only have 800 polys
>texture artist painted an exposed midriff
>good good, however, something's still missing

>> No.3555117


>>3555038 here.
The thing I'm making will let you control what powerups spawn in, and how likely they are to spawn. You can also tweak ammo spawning and what monster variants can spawn, and how likely they are to spawn.

>> No.3555118


It's worth noting that Quake III introduced curved surfaces to the engine.

>> No.3555120

The weapons are just too strong as is I think.

It's a neat novelty but I personally have a hard time keeping with it for more than a hour or two.
And that's before Quad damage and the like existed.

>> No.3555127

Yeah it's kinda amazing we went from quake 1 engine to id tech 3 in just 3 years

And while I prefer UT gameplay wise quake 3 is a much better looking game

>> No.3555131
File: 479 KB, 1920x1080, 20160907060226_1.jpg [View same] [iqdb] [saucenao] [google] [report]

god dammit steam lost my JKA screenshot folder

there was some extremely lewd stuff in it

>> No.3555138 [DELETED] 

>>3554715 >>3554685
Why are you calling characters classes? It's not some cod, it's fucking megaman.
> Every other class is useless and does no damage
So if every class does no damage, nobody dies then? People just shoot at each other? This is not my experience. You have enough health to have second, third and even fourth chance unlike cod.
> Also the people on those servers are fucking faggots, ugh.
Again not my experience. Maybe it's a problem of US community.
> Absolutely overblown with classes, from all 10 games and beyond, with these last man standing servers it's way too much hassle to try to figure out how all of them work
So it's game's fault for having every character with his own abilities as opposed to just having skins who all shoot lemons or something? The game even has a single-player campaign for fuck's sake.
> especially since opening your mouth in the chat leads to all sorts of smug nerd faggot replies.
Not my experience whatsoever. Furthermore, if you get butthurt over some kids in chat, it's you who's the faggot. I'm guessing this is the only board you visit on 4chan.

You sound like a massive bitch tbqh senpai.

>> No.3555139


>The weapons are just too strong as is I think.

And it's going to have at least one additional difficulty.

Also you'll be able to change what weapons spawn in; you can choose to have the FMG only spawn instead of having a chance of either it or the Leadspitters.

Also I'm working on making special start modes, but the coding isn't working well. I need the spawners to spawn the appropriate thing based on what special start mode you *started* the game with, regardless of what the CVar that controls it is set to *now*.

>> No.3555157

Jesus Christ how much power do you need

>> No.3555158

Well, to be fair, most people in the mm8bdm community are a bunch of super cute people!

Also, the term "classes" is in the name of the mod. There is nothing wrong with calling them like that.

>> No.3555174

In a Morte you play as a late renaissance ye olde hero with only the most rudimentary firearms knowledge. I'm surprised he can use modern weapons at all, must have a huge intelligence or wisdom score.
His accuracy may be somewhat limited.

I dont know what the deal is there, I never play with crosshair, so never noticed :)

>> No.3555179 [DELETED] 

> Well, to be fair, most people in the mm8bdm community are a bunch of super cute people!
A-FUCKING-GAIN: stop generalizing your limited experience. I asked retarded questions in chat from day 1 and always got answers with minimal amount of shit. People I find on servers are serious and helpful. Sure there are autists playing puzzles and challenges, but they are just that, and totally harmless.

> Also, the term "classes" is in the name of the mod
It's because it's a doom mod and it shares the interface with doom. Duh.

>> No.3555185 [DELETED] 
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3555212

Just chimming in by to continue a hours old argument to ask, was the mod in question the one called classes-v8d.pk3?
If yes, you could learn what a class does with the classhelp command on console.

And about the community being a bunch of sissies, just play Coldman, it infuriates everyone. :^)

>> No.3555219



>> No.3555248

>playing through blood for the first time
>get to cerberus
>he glitches out and just spins in a circle, shoots the occasional projectile but it's pretty easy to avoid
>just hold m1 with the plasma gun and beat him
>decide that that's bullshit
>go back, reload the level, experiment with freeing him by pelting him with the tommy gun and the flare gun
>he insta kills me once he's unglitched


i don't really have the energy to deal with this right now

anybody else ever experienced this?

>> No.3555259

On second thought, I will admit there are a couple small situations in TNT that are more cryptic than normal, like in the yellow keycard area of map18. But theres so little of these moments in TNT, that I still wouldn't call the wad cryptic enough to be named a tier for cryptic-ness.

>> No.3555264
File: 134 KB, 450x600, we just don't know.png [View same] [iqdb] [saucenao] [google] [report]

>Play mod
>Each weapon feels like it has a distinct role that it does well
>Except for that one weapon that just feels like it's there simply because the modder needed something to occupy a numbered slot

What's their name, /doom/?

>> No.3555307

Like half of all weapons in Shut Up And Bleed

>> No.3555309

Project Brutality
HMG. It just doesn't make a bit of sense when the LMG and Triple Minigun do the same job but better, yet HMG is the first weapon in slot 4

Besides that, dual uzis in Trailblazer. Feels pointless compared to the assault rifle.
Looks worse too.

>> No.3555320
File: 34 KB, 400x400, temp.gif [View same] [iqdb] [saucenao] [google] [report]

4 frames down. Good enough for a sprite that's only seen in multiplayer.

>> No.3555321

Yay REKKRguy!

>> No.3555326


Also in Hideous Destructor that gun that hurts you if you fire it unsupported.

Neat idea, never comes up in actual combat because it slams your face in.

GMOTA even though it doesn't take up a number slot.

>Revolver for Shihong
The damage is just so low that it feels pointless, even on the last shot.

>> No.3555327

So is the black part on his face his neck?
Or is it just obscured face by the helmet The helmet is kinda funky but it's probably just my eyes

>> No.3555337

Auto shotgun in Project MSX.

>> No.3555339
File: 11 KB, 90x78, temp2.gif [View same] [iqdb] [saucenao] [google] [report]

It's just supposed to be obscured. I didn't want the face visible for MP, because it'd be weird if you were all running around with the same face.

We'll see if I come up with a better way to do that.

>> No.3555343

The eyes on top is what's throwing me off then.

I do get not showing the player's face though and I prefer it.

Like Hexen and such.

>> No.3555345
File: 728 KB, 869x554, 1464836012201.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, I'm not entirely sure why 2-5 each have two weapons

>1: Melee + powerful bombs
>2: Starting pistol + dual revolvers
>3: Dual shotguns + pump action that runs on entirely different ammo
>4: Dual Uzis + the fucking machine gun
>5: Explosive magnum + grenade launcher
>6: A minigun (or two) to go full ham with
>7: Generic AoE explosive room cleaner

It's like 'Gee Bill' the mod.

In Guncaster, I have not tried all the spells which I presume is 'balanced' (being generous here) out by gold cost and apparently monsters having resistances against some spells in Heretic/Hexen, but the Causterizer that replaces the plasma seems pretty much 'there' to me, a slow-moving piercing projectile when you have retardedly good mobility and other weapons can cut through just as well. it also lacks an unlockable alt fire like most of the other weapons, even the BFG replacement has one. It overall seems like the weakest link and doesn't have much of a niche.

I know Pillowblaster stuff is more style than substance, but still. Call me a DRLA fanboy but I like how that mod limits you to only carrying six weapons tops when there's a lot of stuff you can potentially use.

>> No.3555349


This is like the number one reason I've grown to dislike a lot of weapon mods with MORE WEAPONS!!! thrown into them. A single weapon that handles a function nicely is much more efficient and enjoyable.

>> No.3555359

Totally. Every weapon and even every enemy in Doom 2 has its purpose, only a token few items don't see much use.

A weapon or gameplay mod is generally prone to having a few good weapons that are thought out fairly well but then has a few half-baked ideas on the rest. Even Psychic which doesn't have replacements for all slots has shit you don't want to deal with.

>> No.3555360

Stupidest shit.

>> No.3555363

>Play gameplay mod
>some new weapons are impossible to obtain without cheating.

>> No.3555364


>Oh wait it's stopped

>> No.3555369

That's not even the problem since it does have good enough damage at rank 1

>Weapon made for underwater
>Almost no levels have actual underwater segments
>Or underwater enemies
>Damage doesn't go up with upgrades either
Entirely pointless.

>> No.3555381
File: 3 KB, 140x106, SARGG3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3555421

What is this supposed to convey

>> No.3555425

Come Get Some. Damn I'm Good has the same enemy numbers and placement as CGS, but with regenerating enemies, like Nightmare to UV.

>> No.3555427
File: 17 KB, 642x427, portadoom.2.png [View same] [iqdb] [saucenao] [google] [report]

PortaDOOM will be a self-contained DOOM "starter kit" containing all the most worthwhile WADs, pre-configured engines, and presented in an early 90s diskzine style.

It won't self-download anything for now, it's intended as a single download that people can unzip and play on any computer, targeted at people who have either never played DOOM or anything beyond the official cannon and the thought of downloading, configuring and launching several different engines with all kinds of weird WAD files is putting them off trying stuff out.

PortaDOOM is about having a single executable where you press a few keys and hey-presto! you're playing DOOM WADs in the correct engine with the correct settings.

The diskmag part of it is to make discovering community WADs more interesting and engaging. Better than trawling through /idgames.

It'll be open-source, but the content is just plain text files, so anybody who can use Notepad can contribute pages & WADs without having to be able to edit code.

I'm new to the DOOM community so I made this because I found going from nothing to playing a custom WAD was a total chore and put me off surfing through a ton of WADs.

I hope the anons think it's a good idea and not to n00bish a concept.

>> No.3555428

Trailblazer is literally shits and giggles the mod, what else would you expect from russian overkill lad

>> No.3555435

Doomguy's neck.

>> No.3555441

It's a cool idea, and 90s disczine style shit makes my dick rock hard.

>> No.3555442

canon is spelled with only one "n"

and eh, i feel like having it with brutal doom is kind of lame and goes against the whole aesthetic.

>> No.3555445

It's only an option and I feel it's definitely something that should be presented to new players as a choice. I'd like to be free of community politics and just present worthwhile content from the perspective of an outside player.

Also, I'll take any suggestions from anons as what stuff to include if there's other modes than Brutal Doom to showcase.

>> No.3555449
File: 1.43 MB, 2000x2000, i dunno dude.jpg [View same] [iqdb] [saucenao] [google] [report]

Nearly every other gameplay mod is kinda shits and giggles too, though. Though by no means bad, Trailblazer is simply a power fantasy with more guns than sense, relevant to the original question of 'guns that are just there'.

Ironically I'd think the mod would actually 'flow' better if it did some debloating or swapped one set of weapons to another class or something, and lowered the scrap metal obtained to compensate.

Fair enough.

Which mods?

>> No.3555465
File: 47 KB, 143x153, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3555470

I've only ever completed Episode 1

>> No.3555491


Is there a reason why you don't like the shield? I'm probably gonna make it boomerang in this coming update, maximo style, throwing the shield will destroy projectiles and pinball off enemies for good damage

>> No.3555494

Never felt like it had a use.

>Put shield up or reflect shots, fights last quite awhile but you're safe
>Kill everything with extreme prejudice using all the cool fun weapons and have less projectiles to deal with because they're all dead

>> No.3555497


It'll probably have more use seeing as I'm scaling back Blaz's ranged options a little more, and if not, I'm willing to fuck about with the shield more to make it worthwhile.

>> No.3555503

It's just not fun to use and that's the issue to me, functionally it's fine just not powerful or fun

MEANWHILE all them sword skills sound like it should be the sex.

>> No.3555513


Yeah, bit of a shame there, not sure what I can do about that, and I feel just removing it would be a bad idea. But on the flip side I don't think there's anything wrong with having a more simplistic but practical weapon/item in a game.

and hopefully the sword skills are an acceptable replacement for the item crashes, they're still really powerful but at least you have to use your sword to kill shit

>> No.3555517

>I'm probably gonna make it boomerang in this coming update, maximo style, throwing the shield will destroy projectiles and pinball off enemies for good damage
That doesn't make any fucking sense in terms of physics and inertia.

So I'm saying you should do it.

>> No.3555524


It'll get even dumber if you manage to pick up an extra shield or get the backpack, because then you'll have multiple rebounding boomerang shields flying around.

Also I had that mixed up, I'm gonna make the throwing shield reflect enemy projectiles, seeing as just holding it out will block stuff

>> No.3555556


>> No.3555568

I am all about simple and practical.

Which is why the shield doesn't stand out compared to the Lance to me.
Nothing wrong with this though, I mean you got all subweapons as something I like outside of the shield.

That's.. Like 6/7 good subweapons?
It's a good record regardless.

I don't even mind if crashes are gone, seems like sword skills should be more unique and fit more with the intended style for Blaz anyways.

>> No.3555574

I am constantly playing OBLIGE maps over and over


>> No.3555579


do this instead

>> No.3555584

any mod that has both an assault rifle and a chaingun.

>> No.3555597
File: 974 KB, 750x600, 1463992738111.gif [View same] [iqdb] [saucenao] [google] [report]

What would be the mod with the absolute best spritework?

>> No.3555621


>> No.3555637

Majority of those weapons on the same slot are either reliable DPS ( FMG, Auto Grenade Launcher, Dual Shotguns ) or greater burst ( Uzis, Bitchmaker ), with exception of shotgun, that thing just fucks everything with the penetrating ringshots which can level down NUTS worth of enemies. The only thing that never clicked for me was those spiked bombs, you already have Bitchmaker and Patriarch, manually controlled bombs with a tad of additional crowd control are not really gonna top these two.

>> No.3555647

Why is Doomsday Engine such a sub-par port?

The in game server browser is neat, so is the menu.
The engine however is absolutely lacking.

>> No.3555656

I think the weapons in Accessories To Murder have a very good and consistent style.

>> No.3555660

>last completed doom 1&2 over 10 years ago using doomsday, 3D models and hi-res textures -- on a Mac Mini G4 1.25 GHz, ran flawlessly
>decide to play doom again in 2016
>get doomsady, try doom with no mods on 2.6 GHz Intel

devs are so bloody lazy these days,

>> No.3555665
File: 564 KB, 581x579, 1453870917579.png [View same] [iqdb] [saucenao] [google] [report]

It's antiquated. Literally all you need these days is either ZDoom/GZDoom, PRBoom+/GLBoom+ or Chocolate Doom/Crispy Doom.

All other ports are more of a curiosity or time capsule then anything.

>> No.3555679
File: 555 KB, 1280x604, newad.png [View same] [iqdb] [saucenao] [google] [report]

Necro Elemento
A ZDoom map.. I didn't notice anything specific to ZDoom so it might work in Boom ports.
Starts off in a void-like area with teleporters to three different themed areas. The map's very linear though, leading you through one teleporter at a time to unlock the next. The map actually got easier as it went on for me, due to ridiculous ammo issues early on it's important to at least grab that plasma secret.
Also contains a not-too-hidden Hissy.

>> No.3555690

Now this is better to see than only my kuso lines.

>> No.3555698

The bombs are mighty and you can throw them like grenades but they're probably more a rule of cool kind of thing. I think pipebombs and the sort work best if the player has a much more limited inventory.

The Arachnotron replacement though is just hilarious, a zombieman face piloting a mech

>> No.3555724

weren't they replaced by grunts in hamzat-like suits with explosive backpacks?

pipe bombs (especially upgraded) are really great for crowd control since you can throw them without attracting too much attention
and they do a shitton of damage, so if you don't already have the nutcracker that's a great thing for bosses
also, a godly advantage is that you can reliably use them without entering an enemy's LoS (looking at you and your tanks, Mark)

>> No.3555735

The enemy design is this and that.

The little tank was replaced with a guy in an armored hazmat suit and with a plasma rifle, not as fast, and doesn't put out such a horrible stream of rapid hot plasma.

>> No.3555738
File: 682 KB, 1920x1080, gzdoom 2016-10-13 01-26-54-08.png [View same] [iqdb] [saucenao] [google] [report]

I guess my version is outdated then

>> No.3555743


Yeah, I can live with that, and I'm sure there'll be a few people who really like the shield. So it's all good, at least there's no totally useless subweapon or anything like that.

>> No.3555749

I honestly kinda liked him a little, he was so dangerous, the massive explosion when he died, the massive damage output, how he could start massive infighting.

>> No.3555752

Latest stable release still has the zombie tanks. Didn't know about these hazmat guys either.

>> No.3555754

isn't that just a frankensprite from duke's cop tanks?

>> No.3555760

So where the fuck is the latest version then

Because the ZDoom forums obviously don't have it

>> No.3555783

For a more "vanilla" taste, Smooth Doom

>> No.3555791

i think it's on github?

>> No.3555792

So I have to build it myself?

>> No.3555842


Is put a vanilla plus option in composing of smooth doom, smooth textures, and pk sfx. Good wads that keep the original look and feel of the game, just with more frames of animation and crisper sounds. I would not add HD texture packs or music remix packs however.

>> No.3555869

nah, it has zipped builds available or dl

>> No.3555874

Could you link me to these, I'd be happy to include such options, thanks.

>> No.3555885


Here's what I'd compose Vanilla Plus with:

Smooth Doom: http://www.mediafire.com/file/0yhg49sbgq5b8l2/SmoothDoom2.pk3

Smooth Textures: http://www.mediafire.com/file/z7470bx34ry8cwm/SmoothTextures.pk3


Widescreen HUD (also fixes cutoff sprite in other doom derivitives Hexen, Heretic, etc):

>> No.3555889
File: 661 KB, 1920x1080, Screenshot_Doom_20161012_092605.png [View same] [iqdb] [saucenao] [google] [report]


Forgot pic

>> No.3555890
File: 959 KB, 1920x1080, Screenshot_Hexen_20161012_091436.png [View same] [iqdb] [saucenao] [google] [report]


Here's what the widescreen fix also does for Hexen. Notice that the extended arm and gargoyle wings that aren't cut off.

>> No.3555901

I'd add this, as well http://www.moddb.com/mods/brutal-doom/addons/weapons-of-saturn-hud

>> No.3555902
File: 131 KB, 1024x613, doom_complete.png [View same] [iqdb] [saucenao] [google] [report]


I'd potentially add Doom Complete to have all the official games and expansions in a single place.



>> No.3555905


Looks good, although having a clip and total ammo count may look out of place since Vanilla Doom weapons don't reload.

>> No.3555909

maybe this as well
vanilla voxels


>> No.3555917


It'd be nice if all these vanilla plus options were all toggleable. I'm slightly more of a sprite and midi purist so voxels and the metal remixes don't fly while other people are the opposite. I'd include them as many people swear by them.

I assume your program deals with inis and zdls so even if they weren't toggleable I assume it wouldn't be too hard too turn them off, so go for it.

>> No.3555939

BTSX ep 2 feels so weak in comparison to ep 1, it's just trap after trap after trap full of revenants, nothing special.

>> No.3555941

he's making a launcher for ultranoobs. if you already know how to load pwads to the extent of being able to have preferences over sprites/voxels or midi/mp3 you're already out of the target audience.

>> No.3555946

It looks nice at least.

>> No.3555962

I prefer episode 2, personally. episode 1 is hardly challenging at all.

>> No.3555968

But episode 2 is just so predictable, pretty straightforward too, it's more annoying (see: chaingunners sniping everywhere) than hard.

>> No.3555978

If its so predictable, then why are you falling for the traps enough times to get annoyed?

>> No.3555995
File: 2.67 MB, 350x249, 1463938381377.gif [View same] [iqdb] [saucenao] [google] [report]

>Giant space filled with enemies
>Its at the end of the stage
>They killed each other off by the time i got there

>> No.3556003
File: 542 KB, 1600x900, Screenshot_Doom_20161012_175601.png [View same] [iqdb] [saucenao] [google] [report]

It doesn't show that when you play vanilla, though

>> No.3556013

>it's just trap after trap after trap full of revenants, nothing special.

And thats different to episode 1?

>> No.3556042

you don't have to fall for them to get annoyed by them

>"oh, lemme guess. when I pick up this key the walls will open up and reveal a ton of revenants."
>pick up key
>walls open up
>reveals tons of revenants
>"can we stop yet"

>> No.3556048

What BTSX map did that?

>> No.3556053

Yes, episode 1 also had a way more interesting level design and more enemy variety.

>> No.3556058


Never underestimate the importance of sound blockers.

>> No.3556078

I don't remember BTSX E2 being mostly just revenants, with little variety in much else.

>> No.3556151

Firefox says this is a virus.

>> No.3556171


It's literally just a pk3 in there. Pomf randomizes the file names which may trigger your anti-virus. You can just grab the files and compile it yourself if you follow the other link.

>> No.3556184

Fair enough. Why have Chex3.wad and not Heretic/Hexen/Strife?

>> No.3556189


Cuz I fucked up and linked to the wrong thing.

This is the correct one. It's just a single compiled .pk3. You can even set it as an Iwad and it'll work just fine.


>> No.3556192

Cool, cool... Thanks.

>> No.3556202

no fuck off

>> No.3556306

>any mod that has both an assault rifle and a chaingun that isn't DRLA, a mod where those two weapons have enough difference to make it worth your while to pick up one over the other


>> No.3556313
File: 51 KB, 657x380, aRXzN52.png [View same] [iqdb] [saucenao] [google] [report]


Demon Eclipse

>> No.3556319

Isn't that the BFG from Freedoom?

>> No.3556327

>The only thing that never clicked for me was those spiked bombs

Upgrading them adds a vacuuming effect, good for pulling in clouds of flying enemies and lightweight grounded enemies.

>> No.3556330


>from Freedoom?

Haven't played Freedoom, but if it is in there, they'd better be fucking crediting Amuscaria, previously known as Eriance, for making it.

>> No.3556346


>> No.3556365

the fuck is wrong with those sergeants

>> No.3556369
File: 954 KB, 6056x5024, youwhat.png [View same] [iqdb] [saucenao] [google] [report]


>they made it uglier, seriously, look at that lack of color depth in the energy blast

Should I have expected anything less from Freedoom?

>> No.3556397


The enemies have the option of having variants in smooth doom. They function the Dame but they'll be randomly chosen to have helmets, different faces, and cut zombies no head. It's toggle able though.

>> No.3556439



>> No.3556476

Eriance made all of his stuff free for grabs and i think under public domain or some shit, Nocturne in Yellow used some of the stuff Eriance made.

>> No.3556501
File: 844 KB, 540x304, 1459963873064.gif [View same] [iqdb] [saucenao] [google] [report]

Fuck off why? Its not like the HUD i posted is brutal doom exclusive.

>> No.3556536

Are there any good example you have of doom wads/mods with a focus on things other than combat? Essentially making something other than a straight first person shooter in the engine.

>> No.3556540


>> No.3556543

arch-vile jump
basically any rocket jumping map

>> No.3556545

Jump maps
Lasting Light.

Then you have those things done by Lilwhitemouse(I think that's the name) where they made a flight sim and a RTS

>> No.3556575


>> No.3556601


>> No.3556603


>> No.3556615

lol okay

>> No.3556641
File: 71 KB, 859x945, 1385083888270.png [View same] [iqdb] [saucenao] [google] [report]

is Work DooM a thing yet?

>> No.3556650

Samsara v0.3666 Released http://forum.zdoom.org/viewtopic.php?p=945777#p945777

>> No.3556663
File: 6 KB, 67x157, FBFZA2A8.png [View same] [iqdb] [saucenao] [google] [report]

Any suggestion on how to make these Tekwar sprites more "zombie-like" without having tons of edit ? I tried fiddling with hue/saturation to give them a greyish-blue tint like in Romero's dawn of the dead but it just looks like... someone fiddled with hue\saturation...

>> No.3556672
File: 16 KB, 642x427, portadoom.3.png [View same] [iqdb] [saucenao] [google] [report]

PortaDOOM alpha:

This does not include the IWADs (only freedoom, but that's sufficient to test)

Source code / page writing instructions / feedback:

Enjoy :)

>> No.3556676

Fuck yeah, this takes me back. I like, anon.

>> No.3556690
File: 156 KB, 500x500, 1447811315247.gif [View same] [iqdb] [saucenao] [google] [report]

>Any suggestion on how to make these Tekwar sprites more "zombie-like"


>without having tons of edit ?

oh. nah, that's how you get things done.

Hue/saturation changes can work if they're only being applied to her legs and face, then smear some blood on her and maybe put some wounds on her.

>> No.3556726
File: 8 KB, 67x157, FBFZA2A8X.png [View same] [iqdb] [saucenao] [google] [report]


Awright awright. Experimenting a bit. Desatured the entire sprite a bit to make it look more "grimy" then applied a greenish hue + desaturation and added a wound.

I'm a big "variety" guy, so I have tons of zombies to edit. I just want them to look more distinguishable from the biker enemies and less alive. Really unhappy with the green tinge though. Maybe I should stick to desaturation ?

>> No.3556731



>> No.3556740


[10-12] Trailblazer v1.4 released


>> No.3556761

i was looking at the dn3d world of shit gameplay, & ya'll weren't kidding, why are the gun sprites out of movement sync? what is with the enemy recolor?

>> No.3556783

slick bro

>> No.3556806


Works pretty good, the only thing I would say instantly to change would be to set texture filtering to one of the none options to stop everything from looking so blurry. Otherwise works as intended.

>> No.3556819

There aren't any presets yet, but yes I'll set up all the engines sensibly.

>> No.3557019

AtM actually makes a worthwhile difference for that.

The rifle has magazines and is accurate at long ranges, meanwhile the chaingun needs no reloading and puts out a huge wall of lead when firing.

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