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

/vt/ is now archived.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 43 KB, 240x372, 1483141429981.gif [View same] [iqdb] [saucenao] [google] [report]
3708114 No.3708114 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3702485

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/1476/78/1476783249877.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.3708115

=== NEWS ===

[Til 3-15] Dropbox will be dropping support of public folders in mid-March; now is a good time to mirror any Doom-relevant files available through this

[12-24] Xaser has released a beta of a new map, dead.air

[12-24] Return to Ruins, a new mini-episode for Powerslave/Exhumed AND mapping documentation!

[12-22] Xeotroid released his cover of the TNT soundtrack
https://www.youtube.com/watch?v=He3F4CQFZVY [Embed] [Embed]

[12-21] Intermission, a Doom/Retro FPS podcast by Term and friends, wraps up the year with E1M8
https://www.youtube.com/watch?v=-75U6NLVuKY [Embed] [Embed]

[12-20] QUMP formalized; get mapping!

[12-19] DUMP 3 weapons finally finished!

[12-19] Arcane Dimensions 1.5 Patch released

[12-18] PortaDoom Alpha 2 released; a HUGE portable WAD collection in 90's disk-zine format

[12-16] A keyboard with displays on each key can run Doom
https://www.youtube.com/watch?v=q7b9glYuAXw&feature=youtu.be [Embed] [Embed]

[12-16] DOOM-Crusher released; this tool can recursively optimize and reduce file sizes of your WAD and PK3 files

[12-12] DOOM Resurrected, a documentary series about Nu-Doom by Noclip, is being released in parts

[12-10] The 13th Cacowards were announced in celebration of Doom's 23rd birthday!


PROTIP: If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.

>> No.3708118


News post isn't updated because the thread had to be rushed, sorry everybody

>> No.3708123
File: 16 KB, 240x348, health full.gif [View same] [iqdb] [saucenao] [google] [report]

I need to get some work done tomorrow.

Give me some drawfag requests so I can get in the mood quickly in the morning.

>> No.3708136
File: 145 KB, 794x493, temple_front2.jpg [View same] [iqdb] [saucenao] [google] [report]


Alright, made a test-build of the map if someone wants to test it out.
It needs cc4-tex.wad resources, which are not included in .wad/.zip.
Also some tips here:

* If it isn't completely obvious, there are five serpent-switches in level. Once you have switched them all, return to the starting location and gate opens
* Rockets are premium - this is rather intentional. But you will be restocked heavily at end of the level, so don't be stingy, make use of the little you have.

If you spot something wrong ( monster stuck, door/etc. doesn't work, slimetrails, graphic errors ), I would like to be poked about it. I haven't had time to test the map extensively yet, so it might be bit unbalanced still. I gotta head to sleep...

>> No.3708139


Doomguy shitposting.

>> No.3708141

That was a really painful transition.

>> No.3708142

Indeed, it took a while for anybody to make a thread and then a little longer for everyone making one (even me) to get it right.

>> No.3708156

Not lying, it was hilarious.

Anyway, I finally tried Unreal. It's pretty strange how that game is everything I hate in a FPS, and yet I'm having fun with it.

>> No.3708157

Doomguy drawing a picture on a wall with blood.

>> No.3708168

Doomguy and arthur from Ghost n goblins killing demons

>> No.3708173

Blaskowitcz fighting demons while mulling about whether or not Earth can still be saved.

Meanwhile, nazis in WWII running to escape Doom Slayer's wrath.

>> No.3708180

>Notice later on from the image that I accidentally scrollwheeled the floor 8 units


Extremely small fix that basically doesn't do anything, but I can't sleep like this.

>> No.3708191

>Playing Heretic
>Collect Tomes and Rings left and right
>Never use them
>Lose them all at the end of the level

I'm way too stingy for my own good.

>> No.3708207

Actually, scratch that one too. Both are busted, don't bother with them. I gotta do some fixes, just brb.

>> No.3708214
File: 1.16 MB, 1255x673, argent energy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3708225

Crash being cute.

>> No.3708226

Doomguy encountering Dante From Devil may cry 4 Fighting demons

>> No.3708229
File: 29 KB, 597x373, bigfixes.jpg [View same] [iqdb] [saucenao] [google] [report]


Okay, now the shit sould be fixed.
And time for me to fuck off to bed.

>> No.3708250

Draw some Quake stuff.

>> No.3708261
File: 87 KB, 533x800, TheUACDidThis.jpg [View same] [iqdb] [saucenao] [google] [report]


anon, don't stop now, I can clearly see you are missing 25% of the map


>> No.3708262
File: 33 KB, 349x195, 111.webm [View same] [iqdb] [saucenao] [google] [report]

made a sword animation

>> No.3708265

The initial swing looks pretty awkward

Nice sword though

>> No.3708272
File: 255 KB, 459x449, WOHAE0.png [View same] [iqdb] [saucenao] [google] [report]

i think it needs more wind up. will see what i can do.

>> No.3708275

The blade looks a tad too tilted to the side as you go along the blade towards the tip

So it is more like you hold it straight but twist your wrist to cut

Probably just need to do some editing for it

>> No.3708292

heretic voxel guy, are you here?

everything looks extremely professional, i saw in the last webm you improved the crossbow too, looks awesome

the firemace balls look particularly great

>> No.3708306

Oops, finished it sorta already

>> No.3708324

nothing, because you'll probably abandon us and never deliver anything. just like that other anon ;-;

an imp from classic doom and the other from nudoom trying on fancy hats made of human flesh and bones and being cute.

>> No.3708439
File: 19 KB, 75x75, 1478326644787.gif [View same] [iqdb] [saucenao] [google] [report]

Not totally related, but anyone else have transparent doom gifs like this? pls i need it

>> No.3708443

what other anon are you referring to?

>> No.3708461

just a very very old thread

>> No.3708470

Im a moron and cant get voxels to work with doom i have zdoom.

>> No.3708471
File: 6 KB, 239x239, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

>Introduce 11 yr old nephew to DOOM 1&2
>He's apprehensive about playing it because shit grafix
>Ends up really liking it
>Tells me he likes it way more than DOOM 2016

>> No.3708473

He's just trying to fit in.

>> No.3708481

IIRC software voxels are fucked

>> No.3708483

i'm sure an 11 year old boy really cares about what a group of old men on an anonymous message board think

>> No.3708486

So I finally got my first source port yesterday so I could play some TNT and Plutonia, having only played Doom 1 & 2 on my 360.
I ended up going with ZDoom, but now realize that dying automatically loads the last save instead of restarting the level with just the pistol. This is a little annoying since I was planning to do pistol start runs after running through each megawad.
Is there any setting somewhere I can change to make this possible, or do I need to go with a different source port? If so, which one?

>> No.3708490

use prboom+

>> No.3708496

There's a pistol start mod somewhere on the ZDoom forums. Or as that other anon said, use PrBoom+. Closest to vanilla Doom while feeling modern.

>> No.3708501

Nevermind i got it to work. Just had to keep everything in one folder

>> No.3708502

What source ports do you recommend for Hexen and Heretic?

>> No.3708506
File: 220 KB, 1241x835, Pumpkin Tell me about this ridley guy.jpg [View same] [iqdb] [saucenao] [google] [report]


just follow the flow Anon, Samus and Doomguy kissing beneath a tree made of demons and space pirates parts

>> No.3708514

I'll ask every thread when's GMOTA and Space Pirate and Hexen Souls

>> No.3708527

oh, alright then

>> No.3708530


>> No.3708534

Anymod that lets me air dash using a standalone button?

>> No.3708536

If you give that much of a shit about graffix, you're ruining your gaming.

>> No.3708559

it wouldn't surprise me that you were trying to force it to him, and he was saying that just to appease you.

>> No.3708578

What's your favorite sound effects WAD?

>> No.3708581

I'm playing the second level in blood and i feel like the level is unbeateable pitchfork start unless you get luck with enemy drops. Does it get better or is this the entire game.

>> No.3708587

The one that makes the plasma gun not rape my ears.

>> No.3708591

Blood is harder than the veiniest of diamonds.

>> No.3708602

So, why haven't we had a contemporary source port with split screen since 1999?

>> No.3708604

Because port devs don't really expect a large amount of people would want to play splitscreen Doom? It's a niche within a niche.

>> No.3708608

Best Quake 2 sourceport? I don't trust samething with "- Fix some longstanding AI problems" in a recent update.

>> No.3708612

Yamagi Quake 2 is what I use.

>> No.3708615

Unless you're splitting it down the middle to make use of a widescreen, I genuinely don't see a good use for splitscreen in this day and age.

>> No.3708616

>i have no friends

>> No.3708618

>multiplayer is only local
I know this is /vr/, but really now.

>> No.3708627
File: 226 KB, 800x600, 1483161231895.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3708628

>maxed speed

>> No.3708629
File: 674 KB, 1920x1080, duke0000.png [View same] [iqdb] [saucenao] [google] [report]

yea i beat it
The first part before you get the flaregun is insane, you need to make use of every single dynamite
i feel like the map would have been better balanced had they given you a flaregun at the start so you could deal with the hitscanners at the entrance to the station and the lobby better

>> No.3708646

not him but I will always fondly remember playing doom legacy on co-op with my younger brother back in the day.

MAP11 alone gives me so many feels because of that.

>> No.3708656 [DELETED] 

Lol you're playing an eduke32 mod, retard. A bad one at that, too.

>> No.3708658


>> No.3708663

the mouse in dos is so bad even with the fix
it doesnt detect small movements for example
if you can recommend me a better substitute then do so

>> No.3708667

It's literally the best there is aside from just running it in DOSBox with bmouse. If he wants to use BloodCM let him use it.

>> No.3708669

I use vanilla mouse in blood and find it fine, have twitch precise aim reflex.

>> No.3708671

Is it possible to have a toggle switch in Doom? As in
Hit it once: does something.
Hit it twice: does something else.
Hit it thrice: does first thing again.

It would be useful for making multi sequence locks, like the doorway in E1M2 in the gunshop of Duke3d, but I can't think of how you'd do it in Doom.

>> No.3708672 [DELETED] 

>It's literally the best there is aside from just running it in DOSBox with bmouse.
Yeah so why not just do that?

Typical shitter doombabby """opinion"""

>> No.3708674 [DELETED] 

Vanilla blood without bmouse is far better than the abomination that is bloodcm. Fuck off kid.

>> No.3708707
File: 395 KB, 720x1280, CacoPublicity.jpg [View same] [iqdb] [saucenao] [google] [report]

how are going those qump maps?

>> No.3708723

you'd probably have to use a script for it but i'm sure it's not that hard

>> No.3708753

I think I figured it out.
A repeatable switch that with a ++ that resets the variable if it hits 2 (if (dingus = 2) {dingus == 0}
and then other scripting will happen depending on that variable

>> No.3708762

Recommend good looking maps for literal trash players

>> No.3708781
File: 345 KB, 796x930, file.png [View same] [iqdb] [saucenao] [google] [report]

I see some anon decided to use my rips.

Note that they are 1280x720 mostly for reference to their original position, as they are meant to be scaleable, and you'd need to reposition them depending on the rsolution you pick anyway.

Thing is, but ZDoom and GZDoom treat large weapon sprites incinsistently, sometimes resulting in line duplication within the sprite, so the end result ends up being anywhere between 5-10 pixels wider/taller than it should be, as well as botching the pixel accuracy of a sprite.

Cutting up the free space would solve the issue, but you'd need to reposition the gun back on its place.

Right there in the thread should be a simple ImageMagick command to resize and cut them en-masse. Also there is a link to Doomworld thread with another command that should generate you a TEXTURES file with proper offsets. I do not know how tou make it write offsets into the file itself, like SLADE does (if anyone knows, please do tell)

>> No.3708789
File: 1.26 MB, 1917x929, update.png [View same] [iqdb] [saucenao] [google] [report]

been working mostly on updating my geometry in first section, messing about with compilers and changing trenchbroom version. this is about 1/3rd of layout done, think I should update my entry in google doc soon

>> No.3708795

I still can't get over the fact that the actual face of Doomguy in the new game is quite literally an HD rendition of the classic HUD face.

There was no need to include a full face inside the helmet, but they went and did it anyway.

I mean, he shaved his head bald and looks like he also got a nose job, but still.

>> No.3708798

he didn't bald up
there's just no model to load from forehead upwards

>> No.3708801


you will be surprised how easy is to scan a face and put it in a 3d editor (with the proper equipment of course)

>> No.3708802

do you think it's leftover from the "call of doom" era, or the devs planned to use it for something special? (spoiler]maybe like having a classic inspired HUD in the retro secrets?

>> No.3708803

>scan a face
do you have a source for that?

>> No.3708806


No fucking way it was a leftover from CoDoom, you can actually see their rendition of Doomguy in there: it's the dude with the eye-patch.


Watch any 2K development video. Hell, you can do it on your own using FaceGen Modeller.

>> No.3708807


don't you really believe in this day and age modelers do it by hand, do you?


>> No.3708808


the latest racing simulators use a LADAR to scan the tracks

>> No.3708809

I know it's doable lol
I was actually asking for official confirmation from someone at ID, or someone who got to ask an intern at qc, nvm

they probably reused BJ's face model from TNO

>> No.3708814

Raven used this tech during Wolf 09 development
every AAA studio does now, even ass-backwards valve

>> No.3708818


>doing games

>> No.3708820

last I heard the TF2 team was composed of a whopping 7 people.

>> No.3708824

I like to think of them as dairy farmers, feeding and milking two of their profitable games while pretending that they care for tf2 and other franchises.
but yeah, they have used this tech during development of l4d2

>> No.3708835

i heard it was half a person and a carrot

>> No.3708836

That is because valve has fuckall controll and has a "feel good" attitude when it comes to work.
I headr that you can move between teams almost freely,so if you are interested in TF2 development,you can join them,and if you are not you fuck off and move to Dota or CS:GO.
This is what happens when you let everyone do what they want.

>> No.3708839
File: 15 KB, 600x600, doomguy shitpost.png [View same] [iqdb] [saucenao] [google] [report]

He could be in this very thread

>> No.3708847
File: 23 KB, 900x1294, drawing with blood.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3708856

I didn't know Nick and Judy were on that case.

>> No.3708859
File: 17 KB, 704x500, doomguy and arthur.png [View same] [iqdb] [saucenao] [google] [report]

I'm not familiar with this IP at all, but I tried

>> No.3708862


>> No.3708863

>that running pose
My fucking sides.

>> No.3708867
File: 95 KB, 272x225, hue.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3708868

they don't need to do shit by this point. their money works itself.

>> No.3708872
File: 24 KB, 1223x724, TNO vs DOOM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3708873

I know I'm late but I would like this >>3708225

>> No.3708880

Poor nazis.

>> No.3708883
File: 16 KB, 740x814, number 1 drill sgt.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3708903


/r/ing Daisy as a Helldemon and Doomguy still trying to pet it

>> No.3708905
File: 2.98 MB, 800x452, 1481891830486.webm [View same] [iqdb] [saucenao] [google] [report]

sauce for webm?

>> No.3708907
File: 21 KB, 1058x739, dante the demon killer.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3708910

Cyberpunk Shootout, if I recall correctly.
It was in developement here for a while, but the creator dissappeared after a while.

>> No.3708915
File: 15 KB, 647x647, babby shambler.png [View same] [iqdb] [saucenao] [google] [report]

Here, have a baby shambler

>> No.3708916


>> No.3708917
File: 64 KB, 640x480, Sunken Cathedral.png [View same] [iqdb] [saucenao] [google] [report]

ticking along, trying to add a bit every day. Eidtor screenshots look pretty meh from the outside because its all flat exterior stuff that the player will never see.

Here's an in game shot though

>> No.3708920

Awww, look at its little toes. It's like a teddy bear.
I want to see it wiggling its toes.

>> No.3708938
File: 33 KB, 1333x961, imp hats.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3708989

fukken noice

>> No.3709019


Does yamagi removes the retard Mojave wasteland piss filter?

>> No.3709021

>he doesn't like the Mojave
Shame on you.

>> No.3709040

That piss filter is a part of Quake 2. You can't remove it.

>> No.3709042

It does actually.

>> No.3709046
File: 6 KB, 184x184, 396004.jpg [View same] [iqdb] [saucenao] [google] [report]


My bet is something based on Prime's Reflective Visor, but with the doomguy's classic reactions ported to it

Like when he gets the bfg 9000 for the 1st time and we see his classic grin after he shoots it, but then i think that said idea ended up being rehashed to use on the classic Doom parts


>> No.3709050

RoTT protagonists each giving different rocket launcher as a present for Doomguy.

>> No.3709062
File: 23 KB, 1052x867, kiss.png [View same] [iqdb] [saucenao] [google] [report]

They're having technical difficulties

>> No.3709072

I get an error when trying to run Arcane Dimensions.

"QUAKE ERROR: You must have the registered version to use modified games"

Is that some piracy protection or did I do something wrong?

>> No.3709076


you are already targeted by the fbi, god speed anon

>> No.3709080

That's adorable. In a retarded dog way.

>> No.3709086

Make sure your Id1 folder has a "PAK1.PAK" file. If you don't, you basically have the shareware demo of the game and pretty much all source ports will lock you out of using mods.

>> No.3709093

sorry man I'm all done for today

>> No.3709096
File: 18 KB, 400x400, Cacomack.jpg [View same] [iqdb] [saucenao] [google] [report]

You made some great stuff! Thanks buddy

>> No.3709103

>finally discovered that using the amplifier and the rocket launcher in Unreal does nothing

>> No.3709110

Download the Quake files from the pastebin in the OP

>> No.3709116

Gimme some classic FPS sprite games to play.

Already played Duke 3D. Not a fan of fantasy stuff so no Hexen or Heretic.

Blood/Shadow Warrior look great.

Anything else?

>> No.3709118

Yeah, play the DOS version of Powerslave / Exhumed. Check make sure you download a retail version because crap rips and beta are common on warez sites. Go for Exhumed rather than Powerslave.

Also Redneck Rampage, its add-on Route 66, and its sequel Rides Again. RR is a flawed game, but R66 does a great job at hiding the flaws, and RA fixes some of it and adds lot's of awesome stuff. Get the collection on GoG.

>> No.3709123

Redneck rampage.

>> No.3709124
File: 45 KB, 640x400, powerslave_superduperearly.png [View same] [iqdb] [saucenao] [google] [report]

The crappy DOS version of Powerslave? Using a half-finished engine? Yeeee-EESH.

Go for Powerslave EX, or if you're a 100% True Death Murderhead for accuracy the Sega Saturn version.

>> No.3709128
File: 114 KB, 825x600, 85150bb187fa3ed4e3048eb627001fc2.jpg [View same] [iqdb] [saucenao] [google] [report]

i am looking for a long and well designed maps like no rest for living maps. what do you recommend?

>> No.3709131

Realms of the Haunting

>> No.3709135

Is the original Aliens vs Predator on PC? That's a sprite fps. Also there's the total conversion Aliens mod for Doom Which I've never managed to get working

>> No.3709141
File: 1.07 MB, 5000x5000, GOTTA RIP FAST.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks guys, it worked.

godspeed to you too

>> No.3709146


dos powerslave isnt that bad, there's some great level design, too bad about the strafing.

And it truly does pale compared to the saturn & playsatation versions (btw EX is based on the playstation version, not the Saturn one)

>> No.3709150

It's not a "half finished engine". It's an earlier version of the engine, which contrary to popular beliefe, even supports slopes.

The console version(s) are great too, but they're entirely different games.

DOS version has some of the best Doom-era level design I've seen. Also better atmosphere than the console one imo, with great colours.

The Saturn one is great for its 3D Quake like level design (which considering it was mostly developed at the same time as Quake, is more amazing than most people realize) and for its somewhat more original progression and mix of platforming.
But if you want a more "classic FPS experience", the DOS one is the way to go.

>> No.3709151
File: 193 KB, 500x500, 1481669047976.png [View same] [iqdb] [saucenao] [google] [report]

Recommend me some good megawads, /doom/

i have a playlist of heavy metal ready to go and i'm fiending right now

>> No.3709156

Epic 2

>> No.3709159

>too bad about the strafing

There are several ways to make control better. You can get faster strafing by using "autorunning" (set "run" to capslock), and then when you do strafekey+left or strafekey+right (rather than strafeleft key or straferight key) you'll get faster strafing.

Also if you use the EXPSDEHK patch, you can strafe, run and turn in any direction at the same time, strafe circling that the game wasn't designed for and didn't allow.
As a result though, you'll get the same speed boost that you get when you strafe+run in Doom or most Build games, and because of this you'll be able to make bigger leaps. The problem with that is that the level design is based on the regular jump distance limit, so with the patch you can sequence break in almost every single level.
So if you use the patch, don't strafe run during jumps.

>> No.3709162

Has anyone found a way to fix the annoying no-strafing bug yet? That's kind of a big problem when you wanna play a Doom-clone

>> No.3709164

Well, guess that answers my question. Thanks Nesfag!

>> No.3709165

Here >>3709159


Like I said, just don't strafe run during jumps or you'll keep sequence breaking every level. It really breaks the game.

>> No.3709174
File: 74 KB, 830x700, Vore_fire.jpg [View same] [iqdb] [saucenao] [google] [report]

>oh that's cool I wasn't planning on having fun anyway

>> No.3709183

Vores are easy to deal with after you've dealt with them for a while. Sure the homing bombs take way sharper turns then Revenent fireballs, but you can still make them crash into walls or hell just other monsters.

I'd truly believe your greentext if you posted a picture of a Spawn.

>> No.3709197
File: 647 KB, 1024x600, notaqumpmap.png [View same] [iqdb] [saucenao] [google] [report]

Still in a planning phase, might start working on it after I finish this for retrojam6.

>> No.3709198

Unlike revenant missiles, voreballs are also faster than the player so you need to use strafejumping to outpace them.

>> No.3709235

is there a way to make the particles square in quakespasm? they're single pixels in the original quake, not circles.

>> No.3709236

Try the r_particles console command, either 1 or 2 will give it square particles, I forgot which.

>> No.3709245
File: 153 KB, 1280x720, doom11.png [View same] [iqdb] [saucenao] [google] [report]

here's an fda no deaths, didn't find any secrets, recorded with glboom+ -cl9.

being stuck with a shotgun & chaingun for most of the map made proceedings rather slow and grind-y for my taste. there aren't really enough non-secret rockets to speed things up. with that kind of ammo austerity, the constant impulse is to save rockets for nasty reveals (like a vile) or walls of meat (those hell knights blocking the spire to the switch. there were lots of tankier monsters around like the trio of mancubii blocking the path to the blue armour that posed no real challenge to the player and weren't engaging to deal with, just a vaguely annoying timesink.

now i've beaten the map and knowing just how many rockets are available in the final arena, i think the optimal way to play is to be as aggressive as possible, avoiding fights and then going back to clean up at the end.

anyway it was an aesthetically pleasing, well put together map. decent texture usage and composition. there's only one visual error i could find and that's the one in the picture.

other bugs/notes:
- the four cacodemons flanking the 3d bridge were trapped and couldn't do anything because the space is too small
- the switch that causes the pinkies to teleport in en masse was very tedious and not well thought out. the main problem is how the trigger is positioned safely on higher ground where they can't get to you at all. because of infinite height monsters, it's hard to get down into the arena by any means other than the stairs and that acts as a natural chokepoint where they can very slowly - and safely - chainsawed to death.
-mancubus id 495/496 can't move because the platform is too small

>> No.3709246 [DELETED] 


Go back to fucking /v/ retard, this is FUCKING DOOM CLASSIC FPS GENERAL

the only powerslave that matters is EX

>> No.3709263


what a fucking idiot

>> No.3709264

Thanks for the feedback. I already fixed the cacodemons - and thanks for the pointer on the demon-portal encounter. I will look into improving it.

>> No.3709268


>> No.3709270


some /v/ retard falseflagging

>> No.3709274

Ha, the usual "lmao doom sucks, daikatana is 999x better" shitposting.

>> No.3709325

I could never understand how people ever had trouble with spawns. they have a distinct sight sound effect that is just effective as it is easy to tell apart, they give the player plenty of time to react upon encountering one, and move relatively slow for a reduced time window if it hasn't already spotted the player. they're not even that hard to get once they begin bouncing around.
it's a matter of keeping your distance and 6 single shotgun shells/5 SNG shots/1 rocket.

>> No.3709332

Dude, why is Shadow Warrior so fucking hard?

>> No.3709336

Dude, why is Blood so fucking hard?

>> No.3709338

Dude, why am I so fucking hard?

>> No.3709342

Dude why is NAM so fucking hard?

>> No.3709347

because of hai lin

>> No.3709349

http://puu dot sh/t6Vfl/59fadbc130.zip FDA for test1 version. I've almost screwed myself over in that water section.
It's possible to beat final encounter in a very cheesy way. Though, for a more "fair" approach for this an extra green at least armor wouldn't hurt.

>> No.3709354
File: 130 KB, 1582x825, shadoww.jpg [View same] [iqdb] [saucenao] [google] [report]

I like this game

>> No.3709382

>http://puu dot sh/t6Vfl/59fadbc130.zip
Is this GlBoom+ cl-9? I will check it later on.
Thanks for testing.

>> No.3709383
File: 9 KB, 266x190, IMG_0408.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the proper spelling of the revenant's greeting? Is it

>> No.3709387

AAAAAAAAAAAAAA is for the headless kamikaze in Serious Sam. AHHHHHHHHHHHH is for the revenants. Very big difference.

>> No.3709401
File: 103 KB, 1280x800, photo_2016-12-31_22-02-30.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3709406


Shut up, Sam.

>> No.3709425

Looking more at the replay, seems like self-referencing sectors work wonkily? I used them to create sort of obstructions, but they don't seem to work as well I had hoped ( ex. the water-area should not get active unless you actually go there ).


>> No.3709461

Apparently ZDoom handles self-referencing sectors differently, blocking projectiles and sight.

>> No.3709492
File: 7 KB, 191x234, cute.png [View same] [iqdb] [saucenao] [google] [report]

Thanks dude

>> No.3709637
File: 49 KB, 1052x867, Technical Difficulties.png [View same] [iqdb] [saucenao] [google] [report]

I colored this for use as an avatar, but like the last time I did that for a doom related image, I'm posting the colored version here

>> No.3709641

Ah, watched your replay. I see what you mean.
Thanks for providing me with that.

By the way, do you have any other feedback? Opinions perhaps?

>> No.3709643
File: 689 KB, 2007x1304, RsxpjUO.jpg [View same] [iqdb] [saucenao] [google] [report]

how about quake cute and creepy cartoonish monsters with cute sounds mod

cute :3

>> No.3709661

For a while, I've wanted to make a "Paper Doom" mod that replaces all the sprites and textures with scanned colored pencil drawings, and the monster sprites would even be little paper cutouts with a prominent white outline.

Problem is I suck at drawing.

>> No.3709693

thanks man

>> No.3709703

That would just make it better!

>> No.3709736
File: 825 KB, 1014x1654, doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]

here i just drew doom marine.

>> No.3709758

Bretty good
-Anon,art expert

>> No.3709763
File: 11 KB, 259x194, descarga (9).jpg [View same] [iqdb] [saucenao] [google] [report]

What are your opinions about this game guys?

>> No.3709792

Love it, love the levels, love the quotes, love the atmosphere, love some of the weapons

But there's no denying that's it's still full of problems, one of the least polished build games on certain parts

>> No.3709820

very cute, anon!

>> No.3709851

It's even a proper damned yeti, too.

>> No.3709860



>> No.3709887

I'm so alone...

>> No.3709890

that reminds me of some image set that was popular back in the days of various small papercut characters getting tortured with 3D stuff

>> No.3709896

Where are you from senpai?

>> No.3709898

No you're not. You'll always have us Anonymous faggots who share a passion for Doom.

The Netherlands. Hench my terrible English. You?

>> No.3709901
File: 295 KB, 1693x1184, ThisIsUnf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3709905

Poland, and I wonder how many European anons are posting on /doom/

>> No.3709915

another polack reporting in, living in uk tho

>> No.3709919
File: 140 KB, 543x754, 1465332032731.jpg [View same] [iqdb] [saucenao] [google] [report]

bongistanian here

>> No.3709923

I'd roughly say around one third of /doom/ is made up of Europeans. The other one third made up of Americans and the last one third is made up of a mixture of the other continents like Asia and South African doomers.

But then again, without concrete numbers we can't conclude shit sadly.

>> No.3709924

>does not salute with open palm
way to fuck up

>> No.3709945
File: 1.39 MB, 478x360, 1453521989434.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3709946


I'm southamerican

>> No.3709949

New year, new maps. Just some and Disjunction's done.

Happy new year, and may your wads be bountuful.

You could try to poll it or put up one of those nap-things where people mark where they live.

I am from Finland.

>> No.3710002

That's a pretty good idea. I've made a pretty global poll, containing mostly the continents.


Also, captcha made me select all the pictures with fireworks. Pretty appropriate, lol.

>> No.3710032

>no australia option

>> No.3710035 [DELETED] 
File: 221 KB, 1920x981, DoomMap.jpg [View same] [iqdb] [saucenao] [google] [report]


put a 2 pixels yellow dot over your city

>> No.3710038 [DELETED] 
File: 28 KB, 191x233, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]


this is how I placed it, I took a screenshot of google maps and resized it

>> No.3710039
File: 617 KB, 1024x600, stillnotaqumpmap.png [View same] [iqdb] [saucenao] [google] [report]

Not really satisfied with ammo and enemy placement, I think I made some areas too easy for infight.
Fuck it's hard to balance a map properly (Especially for Quake).

Bosnian here

>> No.3710042
File: 196 KB, 1920x981, DoomMap.png [View same] [iqdb] [saucenao] [google] [report]


put a 3 pixels hard yellow dot over your city

>> No.3710043
File: 195 KB, 1920x1080, Untitled-4.jpg [View same] [iqdb] [saucenao] [google] [report]


this is how I placed it, I took a google maps screenshot and adjusted it over my city

>> No.3710045

Fuck, how could I forget Australia?
Sorry Australians. I blame it on New Years Eve.

>> No.3710076

Does anyone know if the upcoming steam release runs on dosbox or if its a sourceport?

>> No.3710084


>> No.3710091

>Have idea for map
>Can't find fitting music
>Have midi and theme for map
>Can't come up with layout

>> No.3710092

If all else fails, use midis of 90s pop music or smooth jazz.

>> No.3710095

More likely than not it's just the GoG release repackaged.

>> No.3710279
File: 1.28 MB, 1280x886, primed_for_doom_by_mrbfox-dam2pky.png [View same] [iqdb] [saucenao] [google] [report]

Happy new year DOOM and Classic FPS community, may 2017 brings us more megawads, more Mods and maybe Metroid Dreadnought updated with all love and must

>> No.3710317

It would be a great game if the features important to fps (really on here: enemy and level design) weren't dogshit.

It's a mediocre game if you enjoy it for its charm and as it stands it has no replay value.

If it was reworked the same way Hacx was, it could be worthy.

>> No.3710321

What's the source of that doge version of auld lang syne from reelism

>> No.3710330

>tfw Antarctica is the closest country to my country (NZ)

>> No.3710341

Happy new year to you too, anon.

>> No.3710350

>tfw Mordeth Episode 2 will release this year

>> No.3710363

imo for quake infighting is less important than it is for doom, you're encouraged to take risks in quake and fight stuff yourself due to the much wider range of player movement

>> No.3710401

happy new year fuckers

>> No.3710404
File: 124 KB, 831x639, 1475157754361.jpg [View same] [iqdb] [saucenao] [google] [report]

Happy new year, bud

>> No.3710405
File: 42 KB, 462x700, long ran.jpg [View same] [iqdb] [saucenao] [google] [report]

Mazel tov

>> No.3710464

It's a random MIDI file that was thrown into OpenMPT and had some samples changed.

>> No.3710478
File: 1.39 MB, 1280x689, nowlookatthisbfgthatijustfound.png [View same] [iqdb] [saucenao] [google] [report]

happy new jeer

>> No.3710482
File: 112 KB, 256x202, 1331427806787.png [View same] [iqdb] [saucenao] [google] [report]

wad concept pitch

>> No.3710497

other pitches include:
some sort of corporate warfare between UAC and WY
/vr/oom jokewad

>> No.3710617
File: 9 KB, 187x270, images[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you figure out something in ACS and it works
I fuckin' love coding
now if I could actually make levels

>> No.3710620

Aah, that brief, magic moment where you're briefly deluded into believing you know what you're doing...

>> No.3710669
File: 45 KB, 695x459, aw0016.png [View same] [iqdb] [saucenao] [google] [report]

Was Carmack correct? Where Tim's levels more cohesive?

Personally I think Romero's were more but Tim's (+Mcgee's who worked on them too) played better. I presume this is talking about Epsideo 1 (Tim's) and Episode 2 (Romero's). I haven't played the shareware release though.

>> No.3710679

Finished your map yesterday using the link at the beginning of the thread so I understand you may have already fixed/addressed most these. Additionally, I shared similar sentiments to this anon (>>3709245) so I may be repeating myself in some areas


1. The serpent switch here didn't fully lower into the ground (pressing the other sides didn't help either)

2. I was going to comment on how tedious and non-threatening this situation was but by the sounds of that other anons post, the pinkies are supposed to be able to escape their initial semi-circle sector? (I'm using zandronum 2.1.2 (I know, sorry))

3. The sides of this "door" above the switch are untextured and I was also confused about the use of the switch since according to GZDoombuilder it is not tagged

4. I assumed this was intentionally textured and related to the switch above but no amount of umf-ing helped

5. & 6. Just a few vines that clipped through the surface and some misalinged textures around the switch

7. I would encourage you to think about swapping this green armour with the nearby megaarmour as the secret feels underwhelming otherwise. Also it is possible to press the serpent switch from this secret area which isn't much of an issue in itself since it's just more tedious to try kill the revenants from there but with a bit of careful maneuvering it is possible to shimmy across the ledge on the left side and escape from the trap

8. This manc at the centre of the screen is stuck (Probably the same one the other anon pointed out)

9. It's possible to walk around the edge of this circular structure just before the mass-imp trap and bypass it and unfortunately also skip a floor lower trigger causing the player to get stuck if they jump down towards the second switch

That said it is a excellent looking map, glad you stuck with the circular theme throughout anon

sorry for blog post

>> No.3710681

I certainly have the basics down.
Toggle switches! On and Off states! Combination locks!

>> No.3710695

I think both Romero's and McGee's episodes were more cohesive than Tim's. I thought Tim's episode was picked as the shareware episode because it had the most variety in textures and acted as a preview of the rest of the episodes.

>> No.3710709

what book is that?

>> No.3710714

Master's of Doom. It's a fun read, though the start isn't that interesting when I first tried reading, now I just hopped to the middle of it and I'm hooked.

>> No.3710761

Thanks for feedback. Lot of those were fixed, although imp-trap was not.
Thanks for pointing that out.

Sounds also like you are playing first version, which had bunch of problems (ex. demons)
Still, valuable info.

>> No.3710764

I've always liked Redneck Rampage, despite its bad level design and sporadic weapon and enemy balance.

>> No.3710773

Quake RetroJam 6 (egypt theme) has a whopping 12 entries so far.

>> No.3710823

It's nice that Func_Messageboard has so many active users still. I'm looking forward to playing both the egypt Retro Jam and QUMP whenever that comes out.

>> No.3710895

I wonder when zscript will allow puffs and projectiles to know the texture of whatever wall they hit. Really really want to make a F.E.A.R style particles system

>> No.3710904
File: 140 KB, 794x493, edgy_as_possible.png [View same] [iqdb] [saucenao] [google] [report]

Man, next map will be edgy as hell.
Spikes, metal, hell-stuff, blood - gotta experiment some more.

Maybe I am going too far?
At last I found a proper sound track from F-Zero ( Death Wind )

>> No.3710906

Metal as hell. anon.

>> No.3710920

Happy new year, fellow faggots. You have any Doom-related resolutions this year?

>> No.3710925

I'll actually finish Doom 2 this year.

>> No.3710927

Beating Ultimate Doom, Doom 2, both Final Dooms and Master Levels on UV this time without savescumming

>> No.3710935

Finish my mapset and learn to make short maps ( I kinda wanna make a megawad of short & sweet 1-minute-to-beat maps )

>> No.3710963


Map more regularly. Become better at making maps.

>> No.3710976
File: 18 KB, 338x432, gzdoom_2017-01-02_04-28-22.png [View same] [iqdb] [saucenao] [google] [report]

GZDoom 2.3.0 Released: https://forum.drdteam.org/viewtopic.php?f=23&t=7453

ZScript! SSAO! Software renderer multithreading! A new IWAD selector window! Sweet jesus!

>> No.3710985

graf, it's the fucking holidays
don't you have anything else you'd rather be doing

cool shit though

>> No.3711015

I'm gonna make a map!

I'm not gonna make a map

>> No.3711023

Theese black creatures are scaring the shit out of me, goddamn that volume when they screech

>> No.3711024

Ancient aliens

>> No.3711025

I fucking love the SSAO.

>> No.3711028

Finish the thing I'm working on, start on the thing bubbling away in my brain.

>> No.3711032

Finish 64EX and finally Plutonia on UV.

>> No.3711038

Actually finish a somewhat decent level. I've started at least 100 levels, but always dropped them for whatever reason.

>> No.3711040

Glue bits of 'em together into better, finished levels! Frankenstein Dat Shittttt

>> No.3711061

Hmm that might be interesting. It's such a weird feeling going back to early levels you've created and seeing all the stupid shit you tried to do.

>> No.3711068
File: 2.52 MB, 1280x720, artifact .webm [View same] [iqdb] [saucenao] [google] [report]

who thought this was a good idea

>> No.3711170

Playing through the same thing right now, as soon as i got the beserk powerup and used it once, never again. Shit's too OP

>> No.3711173

wtf do lights.pk3 and brightmaps.pk3 do anyway?

>> No.3711186

Lights.pk3 adds dynamic lights to various projectiles, like imp fireballs and whatnot.
Brightmaps.pk3 adds brightmaps to iwad monsters, meaning eyes that glow in the dark and parts of them lighting up in their attack animations mostly.

>> No.3711191

Dynamic lights and brightmaps, respectively.

>> No.3711210
File: 66 KB, 500x374, 1450662802716.jpg [View same] [iqdb] [saucenao] [google] [report]

I just beat Halls of the Damned for the first time. I don't think I've ever seen a bigger shitshow in a video game. What a fucking maze of a level.

>> No.3711217

I must be the only person who loves that level.
It felt so surreal when I first played it.

>> No.3711267

yea and they throw souls at you like no tomorrow so you can pretty much use it every fight

>> No.3711323


>bump maps and stencil shadows when

>> No.3711326
File: 200 KB, 1920x1080, LT7VkCq.jpg [View same] [iqdb] [saucenao] [google] [report]

RetroJam 6 for Quake has been released. 16 maps in total!

>> No.3711329
File: 203 KB, 797x501, theme_struggle.png [View same] [iqdb] [saucenao] [google] [report]

Still struggling with theme.
I guess the sort of 'pointy halo of iron' doesn't work in these sort of places. I probably should see better places for them. I do like the sort of serrated edges that are dripping with blood, probably gonna incorporate more in map...

>> No.3711331

Goddamn those Quake people work fast.

>> No.3711358
File: 424 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3711364

Really fucking cool.

>> No.3711371

Is there anything fucky about the Steam release of Unreal Gold that I should know about before playing?
Only asking because Steam somehow manages to fuck up the release of almost every older game one way or another.

>> No.3711389


install patch 227i

>> No.3711393

i'd rather have actor>model angle interpolation first

>> No.3711397

>Try running game
>Game refuses to run and gives me an error message
>Install the patch
>Game refuses to run and gives me an error message
Haha, fuck me, am I right?

>> No.3711401


and what's the error?

>> No.3711407

To get FluidSynth to work do i have to run zdoom and use the console command for it to work? I've been googling answers and so far i haven't found any.

>> No.3711431

and i had trimidity work two years ago but now i forgot how to get it working again it seems my memory and patience isn't on my side this time

>> No.3711468

holy fucking shit I love zscript

>> No.3711491

Man, I really wish Boom had sort of on-sector-teleport. Or on-sector triggers, in general. Secrets check if you step on secret area, after all..

>> No.3711523

okay so i figured out how to get timidity to work bu now it's telling me that i need to "set the timidity-exe cvar location to timidity++" but im a bit confused because when i run the timidity exe it justs closes the window.

>> No.3711530

never since these require actual lighting data

>> No.3711534

bit of a newbie question..
Whats it do?

>> No.3711536

whats the difference between zscript and decorate?

>> No.3711545

basically it's the difference between decorate and dehacked

>> No.3711550

how do i turn on the secret message and sounds in prboom+?

>> No.3711554

oh shit, does it need we dont have to fuck around with inventory stuff to have cool shit? can we finally have real variables and so on?

>> No.3711565
File: 19 KB, 100x100, change attempt 3.gif [View same] [iqdb] [saucenao] [google] [report]

Well this looks better than the previous version already

>> No.3711568

>oh shit, does it need we dont have to fuck around with inventory stuff to have cool shit? can we finally have real variables and so on?

you can have actual fucking variables, and they can stay with a gun even if you drop it. There are actual loops, actors can do shit on the same tic they're spawned, you can make your own action functions with the zdoom's real internal functions etc

>> No.3711570

oh my fucking god finally
graf delivered like noone else could
I sorta feel bad because zdoom was my port of choice, but this will be the reason to switch for good.

>> No.3711580

If you want, I can try to give it a spin.

>> No.3711586
File: 6 KB, 456x219, zscripttest.png [View same] [iqdb] [saucenao] [google] [report]

here's an example of something I made. Every weapon inherits from a base weapon that has the reload state with sprite copying frames, so I just need to redefine the ammo type (which can be changed on the fly) and magazine capacity for any weapon that inherits from it. And since they're variables, it would be easy as pie to have an upgrade system that permanently increases the magazine capacity of one individual gun for example

>> No.3711590

the music still doesn't play when i turn timidity on

>> No.3711591

I won't stop you, but I've been trying more and more to do these sort of things on my own

>> No.3711595

too bad there isn't some tutorial on youtube that would make setting timidity up easier.

>> No.3711602

>I sorta feel bad because zdoom was my port of choice, but this will be the reason to switch for good.
also, graf and everyone else is pretty much leaving the zdoom ship at this point since randi has gone AWOL again and they're getting tired of it

>> No.3711617

wait does timidity work for gzdoom or just zdoom only

>> No.3711639

Ah, I won't spoil your learning then.

>> No.3711648

Why should someone use timidity instead of fluidsynth?

>> No.3711652

Will finish my E1 replacement this year. Just 2 maps to go, goddamn.

>> No.3711658

I want to make a multiple level wad.

>> No.3711664

Is Fluidsynth better? I tried following the steps of doing it like this in the console command fluid_patchset C:\ZDoom\Soundfonts\WeedsGM3.sf2 but still no sounds play

>> No.3711668

Is there a good samurai themed doom mod?

>> No.3711672

Have you actually downloaded and extracted the soundfont?

not really samurai, but you have a katana - Demonsteele

>> No.3711678

yes, I have a dictionary of soundfonts but no music at all, i even put it in quotes like the zdoom thread since the names of the files has spaces in them.

>> No.3711682

>but you have a katana
technically, he's a hwando

>> No.3711687

Are you using FMOD or OpenAL?

>> No.3711689

Last part with 2 shamblers and a vore is bullshit on nightmare

>> No.3711703

Fmod, anon. I dunno what I'm doing wrong, I just want to listen to the Doom music in Retro Synth that I've downloaded from this video


>> No.3711717

I don't know if sfpack files are supported

>> No.3711720

i converted it to sf2.

>> No.3711738

You know, Samurai Jack would work extremely well as a Doom mod.

>> No.3711748

it got a trailer

>> No.3711784

I fucking love this project

fight me

>> No.3711790

Nah bro, I love it too

>> No.3711794
File: 249 KB, 795x500, skintek_is_great.png [View same] [iqdb] [saucenao] [google] [report]

Alright, I think theme is good now.

>> No.3711795

Why does he turn into a sexy anime dragon?

>> No.3711806

It looks like a Final Fantasy 7 summon, desu.

>> No.3711823

>Implying there's anything wrong with sexy anime dragons

>> No.3711841


Little bit defensive, are you? All he asked was why.

>> No.3711846

Learn to take a joke, cringetard.

>> No.3711856

holy shit you are defensive

>> No.3711859
File: 54 KB, 945x607, t8bYr[1].png [View same] [iqdb] [saucenao] [google] [report]

He's not me though

>> No.3711860

that's even more embarrassing if you're overreacting to someone else's post

>> No.3711861 [SPOILER] 
File: 213 KB, 896x1216, 1483322026258.png [View same] [iqdb] [saucenao] [google] [report]

my first drawpost of 2017, a sexy anime dragon for the doom thread. enjoy

>> No.3711862 [DELETED] 
File: 777 KB, 250x250, peter griffin suffers a stroke.gif [View same] [iqdb] [saucenao] [google] [report]

>someone makes a joke
>someone else tells you to learn to take a joke

>> No.3711863

I want to frag her.

>> No.3711865 [DELETED] 

>someone asks a question
>disproportionate response, huh?
Two can play that game.

>> No.3711868 [DELETED] 



isn't what happened

but okay

>> No.3711875

something for me to keep in mind if I decide to try and put together a doom skin this year, I guess

>> No.3711881
File: 94 KB, 572x634, 1434295899809-0.jpg [View same] [iqdb] [saucenao] [google] [report]

>Just wanted to share a cool video and now everyone is fighting over sexy anime dragons

Let's fucking not and actually talk about the game. I liked the Hawkman's drill Gatling, and the Skeleton dude summoning suicide skeletons seemed cool

>> No.3711895

Now that I actually bothered to google Memoirs of Magic that does have a ton of work and polish put into just the art, I didn't realize it also was a class mod.

>> No.3711901


To be honest, I'm not really looking forward to MoM. I mean, it looks cool and it looks really pretty, yeah.

But the level design doesn't look that hot. It's really bare and basic, covered up by new textures and shiny graphics.


If you look at everything in here, you'll notice that the emphasis is on the cool textures and the neat models(?). The actual level itself is complete bollocks.

>> No.3711937

I like the look of it cause I'm a fan of cartoony Doom TCs, but like the other anon said the level design looks kinda crap. The mod maker sure likes his character designs though. Just on the cusp of cartoon and just straight furry. The hawkman's pushing it with that revealing armor.

>> No.3711973

>implying this wouldn't make for a top-tier wad if done as the premise behind a wad's concept, and hell shows up due to bullshit uac shennanigans

>> No.3711984
File: 205 KB, 640x480, OutcastDestroyWIP.png [View same] [iqdb] [saucenao] [google] [report]

Starting to convert all the outcast levels for d64ex

>> No.3711995

what the fuck I have just watched?

>> No.3712004

shining force's furry FPS indie brother

>> No.3712041 [SPOILER] 
File: 48 KB, 293x240, 1483327861303.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3712053
File: 42 KB, 449x392, 1481773617470.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3712073
File: 32 KB, 449x392, 1483328453502.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3712079


>Comic Doomguy

no big surprise; any other variant would've survived

>> No.3712092

Comic doomguy is now a gremlin

>> No.3712153

there's nothing in his post that implies he's defensive

you might be looking to much into it

>> No.3712238

"Let's all go to our respective homes separately and play a game toghether." and "Let's all lug our computers and their accoutrements to the same place and play a game together." is a lot less fun and than "Hey guys, come over to my place and play some games."

>> No.3712265

Hey guys, what is the better map manking tool?
I have a crazy plan to do some maps under some drugs.
Each map under effect of one, my rule will be simple, always work on the map under the effects of the designed drug for it.

>> No.3712271


>> No.3712286

I'd like everyone's opinion on this: What is an acceptable amount of saving and reloading while still 'properly' beating any given retro FPS or .wad? At what point does it become save scumming? Is saving mid level always a no-no?

>> No.3712290

Do it, dude. And post it here. I genuinely want to see what happens. Don't let this be a high idea that got away from you.

Here's a psychedelic trick I found by accident but never used in anything: if you use one of those openGL bloom hacks, and you have HOMs in your map, it creates a kind of feedback loop that causes all the "tracers" in the HOM to continuously fade through the spectrum of visible colors. Try it sometime.

>> No.3712292


I never save mid level

>> No.3712304

I think maybe saving after you get a key or something are good spots.

>> No.3712310

Personally? Save when you're in a good spot or just did something you don't want to do again. ("Save early and often." is a saying for a reason.)

Nobody really cares if purists think you're a bad enough dude. If you really want to be legit, you'll no-save nightmare run with a keyboard only.

>> No.3712339
File: 205 KB, 500x500, 1391180234082.gif [View same] [iqdb] [saucenao] [google] [report]

Otherwise known as the average day in the life of your everyday programmer.

>> No.3712368

It was probably from a point post CoDoom where the game had more of a story emphasis than the final product. All of his face is weighted but has no bones to animate with, including the tongue despite there being no mesh or textures in his mouth. It's clear that at some point he was gonna have his face show or maybe even talk but they opted to keep the entire game first-person mostly and scrapped the idea to just having the face in his collectible model.

>> No.3712404

Depends on what .wad you're playing versus how much skill and effort you're putting into it; if you're a newbie who got tricked into trying Swim with the Whales and now is determined to finish it, well, you might need that save button a bit more.

>> No.3712428

i save all the time for map wads. i'm not gonna die to some dumb bullshit like a wall opening up behind me with 4-5 chaingunners and have to redo a whole level because of said dumbshit

>> No.3712445

Someone please post that filter raped Doom image

>> No.3712467

Saving mid-level is fine if its like 30+ minutes long.

Its only savescumming if you are saving after literally every room/encounter, as this essentially removes any real punishment behind dying, and thus, you are less likely to learn from your mistakes and improve as a player.

>> No.3712470

Sorry, meant 20+ minutes long.

>> No.3712478

I thought they did away with (You).

>> No.3712481

It seems to have returned. I guess enough people gave negative feedback on the dots.

>> No.3712498
File: 28 KB, 100x100, change attempt 6.gif [View same] [iqdb] [saucenao] [google] [report]

Okay, here we go again (again)

>> No.3712504

thats neat
that energy dispersing effect adds quite a bit to it

>> No.3712506
File: 28 KB, 100x100, change attempt 6.gif [View same] [iqdb] [saucenao] [google] [report]

I just figured out how to change the duration of each frame in aseprite, I usually just share at the default 100ms per frame and when editing in SLADE I make sure each frame feels the right length.

but now I can show you guys a better idea of the speed it's gonna be in game

>> No.3712507

Max Payne has anti-savescumming mechanics. When you save, the enemies get tougher and Max becomes weaker. If you hammer that quicksave after every encounter, the game becomes basically instadeath bullet hell.

>> No.3712512

wait what?
source on that?

>> No.3712515
File: 53 KB, 253x200, 5895607+_5ca9616d74d00991280b561a5200c405[1].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3712518

Just play the game. The dynamic difficulty is based on your performance and your saves. If you have full ammo and lots of painkillers with no damage, you're in for a bad time. If you're barely scraping by, the game gives you a little leeway.

>> No.3712523


>> No.3712537

I'm playing Sunlust and i'm Loving every second of it, beatiful level design, a really hard wad, EVEN at hurt me plenty.....

>> No.3712540

It's probably one of the best slaughter style map sets ever made. Looks nice while also being super challenging.

>> No.3712543


Oh I didnt know that, maybe that's why the game seemed much easier last time I played it (I have cut down on savescumming quite a lot)

>> No.3712551

Yeah I managed to get all the way to the second to last level without saving at all. Then the game just laughs at you and gets totally unreasonable with the difficulty to the point where the dynamic difficulty has nearly no effect.

>> No.3712554

i didn't know this, and I fucking love max payne.

is this present on the sequel too?

>> No.3712557

IIRC it's not so much a deliberate anti-savescumming feature as it is a kinda broken primitive adaptive-difficulty system that typically ends with enemies using shotguns as sniper rifles. I'm bad at videogames, though, so YMMV.

Nope. Max 2 didn't try any adaptive-difficulty stuff.

>> No.3712559

I think MP2 has the same mechanic. The third one doesn't feel like that though. That one's just hard all the way through.

>> No.3712562

MP3 has a serious issue with "last stand" mechanic, it was easy to abuse, you could enter a combat area, get downed on purpose, drop some bastards, and still have 7 other painkillers on you.

>> No.3712567
File: 665 KB, 640x480, dsammotypes.webm [View same] [iqdb] [saucenao] [google] [report]

Finally got the multiple ammo type reload system working! Switching ammo types gives you back whatever was in your mag. All you need to define in the code for any weapon is what ammo types it can take (up to 10) in an array and which fire state to go to depending on what type of ammo is loaded, since all the unsightly checking, reloading and switching code is kept in the parent actor they all inherit from.

>> No.3712570

if you save, you are not 'properly' beating a map, end of.

>> No.3712572

You should enlarget the sprite boundaries and cover the top part as well. Right now it looks like it cuts off at the top abruptly.

>> No.3712573

Your TEXTURES wizardy is strong, that pistol makes me jelly.

I'm gonna have to try to outdo you there later

>> No.3712589

>I'm gonna have to try to outdo you there later
Looking forward to it!

I bet Hexen sprites would be really good for TEXTURES weapons by the way, since there's a lot of magic casting hand sprites

>> No.3712591

The shitty thing would be you'd either have to put all of those hexen sprites in a resource folder for a Doom mod, or just make a Hexen mod using TEXTURES.

>> No.3712595

I'm pretty sure you can actually load Hexen.wad as a pwad for doom2.

>> No.3712598

You can but making the player do that is a pain in the ass, I'm a firm believer in making starting the mod up as painless of an experience as possible.

If I ever had a mod set up like Doom RPG and how people have to boot it up in a weird specific way I think I'd have to hit my nuts with a hammer

>> No.3712604

Yeah, you're right. I often think too much about what's possible rather than what's sensible.

> Doom RPG and how people have to boot it up in a weird specific way
Doom RPG also.. plays in a weird and specific way.

>> No.3712616


Quake Retro jam 6 Released

GZdoom 2.2.5 Released, More details here

>> No.3712623
File: 75 KB, 1920x1080, Ib1vRbM.jpg [View same] [iqdb] [saucenao] [google] [report]

Those Quake maps look lit as fuck
Can't wait to spin that shit

>> No.3712631
File: 62 KB, 1191x670, gentelimp_by_nickforels-datt4pk.png.jpg [View same] [iqdb] [saucenao] [google] [report]


Also, my bad, its 2.3.0

>> No.3712640
File: 41 KB, 620x318, TOTAL_CHAOS.jpg [View same] [iqdb] [saucenao] [google] [report]

>looking at pictures of Total Chaos

...but.....why pick GZDoom to make it in?


How can you even do this with the Doom engine, it's insane.

>> No.3712645

>How can you even do this with the Doom engine, it's insane.
Baked shadows.

Also, it's a bit dishonest calling an advanced modern GL port "the doom engine".

>> No.3712647


>it's a bit dishonest calling an advanced modern GL port "the doom engine".

True, but outside of the DOOM community that distinction matters very little.

>> No.3712648

What does the engine even offer that other easily gotten engines don't?

Is it just the biggest middle finger ever to people that say "you can't make DOOM do [x]".

Up next, a moon rocket powered entirely by ACS scripting.

>> No.3712649


>here we go for another round of classic doom engine vs GZDOOM, Doomsday and etc

>> No.3712652
File: 583 KB, 536x598, 1480346224564.png [View same] [iqdb] [saucenao] [google] [report]

>The Australian host on Doom radio

Can he stop making constant "joke" remarks on absolutely everything?

>> No.3712654

>What does the engine even offer that other easily gotten engines don't?
It's fun to work in
technical limitations can actually spur creativity
the creator(s) started out with simple mods and made increasingly more advanced stuff until it became a game

>Is it just the biggest middle finger ever to people that say "you can't make DOOM do [x]".
Perhaps for some, but mostly I just think people find (G)ZDoom /comfy/ to mod for.

>Up next, a moon rocket powered entirely by ACS scripting.
ACS is a thousand times more powerful than what what you actually need to get to the moon you know?

i like em all

>> No.3712657

>ACS is a thousand times more powerful than what what you actually need to get to the moon you know?

You heard the man, Doomers.

To Mars!

>> No.3712661

>doom radio
on liquid doom?

>> No.3712662

First we'd need a network of 8 computers running gzdoom in a multiplayer game so we get more analog inputs than a single player has access to, then figure out a way to have the rocket's hardware read screen output or something.

Also lets pray the game doesn't desynch during reentry..

>> No.3712682

Up next.

Brutal Mars Lander.

>> No.3712686

just the way nasa intended!

>> No.3712689
File: 369 KB, 720x421, BRUTALMARSLANDER.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3712717

Can anyone explain what TEXTURES is and why everyone goes crazy whenever someone posts something with it?

>> No.3712719
File: 980 KB, 280x280, bailey ok.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw when playing on full bright every time

Fuck it, I'm sick of having to force my eyes to play these games.

>autoexec.cfg > r_visibility 255

>> No.3712721

change sector lighting mode
and dont worry, quake is darker

>> No.3712725

Anyone knows if zdoom's alternate hud has been replicated in sbarinfo code ? Mod I'm making just doesnt work with the standard hud and I want the game to "default" to the alternate hud when the mod's loaded, so I thought if I added a sbarinfo lump that basically had the alternate hud code...


Textures is a lump that has texture information, with the correct know how (and some program such as SLADE), you can frankenstein the sprites into whatever you want, basically doom does that on the fly.

Much like it makes "switch" textures out of a wall texture and a switch texture...

>> No.3712728

the TEXTURES lump is used to create new graphics from already included image files. So instead of say, having an alternate mirrored version of a wall texture as an actual file, you can use this text lump to create a virtual image that gets loaded into the engine when you run it. Other than mirroring and rotating by 90 degree increments you can also scale and colorize images with this method.

Now, by setting the size of this new texture to one smaller than the "patch" image you place in it you can crop out parts of textures and use many of these cropped parts to paste together something new and different without actually putting any new "real" sprites in your pk3.

>> No.3712736

>hiro is a pussy and easily swayed by /v/ and /pol/

what a surprise

>> No.3712770

To be honest, it was harder to search for.

>> No.3712778

You can actually find source code used by Apollo 11.

>> No.3712812

which radio?

>> No.3712814

Doom radio.


We radio station now.

>> No.3712831

That's pretty fucking cool anon.

>> No.3712832

resurrection of evil was meh

>> No.3712834


>> No.3712872

Ive done 2 maps of the retrojam 6 and im not really liking it. Too many "stuck in a small room with shamblers and other high tier enemies" moments. The maps look nice at least, anyone else feel the same way or am i just a casual?

>> No.3712878

There are 17 maps, you're bound to find one you like.

>> No.3712885
File: 31 KB, 480x480, 13257044_1093052524075054_1569311875_n.jpg [View same] [iqdb] [saucenao] [google] [report]

any mods out there that make the map more appealing to look at? The default colorset makes me wanna puke

>> No.3712902

If you're using ZDoom, the Automap Options menu allows you to configure the colours used in the map.

>> No.3712965

Any nice slaughter maps? i need to vent off with Russian Overkill.

>> No.3712970

That /pol/ wad.

>> No.3712971
File: 51 KB, 546x896, 38b130df761830fecf1aa4f80f7d5f1a3e781b5032490af552889efcb9e1119b.jpg [View same] [iqdb] [saucenao] [google] [report]

does arcane dimentions have any reasons to stutter? I was gonna play it but having the game freeze for a split second every few second just rips me right out of it

>> No.3712973

No, sounds like something wrong with your system. You are playing it through Quakespasm, right?

>> No.3712974

try lowering the resolution?

>> No.3713001

The comfiness disappears when you start working with things that go beyond complex 3D floors, then it turns into a chore where you're spending half an hour setting up something you could do in a minute in anything newer than idtech2. If you're in GZDoom saying "Fuck the limitations" and using 3D floors, models and GL shader effects and the end result is made to feel as far from Doom as possible then you're just making things difficult for yourself.
I'd go as far as saying that anything that still majorly uses .BSP geometry is just as comfy, as well. Making your own game legos to snap together is just as comfy as drawing floor plans.

>> No.3713071

Play around with it and see what works for you.

You might find 3 saves per map leaves you satisfied without making you pull your hair out in frustration, while 4 or more feels like you're cheating.

It's you're game to play, enjoy it as much as you can. Don't worry about other's opinions of the legitimacy of your computer game accomplishments

>> No.3713084

>some maps in REELism run just fine
>some run like absolute garbage
what gives?

>> No.3713101

If it's not an xXx_Uber_xXx_Hardcore_xXx .wad that you're playing for the challenge then save whenever you want. If you're playing difficult maps for the challenge then you shouldn't save mid-level.

>> No.3713181


>> No.3713190

It's "AAAAAAAAAAAAAAAAAAH" and it translates as "Oh god, my life is suffering, please end it, as I cannot self-terminate".

>> No.3713192 [SPOILER] 
File: 2.37 MB, 2480x3508, 1483387351197.jpg [View same] [iqdb] [saucenao] [google] [report]


I ship Samus with Doomguy, Guts as Best Bro and Alice as Daughterfu

>> No.3713207

I loved Samus.
Before Metroid M arrived.

>> No.3713213

I've stopped buying new games (got through both recent Steam sales without buying anything) because they just aren't worth the time. I have 3-4 games to finish up and then I just want to spend most of my time exploring my backlog of .wads.

I'm also proposing the goal of making one good level this year since I haven't done much with modding since Warcraft III.

>> No.3713252
File: 2.80 MB, 1450x964, ss+(2017-01-02+at+03.16.45).png [View same] [iqdb] [saucenao] [google] [report]

Highway to Hell is underway now.
Compatibility is ZDoom 2.8.1, and submission cutoff for the first round is January 16th. Nothing is expected to be completed by this time, so don't think of it as a deadline. Simply post what you have by then and we'll all start providing criticisms and suggestions to build off.

http://pastebin.com/2e8uFbfD - Project overview, for those unfamiliar with the project or needing a refresher.

https://www.dropbox.com/s/vhe5arvq4awnrhz/base.pk3?dl=1 - The base .pk3 to build off. Comes with gas can, car, script, and CC4 textures. Either build off the existing map or make a new one, doesn't really matter.

https://www.dropbox.com/sh/9j9vnu13n8hmoqn/AACc5U5MSgVHV2qqLSB73Zpla?dl=1 - 900 tracker songs for you to pick and choose from.

Go forth and map, mates.
Once you're done, either post it in the thread (and make it VERY CLEAR that it's for Highway to Hell) or if you know me on other boards/chat programs then submit it through those avenues.

>> No.3713274
File: 361 KB, 794x307, tarasg.png [View same] [iqdb] [saucenao] [google] [report]

Hm, I'll look into it tentatively. Hopefully I can produce something small, since I kinda have hands full with the current mapset.
>Tracker music
Did you read my about longing to use keygen music for maps? Ha.

>> No.3713317
File: 330 KB, 800x600, Screenshot_Doom_20170103_000537.png [View same] [iqdb] [saucenao] [google] [report]

I have been struggling to come up with a solution to this shit but to no avail. Can someone tell me how do I make that thing not to bleed into the sky? Or hide it somehow? Mapping in ZDoom in Hexen format.

>> No.3713356

> Mapping in ZDoom in Hexen format.
Why would you ever use that instead of UDMF?

>> No.3713371


QZDOOM and GZDOOM ate the only things left worthy 4 now for both software and GL

im starting to think that Randi died and no one gave the news about it

>> No.3713376
File: 94 KB, 554x439, 1340819831675.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno, last time I touched mapping for Zanzibar it wasn't that great with UDMF format. Anyway, how would that help me with my issue?

>> No.3713406

So since the Doomguy we play as in DOOM 2016 is not from that universe but is instead from the universe of Doom 1-64; Where is Doom
2016's Doomguy?

>> No.3713414

In therapy following the events of Doom 3

>> No.3713419

Maybe his rabbit didn't die, so he didn't end up having such a grudge against the demons, which let the UAC and hell operate unchecked, which lead to the current hell invasion.

>> No.3713421

Doomguy's rabbit only dies if the Demon's reach Earth though

>> No.3713423

>I dunno, last time I touched mapping for Zanzibar it wasn't that great with UDMF format.
Works For Me(tm)

>Anyway, how would that help me with my issue?
Because it's a lot more lax with stuff like this, and I can't troubleshoot in a format that I'm not familiar with.

Have you tried the ol' trick of just clicking around in "make sectors" mode? Sometimes GZDB accidentally turns the map inside out or some shit if you fuck up while drawing or deleting lines.

>> No.3713424

>Did you read my about longing to use keygen music for maps? Ha.

Nah, I just really fucking love that music and have been using and abusing it constantly.

>> No.3713435

...and the doomguy can choose not to contact Earth in Doom3, preventing the demons from invading. The flimsy connections are there I guess.

However the Doom3 doomguy never went to any important places in hell. He just went to get the soul cube. The original doomguy killed everything in Pandemonium and assassinated the mastermind in Dis and still that wasn't enough to prevent an Earth invasion.

>> No.3713439

The invasions in both universes followed very different patterns - also, Doom 3 had the Ancients living on Mars and a war with Hell in the past.

>> No.3713440

2016's Doomguy was probably about to arrive or wasn't too deep into what ever is on this universe's Phobos around the time 1-64 Doomguy wakes up from his nap.

>> No.3713441

>So since the Doomguy we play as in DOOM 2016 is not from that universe but is instead from the universe of Doom 1-64

Doom 2016 Doomguy is in the Doom 2016 universe because the Doomslayer origin story is self-contained and nothing links the story to the Doom 1-64 universe or even hints towards other universes existing. The whole idea that the storyline "Links the other games and even pwads wow!! :O :O :O" is wishful conjecture and you're just setting yourself up for disappointment when the inevitable sequel that they spent the whole game baiting fills in the incomplete bits of the storyline having to do with his origin story with The Night Sentinels. He's going to turn out to be an ancient Templar, probably half-angel seraphim thing and everyone's gonna have a cry about it for several months.

>> No.3713445

The demon logs confirm he found the Night Sentinels later and was not originally apart of them.

Also, you know the images in the game showing him killing demons with the Doom 1-64 UAC armour before getting another set of UAC armour.

>> No.3713446

The cyberdemon in Doom 2016 is from Doom 1

>> No.3713448

Argent city isn't from the same universe that the Mars stuff takes place int

>> No.3713460
File: 1.16 MB, 640x360, REEEEEE.gif [View same] [iqdb] [saucenao] [google] [report]





>> No.3713461

Is there an explanation of the map tiers available anywhere?

>> No.3713467

the game implies he's the metaphorical embodiment of the power of an angel sent to slay shit, in the form of demonic hyperbole 'AND A THOUSAND SEAS BROILED WITH ANGER' type of shit.

he was a regular human trapped in hell by his own volition to boot.

>> No.3713470

>Have you tried the ol' trick of just clicking around in "make sectors" mode? Sometimes GZDB accidentally turns the map inside out or some shit if you fuck up while drawing or deleting lines.
Nothing good happened. I clearly see that a sidedef is being drawn infintely into the sky, but I have no idea how to make it not to do so.
I'm mapping in DB1

>> No.3713473
File: 734 KB, 1366x768, Screenshot_Doom_20160612_201647.png [View same] [iqdb] [saucenao] [google] [report]

don't know about you but this shit looks fucking cash

>> No.3713476

*stayed in Hell of his own free will

>> No.3713489
File: 18 KB, 579x124, 041216 - 22:52:09.png [View same] [iqdb] [saucenao] [google] [report]

Make a clean installation of Quake and the port of your choice. Quakespasm is the safe bet, I found some engines that gives me long loading time and stutter.

Do you have this problem only with AD? You made the shortcut exactly like the readme.txt tell you?

Now you say it, I think I'll play Valiant.wad with Russian Overkill. Maybe now I'll have some chance in that secret level from the third episode

>> No.3713496

>BD gloves
get that out of my face

>> No.3713502

Hey, Term! I have a question. Why are MIDIs not allowed? It's just seems to be strange. It's like you are fixing what was not broken in the first place.

>> No.3713505

Probably consistency between, since the idea revolves around the car trip, certain sort of gameplay and whatnot. It might be bit jarring to hear some excellent module-music for only it to swap to a midi.

>> No.3713506

I don't think it does.

Consider how textures are used in modern games:
>full 3D models with all kinds of angles and shapes
>lightmaps, environment maps, bumpmaps, things which makes the texture feel more real and alive depending on angle and lighting conditions

Meanwhile, using high-res textures in a game like Doom:
>simple and limited geometry, often it's straight angles
>no kind of texture mapping at all, this photorealistic texture will look just the same no matter from which angle it's lit or the lighting conditions in general, be it static or dynamic lighting, metal and glass surfaces which now look photorealistic don't really reflect light in an even remotely glass or metal like way
>tiling and repeating textures becomes a lot more jarring and noticeable with higher resolutions
>on top of that, all the normal resolution monsters, items and objects end up looking strange and out of place next to all of this

It just looks like photos pasted onto a wall paper, when you make the resolution of a texture that high, you can't just "be done with it", there's more things you need to do, or the overall feel will end up being "less real" than the original game, it loses the stylization that Doom has.

Unless you're doing it like in Total Chaos, where everything is made for these resolutions in mind, along with numerous extra effects and tricks, this really won't look good.

>> No.3713508


The tiers are simply the weapons you are expected to have up to that point.
If you do a Rocket Launcher map, then you can assume the player has a Pistol, Shotgun, Chaingun, and either has or will get the Rocket Launcher.
Chainsaw's a bit of a wildcard, for obvious reasons, so it doesn't get a dedicated tier. People can just toss it around wherever.


Not really "fixing", just a matter of wanting to keep things consistent.

>> No.3713512

Still, what if someone really, REALLY needs to use a MIDI for a level, because none of the tracker songs are fitting or otherwise not good enough?

>> No.3713513

there are several midi to tracker converters out there

>> No.3713515

But how good are they? Are they MIDI converter quality where it's turning songs into a horrible, horrible cacophonic mess?

>> No.3713516


I would be very doubtful about that, but you can talk to me directly about it and show me what you've got.

>> No.3713517

What if I REALLY REALLY need to use an mp3 for my level and I simply can't be arsed to do anything else?

>> No.3713523

i can't verify, but i know openmpt can load midis and can export as .it and .xm

>> No.3713525


OpenMPT can load midi music and export as tracker.
There's also an old mid2xm program, and I know the Super Mario World romhacking community has a midi-to-SPC tool that I really wanna get my hands on.

>> No.3713536

Thanks, I'll check it out

>> No.3713537


figured out how to make a zscript string ACS-accessible. This will make so much shit more convenient

>> No.3713557
File: 85 KB, 794x497, discovery.jpg [View same] [iqdb] [saucenao] [google] [report]

But I don't see why you'd need to do that. The crux of issue is does not seem to be the format itself but rather the instrumentation and whatnot. Midis are very limited in this regard, and can vary from software to software ( ex. fluidsynth vs whatever )
Lot of midis might clash with the previous soundtracks, since this particular Dump seems to go for some consistency. You could try to replace the instruments with improved ones, but I don't see it hugely improving it unless you devote the time to actually fix things.

>> No.3713560

what even is the music?

i like midis as much as the next hipster, but i find it hard to believe that there's a midi so good it can't be replaced, desu

>> No.3713561

This. Post the song, anon, we can likely help find equivalents in style or tone.
What do you have in mind?

>> No.3713567

OK. I'll find the files and try to host them.

>> No.3713573

I'd recommend mixtape.moe.

>> No.3713580

Thanks. Here's the archive with the MIDIs: https://my.mixtape.moe/jhvune.rar

>> No.3713595

>Undertale - Megalovania

seriously, nigga?

>> No.3713612


>> No.3713616


I stopped using them because they lag worst than crysis 3

>> No.3713626

password isn't working for me

"/join #vr mgotasux"


>> No.3713628
File: 9 KB, 245x212, 1478565473401.png [View same] [iqdb] [saucenao] [google] [report]

The password is still that?

and I'm not sure if you fucked up or not but it's supposed to be gmotasux

>> No.3713630


thats what the faq says, what's the pw now?

>> No.3713638

That should still be the password, I'm just surprised it's been the same after all these damn years

>> No.3713639


because you typo'd it, you dumbass.

>> No.3713642


weird thing is that i've been in #vr before (mostly lurking) and the pw worked then, but client keeps telling me "Requires password" when i should be entering everything correctly.

>> No.3713646

Source code for PowerslaveEX is online.


>> No.3713651
File: 71 KB, 559x598, 1483367646038.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3713674

That link doesn't seem to work properly. The archive created by dropbox is corrupted. Maybe you should reupload the files, but this time put them into an archive?

>> No.3713701

Interesting in giving this a go but I'm very new to the mapping scene (began tinkering with doombuilder for the first time ~2 months ago) so I hope you can give me a few pointers getting started.

I've set the pk3 as a resource file but then I can't see the gas nor the car under Things which isn't exactly ideal, I could just build upon the base like you suggested but I'm not sure how to get the map into gzdoombuilder either

whats a man to do?

>> No.3713764
File: 2.19 MB, 680x521, LUL.gif [View same] [iqdb] [saucenao] [google] [report]

From Mobygames

>The UK Windows Version Quake II CD has the following printed on it:
>This product is intended for sale outside North America only and will not function on North American operating systems.
>Upon testing this seems to be untrue, it works on every North American version of Windows tested

>> No.3713774
File: 166 KB, 1010x722, ss+(2017-01-02+at+09.02.56).png [View same] [iqdb] [saucenao] [google] [report]


Your client probably doesn't like the unicode characters in some filenames.
I've removed the unicode characters from some of the files, but just in case, here's an alternative download link:



Pic related.
If you're using GZDoombuilder, they should simply show up under the Map Props. If not, you can still use the Thing Type 13824 for the car and 13825 for the gas can.
As for how to get the map into GZDoombuilder, remember that .pk3s are simply renamed .zips--that is, containers for files. You can go inside the .pk3 and head into the maps/ folder and extract the .wad, then work on it.

Welcome to the mapping scene, mate.

>> No.3713775

Thank you, Anon!

>> No.3713787
File: 228 KB, 1920x1080, raaaaaaaaaaaaaaaaaaa.jpg [View same] [iqdb] [saucenao] [google] [report]

Thought popped into my brain box.
>Doomguy finally finishes up in Hell
>Goes to return to Earth
>Pops out of portal amidst the ending of Dead Space 3

>> No.3713815

joel's back at it

>> No.3713821

Polygons were a mistake

>> No.3713829
File: 463 KB, 677x507, Untitled4.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3713846
File: 10 KB, 1263x41, Untitled5.png [View same] [iqdb] [saucenao] [google] [report]

I did it like the zdoom wiki tells you exactly how to do it and no music plays at all still

>> No.3713862

the liveAlive version was MUCH better

>> No.3713863

I agree, LiveALive version is pretty good. In fact, I think I could use that instead, because it works just as good.

>> No.3713868

He can't understand target prioritisation or using the weapon gimmicks

>> No.3713872
File: 274 KB, 1920x1080, Screenshot_Doom_20170103_110638.png [View same] [iqdb] [saucenao] [google] [report]

Guess I'll take a Rocket Launcher slot then.

>> No.3713879

and you can use the .spc version, too, which would fit within the rules

>> No.3713905

Hey, I might be able to finish the car physics/handling ACS I've been playing around with recently in time for that. Would I be allowed to make a map where you actually drive?

>> No.3713946


>> No.3713957


Well, on the one hand, I can't really see how that could be done without breaking gameplay mods.
On the other hand, I REALLY want to see more car physics/handling mods.

If you can do it without modifying/breaking/adjusting the player class or weapons, then sure.
I wonder if a playermorph would be good for that?

>> No.3714246

I really hate skyboxes like that in Doom. It looks wrong.

>> No.3714297
File: 264 KB, 1858x836, bandicam 2017-01-02 22-44-21-664.jpg [View same] [iqdb] [saucenao] [google] [report]

How do i make a repeatable function in
gzdoom builder when it comes to doors and lift when players manually activates

game config : Doom 2 (udnf)
Script Type : Zdoom ACS

>> No.3714302

Dumb question but I'm here with a friend trying to Lan GZDOOM
What's the easiest/best option?

>> No.3714305


Have you selected "Repeatable Action" on the linedef?

>> No.3714306

You don't, you use Zandronum instead.

>> No.3714312

it didn't work

>> No.3714313

what I'm saying so far is the door and lift works but it never closes as well as lifts going back up

>> No.3714314

Like the other guy said, just use Zandronum if you want to do co-op Doom. ZDoom's netcode is awful.

>> No.3714316

If a mod you want to play doesn't work properly for some reason - you can try Zdoom multiplayer. Highly not recommended, but you can do it.

>> No.3714317

My friend has Windows 10 and I have Windows 7
Could that be any problem We'll tree Zandronum

>> No.3714319

Doubt it. 10 and 7 are very compatible. There may be a problem with firewall, NAT or some other connection shit. Try using something like Tunngle or whatever is popular nowadays if Zand won't work.

>> No.3714323


That's an entirely different issue.

>> No.3714330

how do i fix it?

>> No.3714334

First, you start by spanking Peashy.

>> No.3714343


There's different Door action types available. Open Close, Open, and Generic, for example.
Open just, well, opens it and leaves it open. Open Close and Generic can close it.

>> No.3714345
File: 367 KB, 640x480, Screenshot_Doom_20161210_193955.png [View same] [iqdb] [saucenao] [google] [report]

What cosmetic wads would you recommend? I'm looking for something like the Simpsons one, who just replaces textures.

>> No.3714473
File: 1.33 MB, 640x361, deathexit.webm [View same] [iqdb] [saucenao] [google] [report]

Thinking of perhaps using a death-exit for this map.

>> No.3714474

What does it mean???

>> No.3714505

It represents man's inhumanity to man

>> No.3714507
File: 24 KB, 300x300, roger a muirebe.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3714516

reminder that you are officially bad at doom if you hate archviles
hitscanners are the real threat
serious talk tho why do so many hate them
I would understand hating pain elementals for infinite respawns but archviles?

>> No.3714520

i hate mancubi more than hitscanners, while hitscanners are more bullshit if used incorrectly, a mancubi is just a fucking meatgate

>> No.3714523

I don't mind the hitpoints of mancubi. The worse thing is how they only target one of their cannons at you, and the other cannon shoots in an arbitrary direction that you can't necessarily anticipate and avoid.

>> No.3714525

Did anyone else think arachnotrons were damage resistant to the plasma rifle as a kid?
Like isn't the cyberdemon immune to rocket splash damage and majority of demons immune to their own attacks?

>> No.3714526

I feel like that for barons in doom 1 since there are no hellknights
for some reason I like this feature since it is still reactable

>> No.3714527

Why do you hate their attack pattern?
It's a fantastic piece of game design that Doom 3+4's versions lacked.
However doom 4 adding the cyber mancubus with it's AOE nukage balls was a great addition

>> No.3714528

I felt like everything was resistant to the plasmagun. My mind always associates a stupid-sounding gun with stupidity. Speaking of that, the plasmagun sound makes no physical sense. It has reverse doppler effect. Ionized plasma hums at a moderate pitch, and moving plasma literally sounds like "pew pew!" ie. all the old sci-fi was right. The plasma in Doom sound like "!qɘw qɘw"

>> No.3714529

yeah and uranium hums in cartoons too. shit makes no sense sometimes
I absolutely love plasmagun more than any gun. just the shear amount of stun is beautiful

>> No.3714553

So have you guys heard the news?

Kaiser released the SRC of Powerslave EX

>> No.3714558

Oh, that's some good news. Hopefully someone puts a quicksave feature into it so it's not complete bullshit to play.

>> No.3714564


Kaiser relased the SRC of Powerlave EX



>> No.3714569

What are the implications of this?

>> No.3714593

this is amazing
i havent played any metroid games

>> No.3714602

I don't hate them, but they scare me. Not on the same level as a cyberdemon, but if I turn a corner and get an archvile in my face I'll jump.

>> No.3714603

psst, left right left is the movement you should make when you're standing in front of one

>> No.3714604

Oh, it's 100% ACS. The car or player doesn't handle any of the logic.

>I wonder if a playermorph would be good for that?
I actually set the playerpawn to be invisible and non-blocking then warp him along with the vehicle.

>> No.3714608

is set those flags temporarily that is

>> No.3714625


I guess someone could take up the torch and port the saturn version of it (so far it only ports PSX).

Maybe port the other slavedriver games ? (Duke Saturn & Quake, although I'm not sure there's a valid point to it)

I guess someone could develop mod tools for it ? Powerslave mods mite b cool.

I dunno. I'm guessin'

>> No.3714629

Is powerslave EX complete and playable by the way?

>> No.3714638


Yeah it is, you just have to find the latest version since he never posted it on the blog (it's floating around on the internet though)

>> No.3714687

>yeah and uranium hums in cartoons too. shit makes no sense sometimes

The proper analogy in this context is that uranium glows blue in water, and in cartoons it glows green pretty much anywhere. The point was that real plasma actually does hum in the frequency of its ionization source. The plasma in Doom hums also, but its doppler effect sounds like it's approaching, not gaining distance.

>> No.3714702

hes the link on the other page


>> No.3714710
File: 996 KB, 1200x4800, 1479156552341.jpg [View same] [iqdb] [saucenao] [google] [report]

QUICK: What's the last WAD you played, and your load order?

>> No.3714713
File: 174 KB, 800x585, 1364637169678.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh fuck yeah
Level editor when?

>> No.3714726

>Boom and ZDoom conveyors behave differently
>In Boom my map07 is busted

>> No.3714729

Pretty sure there's a zdoom compat flag for that

>> No.3714772

why are skeltons so funny?

>> No.3714797
File: 42 KB, 640x506, 1479321248999.jpg [View same] [iqdb] [saucenao] [google] [report]

Because there's a skeleton inside all of us.

>> No.3714816

Maybe at least D4D can progress now instead of sit around.

>> No.3714828

They're relatable like that.

>> No.3714852

You betcha. How bigga WADs you been shooting?

>> No.3714858

Speed of Doom, but what do you mean by "load order"?

>> No.3714880

Ultimate Simpsons + Russian Overkill + some map pack. The one that starts in a hotel, hellbrlazer or trailblazer.

>> No.3714889
File: 84 KB, 265x408, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3714901


>> No.3714903
File: 264 KB, 992x940, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]


(The A is silent)

>> No.3714912

>this is the audience that modern FPS are catering to

>> No.3714936

*Muffled Revenant playing on the distance*

>> No.3714946

Whatcha launching in tandem with the WADs, if at all. Your .zdl for example, if you use it.

>> No.3714971

>secrets in parts of maps that can get closed off

Why do you do this.

>> No.3715010

with gameplay like that he'd be dead even faster in a typical modern fps. i think he just sucks

>> No.3715023

The way he plays doesn't really work in modern games either.

>> No.3715063
File: 826 KB, 1600x900, Screenshot_Doom_20170103_133942.png [View same] [iqdb] [saucenao] [google] [report]


Some maps by a Japanese friend.
Hopefully he releases them soon.

>> No.3715093

How did he compete in fighting games when he's this incompetent with movement?

>> No.3715105

More like "how does he even breathe".

Also, autosage.

>> No.3715106

ah, just smooth doom

>> No.3715107

Is there any way to use Decorate make it so that if you open up with a lot of gunfire, like, say a long machinegun burst, in the direction of an enemy, they run for cover, and then stay there until you've stopped?

>> No.3715123

The running part is absolutely doable, it's the "for cover" that will complicate things since monsters have no idea what the level looks like.

One way to kinda-sorta do this is fire an invisible, 0-damage railgun shot in the same direction as your hitscan attacks with a custom actor spawned instead of the particles that give "feartoken" or whatever inventory items.

Then in the monster's decorate, check for these in a loop (removing one ever so often) and jump to a state where it's given the +FRIGHTENED flag, which causes it to "chase" away from the player instead of towards him.

player projectile attacks would of course call A_RadiusGive constantly with the same inventory item.

>> No.3715126

>playing hell for leather
holy fucking shit, how can one mapper be so anal about his secret placement?

I swear to god they're all retardedly difficult to find and have almost no worthwhile reward. it's legitimately boring me to that point.

>> No.3715143

Based. Smooth+Lippeth-Ketchup is my favorite OG+
That and obligatory lights, brightmaps, extra textures and sbbrightmaps.

On the more modded side; Maps of Chaos is aight, mostly with WoS and not some dumbshit like BD, PB, BP9.
JohnnyDoom on the other hand, is the only BD-clone I like. The pistol in it is super satisfying.

>> No.3715148
File: 709 KB, 1858x929, bandicam 2017-01-03 11-18-49-527.jpg [View same] [iqdb] [saucenao] [google] [report]

That's on the(game config) Doom 2 format of gzdoom builder

mine is (game config : Doom 2 (udnf))

these are my options for doors

>> No.3715158
File: 159 KB, 787x490, oops.png [View same] [iqdb] [saucenao] [google] [report]

I probably should put this on backburner until I am done with that other map. Still, I have some ideas, but I gotta get used to UDMF. Bit different from working with Boom.

>> No.3715162


Yes, you have exactly what I pointed out.

>> No.3715164

>SSG gibbing isn't supported
Ah well, can't be perfect i suppose. Still better than smooth doom's gibbing

>> No.3715187

>Still better than smooth doom's gibbing
What's wrong with it?

>> No.3715332

what do i do to make doors repeatable?

the good news is i manage to fix the lift problem.
I have to make platform lower rather than lift .

Right now I'm still trying to fix the door the platform thing works for lifts just not doors so far.

>> No.3715334

Nice, how's it going so far?

>> No.3715352

i dont like it

>> No.3715362


Like I said, you need to change the door's action, Open only opens it and leaves it open.

>> No.3715386


they're a bit.... strange, but you already suggested Blood so I'm out of ideas

>> No.3715391 [DELETED] 

Realms of the Haunting

>> No.3715406

Use Door Generic.

>> No.3715413

I manage to fix the door by switching it to "Door raise" instead

Thanks anon

>> No.3715416

That works even better

thank you

>> No.3715429
File: 106 KB, 601x601, 1470593259080.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing blood
>walk into room
>it blocks all the doors and the room explodes
>die and i have to replay the entire level

>> No.3715435

>x explodes and I die
Build engine games in a nutshell

>> No.3715451

>wall is done blowing up
>go through path
>BOOM, one last explosion out of fucking nowhere

I like Blood but fucking hell.

>> No.3715453


>How did he compete in fighting games
>how does he even breathe

My guess is that when playing fighting games he was having his blood transfused through an artificial lung so he could successfully monotask

>> No.3715534
File: 676 KB, 640x480, dswilliepete.webm [View same] [iqdb] [saucenao] [google] [report]

trying to make a phosphorous grenade effect. Will probably be a challenge to figure out how to set monsters on fire in a visually satisfying way that doesn't interfere with monster replacement mods.

>> No.3715565
File: 200 KB, 500x276, aa0.png [View same] [iqdb] [saucenao] [google] [report]

>Redneck rampage still hasn't unlocked

>> No.3715573

Alpha Accident, I play on Crispy Doom whenever I can so for me its all about that crisp scene.

>> No.3715591

>playing build engine game
>walk into door
>collision explodes and i die

>> No.3715627
File: 204 KB, 900x973, 1482039765145.jpg [View same] [iqdb] [saucenao] [google] [report]

>hit switch to lower a platform that has an akimbo powerup
>wall shoots out a fireball when i reach it and i explode and die

>> No.3715774


Can we light a town on fire with white phosphorous before the game tells us how awful we are?

>> No.3715818

New thread please, let's not get a repeat of last time.

>> No.3715843

Guess I'm stuck doing it again then. I can't come up with an OP theme this time around though so I need suggestions while I do my best to update the news post.

Reply to this post with a picture and a matching thread title.

>> No.3715848
File: 101 KB, 600x850, 1461079712802.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3715850

cute cacodemon edition

>> No.3715865



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