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

/vt/ is now archived.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 111 KB, 487x700, doom gun.png [View same] [iqdb] [saucenao] [google] [report]
3740943 No.3740943 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3735308

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.3740946
File: 256 KB, 800x1160, doomgay.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] Submission cutoff for the first round of Highway to Hell very soon

[1-15] Anon map pack beta release: Disjunction

[1-15] BloodCM dev working on a sourceport called gdxBlood

[1-15] A maintenance fork of GZDoomBuilder is released

[1-15] Turok source code found!

[1-14] D4T, a simplified fork of D4D compatible with Zandronum 3.0 and D-Touch, is released

[1-14] First release candidate for Trenchboom 2.0.0 available!

[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


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

>> No.3740956 [DELETED] 

I hate doom.

>> No.3740968

i tried porting my gzdoom models to quake 1 using noesis but it comes out all really buggy and unusable

is there any sane way of doing this?

>> No.3740975
File: 173 KB, 381x512, 1481911448985.png [View same] [iqdb] [saucenao] [google] [report]

>play doom 2
>reach map 10
>be low on ammo
>it's dark
>open a door to another extremely low lighted room
>there's a cyberdemon in it
>that also fucking teleports around

why is this allowed

I grew up with Doom 1 and it was great, and now after I got older and finally getting to Doom 2, this is a fucking mess

>secrets are essentially required for the nightvision goggles and invincibility spheres
>secrets not optional


jesus christ, this is why Doom II never got as popular as the first one and is only redeemed by mods

I hear it only gets much, much, worse from here too

>> No.3740978

I will always love Doom pistol.

>> No.3740982

>using cringememes for title

how far did we fall...

>> No.3740995

Everyone says it stops being "good" at level 12 but I can't believe that
It's just so odd and bad in terms of gimmicks
Either play on ITYTD or skip straight to MAP30

>> No.3740997

i liked dead simple desu

>> No.3741001

Practice a bit more, there's a few teleport lines but it's really not that of an encounter and it can only go to a few places. Also push F11 like twice

>> No.3741002

When making maps, do you adjust for difficulty or is it one size fits all?

>> No.3741003
File: 760 KB, 1920x1080, Screenshot_Doom_20170115_220008.png [View same] [iqdb] [saucenao] [google] [report]

You should try this mapset called Alien Vendetta! MAP20 is really chill and relaxing and you'll like it a lot, I guarantee it.

>> No.3741008

>tfw i skipped this because it felt like the most drawn out map ive ever played

>> No.3741010
File: 42 KB, 640x400, darkforces2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3741013

What is the best Doom to try D4D? I was thinking TNT

>> No.3741017

That hologram used to blow me away as a kid. That and the ship that drops you off.
DF2 was an overall better game though.

>> No.3741018

Same here. Played the shit out of Doom 1 all my life, but I never got around to getting Doom 2 til a year ago.
I just get tired of the whole "where the fuck do I go" thing some of the maps have. That's partly my fault for missing switches half the time though.

>> No.3741024

This picture triggers me on a variety of levels

>> No.3741025

With the startling realization that you can emulate DOS games in-browser these days, I've been playing it for the first time and I've gotta say, even now that hologram left me impressed, not a lot of shooters back then had that level of technology. Also the destructible environments, like the little mouse droids that roll around in the imperial base.

>> No.3741031
File: 190 KB, 533x400, BeardlessKyleKatarn-PreTalay-SWDF.png [View same] [iqdb] [saucenao] [google] [report]

>it takes an entire squad to infiltrate an imperial base to steal the Death Star plans, backed up by a whole platoon and fleet in orbit, almost everyone dies in the fight
>before the retcon, Kyle Katarn runs in there with some energy shields and a pistol and survives without any backup

How can one man be such a hard ass motherfucker? I ask you.

>> No.3741035

Honestly I don't blame you. I had to map-check to see where people were running to and figure out how to get there and also what triggered which areas to open up, but at least I learned it in coop so the map would usually eventually get done.

>> No.3741036

>What is field of view and viewport origin

>> No.3741042
File: 4 KB, 316x237, smoll_disjunct.png [View same] [iqdb] [saucenao] [google] [report]

Reposting from previous thread.
Finished map09, so throwing out beta-testing build for my mapset "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.3741050
File: 4 KB, 121x120, 1484305202263.jpg [View same] [iqdb] [saucenao] [google] [report]

is Doom the vidya with the most active mod community?

>> No.3741053


>> No.3741059

retro - yes.
notretro - skyrim/oblivion might be more active

>> No.3741076
File: 152 KB, 927x380, sacking bones.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, Skyrim is still going pretty well, but the Special Edition needs a new, 64-bit version of the script extender and that's going to take until about mid-March for a beta release. Oblivion isn't quite stagnant just yet, but it certainly piped down a good bit. I'd say Doom as whole would be more active, but they're completely different games and you can't really measure them the same.

>> No.3741078
File: 2.29 MB, 320x240, usefulmonster.webm [View same] [iqdb] [saucenao] [google] [report]

>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.
Webm related. What happens there: there's a monster that has no harmful attacks that follows the player around. Player "escorts" said monster into monster-only teleport, it teleports somewhere else and performs an action (in this case it opened the door linked with the door in player location). There should be BFG9000 in opened room but I have no idea why there isn't. Wad is Mars Operations (marspr9c.wad + deh), map is map06 and it works with complevel 2.

>> No.3741079 [DELETED] 
File: 482 KB, 1268x1530, tmp_32739-65b1b3c4085cedf84c2da8ec835719ca-1802514624.jpg [View same] [iqdb] [saucenao] [google] [report]

>Adults in this thread
>Bitching about the difficulty of Doom 2

You whining faggots!
I could beat Doom 2 when it came out with no guides and I was 10 years old.


>> No.3741081

go away

>> No.3741087

Am I disturbing you?

Is this thread your support group for people who suck at Doom?

>> No.3741091

The only bitching about doom 2 I hear is that the level design is uninspired.

People do complain that Plutonia is too hard though... did you beat that when you were 10?

>> No.3741107
File: 73 KB, 598x405, grg.jpg [View same] [iqdb] [saucenao] [google] [report]

Also, did minor fix to one of the encounters in map09 ( southmost one ). Less cybies, more items around. Hopefully the fight is bit more interesting, now.

>> No.3741137

Honestly, I really liked the map. It's a giant maze, yes, but it doesn't feel fucking cheap like vanilla D2 does and the aesthetics are quite nice, especially for its time.

>> No.3741159

You need to use a quake port that supports the MD3 file format. MDL and MD2 use integer precision and a low polygon limit I believe, so converting any remotely complex model will produce a clusterfuck.

>> No.3741164
File: 20 KB, 374x362, doggotron.png [View same] [iqdb] [saucenao] [google] [report]

This will be a rare powerup. I'm thinking a sonic bark and eye laser would be fitting attacks.

>> No.3741165

There's also the fact that Doom is already fun before you mod it, but Oblivion is a mess and you kind of HAVE to mod it to fix it's problems.

>> No.3741210
File: 10 KB, 795x97, upsetteronis.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3741213

Didn't mean to link >>3741210 to you, sorry.

>> No.3741232

desu though, DF came out during the time when all kinds of movie license games took liberties in "recreating" scenes. Kyle and Jan probably did it a little differently. With more stealth and exploitation of Kyle's inside knowledge of imperial stuff.

I'm glad that Cassian and Jyn are dead. They died during the first mission. Didn't even get rid of the Dark Trooper program.

>> No.3741267

(threadline for context)

(late reply to dedthread) >>3741209
>dos game
>running in dos
>demanding D3D support

well someone forgot to take his pills alright.

>> No.3741269

the fuck is d3d

>> No.3741270

Is that more TEXTURES wizardy? How the fuck did you make the flames?

>> No.3741276


>> No.3741279

Yes, still all TEXTURES. The flame is a bit of the BFG ball explosion frames, that long horizontal rift looking one. So nothing special, as opposed to say the crazy barrel on the rocket gatling.

>> No.3741309
File: 2 KB, 55x70, B1_hand_from_hell.gif [View same] [iqdb] [saucenao] [google] [report]

>Running Blood @100fps

Have fun fearing for your life of the Hands from Hell. The button mash to avoid dying to them is framerate dependent and the original game didn't run anywhere near 100fps. It's impossible to mash in a speed required to win that QTE in 100fps.

>> No.3741321

Very true that. It still runs like a piece of shit though.

>> No.3741421

You can set your Virtual Machine to 166Mhz (or whatever the hell you like) and enjoy your 40/50/60 fps or what have you, it still gonna run better than DosBOX

>> No.3741425

I think at this point it would be less resource-consuming (both in and out of game) to just import a palettized lump sprite.

>> No.3741431

What's so bad about Dosbox? I run Doom through Dosbox at the native resolution and native 35fps and the only difference I notice compared to my 486 days is that the emulated midi sounds like arse compared to SB16.

>> No.3741465

>and native 35fps
how can you actually endure this

>> No.3741468
File: 48 KB, 627x440, Capture+_2017-01-09-17-20-00.png [View same] [iqdb] [saucenao] [google] [report]

Is this the future of gaming?

>> No.3741470

Doom maybe, something heavier - not so much. Try running Chasm: The Rift from Dosbox at 640x480 at least. My 4Ghz i7 struggles to hold 20 FPS in it, while it works fine (50+) in Virtual Box on an athom tablet.

Daggerfall, and most games that use dos4gw extension would struggle as well even on powerful machines.

VirtualBOX however plays them all well on an underpowered netbook.

>> No.3741480

Why is it like this?

>> No.3741481

Why would you use Dosbox in 2017? Use PCem or 86Box.

>> No.3741485

Those people probably weren't even born when Quake came out.

>> No.3741487

I guess, but you'd at least have to know quake is a thing when you play any kind of shooters, don't it?

>> No.3741496
File: 513 KB, 1280x720, smug anime 1.png [View same] [iqdb] [saucenao] [google] [report]

In 15 or so years, when blizzard shuts down those servers, then i wonder which is gonna be the better game

>> No.3741501

You'd be surprised by some Overwatch players. For some people it's legit the first shooter they ever played.

>> No.3741505

Yeah there's absolutely no practical or sane reason, it's simply a lot of fun doing it this way.

>> No.3741545


>> No.3741559


Well, all of us used to play it in 35fps before source ports. I've used Chocolate Doom and ZDoom, but playing it at a higher framerate hasn't deteriorated my ability to work with the input delay of 35fps.

What's the actual framerate of something like a pinky's running animation? That's probably even less than 35fps. Playing a game 4 times faster than its animations looks so jarring. Aren't the Quake animations something like 12fps? You have to admit that it looks a bit strange when playing at 144Hz.

>> No.3741560
File: 14 KB, 365x507, that really cheekied my breeki.png [View same] [iqdb] [saucenao] [google] [report]

>full of babbies with bad opinions

>> No.3741565

quake has a ticrate of 10.

>> No.3741572

Is this a Doom/Quake Discord group or some shit?

If not, I don't see the point in sharing it.
Younger people are definitely going to prefer class-based combat

>> No.3741574

>random teen dipshits don't have an appreciation for old classic games
Get back to them in 10 years or so, maybe they'll have explored more and developed their tastes further.

>> No.3741610

Get back to them in 10 years and they still have more appreciation for Overwatch simply because it's the one they grew up with

>> No.3741623
File: 329 KB, 490x358, 1399810143731.jpg [View same] [iqdb] [saucenao] [google] [report]

Meanwhile, in bizarro /vr/ - Doom General...


>> No.3741630

Because it is literally an emulator, and emulation, especially accurate requires vastly more performance than the same task run in native.


>>3741496 is right.
Jokes on them, because by that time it would most certainly be deader than dead with no chance of revival, even if the sequels (that will undoubtfully follow) would still be out there.
Happened to lot of games already.

>> No.3741646


>> No.3741660

yeah, we also used to play it on comparatively shite crt monitors and with keyboard only

144hz cannot even be compared to 35hz

>> No.3741663

haha wow what a meme lol

>> No.3741667

Ironic, since crt monitors actually have higher refresh rates than regular lcds. In the early 2000s I had a 100Hz crt. When I got my lcd in 2005 I had headaches and nausea for a while and I had no idea why. It was because of the lower refresh rate of 60Hz.

>> No.3741675
File: 991 KB, 1280x1024, its snowing.png [View same] [iqdb] [saucenao] [google] [report]

>overwatch better than quake
Overwatch isn't even a game.

inconsequential. back to work.

>> No.3741681

explain to me the irony of a 144hz lcd monitor having a higher refresh rate than a 100hz crt which provided a vastly poorer image

>> No.3741689

to be fair, he said
>regular lcds
regular are 60Hz, 144Hz are still a bit special purpose
if you're going to compare special to special, the better CRT's could do 120 to 160Hz

also unless the LCD also has backlight strobing (which makes the LCD even more specialized), it will have worse dynamic image quality due to pixel persistency

>> No.3741692


have you tried this brutal doom mod?, is RADICAL

>> No.3741697


when is the limit date of this?, maybe I can try something

>> No.3741703

old high refresh rate ctrs could only output those refresh rates at extremely low resolutions with visible issues at the edges of the monitor

and you truly do you have to be delusional to think that crts arent absolutely obsolete by today

>> No.3741729

Mom: Time for bed doomguy
Doomguy: Just one more level ma
Mom: Ok
*Plays btsx_e2.wad map25 "Unstable Journey"


>> No.3741742

>Mom: Time for bed doomguy
>Doomguy: Just one more level ma
>Mom: Ok
>Doomguy: https://www.youtube.com/watch?v=AZn5yaVuB1Y

>> No.3741760

What model format are you converting from? md2 or md3? Also, are they static meshes (stationery, they don't move) or are they animated?

>> No.3741765

VPC and Vbox are slow ass trash. Recommending them over VMWare is dishonest.

>> No.3741773

DF is so underrated. Shame about the stupid lifes system tho.

>> No.3741783
File: 217 KB, 399x275, 1391888693814.png [View same] [iqdb] [saucenao] [google] [report]

>that revenant ziggurat 1 min in
I'm somewhat agitated.

>> No.3741784

Bullshit. I grew up on games like Portal & Call of Duty MW.

But I FUCKING LOVE Quake and it's dad, Doom.

>> No.3741791

The new Doom is too violent for me.

>> No.3741802

I dunno man, I think you're putting too much emphasis on the gameplay here. You need to do more work on the story. Like, why am I here? What's my motivation? Why am I fighting these creatures?

>> No.3741805
File: 40 KB, 119x151, Y3Nvev8.png [View same] [iqdb] [saucenao] [google] [report]

I think first cutoff (Whatever that is) was today.
Better get crackin'.

>> No.3741812

How's your QUMP progress?

>> No.3741814

If only you could talk to the monsters...

>> No.3741819


Yes I was talking about regular 2005 something lcds that could only output 60Hz with the image quality of jack shit and terrible black pixels. And special crts capable of outputting 100Hz. And nobody is saying that crts aren't obsolete since they obviously are. I bet if I put my old crt next to my current AOC 144hz, even the black pixels of the crt wouldn't be any better than on the AOC.

>Jabba throws Kyle into a pit with a kell dragon
>Kyle pummels it to death with his bare fists
>Jabba lets the other dragons loose on him
>Kicks their asses as well

>> No.3741828

Oopsie doo. I guess I won't be doing one map then, since I just got that another map done. Maybe I'll just focus on finishing the map10 of my set.

>> No.3741832

I forgot all about Holy Hell man

>> No.3741834
File: 34 KB, 234x236, chick and tract.png [View same] [iqdb] [saucenao] [google] [report]

I'm currently interrogating the cyberdemon to find out the motive behind the demon attack
I know that it has something to do with a socio-economic dispute in hell but he won't specify which one.
Did I miss a newspaper or report in a level?
I can't finish the level without giving a full report to my CO but I keep failing it and being sanctioned.

>> No.3741836

shite as I have been busy with work and other vidya

>> No.3741838

>Mom: Time for bed Doomguy
>Doomguy: Just one more level ma
>Mom: Ok
>Doomguy: https://www.youtube.com/watch?v=-wd939zmCOY
>Mom: I am disowning you, you cheeky cunt.

>> No.3741841

You might still be able to get in on it.
>submission cutoff for the first round is January 16th. Nothing is expected to be completed by this time, so don't think of it as a deadline. Simply post what you have by then and we'll all start providing criticisms and suggestions to build off.

Doesn't say what second round is or if they'll accept submissions at a later date.

>> No.3741849

24 hour map when

>> No.3741858

"Circles Of Demons" creator reporting.
here's a new trailer for the mod i'm working on.
for now i've managed to finish all the levels, but i'm working on the story now, so there's still a little of delay.
and yeah, this time it's not some blogspot spamming, since that site didn't worked here.


>> No.3741863

>Mom: Ok one more map, but it better not be bullshit like that oku-thing
>Doomguy: https://www.youtube.com/watch?v=YidUOJpxkSg
>Mom: Get out of my house

>> No.3741873
File: 1.27 MB, 1280x1024, Screenshot_Doom_20170116_131523.png [View same] [iqdb] [saucenao] [google] [report]


Feel free. I'm just doing the map for fun and to familiarize myself with GZDBuilder. This is also going to be my test-bed map for when I want to try out new things with mapping.

Some things I want to put in:
Sectors interacting in an undulating way (Remember the Clown Circus face thing of Blood? That hallway is what I sort of mean: sectors "floating")

Fiddling around with bridges and map geometry. You hopefully shouldn't bump into the bridges now; but I don't know how to make the candles float.

I also want to figure out other ways to make sectors interact; like a sequential crusher or mover. It would help with creating "pistons" if you will.

Alpha 0.3 of temporary name "Anomalous Properties"


>> No.3741884
File: 571 KB, 1920x1080, Screenshot_Doom_20170117_021012.png [View same] [iqdb] [saucenao] [google] [report]

Just gonna dump this unfinished mess here in case anyone can get any form of value out of it, unlikely I'll finish it myself because I'm far too preoccupied playing shit games and repeatedly deleting sections of a map because they're not at all fun to play tends to kill any desire to continue working on it. Also I've got a butt problem that makes sitting down in front of my computer kind of uncomfortable so I haven't been doing that a whole lot recently.


Requires the resource pack for Highway To Hell.

>> No.3741887

I also see textures flowing about as if they were fluid in some wads. Not sure how to do this; but I want to test it on some tentacles.

Some of the pedastal details I want to put in are like that of the old Void wad; but I don't know how to make it look half-decent and get the same effect as the "horizon" linedefs at the spawn.

>> No.3741898

It's a pretty good map though. It's not in my skill range (i noticed your polyobjs, something I can't do yet...); but I'd definitely recommend continuing it.

>> No.3741919

Again; given that the idea and rules state that other people are likely to fiddle with the map; you can always pick up on somebody's map if you want to it seems.

If you want to play around with my wip; feel free. just leave something for me to take a gander at so i can learn to do some neat shit.

I have the ideas; just not how to put them into action.

>> No.3741956

good old carlos, still upset because he uploaded a wad to /idgames 5 years ago and it was rejected because the email address in the text file wasn't valid

>> No.3741958
File: 613 KB, 1020x737, thewomb.png [View same] [iqdb] [saucenao] [google] [report]

>Find video of Ribbiks mapping The Womb from Sunlust
>He freehands the curves
Fucking madman

>> No.3741964


>> No.3741968


>> No.3741970
File: 102 KB, 203x220, agoodbotoxjob.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3741973
File: 92 KB, 600x810, 1408785387454.jpg [View same] [iqdb] [saucenao] [google] [report]

You're an exception my fellow anon

>> No.3741989
File: 712 KB, 1024x557, phatroom.gif [View same] [iqdb] [saucenao] [google] [report]

I was just gonna put a pin in it for a non-Highway to Hell release if sufficient inspiration didn't strike by the deadline. I've got a Hellbase episode that I'd much prefer working on and I thought a HtH map was something I'd be able to bash out in a week.

>> No.3742012
File: 1.11 MB, 1280x1024, Screenshot_Doom_20170116_142222.png [View same] [iqdb] [saucenao] [google] [report]

Starting to detail the pedestal.

Trying to obtain the gas can results in a map end; this is intentional for now; I haven't yet panned out how the return trip will go. Plus there's a lot more rooms to add; E1M8 has proven to be a good base so far to work with.

There will be a particularly nasty trap room later on involving chain gunners that trigger agitators that trigger pinkies.

>> No.3742015

>that gif

Teach me your SECRETS!

>> No.3742021

>I grew up on games like Portal & Call of Duty MW.
How fucking old are you?

>> No.3742026

They're pretty old though, aren't they?

>> No.3742027
File: 306 KB, 480x530, 1397419263516.png [View same] [iqdb] [saucenao] [google] [report]

He doesn't sound very old...

I grew up with quake; doom, c&c, duke nukem 3d, and probably a whole bunch of other RTS and FPS I forgot.

>> No.3742029


>> No.3742030

"Grew up" makes it sound like he was 5 years old when they came out

>> No.3742032


>> No.3742034

Portal is 10 years old, Anon.

True, his phrasing makes him sound young.

>> No.3742039

I'm turning 25 this year and I grew up with games like Doom, Wolf3D, Duke3D, Quake and Half-Life, and that's just the FPSs from the 90's.

Did your parents just fuck you or something? You must have gotten into gaming pretty late.

>> No.3742041

>tfw first played doom at age 3-4 with dad
also remember when he brought his more powerful work PC home for a weekend when QTest came out when I was 5

>> No.3742042
File: 1010 KB, 233x226, StarTrekSuicide.gif [View same] [iqdb] [saucenao] [google] [report]


>mw came 10 years ago

>> No.3742043

Kind of a huge difference between what "10 year old game" means now compared to what it meant 10 or 20 years ago.

>> No.3742048

people born in 1999 can post here now anon

>> No.3742050

I wonder if TF2 will do anything for it's 10th anniversary

Not everyday a game is supported (loosely) by it's devs for 10 years

>> No.3742051

Step 1. Draw sectors.
Step 2. Fuck it up with cc4tex and sector effects. Light Phased is a good one. Honestly, just make every second bit of detail Light Phased and you're golden.
Step 3. Make it dark so that you're covered if anything looks shitty.

>> No.3742052


10 years are 3650 days today and 20 years ago anon

>> No.3742053

unless their parents are into video games, most people end up playing modern shit when they're kids. most of the games i played growing up were console games with a lot of 3d platformers

>> No.3742056




>> No.3742057

I played that too, I had a N64 in the 90's, but I also had an NES, a Gameboy, and PCs with emulators for 4th gen consoles.

>> No.3742060

valve is probably the laziest "dev" in history so no

>> No.3742061

Well, I've got a proper PC when I was 10 years old.
Before that we had a laptop WITH OS THAT WAS IN ENGLISH

>> No.3742063

3652 or 3653 days, anon.

>> No.3742067
File: 38 KB, 298x298, 6t9uuA3TaNE4OcJMnKQWYLrNcBD1Gb.jpg [View same] [iqdb] [saucenao] [google] [report]


My earliest gaming memory is running through the desert world in Super Mario Bros. 3, giving names to the enemies as I ran along.

God damn I feel old.

>> No.3742069

>a set of Elite Veteran Hats

>> No.3742070

>giving names to enemies
Your name is Paul *jumps on you* now you're DEAD

>> No.3742071
File: 41 KB, 1000x1000, Serious (4).png [View same] [iqdb] [saucenao] [google] [report]


10 years are 10 orbital periods of the planet Earth today and 20 years ago anon

>> No.3742072

Oh yeah, SMB3 was dear to me, would sometimes play with my brothers.

They'd teach me the names of the enemies though so I didn't have to think them up.

I'm sorry for your misfortune.

>> No.3742078

I had my first PC in 2003 at 17 years old and that didn't stop me from playing Doom

>> No.3742081

>I feel old.

Statistically, the average of "earliest childhood memory" occurs around five years, when the brains tarts to really develop.
Super Mario Bros. 3 came out in 1988.
It's extremely likely that you're at least 30 years old, at the latest close to 35.

There's no need to feel, anon. You ARE old.

>> No.3742083
File: 1.73 MB, 1280x1024, Screenshot_Doom_20170116_144845.png [View same] [iqdb] [saucenao] [google] [report]


Huh. I guess I just had my hands on games earlier. I think I was roughly 5 when I played Duke 3d.

How's this look?

>> No.3742086

I remember things from when I was 4 and 3.

>> No.3742089

like arse

>> No.3742090


>You ARE old.

no him but I can run 42 km faster than when I was 20

I wasn't able to run 42 km in my 20s even

>> No.3742091

Like shit.

>> No.3742092

Pretty bad, desu.

>> No.3742094

>How's this look

>> No.3742101

You've got texture misalignments out the ass, and that reeeeeeeally is not a good use of the switch and light textures.

>> No.3742106


your texture selection is "controversial"

>> No.3742112

Not done of course. I was more speaking in architectural terms; most of the textures on the map are placeholder and I'm working on it as I go along. I'll fix the alignments when I'm done architecture; after all, i'm just going to be changing them later on anyway.

>> No.3742117

If you're going to give them different textures instead of the defaults, why not give them actually proper textures?

>> No.3742120

Why must you make a post about every
change you make to this map?

>> No.3742134

Because I'm still working on it, bits at a time. I don't want to give textures to areas I haven't touched much yet.
Concise feedback. If there's something that should be changed or bettered, people can point these out better.

>> No.3742138

>Concise feedback. If there's something that should be changed or bettered, people can point these out better.
the only feedback you're going to get is "it looks like shit" because it looks like shit

use proper texturing or use the default texture as a placeholder

>> No.3742140
File: 1.69 MB, 1280x1024, Screenshot_Doom_20170116_150704.png [View same] [iqdb] [saucenao] [google] [report]

Putting the other side (it's sectors need to be adjusted)

I'm thinking about making some chaingunner cages hidden behind the wall behind the switches. Y/N?

>> No.3742148

Is DoomRPG dead? It's thread on ZDoom got shuffled into the abandoned mods area.

>> No.3742152

I still don't know what I'm looking at exactly

>> No.3742159

I think you're doing this on purpose, now.

>> No.3742171
File: 1.50 MB, 1280x1024, detail works.png [View same] [iqdb] [saucenao] [google] [report]

I don't either. As I said, I'm just doing this as I go along and detailing whenever an idea pops into my head; and then building outward

Does this look better?

You're entirely free to open up mspaint or someshit and draw on some of the images to illustrate your point better. First map and all; I'm asking you to be harsh.

>> No.3742180
File: 788 KB, 640x480, doggo2.webm [View same] [iqdb] [saucenao] [google] [report]

Only need to add the (non-active) jetpack patches to the walking frames now. The eye and and antenna is already done for all of them.

>> No.3742189

I'm thinking for the theme here:

E1M8 was stated somewhere in the doom manual or bible or something, to be "built on top of some sort of anomaly"

This is sort of a re-imagining of this again; using e1m8 as a base and then turning that into it's own map but with the same sort of feeling.

About the early points of the map is where there's still mostly tech. There is the occasional hell-abomination here and there; and the UAC became interested in hell's tendancy to grow and form living infestations and flesh; this facility would of been their first attempts to research and then reverse-engineer their own; as well as hell's bizzare physics-defying logic. Hell's already starting to take it over and reclaim it by the time you've arrived.

>> No.3742203

What's a cool, atmospheric megawad to play with DRLA? Already done D2Reloaded, Brutaldoomstarter, Hellbound, Deus Vult, Going Down

Tried Oblige, but i don't like the sometimes retarded layouts it creates

>> No.3742251


Make good use of cover, you need to.

>> No.3742270
File: 1.08 MB, 1920x1080, Screenshot_Doom_20141113_171642.png [View same] [iqdb] [saucenao] [google] [report]

Since I'm doing this, here's something else that I stopped working on because I thought I'd lost it that I found just now(I backed it up and forgot about it, oops), originally intended as a Zandro DM set:


CC4-Tex required this time though technically I guess you could slap the HtH resource wad in it too.

>> No.3742274


>Anyone who uses or buys a mac deserves to burn in hell

>> No.3742281
File: 1.61 MB, 640x480, doggo.webm [View same] [iqdb] [saucenao] [google] [report]

Here we go. I've made a useless pupper companion. eh follows you around and doesn't afraid of anything.

>> No.3742283

Does Doom Sourceports work on OSX?

If so, fucking stop it right now.

>> No.3742286



>> No.3742290
File: 114 KB, 400x399, amaze.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3742291

I don't even love dogs



>> No.3742296

Not really. Detailing is just something you can't explain to someone how to do it "properly". You just get a feel for it.

I'd suggest try playing through Doom and Doom II again (or any wad really) and just take in your surroundings. Never mind the enemies, just take a look at the level design and layout. Pay attention to how every texture is being used within a level or an episode. Watch out for differing light levels. Look for little details that stick out to you. Take screenshots if you have to.

Also symmetry.

>> No.3742297



>> No.3742298
File: 87 KB, 600x410, german-sheperd-stuck-in-wall.jpg [View same] [iqdb] [saucenao] [google] [report]

That thing is going to be impossible to keep alive, isn't it

>> No.3742301
File: 1.36 MB, 1280x1024, texture pass.png [View same] [iqdb] [saucenao] [google] [report]

hell ground

How's this, more textures should be aligned now.

>> No.3742303
File: 2.82 MB, 640x480, swarm.webm [View same] [iqdb] [saucenao] [google] [report]

I'm thinking maybe he could be used to lead through a maze that's too small for the player to get through, and then could open a door for at the end of the maze... Just a secret in a map perhaps. Otherwise. Pointless.
It has no death state, so it's actually impossible to kill. Not sure I want him to be killable... Thinking about it.

>> No.3742305
File: 681 KB, 1920x1080, Screenshot_Doom_20170117_052736.png [View same] [iqdb] [saucenao] [google] [report]

This one's actually pretty enjoyable, but I don't remember making it. Like, at all. I could finish this one.


I had to fuck around to figure out what textures I used. CC4-Tex and Cage-tex. Why did I do that? Cage-tex link to follow.


>> No.3742312

You really should put a pupper in DM map if you're including any of those. I think it'd completely change how people play the game and lead to a lot of enjoyment.

>> No.3742313

Do you all prefer more traditional doom levels (no bridges, no 3d sectors and other fancy stuff) or levels with all the fancy stuff?

>> No.3742314

Right now I think what I'll do is create a separate area in each map to turn into a DM map. Chop up the different rooms in the maps and re-arrange them for DM flow, and put the vs player starts in there. Something like that.

I dunno how a puppy is going to change the DM gameplay though.

>> No.3742319

>I dunno how a puppy is going to change the DM gameplay though.
Emergent gameplay. People will want to have the puppy follow them, turning into an informal game of king of the hill. The sort of thing that's really fun on a LAN or with voice chat.

>> No.3742323
File: 279 KB, 1233x762, find_excuse.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying hand at IoS map.

And on subject of textures, I really need to find excuse to abuse silver BRONZEG. It is rather nice texture, but I don't think it would work that well with the variety of GOTH/MET I have in map.
Maybe some structures could be in it. Or maybe I should just make Highway to Hell map with lot of it...

>> No.3742326

Done a thing for Highway to hell.


>> No.3742328

Hm. I could see that. No reason a puppy couldn't be in DM maps. Though it won't affect the score at all.

>> No.3742330
File: 1.04 MB, 1920x1080, Screenshot_Doom_20170117_054409.png [View same] [iqdb] [saucenao] [google] [report]

Last one for mystery maps on my backup drive: This screenshot is the whole thing, so I won't bother uploading it.

>> No.3742331

Did you play 200 minutes of /vr/ by any chance? The map30 IoS map also has a circular design.

A lot of people skip IoS maps. I think they have potential for fun.

>> No.3742342

ZDoom did at least.

Since most are open source one could always just compile GZDoom or whatever.

>> No.3742343

>A lot of people skip IoS maps. I think they have potential for fun.
The final fight in /pol/.wad was a lot of fun.

>> No.3742348

Yeah. Current idea is to make map bit laid back, sort of like Illuminati Revealed ( Map18? ) from Ancient Aliens. Making through glacial terrain ( Cocytus/Judecca ) to massive iron structure in middle of frozen lake, then opening it up to get shots at core.

I was thinking of using linedef/sector-trickery to sorta direct the spawns as well, so the earlier spawn points are closed and new ones are opened. Something manageable.

>> No.3742360

Both as long as they have good running and gunning.
Shit becomes a problem when the game starts forcing story outside of organic/intermission stuff or jumping puzzles.

>> No.3742369

well shit, this will end up bad


>> No.3742370
File: 597 KB, 1600x900, Screenshot_Doom_20170116_170519.png [View same] [iqdb] [saucenao] [google] [report]


This was clever.

>> No.3742386

There's a Dark Forces book. Basically, it says Kyle uses his contacts from the academy to stage a diversion, and then goes full on force-flow during the fight. To the point where time is practically stopped for him.

It's also way less defended in the book.

>> No.3742394
File: 312 KB, 1059x532, FUCKYOUNODES.png [View same] [iqdb] [saucenao] [google] [report]

Sometimes I hate working with circles. Things fucking break.

>> No.3742405
File: 504 KB, 1600x900, Screenshot_Doom_20170116_172607.png [View same] [iqdb] [saucenao] [google] [report]


I really enjoyed this map, anon, you did a good job on it. There's a couple quibbles, but for a first draft it's fantastic.

>> No.3742406
File: 228 KB, 697x667, FUCK_EVERYHING.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3742410

Sometimes when that happens it gets so bad the whole map is folded into itself like a fucking klein bottle or something, causing a violent crash if you attempt to run it.

>> No.3742412


>> No.3742459
File: 1.51 MB, 1280x1024, Screenshot_Doom_20170116_171226.png [View same] [iqdb] [saucenao] [google] [report]

heh. was thinking something similar.

Next version of the alpha.


>> No.3742472

Oh hey
I didn't see this post. It's a good idea. I'll probably steal it for the pupper at some point. Maybe to reach a secret level or some-such...

>> No.3742473

>tfw computer can't even run GZDoom

>> No.3742476

Get a g210 or something for like 30 bucks

>> No.3742539

Okay I didn't know that. I was basically referencing for example the Super Star Wars games on the SNES where the devs were all like: Hmm... how do we make a scene with hostages and bomb placement interesting for the kids? Oh I know. We'll have Han Solo literally fight the shield generator instead of having him lay a bunch of sequencers all over the place for 20 minutes. I assumed that Dark Forces was the same way. Kyle's mission is to steal the plans, but it's an FPS, so it's just a base full of soldiers that you mow down because those are the game mechanics.

>> No.3742541

how do i put my md3 models into my darkplaces quake 1 mod? would it work identical as if i was doing it in quake 1 base?

do i still have to put all the textures into one UV map (theyre all split in parts per gun) as well as having to put all the animations in one file?

>> No.3742552
File: 96 KB, 615x593, 1484107357641.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3742559

>do i still have to put all the textures into one UV map (theyre all split in parts per gun)
I don't know if darkplaces allows you to change subskins for groups on the fly, but otherwise I think you can rename each material to the path (inside the pak) and file name of the texture you want to use like in gzdoom.

>how do i put my md3 models into my darkplaces quake 1 mod? would it work identical as if i was doing it in quake 1 base?
Best bet it is to download some darkplaces games/mods to crack them open and see what they're like.

>> No.3742564

I really hate maps like these two. The main purpose behind them was to outdo both deus vult and nuts in size and monster count respectively, but done so lazily through copy-paste and blocky architecture. There is absolutely nothing fun nor interesting about these sleep inducing maps.

Stuff like AV map20 and BTSX E2M25 may not be everyone's taste, but at least they show that the author actually put in a lot of time and effort making them, resulting in actually decent pacing and variety in level and encounter design.

>> No.3742607
File: 124 KB, 1400x787, Screenshot_Doom_20170116_185223.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know why this would happen, and how to fix it?

>> No.3742613

I'd say Doom is more active solely for how long it's been around. Oblivion's modding community is pretty much dead at this point and the same will happen to Skyrim once the next Elder Scrolls game comes out.

>> No.3742623

It also helps that modding Doom is incredibly simple after you learn a couple things.

>> No.3742637
File: 65 KB, 800x550, gratestuff.png [View same] [iqdb] [saucenao] [google] [report]

Basically the rendering doesn't cut off properly the bottom/etc. if there isn't a bottom/upper texture on the side. What you can do is just slightly raise the sector on either side of the grate.

Here's illustration what you can do.

>> No.3742648
File: 1.74 MB, 1920x1080, gzdoom 2017-01-16 19-10-29-18.png [View same] [iqdb] [saucenao] [google] [report]

I'm not exactly sure what I'm doing here.

>> No.3742649 [DELETED] 

If you prefer Quake over Overwatch then you're literally fucking gay.

>> No.3742650

I grew up with the GBA ports of Doom. Loved it so much I got my dad to get Final Doom for the computer, the pack that has all the IWADs and Doom95 with it, it also had a trailer for Doom 3 that was just about to hit at the time.

It was late era Playstation and N64 everyone was playing, and here I am today running Doom on Chocolate Doom. Its a strange kind of nostalgia, almost by proxy, you are playing user-content from a year or a month ago but it makes you feel like a kid discovering a new game all over again, and I'm sure people more into mods can relate to that as well

I'm sure its why people watch old shitty horror movies, they like horror but never saw them when they were young, so they get to pretend they just came back from the VHS store.

>> No.3742658

You can thank seventh gen lasting like eight god damn years causing everything to stagnate for that.

>> No.3742661

They'll have a special sale where it's at a 100% discount.

>> No.3742667

I was born in 1990, been gaming since I was a little baby since my parents liked games
Didn't play Doom til like 3 years ago

On the flip side: my best friend played Doom when he was a little kid, because that's what his dad liked

>> No.3742669

needs more FIREBLU

>> No.3742673

Yeah I was the guy that made the BTSX post, I like both the AV map and the former. It's just something I had a chuckle over the other day.

It is kind of mindblowing to think of an author who breaks his back to make what would be his magnum opus, and it ends up being ignored by most players cause of a pacing issue that makes the player irritated, or it downright being cut. Thinking about all of the cut DTWID content is crazy to think about, those levels are still pretty good.

And one other issue is that you can make a shorter level and give it more detail and more balance in the same time, and you can have each section be more unique and meaningful, since creatively you have to work with space limitations, where as people may fail to make good large maps and resort to copy-paste.

Plutonia and Speed of Doom were made with very tight time schedules, not to mention WADs like Scythe show how small maps fit very well into the Doom formula.

I think its mainly a tone issue, you might want to explore many gimmicks and themes which would play out through an entire 30 map set, and psychologically you would want the player to feel closure at the same time your creative energy peters out, so they don't feel like completing the WAD is an obligation. When you hit 50% of the megawad or map, the style has to be consistent to where it really feels like 50%.

Suddenly having a large map 20-25 maps in can be jarring for people. But when you are playing Deus vult, with prior knowledge its just a couple of maps, then you can see how expectancy effects taste.

>> No.3742676
File: 2.06 MB, 1920x1080, gzdoom 2017-01-16 19-22-42-59.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure what I was expecting.

>> No.3742679
File: 109 KB, 320x240, skelemarine.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3742686

I would say its active because Carmack was really supportive early on about releasing source code and actually because speedrunning helped build a community very early on. Its all about the history that cemented the community early enough for it to be a tangible thing for people to produce for.

>> No.3742687

i hate large maps cause i have autism and refuse to save mid map

>> No.3742696


I understand comedy but come on valve you had enough stimulus to come up with the bit admit it.

>> No.3742697

Why don't you follow the generic response of saving after a key pickup? I mean I get autism but come on there's therapy out there to improve your behavior.

>> No.3742735

Thank you, anon. I had just switched back to software rendering, so I didn't realise a quirk like that would be present.

>> No.3742742

I know this is usually dependent on the sky texture and general mood you're going for in your maps, but for the most part, what are the best standard light levels to use?

>> No.3742789
File: 8 KB, 913x913, implying.png [View same] [iqdb] [saucenao] [google] [report]

>implying trans girl x cis guy isn't the purest form of love

>> No.3742806
File: 37 KB, 235x192, jinouga.png [View same] [iqdb] [saucenao] [google] [report]

He's complaining about the title you donut.

>> No.3742827
File: 1.10 MB, 1280x1024, Screenshot_Doom_20170116_204608.png [View same] [iqdb] [saucenao] [google] [report]

How are these done? I see they're tagged; but can't find the "Master Sector" that controls these to cause them to "bob" up and down.

It's critical for parts of the map.

>> No.3742841


"A certain point of view" doesn't have anything to do with anything.

>> No.3742848
File: 782 KB, 835x960, jedi and sith abilities.png [View same] [iqdb] [saucenao] [google] [report]

/tv/ meme about high ground advantage in Star Wars.

>> No.3742875
File: 844 KB, 1280x1024, Screenshot_Doom_20170116_211439.png [View same] [iqdb] [saucenao] [google] [report]

These little holes will be my test-bed for said "bobbing" sectors.

>> No.3742880

it's a common goddamn phrase

>> No.3742887
File: 7 KB, 207x124, HELLHOLE.png [View same] [iqdb] [saucenao] [google] [report]


To be frank MAP10 from doom 2 was my favorite level for the game aside from MAP05.

I looked forward to fighting the cyber because of the INV up on the perch. It made me smug to kill him while I was invincible.

The hardest part of that map I remember playing as a kid was the Revenants that come out of the arachnotron room, they chase you all over the main area of the map. I died MANY more times to their butchery than I did that cyber.

Other sticking points were MAP11 and MAP20s lakes of bullshit to fall into (at least in MAP29 it was obvious asshattery), and MAP16's archviles were also often a problem for me back then.

>> No.3742891

>it's a common goddamn phrase

>> No.3742895


> endure 35fps

Son, I set my limit at 24
Just like my hollywood movies used to be.

For doom its 35 without monster movement interpolation but thats only because its native 35.

>> No.3742907

Looking for interesting ways to use the texture; mostly just want the middle one.

I sort of want to make a "square" of skybox/horizon look like a physical object in the map.

>> No.3742908
File: 1008 KB, 1280x1024, Screenshot_Doom_20170116_213238.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3742915
File: 195 KB, 1280x1024, fleshing out.png [View same] [iqdb] [saucenao] [google] [report]

Also an overview thus far.

>> No.3742938
File: 78 KB, 1024x768, general bison approves.jpg [View same] [iqdb] [saucenao] [google] [report]

this is fucking awesome, I never looked at the star wars movies in this light before

>> No.3742940


>> No.3742943

>been watching this for nearly an hour and a half
it isn't even halfway over
nigga doesn't even save once

>> No.3742950

When you get to the point where you're scaling the mountain (and then later coming down after grabbing the key), was the lava lake supposed to be inescapable? I remember running too much off of the mountain, falling into the lake, and not being able to find a way out. I'm pretty sure there wasn't a teleporter or lift anywhere.

>> No.3742951

I want to bump the "hook rooms" up to 6; but don't know if I should attach the hooks to the existing rooms or make new halls like the ones that are currently there.

>> No.3742954
File: 227 KB, 1280x1024, separate halls or attatch to existing hooks.png [View same] [iqdb] [saucenao] [google] [report]

I forgot my image.

>> No.3742967

I love that star shape

>> No.3742973

What's the best thing to have going while you make Doom levels?

>> No.3742987
File: 975 KB, 1280x1024, fucking windows 98.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know a better texture to use? I want glass windows here; preferably set up so I can sector them to look "cracked"

Also looking for >>3742827 >>3741873

>> No.3743002

Might as well post Alpha 0.5 so people can take another look.


>> No.3743015

Pretty sure it was intended to be a death trap if you accidentally sidestepped off, I just used jump to climb out like a loserboy. I just checked and found there was invisible walls and no elevator or teleporter to get back out so if you fell in there you were toast.

>> No.3743018

Boogie pls

>> No.3743029
File: 237 KB, 1554x904, tv explains obi-wan's ability.png [View same] [iqdb] [saucenao] [google] [report]

You seriously missed all that cross-board contamination?

To keep it on-topic, are there any gameplay mods with spinning? I know Russian Overkill has that ball and chain.

>> No.3743030


Tactical music from xcom, either the mp3s from x-piratez and the psx game, or the opl emulated ones from xcom1 and xcom2

>> No.3743046

yes, for me and for everyone else

>> No.3743047


If obi-wan took on sidious in the senate he would have got his ass stomped.

> obi-wan has the high ground morally and physically with respect to his ability, in that senate chamber

> but before they got to the chamber they were in the emperor's office and he was on level ground with him there, sidious was on his own high ground and would have had lightning shooting between his teeth like luke

> Even in the senate chamber despite Obi-Wan being able to get the High Ground repeatedly and whenever he wanted . . . Sidious has a proverbial P-Wing of high ground because while he is morally bankrupt the Galaxy still Supports his Rule

> Also being physically below or above sidious in the senate chamber means nothing because he would be moving the ground/levels which means technically everything is below Sidious in that room because the ground itself is the high ground. This is why Sidious never remained on the same lift as Yoda.

>> No.3743049

some guy entered my backyard, my dad shot him and missed

>> No.3743053

he had autoaim off

>> No.3743056

Would this be too cruel to the player to close off every entrance behind them as they enter new sections? Of course they can be opened up again later, but my intention is that the player wouldn't be able to just walk back where they came from and pick off enemies as they come through the entrance. The player would have to manuever around in the new area as they should in a fast-paced FPS. The downside to this is that they wouldn't be able to grab any health, ammo and power ups that they left behind in the previous area.

>> No.3743092

I don't think so. The player should have to adapt and use strategics accordingly.

Testing out the revenant-demon-chaingunner trap

>> No.3743095
File: 682 KB, 1280x1024, Screenshot_Doom_20170116_232209.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3743097

Whats the best doom wads that try to recreate the alpha/beta Doom?

>> No.3743115

Put a timer on the door closing behind them so they can recollect later if they need it but have it take long enough that you're forced to fight on the terms set by the designer

>> No.3743117

so he... DIDN'T shoot him?

>> No.3743118
File: 243 KB, 1280x1024, plans.png [View same] [iqdb] [saucenao] [google] [report]

How does this monster combos sound?

>> No.3743125

I can't fucking read half of that. You draw as well as you map.

>> No.3743136


Positions of demons and stealth demons.

Positions of imps.

Outer building with various formers.

Room containing meatballs and viles.

Room containing spider heirarchy.
Room containing baron heirarchy

Room with fatsos.
Room with wolfenss and Specters.

>> No.3743139

How do you do that? Is that possible in vanilla? I was just thinking there'd be a switch, walkover or other trigger toward the end of the new area, and it would open up the entrance again, while possibly also opening up the next path. If the player is skilled enough, they might be able to reach it early though.

>> No.3743141
File: 665 KB, 806x628, ss+(2017-01-16+at+08.55.54).png [View same] [iqdb] [saucenao] [google] [report]

i really dont get how any of this shit works

its fucking destroying me

>> No.3743151

Got the sectors to respond to the barons; but it only functions on an "OR" basis, How to make this function on an "AND" of both barons ala original e1m8?

>> No.3743172

Are you using the Doom configuration, as opposed to UDMF?
You could tie the door to only opening after a specific enemy/enemies is killed in UDMF.
ACS is pretty sweet.

>> No.3743173

The doomiwads link isn't working from the getting started with doom infographic... sorry for the noob questions, but what else do I need?

>> No.3743178


>> No.3743194

whats the problem anon?

>> No.3743195

Doom configuration. I've been aware of UDMF by name but never really looked into it. I'm very new to Doom mapping, and I'm also highly inspired by classic megawads, so I figured this would be the best way to start off for now. I'm definitely open to learning that at some point though.

>> No.3743206

im trying to get a simple MDL to replace the stock shotgun, and its showing up as this grey box

>> No.3743209

Is this level of complexity really necessary? does it match the rest of the map? You may just be wasting your time.

>> No.3743216

ever thought that it might be too big and off center?
at least thats what it looks like to me
and clearly your textures aint showing up, I hope you do know how to texture

>> No.3743237

UDMF is easier, IMO. I'd suggest just learning that, unless you'd working towards a specific port-thing that doesn't UDMF, like Chocolate Doom or whatever.
DISCLAIMER: I don't actually know if Chocolate Doom doesn't support UDMF.

>> No.3743242
File: 259 KB, 540x404, 1470817863227.gif [View same] [iqdb] [saucenao] [google] [report]

The first working period for Highway to Hell is now complete!

Please submit your first drafts to me at the earliest available opportunity, either via PM on a messaging client or posting them here in response to this post.
I'll take a little bit of time to compile them all into a single build and then distribute it for everyone else to play and offer criticism on how to improve things. Then from there, we'll enter the second phase of mapping and get back to work on polishing and improving what we've got.

>> No.3743243
File: 82 KB, 1280x768, Screenshot_Doom_20151013_050748.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3743263

Overwatch 2

>> No.3743270

I based that on my own experience.

I installed all 3 on my GPD WIN device, which is basically a downsized Athom z8700 netbook with built in pad.
I tried to run Blood and Redneck Rampage on all of them
DosBOX ran horribly, obviously.
VMWare ran only a wee bit better, still choppy and uncomfortable to play.
VirtualPC and Vbox ran much faster than even was needed, forcing me to downscale virtual machine settings. All VM's were set up for maximum performance.

I'd appreciate if you show me a pre-made VMWare machine that runs Blood better than VBox (it has it's downsides, I admit, and I'd prefer VMWare if only it ran at good speed).

>> No.3743273

Thanks anon, you're the best.

>> No.3743294

>20 mins
>10 health
>36 armor
>dealing with chaingunners

>> No.3743295

i want to add a "turret" mode for a certain weapon, you become stationary and cannot move until you untoggle it

ive got that part covered, but i want to add an additional feature to it, you have certain a maximum amount of degrees you can rotate (like the default is obviously 360 but you can only move the mouse about 90) and a limited amount you can move the mouse up and down

>> No.3743301

Stumbled across this yesturday: https://github.com/emileb/OpenGames

Sourcecodes for Beloko's games, including DoomTouch. Apparently he silently made the folder available to everyone once he decided to abandon his porting project (no mentions of it on his facebook/youtube/other accounts).

So maybe someone would pick it up, dust it off and update with the new GZDoom features?

Also since he had to make it GPL-compliant to sell it, maybe we can have a GPLGZDoom fork on android?

>> No.3743325
File: 1.49 MB, 1280x1024, MARBVOID.png [View same] [iqdb] [saucenao] [google] [report]

It will, eventually.

Working on the MARB-VOID room.

>> No.3743394
File: 231 KB, 1200x1200, doom wads.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3743405

Ancient aliens was perfect

>> No.3743406

>7 years old

God damn

>> No.3743407

>great Doom wads

>> No.3743410
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170117_032211.png [View same] [iqdb] [saucenao] [google] [report]

And a hall gets some hazards.

>> No.3743413

Someone should make a list (and a zip) of all "At least somewhat interesting Doom WADs"

>> No.3743462
File: 212 KB, 1280x1024, sleep tite demmer.png [View same] [iqdb] [saucenao] [google] [report]

Lots of progress. Good first map.

>> No.3743478

How does one have a big list like that for megawads, and not include Memento Mori 1 and 2?

>> No.3743483
File: 177 KB, 1280x1024, carr.png [View same] [iqdb] [saucenao] [google] [report]

comparison sakes from first plugging into H2H

>> No.3743505

The GZDoom people want to add Beloko's OpenGLES renderer to the main project (for both phones and Pis), but that'd require another developer to come on board since everyone has their hands full as it is. :(

>> No.3743513

Is there a way to implement custom autoaim?

What I mean is separate custom ranges for vertical and horizontal adjustment, and custom dynamically calculated offsets for specific weapons?

For example, an autoaim for Grenade launcher would calculate the vertical angle at which grenade would be launched for collision (if it is possible, if not - launch at 45deg)

>> No.3743563
File: 196 KB, 600x400, 1457692196242.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3743578

>For example, an autoaim for Grenade launcher would calculate the vertical angle at which grenade would be launched for collision
That you can do, by firing a no-damage hitscan with full autoaim. The custom puff for this hitscan attack measures it's distance and angle to the player, and you use that data for the trigonometry needed to figure out the angle math.

>> No.3743595

Is anyone good with ACS here?
I want to make some sectors give damage at regular intervals, but not as much as the default 5/10/20. (I want to replicate "radiation" damage from being inside a reactor, which isn't at all realistic, yes, but as the player is waiting for something to open while fighting off waves up bad guys, they have to also regularly get health.)

So far all I've managed to achieve is creating a sector that when you walk into it, it does damage once, and not again until you walk onto it again; an infinite loop that, despite only doing 1 hp of damage would instantly kill you, and not much success

>> No.3743602


>> No.3743625


UDMF supports custom damage types, dunno what you're mapping for though.

>> No.3743627

And I mean using that piece of coding in a looping script, applying the damage in {stuff}

>> No.3743635

I have some radiation entities I made for the a Morte mod


Just import them into your map with slade and copy the decorate, sndinfo and audio files over.

There's 3 different strengths - a cold spot, warm spot and hot spot. They have an epicenter with higher radiation and decreasing radiation as you get further away. Comes with legitimate Geiger counter sounds.

I should probably submit this to realm667 if they dont already have radiation.

Oh it also counts as poison damage so lasts a little bit after you take the damage.

>> No.3743640

I will give this an attempt. Thanks, guys.

That also sounds cool as fuck, and potentially very useful. Thanks, also.

>> No.3743667
File: 58 KB, 600x900, 342432432.jpg [View same] [iqdb] [saucenao] [google] [report]

>great doom wad

>> No.3743783

can't you use Strafe's poison effect?

>> No.3743798

no it's fine, but can come across as very artificial if you overdo it. it's also possible to create layouts that avoid door-camping/chokepoints too.

>> No.3743810

Who should I give credit to for this? You've not put any credits in the wad.

>> No.3743812

he's "hexenmapper"

>> No.3743814

Also, you can probably just credit /vr/. I've done so for several small projects since I've often had great help from people here.

>> No.3743894

All I really want is re-imagining wads for Hexen and Strife, that make them more fun. Hexen isn't bad, but it's not as cool as it could've been. And Strife suffers from "lol you suck, load a 3 hour old save fgt"

>> No.3743908

Cloned that repo to confirm, got this error:

fatal: No url found for submodule path 'opengames/src/main/jni/Doom/gzdoom_broken' in .gitmodules

See no GZDoom source in here. Just the SDL wrapper in Java for it.

>> No.3743916
File: 490 KB, 230x230, 1395979544522.gif [View same] [iqdb] [saucenao] [google] [report]

Eh. I don't think it's quite ready to put into the rotation yet; but it'll be useful for the feedback

Ignore the texture malignment. It's still got a lot of detail work and even more rooms to add.

Thinking of tossing up some marbfaces and other marble textures for the "void" room, but don't know what to put on the left side for decoration; thinking use of computer terminals and various hellprops; but i want some map architecture that the uac is "researching."

Combat involves cacos rising out of ceiling/floor.

https://www.dropbox.com/s/uukgj02sicw11lf/base.pk3?dl=0 Alpha 0.6

I still need to figure out a lot of fancy shit, like sector "bobbing" (there's a small skull cube in the first decorative hole that will be used for template sakes), sequential crushers for "pistons" and generally anything I posted in >>3742987

The textures right now aren't relevant: placeholder and also being used for map design inspiration. I wanted to go with a variety of "themes" for my first map and splash the pot with whatever I've got; after all, I don't yet have the experience, so I'm experimenting. The primary concern is the architecture.

If you can think of any NEAT SHIT to add, feel free, just leave a tab somewhere so I know what COOL SHIT you did and how to replicate it.

i guess what i'm saying is "hey, check this out", but you don't take checks...

>> No.3743926

that face always bothered me

it just looks so weird, reminds me of red/blue team sarge from quake 3

>> No.3743973
File: 39 KB, 1161x290, 2017-01-16 06_08_10-ATTN_go fuck yourself linguica assfucked cocksucker, I curse you and your bastar.png [View same] [iqdb] [saucenao] [google] [report]

What eloquence

>> No.3743978
File: 30 KB, 320x320, tated.gif [View same] [iqdb] [saucenao] [google] [report]

A national treasure

>> No.3743985

What's a good map to play with Dreadnought?
I want sci fi.

>> No.3744001

He sounds a little bit angry.

>> No.3744012

How hard is it to create custom weapon mods?

>> No.3744013
File: 28 KB, 128x128, banedoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3744024
File: 1.73 MB, 1280x720, getoutnow.gif [View same] [iqdb] [saucenao] [google] [report]

behold my bonermancy

>> No.3744026

that's amazing.

>> No.3744035
File: 52 KB, 320x200, that is the most hideous fucking thing ever and my face is tainted by looking at it.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3744060
File: 2.86 MB, 640x360, zdoom 2017-01-17 13-49-50-424.webm [View same] [iqdb] [saucenao] [google] [report]

I'm not sure if this Cyberdemon is too strong or if these Barons are too weak.

>> No.3744069

>rapid fire rocket launcher
have a guess

>> No.3744074

Doom RLA

>> No.3744078

pretty sure it's the barons

>> No.3744086

How would I go about removing the poisoning element? The 5 HP drain after excess radiation grates with what I have in mind a little.
Other than that it's pretty great.

>> No.3744090

jesus this looks awful

>> No.3744096

"Thanks" anon. I need more to go off of than that if you want it to be better.

>> No.3744097


>> No.3744104

you're "welcome"

>> No.3744118
File: 39 KB, 725x259, Doom-cacodemon-video-game-h1.jpg [View same] [iqdb] [saucenao] [google] [report]

Pros? Cons? Ideas? Suggestions?

I sort of want the environment to be as hazardous as the demons; and want to give introductory bits to various little things later on in the level.
I am thinking of doing a large triangular sector like in the "TOFOS" btsx things, serving as a bit of a hub here too. There's going to be quite a bit of backtracking.

I'm also thinking of an icon-like fight but killing it does not end level; just procures the gascan or a secret or something. I don't know. I just have an idea for stuffing cybers and spiders inside of a map geometry; hiding them, and using textures to appose the end-boss

will pay in cacodemons.

>> No.3744123
File: 194 KB, 557x605, 1458240398639.png [View same] [iqdb] [saucenao] [google] [report]

piece of cake

>> No.3744127

Equinox, BTSX, Defiler, Ancient Aliens...

>> No.3744134
File: 1.29 MB, 640x360, zdoom 2017-01-17 14-34-28-404.webm [View same] [iqdb] [saucenao] [google] [report]

It's pretty easy to dodge. I guess these barons just suck.

>> No.3744139

Any places to get some good midi music for levels?

>> No.3744140
File: 117 KB, 540x729, fuckingplebs.jpg [View same] [iqdb] [saucenao] [google] [report]

>not circle strafing

>> No.3744159

Okay, how does one go about recognizing whether a custom map is designed around jumping or not? Try doing that same dodge in that same spot without leaving the ground.

>> No.3744167
File: 1.27 MB, 640x360, zdoom 2017-01-17 14-53-09-992.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, sure. You can dodge it just like a normal Cyberdemon attack because it lasts just as long, just with more missiles, and more frequent.
None of the attacks I've made need jumping, I just find it fun to do so.

>> No.3744172
File: 412 KB, 1600x900, Screenshot_Doom_20170117_144555.png [View same] [iqdb] [saucenao] [google] [report]


This really isn't too good. Even keeping in mind that you want us to ignore the texturing, which confuses me. I'm extremely surprised you went out of your way to pick textures, and then intentionally picked ill-fitting textures for everything. Just covering everything in STARTAN would have done fine.

The starting area alone is a nightmare, entirely bare aside from an overdesigned door and 50231 trees on one side, and a GIGANTIC floor HOM.
You open the door and there's a cramped space with no room for the enemies to move, so no threat at all aside from the explosive barrels right next to you.
The hallways are filled with instant-kill floors. This is bad.
A little bit further down the line, and there's dark corridors with Stealth Demons, and there's no discernable reason or benefit to go in them. This is also bad.
A little bit further and you step in a tiny tunnel, to which walls open up behind you and two chaingunners from point-blank range rip you apart. This is VERY BAD.
You step into the elevator, go down, and there's an extremely cramped area where you fight two Stealth Barons. There's been very little ammo given for the shotgun/chaingun at this point, which leaves only the rocket launcher in a VERY TIGHT room with invisible enemies. This is something you REALLY want to COMPLETELY rework.
Map ends when you step on the exit pentagram, defeating the purpose of the mapset it's a part of in the first place.

Sorry, but I'm not accepting this.

>> No.3744209
File: 77 KB, 537x532, power_of_speedmapping.png [View same] [iqdb] [saucenao] [google] [report]

Now that Disjunction is mostly out of the way, time to learn some speedmapping. 35 minutes in, so far, gonna try to limit myself at 90 mins.

>> No.3744228

It IS an alpha after all.


>The starting area alone is a nightmare, entirely bare aside from an overdesigned door and 50231 trees on one side, and a GIGANTIC floor HOM.
see >>3743118 but will tone down trees; more detail is obviously planned for outside; the floor hom will be another building but i haven't thought of anything inside yet. You say to use the default texture- then complain when i do so which makes little sense. Outside is placeholder; like much everything else.

>You open the door and there's a cramped space with no room for the enemies to move, so no threat at all aside from the explosive barrels right next to you.
The room is intended to be widened

>The hallways are filled with instant-kill floors. This is bad.
The instant-kill floors are marked as such with the gibbed corpses; but nevertheless, better suggestions are on the table.

>A little bit further down the line, and there's dark corridors with Stealth Demons, and there's no discernable reason or benefit to go in them. This is also bad.
Working on that.

>A little bit further and you step in a tiny tunnel, to which walls open up behind you and two chaingunners from point-blank range rip you apart. This is VERY BAD.
I asked earlier and nobody said anything about it. I thought it was clear with the strewn corpses.

>You step into the elevator, go down, and there's an extremely cramped area where you fight two Stealth Barons. There's been very little ammo given for the shotgun/chaingun at this point, which leaves only the rocket launcher in a VERY TIGHT room with invisible enemies. This is something you REALLY want to COMPLETELY rework.
Haven't touched this room much, but will focus here for now. It's intended to be cramped to make you be cautious if you want to use the rocket launcher. I had an excess of ammo by the time I dropped down into that hole; and there's plenty of ammo down there, nevertheless I'll throw more down there. There's going to (2000 char limit)

>> No.3744235

Well it's obviously GZDoom, so I don't think it's that bad that he uses jumping for dodging, especially given that his mod alters the behavior of the monster.

As long as you're not breaking the sequence of the map, I think it's all fine.

>> No.3744236

also be a bit of a teaser for another part of the map in this room later on.

>Map ends when you step on the exit pentagram, defeating the purpose of the mapset it's a part of in the first place.
I'm aware of, and have said this. The return trip to the car has not yet been planned or thought of yet.

>> No.3744237
File: 194 KB, 557x605, zImId7w[1].png [View same] [iqdb] [saucenao] [google] [report]

Anon who loves Doom II here, and who plays through it on UV frequently.

Ask me anything.

>> No.3744241

Here's a tip: People don't pay attention to decorations.
If there's a ton of corpses in a place, nobody will stop to think "oh, I'm going to fucking die now".

Also, "it's an alpha" is a weak excuse for having a weak map.

>> No.3744243

ganbatte, anon

>> No.3744246

It's not an excuse. It's not even remotely in a state I would consider close to being a proper map.

>> No.3744249

>but nevertheless, better suggestions are on the table.
suggestion: don't have instant kill floors

>> No.3744250

Still waiting on words for alternative.

>> No.3744252

What I'm saying is a first draft should probably not be this shitty.

Not having anything there at all would be good!

>> No.3744265

I'd rather stick with a mixture of damaging floors and death-floors with interesting and enjoyable use. They'll play a bigger role later on in some rooms.

Nonetheless; of what IS there, what is good, so i know what directions to go with.
Thanks for the criticisms, mind you. No luck in figuring out the floating sectors yet.

>> No.3744269

why do you randomly type words in all caps

>> No.3744270

How does it feel to eat shit? Shit with bits of candy, mind you, but still

>> No.3744271
File: 3 KB, 112x125, 1379331607029s.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3744273

well that's different, you just posted it all in all caps

>> No.3744276
File: 117 KB, 457x480, 1422206141430.jpg [View same] [iqdb] [saucenao] [google] [report]

why are you still responding

>> No.3744278

I think for all the shit Doom 2 gets for it's levels, at least a third of the levels are actually pretty good.

>> No.3744279

This is pretty much my experience. Of all the official classic Dooms, Doom2 is the worst but it's not all bad.

>> No.3744280

I'm just curious why you would randomly all caps a select few of your words that seeming have no importance in your post overall

>> No.3744282

It's called EMPHASIS, anon.

>> No.3744285

STARTAN, GIGANTIC, REALLY and VERY TIGHT don't seem like they really required emphasis.

>> No.3744286

http://puu dot sh/tpK2E/78833507d2.zip
I zipped everything and I'm not Termimoose. Just, make it more fleshed out rather than post almost every single little change. You aren't just releasing it as a standalone map, you're doing it for a project that needs maps of decent -quality- which your map lacks a lot. I can't even see a more or less finished map here, this is even worse than early-access shit becaust latter ones usually have some basic features at least. Your map really doesn't have anything to interest me in positive way. Textures that cut in unacceptable way, bad texture transitions, horrible monster pick and placement, everything is simply screaming to tell you that your map is awful.
>I asked earlier and nobody said anything about it.
This reminds of some silly clip where some kid was asking his mother at night from behind the door to parents' room if he could do some crazy stuff when she just was screaming "YES!" during sex.

>> No.3744289

STARTAN is a texture name, and all of Doom's texture names are capitalized, so it's treated as a Proper Noun.
The rest of those.. are emphasis words. Putting emphasis on emphasis words isn't exactly odd.

>> No.3744291

I have literally never heard of the term emphasis words you didn't just make that terminology up on the spot did you?

>> No.3744295

Sorry, I meant intensifiers. I'm slightly extravagantly fucking tired right now.

>> No.3744304

huh, that's an actual term. how about that get some sleep faggot

>> No.3744306


For emphasis, because 4chan doesn't have bolds or italics.

>> No.3744308

>and death-floors with interesting and enjoyable use.
unfortunately, this is an oxymoron

>> No.3744314

why not using them as pits as you walk over narrow pathways/platforming

>> No.3744316
File: 15 KB, 490x799, 15[1].gif [View same] [iqdb] [saucenao] [google] [report]

I just don't get it. When it comes to the classic Dooms (including Final Doom), it seems like most Doom fans hate at least one of them. I just don't get it. I think they're all great.

What's not to love about a map like Industrial Zone?

>> No.3744320

>as you walk over narrow pathways/platforming
God, this sounds awful.
Platforming in Doom has rarely been done well.

>> No.3744326
File: 316 KB, 800x600, Screenshot_Doom_20170118_001950.png [View same] [iqdb] [saucenao] [google] [report]

Believe me this isn't enjoyable in any way.

>> No.3744329

Is this the deadline for stuff to be layout-complete?

If not I'm gonna keep going. Fuck it. >>3741884

>> No.3744330
File: 647 KB, 1959x1016, testmap1.jpg [View same] [iqdb] [saucenao] [google] [report]

Heya /doom/,

been messing with DB for a long time now. Never really made a public release before. Can i get some constructive/destructive criticism on this map? Shouldn't be any HOMs or really bad texture alignment. Just want some info on how I can better do encounters/flow when I make maps.

Load with cc4-tex.wad because i can't into creative vanilla textures.


>> No.3744335

>Is this the deadline for stuff to be layout-complete?

Nope. Please feel free to continue working on it, though I'm gonna pop in the gasoline can for in the compiled build in a couple days. So people can actually get through it and "beat" the map.

>> No.3744337

first impressions are interesting, a decent layout, if not slightly linear. but if linearity is the worst flaw a map has, that's fine.

>> No.3744340

There isn't much of a map at all yet.

>> No.3744349

Anyone know if strong wind or a fast scrolling floor could work as a map boundary? In other words could the player strafe or jump through it?

>> No.3744359
File: 148 KB, 1319x693, layout_done_so_why_not.jpg [View same] [iqdb] [saucenao] [google] [report]

Oops it turned out to slowmapping instead since I got distracted. Oh well, layout's done so might as well detail it out of the ass.

It is kinda the sort of thing I want to make megawad out of - really bitesized maps.

>> No.3744360

Reminds me of the guy who made doom WADs thinking he was building a machine to fight satan. Does anyone have any links to his videos?

He made joke-tier wads and in the video descriptions he had these delerious feverish posts about how satan was contacting him and his maps were ways of fighting him, real Newstoryteller stuff.

>> No.3744368

>when ur chain gun outa ammo but she still feeding it.

>> No.3744373

Good stuff especially for your first release. I noticed you can walk through the fence near the exit, and all the doortracks were left unpegged. Other than that I didn't see anything else wrong.

>> No.3744378


my faves are 03, 05, 06, 09, 10
14, 18, 23, 24, 26, and 29

(best faves and go-to test maps are 10, 24, 26)

that does comes out to 1/3, the other maps arent memorable or desirable enough to me to include

>> No.3744383
File: 211 KB, 432x227, drake bailey.png [View same] [iqdb] [saucenao] [google] [report]

all capitalized?
sounds like corporate and admiralty law

>> No.3744392


Ah, got it. Probably gonna start using GZDB's make door shortcut since it does pegging automatically!

>> No.3744394
File: 1.64 MB, 1280x1024, barons man.png [View same] [iqdb] [saucenao] [google] [report]

Does this look better?

>> No.3744395

>Oops it turned out to slowmapping instead since I got distracted.
Mate, the fact that you managed to do that in a single day already puts you above most of us.

You're crazy-talented and I'm so jelly of you Mark would shit his pants.

>> No.3744398
File: 95 KB, 640x480, Screenshot_Doom_20170118_005754.png [View same] [iqdb] [saucenao] [google] [report]

This texture isn't supposed to cut off like this.

>> No.3744401

the broken-magma-lava texture doesn't fit well with the red-and-grey marble, the top step has a strange red line, and the other steps have lines along the left side, the alignment on the right pillar is very off, and you're still using FIREBLU for walls

so, no

>> No.3744402
File: 5 KB, 170x280, startpacking.jpg [View same] [iqdb] [saucenao] [google] [report]


>red marble texture repeated a billion times on floors, walls & ceiling

>> No.3744409
File: 161 KB, 1270x873, is_this_better.jpg [View same] [iqdb] [saucenao] [google] [report]


So like this?

>> No.3744412

i'm asking about the sectors.

>> No.3744415

you just added another giant obtrusion in there

so, no

>> No.3744426 [DELETED] 

You say nothing about the thing in the pinky room, nothing about the heart structure, nothing about the teeth-thing. If you're going to continue to just pick at the shit that is inconsequential as that has a lower priority on the list as the map is not yet ready; and say nothing about the things I tried to be creative with; why bother listening to you at all?

>> No.3744431

Because then your map will stay shit. Be open to criticism even if it seems minute, and remember that not everyone has time to comment on everything. Even if people are being faggots they probably have a point that you should consider.

>> No.3744439

>If you're going to continue to just pick at the shit that is inconsequential
>as that has a lower priority on the list as the map is not yet ready

>using fireblu

Also, if that stuff is going to change/be fixed, you should have said that, then.

>why bother listening to you at all?

You're the one who wanted feedback.

Also, I'd like to add that the steps on the structure in >>3744394 have different heights, so the texture gets cut off at a different height per step.

...But go ahead and handwave away my feedback!

>> No.3744440

>why bother listening to you at all?

Because you asked for feedback?
Just because you don't like what people say doesn't mean you get to throw a fit when people give you what you asked for.

>> No.3744442

I am considering the points. I'm aware it will stay shit. I just don't want to be dicking around with bits of geometry and detail. The pillars were moved back, and the star widened considerably.

I don't see what the layout of the room should be, then.

>> No.3744443

>does this look better?

get out

>> No.3744445
File: 262 KB, 1280x720, 1365383244106.jpg [View same] [iqdb] [saucenao] [google] [report]

Here, have an anime girl.

>> No.3744446 [DELETED] 

>overblowing it this much
here (you) go

>> No.3744448

thanks senpai, i didn't know capital letters scared you

>> No.3744449

Those are direct quotes, friend.

>> No.3744451

>overblowing it this much
>this is exactly what he said


>> No.3744452

Start over. Don't think about being unique, just make a Doom map; trying to be unique clearly isn't working out for you.

>> No.3744454

>I just don't want to be dicking around with bits of geometry and detail.
This is not a healthy attitude for mapping.

I mean, not that you have a healthy attitude for mapping in the first place, clearly. But hey.

>> No.3744457
File: 132 KB, 1280x480, wrongdoor.png [View same] [iqdb] [saucenao] [google] [report]

There's a thing with huge crates: they have different colors for front\back and sides. Also, if you use this line, the wrong sector closes itself forever as shown in picrelated. Also, obligatory one-time-use elevators suck. Also, I bet fences by the end of the level are meant to be impassable. Also, there's a misaligned texture (unless it's intentionally like that) where the platform with chaingunners and zombies in the room in your screenshot. I can also suggest to play more with lightning on your map.

>> No.3744458 [DELETED] 

The way he has quoted it makes it seem like I'm sperging the fuck out

>> No.3744460 [DELETED] 

you are

>> No.3744461 [DELETED] 

You are.

>> No.3744462 [DELETED] 

But you are.

>> No.3744463 [DELETED] 

you are, though

>> No.3744464 [DELETED] 

Yeah, you are.

>> No.3744465 [DELETED] 

You are. You should stop.

>> No.3744468 [DELETED] 

Yeah. You are.

>> No.3744470 [DELETED] 

>makes it seem like I''m sperging the fuck out
i wonder why

>> No.3744471 [DELETED] 

You totally are. Stop posting here.

>> No.3744473 [DELETED] 
File: 2 KB, 109x126, 1331544452524.jpg [View same] [iqdb] [saucenao] [google] [report]

>this is sperging out
I mean; i get 7 free yous, so it's more likely that it's just WHO is mapping

>> No.3744474 [DELETED] 

If he's quoting you, and it seems like you're sperging the fuck out, then you might be sperging the fuck out.

>> No.3744476 [DELETED] 

You were the guy asking around for collaborators a few threads back because you had "Good ideas", right?
I'd say Sperg pretty much follows you around like a bad smell.

>> No.3744478 [DELETED] 

Go back to Evolve.

>> No.3744481 [DELETED] 


>> No.3744482 [DELETED] 

>so it's more likely that it's just WHO is mapping
what did he mean by this

no, seriously, what the fuck did he mean by this

>> No.3744484 [DELETED] 

>this is sperging out
It is, yes.
You should stop.

>> No.3744485 [DELETED] 
File: 335 KB, 320x180, just let me enjoy my breakfast goddamnit.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3744489 [DELETED] 
File: 553 KB, 1179x2678, doomgeneral.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3744490 [DELETED] 

>I mean; i get 7 free yous, so it's more likely that it's just WHO is mapping
What the fuck are you saying, nigger?

Are you intentionally shitposting for (yous) so that other mappers criticize you and you sperg out?

>> No.3744493 [DELETED] 

Just report him. It's legitimately not that hard.

>> No.3744494


>I just don't want to be dicking around with bits of geometry and detail.

Look at any long-time Doom mapper that streams their map development, and you'll see they do A LOT OF DICKING AROUND with geometry and detail. And that's after they've sketched it out before ever heading to GZDoomBuilder.

>> No.3744496 [DELETED] 

Not my blog.

>> No.3744497 [DELETED] 


>> No.3744498 [DELETED] 


>> No.3744501 [DELETED] 


>I was just pretending to be retarded!

Enjoy your report.

>> No.3744502 [DELETED] 

That's... not what I mean.

I didn't want to dick around with geometry detailing and have it be for fucking nothing.

>> No.3744503 [DELETED] 


Why are you like this?

>> No.3744507
File: 305 KB, 378x320, They were all dead. The final gunshot was an exclamation to everything that had led up to this point. I released my finger from the trigger and then it was over.png [View same] [iqdb] [saucenao] [google] [report]

Thank you based mods

>> No.3744509


Cool, thanks for the input! It's always the tiny things with me.

>> No.3744510

Man, I haven't seen him chimp out like this since the time he pretended to be Doombro.

>> No.3744513
File: 11 KB, 204x142, perfectly normal marine dancing.gif [View same] [iqdb] [saucenao] [google] [report]

we need more revenant related shit.

>> No.3744514

Those were the days...

>> No.3744520 [DELETED] 

I mean, if you're gullible enough to believe that

>> No.3744524
File: 223 KB, 1920x1040, CryptOfTheButtGhost at 2017.01.18 06-51-01.052 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Has science gone too far????

>> No.3744525
File: 78 KB, 231x219, 2292dd0e8a8c362613a85c982701714cc7551234c8ffc435bc512510a7d501dd.png [View same] [iqdb] [saucenao] [google] [report]

Sure, sure. Sure.

Better luck next time, my furry friend.

>> No.3744529 [DELETED] 

>smug animu
literally just as bad

>> No.3744532
File: 52 KB, 544x548, 6941914821.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3744534 [DELETED] 

If that's how you think.

Next time find the right abandoned page.

>> No.3744541
File: 167 KB, 384x258, 1467062845018.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3744550

>it wasn't me I swear

Get that ass banned already

>> No.3744552
File: 3 KB, 118x126, 1331178624563.jpg [View same] [iqdb] [saucenao] [google] [report]

You can't consider yourself a friend. You know nothing about me.

>> No.3744570

Industrial Zone is a nightmare of annoying little hitscanners hidden all over the place in many elevations and in long range.

>> No.3744573

Only if you've hidden unkillable arch viles behind them Casali style.

>> No.3744579


He was being sarcastic I hope

>> No.3744582


What >>3744494 said.

That's just part of the process though. If you're sincerely concerned with the fact that you might have to rework or even abandon something you worked on for ages, I'm amazed you've managed to create anything in the first place. Fuck, I've lost count at how many times I've had to basically start over at something which had +2 hours put into it just because I thought it wasn't "good enough". It's frustrating sure but you just have to deal with it.

>> No.3744586

That's why I was asking for feedback. To me; anything is mostly acceptable. Fuck, I even like terry wads.

I could easily have dealt with the setups I had. The fact that they keep having to fall back on the textures ploy be-smirks me; all things considered.

I wanted to know HOW my detail looked outside of the textures, but no, this was not received.

>> No.3744589

Well, I haven't played Doom2 enough to recognize that kind of sarcasm.

>> No.3744592

>I wanted to know HOW my detail looked outside of the textures

It doesn't look good.

Surprise, that's what we've been saying.

>> No.3744593

Not really. I have no information on how to improve the marble structure in the middle, nor the various bits of detail that are there.

They've said about the texture alignment and that's mostly it. But what do I expect out of a circle-jerk?

>> No.3744598

It sounds like you want a how-to guide and are angry you aren't getting it.

>> No.3744601

I stand by my earlier post >>3742296

>> No.3744602

The only anger I have is needing to repeatedly explain myself to those who had no intention of listening in the first place

>> No.3744603

I have done this countless times; I've looked at BTSX, Valiant, Ancient aliens and the like.

I sincerely hope these people are just doing it for kicks.

>> No.3744604

Yes, you keep repeating yourself. But what you're doing is asking for information on what's wrong after receiving it.
And then you get angry because it wasn't EXACTLY what you asked for.
And then you start shitposting because something about WHO? I don't know.

If you keep this up, you're probably not going to have people too willing to give you feedback.

>> No.3744605
File: 236 KB, 1411x697, condensation.jpg [View same] [iqdb] [saucenao] [google] [report]

Although, I like this workflow of throwing a simple layout in 10 minutes and then elaborating/prettying it up.
Something condensed, bit like Scythe. Something that I can shit out 1 map / day, instead of that horrible 'hey I am going to take 1-2 weeks per map cya'.

>> No.3744610

yep Hexenmapper

Just go through the decorate file, and remove all the "PoisonDamage 5" lines. There will be 3, one in each actor. Its about the 7th line down from the top of each actors properties.

That should do it.

>> No.3744612

Whatever. I don't see where I'm going wrong.

This isn't a statement; I sincerely don't see what's wrong. Many of the textures are specifically aligned to how I wanted them to be set up. The static screens around those eyes and the circuits and shit? Intentional. The geometry just isn't there to support the idea yet.

>> No.3744613

>Whatever. I don't see where I'm going wrong.

I tried.

Have fun.

>> No.3744614

I mean platforming with little to no combat, at most a few imps or pinkies or a single cacodemon/pain elemental. doom combat sucks if you take away the ability to move around eneficently without dying

>> No.3744615


>> No.3744616

intended doesn't mean good, just fyi

>> No.3744617

>Many of the textures are specifically aligned to how I wanted them to be set up. The static screens around those eyes and the circuits and shit? Intentional. The geometry just isn't there to support the idea yet.
So which is it, you're not done with the texturing, or it's intentionally set up how you want?

>> No.3744620

I'm not done with the texturing and detailing; but what is there is for mental reference sake and to give a general idea on what I'm trying to work towards.

>> No.3744624
File: 17 KB, 127x79, stop.png [View same] [iqdb] [saucenao] [google] [report]

Don't detail it. The layout is busted, nobody's going to want to play it let alone want it in their project. Start over.

Even Captcha agrees.

>> No.3744628
File: 18 KB, 420x300, 1432961271218.jpg [View same] [iqdb] [saucenao] [google] [report]

Does Dime visit these threads?

>> No.3744636

He's posted once or twice. I don't think he's a regular lurker, though.

>> No.3744638
File: 10 KB, 480x360, yeeloncore.jpg [View same] [iqdb] [saucenao] [google] [report]

you got it

so what do you want then

>> No.3744640

he mentioned browsing srg once on stream

>> No.3744656

Take a look at a normal Doom map - you've played one of those, right? - and make something that plays like that.
No stealth monsters, no stupidly dark/tight rooms with excessive fireblu, no special snowflake "I want the environment to be just as dangerous as the monsters!!!!". Move onto that shit after you've designed something plain that doesn't totally suck.

>> No.3744658 [DELETED] 

>take a loo-
fucking dropped.
told you i already did.
you're just here to shitpost your anime girls. that's fine. you win; no more maps from me.

>> No.3744659

we're hitting levels of sperg that shouldn't even be possible

>> No.3744662

Pretty sure the sperg is the one who replies to me for no legitimate reason and flips out when SArais makes a map.

That's all this is about, really. The map is aces; you just don't want me making maps.

>> No.3744664

>The map is aces; you just don't want me making maps.

I have no clue who "SArais" is.
Your map is shit.

>> No.3744665

hey, let's put this theory to the test

nobody on doomworld has any idea who the fuck you are

why don't you post your map on doomworld? if your map is truly aces, they'll all love it.

>> No.3744668
File: 34 KB, 493x276, oh_my_fuck.png [View same] [iqdb] [saucenao] [google] [report]

Will the autism ever stop? Find out in the next thread.

>> No.3744669
File: 82 KB, 700x396, 1476524961031.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3744670 [DELETED] 

Leave it that way then, otherwise you might just find a macro from some faggot who's mad I didn't cyber their pathetic tumblrina ass.

>> No.3744671


>> No.3744672


Frankly, if this is how you normally behave, I'm not terribly inclined to believe you.

>> No.3744674

>That's all this is about, really. The map is aces; you just don't want me making maps.

Sure thing, m8, whatever you say.

Have an anime girl, since those seem to upset you.

>> No.3744675


Butthurt levels have gone super saiyan.

>> No.3744678

It doesn't matter what you believe. What matters is DOOM.

>> No.3744690
File: 413 KB, 1920x1080, Screenshot_Doom_20170118_081126.png [View same] [iqdb] [saucenao] [google] [report]

Gonna drop an update every time I stop mapping for the day so I don't disappear.
>You can get into the backyard now
>The new areas aren't that nice to look at yet.
>Layout subject to change


>> No.3744692

Is there a nondropbox download for the iwads?

>> No.3744695
File: 76 KB, 1280x720, 1253865446463.jpg [View same] [iqdb] [saucenao] [google] [report]


This has certainly been an eventful day, hasn't it?
Thanks for the links, mates, I almost lost them in the, ah, discussion.

>> No.3744702

playing this strictly as a guy that just plays doom, i guess i could take a wack, at least gameplay wise

for starters, in the first room with all the barrels and pinkies, make it where the pinkies are actually a threat. they literally couldn't even touch me and i could just shoot the barrels to kill them all with little to no effort.

i didn't really mind the textures and i understand that you use them as placeholders, but it did seem like it would be better if you make them all one sample texture instead of a weird mishmash of 30 of them.

i kinda liked the little cracks that killed me instantly. however, it would be better, at least to me, if they were pits that had you fall onto the insta death floor instead of the cracks being the insta death floor

wtf is up with the two dark areas with the "only visible once they've already hit you" pinkies? that shit isnt fun, i just resorted to shooting into the hallway until i started to not hit anything at all, which imo feels like a stupid design choice.

the two chaingunner's placement is fucking awful, its made where you can barely see them but they can still hit you regardless of the fact meaning that you will most likely take a lot of unavoidable damage on your first go thru.

>> No.3744703

the hell knight and two stealth baron of hells room is terrible. it's not just the fact that the BoHs are fucking invisible, but the room is pitchblack, how the fuck is anyone supposed to deal with that room reliably on their first time (speaking strickly of more average players like myself)? it just seems overall lazy and along with the fact that once i killed the HK that the walls opened up to the area with the exit makes me feel like there wasnt much effort put into the battle ground for fighting them. which, speaking of the exit, i ended with only a 20ish% for kills so where were the rest of the enemies, did i miss them via a secret?

overall it was pretty lackluster but not unplayable. it just wasn't that fun was the thing, most of the encounters felt like i either had to cheese it or know first hand what was coming to avoid ridiculous damage. i don't think most average doom players wouldn't enjoy going into a dark room to find invisible pinkies that seemingly fill a room that you have to guess how many there are or invisible BoHs in a seemingly pitch black room.

>> No.3744705 [DELETED] 
File: 2.97 MB, 536x354, 1408930057429.gif [View same] [iqdb] [saucenao] [google] [report]

I'll just plug my god-awful drla twitch stream and go back to lurking in the shadows, then. Maybe you can laugh at how bad I am. Or something. To think I've ever left, or ever will, is foolhardy.

twatch tee vee /sarais

>> No.3744713

In b4 he viewbots

>> No.3744714

time to get B&

>> No.3744748
File: 157 KB, 1600x1166, turok-dinosaur-hunter-platform-jumping-gameplay-screenshot-n64.jpg [View same] [iqdb] [saucenao] [google] [report]

Instant death floors/pits and platforming are almost never a good idea.

>> No.3744756

>play Serpent:Resurrection
>mfw platforming and death pits, platforming and death pits everywhere
>mfw on top of that the jumping physics are like 10 times worse and jankier than in normal Hexen

>> No.3744757
File: 25 KB, 220x259, Commander_Keen_cover_art.jpeg.jpg [View same] [iqdb] [saucenao] [google] [report]

I hate platforming; but I have to disagree with you. I can say that because THIS FUCKING SERIES forever cemented it.

>> No.3744769

How do I force "Allow Jump" and "Allow Crouch" to off or default on GZdoom and Zandronum (on startup)? It's driving me nuts.

>> No.3744773

I was more referring to first person shooters, but fiiine.

>> No.3744775

>Fuck, I even like terry wads.


>> No.3744779

just use save states imois it possible to make it where falling into pits teleports you back on a platform and does a little damage?

>> No.3744784

Has /doom/ ever done a speed mapping event before? Figured it'd be something that would help people take in the "Just Make Map" mantra.

>> No.3744793 [DELETED] 

everyone gets mad at them but i think it's funnier when people sperg out about them

>> No.3744798

200 minutes of /vr/. An attempt was made to do another, but each time flopped until DUMP.

>> No.3744801

Yeah we had 200 minutes of /vr/ back in 2014, but that was the only successful /doom/ project. There was another guy a few months ago that tried to start another speedmapping event, but nothing really came of that.

>> No.3744803

Any wads you'd rather see me suffer to with DRLA?

I've nothing better to do.

>> No.3744815

Plutonia 2

>> No.3744823

Its up. Watch it if you wish.

>> No.3744829
File: 120 KB, 540x720, tumblr_ojx1yokhJS1szcxzqo1_540[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Is John Romero a time traveler?

Vote now on your phones!

>> No.3744830


>> No.3744872
File: 169 KB, 652x652, speedmapping_in_quotation_marks.png [View same] [iqdb] [saucenao] [google] [report]


I ended up getting way too absorbed into this and it is becoming an all-nighter. Christ.

>> No.3744875


>> No.3744876

If anyone was willing to start another one, i'm sure there'd be a few people who would contribute.

>> No.3744883
File: 464 KB, 1280x976, tumblr_o7n58ad3w31uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

How's Marty doing?

>> No.3744902

I bet Tigole is still mad about not being able to stab FPS on the cradle like it did with the whole MMO genre.

>> No.3744908

You are truly a legend, dude. I appreciate the help.

>> No.3744916

last i checked, he's working on some kind of movie/comic thing

>> No.3744943
File: 2.19 MB, 1600x868, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

>All other retro FPS welcome
So I just finished Marathon for the first time. I don't browse /vr/ often but was wondering what the general consensus of the game is around here. I honestly almost gave up on the game a few times because I couldn't figure out what to do in some levels.

>> No.3744948

An okay game with an atrocious sourceport.

>> No.3744956

Great game, love it more than Doom.
Aleph One is shit, ZDoom is so much easier to work with and play with.

>> No.3744959

pretty neat

shame about alelph one

>> No.3744964


that game runs out of fun quick, especially at the later levels!

>> No.3744968

If only it caught traction like DOOM. Halo seems to be a sort of semi-continuation but since they can't use the stuff in the Marathon IP...

>> No.3744969

marathon's cool
aleph one is kind of shit, though, and lack of mods really hurts it

>> No.3744970

no prob, best of luck with your map. I had a lot of fun with that radiation. Made a rad suit with gas mask breathing sounds too. Gives you a pretty bad ass feeling when you're wading through highly radioactive areas, the Geiger counter is going nuts, but you got your suit on so you're alright... until the air supply runs out...

>> No.3745010

I remember when they first said that the doom cover looked like something out of a student's math book scribbling.

seeing it like this, it kinda makes sense.

>> No.3745012


>> No.3745015

Looks awful.

>> No.3745023
File: 62 KB, 1366x768, 2017-01-17_23-53-50.png [View same] [iqdb] [saucenao] [google] [report]

i love this map

>> No.3745038

I bet the doominati did this...

>> No.3745049

In the end; doom will beg us to save them.
And we'll look up and say
"brutal doom was shit."

>> No.3745056

Would you spend money on a paul debruyne megawad?

>> No.3745060

I like that they used dehacked to have a special version of the zombieman that drops nothing when killed just for that final room.

>> No.3745061

also does anyone think its weird that people used their actual names as their online handle at one point

>> No.3745072


We're seeing a resurgence in that idea, aren't we?

>> No.3745073

I think some big name megawads back in the day did it because they felt it gave a more professional look. Out of the modern wads, only one I can think of that does it is BTSX.

>> No.3745075

I think it's weird for people to do that.

AA should be an IWAD, y/n?

>> No.3745078

I'm basically considering it on a first name basis.
I've had the same handle since I was 12 and I don't like it anymore, but no other ones I come up with stick.

>> No.3745082

Welcome to the club. I've probably gone by the moniker of my shitty mary-sue character for years.

>> No.3745085

Right, I'll toss the map up on doomworld forums because I'm bored.

Should I rip out the HIGHWAY 2 HELL assets from the wad or should I keep it and make the thread apparent it's a scrapped map?

>> No.3745086


I've gone through various embarrassing handles over the years, and only recently have I decided on something vaguely okay-sounding, if generic.

>> No.3745089

Well hey. Sometimes your embarrasing handles can result in incredibly amusing nicknames.

Like "Putrid Bloated Cunt"

>> No.3745091

Why in the world should it be?

>> No.3745094

if you're going to make a highway to hell map unattached to highway to hell, logic dictates that you should remove the highway assets

>> No.3745095

The raw quality of the wad is unsubstantiated. It's literally perfect. Name one flaw.

Protip: you can't.

>> No.3745096

That has nothing to do with whether it should be an iwad.

>> No.3745102

There a zip of the h2h texture resources that I can include with it or in general for mapping projects?

Fuck it. We should have a "so you want to make some fucking doom" infographic with good resources and cool tricks and shit. We have one for the wads, so it would only make sense.

>> No.3745104

the textures are simply the cc4 textures

>> No.3745105

Oh, so there's nothing special about it for h2h?

>> No.3745107


>> No.3745108


>> No.3745109

>AA should be an IWAD, y/n?
Its a great wad, but I don't see a point in it being an iwad.

>> No.3745112


I should axe out the start area box too, yes?

>> No.3745113
File: 31 KB, 580x639, in-5__oPt.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3745114

that's not "yes" or "no"

>> No.3745115


decide for yourself

>> No.3745117

>decide for yourself
so i'll be shit on later for it either way sure okay.

>> No.3745120

you're gonna get shit on no matter what, it's an awful map

you don't need someone entirely unrelated to the project holding your hands and walking you through what to keep or not, nigga

>> No.3745125

it's up. have fun slandering me i guess.

>> No.3745130

cool. now stop being such a fucking git.

>> No.3745136

that's like saying "stop breathing"

>> No.3745141
File: 254 KB, 1019x765, speedmap_quotes.png [View same] [iqdb] [saucenao] [google] [report]

>Oh hey I am gonna speedmap
>10 hours later


Well, lot of that 10 hours were faffing about.
cc4tex.wad is not included, so unless you are great fan of HoM, load that shit up as well.

Difficulty levels are around now, too. It might be bit tricky on UV, and hopefully kinda fun to speed through.

It is kinda style I am thinking of doing larger wad in ( more in style of play, rather than visual, although I tried )

>> No.3745148


Congratulations. Let's give this a look.

>> No.3745152

Is this a submission for Highway to Hell or is it its own thing?

>> No.3745159

good stuff, very much enjoyed it

>> No.3745163


What's so bad about Aleph One besides absence of mods?

>> No.3745164

http://puu dot sh/tqhbX/ef51c505a5.zip
Here's a FDA. Glboom-plus complevel 9. I don't know if that shortcut is intentional or not. There's also a fence that lacks impassable flag. I liked the secret, reminds me of similar setup on BTSXE1 @ Map01, this one is rather easy if player brings rockets and kills all imps and cacodemons in the area before triggering the ambush however.
Guess what, it's possible to kill all monsters before starting pictured platforming part but it still sucks!
Yes, kinda. You can teleport player to some kind of "void place" where player is guaranted to receive small portion of damage and then teleport him back. For reference look at map21 from Community Chest 4, the spike pit, sector & line tags are 110\117

>> No.3745165

think of it this way

you have doom

now imagine the only way you can play it is with an older version of doom retro

>> No.3745167
File: 18 KB, 326x284, 28d.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3745168

Jesus christ.

>> No.3745169

In comparision to other sourceports, it's like trying to run BLOOD on dosbox with mouselook.

Sure, it works like a charm, but it's awkward and clunky as hell.

Which is funny considering I like the king of "awkward and clunky", Space Station 13.

Fuck any server that isn't Hippie Station, though.

>> No.3745178

>tfw played through Blood on DosBOX with mouselook

>> No.3745179

Blood was fun; but I wish we hadn't lost the fucking source code for it. And that getting it back wasn't a legal nightmare.

>> No.3745181
File: 93 KB, 500x526, 1431751613993.png [View same] [iqdb] [saucenao] [google] [report]

>have to fucking pay bandcamp to keep listening to ancient aliens music
Fucking jews, I swear.

>> No.3745185


>> No.3745186

Thanks anon.

How many other people think parts of the coloring schema for Ancient Aliens reminds them of Jill of the jungle? I don't remember anything about that except the damned name.

>> No.3745187
File: 8 KB, 235x251, why-us1.jpg [View same] [iqdb] [saucenao] [google] [report]

>How many other people think parts of the coloring schema for Ancient Aliens reminds them of Jill of the jungle? I don't remember anything about that except the damned name.

>> No.3745190
File: 201 KB, 640x480, ShilloftheJungle.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3745197
File: 216 KB, 640x480, JILL1-7.png.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3745202
File: 224 KB, 640x480, JILL1-3.png.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3745203
File: 283 KB, 640x480, JILL1-8.png.jpg [View same] [iqdb] [saucenao] [google] [report]

Last one. Polite sage.

>> No.3745206

>an older version of doom retro
What's so bad about Doom Retro?

>> No.3745207


>Saging when we're over the bump limit

>> No.3745209

Getting hocus doom was pretty cool. Maybe a twofer?

>> No.3745213

I don't see the resemblance.

>> No.3745219

Is it possible to, after an event, flash the players screen with blinding light? Maybe to mask a teleport transition.

I was hoping to just increase the brightness of the sectors to max, but that barely lights it up.

>> No.3745230 [SPOILER] 
File: 139 KB, 424x470, 1484728084079.png [View same] [iqdb] [saucenao] [google] [report]

Daily reminder to save your mapping progress.

Literally about 5 hours of work, down the drain

>> No.3745239

>not autistically creating a new version every 5 minutes

You can always delete multiple versions later. well worth it. Losing work sucks.

>> No.3745240

Losing work sucks, mate.

It's better to be super-obsessive and save constantly.

>> No.3745242

I usually have a neurotic habit of saving after every change I make. I blame sleep deprivation.

>> No.3745292


>> No.3745304
File: 200 KB, 384x446, dumgay.png [View same] [iqdb] [saucenao] [google] [report]

Knowing Zenimax/Bethesda I am honestly surprised that the original Doom games don't get officially ported to everything

>> No.3745402

There is no auto save functionality in the editor you are using?

>> No.3745451

Somewhat unpopular opinion time:

I wish there were more 1024x1024 maps.

>> No.3745463

How is that an unpopular opinion?
You are just wishing for more maps like that

Are they not liked or something?

>> No.3745489

I like those kinds of maps. They're like bite sized chocolate.

>> No.3745492

The Cadbury Favourites of Doom

>> No.3745512

Megawads of short map sets are actually some of my Favorites.

>> No.3745537

I want to see a megawad based on tetrominos.

>> No.3745605

I prefer wider maps with more exploration, but 1024x1024 can be done well if you're creative.

>> No.3745613

Nah. I could probably work it into one, though.
It was kinda testing waters for mapset style.

>> No.3745617

What are some wads that are not necessarily composed of small maps, but they're quick to complete? Like Scythe-quick.

>> No.3745661
File: 273 KB, 1280x1160, revenant family picnic.jpg [View same] [iqdb] [saucenao] [google] [report]

what about a greatest hits/medley of famous wads over the ? a bite-size piece of the set-pieces from them

>> No.3745665
File: 334 KB, 422x1990, Doom as done by Bioware.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone else will need to be the next thread's OP, I have to go to bed.

Don't rush it, take your time preparing up the news post. Don't forget to provide an archive link to >>3743242 for the Highway to Hell tidbit the acronym HTH reminds me of that old as fuck furshit flash game

>> No.3745682

thanks Anon, I would have liked to have left hightail hall with my late teens

>> No.3745702


I'm not planning on getting the Switch, but it'd be cool of NuDoom was ported to it somehow.

>> No.3745758

Thanks for the replay.

I made some changes to map. Fixes, altered secret fight a bit ( less revenants, but a nasty surprise at end ). Also added unmarked secret to make dealing with first mancubus in UV bit easier.


>> No.3745772
File: 168 KB, 1280x720, Screenshot_Doom_20170118_115300.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3745784

You can also do that with ACS pretty easy.

>> No.3745785

Oops scratch that version.
I had to alter some things ( forgot a texture, and fiddled with secret a bit ). Sorry.

>> No.3745789

What kind of 3d animation is supported in gzdoom? Is it just vertex animation or is skinning possible?

>> No.3745797

Oops forgot to upload/post. https://my.mixtape.moe/gnwdkj.zip

>> No.3745801

o i am laffin.
infinitely better than that shitty aeod rip; it even looks like it fits.

>> No.3745805

I too am curious about this.

You can always bake skinned animations to vertices though, worst case.

>> No.3745818

i thoght there was no dogs in doom? whered you get the resources?

>> No.3745823

MBF's dogs are still present in ZDoom.

>> No.3745825

I'm a 3d modeler and I have actually never figured out how to bake vertex animations, at least in Modo. It might be with some other name, like "freeze geometry" or something. Basically you create a mesh out of every animation frame.

Aren't the animations in Quake baked vertex animations?

>> No.3745834

just vertex animation. keyshapes basically.

pretty sure milkshape can do it

>> No.3745835

Turns out BuyDLC was an inside job by Gearbox.

>> No.3745838

The sprites are in gzdoom.pk3. They were introduced to Doom in an ancient port called "marine's best friend" which is one of zdoom's ancestors.

All the frames and rotations are done by the way, and it also shoots laser beams. Will have to figure out a nice way for it to decide between walking and flying though.

>> No.3745840

There are md3 export plugins for blender

>> No.3745841
File: 747 KB, 730x791, the true ride.png [View same] [iqdb] [saucenao] [google] [report]

Are there any other wads with an industrial look like Valhalla, Thunderpeak, UAC Ultra or Monster Hunter 1? I can't believe this brown, decaying aesthetic isn't more widespread.

>> No.3745843

I've never done it myself, so I can't help you. It's something I'm going to have to figure out myself in the future. MD2 is a pretty depreciated format though, so you might have to use some inbetween program like milkshape or 3DSMax or some such.

>> No.3745845

Oh. MD3 aparently. So that should make things easier, anyway

>> No.3745856

jesus tapdancing christ
this better be a h2h boss

>> No.3745857

>no news on updates for NuDoom

I know it's only been ~1 month since the last free update/DLC update, but I really wanna see how id furthers Doom 2016. There's no way they would stop updating it at this point. Then again, I'm prolly just impatient.

>> No.3745858

>There is no auto save functionality in the editor you are using?


Whoever picks GZDB should definitely add it in the new incarnation

>> No.3745864

>no EDF doom mod
step it the fuck up

>> No.3745875

If your software of choice lacks direct md3 export, Noesis is very convenient for converting between a shitload of formats.

>> No.3745901

Good to know.

>> No.3745908
File: 1.90 MB, 1920x1080, WZn6kQ.png [View same] [iqdb] [saucenao] [google] [report]

Guess this pic is relevant to the model discussion. Baking normal, specular etc maps with photoshop rather fun.

Will probably be even better once the 3d model AO and dynlight support i've heard gzdoom is supposed to get is implemented.

>> No.3745921

gzdoom already has shaders, surely there's inputs for lights and extra textures right?

>> No.3745927

For the longest time you could only apply shaders to the texture of a model, with no info available at all of it's surface geometry. Don't know if that's solved yet.

>> No.3745935

Also, you could not apply extra textures in any way except including replacements for the main shader files in your pk3 and hijacking the brightmap feature for something else. Or you could of course include any extra textures spots not mapped to anywhere the model.

>> No.3745950

Oh, my mistake. Since you'd originally responded to the Highway to Hell post, I thought it was for that.

I'd be interested in seeing that, especially since your mapping style is really cool, but if you're not up for it then don't worry.

>> No.3745953

Hey, it shouldn't be too hard to make into UDMF map and add small parts so the map kinda makes sense. Replace yellow key with canister, put car somewhere else, tadah.
( I had idea of it being crashed through a wall )

>> No.3745960


>> No.3745963 [DELETED] 
File: 53 KB, 838x509, 1479870585889.jpg [View same] [iqdb] [saucenao] [google] [report]

Why are filters the default on?

>> No.3745964

Why should you care?

>> No.3745967

That'd be really cool. It likely wouldn't need that much adjustment, either, and it'd probably make for a really neat addition--crashing through a wall hasn't been done yet.
Of course, I'm slightly biased BUT HEY.

>> No.3745994
File: 203 KB, 1207x756, oopsiedoo_truck.jpg [View same] [iqdb] [saucenao] [google] [report]

No worries. zwadconv.exe is a blessing.
Now to figure out how to make this stuff work.

>> No.3746002

The amount of highway to hell maps that will begin with a crashed truck leads me to believe that doomguy is a terrible driver

>> No.3746004

Because I have to look at it when people post screenshots.
And I always have to turn it off when I get the newest GZDoom dev version when Vaecrius releases an HD update.

>> No.3746005


he was only the passenger, man


are you not supposed to copy the .ini over from an older version? because that's what i always did

>> No.3746009

They just jumped in the way officer, I swear.

>> No.3746018
File: 69 KB, 650x842, nightcall feel.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake 1 if I understand is essentially you take the model, copypasta for each frame, then POSE the figure for each frame like the frames in a sprite game such as doom.

Its not a different model per frame, its the same mesh its just being Posed like stop motion claymation.

Quake 2 did the same thing but the engine interpolated the movement between each frame (movement of vertexes) which is why there's such a big difference between the way the two games move/look.
and the thread still hasnt archviled

WTF and people say doom is dead

>> No.3746021
File: 246 KB, 144x205, skullwiz.gif [View same] [iqdb] [saucenao] [google] [report]

>Quake 1 if I understand is essentially you take the model, copypasta for each frame, then POSE the figure for each frame like the frames in a sprite game such as doom.
I can't imagine they didn't use a rig then exported to vertex frames from there (followed by manual touchup, extensively in cases such as this INCREDIBLE thing)

>> No.3746036


This is in fact the way that Tolkien wrote all of those middle earth books

> it starts with bilbo's birthday party, no fucking shit, then he keeps rewriting it with more and more details until its fucking autism incarnate - silmarillion really?

WTF is this shit

My photoshop crashed last night too making me lose probably 45 minutes of work.

Also saving isnt always safe, my face when ive had programs crash WHILE saving shit.

> taking on the king of melee with a power that only makes you a 10 of spades fist

>> No.3746042


isnt Hexen II based on idtech2 engine (quake 2) or is it quake 1 level?

I heard half life was based on quake 1 engine but its so heavily modified it performs like quake2

> though this model gives me flashbacks of Resident Evil 4 with those los illuminatos bastards, I mean the fuckers actually hurl the scythe at you like darth vader's lightsaber

> mfw darth vader throwing his lightsaber at luke is the absolute apex of him spinning, as now his lightsaber spins and this in fact defeats luke

>> No.3746047

>isnt Hexen II based on idtech2 engine (quake 2) or is it quake 1 level?

It's the quake 1 engine with minor(i assume) additions.

>I heard half life was based on quake 1 engine but its so heavily modified it performs like quake2
Check this: https://www.youtube.com/watch?v=MtkiKKTeSA4

>> No.3746058
File: 91 KB, 682x374, image.jpg [View same] [iqdb] [saucenao] [google] [report]

art doom

>> No.3746061


>> No.3746091

the doom engine doesn't really handle huge monsters, or monsters that are supposed to be longer than they are wide, very well on account of the cube-based collision boxes.

>> No.3746105

>silmarillion really?
What's wrong with the Silmarillion? It's just a bunch of worldbuilding notes and rough passes of epic poetry.

>> No.3746110


>> No.3746115


Is that a shader or just one picture?

>> No.3746125
File: 30 KB, 187x205, oh you devil.png [View same] [iqdb] [saucenao] [google] [report]

> when the satanists die and go to hell, and now vie for control with the demons already there

>> No.3746126

photoshop filter

>> No.3746128


neither does the d20 system

>> No.3746129
File: 1.84 MB, 640x480, skating.webm [View same] [iqdb] [saucenao] [google] [report]

bullying is fun

>> No.3746136
File: 1.97 MB, 1366x768, Screenshot_Doom_20151202_133714_FotoSketcher.png [View same] [iqdb] [saucenao] [google] [report]

chaos from hell invasion & hell on earth megawad proved that wrong though

i thought it was from fotosketcher

>> No.3746143

>i thought it was from fotosketcher
You're probably right. Reminded me of a photoshop filter from some years ago.

>> No.3746152
File: 169 KB, 578x547, expanding_map.png [View same] [iqdb] [saucenao] [google] [report]

Well poo, I have to expand map a bit to accomodate jumping. Plus I want to start player with start to the crashed car.

>> No.3746209

Artist is a no guns. The 'retarded' way is closest to how you'd move with a hand gun, especially if making a lot of turns, as your aim will shift faster the closer
the gun is to the axis of rotation. 'Realistic' way is most retarded but they're all stupid because of one handed grips. Watch The Shield, it looks stupid how Vince Mackey clears rooms because he looks like a walking penis, but it's tactically accurate.
/gun autism
I hope I covered it all for you.

>> No.3746214
File: 513 KB, 1280x1024, fuck you that's why.png [View same] [iqdb] [saucenao] [google] [report]

Blue is the sector to be shifted downward + new sectors planned and constructed out of this hallway.

Green is going to be rotated to either left or right and duplicated for various points.

Music will be replaced with what I wanted to begin with.

Red is the room I'm currently going to work on.

>> No.3746265

Half-Life's GoldSrc engine is a heavily altered Quake 1 with some Quakeworld and Quake 2 netcode bolted on (and even then I think that netcode was heavily rewritten at one point... probably when Steam happened?)

>> No.3746270

Hey, how will I apply the script MAP_FINISH to the truck? I am not really good with UDMF, since I mostly do things in Boom.

>> No.3746284

iirc actors can be given scripts

it's just a matter of going to the action tab and give acs_executewhatever

>> No.3746286

Actors can be given scripts, can't they?

>> No.3746297
File: 68 KB, 1280x720, garrett.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a question. Is there any sort of path-noding in GZDoom? If you wanted monsters to patrol certain routes, would that be conveniently doable?

>> No.3746318
File: 104 KB, 819x526, ss+(2017-01-18+at+05.32.50).png [View same] [iqdb] [saucenao] [google] [report]


Yeah, it's just a matter of going into the Action tab and giving it Script Execute Always as the action.

>> No.3746324

Yes, there's a patrol point system built-in. Never used it so I can't help or say how well it works though.

>> No.3746345

Managed to make it work, but not the way you described. For some reason additional tabs are not displayed, so I made Script 1 which calls the MAP_FINISH, which in turn I assigned to the truck.

Oh well, I just set music and will throw this piece of trash out.

>> No.3746359

Apparently next GZDoom version will have the option of turning off the GL renderer.

What's the point of QZDoom then?

>> No.3746371

...Oopsiedoo, I accidentally have the map in Hexen-format.
Oh well, I guess it won't be too hard to cross over to UDMF.

>> No.3746372

>Apparently next GZDoom version will have the option of turning off the GL renderer.

it's had that option since literally forever

>What's the point of QZDoom then?
Research and refactoring of the notoriously horrible normal software renderer. Also, the QZDoom renderer will be part of GZDoom in the future, as a choice.

>> No.3746374

GzDoom has always had that option
>vid_renderer 0

QzDoom is truecolour software (not openGL)

>> No.3746376

What are some recommended mods for UT2004?

>> No.3746378

your version of gzdb/db is likely out of date

>> No.3746379

have fun editing all linedefs and tags as they have different numbers between formats

>> No.3746385

is there a problem with hexen format? i don't see why it'd be an issue

>> No.3746429

I lazily edited some textures, what do you guys think? Also, feel free to cram them in your wads if you have a deep need for meat moss on hexagon floors.

>> No.3746441

Cool! Be sure to upload them in the ZDF custom textures thread if you have/ever register an account

>> No.3746452

is hexen 2 worth playing?

>> No.3746454
File: 194 KB, 1256x793, fuckup_central.jpg [View same] [iqdb] [saucenao] [google] [report]

It works.

I pulled the actual SNES-soundtrack from Axelay now ( track 8 - Mother, I do believe that is stage 3 theme? )
I have no idea of what sort of mapslot it would fit.

>> No.3746458

I might eventually, but I can't be assed to register.

>> No.3746465

Yes. It has a cool setting, adventurous feel and a good bit of variation. It suffers from the class system in the same way that the original did (low number of weapons per playthrough), but the puzzles are way less annoying with one shining exception in the Egypt hub.

Basically it's Tomb Raider + Quake.

>> No.3746467
File: 87 KB, 475x318, 1484782959.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying to run Happy Time Circus 2 and I am getting this, anyone knows what's up?

>> No.3746470
File: 117 KB, 605x542, 1484783006.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3746474

That's cool. The Resources subforum there is really good imho. Other than the great amount of textures, sprites etc. to be found there, there's actually a fair chance someone [requesting] something will get it which is pretty rare elsewhere I think

>> No.3746475


Well done. Thank you very much.

>> No.3746483


You running GZdoom 2.3.2 or any of the dev builds? I gotta keep a couple different builds around for some certain mods I want to play.

>> No.3746485
File: 851 KB, 1280x1024, fiddling with outdoors.png [View same] [iqdb] [saucenao] [google] [report]

Alright. Was trying to fiddle with the line horizons to make a linedef appear longer than it actually is (something that i wanted to use heavily for those "void" holes, but couldn't quite figure that out.

The previously inaccessible room was nothing more than a combat+trap test room for Chaingunners+Semon+Agitators

Still no answer to the dillema of "bobbing" and "piston" sectors, though.

Hopefully the texture selection is a bit better for the Semen room.

>> No.3746491

Still no answer to the dillema of "bobbing" and "piston" sectors, though.

>> No.3746492

Yeah, had the latest stable one, then updated to the latest dev one.

Do they fix these things, or is it a permanent change to the code syntax or whatever, so older mods are fucked?

>> No.3746503

Does it work if you change the second "loop" in See to "Goto See" (without quotes)?

>> No.3746506
File: 100 KB, 96x96, 1395098441423.gif [View same] [iqdb] [saucenao] [google] [report]

It could be? I know Void.wad (see >>3742827)
has the ones I'm speaking of as Tagged Sectors, but I couldn't find the Master Sector.

Have a gif for your troubles.

>> No.3746517
File: 101 KB, 952x1033, voidwaggle.png [View same] [iqdb] [saucenao] [google] [report]

Yeah I was right; it's an ACS script

>> No.3746529

>Apparently next GZDoom version will have the option of turning off the GL renderer.
GZDoom could do that since like the beginning. If I recall correctly, there even was an option in video settings at one point.

>> No.3746540
File: 665 KB, 1280x1024, Screenshot_Doom_20170118_191119.png [View same] [iqdb] [saucenao] [google] [report]

Son of a bitch. I had no idea what the fuck that "waggle" command did.

It does work though. Thanks anon; you're been invaluable.

You the same one who told me I was fucking up and trying to make those baron doors open with the ceiling rather than the floor? I vant names. For credits sake.

>> No.3746550

>You the same one who told me I was fucking up and trying to make those baron doors open with the ceiling rather than the floor? I vant names.
Naw, got to that thread when it was resolved.

Credit /vr/ itself. That's what I do.

>> No.3746552

The "start on as waggled" is ACS-only and cannot be done in-builder though, correct?

>> No.3746557


>> No.3746572

try this:
RAIN B = A_JumpIfCloser(512, "spawnrain")

RAIN B 0 A_Jump(64,2)
RAIN B 60 A_CustomMissile("greendrop,-2,0,0,0)
RAIN B 100 A_CustomMissile("greendrop,-2,0,0,0)
RAIN B 90 A_CustomMissile("greendrop,-2,0,0,0)
goto see

>> No.3746598
File: 956 KB, 1280x1024, Screenshot_Doom_20170118_193947.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3746602

I don't think editing that part would solve anything anyway, as the error points to line 377.
Well I think it would be just easier to get an older version of gzdoom, which the mod was designed for, but thanks anyway. I am going to bed now.

>> No.3746607
File: 32 KB, 256x360, DOOM666.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3746615

a very common occurrence, really

>> No.3746621

No longer shall they be confined by their 1 pixel and 1 stair height prisons.

>> No.3746623

Dear god that looks awful.

>> No.3746661
File: 33 KB, 800x600, trap plan.png [View same] [iqdb] [saucenao] [google] [report]

Give the revised first room a go. Should be better; and the demons should try and come outside at you.

Alpha 0.6.1

Keep in mind that the stealth monsters will not be removed entirely.

The Yellow Skull does not yet serve a purpose; that will come later. It's functionality will be used probably for the Cyber-Abomination tunnel teeth.

Don't progress past the first Semen Demon room yet; the Chaingunner Semen Revenant room is not set up yet; that will require a bit of fiddling and will probably be the next major milestone.

Once the initial bits of map fiddlery are done; these posts for InDev-Alpha versions will be a lot less frequent; I'm trying to adress any possible issues with the maps in terms of geometry first; Then comes the further detailing; and then the texture fixing.

The yellow skull room is what I'm curious about so far; in terms of matching textures.


This is the Yellow Key trap. The idea is that the player grabs the Yellow Key; When this happens, two hidden chaingunners will be revealed and shoot the player in the back, hopefully taking them by surprise. When being shot, it is assumed the player will backpedal; right into a revenant trigger. When the player looks for cover or protection to the left or right; the walls hiding the pinkies will open; thus boxing the player in; and thus encouraging the player to watch his back later on down the road.

>> No.3746672

>Keep in mind that the stealth monsters will not be removed entirely.
but why

>> No.3746678

It will make more sense when all the pieces for the map are in place; They aren't yet.

>> No.3746695

>It will make more sense
Why do I seriously doubt that?

>> No.3746708

Because this is an pre/alpha.
"Pre-alpha refers to all activities performed during the software project before formal testing. These activities can include requirements analysis, software design, software development, and unit testing. In typical open source development, there are several types of pre-alpha versions. Milestone versions include specific sets of functions and are released as soon as the functionality is complete."

None of the combat zones are done yet; there's still a LOT of rooms to add; I still have to think of rooms for the various enemy combos; and the technical feat of the Icon fight.

There is about 2-3 hub areas in this map. The last one (where E1M8's exit would normally be) eventually becomes part of the IOS arena; which should have a pretty neat means of tossing the enemies at you.

I wonder if there's a way to "filter" Icon spawns.

>> No.3746709

New thread.


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