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3556727 No.3556727 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3550348

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.3556728

=== NEWS ===

[10-12] PortaDOOM (text-based all-inclusive launcher) alpha release >>3556672

[10-12] Samsara v0.3666 Released

[10-11] Anon map release: ASSREAL (2 maps - updated) >>3554464

[10-11] Anon map release: spacedadstation (updated) >>3554356

[10-09] Anon map release: Unfinished three maps pasted together >>3550578

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

[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


To submit news, reply/backlink to this post.

>> No.3556741


[10-12] Trailblazer v1.4 released


>> No.3556752

damn, three minutes too soon. sorry this was missed.

>> No.3556771

as i was saying in last thread, 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? also the shit keeps crashing. did gearbox ever beta test that shit?

>> No.3556778

Gearbox probably took the DN3D world budget and used it for their upcoming borderlands sequel like they did with their alien game.

>> No.3556779

I'm glad I bought Megaton before it got removed from the Steam store.

>> No.3556830

why are you spoilering that

>> No.3556835

prolly because there are some dudes who pirate because they don't like buying video games

>> No.3556843


I've noticed some people in here disagree with the idea of buying games if nobody who originally made the game's getting money off it anymore.

>> No.3556847
File: 2.00 MB, 240x180, 83758964.gif [View same] [iqdb] [saucenao] [google] [report]

I appear to be retarded. How do I set players starting class in Doom Builder for Hexen?

>> No.3556848


I'm glad I bought Megaton as well so that i could run it in eduke32[\spoiler] because it runs like shit if I don't

>> No.3556852

Clint has spoken, the new Doouk Newcomb game is shit compared to the Megaton Edition.


>> No.3556853
File: 1011 KB, 295x235, nY1nU.gif [View same] [iqdb] [saucenao] [google] [report]

What's a good megawad for trailblazer?

>> No.3556857

but based GGMAN said it's better

>> No.3556869

right, I seem to have forgot how sensitive certain people get over shit like that.

>> No.3556873

I've never heard of GGMAN but I know Clint is an expert on all things Duke and he said it was a big disappointment (he stopped short of saying it was complete shit though) so I'll take his word for it.

>> No.3556876
File: 889 KB, 300x225, 84238538.gif [View same] [iqdb] [saucenao] [google] [report]

What the best sites to get resources like weapons, enemies and textures?

>> No.3556882

the zdoom resources subforum

>> No.3556890
File: 69 KB, 640x400, TBHERETICSCREEN4.png [View same] [iqdb] [saucenao] [google] [report]


>What's a good megawad for trailblazer?

Couldn't tell you; anytime I'm playing TB these days, it's for testing my Heretic/Hexen extended compatibility/monsterpack, and now I'm going to be revamping stuff for all the new v1.4 features.

>> No.3556895



>> No.3556903

Creating Doom levels constantly reminds me how much of a dumb fuck I am.

Like god damn.

>> No.3556906
File: 2.49 MB, 853x480, 1442254409672.gif [View same] [iqdb] [saucenao] [google] [report]


>developer commentary
>by Randy Pitchford

>> No.3556908


What are you struggling with my man?

>> No.3556910


>> No.3556913

>tfw first time doing the crusher on UV

my anus is so clenched its bulletproof

>> No.3556915
File: 912 KB, 240x176, 1441883654946.gif [View same] [iqdb] [saucenao] [google] [report]

If you think that's bad, try making new guns or monsters in DECORATE

Trying to make a railgun that fires regularly, but after a short pause a stream of explosions is supposed to go off down the length of the rail... but so far I've somehow made the rail attack invisible and the explosions are going off twice.

Oh and the explosion animation is also invisible for some reason. Ugh.

>> No.3556916

>the crusher

If you thought that was hard, keep playing and your anus will become nukeproof

>> No.3556931

So, anybody ported Duke Episode 5 to eDuke32 already?

>> No.3556934

this is my life

>> No.3556937
File: 137 KB, 1280x720, Screenshot_Doom_20161013_021543.png [View same] [iqdb] [saucenao] [google] [report]

I've gotten into a habit of fiddling around in doombuilder while doing other stuff. It's a shame because I can't make actual maps this way. It's just stuff.

>> No.3556938

keep trying brother. It sounds like that gun will own

>> No.3556945


looking at >>3556852, I doubt it's possible. The maps are probably being edited and the new maps specially designed to support the additional visual features like lighting. This was the case with Strife:Veteran Edition.

>> No.3556950
File: 299 KB, 459x500, 84908369.png [View same] [iqdb] [saucenao] [google] [report]

I'm pretty fresh to this. I want to make maps with both Heretic and Hexen weapons/monsters/textures in Doom Builder 2 but I'm not sure how to go about this?

>> No.3556951

Maps work natively in eDuke32, just without new enemies, weapon and a skybox.

>> No.3556953

that's cool as fuck bro

>> No.3556954
File: 47 KB, 500x375, 1452477048472.jpg [View same] [iqdb] [saucenao] [google] [report]

wow, that's a bit more desaturated than i was expecting

Thanks anon

It's coming together slowly but i still have no idea why the actual rail attack is invisible

>> No.3556957

I love blue. Will you release something that looks like this?

>> No.3556961

>Doom Builder 2

Anon, DB2 didn't get an update since June 2012, stop using it right now.

Use GZDoom Builder:

And no, it's not just for GZDoom, it's what everyone uses now.

>> No.3556965

Have you played swim with the whales?

>> No.3556970

Oh boy, I haven't! Thank you for recommendation.

>> No.3556972

Enjoy! And remember the ribbiks rule: don't play on UV

>> No.3556983
File: 520 KB, 1600x900, Screenshot_Doom_20161012_204507.png [View same] [iqdb] [saucenao] [google] [report]


Slightly early, but here y'all go. Have a DUMP 3, the mapset is good and done and ready to roll.
Thanks to the participants for joining in and making fun maps. We've got 72 normal maps, 6 secret maps, 1 hub map, 1 final map, 80 maps in total of MyFirztZDoomMap.wad

I'll release it formally tomorrow, as usual y'all get first dibs.
Enjoy, mates.

Next time I need to do something to throttle the amount of submissions so it doesn't take months to get another build out.

>> No.3556984


> hub map

How does that work in the overall context of this? As a method to get between maps?

>> No.3556987

awwwwwwwwwwwwwww shit

>> No.3556990


Pretty much. All of the maps are available to you from the getgo, the hub map lets you pick and choose what maps to play.

>> No.3556991
File: 76 KB, 200x185, 1475868664240.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3556992
File: 41 KB, 544x437, weed.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit it's finally here

>> No.3556997


That's pretty awesome actually. I"ll need to give this a shot

>> No.3556998

out of curiosity, what begat the hub idea? not that i dislike it, but it seems like the format for most community projects is just one level from another.

>> No.3557000

Alrighty will do, thanks!

>> No.3557001

>80 maps

>> No.3557003

>take a break from Doom for months
>come back
>DUMP 3 final release

Fuck yes and thank you!

>> No.3557004


Part of it was to be different from the traditional format, part of it was to have the players pick and choose how to go, and part of it was because the origin of DUMP was for me to learn how to fucking map and hubs seemed like they'd be fun to learn.

>> No.3557016
File: 660 KB, 1920x1080, 1446725534597.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3557018

>zdoom maps
are jumping or crouching required for these?

>> No.3557020
File: 350 KB, 1360x768, Screenshot_Doom_20161012_210328.png [View same] [iqdb] [saucenao] [google] [report]

Hey anons, I'm playing through STRAIN with DoomRL Arsenal on Armageddon difficulty. I'm at map10 and my loadout includes pic related and:
>Firestorm-modded Anti-Freak Jackal
>Heavy Assault Shotgun
>Heavy Double Shotgun
>Super Shotgun
>High Power Minigun
>Missile Launcher
Did you know, that the Cacobyss' orbital, and the Hellstorm Elemental's projectiles are not affected by freeze mode? Me neither.

>> No.3557025

I forgot to say that I'm playing with infinite ammo and start with unique on because I have to give myself a break somewhere, you know?

>> No.3557029
File: 1.96 MB, 384x216, 1460981148615.gif [View same] [iqdb] [saucenao] [google] [report]

>Load DUMP 3
>this fucking castle, bah gawd
>15 minutes later still haven't started a map, too busy scouring the castle for its precious secrets

holy fuckin moly

>> No.3557030
File: 46 KB, 471x265, doomguy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3557031


>> No.3557039

GGMan is absolutely based.

>> No.3557056


Tell me what you think of the Widowmaker SMG

I made it

>> No.3557086

I bought it for my PS3.

It ran pretty fine, only some bugs. I had a great time, because I had never played Caribbean before, and the cheery soundtrack of that was amazing through my big TV speakers.

I also don't mind giving Devolver some money.

>> No.3557097

Do you know if they removed Megaton from console stores too?

>> No.3557104
File: 914 KB, 1600x900, Screenshot_Doom_20161012_191157.png [View same] [iqdb] [saucenao] [google] [report]

is simplicity is golden broken? the switch was already activated when i got here

>> No.3557109

Yeah, it sucks, because it was a cheap, accessible, and easy way to play Duke in a passable way. Also it had Caribbean, which I understand is hard to find physical copies of.

I always thought of Megaton as a good gateway for younger gamers to get into Duke

>> No.3557127

Yes, Gearbox (assumingly) doesn't make money off Megaton, so of course it was taken down everywhere, not just steam

>> No.3557129

I still don't understand why they removed the expansions from 20th Anniversary Shit Tour.

>> No.3557132

>no mention of Duke Nukem: World Tour in the news
>barely anyone talking about it
>no download for the new episode to play in EDuke

For shame.

>> No.3557135

They forgot about it probably
or lazy

>> No.3557136
File: 43 KB, 576x521, 1473917043681.jpg [View same] [iqdb] [saucenao] [google] [report]


they'll release them as a paid expansion

mark my fucking words

>> No.3557138

How would they sell it as DLC later on though? This is Gearbox after all.

>> No.3557141

I started to jokingly think about that just before you posted. The worst thing is that even though that sounds like a joke, it's entirely possible with Gearbox.

>> No.3557151


They need do something for money, seeing as how Battlebort's worked out for them.

>> No.3557158

They did make money on Megaton, but they want all the money and all the prestige for themselves.

>> No.3557162
File: 423 KB, 1920x1080, gzdoom 2016-10-09 04-24-57-23.png [View same] [iqdb] [saucenao] [google] [report]

Break down that Widowmaker for a free exotic pack. Seriously.

Nice looking gun but honestly I find it kind of underwhelming in practice. Same with the Tommy Gun, even as Marine.

>> No.3557165

Did that bombshell Build Engine game ever come out?

>> No.3557175


>honestly I find it kind of underwhelming in practice.

Would you improve the gun itself, or the spiders, or both? What would you change?

>> No.3557176
File: 33 KB, 627x767, ss+(2016-10-12+at+10.52.23).png [View same] [iqdb] [saucenao] [google] [report]


Looks like that's a yes. I'm not sure why it worked in the test streams/runs considering there's no way to actually trigger the exit, but hey.
Fixed and reuploaded, thank you.

>> No.3557180

>no download for the new episode to play in EDuke
You can just load maps from it, enemies and weapons don't work yet, though, and skybox looks like shit.

>> No.3557182

>no download for the new episode to play in EDuke
Give it some time it'll happen eventually. Somebody is probably working on it right now for all we know.

>> No.3557183


Well, yes but there's not really any gameplay to an empty map.

>> No.3557184


Yeah, and you could say it wasn't great


>> No.3557186

I mean new firebug enemies. Old suckers are there.

>> No.3557187
File: 999 KB, 250x251, 1450143247421.gif [View same] [iqdb] [saucenao] [google] [report]

Not sure if it's intentional or not but there are a lot of broken/missing textures in the secret nazi graveyard in the hub

also there is a cyberdemon stuck in the floor there too

>> No.3557190

He was talking about a prequel made on Build engine.
And they updated Bombshell since then to make it better.

>> No.3557192

>that revolver
holy shit does that look dumb

>> No.3557193

Nice, I was just testing the weapons on Heretic.

>> No.3557196
File: 26 KB, 500x297, 74d1013b0a3c65b18bd7684ee5e3b359.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a real gun.

>> No.3557198
File: 110 KB, 466x492, 1441682380207.png [View same] [iqdb] [saucenao] [google] [report]

Well, colour me surprised.

but it still looks pretty dumb

>> No.3557201


Very intentional.

>> No.3557202
File: 710 KB, 1920x1080, gzdoom 2016-06-23 05-07-48-80.png [View same] [iqdb] [saucenao] [google] [report]

Thing is I'd prefer a solid assembly instead. Rooty tooty point and shooty Marine wants dakka.

If anything though, the Combat Shotgun even for a basic weapon is just crap. Honestly, why use one over the regular?

>> No.3557205

I dunno. I think it's pretty neat. 18 shots, 3 barrels, super heavy probably a lot of fun, break open...

>> No.3557212

It's probably weak as all shit though, it looks like some kind of late blackpowder era gun.

>> No.3557214


Both are references to wads that got the Mockaward (Worst Mod) in the annual Doomworld Cacowards.

>> No.3557223



>> No.3557224

How do I run/setup PortaDoom?

>> No.3557284
File: 37 KB, 200x194, 1447735392152.gif [View same] [iqdb] [saucenao] [google] [report]

Holy shit, I actually got it working

You have to cheat and use two different rails but it works like a charm

>> No.3557294

Wow, the HUB map certainly has changed since the last version.
>Secret cave door was made painfully obvious
Aww, a bit of a let down.
Also what's the point of all the secret rooms with nothing in them? Were they mapping decoration practice rooms or something?

>> No.3557316

I don't think so. And a quick google search says it's 25ACP, which isn't super powerful, but I wouldn't want to be shot with it anyway.

>> No.3557349
File: 409 KB, 1280x720, Screenshot_Doom_20161013_145311.png [View same] [iqdb] [saucenao] [google] [report]

>You have to make the long trek back into the building after every map
Fuuuuuuuuck this is actually *worse* than DUMP 2's hubmap. At least place the player at the SSG pedestal or something!

>> No.3557365


Shivers said he likes secrets, even if there's nothing in them.
Personally, I think it's kind of weird to have secrets without anything to put in them, but there's not really a whole lot that can be put in them because of the whole "forcing pistol starts" thing.

>> No.3557380

grats bro :D

show us a demo?

>> No.3557382
File: 125 KB, 1920x1080, wat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3557383

kill the demons

>> No.3557384


To win the game, shoot the Cyberdemon until it dies.

>> No.3557385
File: 34 KB, 1920x1080, Screenshot_Doom_20161012_181030.png [View same] [iqdb] [saucenao] [google] [report]

I died!

>> No.3557389

Do you just really like her ass or something?

>> No.3557392

So you run PortaDOOM in a DOSBox session right? Or can you just click on the exe.

>> No.3557405

do the map left of it next

>> No.3557406
File: 570 KB, 1920x1080, Screenshot_Doom_20161012_182044.png [View same] [iqdb] [saucenao] [google] [report]


Also on my second run of the map I used the srs bomb on the cyberdemon that appeared (still using an old test0 build of dump weapons) and uhh totally lost track of what happened. I guess it died?

Also it's that weird invasion wave-in a map map. It's pretty crazy what you can pack into a single doom level these days.

>> No.3557408

You should draw more asses. :3

>> No.3557409
File: 835 KB, 1920x1080, Screenshot_Doom_20161012_182447.png [View same] [iqdb] [saucenao] [google] [report]

holy shit what is going on in this level

perhaps later. right now it's dump time, not rump time.

>> No.3557420
File: 27 KB, 448x284, 1451006793015.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the difference between starting a new map in GZDoom Builder with using either the GZDoom or ZDoom format configurations??

>> No.3557437
File: 92 KB, 1920x1080, Screenshot_Doom_20161012_185311.png [View same] [iqdb] [saucenao] [google] [report]

I need health, I need ammo, I need - fuck

>> No.3557438
File: 1.01 MB, 1682x1077, dook.png [View same] [iqdb] [saucenao] [google] [report]

Eh. Close enough.

>> No.3557441
File: 1.40 MB, 2418x1944, Vz.61 Scorpion .32 ACP.jpg [View same] [iqdb] [saucenao] [google] [report]

.25ACP is roughly on par with .22LR, for the same weight I'd rather carry a .32ACP Scorpion

>> No.3557442

Are people trying to rip the Gearbox release levels and getting them to work in plain jane EDuke32? Godspeed.
I'm not giving that crybaby Randy any money.

>> No.3557443

Wish I could, unfortunately my recording program is shitting the bed and it's not ready for release

>> No.3557445

>I need fuck

>> No.3557447

does Eduke 32 do 3d rendering like the new 20th anniversary edition and gzdoom?

>> No.3557450

GZDoom config lets you do more things that the original engine didn't support than ZDoom does.

The downside is that GZDoom's netcode sucks balls and we'll most likely be waiting a long, long time (possibly forever) for a lot of those features to make it to something like Zandronum.

So if you're making your map for multiplayer, ZDoom mode is probably the way to go.

2-4 player coop GZDoom -usually- holds up online provided nobody's connection shits the bed and the wad doesn't have too much shit going on in it. A slaughter map is gonna be a glitchfest.

>> No.3557451

I would imagine such a revolver probably gets around some laws that the scorpion doesn't.

>> No.3557453
File: 1.41 MB, 1682x1077, aaahh, much better.png [View same] [iqdb] [saucenao] [google] [report]

Well, I'm a complete amateur, but I've managed to fix skies and kinda fix new enemies. I think if someone who has experience in it can port it in one day.

Well, it supports 3D and even renders lighting like 20th anniversary does. Not sure if it is same tech and "true" 3d.

>> No.3557456

i think the 20th anniversary edition used 3d models for everything but enemies; is that screenshot 3d rendering? it doesn't look like it

>> No.3557463
File: 1.67 MB, 1682x1082, 20thann.png [View same] [iqdb] [saucenao] [google] [report]

Here's 20th edition for comparison

>> No.3557464
File: 1.85 MB, 300x225, 1452184011246.gif [View same] [iqdb] [saucenao] [google] [report]

Thanks mate

>> No.3557468
File: 1.81 MB, 1682x1082, 20thann.png [View same] [iqdb] [saucenao] [google] [report]

Fuck me, I'm a retard, here's fixed one.

>> No.3557489
File: 1.29 MB, 1920x1080, dump3.png [View same] [iqdb] [saucenao] [google] [report]

>this map
the creator was stoned as fuck
10/10 map

>> No.3557494
File: 41 KB, 497x283, 192012.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone tell me how to start a new map with ALL the resources available from Doom/Heretic/Hexen?

Or.. point me in the right direction?

>> No.3557513

Yeah eventually I said fuck it and just god mode'd and nuked everything to the ground, it got more annoying and boring than interesting.

Maps like this are always pretty annoying to go thru, but I guess going through a frenzied mess isn't bad once in awhile. I guess I do need to use the quick save and quickload keys once in awhile.

>> No.3557521

Fired out of the same barrel I imagine the .25 acp would do a little better, but yeah it's barely a step up if at all.

Personally I want a Seecamp 32ACP. They make CA legal versions (i hate this state) and it's super tiny. Seems like a nice carry gun. Which is also illegal here for the most part, but who knows. Maybe I'll move.

>> No.3557525
File: 45 KB, 500x387, LWS_32ACP-vi.jpg [View same] [iqdb] [saucenao] [google] [report]

forgot image

>> No.3557530
File: 30 KB, 843x844, Keyconf.png [View same] [iqdb] [saucenao] [google] [report]

Usually players get to choose their own class when they start a game.

If you want to force them to start as a specific class, you need to open your wad in Slade, then make a lump titled KEYCONF (a text file) and add the following inside the text file:

addplayerclass [the name of the class you want to start as]

Insert whichever class you want from the following list:


See pic related - I have a custom class called "bela auguste" instead of one of the regular hexen classes.

This way when a player starts the game, they wont have an option to choose class, they will just start the game as the class you specified.

>> No.3557536

How are the new levels? Is the new voice acting as bad as everyone says? Any chance the new ep can be extracted and uploaded separately? Is the engine more optimized than eduke32?

>> No.3557538

John St. John's new voice acting sounds very bored and clashes very badly with the other un touched up sound effects.

>> No.3557539

Its probably not a good idea, as you would have to load all the doom, hexen and heretic wads as well as your custom wad. Usually ports like zdoom or GZDoom only run one resource wad at a time, so you set it to the wad you want to base your shit on (like hexen) then run your custom wad with it.

Those games all have different palettes as well, so could cause some issues - what looks good in hexen looks not as good in doom.

To keep it easy - just choose one wad to start with. You can import textures from other wads later, as you need them. and palette them as you go if necessary (you dont HAVE to palette, but its better if you want no problems with any source port)

>> No.3557546

They are alright, but not great, I'd say.
Duke sounds bored. It's better to have original voice acting mixed with new lines for new maps. Plus in 20th anniversary edition other sounds sound like total shit somehow, so voice sounds even worse in comparison.
It is definitely possible. Maps are playable from the box. I'm pretty sure enemies and weapons can be easily fixed. Give it a few days.
It works 60 fps for me in comparison to 30-40 in eduke32 with dynamic lights, so it is more optimized, yes.

>> No.3557552
File: 173 KB, 1325x1325, 32 Auto 50gr Xtreme Cavitator.jpg [View same] [iqdb] [saucenao] [google] [report]

There's semi auto pistol variants.
Would probably be roughly the same weight/size, and with 15 and 20 round magazines.

The great thing about .32 caliber is these new solid copper bullets, let's it achieve much better penetration, making it a much better performer.

There's only .32ACP ones so far, but I'm hoping to see Lehigh load the stuff in 7.65mm Luger cartridges and .32 Seecamp

>> No.3557563

They turned bullets into robertson screwdrivers?

About damn time.

>> No.3557574
File: 12 KB, 670x377, 103241-6231751.jpg [View same] [iqdb] [saucenao] [google] [report]


Suddenly I'm picturing an assault rifle that fires screwdrivers like pic related, with a big oversized magazine to load them in

That would be fucking cool

>> No.3557580

>Can breeze through doom on uv easy
>Can barely get past the first couple levels in duke
Am I bad at video games?

>> No.3557582

Take advantage of jumping and crouching. It'll "click" at some moment and you'll breeze through.

>> No.3557583

Duke isn't Doom, it needs a different kind of approach, like Blood.

>> No.3557584


Duke is far more fragile than Doomguy, and hitscanners are lethal as fuck. Master using pipebombs around corners, and in close confrontations, don't hesitate to start shooting and kicking at the same time, the mighty boot is called that for a reason

>> No.3557589

Is Blood the hardest Build game?

>> No.3557591


>> No.3557592
File: 33 KB, 680x510, 1452451786629.jpg [View same] [iqdb] [saucenao] [google] [report]


they're all pretty fucking brutal though

>> No.3557593

Much faster firing, more accurate? Able to take down a room full of zombies or imps quickly?

One things for sure, with the next DRLA update, if people complain about the Combat Shotgun being useless, I'm just gonna laugh in their face. It was already pretty nice, and it got buffed and revamped for the next update, so it's super gud now.

>> No.3557594

>play doom 2
>reach level 3

fuck this game is annoying me.

>> No.3557596

IMO, Shadow Warrior is harder, just because its the least balanced in terms of enemy design.

>> No.3557608

>reach level 6

Now I know why people hate Doom 2. Just too many Chaingunners and Revenants.

>> No.3557610


Fucking jihad demons are the worst

>> No.3557614

Just remember that chaingunners and revenants can be painlocked, aren't too sturdy, and use cover effectively and you'll be fine. Overused, they get pretty damn annoying, definitely.

>> No.3557631
File: 87 KB, 1325x1325, lehigh-defense-44-remington-magnum-220gr-xtreme-penetrator-ammunition.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, turns out that if you make a bullet out of solid copper and make it in a shape that will make it 'cut' or 'drill' in a radial pattern while penetrating, you can massively increase it's penetrative performance, so while a regular .32ACP ball round, just jacketed lead, has mediocre penetration, and the hollowpoints don't have enough speed to expand reliably, nor enough material to expand worth a piss (at the cost of penetration, on top of that), the copper fuckhead will get it far in there to the point that it's adequate to the FBI recommended minimum.

Then you have bullets which already penetrate perfectly well, such as .44 Magnum, pic related, you load them with a fancy copper bullet like this, this shit will hollow out a bear, though it probably would be unsafe to use against people.

>> No.3557649

Hmm alright. What if I just wanted some of the weapons?

(I really want to make maps where you play as a Necromancer like char)

>> No.3557650
File: 389 KB, 640x480, Screenshot_Doom_20161013_030556.png [View same] [iqdb] [saucenao] [google] [report]


Mad respect to the creator but also fuck you

>> No.3557670

You will need to create a custom class, which inherits from a regular player class.

in the pic I posted I set the weapons of my custom class (in KEYCONF)

Check out my Castlevania wad if you want an example of custom class and new weapons:


The first actor in my DECORATE lump is the custom class, where I define weapons too.
The weapons are defined later on, and usually inherit from regular weapons.

Note that if you want to make weapon slots past number 4, you may need to bind your keys for slots 5, 6 ,7 etc.

>> No.3557675
File: 1.44 MB, 960x540, fuggg.webm [View same] [iqdb] [saucenao] [google] [report]

That level would have been better if the encounters were less fuck you level, trying to navigate that stage is one thing but trying to fight actual battles on it is asking too much.

Like you said though, respect on the concept and all but ughh you get literally sick of it

>> No.3557682

I was taking the piss. I'm personally used to Plutonia levels of chaingunners and revenants

>> No.3557687

Very cool, tho I think the level design would benefit from being less literal and more your own concept on the areas

>> No.3557690 [SPOILER] 
File: 205 KB, 2048x1664, 1476345593109.jpg [View same] [iqdb] [saucenao] [google] [report]

On one hand I feel bad about resorting to cheat codes to get thru some of the levels, but on the other hand I don't feel like playing the same stage for four hours, and I am curious to see what happens when you actually clear all the levels.

Also ass for >>3557408

>> No.3557695
File: 243 KB, 700x394, Hare-Krishna-Zombie.png [View same] [iqdb] [saucenao] [google] [report]


Basically trying to go for that kind of effect... Too gray ?

>> No.3557707
File: 216 KB, 640x480, Screenshot_Hexen_20161013_211434.png [View same] [iqdb] [saucenao] [google] [report]

Yeah I agree, it was more of a test of "can I actually make a side scroller in 3D?"

Turns out I could, but it quickly became a cluster fuck of 3D floors, and might as well make use of real 3D layouts in a 3D engine.

I have actually started a new hexen map... just for the hell of it.

>> No.3557709

>playing through the original shadow warrior properly for the first time
>those weapons

Holy shit, these are excellent, the sword wipes out most dudes in a swipe or two, and the dual uzis are really fun to use. Fuck those kamikaze demons though.

Really the one thing I'm not liking is the shotgun because of that reload between every 4 shots. This game is rad as fuck though

>> No.3557714

yes, good

also i'd imagine the same thing happens as every other dump, you open the path to the final level/boss

>> No.3557716

Tooasty's O-Pipe Gear was pretty neat, I am not sure how all the 3D sectors were made but it made for an interesting map with some verticality to it. Starting to miss the stock weapons with the setup of DUMP weapons I'm getting.

>> No.3557728

I suppose it's a subjective thing as far as zombies go, especially depending upon storyline etc., but these people look like they're alive but made out of clay.

Fresh zombies still possess the flush and color of life, but as they age their appearance changes; take that into account when making your sprites.

Hell, if you wanted to get really intense you could make different states of zombification for all sprites and randomize, that would be cool

>> No.3557736
File: 203 KB, 540x421, 1474393919096.png [View same] [iqdb] [saucenao] [google] [report]

>Fuck those kamikaze demons

Rarely has there been a statement this universally agreed-with.

>> No.3557739


On the flip side, I actually kinda like that after they die, there's a chance a little ghost bastard spawns and you can cut those bitches up with your sword.

>> No.3557745

Stealth Los Souls
Stealth Pain Elementals

>> No.3557747
File: 217 KB, 1822x552, Image1.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, the Crater (map12) had some promise, nice looking, great lighting, and some cool traps, but then I couldn't get past these metal bars and couldn't find any way to remove them, so I just noclipped thru. Then I ran into the last room and the camera took control and panned all over these three cyberdemons, oh my! By the way they still can see you and are shooting you and you can't see what's going on oh you're dead. I hate it when that happens.

>> No.3557748

>Also on my second run of the map I used the srs bomb on the cyberdemon that appeared (still using an old test0 build of dump weapons) and uhh totally lost track of what happened. I guess it died?

along with everything else in the room, yes

>> No.3557754
File: 25 KB, 640x480, 1476311212.png [View same] [iqdb] [saucenao] [google] [report]

pl2-15, much easier than initial assessment suggested - turns out blood is not a damage sector, was just getting shot. add some strategy (knowing when to stay silent to avoid flood of cacodemons / teleporting archvile) and luck (telefragging first cyberdemon); the rest is relatively easy.

current status:
done: 01 02 33 04 05 08 10 03 09 12 14 31 13 06 27 17 07 24 11 26 15
todo: 16 18 19 20 21 22 23 25 28 30 29 32

>> No.3557768

>then I couldn't get past these metal bars and couldn't find any way to remove them
there's a switch

>> No.3557787

I saw a swittch upstairs in the yellow key room and pushed it, I'm presuming that lowers the bars but nothing happened. Maybe something went wrong with the game because I was unable to fire or altfire the plasma pistols or the mines at all at some point.

>> No.3557791

Whats an example of a hard wad that isn't annoying?

>> No.3557796
File: 1.35 MB, 1920x1080, Screenshot_Doom_20161013_120231.png [View same] [iqdb] [saucenao] [google] [report]


Basically I'm remaking the oooold Zombies TC so I'm trying to stick to the Romero Dawn of the Dead style (and it's pretty easy overall which is a good thing as I'm a lazy bastard)

>> No.3557797

Something that you can realistically complete without having to abuse save/load or restart over ten times is a good starting line, I'd say. It varies with the person too since some people fancy themselves pro doomers and others are newbies.

>> No.3557805


I beat the level, it's definitely feasible to do.
I can't entirely remember how it was done, but yeah, it can be done.

>> No.3557806

>Something that you can realistically complete without having to abuse save/load or restart over ten times is a good starting line, I'd say.

But then its not even hard anymore.

>> No.3557815

If it's something you can overcome with experience, knowledge and skill, then it's cool, seeing your progress improve slowly is great, but if what you are doing is similar to "roll six ones on these six dice" RNG level bullshit where one lost soul that wanders into the wrong place means you die, I fail to see how it's "challenging" so much as repeating the same rote task over and over until something sticks. I guess it would be challenging to avoid falling asleep or quitting after losing an hour or two to it.

>> No.3557820

Here we fucking go again.

>> No.3557838

>it got buffed and revamped for the next update, so it's super gud now


>> No.3557848

Hi doomers; are there any patches that fix the broken secrets in DOOM1/2? I'd like to make the game 100%able without resorting to a guide to tell you that, no, it's not possible.

>> No.3557854
File: 77 KB, 152x225, Dkwt.png [View same] [iqdb] [saucenao] [google] [report]

>out of boredom google "Rekkr"
>it's actually a real word
Also Rekkr anon, will there be a giant axe to cut evil niggas into ribbons?

>> No.3557869 [DELETED] 

Can we leave the /pol/ out of this thread please?

>> No.3557874
File: 2.91 MB, 640x360, ketchup.webm [View same] [iqdb] [saucenao] [google] [report]

Ketchup is a bit overkill with Trailblazer.
But the melee/gunplay is so much fun, I don't think I can go back to vanilla any time soon.

>> No.3557883

i'd love to use that combo, but i hate how ketchup makes everything bleed red
and the edited version shouldn't be compatible with custom enemies

>> No.3557892
File: 530 KB, 1364x768, gzdoom 2016-10-13 13-34-33-65.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3557907
File: 57 KB, 1356x640, M14 Rifle.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone have centered sprites for an M1 Garand or M14?

>> No.3557948
File: 1011 KB, 1920x1080, Screenshot_Hexen_20161013_130950.png [View same] [iqdb] [saucenao] [google] [report]

Rings have got icons now, including HUD icons. I've also added the Ring of the Evil Eye - which only heals the player for 10HP instead of 30HP (at the moment).

Killing monsters rewards the player with Souls, dealing excessive damage to monsters nets the player an extra 20% (overkill bonus). The Silver Serpent Ring boosts this gain by another 20% percent.

>> No.3557990
File: 47 KB, 143x153, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

this is gonna be awesome

>> No.3557997
File: 29 KB, 240x160, Pinball of the Dead The_Aug14 13_32_06.png [View same] [iqdb] [saucenao] [google] [report]

Hope it's not too late to offer a Spooky Font for October.


It's just the big font, 16x32, already set up with FONTDEFS and there's an Orange and Black & White version for translations. At the time I thought the smaller one was too bad to use but maybe I'll rip it anyway.

>> No.3558021

Pinball of the Dead font now with the small 8x16 font as well.


>> No.3558040

Pretty good work anon

>> No.3558069
File: 3 KB, 192x202, da33c02ff32eaa7eb0d1dd123b5ec402.png [View same] [iqdb] [saucenao] [google] [report]

>plays 0-Pipe Gear
>a nip who started mapping just last year will be forever better than you at mapping

>> No.3558081
File: 2.18 MB, 1280x720, fighting revenants.webm [View same] [iqdb] [saucenao] [google] [report]

I want a co-op setup where the game pistol starts when all the players are dead. Doom I can figure out a workaround for, but I can't even figure out if there are console commands for SWP, the only sourceport I can figure out.

>> No.3558083

Hmm, yeah. I see what you mean, then. I rarely see megawads like that, though.

>> No.3558096

yeah, that looks much better

fuck, I might actually shill for it if it goes on sale

>> No.3558103

It may look better, but it sounds much worse, fov is too small for 16:9 and mouse is too slow.

>> No.3558105

oh yeah I didn't even notice the FOV

fuck me then

>> No.3558109

roses are red
violets are blue
there's always an asian
better than you

>> No.3558124

What engine should I use if I want to sell my project (sounds/music,textures/sprites and maps all done from scratch by me) ?

>> No.3558126


>> No.3558130

p sure gloome is dead and gzdoom-gpl is the current best choice http://forum.zdoom.org/viewtopic.php?f=19&t=49451

>> No.3558131

GLOOME (dead but still functional) or GZDoomGPL

>> No.3558135

I will meet some limitation with maps made in Doom Builder ?

>> No.3558139

Thx anons. Also, there is any project of this kind (using source ports for entirely new games) for sale now ?

>> No.3558140

GZDoom-GPL is just GZDoom, but you can make publishable games with it.

>> No.3558147

no, but xenomia intends to be sold when it's developed more

>> No.3558151

It's nice to come back and see actual progress.
You mother fuckers better be here in 20 years still doing this shit.
Don't die.

>> No.3558152

Doing what shit

>> No.3558174


Thanks. I plan to keep on working on stuff for a long time, so.

>> No.3558194

how's the weapon pack doing btw?

>> No.3558250
File: 2.86 MB, 768x432, knife gameplay.webm [View same] [iqdb] [saucenao] [google] [report]

Nice little preview of what's to come later today. This webm was cut a bit short, the full, high quality version I'll post on hexen-souls.tumblr.com will be longer

I feel combat is pretty intense, as missing a hit or a parry leaves you near defenseless. I'm also happy with the weapon equipment system so far.

>> No.3558276

This looks so damn neat.

>> No.3558289

>weapon equipment system
As I assume is the case with the reinforced wooden shield in the clip, I would rather not separately manage straight upgrades.

>> No.3558296

>I would rather not separately manage straight upgrades.
How do you mean?

>> No.3558308
File: 1.46 MB, 3531x4172, doom e1m1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3558315

If I would never have a reason to use an old item, and likely get rid of it the first opportunity, such as the junk-looking shield, it always has made more sense to me that once it was simply replaced rather than having to be manually equipped, while the old one would be removed from inventory.

>> No.3558317


>> No.3558319

That looks fun af senpai, is that something you are making on your own?

I would make the health bars less Windows 95y, more flat and grungy, similar to the Doom aesthetic.

>> No.3558320

I should add, the system for swapping out things isn't exactly what I'm talking about, but I'm pre-emptively speaking against inventory cluttering.

>> No.3558323

neat, that will help me build a techbase in minecraft

episode 4 is missing, but meh

>> No.3558332

I see what you mean but if I'm honest I'd rather not automatically swap about the player's inventory, as this will all be about character management. If you don't want a shield, then fine, go convert it into souls or dump it on the ground. Things won't always be a straight upgrade anyway. I want a lot of build variety, and swapping out items automatically will mess with that, I feel.

Yeah, at the moment this is a completely solo project. I'm trudging along at a snails pace, but it's progress. About the bars, I know, I'm just not that great at graphics and if the bars are too grungy then they become an unreadable mess - as I've experienced before.

>> No.3558347

Please help me figure out how to get eduke32 to run in steam. Any of you. I did it with Zdoom where when I click on Doom 2 in my steam library, zdoom launches instead of the steam version of doom 2.

How can I do the same for Duke Nukem Megaton? I want it to launch eduke32 when I click on classic duke.

I followed a steam forum thread and it didn't help.

>> No.3558349

>go convert it into souls

will dung pies be worth a disproportionate amount

>> No.3558352

I hope you won't make too many similar items of the same category then.

>> No.3558356
File: 66 KB, 600x800, 1408814263479.jpg [View same] [iqdb] [saucenao] [google] [report]

I only just now realized that "Slough of Despair" looks like a hand.

>> No.3558410
File: 2.86 MB, 640x640, mfw.webm [View same] [iqdb] [saucenao] [google] [report]

>manage to discover a megawad's secret exit without cheats or guides

>> No.3558418

But why does hangar looks like some stupid futuristic gun?

>> No.3558419

>3~4 nutcracker shots and Mark's IoS boss went boom
hahaha what?

>> No.3558468

>Surprised Pillowblaster's weapon mod will tear through enemies effortlessly
Nutcracker is a ripper too.

>> No.3558476

no, i know that, i just thought that this IoS boss was supposed to have bullshit tier HP (maybe the one in the starter pack got nerfed?)
because even the minigun destroyed it surprisingly fast

>> No.3558479

How is 200 minutes of /vr/ supposed to be played? It's arranged in a continuous set of levels, but pistol start every level makes more sense considering the format.

>> No.3558503

Minigun does really good damage to enemies too.

IoS boss has a good amount of HP but it's mostly the distance that makes it feel sturdier than usual.

Trailblazer doesn't really give a shit how far the enemy is, all the weapons work really good at mid to long range.

Each level is standalone, it's like Community Chests but good.
Everything is designed around pistol start.

>> No.3558582
File: 236 KB, 1024x768, ksutra.wad.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing ksutra.wad and getting this wierd glitch. How do I fix it?

>> No.3558591
File: 125 KB, 955x629, help.jpg [View same] [iqdb] [saucenao] [google] [report]

I haven't done this before and am a bit lost - how do I play DUMP 3?

>> No.3558595

You don't. That's just the way bridges were made back in the days. With elevator trickery. This was an ideal way to create "floor over floor" in vanilla Doom. And back then you didn't have mods that were capable of adding bloodsplatters that stained the floors. So they didn't bother with making it seem solid. As long as it worked.

>> No.3558597

Is that Ketchup V5 or V4?

>> No.3558603

it's zandronum 3 compat

so you need at least that (zdoom 2.7.1 or greater works too)

>> No.3558608

Admitted, it does look pretty funky tho.

>> No.3558623

Alright, so its a legacy thing. Thank you.

>> No.3558626
File: 303 KB, 1868x792, it just doesnt werk.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sure I'm missing something completely obvious here..

>> No.3558635

you have zandorum 2.1.2
it needs zandorum 3
get a more recent version

>> No.3558640


QUMP when?

>> No.3558641

I figured it out, the .pk3 was calling for 2.1.2 even though I executed it in the Z3 folder. Moved Z 2.1.2 to my external drive and now it works with ZDOOM.

>> No.3558642

you downloaded zandrodev 3.0 and zdoom 2.7.1 but you appear to have never actually used them

>> No.3558645

>.pk3 was calling for 2.1.2 even though I executed it in the Z3 folder
that's not how you choose which program opens a file
literally nothing on windows has ever worked that way

drag and drop it onto the exe or use right click open with

>> No.3558653
File: 414 KB, 480x960, j44f_by_blueflytrap998-dakzn4y.jpg [View same] [iqdb] [saucenao] [google] [report]

they're slowly putting the vulcan puzzle rips together

>> No.3558658

after HUMP

>> No.3558675

very often in wads like sunder there is actually a strategy that makes you win most of the time, doom has a lot of rng in it by default though so shit can always go wrong.

>> No.3558680

what does this mean?

>> No.3558682

hey man, I just want to gib some demons here, not install gentoo. thanks though

>> No.3558705



>> No.3558713
File: 201 KB, 600x630, rude_doom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3558734

I often get the impression that many doomers don't bother with strategies and tactics, and simply give up when mindless running n gunning doesn't work out for them.

>> No.3558736

I take cover from large volleys of fire, I strafe and circle strafe, I trick enemies to shoot at each other.

Basic stuff.

>> No.3558745

that's amazing. no all we need is to get DoomResEx to properly display textures on models.

>> No.3558746
File: 195 KB, 1366x768, Screenshot_Doom_20161013_173400.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3558748



>> No.3558750

i usually watch a demo, then try to copy it. it rarely works, because a demo is the result of the last of 5000+ attempts when everything went right for the recorder.

>> No.3558753

Demos are not meant to be guides. A lot of stuff they do are rehearsed, and often times require very precise timing and such that most normal doomers are simply incapable of doing. Some tricks they do don't work exactly the same (if at all) in other engines, either.

>> No.3558757

him succ

>> No.3558773

>Demos are not meant to be guides
fair enough but then where are you supposed to look for strategies? other than dying over and over and getting nowhere.

>> No.3558775

Scythe 1 is pretty quick and challenging without being overwhelming outside of maps 26(On the first try before knowing about the invulnerability sphere. The start is the hard part really) and map 30(Level setup is pretty rough and not just going for the yellow key and skipping 80% of the level is rough due to layout)

Scythe 2 also does it but some levels are annoying(29 and 30 come to mind)

I think the problem is hard and annoying go together perfectly.

Since if a level isn't annoying you it probably isn't trying to challenge you in the first place.

>> No.3558779

I'm just gonna give an extra recommendation for playing Scythe 2 with GMOTA

>> No.3558785
File: 2.89 MB, 568x320, anaxenow2.webm [View same] [iqdb] [saucenao] [google] [report]

There already is.
Replaces chainsaw. Does about almost as much damage as a berserk punch, but has a delay when you swing.

random old webm that is probably somewhat outdated, but I assume based on the name is relevant.

>> No.3558789
File: 2.30 MB, 960x720, foliage.webm [View same] [iqdb] [saucenao] [google] [report]

Oh yeah, that is really old. I don't have a more recent one, but here's a webm of the pickup sprite, plus some windy leaves.

>> No.3558792

Hopefully the swing animation looks better when updated

Since it looked really weightless in the previous webm.
Something like Hexen's axe would be more satisfying even.

>> No.3558793

Go into console, type "kill all monsters" and then spend some time learning map layouts, checking for secrets, finding locations of stuff and what kind of monsters to expect where. Some maps have obscure 'secrets' which are less optional and more mandatory.

Or use save/load to carefully make progress through the map. Or turn on god mode and noclip and wade through monsters while you try to find your way through. Keep your attitude positive and don't get discouraged. You can do it, anon!

>> No.3558802

IMO, its a good idea to form strategies yourself through your experiences. If you die, think about how you died, and try to approach the situation differently next time, for example. Also always good to keep on your toes at all times.

Though mapsets like Sunder can be too demanding, and I wouldn't blame you on giving up on stuff like that.

>> No.3558807

>Later Scythe 2 maps
Holy shit how are you supposed to do these? Pray to god and BFG?

>> No.3558808

Give an example of a map and I can try to give a general guideline.

But it's probably going to be
>Rockets are your friend
>Plasma rifle is your BEST FRIEND WHILE RUNNING
>Shells is for picking things off
>Bullets is we don't use those

>> No.3558817

>Bullets is we don't use those
hehehe this made me chuckle

>> No.3558819

Yeah scythe 1 had way better later maps imo

>> No.3558827

I can never get enough of this, twitching grass, the leaves and solid color palette, it legit looks like another game from the 90's along with Heretic and Hexen.

>> No.3558834

What is your favorite mod, doomfriendos?

>> No.3558835

mapsets or gameplay mod?

>> No.3558839


SmoothDoom is my new favorite Vanilla+ enhancement mod.

As far as map stuff. That doom complete thing is a great way of playing a ton of maps with friends. I'm currently going through the cacoawards and stuff like that. Dump-3 is pretty fun.

>> No.3558841

That was the original idea. In retrospect I probably should've just used Heretic or Hexen as a base.

Wonder if I can bullshit some weather effects... rain and such.

>> No.3558843

I've seen Doom wads do rain before.

>> No.3558854

with animated textures, yes

it'll look as hacky as it sounds, though

>> No.3558865

Well screw the whole thing thing.

I bet you could bullshit it with the icon of sin death, but that many sprites would murder vanilla doom.

>> No.3558867

I remember one of the first maps in Strange Aeons with rain

>> No.3558873

this is for a vanilla-compatible project, though

>> No.3558878

tvr does vanilla rain well enough

>> No.3558881

I really like suspended in dusk for doom

and Necrosis for hexen

both really solid mapsets, and necrosis adds some nice features to the classic hexen repertoire.

Using hexen would mean you can use that sweet sweet leaf spawner... that thing is sexy. Also hexen can do lighting, not really rain though.

>> No.3558894
File: 81 KB, 768x896, scrap533_a.jpg [View same] [iqdb] [saucenao] [google] [report]

RGA2, Shotgun Frenzy, I player Alien Vendetta to death, Armageddon 2 was good fun back in the day, and of course pic related

>> No.3558920

If we're talking maps, Sunlust.

If we're talking gameplay mods, AEOD v5.

>> No.3558927

What's the custom PLAYPAL you have there from?

>> No.3558930


>> No.3558937

>sweet leaf spawner
Yeah. That was what made me want to attempt to fake something like that. Too late now though. I'm too deep into this project so it's staying the course.

>> No.3558939

I always preferred the first Armageddon for some reason.

>> No.3558943

>back when 4chan didn't mind playing BD

>> No.3558946

I never found any servers running it, maybe once or twice did I ever see an Armageddon 1 server running.

>> No.3558951

Oh I played a bunch of them back when 2 hadn't come out, I remember someone made a version that merged it with alandoguns and had a popular server with it, what a silly weapon mod.

>> No.3558959

What's the mod at 9:17?

>> No.3558960

I wonder what It'd have been like if Memento Mori was picked up for Final Doom instead of TNT.

>> No.3558961

>Make mod for Doom
>"Cool stuff anon!"
>Make mod for Heretic/Hexen
>Literally nobody will give a shit because the enemies are boring AND weak and there's not a billion levels to play with

>> No.3558962

>Literally just finished playing Scythe1 just a few minutes ago.
>See people talking about it right now.

Whoa, nice coincidence. Or maybe destiny.

Either way, I didn't know Scythe 2 existed, so I'll be playing that next. Thanks!

>> No.3558964

Looks like Stronghold to me

>> No.3558967


I wonder what it would've been like if Tom Mustaine and his dad managed to finish Perdition's Gate in time to get it in Final DOOM.

>> No.3558968

I have no idea what a playpal is.
Its just regular GZDoom with some graphics settings changed and a few mods running.

>> No.3558971

Thanks, you might want to try V4, it works really well in melee combat and is a hell of a lot lighter on performance.

>> No.3558979

That's not what Anon is doing.

>> No.3558982

Oh sorry, I mean whatever's changing the game's colour palette, the water looks different.

>> No.3558983

I still feel it applies because nobody cares really cares for Heretic/Hexen based stuff at all.

The different palette alone is enough to keep people from even giving it a look.
Nocturne in Yellow didn't even get much attention.

>> No.3558993

Oh, thats probably DHTP.
(scroll down a bit for the description and d/l link)

>> No.3558994

Find it easier to replay sunder over late scythe 2 maps. I hate how grindy/tedious s2 becomes and evil marines are total bullshit.

>> No.3559000

I would confess to that. Compared to Doom, Hexen/Heretic doesn't feel as relatable, so I get an automatic "meh" reaction towards it.

>> No.3559003

Nocturne in Yellow has nothing to do with Heretic/Hexen and neither does REKKR. Get it together anon.

>> No.3559006

according to >>3558841 he was thinking about using Heretic or Hexen.

All I'm saying is nobody would give a single shit if it was related to those.

>> No.3559008

>Find it easier to replay sunder over late scythe 2 maps.


>> No.3559025
File: 176 KB, 520x678, worriedlaughter.jpg [View same] [iqdb] [saucenao] [google] [report]

>245.2 MB
There wasn't a PLAYPAL file anywhere in there, so it's not DHTP that's doing it.

>> No.3559037

>Find it easier to replay sunder over late scythe 2 maps.
>I hate how grindy/tedious s2 becomes and evil marines are total bullshit.

I find this really hard to believe. Sure, the red marines are annoying to deal with. But lets be real, late Scythe 2 is nowhere near the kind of shit you have to go through in Sunder.

>> No.3559045

In that case maybe it was ksutra.wad that had it included internally.

I certainly don't think that any of the following could have done it:

>> No.3559080

Rekkrguy here. I know what you're saying. Hexen mods just don't get the attention.

A lot of people don't like "different" mods. There are a few TC's out there, and not many people still play them. They don't have a strong MP following or whatever. It's just easier to load up a gameplay mod and play with your favorite mapset.

>> No.3559082

I put a dump 3 server up on zandy if anyone cares it will probably be broken and janky so have fun

>> No.3559084
File: 25 KB, 476x248, puppets.png [View same] [iqdb] [saucenao] [google] [report]

If the anon (or tripfag maybe) who made this is here, could he please post a version without the text?

>> No.3559086

Yeah it's not in any of those (though I didn't bother with IDKFA being a gigantic filesize), the water in the image isn't using DHTP's hi-res flats either.

Oh well.

>> No.3559092
File: 15 KB, 476x248, yerretarded.png [View same] [iqdb] [saucenao] [google] [report]

Not him, but you should've been able to do this yourself in mspaint.

>> No.3559095

Mapset: Maybe SF2012 or Hellbound because of how crazy good they are.
Gameplay mod? MSX or Crossfire or RGA2 if multiplayer is included.
Anything else? simplegib is a nice instagib mode because of that railgun having a sexy sound.

>> No.3559096

I tried, but I gave up because of the black shading.

>> No.3559102
File: 366 KB, 394x394, 1424832977217.png [View same] [iqdb] [saucenao] [google] [report]

Are there any gore mods that work with custom monsters?

>> No.3559103


>> No.3559107


Ketchup does blood, but you're not going to get detailed gore for custom monsters dynamically.

>> No.3559114



>> No.3559137

Would it be possible to create a mod that spawns generic meat and blood gibs, no matter what it monster is?

>> No.3559138


Probably. Doesn't ketchup have gibs?

>> No.3559146

Only for regular doom monsters. Ketchup v5.1 includes a version for custom monsters, but it only adds blood splatters and squirts, no gibs. Its really underwhelming, even though it does work with custom monsters.

If there was a generic gore mod that would add Ketchup V4 style Imp gore to any monster, regardless of what it is, I'd greatly appreciate it.

>> No.3559160

not easily, if at all

>> No.3559223

>not adding new enemies, and/or tweaking old ones to Heretic and/or Hexen, and then making a billion levels
the fun of modding is you can fix whatever you perceive is broken, and add new content

>> No.3559236


holy fuck it looks like he's hex-editing his way thru it, the absolute madman

>> No.3559258
File: 268 KB, 400x400, 1473220292067.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3559262

What is that art of? I haven't been here long and reverse image searching doesn't tell me anything

>> No.3559267 [SPOILER] 
File: 162 KB, 575x588, 1476414289872.png [View same] [iqdb] [saucenao] [google] [report]

hey dudes, my map is almost finished. anyone wanna test it and give critiques?


ends about when you get the red key

currently has a playtime of ~13 minutes

>> No.3559297


Purgatori. That artist pretty much made her his waifu, you know those screenshots you see here with a red succubus laying down third person? That's him

>> No.3559308

I was curious if she's from a .wad or just somebody's waifu. If she is, I'd like to try it.

>> No.3559313


I believe she's just skin from the Zandronum skin pack

>> No.3559331

what resolution are you all playing at? native; stretched 4:3?

>> No.3559334

Always native.

>> No.3559336
File: 212 KB, 1321x714, g15UxAh.jpg [View same] [iqdb] [saucenao] [google] [report]

that's not what's happening at all

the rips from renderdoc are a bunch of tiles and someone has to arrange them and put them in order like a puzzle

>> No.3559346


She's from the /vr/ skins pack. I think she was originally a Quake II skin, but don't quote me on that,

>> No.3559357


she's a quake 2 skin, yeah

nice aspect ratio and fov, nice having such long long legs with her feet pushed so far forward

if they were just a little bigger it could have come from zanieon

>> No.3559396
File: 994 KB, 480x360, DoomBlam.webm [View same] [iqdb] [saucenao] [google] [report]

Testing my very first webm ever

>> No.3559398


Russian Overkill's HUD is too small otherwise.

>> No.3559402
File: 17 KB, 500x500, 1407974727821.png [View same] [iqdb] [saucenao] [google] [report]

>my map is first from the left

>> No.3559403
File: 12 KB, 656x548, 1475670289379.png [View same] [iqdb] [saucenao] [google] [report]

You do know bandicam costs like $39, right?

>> No.3559404

very cinematic!

>> No.3559406

Too showery but I think it has the potential to look much better than smoothdoom. Just less single drops and more meat.

>> No.3559407


Well that's one way to make a webm, I guess.

>> No.3559412

Thanks, but thats just ketchuptest4.pk3, not my mod.

Just needed something quick and dirty for this one, but thank you, your comments put a smile on my face.

Btw is bandicam the best for recording gzdoom videos?

>> No.3559413
File: 268 KB, 630x345, [Cookie Monster Voice Intensifies].png [View same] [iqdb] [saucenao] [google] [report]

>Play Dark Forces II.
>Decent level design.
>Rarely got lost as long as I remembered what I needed to be doing.

>Outcast happens.
>Suddenly confusion, no idea where to go in several levels.
>Have to resort to a guide a majority of the time.

What happened? Did I just get retarded?

If it's any consolation, Academy's levels seemed way easier to understand than outcast's.

I don't have the original dark forces on my PC anymore which is why I did not mention it, I may have to replay it with that one and only source port I heard about.

>> No.3559425

That fucking sewage plant map is the one that I usually falter at. Still a great game though.

It's a shame people haven't made a port or wrapper for these older games.

>> No.3559428

Open Broadcast Software. Fuck Bandicam, fuck everything else. It's free, it works well, and it has a decent feature set... Also WebMForRetards.

>> No.3559430
File: 190 KB, 1280x720, Screenshot_Doom_20161014_062618.png [View same] [iqdb] [saucenao] [google] [report]

I got stuck seemingly early on, did not find the yellow key, might've just missed a door or switch somewhere. Anyway, there's a lot of hitscanners. In fact all I fought was hitscanners, it could do with a little variety. Maybe a higher tier monster here and there to spice things up. Anything really. There was also a HOM effect where you can see what I assume is the outside. And finally there's also the bleeding texture in pic related. I did like the lighting and look of the base though.

>> No.3559434

Yeah you might as well try Open Broadcast Software before paying for Bandicam, WebMForRetards can make short clips out of the recorded footage that you can post here.

I personally don't use it much so I don't have the settings set up optimally, but I'm sure if you're willing to ask around you can get enough info to record or even stream using it without having to spend a dime.

>> No.3559453

Thanks. Before I did my printscreen foolery, I did try another software called Loilo Game Recorder, but I only managed to record a black screen. Did anyone of you on OBS run into this problem while recording GZDoom?

>> No.3559472

Nope. Works fine for GZDoom.

>> No.3559475


>> No.3559476

first half is only hitscanners, tried to design the level around them to make them threatening. after you get the yellow key there are imps and demons.

what do you mean stuck? try running in gzdoom, apparently there are some errors in more vanilla versions of doom

>> No.3559478



not even once

>> No.3559479

so I noclipped through a door that probably had another trigger in front of it and from there on managed to beat it just fine. so there ended up being some imps and demons towards the end as well but I still think it could use some variety in the form of higher tier monsters, especially considering all the firepower you get.

>> No.3559485

oh yeah no they were threatening all right, got to 20% several times, but it still gets repetitive fighting just them.

>> No.3559490

does this mean we are getting closer to true mod tools for NuDoom?

>> No.3559492

yeah, sorry about that, originally the map was supposed to be a gimmick of how difficult and threatening i could make hitscanners alone, but then I wanted to ditch that in the second half, felt like that was enough.

>> No.3559494

If you really wanted to go through with it, open spaces are your friend.

>> No.3559502

dont hurt me

>> No.3559504

>btsx 2 map 31
jesus titties.

>> No.3559510

Suffer as I did. But honestly that was a really fun map.

>> No.3559521


mixed up the second half with a revenant, some cacodemons, and two hell knights. tell me if it feels any better

>> No.3559540
File: 52 KB, 269x200, The learning curve.gif [View same] [iqdb] [saucenao] [google] [report]

Can anyone help me with switches/triggers? All the tutorials I've found only show how to do 1 action. What if I want a switch to turn off the lights and release the poor demons?

How to I put multiple tags on a sector? (IE: have a switch for turning on and one for turning off the lights?)

Why does my brain start to feel super hot when I'm mapping? Is it worms?

>> No.3559545

>What if I want a switch to turn off the lights and release the poor demons?
either you go boom compatible and use the playerdummy scrolling floor combo or zdoom compatible and use scripts or whatnot. for vanilla doom you'll just have to get creative, like replacing the switch with an alcove you have to step in where you can put two walk triggers 1 unit away from each other so it looks like a single action.

>> No.3559546

Now that SW2 is out, has anyone noticed any kind of low performance? Not like it's poorly optimized, but at Ultra, it feels like the frames dip down a significant amount, despite the fact I can run most other modern games just fine. Not sure if it's an optimization problem or not.


Nvidia GTX 980M SLI
24 GB of RAM
x8 Intel i7-6700K CPU 4 GHz

>> No.3559561

Scripts are way beyond my capabilities at this moment. Cheaty triggers it is :X

>> No.3559568

I've been looking to build a 486/Pentium 3 retro build for old timey gaming in the actual. None of this DOSBox jazz.
So I am gonna build a case, basically double sided. Basically one motherboard will be mounted upside down so they're inverted to each other. Couple fans in the front and back for intake/exhaust. Cool toggle switches for power, turbo and a big red reset button.

It's gonna be cool.

Fucking retro pricing though holy shit. Good boards, chips, RAM, shit like that is all expensive as faggots from eBay Canada.

>> No.3559569

>24 GB of RAM
jesus fuck dude

>> No.3559570

Probably does a bit of video editing I presume

>> No.3559571


baka desu senpai
Never expect mobile tech to give good perf.

>> No.3559578

Well if you wanna do hobby shit, you're gonna have to pay up for old rare parts.

>> No.3559584

An AMD 486 DX2 isn't rare. None of this stuff is rare. It's just bullshit pricing.

>> No.3559595
File: 256 KB, 293x182, 5254565+_f14ee02fe281f7de0a769fc7399e6453.gif [View same] [iqdb] [saucenao] [google] [report]

Ok here's something that's giving a noobie a real headache. My level is dark but has emergency light structures coming from the ground. I want to quickly make circular sectors around them to up the lighting a bit.

I figured I'd just make a circle, copy/paste, and drag them over the lights willy nilly. But doom editors fucking flip ship if you drag geometry.

I feel like there has to be a shortcut that I haven't found yet.

Also... I'd love if the light didn't affect the ceiling, only the walls and floor... is that.. possible?

>> No.3559597

make a once circular sector around one light, and set the lighting how you want it.

Then, using sector mode, copy the sector.
Then paste it around the rest of your lights.

That should work. copying and pasting sectors usually works pretty well. If things go wrong, try dragging the vertexes of the new sector to make sure they'll all connected to the place you're pasting into

>> No.3559601

Learn ACS scripting. its not hard. Then you can do all the things you want with a single switch.

>> No.3559605

>is that.. possible?
there is only a few situations in which it is
1) have the ceiling or floor be sky
2) have the ceiling or floor be an entirely black texture
3)have the ceiling so high you can't see it

>> No.3559607
File: 167 KB, 201x200, 5131564+_a1a47d834923ddb178238c2806cfe85c.gif [View same] [iqdb] [saucenao] [google] [report]


You guys are smart as fuck. Thanks for the info!

>> No.3559612

Is it really that shocking? 8-16GB is pretty much the gaming norm nowadays.

>> No.3559617

Don't worry, its the only BTSX map thats a full slaughtermap.

>> No.3559619
File: 43 KB, 567x559, Best_e91ef2_5652788.jpg [View same] [iqdb] [saucenao] [google] [report]

hmm my trouble when pasting the circle on lights near walls is it absorbs the wall. How do I keep the linedefs when pasting it so I can just delete the part of the sector that goes behind the wall?

>> No.3559626
File: 78 KB, 960x667, February-04-2013-21-23-27-549439206781356134495806278761n.jpg [View same] [iqdb] [saucenao] [google] [report]

Nailed it

>> No.3559628

why not build one with the part of the wall in it?

if you can't copy paste you may have to individually make each sector. Usually you can copy paste though. if all your lights are the same you should be able to make one work, with the wall and everything, then just copy paste that.

>> No.3559634
File: 71 KB, 365x318, 1474977645187.jpg [View same] [iqdb] [saucenao] [google] [report]

for now I'm getting away with just re-creating the deleted line-defs caused by pasting.

Also HOLY FUCK does time fly when mapping. Anyone else feel this? I feel like I just got out of work and it's 3:30a.m.

>> No.3559675


My personal solution to this problem is to draw two separate lines, stretch them outwards using the Curve Linedef tool in opposing directions and then merge the crescent sections together to create a circle.

Ez pz.

>> No.3559742

Virtualization, video editing, gaming all at once. Closing programs is for sissies.

>> No.3559758

>Setup massive RAM drive
>Install Windows on to it
>Iron-man computing

>> No.3559761

I really like the picture in the OP, is there a WAD that changes monster pics to vectorised versions like that?

>> No.3559775
File: 434 KB, 831x649, how about i rocket your shit.png [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ think of Xeotroid's music covers of various IWADs and Doom PWADs? I'm trying to find some different-ish stuff to listen to while I play.

>> No.3559860
File: 405 KB, 558x647, __yukizome_chisa_danganronpa_and_danganronpa_3_drawn_by_himduldago__b7c6b1ceb8f5c1091bebbdc6671ed203.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw going further than usual into a megawad
>tfw finding new maps i never seen before

>> No.3559917

My first time speedrunning Doom E1, fuck, this is so fun ! Also, I don't speedrun anything at all, just doing it for fun, how quick can you anons destroy E1 ? I'm doing it on HMP

>> No.3559937

>running E1 on HMP
i remember a bunch of us doing this a few years ago, posting intermission screens. can't find the posts though. can't remember my time. maybe 10 or 15 minutes

>> No.3560046

UV is too much for me now, when I memorize the maps and paths maybe I'll give it a try. 10:28 minutes was my best time (real time, not just in-game)

>> No.3560062


They seem pretty faithful to the originals. Really just instrument swaps. I may run with it for a little bit.

>> No.3560076

OH BOY, 9:06 ! What is the world record ?

>> No.3560082
File: 641 KB, 1920x1080, Screenshot_Hexen_20161014_161034.png [View same] [iqdb] [saucenao] [google] [report]

Messing about with status effects again. Figured I'd add a souls-like status message for when you're unlucky enough to stand in that poisonous bog for too long.

>> No.3560108

I'm behind the curve a couple years, when people first started putting 16gb into their computers, many said that they would nevah evah need it anyways.
But if you're doing loadsa computing, sure. It's not like RAM is very expensive.

>> No.3560118

4:57 for UV and 4:31 for ITYTD

>> No.3560127

Wait, people do UV and ITYTD runs but no one does HMP ?

>> No.3560129

there are only UV and ITYTD runs submitted to speedrun.com, so it looks like that's not even a category.

Makes sense, because if you compare the times of UV and ITYTD, they're almost identical. But I guess nobody would disregard your submission if you somehow manage a world best on HMP.

>> No.3560154
File: 243 KB, 320x1600, 911.png [View same] [iqdb] [saucenao] [google] [report]

You beat me by 5 seconds!

>> No.3560164

Still a good time anon, most of the runs I never get lower than 10:10

>> No.3560171
File: 37 KB, 177x278, q.jpg [View same] [iqdb] [saucenao] [google] [report]

Does peeps here save/quicksave or do you just depend on autosaves? Also when you die do you start from the autosave with all your weapons?

I used to quicksave but it felt so cheap I switched quite early to saving once per level but now that feels kinda cheap too and it makes me want to save more so I instead allow myself to save only when I find the exit.

>> No.3560173

I try to quicksave at least maybe when I collect keys.

>> No.3560178

Definitely in mods with significant inventory/shop management because doing it all again is obnoxious as all hell

>> No.3560272

How long have you guys been playing Doom?

>> No.3560289


Somewhere around 10 years. Started with the XBLA ports and later picked them up on Steam, and have been dooming ever since.

One thing those ports did really well for controllers is increase the sensitivity and run speed based on if the left trigger is held or not. It's a really neat feature that I wish other source ports would adopt.

>> No.3560294

Where's less than a year you fucking retard? Also numbers are too random.

>> No.3560295


I've tried it for a bit, and I'm not a big fan. The reinstrumentation is hit or miss and in some cases sound very week compared to the original. Mainly in the guitar and drum heavy sections.

On the plus side, I remember the Plutonia midi project exists. Set it to work with Doom Complete, by renaming the files in the plutmidi.wad swapping "d_" for "p_" (something that Doom Complete accounts for luckily).

My never ending quest for the best Vanilla Plus wad combo continues.

>> No.3560301

I'm the poll maker. Forgot to say that I've been playing since around 19 years ago. Back then I was only 5 years old, but managed to play it thanks to my elder brother owning a dos computer and Ultimate Doom and 2.

>> No.3560303

>Where's less than a year you fucking retard?
Sorry, it must've slipped my mind.

>Also numbers are too random.
Half of 15 is 7.5, and I rounded that to 7. And 16+ would generally include people who played in the 90's. That was my reasoning behind them. I probably could've done it better.

>> No.3560308

I used to play DOOM with my brothers on the playstaton when I was five, Cacodemons used the scare me the most, for some reason. I'm 21 now, good times.

>> No.3560317

depends on what you count as playing, I snuck on my brothers computer and played it around 16 years ago but have only very recently got into it again.

>> No.3560321

now that I think about it, might've been longer ago. I was 6 and very close to shitting my pants. It was the tits.

>> No.3560331

why does this subreddit not have an edit function..

I forgot mentioning that the boyfriend of my gradeschool teacher sometimes sat around during classes and played it on his laptop. >his face when I recognized Doom and talked a bit about it to him

>> No.3560370
File: 352 KB, 1309x1386, CucdaFtXEAAZrok.jpg-large.jpg [View same] [iqdb] [saucenao] [google] [report]

No one has posted the cute pic that carmack retweeted?
shamefur dispray

>> No.3560378

Carmack's such a normie.

>> No.3560384


I think the idea of the masterminds being their own race of overarching villains could have been really neat.

>> No.3560386

who's that faggot

>> No.3560393

so /vr/, what soundfont do you use?

Arachno here

>> No.3560401

I muted all music and just boot up any preferred webradio I want at any moment.

>> No.3560407

Is one of the faggots that made doom

>> No.3560521


>> No.3560529

Android Arts

>> No.3560538

>HOLY FUCK does time fly when mapping. Anyone else feel this?

Yeah when you fall down the map-hole the hours can blast past you

>> No.3560548
File: 63 KB, 640x480, 1451866858130.jpg [View same] [iqdb] [saucenao] [google] [report]

My first install of Doom was on 4 copied-floppies.

I feel old now.

>> No.3560556

i remember getting a doom 2 cd at a primary school sale. never managed to make it work

i got seriously into doom a few years ago when BD 0.18 got insanely popular

>> No.3560562
File: 278 KB, 1024x666, 2deadfranchise1cart.jpg [View same] [iqdb] [saucenao] [google] [report]

Played the shareware a LOT when I was little. When she was pregnant with me my mom played Doom and Quake so I guess that rubbed off on me, she never bothered buying the full version though, but around second or third grade, I discovered a little something called piracy

>> No.3560568

Friend of my sister's who loved sending over copies of floppies got me registered Doom, but I couldn't really play it on the 386sx. later when the 486 came around I picked up Doom II at Computer City and then way later sent in a check for original Doom, and got a box in the mail with the floppies. Got Doom 4 on steam and then found a copy of Doom 3 BFG for 90 cents at GameStop. Been one heck of a ride.

>> No.3560575

Brutal Doom opened my eyes to the crazy shit people were doing with (g)zdoom wads/mods. As much as people like to rail on it, I think it brought a ton of people in.

>> No.3560579

>as much as people like to rail on it
I'll assume you're relatively new or you're used to other doom websites, but no one here really cares that much about BD to "hate" on it. Is the creator a massive dick? Yeah, but just because a muscian slaps a white girl on stage or beats his girlfriend with a 2x4 doesn't mean I stop liking their music.

The main thing people don't like about BD was how little it gave credit to the stuff taken from other people's mods. Maybe that's changed, but the other people who "rail on it" are typically shitposters.

>> No.3560585

the biggest reason to hate on BD is the code

>> No.3560589

the thing about BD is that, at its core, it's really just a staple "weapons enhanced" gameplay mod that you see pretty much every week, with all of the typical stuff one would like and dislike that come with it

it just happens to be the most popular out of all of them, and because of that, you hear the typical stuff one would like or the typical stuff one would dislike a lot more

>> No.3560590
File: 11 KB, 447x335, 1450145293338.jpg [View same] [iqdb] [saucenao] [google] [report]



a thousand times, this

>> No.3560595

that animu doomgirl
so much skin potential

>> No.3560602

Hey fellas. I don't know if any of you guys remember/ever even played BDJ (now just called johnnydoom), but I finally finished updating it to v20b and added a whole host of other shit. Here's the thread if you wanna check it out: http://forum.zdoom.org/viewtopic.php?f=19&t=47229

>> No.3560604

this is the one with the radio for allies isn't it?

>> No.3560610

Yes indeed!

>> No.3560612

Same here, I had only played doom occasionally a few times over the course of the last 20 years, but it was "meh" in the face of so many other games that were made over the years.

Brutal Doom was definitely what made me go "whoa, now THIS is awesome" and prompted me to discover that I had been unaware of thousands of mods, a huge community and other crazy stuff for the last 15 years. Even nowadays, while I've been trying other mods besides BD, I still use Ketchup or BDLite as a standard feature I wouldn't play without.

>> No.3560615
File: 167 KB, 508x700, 36f4bda89619bd3c07f2ed2624e24b80654f3634.jpg [View same] [iqdb] [saucenao] [google] [report]

Really the only part of ketchup I don't like is that cacodemons don't bleed blue, which is annoying but I can overlook it for its feeling of ULTRAVIOLENCE

>> No.3560618

>cacodemons don't bleed blue
at least it's consistent with the original

>> No.3560623

i'd really love a version of ketchup (bloodonly) that somehow reads the blood color of what you shoot

>> No.3560631

Yeah, I know
Me too. I wonder how hard that would be to make

>> No.3560638

Brutal Doom Lite exists. It only adds the monsters and gore, nothing else, and I think it added colored blood to cacos and hell nobles too.

>> No.3560642

yeah, and there's a modified version of the previous ketchup that had that too
but the issue is that they replace monsters (and on top of that they only handle vanilla monsters)

>> No.3560670

what did you DO to this? why does it feel so much slower?

>> No.3560671
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google] [report]

>I had only played doom occasionally a few times over the course of the last 20 years, but it was "meh" in the face of so many other games that were made over the years.

>> No.3560679

He's right, Doom's pretty tame compared to most games of the decade. People care more about the mods than the official games.

>> No.3560683

This is, however, objectively incorrect. There's a reason ChocoDoom and other vanilla ports without much mod support are still going strong and still being regularly played.

>> No.3560685

if what you care about is how "tame" or "violent" a game is over the actual gameplay, that doesn't really mean much

>> No.3560689

Played where? Most people on the doom community are either into modding or playing said mods. Most map wads being compatible with chocodoom doesn't really count.
Tame as in ''meh'' overall compared to other games of the decade.

>> No.3560691

not him but there's a sentiment a lot of people resonate with actually. I think it's only rightful to admit that I wouldn't have given a single shit about doom were it not for the mods and shit back in the day.

It's a must for me, to this day, to load any megawad or mapset with anything to go alongside it, just so that I don't walk out out of boredom.

a lot of people (and myself to an extent) would agree that the original game was good, Doom 2 was hot garbage outside of the gameplay enhancements and new elements, and final doom was eh.

>> No.3560694

>into modding or playing said mods
for few hours before the novelty wears off maybe. Vanilla mapsets stay gold forever.

>> No.3560696

>Tame as in ''meh'' overall compared to other games of the decade.

Which is still incorrect in terms of gameplay, but I suppose we'll just leave that to being subjective, lest autism reign supreme.

>> No.3560703

>Most people on the doom community are either into modding or playing said mods.
>Most map wads being compatible with chocodoom doesn't really count.

Actually, you'll find it's the opposite. The maps ARE what most people in the Doom community are into, be it the competitive front, speedrunning front, community project front, etc. Gameplay mods may get the YooToob hits, but mapsets are the ones that still hold strong even after decades. The majority of gameplay mods still need a good mapset to really shine.

And this is coming from a gameplay modder.

>> No.3560704

>for few hours before the novelty wears off maybe
pshaw, people are still playing Alien Vendetta online you know, way more so than the vanilla maps. Not to mention all the popular fan megawads like Hell Revealed 1 & 2, Chillax, Scythe 1 & 2, Memento Mori, Requiem, Eternal Doom etc.
>Vanilla mapsets stay gold forever
Nope, hell people hate the shit out of Doom 2's maps and don't bother with Doom 1 online nowadays (outside of maybe ZDaemon deathmatch servers, or at least that was the case when I used that client which was like a decade ago) due to being limited and people preferring to play mods like I said.

>> No.3560706
File: 225 KB, 500x364, 1437877893476.jpg [View same] [iqdb] [saucenao] [google] [report]

I born on 93 and I'm sure I was already playing at my third birthday but can't remember when I started.
Might as well be playing it since launch.

>> No.3560709

>Actually, you'll find it's the opposite
Are you serious? You're telling me that people play vanilla maps more than fanmade wads like Alien Vendetta? Maps are mods too you know. I didn't say ''gameplay mods'', saying that most people are into those is ludicrous since what most comes out of the doom community are maps.

>> No.3560710

I think confusing the issue may be another instance of the vague terminology of "mods", whether it refers to mapsets and gameplay mods, or just gameplay mods.

>> No.3560712

I was talking about vanilla compatible mapsets. Guess I didn't make that clear, woops.

>> No.3560713

>You're telling me that people play vanilla maps more than fanmade wads like Alien Vendetta?
alien vendetta is vanilla, specifically constructed with Doom2 v1.9 exe in mind

>> No.3560715

Alien Vendetta IS a vanilla-compatible mapset, though.

>> No.3560720

But those fanmade wads are the ones I was talking about when saying that people are more into those than the original games, which is what this whole conversation is about.

Like I said, fanmade maps are mods too. You might have thought that I was talking about gameplay mods.

>> No.3560723


The Doommunity has a lot of interesting terminology with pretty hazy/flexible meanings, i.e. what the term "mods" apply to and what "vanilla" extends to.

I think my favorite debate is what the cutoff for "megawads" is.

>> No.3560726

or another doozy, what IS a slaughtermap?

>> No.3560727

i'll admit this entire conversation has completely flown over my head in regards to whether x means y or x means z, so i think it may be better to just agree to disagree and say OP is a faggot

>> No.3560728

by definition ''mods'' are any modification done to the existing source material, in this case Doom and Doom 2, so both maps and gameplay mods would count.

>> No.3560729

Well, of course, OP is always a faggot.

>> No.3560730


OP's love of the dick has been well-researched and documented, this is for sure.

>> No.3560731

i rather enjoyed OP's cameo in penispumpposse.pk3

>> No.3560736

a map with a focus on clearing armies of hundreds of enemies, monster count can go in the thousands.

basically if Russian Overkill feels fitting for a map (see: Chillax), that's a slaughter map.

>> No.3560738
File: 122 KB, 500x281, bdGQ9.gif [View same] [iqdb] [saucenao] [google] [report]


We just don't know.

>> No.3560741

Terminus said the same thing! What do you mean, exactly? Are you talking about jerkiness? The strafetilting script can cause screen tearing so vsync needs to be enabled at all times. Do you mean player speed? Or what

>> No.3560746

This is amazingly fun johnny, good stuff!

>> No.3560750

player speed definitely feels lowered, and while the strafetilting script is probably dragging things down, overall it just feels like there's so much going on that the engine is having trouble processing everything

lower fps all around compared to previous versions, and while i can't get exact numbers it feels like some weapons are slower too

>> No.3560754

NHB I can vouche that it feels slower. I can't exactly explain why, though, sorry. I'm not familiar with code or engine things.

Also I'm sad about the removal of the intro but that's another thing.

>> No.3560756
File: 129 KB, 750x537, _YCWmqVFNCUu4Xxo1h62Fw_r.jpg [View same] [iqdb] [saucenao] [google] [report]


i got OP a present

>> No.3560759
File: 98 KB, 640x480, Screenshot_Doom_20161014_172831.png [View same] [iqdb] [saucenao] [google] [report]

Why are two of the entrances bordered with this texture instead of the regular red one?

Simple oversight? Or something more...

>> No.3560764
File: 36 KB, 460x731, ss+(2016-10-14+at+05.41.27).png [View same] [iqdb] [saucenao] [google] [report]

>download JDoom
>hmmmm, for some reason the engine seems to be choking on this and making everything slower
>maybe it's just my computer
>see other people complaining about the same thing
>well now i'm curious
>open up file


>> No.3560765


>> No.3560768
File: 405 KB, 698x469, Untitled-7.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3560769

how much acs do you fucking NEED?

>> No.3560770

well there's your answer, then

>> No.3560771
File: 27 KB, 500x375, 500-x-375.jpg [View same] [iqdb] [saucenao] [google] [report]


I think you can probably optimize that.
Just a bit.

>> No.3560772

no wonder the engine is fucking choking on all of that shit

>> No.3560773
File: 65 KB, 250x239, confused bird.png [View same] [iqdb] [saucenao] [google] [report]

Jesus fucking Christ, m8

>> No.3560774

>is it possible to make a mod have too much ACS?
>let's find out!

>> No.3560779


If the engine is calling and processing all of that, all at once, alongside each other, no fucking wonder it feels so sluggish.
Even if some of it is only called momentarily in (void) scripts, the engine still has to keep it stored in memory.


>> No.3560780

There are like 4 billion scripts running at all times, I was worried this might affect people with slower PCs. I made the old version on my shitty laptop so it had to be lightweight, and recently I bought a beef pc so I kind of forgot about the slowness possibility. The weapons are exact copies of the old version, minus the melee attacks. Some frames were added for the new smoother animations and thus are a bit slower. I think I'm gonna lessen the downtime between punches/kicks to speed up combos a little, do you think that would help?

>> No.3560784
File: 1.98 MB, 280x202, 1456433829679.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3560786
File: 404 KB, 1280x720, 1366540374521.jpg [View same] [iqdb] [saucenao] [google] [report]


I am impressed and am also horrified.

>> No.3560789

>There are like 4 billion scripts running at all times
You may want to optimize that.
Just a bit.

>> No.3560790

If it's fps issues then it's gotta be the fact that I have so many individual scripts running all the time. It's honestly pretty messy and hacky. I'm not very good at acs. And lol about the intro, ahhh I know man I wanted to make a new awesome one but it was delaying the shit out of me releasing it. I just wanted to get something out there. I will add a new one eventually though

>> No.3560795

Thanks dude!! Any slowness or anything like the others have mentioned?

>> No.3560797


Slightly under five minutes, apparently.


go fast

>> No.3560801
File: 9 KB, 159x240, mach.jpg [View same] [iqdb] [saucenao] [google] [report]

> not running on nightmare

>> No.3560806

I haven't really encountered any of the slowness. Something I learned is that sometimes less frames for melee works a lot better, so maybe cutting down some of those will be beneficial! Definitely play around with it and see what works! I've been playing it a ton since I downloaded it last night.

>> No.3560807

Lolol I know man, there's a shit ton. They're not ALL being used, some of those are leftovers, but a good chunk are. Look at the LOADACS lump. Idk why duplicates are showing up in that shot though, I swear mine doesn't look like that.

>> No.3560819

I'm gonna have to check this out when I get home from work. I haven't looked in the ACS directory in awhile. Do you think it's possible those duplicates are being loaded into memory twice?

>> No.3560841

If there's two files with the same name, they are absolutely being loaded twice.

>> No.3560845


>not speedrunning on either the fastest difficulty or the hardest difficulty

No room for this in the middle shit with Hurt Me Plenty, get that crap outta here.

I say that despite the fact DOOM is traditionally ran on Ultra Violence by runners for no real reason other than tradition

>> No.3560861

Well fuck. There you have it then. I'm leaving work in an hour, hopefully I can get home, fix, and reupload before any more people download this abomination.

Other folks experiencing low fps--does deleting the dupes (keep the ones with .o extension) do anything to mitigate it?

>> No.3560904
File: 2.87 MB, 768x432, plunge attack & archer foe.webm [View same] [iqdb] [saucenao] [google] [report]

Okay so I added plunging attacks, at the moment it's an instant kill, but it's pretty fun to pull off - it takes quite a drop to perfom a successful attack.

There's also a sneak peak at a new enemy, the Undead Cleric Archer. Quick to attack from a distance with their bow, highly prone to slinging volleys of arrows at you. They also have a limited supply of Poison Flechettes - which work a little differently to Hexen's own, as they don't deal direct damage. These fragile flasks are too brittle to be deflected, so your best bet is to avoid them out right. They linger for a short while, so be careful! The Cleric Archers can also crush your skull with their spiked mace.

>> No.3560918
File: 44 KB, 349x303, 1413772103685.png [View same] [iqdb] [saucenao] [google] [report]


Looking better than ever you madman

Clear a space on the mantle for your Cacoward

>> No.3560931

I adore this level so it pains me to say it, but these two sections in the ceiling have broken textures.

Level is "The Crater".

>> No.3560934
File: 128 KB, 640x480, Screenshot_Doom_20161014_185558.png [View same] [iqdb] [saucenao] [google] [report]


shit, forgot image

>> No.3560953

cheers anon - that would be a nice thought

Here's the HQ version with sound:

>> No.3560963

it fixes it slightly, but the problem is still quite prevalent
you need to do a lot to optimize your ACS, senpai

>> No.3560967

fucking hell is that beautiful
every time I think I can't be impressed anymore with this kind of shit, the parry especially looks perfect.

>> No.3560968

How does zandronum catagorize something as a "monster"? If I replace a lamppost in doom (for example) and make it attack you, how would z&, or any doom port, know to include that in "no monster" flags, or dm flags?

>> No.3560969

does the actor have a flag that says "monster" on it?

if so, it is a monster

if not, it is not a monster

>> No.3560972



Simply by setting it as a monster.

>> No.3560975
File: 5 KB, 344x308, dopepe.png [View same] [iqdb] [saucenao] [google] [report]


I guess the " not in deathmatch flag" probably then. Didn't even see it. I have the dumb.

>> No.3561015

Like what? Less individually numbered scripts? Lump them together? There's a lot of shit that needs to be monitored at all times and I don't totally know what I'm doing

>> No.3561030

>Less individually numbered scripts?
>Lump them together?

Rather than having multiple singular scripts that all run at once, have one script that does it all.

>> No.3561032

you know i bet gzdoom would run a lot better if we took out the acs

>> No.3561050
File: 158 KB, 555x527, 1473404917747.png [View same] [iqdb] [saucenao] [google] [report]

I'd waifu that doomgirl, pet the lost worm and lust for that shadow gimp.
Revenant a slut.

>> No.3561064

Roger. Thanks for the info. I'll get to condensing tonight.

>> No.3561083
File: 111 KB, 1137x555, borderdoom.jpg [View same] [iqdb] [saucenao] [google] [report]

So this is a long shot...
A few years back, SunBeam released a teaser for "BorderDoom", where he was able to use ACS to randomize enemy and item stats, along with creating a simple item shop.
When he claimed to abandon the project, he released the source code.
Thing is, he came back in January stating he was interested in resuming the project, so he pulled the source link, and hasn't posted since.
Would anybody happen to have that ACS?

>> No.3561109

what wad is that?

>> No.3561115
File: 611 KB, 1920x1080, Screenshot_Doom_20161014_191250.png [View same] [iqdb] [saucenao] [google] [report]

Dump 3 is a really good time, and I've only experience 5 percent of it.

>> No.3561120

see >>3561115

>> No.3561123

what if the other 95 percent is bad.

>> No.3561151

so far it's been like 25% bad, 25% mediocre and boring, 25% mediocre but fun, 25% good

typical community pack quality, really

>> No.3561167
File: 4 KB, 226x204, 1421766315375.png [View same] [iqdb] [saucenao] [google] [report]

>Reload is a separate binding

>> No.3561169

it's hard for me to even complete doom 2 because it feels like shit. They just went fuck it around the third level and just spammed monster closets in bullshit "secrets" that spawned a baron of hell or cyberdemon in front of you.

>> No.3561173

Demons seem to inflate after dying when you shoot their arm off.

>> No.3561174

I mean that shotgun looks different that the default. What gameplay mod is that?

>> No.3561176


it's a pillowblaster mod, which means difficulty is nonexistent

>> No.3561194

I've had trouble with Russian Overkill on the hardest difficulty (not ''drunk simulator'') on Chillax using that complex doom compatibility mod in some Survival server I played weeks ago.

>> No.3561208

As someone not usually involved or interested in the Zdoom modding scene, Dump has been interesting to watch get made. The only big Zdoom mapsets I know of are Zpack and Kdizd. Both of which frankly complete shit on a biscuit despite their seemingly all-star line up, outside of moments of absolute fuckyes like Xaser's Sector map.

Dump on the other hand has a whole bunch of literally-whos making maps on the fly that even at their worst just tend to be simply kind of annoying, but are mostly okay and neat.
It isn't amazing. It isn't stellar. A list of technical problems would span a fucking book. And individually Vader's Thunderpeak could kick the shit out of all of them.
But it has.... I don't know, can there be "charm" to a zoo of "My First Zdoom Maps"? Either way, I would happily play Dump 2 or Dump 3 again instead of something like Zpack.

>> No.3561212

'STALIN IS AFTER YOU' is practically fast monsters with 10x health as well as a lack of powerups, so it's not all that surprising. As long as you're allowed to pick up a weapon things usually end up fine.

>> No.3561283
File: 1019 KB, 1920x1080, wew.png [View same] [iqdb] [saucenao] [google] [report]

well, that was different

>> No.3561285

Has the vinesauce contest wads been released? I can't find a download link anywhere.

>> No.3561287

he's only gone through like 20 out of the 150 that were submitted.

and he's sick as fuck due to bad genetics so he only streams like once a month now.

>> No.3561309

and he can't just release them all before he plays through all of them because?

>> No.3561313

ask him.

>> No.3561317


>> No.3561321

yeah, sf2012 map35 I think

>> No.3561326

I would if I knew how.

>> No.3561373


>> No.3561378
File: 308 KB, 500x500, 372489379.png [View same] [iqdb] [saucenao] [google] [report]

but why

>> No.3561480

does anybody know if there's a script that makes it so your weapon sprite's height shifts inversely to looking up or down? this is kinda hard to explain,a lot of newer shooters do it.

>> No.3561481

Nashtilt I believe it was called

>> No.3561492

You mean that bobbing thing Quake 1 does?

>> No.3561497

I know exactly what you mean but I have no idea if that's been achieved in Doom

also I can't script my way out of a paper bag

>> No.3561498

you mean when your view tilts a little when you strafe? nah i already use that
yeah it seems like a given to me. but im guessing outside of navigating acs in the first place you'd have to do some extra trickery so you never see the bottom edge of the sprite when looking up & shit like that. idk it might just not be possible but it's weird i haven't seen someone try

>> No.3561502
File: 7 KB, 200x200, 29a73a1918af060b33bc9.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's weird i haven't seen someone try

quite possibly because people have looked into it and determined that it's impossible

although "impossible" is a word that i use less and less in relation to Doom modding

>> No.3561503

>you mean when your view tilts a little when you strafe? nah i already use that
nah I mean the weapon bob that happens if you shift your view around, Nash worked up a ACS string for that

just look around the search bar in the zdoom projects frontpage and type in Nash weapon tilt and you'll find it I guess

>> No.3561510

Johnny here. New version with fixes/more condensed ACS is up, let me know if this runs more smoothly for you guys. Also sped up the melee system


>> No.3561512

lol nice

>> No.3561516

oh shit, this is exactly what i was looking for. thanks

>> No.3561517 [SPOILER] 
File: 1.38 MB, 245x118, 1476509134997.gif [View same] [iqdb] [saucenao] [google] [report]

Looks like you're Johnny on-the-spot

>> No.3561521

I read Johnny Doom and am instantly expecting HEY FOXY MAMA afterwards.

>> No.3561523

http://forum.zdoom.org/viewtopic.php?f=19&t=52122 here it is btw

>> No.3561525

but yeah it does have the problem i mentioned. would be really neat if someone would find a way to subvert the whole sprite-cutoff thing and make something that Just Werks with custom weapons

>> No.3561546


MUCH better.

>> No.3561549

you would need new sprites

or a script that offset the weapon sprites lower than intended to make up for the difference in perspective, but that might make a lot of guns look dumber :^)

>> No.3561553

thank fucking god. there's still more to do but I'm ecstatic what I've done so far has improved it some

>> No.3561562

a lot of guns look dumb for the same reason when using the normal hud

>> No.3561625



>> No.3561650

>mediocre but fun

Wouldn't a better word for describing that be Decent, then? Mediocre implies the averageness is unsatisfactory, and fun is a bit contradictory to that.

>> No.3561651
File: 28 KB, 325x347, 1466740498176.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you ever looked back on your decorate and just been amazed at the fact that you actually put it together?

>> No.3561658

Typically this is done for Zandronum support. Typically, anyway!

>> No.3561661


i apologize, english is not my first language

>> No.3561662
File: 42 KB, 450x320, 5314644+_c69455c2627ac0d28011d59ef1947430.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok I am def missing a chromosome or two guys. I'm having trouble getting a switch to lower a series of grates blocking a path. Please give me a step by step so I can stop screaming

Thank fuck this is anonymous.

>> No.3561668
File: 139 KB, 770x886, ss+(2015-12-12+at+10.06.00).jpg [View same] [iqdb] [saucenao] [google] [report]

My DECORATE experimentation leads to a lot of backup DECORATE files and commented out "I might still need this" functions and states everywhere, it's a mess.

>> No.3561680
File: 956 KB, 500x299, notretarded.gif [View same] [iqdb] [saucenao] [google] [report]




>> No.3561683

was the switch line facing the wrong way? i do that a lot

>> No.3561726
File: 10 KB, 174x175, 2629642.jpg [View same] [iqdb] [saucenao] [google] [report]

mfw I realise all my struggles are solved by pressing "f".

>> No.3561743
File: 26 KB, 268x241, 1476242552757.jpg [View same] [iqdb] [saucenao] [google] [report]

>want a graphic of a gun
>nobody has made one
>try to make one
>realize have near zero artistic skill
>it's shit

>> No.3561745
File: 66 KB, 800x600, doom plasma gun origin.jpg [View same] [iqdb] [saucenao] [google] [report]

Try using real world objects as part of your base or something.

>> No.3561753
File: 41 KB, 575x209, m62hkg3kd.jpg [View same] [iqdb] [saucenao] [google] [report]

I used a reference, but that aside, I wish I had a G3A3 rifle.

>> No.3561757

You don't think /k/ could help you in that department?

>> No.3561760

The trick is to get someone to bother.

There's an American made variant that's gotten real popular in later years, so it probably wouldn't be hard to find someone on /k/ who has one, but then I gotta ask them to take an appropriate picture, with good quality and lighting (right perspective, not washed out, dark, etc), and then my dumb muppet ass has to process that image into a working graphic.

>> No.3561789
File: 38 KB, 400x383, 43b9edd347e92188.jpg [View same] [iqdb] [saucenao] [google] [report]

>first map
>mapping for 3 hours
>done with the first room
either I am slow as fuck or it really takes months to complete a couple of wads

>> No.3561792

200 minute speed maps are a regular thing at doomworld

u slow

>> No.3561802
File: 31 KB, 252x235, revenant balls.png [View same] [iqdb] [saucenao] [google] [report]

Making Doom maps is like writing.

>> No.3561816

same. the only way i ever finished a speedmap was to make it really, really small.

>> No.3561823 [SPOILER] 
File: 170 KB, 510x800, 1476531989849.jpg [View same] [iqdb] [saucenao] [google] [report]

I managed to get my DUMP3 map done somewhat quickly, but I did it in bursts when I felt inspired and up to doing something with my worthless life. It helped that I was somewhat familiar with the interface and how switches and triggers worked from when I made a map way back in my grade school days, that stuff can get tricky.

Pic is of the map and an early draft idea of how I thought the flow thru the level would go. In the end, there were a lot of major changes that I did -- I essentially drew the map layout and adapted gameplay to fit it, which was kind of fun for me, but it might not be the best way to go through making your very first map.

>> No.3561827
File: 17 KB, 642x427, portadoom.alpha1.png [View same] [iqdb] [saucenao] [google] [report]

PortaDOOM alpha 1 (this obsoletes the previous link)

This update has been several hours of work, I've filled in pages for the WADs in the Cacowards 2015. Everything is playable. Also includes the PSX TC and everything is more fleshed out.

>What is this?
A DOOM launcher & diskzine in one! Includes the engines and [non-commercial] WADs for the fastest way to browse and play WADs with no setup.

- pre-configure all the engines to use the same keys

>How can I help?
- File issues on GitHub or send me emails kroc+camendesign.com with your suggestions, problems and fixes.
- Write content and add your favourite WADs; simple guide here: https://github.com/Kroc/PortaDOOM/blob/master/README.md
- I'm looking for an artist to make an icon for the project -- a portaloo with the DOOM "D" or doomguy face on it :)

>> No.3561828

Lookin like the old DOS days there!

>> No.3561829

Who doesn't love that look

>> No.3561837

>I essentially drew the map layout and adapted gameplay to fit it
Don't do this.

>> No.3561867

I mean, what can we deduce about a map designed to be first and foremost automap art? That we are not meant to play it, but to simply stand still, and look at the automap...

>> No.3561882 [DELETED] 

is venice.wad dude here?
if yes, https://postimg org/image/bvbzirs4b/

>> No.3561967

that reminds me, my mother recently brought a vapor cleaner and the first thing i thought when unpacking it was that it'd look fine as a doom gun

the issue is that i don't have a good camera or know how to properly do it

>> No.3561968

You must be fun at parties.

>> No.3561969

Just finished doom 1 & 2 on UV what should i go play now? Also should I look into gameplay mods already or stay vanilla

>> No.3562001

TNT or Plutonia?

>> No.3562002

Play through TNT, then Plutonia.

>> No.3562047

Ignore TNT, just play the sequel. Plutonia on the other hand only play the original.

>> No.3562058

pigcops? more like baracops

seriously tho, UNF

>> No.3562068

wouldnt that technically be having and extra chromosome or two?

>> No.3562072
File: 12 KB, 400x400, 1447163325608.jpg [View same] [iqdb] [saucenao] [google] [report]

Tasty bacon

>> No.3562078

There's a TNT sequel?

>> No.3562081

Wakey-wakey, the third one is coming soon enough.

>> No.3562086

Barrels O' Fun

>> No.3562092

Is a shit level.

>> No.3562093
File: 2.27 MB, 1920x1080, murrica.png [View same] [iqdb] [saucenao] [google] [report]

fuck yeah, democracy!

>> No.3562095

You can upgrade the BFG replacement now? That's cute.

>> No.3562185

see here

>> No.3562192

Since Gearbox fucked up with the new release and didn't put in addons like Megaton, here's a handy zip of the main Duke3D files needed for EDuke32 plus the addons from Mega. Put this in the infographic if you want:


You only need the addon's GRP right? No CON files?

>> No.3562237

i don't think the info graphic is maintained, but thanks!

>> No.3562313

twice actually
one is for the altfire (see image)
second is a passive spread shot that applies to both fire modes

>> No.3562320

the funny thing is that even me as a pleb can see a handful of errors in this run.
A TAS without abuse, or a perfect run, could probably shave 20 seconds off of that WR.

>> No.3562341

both are not the best conditions when it comes to cognition.

>> No.3562349

by the way, bump limit reached. I'm too new to make an OP, so someone step ahead if you would.

>> No.3562354

yeah i'll do it soon

>> No.3562358
File: 2.98 MB, 1280x720, barrels.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3562359

the download link in the quake infograph leads to a latvian federal copyright page, someone might want to edit that out so nobdy gets swatted by wannabe russians.

>> No.3562380


>> No.3562382
File: 19 KB, 350x300, 78b8501da2489b043056aa8a95c71f79b1905bdb.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3562386

Now shoot them

>> No.3562390
File: 843 KB, 800x556, file.png [View same] [iqdb] [saucenao] [google] [report]

Were the new levels from Quake 2 64 ever ported to the PC? If yes, where can I find them?

>> No.3562396


>> No.3562418

are they all on those bouncepads from the skulltag maps

>> No.3562420

Violet is in heat. All the neighborhood barrels can sense it.

>> No.3562425


>> No.3562426

i don't think anyone will ever update that thing

>> No.3562432



>> No.3562472

I'll come and complain again when the speznas arrive

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