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3735308 No.3735308 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3729015

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.3735310
File: 472 KB, 759x710, more doom bullying.jpg [View same] [iqdb] [saucenao] [google] [report]

=== NEWS ===

[Til 4-1] QUMP is still going!

[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

[Til 1-16] Highway to Hell still in progress; submission cutoff (not deadline) in a few days

[1-11] sock releases a new map for Arcane Dimensions

[1-11] GZDoom 2.3.2 released

[1-10] NoClip (Doom 4 Documentary) to do an interview series, starting with John Romero

[1-10] New bug tracker for the ZDoom family

[1-10] Speedrunner Cyberdemon531 banned from AGDQ

[1-9] Water Spirit beta released, a three-level WAD made by JPCP's Burabojunior/Manbou

[1-7] Randi discontinues ZDoom development (GZDoom and QZDoom are fine)

[1-6] /newstuff Chronicles 524 is posted.

[1-6] D4D has changed hands, now on github

[1-2] PowerslaveEX Source code released

[1-1] RetroJam 6 for Quake has been released. 16 maps in total!


PROTIP: If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post and make OP's job easier.

>> No.3735338
File: 204 KB, 800x600, Screenshot_Doom_20160330_142331.png [View same] [iqdb] [saucenao] [google] [report]

There's something kind of refreshing about mapsets where the author uses mostly just DeHacked to do very simple but effective things.

I wish more people would mimic Alpha Incident and Nihility in that sense.

>> No.3735339
File: 168 KB, 800x600, Screenshot_Doom_20160331_155042.png [View same] [iqdb] [saucenao] [google] [report]

Also not enough people are using the Alpha and Beta resources, despite them being easy to find and fit Doom's aesthetic style very well.

>> No.3735381

DeHacked work is always pretty charming cause it was the original DECORATE basically.

>> No.3735382

Someone mentioned a modern UT99 renderer a few threads ago? Where's it at?

>> No.3735417

I still don't understand why this pile of bodies or that hellish landscape wall texture were never used in the retail, they look great, especially when used episodically.

>> No.3735419

I always appreciate it when mapsets are able to pull of high quality visuals while staying within the original engine's limits. Gives me the impression that the authors pay attention to what they're doing, and make use of sector detail more intelligently. Visuals that take advantage of the removed/raised limits of source ports can be good, but theres also more room for potential goofiness.

>> No.3735439

doomguy leaves the bodies

>> No.3735440

Sort of, but the charm is in someone working within particular limitations and making something pretty good with what little is available.

Decorate basically became Dehacked without the static limits, and went far beyond whatever anyone could imagine Dehacked could do, and that's amazing in it's own right, but I like seeing content creators challenge themselves.

>> No.3735443

looks like an incoherent mess 2bh

>> No.3735448

You can always use DeHacked to give your wad a 90s flavor.

>> No.3735457

sure, I'd pick shit over UDV any day.

>> No.3735462
File: 142 KB, 800x600, Screenshot_Doom_20160330_180256.png [View same] [iqdb] [saucenao] [google] [report]

>dead bodies piled on top of each other looks like an incoherent mess
Gee, you think so?

Would you rather look at a more tidy locker room?

>> No.3735530

this is looking neat.


>> No.3735532

>Not sure about calling it Doom Builder 3, since it'll still technically be based on Doom Builder 2's codebase (Doom Builder 2 was called that because it was a complete rewrite from the original Doom Builder, with no code in common).
who gives a shit?

>> No.3735567
File: 240 KB, 620x623, platform_puzzler.png [View same] [iqdb] [saucenao] [google] [report]

Platform puzzles are basically white noise of map design.

>> No.3735571

add too many and ye gonna have to prepare for bitching as some people have little patience for them.
I for instance dont like them but I will put up with them if they are rare and not too challenging.

>> No.3735592

The news haven't been updated in quite a while....

>> No.3735595
File: 304 KB, 1920x1080, 1466219369330.jpg [View same] [iqdb] [saucenao] [google] [report]

woah so pretty

>> No.3735598

Is that a town saw in the distance or...?

>> No.3735601

>DBT quit D4D just to make a D4D clone for his fucking phone

>> No.3735604

>MaxEd quit GZDB just to feel better about his UI

>> No.3735618

who dis

>> No.3735621

what wad?

>> No.3735623

it's yo boi soufsider, who dis is

>> No.3735627


Why not Collab for our first map? I have a poor attention span, but i'm sure multiple people hacking away at a single "first map" could work.

My premise:
This map shall be using liberal use of "gimmicks" and DoomRL Arsenal+Monster to make it fresh/new/interesting. It could use the "tricks and traps" thematic; making the environment just as dangerous as the enemies.

The idea would be to slowly introducing new weapons and enemies; and also building up onto the detail every time the player returns to the central hub, which is where the exit is.

Map-theme wise, I was thinking infested techbase with a sprig of Ancient Aliens

The player's first encounter would be with standard imps; but one could see the first Cyber-Imp in the middle of the room. You cannot kill or damage this until you have killed all the other imps; much like would be with the other new threats.

Each one would have an interesting arena to work with; and slowly mix in more types of the same monster until culminating in the final battle which mixes in every new threat.

Sneaky use of monsters would be grand; I can see a lot of potential with making sniping platforms for Mechstrocities which slowly lower as you're dealing with the other pinkie variants. When those are cleared out, then you have to deal with them charging at you.

The hellstorm elemental would likely need to be introduced with an infight and a lot of terrain.

>> No.3735628

ninja dis is anon here
who wad dis is

>> No.3735631
File: 79 KB, 800x580, 150603.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone have that infographic guide about making 3D models and porting them to sprites?
I keep running into sprite issues and I'm at the point where I'm going to take matters into my own hands and do my own thing.

I am desperately trying to ignore the fact that I'm going to need to spend at least a year getting acquainted with the program and another year learning how to make models worth a damn.

>> No.3735632


Hey does anybody know how to do this:

I wanna set my resolution in q/zdoom to 320x200 but I want to scale it all by 2x. (and played in a window)

That is to say I want it to render the scenery as if it was 320x200 but im not interested in actually running it as 320x200 fullscreen.

>> No.3735642

I asked a while ago about some sort of abstract wad; but somebody said it was Equinox which I know for a fact it wasn't.

For further detail; there was a set of floating "rib-like" transparent green tentacles for a hallway somewhere; and the maps were generally very claustrophobic. This tentacle-pipe precluded a bossfight that probably involved a couple of cyberdemons

>> No.3735643
File: 185 KB, 1920x1200, Screenshot_Doom_20170113_213849.png [View same] [iqdb] [saucenao] [google] [report]

Why not use Chocolate or Crispy? Anyway, try this https://forum.zdoom.org/viewtopic.php?t=53250
It's a shader, but it's pretty faithful.

>> No.3735670

Zdoom mods

I have openGL 1.4 which means my graphical architecture does not recognize shaders.

>> No.3735673


Configuration options

Forces all video modes to use pixel doubling, resulting in the final video mode being two times larger than specified.

Forces all video modes to use pixel quadrupling, resulting in the final video mode being four times larger than specified.

>> No.3735682
File: 1.04 MB, 1280x1024, Screenshot_Doom_20170113_140957.png [View same] [iqdb] [saucenao] [google] [report]

Trying to fiddle with mapping; think i got the hang of it in some form.

Problem being; this. How to fix?

There should not be visible door textures in the middle; there should not be a random floor patch that is a differing texture; the modes and controls seem to randomly change in how they function; and I don't know how to place custom things.

What it SHOULD look like (the walls aren't textured yet) is a star/pentagram shaped room, with a teleport pad in the middle, with the Unmaker ontop of the middle platform.

>> No.3735690

hi term

>> No.3735691


thanks man!

Also is there any way to keep it from scaling the normal graphics? I really hate that but even setting QZdoom to 320x200 its still scaling the weapons despite not needing to.

> QZ is supposed to be an extension or fork of Zdoom but my 2.8.1 Zdoom doesnt have this particular problem.

>> No.3735694



>> No.3735695
File: 594 KB, 800x2750, 1453756970624.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3735698


Good shit, thanks.

>> No.3735735

e2m4 redux .pk3

>> No.3735740

Is it better to create the skeleton of a level first with no detail and basic sectors or detail each room at a time? I can't seem to work on a single level for more than a few days without scraping it.

>> No.3735747


>> No.3735763

Unless you're reading the dates back to front, it's as up to date as it can be for now.

>> No.3735771

>Remember - it's the developer who spends hours upon hours toiling and sweating over this work that has the power to completely stop development. Your little "issues" mean absolutely nothing compared to that.
>this is what the zdoom devs actually believe

>> No.3735772
File: 13 KB, 480x358, 1447141734068.jpg [View same] [iqdb] [saucenao] [google] [report]

>White Imps on Colourful Hell

>> No.3735779

oh shit so that's what I'm doing wrong. I'm sorry

>> No.3735780
File: 30 KB, 600x412, sfw.jpg [View same] [iqdb] [saucenao] [google] [report]

sorry for what

>> No.3735782
File: 179 KB, 432x504, ranger.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3735798

right so you cant map for shit but you wanna put shitload of features in.
just because you put sprinkles on a turd that doesnt mean its gonna be tasty
learn to make a generic techbase with decent layout and encounters, THEN think of collabing on big ideas.

>> No.3735859

See that brick shit in the sky? Raise the ceiling of that sectors(s) to match the ceiling height of beams. Set the ceiling of teleport pad sector to match the nearest sector. Set the floor of teleport pad sector just 8 units higher or whatever value you want to raise teleporter platform over the floor than floor of neighbouring sector. Then just rightclick sector with mismatched brick -floor- flat (texture) to similar to the ones you want to do. Remove any upper and middle textures from lines that make teleport pad sector. This is just a blind guess as I have no idea what the hell is going on on your map.

>> No.3735863

Anybody got a list of DRLA assemblies for a coward like me?

>> No.3735867
File: 295 KB, 1530x5849, DoomRL Arsenal Assemblies as of 1.05.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3735893
File: 2 KB, 102x94, send_help.png [View same] [iqdb] [saucenao] [google] [report]

Send help.

>> No.3735894


>> No.3735904
File: 176 KB, 625x626, 1423419080854.jpg [View same] [iqdb] [saucenao] [google] [report]

pic related

Mostly scrapped it and started a new map.

Didn't figure it was related to the ceiling height.

>> No.3735907

Give me a direction. I'm learning the thing and have several ideas; but not the skill to make them yet.

Give me goals to work towards for early maps.

>> No.3735909
File: 109 KB, 1280x1024, lern2mep.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3735916
File: 3.67 MB, 700x298, 1483570623080.gif [View same] [iqdb] [saucenao] [google] [report]

>implying a collab map wouldn't be better and easier period as it would allow two or more people to discuss and work on a single map.

even fucking id did it this way.

>> No.3735921

have you considered that highway to hell thing?

could be good for a couple short, quick maps.

>> No.3735934

I heard about it, but know nothing about it.

There is likely DUMP, but that's even above my skill level; and not what i'm looking for. This is less of a "theme" problem and more of a "how the hell do i do this?"

Figured out basic crusher, teleporter, doors.

>> No.3735937

Try recreating your favourite doom map, it can put you against mechanics you want to learn and some mechanics you might've not even considered

If you get stuck you can consult youtube, chubzdoomer has an excellent few videos that he explains very well

>> No.3735961
File: 100 KB, 1024x768, tyrutils-ericw.jpg [View same] [iqdb] [saucenao] [google] [report]


>This is the first release candidate for TrenchBroom 2.0.0. We expect a stable build to be released in approximately four weeks.

>> No.3735963

Oh shit

>> No.3735986

damn that looks sex

>> No.3735990

make something thats fun to play. add a bunch of rooms, playtest and keep adding stuff until its a lot of fun and a challenge to play through.

Having one area able to see another area that you can't access yet is always cool.

>> No.3736032
File: 11 KB, 232x197, 1376198741320.jpg [View same] [iqdb] [saucenao] [google] [report]

Man Tranchbroom is fun, but I don't think I could ever actually use it to make anything substantial. I barely have enough creativity to make interesting Doom maps as is.

>> No.3736039
File: 596 KB, 1280x1024, e1mwan.png [View same] [iqdb] [saucenao] [google] [report]

oh boy here we go

>> No.3736043


I'd honestly like to work with doombuilder more in first-person. Feels more natural to be able to adjust the heights and things.

>> No.3736080

I love barrel.

>> No.3736091

How good is this compared to other map editors for Quake

>> No.3736094

Probably the most user friendly map editor for Quake you can get from what I hear.

>> No.3736103

>doombuilder more in first person
What if there was an editor like in Cube/Cube 2, where you spawn in a map like you're actually playing it but you can edit it too?

>> No.3736114

Do you really mean that anon?

>> No.3736123
File: 283 KB, 668x685, layoutplan.png [View same] [iqdb] [saucenao] [google] [report]

Soon I am done with most of the misc.-area shit. I need to figure out how finale will be ( well, it can be tackled from get-go, but the sort of invasion-style encounter perhaps? )

I guess I'll release next version of my mapset afterwards, with the new map added and some Boom-related issues fixed, plus some balance-fixes ( defang map02 a bit ).

I'd recommend moving off to GZDoom Builder. It's better overall, even if you aren't going to use fancy GZDoom features.

>> No.3736137

What is the difference between Standard and Valve map format?

>> No.3736138


well fuck where has that been.

>> No.3736145

"Well, let's see-
holy fuck anon

got anything less overwhelming to use for mapping?

>> No.3736160

not baiting, just saying that if you are shit at mapping, pairing up without being able to contribute will make you an ideas guy.
aka shit noone needs

>> No.3736162

Huh, I never knew Trenchbroom had a grid view similar to GZDoom Builder. That makes things a whole lot easier.

>> No.3736167

its hardly overwhelming, chill out & watch some youtube tutorials if you are confused. nothing is going to hold your hand through map making.

>> No.3736169

literally the only worthwile tool out there
you dont need most of the buttons you see on screenshots

>> No.3736209

Valve map format is for Valve games, obviously. GoldSrc's maps are Quake maps with extra shit, but they're still Quake maps at heart.

Assuming you're mapping for Quake and not Half-Life, use Standard format.

>> No.3736216

Just realised that vanilla doesn't have a linedef trigger for stair building on hitscan attack. Does this sort of trigger exist in a source port?

>> No.3736220

Shame it's completely dead now.

>> No.3736226

Maybe someday we'll get a competent enough developer to pick up the slack who has a skin thicker than wet line paper.

>> No.3736229
File: 3 KB, 118x126, 1331178624563.jpg [View same] [iqdb] [saucenao] [google] [report]

whats with the salty shitposts?

>> No.3736230

Oh, that's pretty cool. If I'm understanding right, does that mean I could use TB instead of something like Hammer to make a Half-Life map, or does it just add the GoldSrc features for use in the Quake games?

>> No.3736235

IIRC you can use TB instead of Hammer, yeah. After all Hammer is just the old Quake editor Worldcraft with a different name.

A number of GoldSrc/id tech 2 features have been implemented in Quake by various custom compilers and sourceports already (colored lighting, breakable objects, func_detail for props that don't impact vis time, etc).

>> No.3736240

So would it technically be possible to create a source port of Quake that was advanced enough to play Half-Life?

>> No.3736258
File: 906 KB, 1920x1080, 1462700291586.png [View same] [iqdb] [saucenao] [google] [report]

>oblige map generator
>start is outdoor area with 30 cacodemons and 5 archvilles in the distance.

>> No.3736265

Quake will already play Half-Life maps, kind of. Remove anything in the HL map that would make Quake outright crash and it'll load it.

>> No.3736268

Go a bit more nuts and you get shit like this


>> No.3736275
File: 225 KB, 800x537, [monster aids spreading in the distance].jpg [View same] [iqdb] [saucenao] [google] [report]

>Twenty seconds in
>This seems alright so far
>Suddenly HUUUUH

>> No.3736276

That's impressive, I guess.

>> No.3736284

Why is that SMG made of jello?

>> No.3736286

Poor interpolation between animation done frame by frame, the exact same thing that happens in Quake itself if you're playing a port with model interpolation enabled.

>> No.3736289

What if I make a game with GPLGZDoom, but bother to make appropriate replacement assets for Doom's textures, objects and monsters (kinda like freedoom, but more coherent), then try to sell it, advertising backwards compatibility with Doom maps as one of its features?

>> No.3736292

I noticed this kind of BSP isn't done often with the Unreal engine, is Quake just a lot better at handling complex BSP without errors?

>> No.3736304

There is a thing about TB I don't like: I can't see how the light works. What editor/tool can do this? It's a basic feature for me

>> No.3736305

Should I play with keyboard only or mouse+keyboard?

>> No.3736317

Whatever is comfier for you.

>> No.3736320

doesn't matter, play however you like
i constantly switch between them
that said, certain weapon mods don't have autoaim

>> No.3736336

did you enable safe start?

>> No.3736365 [DELETED] 

Obviously you. considering you bothered to look at the previous thread and reply to a post from it.

>> No.3736383

Quake was designed around the binary space partitioning system from the ground up, and everything in the engine is based around that including the usage of brush-based entities rather than separate models and entities for doors, platforms, what have you.

Unreal can do more crazy shit (portals, anyone?) but Quake is like a calculator- it's exact, it's simple, but you can do impressive stuff with some tweaking.

None of them. Quake engine lighting works completely differently than Doom's per-sector brightness- Quake's lighting is all figured out when you compile the map (from the aptly-named 'light' executable), it isn't computed at runtime.

>> No.3736384

I'm sure CodeImp would.

>> No.3736387


And you responded half a day later.

>> No.3736390

>(portals, anyone?)
Only game I know that did that was Serious Sam.

>> No.3736397
File: 843 KB, 1543x2581, 1403195896088.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, after playing the new Duke episode on the World Tour release, I went and played my first mod... DNF 2013. It was fantastic, I had a blast. Whats your personal Duke mod? Im looking for something similar to DNF 2013 in terms of revamped weapons and new or remixed enemies, hopefully not just cosmetic.

>> No.3736417

Unfortunately Duke doesn't have that much high quality mods/level packs. DNF 2013 might be the best you're going to get.

>> No.3736425

Duke Nukem isn't really about level packs per say and more just about large single levels.
Use this site for Duke 3D level reviews, you can search them by score: http://www.scent-88.com.

>> No.3736439

>more just about large single levels

Thats a great tip, thanks. I didnt know it was that way. This is my first time looking for FPS mods, (and my first time comming to this thread maybe)

With this site, the mods on the 'So you want to play' picture, and the addonds pack from Duke4, I guess I have more in my hands than Ill ever play, so thanks.

Still, if someone has a personal favorite that would like to recommend, I'll surely check it out first

>> No.3736446

Personally I absolutely loved Metropolitan Mayhem. There's a few individual maps that are well worth your time.

None, I'm afraid. Lighting doesn't exist until you compile your map with light.exe.

That's new in TB2, actually. The first release of TrenchBroom only had a single 3D view.

It's very good, very robust and very easy to use. Slapping brushes together is far easier than in any other editor and it has a few quality of life things with complex geometry (such as face-splitting with concave brushes for example).

>> No.3736448

Quick, give me some map parameters

>> No.3736468


You must include at least 8 toilets, but no more than 12.

>> No.3736469

Every room has a crusher

>> No.3736471

It must have both freelook and software mode enabled, also max autoaim

>> No.3736472

Alright. I'll go with roughly 8-4 more of them before i feel confident enough to tackle.

>> No.3736503


operation na'pali

>> No.3736521


if you have a cylinder with smooth surfaces and you are looking at it, the backside of it is still rendered because the smoothing, that's why unreal doesn't support it

>> No.3736541

Does anyone else have problems with is2.4chan.org domain? I can't view any doomy pics which uses that domain. :(

>> No.3736552


Seems to be working to me. I recall having a problem a while ago where my script blocker was blocking that domain, if you use such an extension you may want to check that out.

also >:(

>> No.3736579

Okay. Thanks for heads up.

It does work for me now. Needed to relaunch my web browser to get it to work.

>> No.3736584
File: 98 KB, 383x623, 1475143017848.jpg [View same] [iqdb] [saucenao] [google] [report]

Try using the archives instead, or the image database.

>> No.3736585

That kind of shit sometimes happens to me while I use Firefox. For some reason if I do whatever wasn't working in Chrome, then go back to Firefox, it works again.

>> No.3736627

war of attrition is pretty great, its a collection of duke maps with some RPG stuff added

>> No.3736629

Wish there was some way to cheat XP so you could get super powerful weapons instantly. By the time you almost have really good weapons the episodes are over.

>> No.3736643
File: 157 KB, 510x1027, 1481851309274.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the best gameplay mod and megawad combinations?

>> No.3736725


Isn't it because of floating point vertices? The animation tries to translate the object's movement but the renderer can't do floating point calculations so the vertices of the object only appear on integer coordinates?

>> No.3736729
File: 74 KB, 1280x720, this is exactly what i would pay 300 dollars to play.jpg [View same] [iqdb] [saucenao] [google] [report]

demon milking game when

get my mits on some fat mancubus tits

>> No.3736731

by default quake doesn't even have true animations, every model has all its animations baked in and played frame by frame, at a very low framerate at that (Ranger's running animation is what, four or five frames?)

>> No.3736732

Sunlust + Accessories to Murder

It's a great way to feel bad about yourself.

>> No.3736736

what if this was an HDoom minigame

>> No.3736737

friends how do i hard reset my fetishes

>> No.3736741

jack off to them until even the most awful, obscene and illegal stuff makes you fall asleep while fapping

i'm not sure what happens afterwards but that's where i'm at so far

>> No.3736756
File: 1.26 MB, 300x188, 1441915488604.gif [View same] [iqdb] [saucenao] [google] [report]

I want to know who the fuck came up with the shotgun soldiers in doom 3 thinking 'yeah this is good hitscan enemy design'

>> No.3736759

You can't "reset" your fetishes. They've been hard wired into your brain ever since puberty.

>> No.3736764

why are you asking this in a doom thread?

>> No.3736775

kill yourself

>> No.3736776

how do change the pick up sound for invisibility?

>> No.3736791


>> No.3736806

1. Don't ask /vr/.
2. Don't watch porn. At all. Ever.
3. Fail at number 2, give up and just try to keep them to yourself you sick fuck.

>> No.3736821

Demonsteele + JPCP

Metroid Dreadnought + BTSX 1/2

>> No.3736840

D4T Released https://forum.zdoom.org/viewtopic.php?f=43&t=54750

>> No.3736850

So it's like diet D4D with scaled back visuals and tweaked gameplay? That's actually pretty fucking neato

>> No.3736871

It's also compatible with older source ports like GZ 1.8, Zandro 3 etc. for potato computers and Android phones.

I honestly feel it's probably a little better than D4D, in that you don't have to mess around in menus regularly, but I'll have to play it more...

>> No.3736876

Not only that, it actually supports multiplayer.

>> No.3736884
File: 732 KB, 800x2400, 49a.jpg [View same] [iqdb] [saucenao] [google] [report]

Serious Sam's portals are a bit more crude than Unreal's.

Unreal could do stanley-parable style non-euclidean geometry way back in '98

Unreal basically took Build engine portalling, got rid of the limits and took it to eleven. The only thing it was limited by is you can not have portals that loop on itself (aka. ones that allow you to see back of your head and infinite portals) because that would create infinite rendering loop and crash the engine, since there were no shaders to create a substitute texture on the fly like Source engine does.

Examples of Unreal's portals are picrelated and first UT duel map.

Well, technically linguortals could be implemented in vanilla doom via bsptree hacking but nobody knew about that back then.

In the end, early games with clear portal fuckery that is obvious and presented to the player (that I know of):

Duke (720 loop secret level)
Unreal Tournament
Wheel of Time (picrelated)
Serious Sam
Narbacular Drop (proto-portal)

>> No.3736885

I did a fake "walking on walls" portal in a DM match in unreal once...

They're so cool...

>> No.3736907
File: 13 KB, 657x527, 1354543232432.png [View same] [iqdb] [saucenao] [google] [report]

>playing wad
>its secrets are mostly esoteric random wall secrets that dont have any indication so you have to spam e on all the walls like your playing doom 1 or 2

>> No.3736913

I wish more games used portals.

Also, is Wheel of Time a good game? Looks interesting

>> No.3736915
File: 2.41 MB, 480x360, DmRadikus.webm [View same] [iqdb] [saucenao] [google] [report]

Original Unreal did this in the DmRadikus map, however it doesn't show off that portals can be angled to make walking on walls/ceilings effects, like >>3736885 said.

>> No.3736916

It's same to Unreal as Heretic is to Doom, but with a bit more "magical" magic. Still uses ammo.

Also has some minor puzzles like using Fire Shield to get throguh flaming zone, or Water Shield to swim underwater, Walk Through Walls to get through a grate, Levitation to platforms etc.

Has some creepy moments as well, like dark wisps in the Ways or creeping fog enemy that strangles you - scared the shit out of my 13 year old self.

>> No.3736931

holy shit that's cool

>> No.3736972

I played a UT version of that map. Really fun.

>> No.3736973

The Descent/Descent 2 engine was a primitive portal engine that could do non-euclidean geometry in 1994. I recall playing at least one level that had multiple "versions" of it occupying the same space, and you could choose which version to play by just flying down the appropriate corridor. I don't remember if it could do self-referencing portals, though. Probably not, considering how the underlying cube structure worked.

Descent 3 is a portal engine too, but I have no idea if it can do non-euclidean spaces. I never bothered to lean Descent 3 mapping.

>> No.3736975

>Duke (720 loop secret level)

I noticed that in the DC expansion in the FBI HQ level, there's a hallway with an air duct that goes across it but they never intersect. Now you're thinking with portals.

Wait a minute. I just realized... the Build Engine isn't supposed to be able to render two accessible spaces on top of one another at the same time, but there's a bridge in an open space in the very first level. You can walk under the bridge and on top of it. What's going on?

>> No.3736983

Bridges are a feature of the Build engine.

>> No.3736984

>non-euclidean geometry

Non-euclidean geometry means parabolic, elliptic and hyperbolic geometry. It hardly has anything to do with portals. The only connection I can recognize is how on the surface of a sphere you only need to take three 90° turns to return where you started. On a plane that requires 4 turns or the use of a portal.

>> No.3736987

>>3736984 (Me)
>take three 90° turns to return where you started. On a plane that requires 4 turns or the use of a portal.

I meant to say 2 turns and 3 turns, not 3 and 4.

>> No.3737001

That bridge - and basically every other bridge in the game - is made out of flattened sprites.

>> No.3737005

Got it. Yeah, "non-euclidean" might not be the correct word to use.

>> No.3737015

Aahaa. Of course. It's not a 3-dimensional object at all. The height is 0 so it's just a 2d plane.

>> No.3737020

Lovecraft pls go

>> No.3737021


>> No.3737031

I played through Descent 1/2 fairly recently and I don't remember seeing anything like that at all.

Euclidean geometry is an axiomatic view of space that postulates that throguh 2 points of 3d space one and only one straight line could be drawn.

Any geometry where that is not true, and more than 1 straight nonintersecting line can be drawn through 2 points in space (like you can do with portals) is non-euclidean.

In game case that means - if portal is physical object with clear border, and transition can be noticed, then line drawn from A to B through that portal is not a line, but two separate lines - one goes from A to entry portal, and other goes from exit portal to B.

If the transition is seamless then even if in script terms there are two lines, in perception, there is one line. Therefore you can draw more than one line from A to B - one straight, and whatever other ammount you want by using multitude of portals, which makes geometry of said scenario non-euclidean by definition.

>> No.3737032
File: 401 KB, 128x330, 1475616221927.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3737041

>I played through Descent 1/2 fairly recently and I don't remember seeing anything like that at all.
It was a fan-made level. Whatever its name was, it's probably archived at http://www.pooterman.com/. Sadly most Descent level archives have 404'd these days.

It's the same thing with all games: the stock levels are often boring and rarely exploit every feature the engine can do. You have to play fan-made levels to really see what's possible. For example, almost any megawad beats stock Doom 2, hands down.

>> No.3737059

>almost any megawad beats stock Doom 2, hands down.
Almost any single map beats Doom 2 maps, desu.

>> No.3737097

Quick dumb question, what's the command line to skip a different map in single player campaign?

>> No.3737101


changemap map** at the console. You can also type IDCLEV (map#) into the console. map map** works too.

>> No.3737107

I still don't understand how anyone's supposed to guess these

>> No.3737110

>the part in Unreal Tournament's campaign where if you play at high difficulties, you're losing not because the bots are so outrageously difficult to fight but rather because they all run off to opposite ends of the map and rack up score killing eachother while you're still looking for a weapon that hasn't been hoovered up

>> No.3737116

so that's, what? 5 mods now that port doom 4 into old doom? Sweet desu

>> No.3737117

You have to find CAMs to fill it out. But yes it's not exactly intuitive.

>> No.3737119

Don't your AI partners also get dumber? At least their difficulty scale is always below the opposition.

>> No.3737127

you're not, either you go in blindly or you learn them with PDAs or use the cheat sheet

>> No.3737157


it means that we an finally give the finger to complex brutal doom shit, and start playing D4D on zand

last thing we need now is a working Doomslayer skin, but i think that complex power armor fits that with a few tweaks

>> No.3737171

>a working Doomslayer skin

How many sprites does the marine sheet have? 8 directions with movement and firing animations? If someone really did manage to rip the Doomslayer model, it shouldn't be too difficult to replicate the stances of the original animation frames and then render the frames in some sort of universal lighting from those 8 directions.

>> No.3737173

guys at facepunch ripped d44m armor model so it can be done

>> No.3737181

If the doomslayer sprite sheet ever ends up here I could try touching up the details. Small stuff can get lost when rendering in low resolution, and aliasing causes colors to blend. If I'm not mistaken the color depth of Doom is 255 plus alpha. That means you could have 8 hues, each one with 32 shades. Maybe more if some colors only use a portion of their allocated shades.

I could try animating and rendering it myself but I have been unable to completely eliminate antialiasing in Foundry Modo's renderer. Some part of the raytracing always bleeds past the aliased edges of things.

>> No.3737210
File: 192 KB, 488x329, 1389066265406.png [View same] [iqdb] [saucenao] [google] [report]

>just now looked at the gzdoombuilder thread because it was locked and the last post was max3d
>going through a few pages for context
>notice the page count is suddenly a few pages short than it was
>realize what happened

>> No.3737216

oh my god it keeps getting better, this is some graf tier shit

>> No.3737219
File: 61 KB, 531x532, 1704.png [View same] [iqdb] [saucenao] [google] [report]


im still waiting for a Super Metroid/SA-X sprite patch for Dreadnought

but idk how to do front and back walking sprites

>> No.3737236

>Graf: "developers are a rare resource you do not waste"
This is the man running the biggest source port for Doom. No wonder 2.3.0 happened the way it did.

>> No.3737242


im kinda out of loop here and I dont like being out of loop.

>> No.3737245


This is the thread that was split off from the GZdoombuilder thread.

>> No.3737287

I was going to ask what UT99 level you're talking about, but I think I've figured it out.
DM-Fractal, right?

>> No.3737289

Yes. I don't remember them by name, sue me.

>> No.3737295

I wasn't being snarky.
The use of portals back in the day was trippy to 11 year old me. Shit is neat.

>> No.3737306

To me it was not amazing at the time - I took things like that for granted back then, only much later realizing how great it was.

Really sad when developers of something you like lose ability to discern valid criticism, or start making changes that nobody ever wanted then snapping when people don't like those changes.

>> No.3737479

>Really sad when developers of something you like lose ability to discern valid criticism, or start making changes that nobody ever wanted then snapping when people don't like those changes.

It could always be worse. Look what happened with ZDoom and Randi.

>> No.3737483

>Look what happened with ZDoom and Randi.
? What happened with ZDoom and Randi?

>> No.3737486


randy gave the finger to zdoom, the project is now dead

>> No.3737520
File: 147 KB, 1485x745, coolios.jpg [View same] [iqdb] [saucenao] [google] [report]

Soon I am done with this travesty.

>> No.3737553

While this was true, Serious Sam more than made up for it with it's gravity fuckery.

I am precisely awaiting a SA-X monster Doomguy for use in a wad.

>> No.3737563


then here's the sprites, use it and mod it

>> No.3737574
File: 163 KB, 1280x720, Screenshot_Doom_20170114_180154.png [View same] [iqdb] [saucenao] [google] [report]

Why won't this lanky fuck move with the scrolling floor? I've tried carry, scroll and wind. Am I missing something? zdoom udmf format

>> No.3737580
File: 1.74 MB, 268x254, 1409144721246.gif [View same] [iqdb] [saucenao] [google] [report]

>here's the sprites
>doesn't post the sprites

>> No.3737585

the sprites were inside of you all along

>> No.3737592 [DELETED] 

I fully support MaxEd's decision to quit doing massive amounts of unpaid work for the toxic, narcissistic, incredibly entitled ZDoom modding community.

>> No.3737598

t. Ednerd

>> No.3737605
File: 285 KB, 1280x1024, The only problem left is the sectors and linedefs. I can figure out the rest of the mapping..png [View same] [iqdb] [saucenao] [google] [report]

Maybe you could tell me why this lift isn't working? If you can, I'll try and figure it out on your end too.

>> No.3737616

That's a large penis

>> No.3737617


for you

>> No.3737618

How are the heights? Lift goes current_floor_y -> lowest_nearby_floor_y -> wait -> old_floor_y.

>> No.3737621
File: 27 KB, 128x128, 1411739903667.png [View same] [iqdb] [saucenao] [google] [report]

por jous

>> No.3737623
File: 357 KB, 1280x1024, speak english.png [View same] [iqdb] [saucenao] [google] [report]

In english?

>> No.3737628

Weird. Basically was asking how you had setup the sector heights.
Can't really say what's going wrong. The sector is tagged, the sidedef's sided right, tagged as well, current action ( at least looking at my Boom sidedef actions numbers )...
Although since you are using UDMF-format, I am not sure how the actions are setup in it. Perhaps check so you didn't accidentally set it as "walk over" or "shoot" action triggers?

>> No.3737638

It seems to be the same as the original E1M8 that I'm trying to emulate.

>> No.3737654
File: 188 KB, 1280x1024, durrr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3737658

>it shouldn't be too difficult

>> No.3737667


I'm really fucking sick of the whole "people should be grateful that the developers even work on things" idea.

Especially considering how goddamn soft the Doom community actually is, compared to other creative outlets and communities. Some people talk about how MEAN :( and RUDE :( the Doom community is, but they're fucking easy street compared to some of the other modding/dev communities out there. If you get upset at some of the nonsense going there, you have some seriously goddamn thin skin.

>> No.3737679
File: 2.24 MB, 640x300, this really fractals my nuts.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3737682

>when she kicks you in the nuts and they break into pieces

>> No.3737685
File: 2.77 MB, 960x540, oh, ah, fuck, shit, I burnt myself, ah, I landed on my keys.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3737691

what wad is this?

>> No.3737693


its the Arthmoor disease

>> No.3737694
File: 1.44 MB, 320x240, DrDoomguysMeanAgitationMachine.webm [View same] [iqdb] [saucenao] [google] [report]

http://puu dot sh/tmhRc/8c9525488d.wad
Here's how I did it. Made in ZDoom in UDMF format, though it's the way you'd do scrolling floors in Boom format. Works in ZDoom 2.8.1.

>> No.3737697
File: 546 KB, 640x480, summoning_circle.webm [View same] [iqdb] [saucenao] [google] [report]

This final area is shaping up nicely now.

>> No.3737709
File: 194 KB, 557x605, d9498f333cfe5dae75e91911653c1045cf5ea10d.png [View same] [iqdb] [saucenao] [google] [report]

looks great dude

>> No.3737710
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3737717

>Some people talk about how MEAN :( and RUDE :( the Doom community is, but they're fucking easy street compared to some of the other modding/dev communities out there.
Just because a group of autismal manchildren is marginally less vitriolic than some other group doesn't make it OK, and it certainly doesn't mean a developer is obligated to put up with it instead of pursuing some other less emotionally draining hobby.

>> No.3737719
File: 332 KB, 1280x1024, fucking linedefs.png [View same] [iqdb] [saucenao] [google] [report]

So, is most of the issues figuring out wtf is going on with the linedefs?

This shit is why I want to collab; so that somebody with more knowledge can help when I run into issues.

>> No.3737720
File: 657 KB, 500x281, 1437694311688.gif [View same] [iqdb] [saucenao] [google] [report]

>that pentagram

also /r/ing a revenant version

>> No.3737721
File: 84 KB, 1134x579, end_area.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, as posted the .webm here >>3737697

I need to figure out how the encounter would work. Probably just massive flood of nasties. But I also gotta decide if you can go there before you collect BFG ( the progression is open. Technically you can open gates to main arena and use archvile jump to get BFG, but it is probably not recommended course of action ) - player could forget/not get the BFG.
Either I lock it before getting the BFG ( which feels bit unintuitive ), or scatter some very obvious warning signs ( ton of cell-ammo, rockets, etc. )

>> No.3737725
File: 37 KB, 366x488, george-marks-man-smoking-a-pipe.jpg [View same] [iqdb] [saucenao] [google] [report]


No, but it does mean that someone throwing a fit and quitting over criticisms essentially amounting to "I don't like it" is what is what we in the sociological professions classify as "a bitch nigga".

>> No.3737737
File: 136 KB, 926x2122, temp.png [View same] [iqdb] [saucenao] [google] [report]

Working on a sewer/water treatment plant. The idea is that there will be 3 areas, one with clean water, one with dangerous sewage, and one where they purify the sewage with magma. So safe, dangerous and fuck-dangerous. Right now most work has been in the safe area.

>> No.3737763
File: 404 KB, 1280x1024, fucking linedefs2.png [View same] [iqdb] [saucenao] [google] [report]

Trying to learn how to map. >>3737719

Mostly it's an issue of figuring out what the fuck is going on with the sectors. They're not doing what I want them to, and can't figure out why.

You can see I'm trying to remake E1M8

>> No.3737764

gameplay I'm assuming brutal doom

since i noticed the notification

and the update to hell on earth starter pack

>> No.3737767

Might be that the sector's facing is wrong, so it doesn't trigger. You could also try changing action to "floor lower to lowest floor".

>> No.3737775
File: 1.53 MB, 1280x1024, fucking linedefs3.png [View same] [iqdb] [saucenao] [google] [report]

Tried both. Still nothing.

3d view, maybe it might give insight.

>> No.3737783
File: 2 KB, 106x95, linedefs_of_terror.png [View same] [iqdb] [saucenao] [google] [report]

Regarding the limits, what are Boom's limits regarding sidedefs? 2^15, or more?
I am cutting up unnecessary detail, now.

Oops, linedef's facing*

Well, I don't have much ideas.

>> No.3737785
File: 760 KB, 1118x824, h2h.png [View same] [iqdb] [saucenao] [google] [report]

Working on my highway to hell map

I've gone for a sort of sunken fortress theme inspired by Call of Cthulu since I've only just got round to reading it recently

>> No.3737786


I'm not seeing what sector tag 4 is.
Also change to Lower By Value, Lower To Nearest is finnicky.

>> No.3737789

fuck me that's some pretty architecture

>> No.3737791

Know what? I'm stumped, and the solution is probably retard-tier simple.

I'm going to upload the unfinished map. Open it up and see if any of you can get it working, then show me how much of a mongoloid I am.


>> No.3737793

Are you sure the "floors" you're trying to lower are actually floors and not ceilings, i.e. did you raise them up?

Also looking at your earlier pics, I think you need to give the barons a floor to stand on (unless you've just turned the brightness right down) since it looks like they're just in a void at the moment

>> No.3737794

The baron doors are tagged 4

>> No.3737798
File: 457 KB, 1280x1024, fucking linedefs4.png [View same] [iqdb] [saucenao] [google] [report]

It's just the brightness.

I don't know what determines this in terms of floor/ceiling. Here's the map from a distance.

>> No.3737806

Okay I downloaded your wad to have a look and you have used ceilings for the baron doors and you also need to set a sector tag (4) on the linedef like it was in this picture >>3737763

So just raise the doors back up to the ceiling then raise some new doors from the floor

hope this works anon

>> No.3737812


If it has archviles in it you lose

>> No.3737823
File: 244 KB, 965x691, bandicam 2017-01-14 12-46-03-602.jpg [View same] [iqdb] [saucenao] [google] [report]

I still haven't added the textures so far as well as adding the secrets or something along those lines.
thinking of adding custom monsters into the maps.

I'll be posting a few more

>> No.3737826
File: 230 KB, 730x725, uhohunfolding.jpg [View same] [iqdb] [saucenao] [google] [report]

uh oh

>> No.3737828

'k so im thinking about replacing the SSG with another weapon that doesnt even use shells.

> point of fact the normal shotgun becomes an SSG
> but the SSG map item slot will be replaced by something else
> and I dont want an uber shotgun

problem is ammo balance and also sometimes there's monsters that need an SSG to the face but unless the replacement can do the damage (without much self damage) the map breaks


im thinking of making it spawn with a bunch of ammo since SSG spawns are kinda one-per-level rare

> this is a non-map wad, im not a mapper

>> No.3737829
File: 268 KB, 1852x833, bandicam 2017-01-14 12-56-02-480.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3737830
File: 538 KB, 320x240, 1398882655082.gif [View same] [iqdb] [saucenao] [google] [report]

Oh hey. Worked. Thanks anon.
Didn't figure it was like that. Huh...

Back to work.

>> No.3737831

>them pixels
Niiiice screenshots.

>> No.3737834
File: 69 KB, 799x600, bandicam 2017-01-14 13-00-26-175.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3737837


But only 4 skeletons isnt enough to replace the arches you removed. You should set up a monster teleporter to pipe in another 8 of them in those spots (maybe a semi truck full of pinkies after that to limit the player's options).

> trade 4 arches for 12 skeletons, trust me in open air its about as dangerous

>> No.3737839

see now thats what im trying to make my Zdoom do and its just not doing it.

>> No.3737842

How do I do monster teleporter?

>> No.3737850
File: 63 KB, 799x600, bandicam 2017-01-14 13-00-58-884.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3737852
File: 208 KB, 1852x833, bandicam 2017-01-14 12-57-11-067.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3737856

In a remote edge of the map you create some narrow rooms that link by a very small pipe/line to the rest of the map (such as a water area) so they can hear shooting in that room... think of pez dispensers here.

Make them invisible on the map

There is a monster teleporter (only teleports monsters) at the end of each narrow room closest to the direction they will be teleporting into (so that they seek the player and in doing so move into that square).

Teleport destination is wherever you would like the monsters to be jumping in at, this is standard fare teleporting monster ambush.

The way you keep them from just teleporting in is by putting a small wall or post between the monsters and the teleporter square they step on.

When the player does the naughty thing that brings hell's wraith down on him, you instantly lower that post or wall so that the monsters gain access to the teleporter square.

> for meanness and a little bit of extra effort, make a separate chamber for each monster and have them each teleport so that they all teleport into the killzone about the same time

> which is what I was thinking for these 4 skeletons, the place they're standing can be a teleport destination and as soon as they are revealed after getting the blue key - you lower the posts in those monster teleporter rooms

> and . . . as a result 4 skeletons come out of the pillars but then several more come out of each pillar along with pink demons too.

>> No.3737878

Alright, The pre-alpha of the E1m8 remake is nearly done.

Flag 666 is usually used to con notate a floor lowering on E1M8 via killing the 2 barons. How would I replicate this for Map01?

>> No.3737879
File: 171 KB, 1088x515, explanation_on_mon_teleports.jpg [View same] [iqdb] [saucenao] [google] [report]

If you don't want to use noise ( ex. you want monsters to appear even if they are not awake ), you can use conveyors instead. It is bit tricky, since you have to be careful that they don't get locked in.

Above post is good stuff in general. One thing I'd add is that monsters cannot teleport into teleport-exits occupied by monsters.
One setup I use is that there are actually multiple teleport-lines in the monster-room, ex. 4, which take to different teleport-spots. Also, you should add teleport-lines behind the monsters too, so they don't waste time bouncing off the wall.

You don't need to make it a physical tunnel. You can join sectors to achieve same effect. You don't necessarily have to bother with "don't show on map" unless player can obtain map.

>> No.3737884

>In a remote edge of the map you create some narrow rooms that link by a very small pipe/line to the rest of the map (such as a water area) so they can hear shooting in that room... think of pez dispensers here.
This isn't necessary. You can join sectors and monsters will hear you fap in another galaxy.

>> No.3737886
File: 84 KB, 717x568, Capture.png [View same] [iqdb] [saucenao] [google] [report]


Guess I'll post twofold.
First, have some art by Arborix/Doommonsters. Been helping me out a lot with character design/art for Cosmic Tides, characters look good and fun and neat.

>> No.3737897

Seems interesting about the ambush thing, I like it, but first i have to make space for the the monsters to teleport as well as make a test map just to get a hang of things.

Anyway cool idea, because i have meaning to add a key by the fountain area giving the monsters to appear. usually i would add a cyberdemon but that would be for later if i added stronger weapons. I don't know but the revenants work like an turret to while the pinkies and the fatsos take care of the player first then when he grabs the key more enemies show up. he could defeat the monsters and move on or just open the door and move on since I also don't know how to make door move when you kills a certain amount of enemies just like killing the two barons from ep 1.

>> No.3737901
File: 1.59 MB, 800x450, On Cosmic Tides 2017-01-14 16-32-19-562.webm [View same] [iqdb] [saucenao] [google] [report]


Second, I've implemented a zoom scope/night vision for all the weapons. The cool thing here is that it's completely independent from the weapons. Normally A_ZoomFactor resets when swapped away from a weapon, and can't be done mid-firing/mid-swap/mid-whatever.
Fun stuff.

>> No.3737904

As far as I remember tags 666/667 are hardcoded in Vanilla Doom. Outside of Fragglescript\ACS scripting and screwing with Dehacked and assigning KeenDie codepointer to Barons of Hell, there's no way to replicate that behaviour for your regular map01 of Doom 2.

>> No.3737907

i'm gonna fuck that shark

>> No.3737909

Anon, no. Das gey.

>> No.3737912

>where they purify the sewage with magma
That would probably smell unbelievably foul.

>> No.3737920
File: 630 KB, 1280x1024, Nowtoteleport.png [View same] [iqdb] [saucenao] [google] [report]


Shit, so what do I do then? Can't quite keep going on this map until I can have the walls lower for the teleporter...

>> No.3737927

You could make switches in the things that house the barons, so player has to engage or dodge them to lower the doors.

You could make it timed via voodoo-fuckery or just making it a very tall wall ( ex. make the lowering sector really high, and when the doors to barons lower, the wall also lowers, but it is so high that it takes some good time. ) - but if you do that, you need to keep player occupied.

Then there's option of making it a switch-hunt, but personally I don't like that sort of solution.

>> No.3737946
File: 6 KB, 314x29, autoaim problems.png [View same] [iqdb] [saucenao] [google] [report]

thats awesome as fuck
Hey guys ive got a problem thats been going on for awhile, Zdoom 2.8.1 here...

The noautoaim flag for weapons isnt working and I dont know why.

The default setting for zdoom seems to point to autoaiming being "default" and I want it turned off so its pesky to go in every time and turn it off (along with jumping:on).

So I decided to just make all the weapons not autoaim, but it noticeably still autoaims despite what the flag is supposed to do.

>> No.3737956
File: 156 KB, 2762x866, shaderVsChoco2.png [View same] [iqdb] [saucenao] [google] [report]

It's a hard job, but someone has to do it.

I dunno if you're being sarcastic, or what.

If you're using GZDoom you can use the retro shader. It's not 100% perfect, but it's a pretty close simulation.

>> No.3737960


some mods have stuff teleport in that isnt obviously apparent, like you go grab a key and nothing happens but when you return to the common area you find out all hell has broke loose thus barring you from going to use the key on intended door until you sort out the mess

> also in plutonia2 map 6 - when you go get the orange key I think it lowers a barrier for the cyberdemon... but it isnt until you get all the way up to the common area that a final bar is also lowered thus allowing the Cyber to jump into the common area unexpectedly to give you a hard time

> my guess is that second barrier is normally down but when you go in the orange key room its raised, then when you go back to the door to the common room it lowers again thus letting the frothing cyber reach the teleporter

> but while this is a surprise factor its also a safety factor since cybers are the strongest melee critters in the game, if it teleported in sooner than that the cyber would be blocking the door and kill the player as soon as they opened it

>> No.3737962
File: 21 KB, 100x100, 1479871896265.gif [View same] [iqdb] [saucenao] [google] [report]

Dunno, E1M8 effect is reproducable but it depends on format you're mapping for. If it's Vanilla-ish (Doom, Doom 2, Boom) then some Dehacked fuckery would be required. If it's Doom Legacy format then Fragglescript could help. If it's UDMF\Doom in Hexen format you can make a script that executes when both Barons die, but I don't know much about setting up any of these way so I can't help you here, man. Alternatively you can pick something from >>3737927 Or you can just put some Commander Keens in that room somewhere and put tag 666 on sector that needs to be lowered, except you're gonna make them work like a door (i.e. lower the ceiling to the floor level).

>> No.3737963


Can GZ doom run without openGL?
if not then I cant use it.

>> No.3737965

>Can GZ doom run without openGL?
The shader can't. But the software renderer can, which is the same as ZDooms renderer anyway. Which is about as close as you're going to get in ZDoom variants, then...

>> No.3737967

Use console to set vid_renderer 0.
Outdated OpenGL either doesn't work or bugs out.

>> No.3737969 [DELETED] 
File: 127 KB, 1230x283, 1481754157327.png [View same] [iqdb] [saucenao] [google] [report]

>doom babbies

>> No.3737980 [DELETED] 


>> No.3737985
File: 55 KB, 248x217, why isnt opengl like directX.jpg [View same] [iqdb] [saucenao] [google] [report]

I havent downloaded GZ yet but I expect it will bug out. Pic related. Until someone literally gives me a new comp thats not going to change, thats just how that is.

>any way to use 3dAnalyze to emulate it?

>> No.3737989
File: 10 KB, 423x305, temp.png [View same] [iqdb] [saucenao] [google] [report]

What you can do instead is have a zombieman on an elevator trigger a door, so the fight is timed, instead of on boss death. But then you gotta crush the zombieman before the end of the level for 100% kills. Or allow him to teleport into the map somehow.

Not sure if dehacked can help you here either because "bossdeath" is already in the barons, but only functions on E1M8.

>> No.3737991 [DELETED] 
File: 151 KB, 400x400, doom babby.png [View same] [iqdb] [saucenao] [google] [report]

it's time for doom babbies to go back to their roots to be honest. stop plaguing our board already faggots.

>> No.3737992

Actually I'm not sure if you can get him to shoot without seeing you. Some more trickery would be required...

>> No.3738004
File: 956 KB, 378x284, ithaca-pump.gif [View same] [iqdb] [saucenao] [google] [report]

I like a good pump.

>> No.3738006 [DELETED] 


>> No.3738013
File: 266 KB, 500x368, shitter shatter.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3738019

>Not sure if dehacked can help you here either because "bossdeath" is already in the barons, but only functions on E1M8.
It's possible to transfer KeenDie codepointer to whatever monster though and that one works on any level.

>> No.3738030
File: 2.86 MB, 640x360, 1468546135102.webm [View same] [iqdb] [saucenao] [google] [report]

>when you accidentally open portals to the blood dimension

>> No.3738031

>It's possible to transfer KeenDie codepointer to whatever monster though and that one works on any level.
Ah. Didn't think of that, or notice it in your post.

>> No.3738032 [DELETED] 
File: 76 KB, 470x531, 1457830673733.jpg [View same] [iqdb] [saucenao] [google] [report]

does this general get gayer every time I check it out? like goddamn, what the fuck is wrong with you retards? why would you post something so shitty and a comment to go with it that isn't funny in the slightest? what the flying fuck is wrong with doom babbies?

>> No.3738035

Hey, mod, you forgot to ban him.

>> No.3738037 [DELETED] 

>hey mod my anoos is prolapsed pls fix ;_;
fuck off back to rebbit where you'll be safe you sad little fruitcake

>> No.3738046

Is it possible use wads with original Doom?

>> No.3738049

Well... yeah? That's where all this modding stuff began, dude.

>> No.3738053
File: 168 KB, 1007x664, iron_halo.png [View same] [iqdb] [saucenao] [google] [report]

Man, I like how the damn iron halo turned out.

Maps? There are plenty, but some break map limits, so limit-breaking port is needed. Plus, if you are talking about specifically for Doom 1, the maps need to be intended for them ( scratch off revenants, mancubi ).
Mods? Depends, there is DeHackEd. Most of modern mods are intended for ZDoom/GZDoom/Zandronum.

>> No.3738070
File: 553 KB, 1600x900, Screenshot_Doom_20170114_230107.png [View same] [iqdb] [saucenao] [google] [report]

man, i hate how nobody ever talks about ketchup-lippeth. Its like like regular ketchup but doesn't crash in new versions of GZDoom and and has appropriate blood colors for the cacodemon/baron of hell

>> No.3738095

What if he meets the HDoom girls and they make him an adult, then?

>> No.3738097


...By teaching him about taxes and house payments?

>> No.3738098

>they make him an adult
that sounds like a surprise birthday party

kids love birthday parties

>> No.3738104



Turok: Dinosaur Hunter source found.

>> No.3738107

They'll adult him so much.
They're gonna put him through college and give him a good education.

>> No.3738112

>What if he meets the HDoom girls and they make him an adult

This is the most awkward euphemism, anon.
It sounds like you're suggesting they're going to introduce him to car mortgages and careers.

>> No.3738121

oh shit

>> No.3738124

I love Doom but I haven't played in forever and switched to Linux in the meantime.

Can anyone spoon-feed me a good Linux Doom port so I can avail myself on all the new .wads that have come out?

>> No.3738129
File: 490 KB, 230x230, 1395979544522.gif [View same] [iqdb] [saucenao] [google] [report]

Right. Alpha 0.0 of e1m8.

Give it a quick run, toss some suggestions together, whatever. I'm tired. Will have to work on it some more later. Obviously lots of work to do. Just have to flesh out the initial architecture first, then will shift things and secrets around, tag them as such, get basic gameplay up, get detail together (initial detailing done on the exit pedestal, take a gander)

Feel free to play around with it and/or use it to help you learn how 2 map. I'll credit anybody who plays around with it.

>> No.3738132

You forgot a link, m8.

>> No.3738136

(if he releases it)

>> No.3738137 [SPOILER] 
File: 199 KB, 1024x1024, 1484436639227.jpg [View same] [iqdb] [saucenao] [google] [report]

Retardation strikes again.

Texture malignment, room scale and non-existant rooms are likely some of the largest issues thus far. Not going to plonk down the majority of items yet until i'm satisfied with the architecture. Most of what's there is for refrence's sake.


>> No.3738146

o fucc

>> No.3738148


>> No.3738156

Again, you'll likely need to toss yourself some items and whatnot as all I've tossed in there for the player so far is the shotgun and the soulsphere.

>> No.3738157
File: 148 KB, 620x454, LqqdsWa.jpg [View same] [iqdb] [saucenao] [google] [report]


That sounds pretty lewd, anon.

>> No.3738196
File: 1.16 MB, 1280x1024, pedesticon.png [View same] [iqdb] [saucenao] [google] [report]

By the by, here's that exit pedestal in progress.

>> No.3738230

Not bad for a first attempt

My only complaint would be that it feels too cramped: the pinkies are harmless and the secret kind of gives itself away as you try to squeeze past
The stealth baron fight was surprisingly intense but again would like a bit more room to maneuver
Liked the lighting effects although the first step was skipped
All in all it's clearly e1m8 so what more could you ask, welcome to the mapping scene anon!

>> No.3738246
File: 91 KB, 391x644, layout.png [View same] [iqdb] [saucenao] [google] [report]

Almost all of layout done, finally. Just few areas need some touching up. I probably manage to sidedef count under 2^15.

After that it is time to shit up the place with monsters.

>> No.3738253

I'm finally becoming a true Doom-fag it seems; what are YOUR top 3 ChocDoom comparable WADs?

>> No.3738257

Hell Revealed

>> No.3738273

Can't leave you hanging senpai--thats by far the best ketchup. Works great with smooth Doom weapons only.

>> No.3738281
File: 13 KB, 130x150, lookanimage.png [View same] [iqdb] [saucenao] [google] [report]

The first step is part of the larger sector involving the soulsphere- so the whole hallway would likely glow.

More room is intended for later. Just looming about for proddings.

Other than that; thanks anon. Glad you like it.

>> No.3738291

I'm pretty sure every source port can be a Linux port. It's called the GPL.

>> No.3738338

HARD reset?
delete all fetish shit on your pc, replace with vanilla stuff, and nofap for a month

>> No.3738341

This doesn't work anon. I can confirm this.

Source: i like 'big' things.

>> No.3738342

I need help you guys. I tried uploading a wad onto idgames for the first time, but it got rejected because it has unmodified id software resources.


I'm not sure what qualifies as "unmodified id resources". If it's the Doom 1 and TNT textures, then I have no idea how to include them otherwise.

>> No.3738349

The thing is that it's assumed that people downloading have DOOM2.wad lying around if they are downloading doom2-based maps.

>> No.3738376
File: 190 KB, 660x330, BloodHeader.png [View same] [iqdb] [saucenao] [google] [report]

Burned through the game surprisingly quick -- not short, just because it was so damn addictive. I'm kicking myself for never playing this, because its absolutely one of the finest games of the era.

The real star is the phenomenal level design. The game is filled with tons of creative locales and situations, and every level is so damn detailed and filled to the brim with secrets and traps. Apart from a lackluster 3rd episode, the game stays pretty high quality and managed to keep surprising me throughout. I can't believe they pushed the old Build engine as far as they did in this game.

Anyways, thanks to those in the thread that gave me suggestions on how to get the game running the best.

>> No.3738379

>i like 'big' things.
go on

>> No.3738385
File: 90 KB, 414x656, done_with_now.png [View same] [iqdb] [saucenao] [google] [report]

Finally done with the damn map.

Now just monster placement and rooms...

>> No.3738396

Might have been because of SKYONE being an identical copy of doom 2's RSKY1. Otherwise, I'm not sure. It definitely doesn't have an entire iwad's worth of resources included. Might be worth discussing this with Bloodshedder and The Green Herring.

>> No.3738404

You ran it with bmouse, yeah? The actual mouselook in DOS Build games is awful.

>> No.3738406
File: 133 KB, 497x501, Awesome.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3738410

just play doom and you will be fine

>> No.3738415
File: 21 KB, 455x364, degeneracy.gif [View same] [iqdb] [saucenao] [google] [report]

fat things, preggo things, things eating other things.

>> No.3738418
File: 56 KB, 498x490, quake_avatar_by_reienkyo22.jpg [View same] [iqdb] [saucenao] [google] [report]

excellent taste, anon

>> No.3738419

>"These are a few of anon's fav-or-ite thiiiiiiiiiiings~"

>> No.3738424
File: 1.52 MB, 635x457, 1482620631668.gif [View same] [iqdb] [saucenao] [google] [report]

>excellent taste

>> No.3738427
File: 121 KB, 568x573, foreboden.png [View same] [iqdb] [saucenao] [google] [report]

I only like one of those things and even then I have a limit. pic partially related

>> No.3738430
File: 84 KB, 900x750, GL_TEXTUREMODE_NEAREST.gif [View same] [iqdb] [saucenao] [google] [report]


Don't hate, appreciate.

>blundertale poster judging others for their taste in wank material

>> No.3738431


How was your school week, lad?

>> No.3738439
File: 42 KB, 256x256, Alien_PopOut.png [View same] [iqdb] [saucenao] [google] [report]

I'll take "shit you don't hear in a doom thread" for 800.

If I can figure out how, I'm making the marbfaces of those baron pillars open at the mouth-seam.

>> No.3738440
File: 137 KB, 680x678, 1465824371672.png [View same] [iqdb] [saucenao] [google] [report]

>putting a thread-specific spin on otherwise lame images is reason for annoyance now
okay, you heard the man, everyone stop making OC immediately

>> No.3738442

which one of the things

it's probably preggo things isn't it

>> No.3738445

Relax bro. Just cause I don't like pepe doesn't mean I hate OC that revolves around it. Keep doing whatever.
I like the chub

>> No.3738449

Did you figure this out, Anon?
I replicated it in DB2 but mine worked.

>> No.3738450

Okay, checking again. Here are the things you included that are also in doom2.wad

SKYONE = Doom 2's RSKY1

>> No.3738451

for >>3738342

>> No.3738452

Apparently it was >>3737806 for the baron doors.
worked for the lift.

>> No.3738459
File: 940 KB, 1920x1080, For not nuDump(Highway to Hell(maybe)) at 2017.01.15 04-48-54.165 [R2780].jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, I got this here unfinished map. Almost everything is done for the alpha build. I just need to create a few more rooms and I will start populating the map.

>> No.3738461

Maybe I might plug that E1M8 into the Hihgway 2 Hek compilation when it's fleshed out more.

assuming my foul ass is even allowed in.

>> No.3738463
File: 90 KB, 1866x886, For not nuDump(Highway to Hell(maybe)) (edit area) at 2017.01.15 05-13-28.743 [R2780].jpg [View same] [iqdb] [saucenao] [google] [report]

And here's how it looks like in 3D mode.

>> No.3738465

I like it.

>> No.3738468

GZDoomBuilder-Bugfix, a maintenance fork of GZDB


>> No.3738482

all those hundreds of vertexes could just be a line

pinkies are like bishops or rooks in chess, they dont do crap on their own usually but they pin you in so a knight can cut you in half

they're typically harmless on their own, you can bottleneck the hell out of them and even fight them out in the open with an SSG

but if you have revenants or any other tier 3 enemy on the other side the player is flanked, either they fight the big enemy and get chewed up or they fight the pinkies and eat some major damage from fireballs

> most of the serious megawads seem to suggest the idea of just run like hell until you can actually find a defensible corner to bottleneck or cause infighting, and even then monsters getting in the way can make you still take a noble fireball while you blow them apart just to escape

> this is why noobs and doombabies think its so hard, its only because its demanding out of the box thinking, like the idea of archvile jumps

>> No.3738483

Make sure you play Death Wish, anon.

>> No.3738485



>> No.3738487
File: 335 KB, 800x593, NEW-3.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of, new version of Death Wish coming at some vague, indeterminate point within the next twelve months or so: https://bloatoid.blogspot.com.au/2016/12/death-wish-update.html

>> No.3738491

Is it too late to sign up for/start a highway to hell map?

>> No.3738497

This is great, another excuse to play it.

>> No.3738504

I was haawwtismed and didn't realise this until later. plus i wanted to be tight to the texture.

i want to sort of raise the face so it looks embossed, not a flat texture. But fuck me, I don't know how, nor have the skill. Around this, there would be a considerable build up of technology- the indications of the entire phobos base built around it.

This is more long-term. I'll be building up on this map, get it to a more presentable state, consider it a release, and then come back to this map from time to time as i pick up on it and learn new skills.

Feel free to fiddle around with it in the editors if you like.

>> No.3738507 [SPOILER] 
File: 1.41 MB, 1920x1080, 1484448658492.png [View same] [iqdb] [saucenao] [google] [report]

Anons, i've made this experimental map in about some time, and now i kinda needed some "beta" testing.
Would anybody here be willing to give it a try and say what you think?

>> No.3738510

Yeah. Toss it up.

>> No.3738512

Thanks m80, this has been driving me crazy all evening

>> No.3738513
File: 1.48 MB, 1920x1080, i.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3738518
File: 1.43 MB, 1920x1080, n.png [View same] [iqdb] [saucenao] [google] [report]

Another pic

>> No.3738569

Has anybody here compiled ZDoom for Raspberry pi? I can't get this shit to compile, cmake keeps flipping out.


>> No.3738573

A smidgeon fustrating, but i was playing it on hard, so that's to be a given. Will play it more given a chance tommorow.

Visually good, but the map should be a little bit brighter. It's kind of hard to see how to get out of the start area.

>> No.3738590

I require a E1M8 entirely out of doom sounds, or "we are number one" with doomguy sounds.

It will make sense when it's all done.

I also require revenants using trumpets and screaming to century fox theme

>> No.3738598

I also require more things like Mock's "barons of the universe" KDIZD's "keeping the barons" and UnFATCO? savage

Please insert directly into ear

>> No.3738628

Post CMake Errors and CMakeOutput.log if you have it.

>> No.3738685

The Vinesauce Mapping Contest Evaluation continues:


>> No.3738691

better get to work on it, then

>> No.3738719
File: 38 KB, 362x346, ??.jpg [View same] [iqdb] [saucenao] [google] [report]

Why are you asking this in the Doom thread?

>> No.3738721


he has a hard on for doomguy

>> No.3738724

Guncaster probably did things to his peepee

>> No.3738731

can I ask how many variants are of brutal doom?

>> No.3738732

I did a bit of searching around. If you're using Raspbian, install GCC 6.1.0 (the 4.1.0 included in the OS is apparently kinda busted).

According to Eruanna, GZDoom builds fine on Ubuntu MATE, but you'll need to manually set the vid_renderer cvar to 0 to drop to the software renderer and make things nice and playable.

Porting over the OpenGLES renderer from D-Touch is on the to-do list, which would make playing on a Pi a lot nicer, but the problem is nobody working on the engine has the time to do it right now...

>> No.3738735 [SPOILER] 
File: 356 KB, 560x782, 1484459370244.png [View same] [iqdb] [saucenao] [google] [report]

Can't imagine why

>> No.3738741

>Brutal Doom itself
>Sperglord Edition
>Project Brutality
>There's something with offhand powers and a store system built on top of BD

I'd imagined R63 Cygnus would've been more akin to some kind of dominatrix-looking gal. There's a good example around but this is /doom/ we're talking about.

>> No.3738748


insanity's brutality
bd black edition

>> No.3738774
File: 1.49 MB, 720x360, floor waves.webm [View same] [iqdb] [saucenao] [google] [report]

So the main gimmick of the crescent slash is it fires 3 rebounding waves that in turn shoot out smaller projectiles when bouncing.

I'm having issues where sometimes the smaller projectiles get stuck in the floor, it's pretty annoying.

now that AGDQ is over I should be making more consistent progress.

>> No.3738782

UDMF format; How do I setup this soulsphere sector as a secret?

Sector/action line is what?

>> No.3738784
File: 292 KB, 1280x1024, secretsphere.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3738790

that's when you circle back around and start jerkin off to softcore shit and facebook photos

>> No.3738805

might be different in GZDB but in DB2:
Right click sector, click the little box in the effects section, go to generalised effects tab, change Secret from No to Yes

>> No.3738815
File: 546 KB, 1280x1024, Screenshot_Doom_20170115_020618.png [View same] [iqdb] [saucenao] [google] [report]

It ain't there in gzdb.

More detail progress; door behind the player when the map is started; decorative.

>> No.3738821

For future reference, other need-to-knows:
How to change Map music
How to import textures (i want to use the fleshtek for the soulsphere pillar)

>> No.3738829
File: 87 KB, 533x800, TheUACDidThis.jpg [View same] [iqdb] [saucenao] [google] [report]

can someone guide me on how to start a gzdoom multiplayer on an ubuntu terminal?

I DON'T KNOW HOW TO USE UBUNTU, I installed it to learn

I've installed the 64 bit .deb package from here:


it said: "dependency problems - leaving unconfigured" and later did:

sudo apt-get install -f

but it's still saying the same thing

also, I don't have a fucking clue where the fuck it landed or how to execute it

>> No.3738834

>Installing Ubuntu before even knowing about basic Linux commands

You did this to yourself.

>> No.3738847

New to Trenchbroom, what would be a good way to make bumpy terrain for things like cave walls and small hills? Been trying to use the vertex tool but I just end up making really sharp triangles.

>> No.3738848


I have 3 computers

>> No.3738853
File: 1.28 MB, 1280x1024, Screenshot_Doom_20170115_024507.png [View same] [iqdb] [saucenao] [google] [report]

Retextured the baron room. Lightings in other areas fiddled with. Added a singular knight to the two barons- non-specter.

Fiddled with bridge placement. Added imps. Retooled the barrels pinkies room.

>> No.3738860

I will look into it for you. And I can answer those questions too. Gimme a bit.

>> No.3738865
File: 348 KB, 1500x897, 1395777315604.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anon. Have a rad-ass D64 cartridge.

>> No.3738868

Damn that's a rad cartridge.

>> No.3738885
File: 106 KB, 1093x666, NkItiHq[1].png [View same] [iqdb] [saucenao] [google] [report]

Alright: For GZDoomBuilder I think if you just tag a sector's effect as 1024 it should make it work as a secret. Alternatively, pic related. Seems to make the sector's effect as 1024 anyway.

>> No.3738889

Ah, thanks.

>> No.3738891
File: 6 KB, 320x329, iwad menu.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way I can get zdoom to load a pk3 file and run with a wad, as its own option, on the "Select a IWAD" screen?

I want to get the master levels for doom 2 mod, as its own option on the screen

>> No.3738892

I now realize I had seen this multiple times and failed to remember it.

>> No.3738898

I never noticed that it's called "Evilution"

>> No.3738924

>How to change map music
I hope you got Slade installed.

Basically you need a MAPINFO text file.
Save a notepad file as MAPINFO.txt.

In it you'll want the following text:

map MAP01 "(your level name)"
music = "D_BUNNY"
map MAP02 "(Another name)"
music = "D_E1M1"

That generally gives you the idea of how you would change details for additional maps. There's a lot more you can do in this MAPINFO file, like changing the title page, music, credit page, quit messages and such but we'll worry about that later.

So you want to change the music? First you need the name of the track you want to change it to. If you're using Doom as a base you'd want something from https://doomwiki.org/wiki/Doom_music, while Doom 2's names are listed https://doomwiki.org/wiki/Doom_II_music
You're looking for the short names in the MUS columns.

If you want some custom shit, you need to import a midi into your WAD with SLADE. Then just use that name instead. It'll automatically be truncated to 8 characters so I guess keep that in mind if you use a whole lot of similiarly named midis.

You can also use oggs or mp3s, I think, but I haven't looked into that too much.

>> No.3738949
File: 85 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google] [report]

Says so right in the title screen

>> No.3738957

Regarding the music. Is there a way to pull off Serious Same dynamic music trick? What I mean:

Play 2 music tracks simultaneously, both music tracks have same rythm and beat, but one is mild (exploration), other is heavy (combat). One of them is always muted, and when you enter/exit combat that one's volume is raised, while the one currently playing gets gradually muted. This makes a seamless transition between combat and exploration music.

Also to tie in with that: Determine if there are alerted monsters with player either their line of sight or in radius around him, while ignoring unalerted ones.

>> No.3738959

first draft submission is in a couple days, but if you manage it in a couple days then i don't see why not

>> No.3738972

Alpha 0.1

Most of starting area updated; textures swapped out.


>> No.3738974

make a square brush.

use the clip tool (C) to cut the brush into 4 equal (or unequal) sections. You can press ctr+enter to cycle between clipping off a part and splitting a brush into 2. Once you've pressed C, drawn a line through the brush, then you can keep pressing ctr+enter until the whole brush remains yellow highlighted, and then press enter to finalize.

So once you have a brush split into parts (ideally 4 parts in a 2 X 2 box like a window), select them all and press V for the vertex tool.

Then select a vertex where all the brushes meet. Then you can drag that vertex around and all the brushes will move together, creating a more natural kind of bumpy-ness.

Not sure if this is the best way (I'm also pretty new) but it works for me

>> No.3738981

That is well out of my zone of knowledge, sorry anon

>> No.3738984

How would I make use of the Highway 2 Hell content for my map?

>> No.3738986

via GZDB

>> No.3739003

Load up the base as a Resource in GZDB.

>> No.3739017

Require this as a midi. I have the music, just can't convert it to doom.

>> No.3739019
File: 78 KB, 1280x1024, no car man.png [View same] [iqdb] [saucenao] [google] [report]

But the start zone isn't there.

>> No.3739023

Can you just use an mp3 or .ogg file?

Creating a MIDI file requires scoring the whole thing out by hand, note for note. I could do it, but you would have to pay me for my time.

Unless you have the sheet music and program that can scan the sheet music and then export a MIDI file.

>> No.3739029


You started a new map, anon.

If you want to edit the existing map, you extract that out of the .pk3 and edit that.

>> No.3739030
File: 148 KB, 466x359, 1463346915449.png [View same] [iqdb] [saucenao] [google] [report]

>returns after 6 months afk
is rekkr out yet?

>> No.3739042

afraid not anon. Hopefully sometime this year according to the doomworld thread

>> No.3739071
File: 705 KB, 1280x480, WHY.png [View same] [iqdb] [saucenao] [google] [report]

Played it on hard. I was enraged by this moment: I silently shank these 3 snipers without waking up any guards, make it to the roof and see them all replaced with -another- 3 snipers. I can't hide from their fire in a reliable way nor I can clear the roof with these bastards constantly hitting me from below. As a result of having just a knife that roof part and the exraction part feel like RNG-fests where I constantly rolled for reaction time and damage. I dunno, toss just a pistol somewhere and remove all backpacks but the one in alien skull room for hard difficulty. Outdoor area runs at about 10-15 fps on my shitty machine so that didn't help me at all.

>> No.3739076
File: 7 KB, 150x141, 1301237254532.gif [View same] [iqdb] [saucenao] [google] [report]

Hey, mappers. Remember one thing: this is Doom, not System Shock. I shouldn't have to count every bullet I fire. Give me fucking ammo. Just because *you* can kill 100 Revenants and Barons with nothing but your fists (not even berserk pack) doesn't mean everyone can. So give me ammo.

And I'm not even talking about intentional drought levels. I'm talking about ordinary maps in the middle of a damn megawad that apparently weren't properly playtested. Maps that even the most basic playtesting would have revealed to contain too little ammo and too many tough enemies that won't even in-fight. If I have to cheat because you throw 50 Revenants on my face and only a box or two of shotgun shells, then it's your fault.

Now I remember why I ragequit Community Chest 1 all those years ago. This time I won't stop, but I will cheat ruthlessly.

Apologies for the rant. I had to vent.

>> No.3739090
File: 1.45 MB, 1010x674, caleb_el_elegido_wallpaper_by_firestriker[1].png [View same] [iqdb] [saucenao] [google] [report]

I don't think I've seen this being discussed here: the guy behind BloodCM is working on a proper Blood port called gdxBlood


>Hi all! I stopped BloodCM because I working on more perspecive projects - gdxBlood - Blood port based on Java's libgdx framework. My port can reading all of original Blood maps and original Blood resources unlike BloodCM mod for eDuke32 and I working on triggers now. It almost playable at all :)

>> No.3739094
File: 210 KB, 1920x1080, pffffthahahaha.png [View same] [iqdb] [saucenao] [google] [report]

Linking to >>3735310 so I don't forget.

>> No.3739098

Making Blood run on VirtualPC under FreeDOS is actually not hard at all.

Works at 100+ fps on my GPD WIN (its a windows handheld that is practically an Athom tablet with gamepad), where DosBOX Blood turns into 5-7fps slideshow.

>> No.3739103
File: 177 KB, 1280x1024, carr.png [View same] [iqdb] [saucenao] [google] [report]

good place to stop for now i think. plugged the car thing in. will continue later.

>> No.3739126

well, care to elaborate on how to get it running, since it's not that hard?

>> No.3739130

i don't know about you but whenever i play system shock i end up with a retarded amount of rounds for all my guns

that game does not have strict ammo management in the slightest

>> No.3739131


literally no one knows?

I want to connect from a windows 10

>> No.3739132


check a tool called wadsmush, I don't know if that can help you

>> No.3739141


Got some sounds for the crescent slash attack, I think this one's ready to go.

>> No.3739149
File: 2.22 MB, 4608x5184, 1.jpg [View same] [iqdb] [saucenao] [google] [report]

Install VirtualPC or VirtualBox (both are faster than VMWare, and VMWare is also payware). VirtualPC requires Windows Pro or higher, does not work on Home versions, but has support for both music and sound, VirtualBox can be installed anywhere and is freeware, but it does not support music (sound is fine though).

Create new Virtual Machine in any of the above, then install FreeDOS - just mount an install CD either through program's internal mounting or on your host machine then allowing virtual (guest) machine to use your real drive in the options, then boot your VM from it and follow the instructions. It is much easier than installing Windows, as there are not many options. You can easily google a detailed installation process which is about 5 or 6 steps total. You can also get pre-installed HDD images for both I think.

Then mount Blood CD image and install it from there, run setup from whatever dir you installed it, and select SoundBlaster as your sound device. Select Music as None if you are using VirtualBOX, otherwise it will crash due to lack of MPU-401.

To get Cryptic Passage working you will need a fixed Cryptic.exe, which can be downloaded here: http://files.deathmask.net/patched/

Also video of it working: https://www.dropbox.com/s/pneovpmn0ji43oj/VID_2017-01-15_164827.mp4?dl=0

>> No.3739161

Are you playing pistol start or progressively?
Because some .wads are designed for progressive play with no thought for pistol starting.

>> No.3739194
File: 64 KB, 544x520, fuck.jpg [View same] [iqdb] [saucenao] [google] [report]

How do I set up ZDL to be able to run different modpacks at different times or at least to be able to toggle which ones I want active?

>> No.3739245


and the only one that matters is JohnnyDoom

even if D4D is rather superior than BD nowadays

>> No.3739247


if this is e1m8 id be glad to play this when its released

>> No.3739256
File: 60 KB, 1221x747, death_geometry.png [View same] [iqdb] [saucenao] [google] [report]

Now onto item-placement.

Second final map of my mapset, map09. Intended to be toughest of the set, too...
Actually, once I am done with this map, I am gonna throw around the mapset for testing.

>> No.3739261

Have you tried to play HDOOM?

>> No.3739274

>some .wads are designed for progressive play with no thought for pistol starting.
#NotWllWADs :^)

>> No.3739289
File: 166 KB, 1024x805, cacodemon_by_emortal982-d6610go.jpg [View same] [iqdb] [saucenao] [google] [report]

thx anon
have a caco

>> No.3739323

it's simple, really
>load all wad/PK3 for modpack1
>select iwad and source port for modpack1
>click on the ZDL button
>save ZDL...
and just name it modpack1 or something, rinse and repeat for the other ones

>> No.3739384

Image sauce?

>> No.3739396

I haven't played wads in a decade and I was wondering that are there any maps optimized for Nightmare? So that the difficulty is somewhat like UV but the map is meant to be played with respawning monsters? Normal maps are not really that fun in Nightmare especially with pistol starts.

>> No.3739416
File: 333 KB, 1366x768, Screenshot_Doom_20170115_013913[1].png [View same] [iqdb] [saucenao] [google] [report]

well our good friend doomguy "just do it" 2000 is at it again.

>> No.3739427

Sick, thanks for the explanation anon.

>> No.3739442

Man, I can't believe I can put out a test-version of my mapset soon. Just gotta fix some Boom-related bugs...

>> No.3739467

>been playing Unreal
>notice something's wrong
You know, I think you can tell where a game stands, according to its most basic enemies.

In Half-life, the first enemies you meet are headcrabs and zombies.
In Doom, it's also a zombie.

In Unreal, the very first enemy you meet if a fucking brute with rocket launchers.
It's not the weakest enemies, but it's the first you fight. How's that?

>> No.3739479

Unreal is kinda exotic compared to other shooters.

>> No.3739485

Usually, there's a sense of progression in games.
Unreal just go all other place. The pupae, who are small chaff are only introduced late in the game.

That's pretty interesting from a gameplay perspective, to be honest.

>> No.3739487
File: 32 KB, 1272x954, disjunction_logo.png [View same] [iqdb] [saucenao] [google] [report]


Alright, I finished the damn map ( although still needs bit of testing ), so it is time to put out the beta-test for Disjunction.


Fixed bunch of Boom-errors off from maps, too.
The maps should be playable with Boom complevel 9, but if issues arise, please do notify me.

It's by no means complete, I am still going to do one final map for it ( it won't be that massive ) and do fixes to some map texture alignments, and most importantly, gameplays.

>> No.3739502

Now that you mention it, you are kinda just bumbling from location to location looking for a way to get off the planet.

I remember this whole subplot about that one woman that tried to lead the natives against the Skarrj and thought that would lead up to something only to find her corpse in Bluff Eversmoking. I guess they saved a lot of money by not having to tell a story via voice acting.

I also remember how the most straightforward path in the Dark Arena level makes you miss out on about 80 % of the map and how I only noticed after noclipping through levels after beating the game.

>> No.3739504

Unreal was pretty innovatice.

>> No.3739506


>> No.3739548

Updated my map again.


Remember to load base.pk3

>> No.3739554

fuckin' oops.

well then this can be fixed simply.

>> No.3739556
File: 361 KB, 1280x720, Screenshot_Heretic_20161229_022037.png [View same] [iqdb] [saucenao] [google] [report]

STILL working on this addon for Trailblazer in Heretic & Hexen. In addition to all the user-customizable options, and a lot of new monsters, you can also find new powerups.

-Holodecoy: Draws attention of enemies, and can be remotely detonated.

-Jet Boots: Changes your dash while active; ground dashes have increased lateral distance, air dashes have increased vertical distance, but decreased lateral distance.

-Stealth Suit: Enemies lose track of you. Bosses aren't fooled. May make it so that firing weapons ends the cloak, but that will mean modifying the weapons, and I really don't want to give myself still more work to do.

>> No.3739558

with heretic's generally-lower HP values, it sounds even more boring than usual

>> No.3739564

>misaligned and mismatched textures
>stealth imps
>why do the candles block your movement
>two stealth barons with no ammo in a tight space

This is possibly one of the worst maps I've seen.

>> No.3739573

>This is possibly one of the worst maps I've seen.
Have you played Terry's wads or wow.wad?

There's always worse.

>> No.3739574


>with heretic's generally-lower HP values, it sounds even more boring than usual

In addition to all the new monsters I'm adding, you can also grant monsters with a health buff between 1.1x and 2.0x of their spawnhealth. That's in addition to any monster health multipliers done by the game's difficulty levels.

One of the things I've tried to do with the monsters is give them ways of foiling the high rate of fire you have with Trailblazer weapons. So, some monsters have shields, or can dash to the sight when you have them in your line of sight, or can teleport.

Speaking of shields, no monster that can shield (save the Hereisarch) is invincible when they're shielding. So it won't be a situation like with vanilla Hexen's Centuars, where you basically have to stop fighting when they bring up their shield.

>> No.3739583


Terry's maps are a bad joke with a nonexistent punchline, and wow.wad is Literally Nothing: The Wad.

This map is worse.

>> No.3739607
File: 867 KB, 1280x1024, Screenshot_Doom_20170115_143907.png [View same] [iqdb] [saucenao] [google] [report]

I just want to use it for the HW2H map, and it requires to be in specific format.

>> No.3739618

Which isn't midi.

I'm pretty sure you didn't actually read the rules.

>> No.3739637


Bulets yes
Shotgun Shells no

personally I think the shotguns are overpowered in the game since you can carry so much ammunition for them.

You should have to be forced to switch weapons because ammo runs dry on them, normal doom ammo distribution is tanamount to weapon cooldowns and thats all.

You get so much ammo normally even in the harder megawads you could go without using 1 type maybe even most of your Rockets and still make it through.

Shotgun shells should be limited almost exclusively to what sergeants drop. Maybe a box of shells near shit-hit-the-fan city.

And I dont think rockets should be supplied in a build up way like the cells are. You should more or less be forced to use the rockets you find as they are supplied, that ammo counter needs to be resident evil levels of low.

Use your rockets for what they're designed for - killing groups of cannon fodder, since it is a cannon. Use it to kill groups of skeletons dont just pump two into a lone one.

Dont use the shotgun, save the ammo till you get an SSG. Use the SSG on hitpoint trucks.

Chaingun needs to be your go-to weapon.

Tough ass demons from hell having flinch painstates is there for a reason - its a saving grace game mechanic.

>> No.3739643

Do you get gradual slowdowns in JD? I like this mod a lot, but the longer I play a map the laggier it gets until I shit you not, I get less than 1 FPS. Any idea what causes this or how to fix it?

>> No.3739659


damage types
initialize it to Factor 0.5 damage

for explosive weapons you need to make sure in the death state to "A_SetDamageType" just before you call A_Explode that way it makes sure the damage type is the reduced kind

This way its easy to playtest it, you can change the initialized value and it goes across the board to all the critters.

> let them still do normal damage, so if they infight with each other they kill each other quicker and you still have to deal with them

> that way they also still do normal damage to the player

> set the DamageFactor for the player against the player's weapons damage type at 1.0 so bots or multiplayer isnt soft

>> No.3739664


> im 644% confident

My face when Percent should mean Percent, as in out of 100.

Maybe more people oughtta consider leaving the player with normal maximums below 100, that way you're only at 100 when you get all the health powerups.

>> No.3739672

I'm only at map04 and I can say "fuck your meatball daemons".

>> No.3739674


I got UT back in 2001, thought it was great but I noticed some problems with the engine.

It tends to perform Really Well but the smoothness of it is too smooth. Enough that whenever it did lag it really screwed with my accuracy and hit chances on the bots. Reminds me more of a Milsim than a game.

Id say also the movement smoothing for the weapon animations was too smooth, I expect weapons to jerk and be waved around in a more stiff manner (similar to Quake 1 or 2).

> Unreal

I never played Unreal 1 until last year and I was spoiled by UT through UT2004.

And it also has the aforementioned engine problems where alot of graphics and stuff are handled elegantly... while because of texture limitations some other stuff was N64 levels of sickening.

I guess what im saying is it Really Feels Fake not just a game but like walmart levels of fake. Like dildo made of hollow plastic kinda fake.

Half Life came out at a similar time and it doesnt have this problem at all (though some of its textures seem kinda dull and non-contrasty).

>> No.3739675

The Chaingun should be your go-to weapon but that doesn't make it a very good weapon.

No matter how you look at it the shotgun will have a value of 700 bullets while the Chaingun is at 400.
You really have to litter the level with bullets to have it keep up

Shotguns aren't overpowered, SSG has low DPS too.

>> No.3739681

>the smoothness of it is too smooth
If you mean the mouse smoothing, you can usually turn it off.

I honestly don't understand the rest. I can only see the gameplay, everything related to the engine or textures is too complicated for me.

>> No.3739690


The SSG has a damage output of 1000 bullets.

The dps is low but because of maneuvering this usually doesnt matter, the fact is you can jump around a corner and put 200 damage into something or kill a whole group of imps or zombies. They dont get a chance to fire back. And a good player (with real tactics anyway) can deprive alot of critters of the ability to return fire much.

Chaingun can carry up to 400 but if you keep using it then you have more room for bullet pickups.

Basically I was saying is its really easy to accidentally put a bunch of shotgun damage on the map because 1 shotgun shell box is like 4 Clip Boxes.

So shotgun shells should be really rare, its easy enough to even punch a sergeant to death and take his gun (and 3 bullets will do it regardless). Could do without even putting normal (4)Shells items on the map.

Careful consideration should be made about putting actual shotgun ammo on the map.

> littering the level with bullets
YUP thats what im saying, and it even feels good to see like a whole pile of clips. It feels good to grab that green ammo box.

And the chaingun only does about ~80dps so while it is a good weapon with accuracy it is a Hard Weapon to use effectively against any enemy that isnt fodder.

...I dont think players should have to count their ammunition but it needs to be a close call otherwise there's no reason to rely on the Chainsaw of Berserk Fist.

Figure out how many HPs are on the map and provide 25% more damage-ammo for it.

Because if you use rockets right you can do 300-600 damage with them based on crowd control.

That way you can see your ammo counts get low at times, and have to backtrack to go get more ammo before you can proceed.

>> No.3739714

>The dps is low but because of maneuvering this usually doesnt matter
Only in low danger encounters

DPS actually matters a lot in a lot of levels, that's why in harder levels and UV-Max or whatever runs you will see the Rocket Launcher way more than Shotguns and Chaingun.
When enemies are pouring in you need a strong fast weapon.
SG/SSG dominates in lower enemy count levels and encounters not based on timers with room to work in.

The chaingun is really only good for smaller enemies and that is one big reason why the chaingun shouldn't be the main weapon for a lot of levels.
The Chaingun doesn't really have a place it excels, bullets are mostly a dump even before the SSG existed

>> No.3739715

try turning off voxels

>> No.3739717

I did. I don't have the means to change the format of the audio.

>> No.3739730

i agree with what you're saying, but i think without REALLY good playtesting the played could might end up with no ammo often.
I had this happen to me in demon eclipse, episode 1. i was enjoying how i kept having to switch weapons because shotgun ammo was kept on a tight leash, but around level 3 i simply had no fucking ammo at all, and the little i did get didn't make a difference, and it sucked.

>> No.3739768

I just need it in any format that follows within the guidelines. Aside from that; the rest is irrelevant.

Don't stunt my map-work here anon.

>> No.3739771

You don't change the format of the audio. You get a file that's in the format of the audio.

You can't put them through a converter.

>> No.3739773


The survivability of dangerous encounters is typically up to GTFOing, bottlenecking, and likewise turning them into low danger encounters.

Ironically I think its a good idea to give the BFG to the player a heck of alot more often than the Plasma Rifle.

The BFG does a ton of damage to alot of guys if properly used, but sometimes you have to corral them to do that. And its a boss killer.

But the trickle nature of cells (if you're trickling them right) is what makes that weapon sorta like a bail-your-ass-out insurance rather than a game spoiler.

The BFG might be effective but its all at once, it costs 40 cells and cannot break off any smaller piece for you.

The plasma rifle is abit more broken than the bfg even though its damage economy is (probably 1/3 as much?).

Because you can pull that out and its practically a Browning M2 massacre tool, you can peel off just a few cells at a time and the fire rate is even higher than the chaingun (more pain states, can possibly even save you from an arch).

So while it should be hard to get the BFG, protected by ambushes and switchbacks, the plasma rifle should be a secret item - or maybe something you give somebody right at the start of the game so when they die (and restart a level with only a pistol like they should) - that start/game buff is gone and its hard to get back.

And all of this makes the somewhat ammo scarcity enjoyable.

> making the player have to use his BFG because he just about ran out of all the rest of his ammo... its a weird dark side of the moon kind of feeling to HAVE to whip out the superweapon because all the other weapons are kaput.

Health economy is another thing that some maps get wrong, some mods and megawads go the wrong way with leaving it health poor.

Berserk packs are the ultimate solution. Leaves the health far and few between but still lets you heal up.

> feast and famine
> when it rains it pours

You get a Megasphere in exchange for a bunch of armor and medkits

>> No.3739787

Well, do whatever is necessary to get this functional.

>> No.3739793

Pick another song.

>> No.3739794

is the napalm launcher the best rocket launcher in fps history?

>> No.3739796

>do whatever is necessary

why don't you?

>> No.3739803

I already explained I can't do it on my end.

It's still going to be an MP3 either way, anon.

>> No.3739818

Then pick a song that isn't an mp3, you dumbass.

>> No.3739826

What music inside of the folder would you recommend for the theme, then?

Thinking "Frozen/Infested Techbase" of e1m8 there so far. Obviously It's going to be a lot less "e1m8" when it's done, but still feeling like one.

Arctic Travel there was going to be the ideal music for the map, in my head.

>> No.3739834

Why should I know? It's your map. I don't have anything to do with the project, aside from calling you a dumbass.


Go here.
Look up "frozen" or "arctic" or whatever in the search bar.
Listen to the music.
Pick one.
I can't believe I'm spoonfeeding you this much.

>> No.3739835
File: 1002 KB, 1798x402, fIX.png [View same] [iqdb] [saucenao] [google] [report]

Ty for the feedback bro, i've added later weapons for the hard difficulty, i think it should fix most of the problems.

But for the fps drop at the outdoor areas i dont think i can fix it, it is caused by all of the dynamics lights, its the price i have to pay to make the area looks nice and more realistic..

>> No.3739838
File: 44 KB, 320x200, b2d6e34bce7a1806a57b462e33f8a5b5797fbb0e.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3739840 [DELETED] 

So you're just shitposting. Got it.

>> No.3739841

And here's the updated version of the map if somebody wants to play it:


>> No.3739843

damn, i would've thought you'd have gotten smarter since you're back

guess not

>> No.3739849

>get literally spoonfed
>calls it shitposting

>> No.3739852
File: 587 KB, 500x366, 83Wp3N8.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3739857 [DELETED] 
File: 368 KB, 488x488, baronposting.png [View same] [iqdb] [saucenao] [google] [report]

Either or; the opportunity spurned me to make this.

Being a toxic fuck towards people asking for help is hardly spoonfeeding

>> No.3739859

good to know you're still really bad at image editing, too

>> No.3739860

So how'd Evolve treat you?

>> No.3739861

>Being a toxic fuck

>> No.3739862
File: 41 KB, 468x399, 52-alt.png [View same] [iqdb] [saucenao] [google] [report]

>Being a toxic fuck towards people asking for help is hardly spoonfeeding

>> No.3739863

you tried

>> No.3739864

Go back to Evolve.

>> No.3739867


God damn, you're still really bad at image editing.

>> No.3739868
File: 402 KB, 211x199, 1422301683702.gif [View same] [iqdb] [saucenao] [google] [report]

>bringing drama into a thread for no discernible reason

>> No.3739870

This is a really bad edit.

>> No.3739871

This is fucking awful, as is your map.

>> No.3739872

>implying it was supposed to be quality

>> No.3739874

congratulations, you intentionally attempted to make something shitty

you succeeded

it's shitty

>> No.3739875

Go back to Evolve.

>> No.3739879

No; I just tossed an image together and didn't give a fuck. It wasn't supposed to be anything other than something quickly thrown together.

If you're that anal about it; why don't you fix it

>> No.3739880

>It wasn't supposed to be anything other than something quickly thrown together.
congratulations, you intentionally attempted to make something shitty

you succeeded

it's shitty

>> No.3739885 [DELETED] 

Oh right. I forgot. The 2edgy4u kids are off school at this time.

>> No.3739886

yes, you should go back to school

>> No.3739887


Or even better. Go back to Evolve

>> No.3739893

who the fuck are you again?

>> No.3739895 [DELETED] 
File: 194 KB, 520x259, honestlytheimagesmadeaboutmejustmakemelaughanyway..png [View same] [iqdb] [saucenao] [google] [report]

The thread's being a bunch of mongoloids and trying to make this about me for some reason; when i'm just here for doom.

Apparently people are gullible enough to follow those macro images.

>> No.3739896


what are you smoking?

>> No.3739897

Just report him. It's literally that easy.

>> No.3739906

>and trying to make this about me for some reason
>image entirely unrelated, honest, i swear on me mum


>> No.3739907

It's not even remotely finished. Its an alpha >>3738129

>> No.3739908


I hope when it's finished, you make it not one of the worst maps I've seen.

>> No.3739912


>> No.3739913

That's the point of Doom Upstart Mapping Project, isn't it?

>> No.3739914


You'd think you would have grown a thicker skin and not have dismissed someone literally spoonfeeding you as "shitposting" or being "toxic".
But guess not!

>> No.3739919

yes, which this is not

but i'm almost entirely certain this would have been rejected out of DUMP for the reasons mentioned, anyway

>> No.3739923


>> No.3739926
File: 42 KB, 500x328, 3436.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3739929

>responding to a shitter

Literally no better.

>> No.3739932

good shit

>> No.3739935 [DELETED] 
File: 255 KB, 447x458, 786354678.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3739936

>Calling someone a shitter when you're the one shitting up the thread

I mean, there's a saying about pots and kettles; but I don't think your mind could comprehend it.

>> No.3739937
File: 40 KB, 403x392, PepePistol.jpg [View same] [iqdb] [saucenao] [google] [report]


>Buy my original music on masterbootrecord.bandcamp.com and you will get by email a FREE DOWNLOAD link with all the videogame cover songs

>> No.3739948
File: 67 KB, 722x725, WhenTheRipAndTearingIsJustRight.png [View same] [iqdb] [saucenao] [google] [report]


damn, never heard this

>> No.3739956

I have no clue who you are, but you sound like a massive cunt.

>> No.3739961 [DELETED] 

Well good. I'm a literal who; and you can probably guess why I act like a massive cunt by the response I get.

>> No.3739965

Hi Nambona

>> No.3739967

I can take a couple guesses. You probably wouldn't like them, though.

>> No.3739968


>> No.3739970

Nah, dude. Boner's been gone for a long time.

>> No.3739972

Not 'bona. Think furrier.

>> No.3739974

put your trip back up & tell us when v20c is coming.

>> No.3739975

>by the response I get.

Someone giving you honest feedback and you flip your shit on them?
I don't even know who you are, but you don't seem too cool.

>> No.3739993
File: 849 KB, 1400x600, all this salt.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3740001

It's an anonymous image board.

I can take honest feedback. I'm aware the map is currently shit; It's only roughly at about alpha 0.1, going to .2

There's entire rooms missing; there's a lot more detail work to do; and so forth.

I don't see how >>3739834
is honest feedback. but
are more useful to me than a "it's shit" and no further thought put into the feedback.

>> No.3740002
File: 31 KB, 480x480, 13257044_1093052524075054_1569311875_n.jpg [View same] [iqdb] [saucenao] [google] [report]

so how bout them demons?

>> No.3740003


>> No.3740010


did he died?

>> No.3740016

i think doomguy's playing with the cacodemon, because there's no bullet holes, and the caco isn't leaking blood

>> No.3740023

How does a Cacodemon achieve flight?

>> No.3740027

I asked for suggestions on WHAT music to use inside of the provided zip with the 900 music files.

The means of getting the music in was already answered by >>3738924

I asked for somebody to modify an audio file so it could be used.

>> No.3740030

not that anon, but /r/ing that 900 modmusic link.

>> No.3740038

Made it to map07, took a lava bath and died. Will -recordfromto and post feedback tomorrow. So far I can say it's challenging, doesn't let player bypass traps in a cheap way (some traps in some maps). There's some silly stuff however, like in map07 in a dark labyrinth with berserk and spooky martians I had to glide twice to un-trap myself from sector 1901.

>> No.3740040


> he tells a joke
> caco is rofl
> punches caco softly and he's like "ya get the punchline right?"

same way lost souls do

>> No.3740043

>I asked for suggestions on WHAT music to use inside of the provided zip with the 900 music files.
that's entirely your decision, anon

>> No.3740054


>a e s t h e t i c

>> No.3740057

You could try to listen to some of the songs and try to decide which one to use that way.

>> No.3740073

I'm too tired to wait for the new thread so hope you see this Term.

Here's my map for the first submission round of highway to hell (I'm away from my pc tomorrow so now'll have to do)

To call it basic would be an exaggeration as at the moment it's just a bridge, a tower and a sort of monument so just think of it as a teaser trailer. In the last hour or so I've added a few monsters just so theres at least a taste of gameplay but I hope you get the gist of the theme I'm going for anyway.

link: https://my.mixtape.moe/gkctnd.wad

>> No.3740075
File: 1.16 MB, 1280x1024, hookroom.png [View same] [iqdb] [saucenao] [google] [report]

Anon. I was more looking for some suggested tracks. I don't know what to use; that's why I'm asking.

Back onto the map at hand, though. This sector shape I am not certain about. I want to keep the curved hook shape; but not so certain about the actual shape of the room itself.

As for the candles/torches: I want them to be walk-ontop-able. I tossed some bridges in there; and the candles should float; but they don't do this. It was the only thing I could think of at the time.

Once again, this is why I am asking for suggestions. I've had a gander and playthrough through quite a grand deal of maps; I like the detailing presented in Ancient Aliens, valiant, and various other high-detail wads like that.

I just have to get the actual game-play to be half-decent; Being somewhat relatively skilled at doom; I don't know how to balance it to other ends; I will need to toss down more ammo later on; but again; this is getting the basic architecture and gameplay down to learn how to use the map editor and how to make a presentable map.

Hence the proper use of the term Alpha.

>> No.3740086
File: 437 KB, 1600x900, Screenshot_Doom_20170115_181230.png [View same] [iqdb] [saucenao] [google] [report]


It certainly looks pretty enough, just needs some actual enemy placement.
Also there's a couple floorHOMs you'll need to get rid of.

>> No.3740095
File: 388 KB, 1600x900, Screenshot_Doom_20170115_181711.png [View same] [iqdb] [saucenao] [google] [report]


Oh, there's the enemies.
Consider me sufficiently spooped.

>> No.3740098

How do I teleport players or Monsters? Using the UDMF Format

>> No.3740101
File: 1.03 MB, 1280x1024, Screenshot_Doom_20170115_181404.png [View same] [iqdb] [saucenao] [google] [report]

Give me a moment and I'll give it a playthrough and toss my thoughts in.

not term

I'll catch you real quick though: missing texture right here you probably already know of.

There's a switch on your neat-ass temple-monolith thing that probably shouldn't be accessible at the start yet; nonetheless it could be used.

Being forced to choose armor or the shotgun? I like it; but there's another missing texture here.

and behind the spawn rocks.

All in all, though?

Potentially; you've got a mapset theme right here. Keep going.

>> No.3740108

Rather fond of the tower.

>> No.3740112
File: 921 KB, 1280x1024, Screenshot_Doom_20170115_182639.png [View same] [iqdb] [saucenao] [google] [report]

Let's be a retard.

>> No.3740114


I'm rather fond of your tower, if you know what I mean.

>> No.3740121
File: 1.49 MB, 1280x1024, Screenshot_Doom_20170115_183152.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3740127
File: 95 KB, 640x480, Screenshot_Doom_20170116_022859.png [View same] [iqdb] [saucenao] [google] [report]

Make these lines diagonal so they don't hide the tower.

>> No.3740132

To be more accurate: connect vertex 3241 with either vertex 356 or 302 and connect vertex 239 with either vertex 238 or 3242.

>> No.3740137
File: 1.13 MB, 1280x1024, Screenshot_Doom_20170115_184102.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3740150

Isometric Turn-based Tactics Doom? A la JA2 1.13? Sure would be nice to build a demon-removal team and slay tacticool like.

>> No.3740168

Talking about isometric, I wish that the guy who made that tool for producing isometric maps of Doom maps released the tool. I mean, he did tell how it is done, but >effort to program

Maybe I should pester about it, so I can see if it can produce maps of Sunder etc.

>> No.3740170


i would pay money for this

>> No.3740213

Caco stays in the air with the sheer force of evil

>> No.3740216


>> No.3740226
File: 142 KB, 1920x1080, Screenshot 2014-04-26 22.14.20.png [View same] [iqdb] [saucenao] [google] [report]

What's the best 3D modeling program for Quake 1? Tome of Preach says gMAX, but surely there's something newer by now?

>> No.3740230
File: 840 KB, 1280x1024, Screenshot_Doom_20170115_193236.png [View same] [iqdb] [saucenao] [google] [report]

Testing cracks w/ the premise of void-holes. Not to be hall-of-mirrored ala wow.wad. I'm wanting to make it look so that it opens up wider underneath.

>> No.3740234

Also meaning: an interesting looking parallax effect.

>> No.3740238

I've heard you can use Blender to make the models and use some tool called Noesis to convert those models to Quake 1 models

>> No.3740242

I'll check it out. I'm just starting to learn how to model again, but I'd really like to learn something modern that could possibly transfer to other projects than to keep using gmax.

>> No.3740251


>> No.3740274
File: 1.39 MB, 1280x1024, preliminarygraphics.png [View same] [iqdb] [saucenao] [google] [report]

initial graphics on first room, baron room widened.

>> No.3740279

and i forgot the ceiling texture.

>> No.3740292
File: 809 KB, 640x480, doggo.webm [View same] [iqdb] [saucenao] [google] [report]

Regrettably, the limited palette of the original sprite doesn't seem to allow me to use any fancy colors with TEXTURES.

>> No.3740348

Oh wait, I can use unlimited colors if define the whole spriteset twice in the textures lump, with the second set referencing the first rather than the file in gzdoom.pk3.


>> No.3740349
File: 554 KB, 1280x1024, progress.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3740356

whats wrong with doomguys armor

>> No.3740363


it looks like it's being run through a filter of some sort

>> No.3740405

thats sprite smoothing

>> No.3740425

Looks like Super Eagle filtering. Makes everything look horrible. We won't have proper pixel art scaling systems until we have AIs that can reason and determine what low-resolution art is attempting to represent. You can't teach an algorithm the reasoning behind seeing the white square in Pong as "a ball".

>> No.3740451
File: 4 KB, 180x180, temp.png [View same] [iqdb] [saucenao] [google] [report]

What would you think about a small easter egg pupper that follows you around the map?

>> No.3740464

I would be afraid for its safety

>> No.3740465

I don't think I'll make it killable. Just sorta running around.

>> No.3740481

I would think it'd be cute and spend the following thirty minutes crouching and examining it closely

>> No.3740494

Make it killable, but use a script trigger with some heartwarming graphic/message to reward the player if he keeps it alive until the exit point.

>> No.3740507

It's not a dog.

>> No.3740509

It's for a vanilla mod, so I can't do that. I was trying to think of a way to make it unlock something if you drag it through the map, but I don't think there's actually a way to do that.

>> No.3740512



>> No.3740535

Update video
>Will I be posting the source code to the internet
>No I will not
He goes into his reasons for why, which the dude is apparently an attorney, and points out the First Sale doctrine and will be reselling the hardware so that then whoever buys them could post it.

>> No.3740538


I think it's asleep, and doomguy cautiously punches it. I always picture the Caco making a squeaky toy sound when he does this

>> No.3740540


Night dive is already looking for him ATM

in fact Kaiser and they can pretty much release the SRC to public if they end up buying

>> No.3740553

I'm reasonably certain they already have the sources, at least to the old PC versions.

There's also the issue where Night Dive only licensed the rights to port Turok, they don't own the rights to the game itself. Those rights belong to, uhh, probably Dreamworks.

>> No.3740634
File: 301 KB, 1280x1024, morework.png [View same] [iqdb] [saucenao] [google] [report]

Did more detailing; shifted bits around in the baron room, added rockets, secret SSG

>> No.3740757

Nice maps

>> No.3740892

>In Unreal, the very first enemy you meet if a fucking brute with rocket launchers

Said rocketlaunchers fly slowly and do piss-all for damage, brute itself only takes few shots and constantly flinches when below 50% GP.

They are basically Imp enemies of Unreal, just made to look huge and beefy so they would be easier to hit with the starting Dispersion Pistol.

Also to note, Unreal uses a completely diferent paradigm in enemy encounters than previous shooters - it prefers encounters with fewer, but tougher and more agile enemies. Said brutes for example are rarely encountered in quantities more than 3.

Pupae are there more for atmosphere and are only encountered in Skaarj Breeding grounds, which is like 2 areas in the game - it would make no sense for them to appear anywhere else.

Otherwise, progression is solid and steady.

(from memory)

First you encounter easy to hit, but actually weak brutes, immobile turret animals, with rare occasion of flying dive birds, all of which die in a few shots.

Then Skaarj encounter, first one to one, then 1-3 in the mines. All Skaarj are basic warriors with weak slow flying projectile attacks, but deadly up close.

After that Temple serpents, taugher, faster firing, but less agile than Skaarj and not as dangerous up close.

Then first encounter with Titan as a boss monster.

Then armored brutes and Skaarj that weild same weaponry you do, flying gasbags, and then another alien race who are total assholes and can do invincibility on themselves. After that the difficulty rise stops and the rest you encounter all of above in different combinations and environments.

>> No.3740912

Hmm which port are you using? Maybe it's my shitty mobile screen but there's supposed to be a vile in there that opens the door from their side,

I did run through quickly on zandronun and noticed the vile wasn't teleporting like it should, anyway sorry for the agitation anon

Cheers for the suggestions guys, I can't reply to more than one person on this phone but I did see them and will get right to work once I'm back, thanks again

>> No.3740937

i have all this work with 3d models and decorate/acs code

how would i go about transferring this to quake 1, these weapons have specific animations like reloading and sprinting but to make it work in gzdoom i had to put it all in a single file

on top of that i need to recode the weapons from scratch to function like they did in doom

is there any documentation out there that would cover something like this

>> No.3740950

New thread


>> No.3741209

>Install VirtualPC or VirtualBox (both are faster than VMWare
That's absolute BS. Both have shittastic D3D support.

>> No.3741264


>dos game
>running in dos
>demanding D3D support

well someone forgot to take his pills alright.

>> No.3741492


nice animation

>> No.3741495


dude, use xbrz if you are going to use filters

>> No.3741757

Idiot. Way to take things literally. What I meant is that it has trash GPU support.

>> No.3741835

>dos game

take your damn pills already and stop spreading autism

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