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3746705 No.3746705 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3740943

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.3746706

=== NEWS ===

[Highway to Hell] First phase of mapping cut off, build to be released soon

[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

[1-17] Circle of Demons mod trailer

[1-16] Anon map pack 'Disjunction' beta 2 released

[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


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

>> No.3746715
File: 96 KB, 475x582, LORD BELLENUS.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3746721
File: 419 KB, 1280x720, she is she.png [View same] [iqdb] [saucenao] [google] [report]

serious question

would you a demon?

>> No.3746724
File: 117 KB, 227x236, Yeelonaccurate.png [View same] [iqdb] [saucenao] [google] [report]

I don't think we have a choice. It's a DEMON after all.

>> No.3746725
File: 117 KB, 1280x720, Screenshot_Doom_20170119_014131.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3746727


>> No.3746729

i want a baron in my boypussi

>> No.3746730

that was a chai latte.

>> No.3746735 [SPOILER] 
File: 1.43 MB, 2000x2000, 1484790316481.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3746736

The reason I ask about this "filtering" of Icon spawns; is that it's going to be a bit odd having pits for Cacos and shit to spawn and then float up out of; if there's going to be barons and fatsos and shit clogging up the holes.

>> No.3746737

That is NOT the issue!

That is the issue.

>> No.3746745

Demons are not for sexual.

>> No.3746746

Unlikely. Knowing demons, everything is fucking rigged.

>> No.3746748

Either make a monster closet with plenty of cacos and just teleport them in or make the holes small enough that the monsters will get telefragged until a caco spawns and floats out (pain elementals would spawn and escape too though)

>> No.3746756
File: 121 KB, 400x300, FAST.gif [View same] [iqdb] [saucenao] [google] [report]

Anybody here speedrun quake or doom?
I've been thinking about getting into quake but i don't know how much time will it take for me to get a decent time?
What's your best time?

>> No.3746759

C H A I L A T T E.

>> No.3746760

He can do anything he wants so long as we can cuddle and he can heal my wounds

>> No.3746762
File: 2.08 MB, 1280x1024, Screenshot_Doom_20170118_205441.png [View same] [iqdb] [saucenao] [google] [report]

Notice my over-abundance of the use of the EyeSwitch textures.

This guy and it's brother in Going Down Map20 should give you an idea of what the Icon in my map is based off of.

And that thing in Jenesis

>> No.3746763

for till cock

>> No.3746765

Oh; huh. I just figured the cacos would get stuck.

The meatballs getting out are fine too; I just wanted a "flying enemys only" slot

>> No.3746771


>> No.3746773

that almost made my head turn for a moment trying to see wtf was in there

>> No.3746774
File: 202 KB, 1024x1448, etna_by_ku_on-d770edz.jpg [View same] [iqdb] [saucenao] [google] [report]

If she looks something like this maybe.

>> No.3746780

I used to speedrun doom 2 and hell revealed for a while but never found the motivation to do more than one run per day or per stream

never tried quake though

>> No.3746794
File: 37 KB, 580x436, 1479679079447.jpg [View same] [iqdb] [saucenao] [google] [report]

Strange question perhaps but is there a way to change the music/sounds? I checked the sound settings in zdoom and it did have a few options, most of which didn't seem to support music but I'm looking for something else. Sort of like this

>> No.3746820

Are Maximum and The Master Levels worth playing?

>> No.3746830

>the plebeian plains

>> No.3746839

>The Master Levels

>> No.3746848

do you jack off to women with soccer shirt bodypaint too

>> No.3746857

If you just need it for the original DOOM games, then try using this:
However, if you want it to work with custom midis in megawads, then check out this pastebin:

>> No.3746862

kotaku covers hdoom, spends several paragraphs talking about rape


>> No.3746863 [DELETED] 

Fuck off.
>inb4 b-b-but it's related to doom!

>> No.3746864


Are you upset about something, friend?


Surprisingly decent article, outside of the rape nonsense.

>> No.3746880 [SPOILER] 
File: 1.81 MB, 1280x1024, 1484795410934.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3746886


>posts wad
>deletes everything in a fit

>> No.3746890
File: 15 KB, 325x325, 1417313413129.jpg [View same] [iqdb] [saucenao] [google] [report]

>I'm throwing a fit by deleting everything and chosing not to post it instead
>Trying to cause drama

>> No.3746894


>> No.3746896

>I'm throwing a fit by deleting everything
That is typically what it involves, yes.

>> No.3746898

>and chosing not to post it instead

but you did

you posted it

the thread is right there

>> No.3746901

If the idea makes you happy, I guess.

>> No.3746903

>and chosing not to post it instead

Bit late for that, ain't it, mate?

>> No.3746906
File: 77 KB, 516x702, 1476662562295.jpg [View same] [iqdb] [saucenao] [google] [report]


>0 to SHOOK in a second

>> No.3746908

All aboard the assumption train.

Next "Stop": the dark carnival

>> No.3746926


What assumption? You posted it. Link was up there for everyone to check it out.
It's like with "gullible", just because it's your favorite word doesn't mean you're using it properly.

>> No.3746932
File: 1.90 MB, 1280x1024, Screenshot_Doom_20170118_222854.png [View same] [iqdb] [saucenao] [google] [report]

Let's remain on the task at hand.

Hadephobia megawad. Consensus?

>> No.3746935

Bassmidi doesnt seem to work well with Windows 10 much anymore, the soundfont driver switcher tends to not save, someone recommended me VirtualMidiSynth which is built on bassmidi

>> No.3746943

how would she even get in there, the spikes would snag on every inch

>> No.3746952

Grayson is a huge cuck and most of his articles are just virtue signalling.

>> No.3746963

I don't know what that thing in your screenshot is but it's beautiful.

>> No.3746972
File: 1.68 MB, 1280x1024, ONLY I HAVE TEH BRAIBNS TO ROOL TEH ROBE.png [View same] [iqdb] [saucenao] [google] [report]

It's the Ostoye Anomaly, map 20 of Hadephobia.

If you like it, well...

>> No.3746984

Hadephobia isn't the best thing in the world, but it does have some pretty fun maps in there. And the concept of each map continuing from where the last left off was pretty neat.

>> No.3746986

Just beat poweslave ex, wow that was fucking awesome klimatt colony is fucking bullshit though.

Any good egyptian themed wads for doom? Any other games even replicate powerslaves atmosphere?

>> No.3746989
File: 2.13 MB, 1280x1024, Screenshot_Doom_20170118_225958.png [View same] [iqdb] [saucenao] [google] [report]

Have the aforementioned Map20 of GD as well.

>> No.3746995
File: 563 KB, 1536x1600, scrap632_a.png [View same] [iqdb] [saucenao] [google] [report]

I dunno man I mean you gotta go out a few times to get to know a demon lady, like you don't a demon if they crazy

>> No.3746997
File: 529 KB, 1280x1024, Screenshot_Doom_20170118_230329.png [View same] [iqdb] [saucenao] [google] [report]

Map 26 >>3746989

>> No.3747000

Okay, that's amazing. I'm definitely going to remember this whenever I actually do the hell levels for my WAD.

>> No.3747004

EPIC 2 starts with a bunch of Egyptian levels. Becomes alien themed at the end though.

>> No.3747005

What mappack would you recommend for demonsteele? I can only play hellbound so many times.

This mod is the best one since project msx

>> No.3747006

I wish Vader and Mechadon would work on a megawad together.

>> No.3747007

scythe 2

>> No.3747010

Valiant Vaccinated Edition.

>> No.3747032

Sunlust, I dare you.

>> No.3747039

You can make Egypt themed WADs in Oblige using TNT.

>> No.3747060

UAC ultra

>> No.3747080
File: 14 KB, 300x250, crhZmXz52d-2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3747082 [DELETED] 

You seriously have no fucking life. You just keep rehashing this same shitfuck of a thread every 48 hours. Pretty sad.

>> No.3747085

Trump, my lord. You don't like DOOM?

>> No.3747094

This is literally how all of the 4chan works.

>> No.3747101

ahh what was it

>> No.3747104

Recurring shitposter. Pay it no mind.

>> No.3747112
File: 110 KB, 798x602, screenshot_00016.jpg [View same] [iqdb] [saucenao] [google] [report]

Reading the Kotaku thing made me remember this.

Was this real even?
My google-fu gives me absolutely nothing.

>> No.3747117
File: 1.30 MB, 1280x1024, mouf.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3747125

New Version of SLADE Released:

>> No.3747131

Some guy who doesn't understand how generals work.

>> No.3747176


>> No.3747206

That's a bit unsettling to look at. I'mma have to remember that for when my next D&D campaign involves demons and hell

>> No.3747218

>I'mma have to remember that for when my next D&D campaign involves demons and hell
And then your campaign ends with demons invading the world.
And then you and your buddies will make a videogame.
And call it Doom.
And then you'll look at the calendar. And you'll notice that 90s never ended.

>> No.3747230
File: 1.48 MB, 1280x1024, Screenshot_Doom_20170119_013203.png [View same] [iqdb] [saucenao] [google] [report]

The walls ripple.

>> No.3747232


>> No.3747261

Needs more eyes.

>> No.3747262

Ah dammit, I never even thought of that

>> No.3747276
File: 29 KB, 450x196, liberatormk2.jpg [View same] [iqdb] [saucenao] [google] [report]

So question. Has anyone made any decent sprites of the Winchester Liberator? https://youtu.be/PQK9JNsrq_8

>> No.3747292

I thought the Liberator was some terrible, cheap one shot pistol designed for insurgency use, turns out there are multiple Liberator gun designs. Neat.

>> No.3747316
File: 1.17 MB, 1280x1024, Screenshot_Doom_20170119_021635.png [View same] [iqdb] [saucenao] [google] [report]

"Well I wonder what this map is all ab-"

>> No.3747319

What are you playing anon?

>> No.3747324

This mapper makes such cool visuals, I really like his 50 Shades map.

>> No.3747335

Oh, hadephobia (I scrolled up)

>> No.3747359


>> No.3747367
File: 52 KB, 600x592, 1475624265126.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm gettin some serious towers of latria vibes here anon

>> No.3747380
File: 1.45 MB, 1286x988, ss+(2017-01-19+at+12.17.13).png [View same] [iqdb] [saucenao] [google] [report]

i really dont know what im fucking doing
i just want to know how to manipulate directly the weapon's frames from its .qc file, but theres nothing like that of the sort in them

all i want is for a simple gun that can semi auto fire, reload, uses a mag ammo system, and has some inaccuracy rng depending on the range its being fired at

>> No.3747389

Have you tried asking around on Func_Msgboard?

>> No.3747391

Anyone got a For Retards guide about how to get Quake music running in a sourceport?

>> No.3747393

It's incredibly easy. Just make a folder called "music" in your ID1 folder, then place the music files (in either MP3 or OGG, Quakespasm accepts both) inside, then when you run Quake the music should run fine. There's this one Steam guide about getting the music working which has the music packs named correctly and such linked.

>> No.3747401 [DELETED] 

same faggot thread, never goes away

>> No.3747402

>Reading Kotaku
You already fucked up

>> No.3747409

Cool. Thanks.

>> No.3747426

Did some google-fu, found that some Spanish dude was behind it, found an old ISP User site thing that no longer exists (just references to the URL). However did find that the user made other content for Doom, then came across this where they state that sexxx.wad is now a project for Quake after seeing a demo of Quake.


I warn you about the text file though, here's an example of this dude's writing style
>RaGä.WAD - DäTHMCtH - 666 U DoN't KnoW THä PoWäR oF Thä DaRKSiëä

No clue where you found that picture though as reverse image searching brings up nothing.

>> No.3747503
File: 51 KB, 300x350, domo.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3747524
File: 258 KB, 960x1280, lilith sexy.jpg [View same] [iqdb] [saucenao] [google] [report]

What, don't like succubi and devil girls?

Never tried.

>> No.3747525

>Master Levels
Depends, they're a mixed bag, some levels are kind of nice, some are just fucking terrible.

>> No.3747602

Maximum Doom was just id software's version of D!Zone. Very much crap.

Master Levels is fun, provided you're more accepting of 90's standards.

>> No.3747609
File: 24 KB, 482x637, 1379526944626.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3747616


>> No.3747629

Is it me or is MIDI playback sped up on the latest version of SLADE

>> No.3747635

A Browning Hi-Power pistol with a 17rd magazine.

>> No.3747647

Well, there is the final map of Disjunction I gotta do. Visual theme is set ( frozen lake, glaciers, snow, hell, pointy iron structures ), plus layout/progression too ( travel to central structure, operate, splat IoS ).
Not sure if I should use monster spawner and instead just tele stupid amount of monsters.
Plus I've had trouble drawing the central structure.

>> No.3747648

megawad composed out of bite-sized maps where each one starts with a chaingunner with his back turned on player
will work on it more after I am done with QUMP
which will be worked on after 3 other commisions I have to do before monday

>> No.3747657 [SPOILER] 
File: 3 KB, 280x164, 1484835894577.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3747694

what kind of comissions

>> No.3747698

3D modeling

>> No.3747702


>> No.3747704

few trees and rocks for one guy, some garage props for other and few street props for another.

>> No.3747713


>> No.3747771

I need moar.

>> No.3747839

Map for Highway to Hell. Supposed to be the final or second to final map or its tier. Its theme is UAC tech base + refinery plant. Alpha is almost ready. I just need to fill the map with monsters, health and ammo. Then I can finally release it.

>> No.3747847

I've been using only SLADE for map making. Am I really missing out by not using Doom Builder?

>> No.3747853

GZDoom builder is quite fantastic no matter the port or game you're mapping for. It has a lot of convenience features and commands that speed up the process significantly.

>> No.3747882

I'm thinking about making a collection of several short speedmaps. Just having a little trouble getting the motivation to actually start.

>> No.3747928

Ah yeah, I found the same stuff as you about the spanish guy (Pablo Costas), his dead sites and his... writing.
Since everything was useless I considered I found nothing, just his other maps.

But I never knew the Quake thing other than the Demolition Wad .txt file shows he was extremely sure Quake would actually replace Doom.

>> No.3747930

Oh and the pic appears in the demo of Demolition Wad, replacing the credits one.

>> No.3748029
File: 20 KB, 132x165, 2.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on the gale force sword tech. It's a wind sword.

I'm picturing Blaz thrusts the sword out in front of him for a few seconds while a short range tornado fires out, blasting enemies and projectiles back, so it's essentially the old shield item crash, just more localized on Blaz.

>> No.3748040

v1.0 when? I swear you've been dicking around this fucking sword & Blaz for about 2 years already.

>> No.3748045
File: 90 KB, 409x461, actual height.png [View same] [iqdb] [saucenao] [google] [report]

It has been about 2 years. I'm being a perfectionist with this mod, this is genuinely the final overhaul I do with this manlet and to the gameplay of GMOTA in general. If I do anything major like this again I'm going to eat my keyboard, and this shit's mechanical.

>> No.3748052

>implying ZScript won't tempt you into a rewrite with it's voluptuous structs and tight pointers

>> No.3748059
File: 230 KB, 600x800, 1425192582188.jpg [View same] [iqdb] [saucenao] [google] [report]

Real talk here

I am so used to Doom that I can't even make it through new DOOM without getting bored out of my mind. Does anyone else experience this?

I really wanna make it through the rest of the game but I just can't be assed to. It's not holding my attention for long at all. The mouse aiming doesn't feel great at all, movement speed is slow until you do some silly sidequest, and there's just too much padding to "make the player feel like they're getting rewarded for playing the game"

I remember when just beating that one level or that one boss was all people needed to feel good about themselves when playing a game. Clearing insanely difficult Doom levels is still ultimately satisfying to me.

But new DOOM just isn't clicking with me at all...

>> No.3748070

Nah, I really liked it. Wish it had been harder though, with either more monsters at once or spawned for longer periods of time. I loved the movement system, especially once I got double jump.

I don't play fast shooters other than Doom/Doom II otherwise though (last was Tribes: Ascend some years ago), so perhaps it was just a nice change of pace from all the adventure games and rpgs I usually play.

>> No.3748082
File: 63 KB, 437x423, he keeps getting shorter.png [View same] [iqdb] [saucenao] [google] [report]

Not a chance in hell. ZScript is a fiddly bitch and mostly everyone I've spoke with doesn't like it because of all the extra busywork bullshit you have to do to make it work.

>> No.3748092

>this is genuinely the final overhaul I do

>> No.3748098
File: 448 KB, 1600x900, Screenshot_Doom_20170118_174647.png [View same] [iqdb] [saucenao] [google] [report]


Considering shadows for enemies.
Nash released a test build of Duke 3D-style shadows, which I prodded at and got inspiration to do in a different way.
Likely gonna decide against it, but they looked cool to play with.

>> No.3748101

Hah, well I'm in love with it. Not having to use inventory tokens and checks at all is such a relief.

Oh and calling action functions on pointers is great too. Like say target.A_SpawnItemEx and such. Oh and almost never having to use acs scripts.

>> No.3748108

Same here, though my idea for it is only in the planning stage. It's about as stupid and overly complex as everything else that catches my interest however.

>> No.3748113

>Likely gonna decide against it
it looks fine, is there an issue with them?

>> No.3748114
File: 667 KB, 1600x900, Screenshot_Doom_20170118_192505.png [View same] [iqdb] [saucenao] [google] [report]


Yeah. They're flat sprites, so they don't respect floor geometry. They hang off edges like mad.
Oh, also they constantly rotate around to the front of wherever the actor's facing.


What'd you have in mind for them?

>> No.3748125

One serious aspect lacking in DOOM 4 is monster placement. Damn near every encounter is spawned, makes the level feel even more of a set piece.

>> No.3748127

>What'd you have in mind for them?
Dynlight actors constantly calling a radius spawn function, using invisible puffs that copy the sprite of the target. These are vertical flatsprite, with the puff actor tilted 90 degrees so it can be scaled in "height" to lengthen the shadow depending on Z angle relative to light source

>> No.3748128

Can you make those shadows an option in the menu?

>> No.3748134

Didn't Kaiser release a source code for Strife Veteran Edition, that had software-like sprite alignement and clip-prevention code for GL renderer in it?

Why did GZDoom didn't make use of it?

>> No.3748138

>Why did GZDoom didn't make use of it?
Because there's only one main developer and he kind of has his hands full. Seems there's been more contributors popping up lately though, so it might happen at some day.

>> No.3748139

but that was released 1 or 2 years ago already

>> No.3748141
File: 513 KB, 1600x900, Screenshot_Doom_20170118_174724.png [View same] [iqdb] [saucenao] [google] [report]


I could. But they really look bad, I can't imagine a lot of people would want to use them.

>> No.3748148

That's not Duke3D-style shadows tho. uke shadows were sprites rendered directly below the source - they didn't "flow" along the surface, that's why they looked good.

>> No.3748151

some people think filters look good

>> No.3748152


Nash is the one that did Duke 3D shadows.

>> No.3748195

What are those anyway? They look like Strogg (at least the helmet does)

>> No.3748219
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170119_153254.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3748228

so thats how doomguy sees things when in sub 20 hp

>> No.3748251


>> No.3748252
File: 1.67 MB, 1280x1024, Screenshot_Doom_20170119_154852.png [View same] [iqdb] [saucenao] [google] [report]

Quantum strike

>> No.3748253

im gonna guess the map is about getting radiation suits

>> No.3748257
File: 5 KB, 89x80, 1411850532147.jpg [View same] [iqdb] [saucenao] [google] [report]

ya got me

>> No.3748260
File: 1.26 MB, 1280x1024, Screenshot_Doom_20170119_155121.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3748262


They're the zombiemen replacements from Freedoom.

>> No.3748263
File: 1.50 MB, 1280x1024, Screenshot_Doom_20170119_155232.png [View same] [iqdb] [saucenao] [google] [report]

Neat bossbrain housing; no spawners.

>> No.3748272

is Doomguy the best husbando?

>> No.3748273
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170119_160254.png [View same] [iqdb] [saucenao] [google] [report]

Preacher; in which you seem to play a cabal cuntist

>> No.3748278
File: 1.70 MB, 1280x1024, Screenshot_Doom_20170119_160332.png [View same] [iqdb] [saucenao] [google] [report]

Neat decorative spider

>> No.3748279

Bought Doom a little over a week ago. Already downloaded ~1.4GB of mods for it.

HDoom's Pinkie demon, definitely.

Well, entertaining the idea, it does beg the question of where, on a scale of tepid visual novel to rapelay, does the mod lie.
As I see it, it's in the ballpark of Gal*Gun levels.

>> No.3748281
File: 17 KB, 550x150, DrumSSG.png [View same] [iqdb] [saucenao] [google] [report]


Missile Launcher to replace plasma rifle which does a fuckton of damage but its really slow and you only get like 20 missiles (every cell item is a missile). Yknow that whopping-damage kinda feel you get from ATGM's in modern shooters.

Moar damage than equivalent cells but you'll get fucked on how much you get from the cell packs (3 missiles not 5).


Drum Fed double barrel shotgun that hits like the shotgun twice. SSG replacement that shoots pretty fucking fast but the spare damage economy isnt there. Pic related and already done but I need to slow the refire speed abit (giving it more recoil ought to do the trick)

Recoiling done by offsets so only 1 frame necessary (and im cheap AF on reloading anims so all it does is offset itself down to the bottom of the screen and jiggle around abit)

Also the pickup sprite reminds me of that retro tommy gun feel.


Magnum Pistol (not D4) and the Chaingun fires magnum ammo. Put together a badass sound effect for the pistol too by having two sounds called to play at the same time (I do this alot, its more dynamic somehow).


Had to change hud shit, changed all normal ammo types to "AmmoType01" and up.

Backpack only gives 50% more capacity on some types, only a little bit extra on others that I want to limit the player on (shells is 50/70, use another weapon for fuck's sake).

Rockets is 30/99 (nintendo-esque number cap).


Thinking of getting rid of Fists and make the Berserk give you Double Damage powerup along with healing.

So what you get instead of fists you ask?

Rise/Triad style infinite ammo pistol with limited range.


Also thinking of making a series of actual F1 HELP screens to explain these features


I put Chaingun Slot 6 and SSG Slot 4 so that way when you're cycling weapons you can leave it on Rocket and just cycle for either weapon fast. Plasma* shares Slot 7

BFG will still be around, im giving it native ammo though, gotta grab another BFG to recharge it

>> No.3748282

I always liked that texture that fuses flesh and circuitry, very nice.

>> No.3748285
File: 1.44 MB, 1280x1024, Screenshot_Doom_20170119_160935.png [View same] [iqdb] [saucenao] [google] [report]

One of the few proper uses of this dumb thing.

>> No.3748286

What project is this all for?

>> No.3748289
File: 675 KB, 621x672, 404.png [View same] [iqdb] [saucenao] [google] [report]

>that awful smoothing filter

>> No.3748306

>(shells is 50/70, use another weapon for fuck's sake).

The only reason the shotguns get such priority is because other weapons never really match up in Vanilla
>You know the pistol already
>Chaingun is lackluster and sounds awful
>Rockets can hurt you a lot if you don't know what the level is like
>Plasma rifle doesn't really get love in mapsets
>BFG uses too much ammo to have it out first while doing levels
All you have to do to fix this is to make other guns better and it sounds like you have that in mind already

Not a fan of infinite pistol though but everything else sounds fine so far

>> No.3748310
File: 127 KB, 640x400, Screenshot_Doom_20170112_163415.png [View same] [iqdb] [saucenao] [google] [report]

just my own thats all, but might dump it just so others can play it . . . no particular theme just a mod to play the game and mappacks with.

also not sure what im gonna do with the RL but since ill have a BigFcinMissile already it means the RL will probably turn into something else like a (40mm style) grenade launcher

Its got to do the splash radius and have some reach but otherwise I dont care about nerfing its DPS.


Also player takes half from explosions which makes the game abit safer in that regard

Bosses take splash damage but its quartered, just enough to piss them off.

Lots of monster fireballs have some small splash too so if your back's against the wall you can still lose those last few % and die. Also means mancubus, hks, and revs cause alot more infighting (like they are already designed to do).

> monster infighting does double damage to most monsters, so they will sort their differences out much more quickly and then resume killing you.
> rev fireball does a fuckton of damage to other monsters, its up to like 50-150 per hit

most monsters have long range attacks now so they're more dangerous at a distance
> arachs shoot double firing blasters reminiscent of star wars, less damage but zippy quick
> revenants shoot an actual rocket at long range, no seeking but its got splash
> barons and hks shoot a fireball that does the same thing but its half as strong

Archvile is kinda like a PE now, while running around or as an attack he'll stand for a short duration and invoke a summoning

It culminates in a black lost soul coming up that has a low damage archvile tracker attack. Its kinda tough too.

So dont leave your Archviles to their own idle hands, you'll come back to find a bunch of these sniper skulls arch-locking your ass to the cieling.

> Pain Elemental doesnt spit skulls, spawns a harder copy of the Imp. But when it dies it will spawn 3 of these black lost souls

Spider Mastermind is an Aracnorb Queen now(flies)

>> No.3748316
File: 959 KB, 320x240, glboom-plus-20170116-1857094_1.webm [View same] [iqdb] [saucenao] [google] [report]

2anon who posted disjunction.wad: http://puu dot sh/ts6ob/a13af4eab6.zip demopack, all but map06 are FDA's and map06 is intentionally DNF, as I played it already and didn't want to dodge all these niggers one more time anyway. If you want to look my deaths in later parts of your maps - watch all the demos, and if you don't - just watch demos with biggest number after either "re" or "skipsec" in filename. Speaking in general, difficulty gradually rises through the wad with weird spikes at the very chaotic beginning of map09, that fucking yellow key trap of map08 and final fight of map06. Visuals are good, not very much things are off (some of them that I noticed during my playthrough are pictured and are in the zip), yet author needs to tone down detailing for his future works, I kept bumping off walls on map09 like crazy. There's a lot to write what I think about maps, but it would be hard without spoilering big chunks of maps to everyone. I will just report that map01 has a spot where it's possible to stuck (and glide out of there), in map03's final area vital switches can be pressed through columns that hide them, map07 also has a place where it's possible to get stuck and glide to get out of there. In map04, in final area, there's a rocket box which is placed incorrectly, clips through the pillar and then "jumps" on top of the pillar.
Yellow key trap from map08 is hands down the most frustrating trap in the wad. Also, map09's final fight is rather easy.

>> No.3748319
File: 1.64 MB, 1280x1024, Screenshot_Doom_20170119_162335.png [View same] [iqdb] [saucenao] [google] [report]

Another hellmouth; this time from SHROOMS which has some pretty great textures.

>> No.3748320

>sounds awful
I disagree. Plasma sounds waaaaay worse.

>> No.3748323
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170119_162427.png [View same] [iqdb] [saucenao] [google] [report]

Hellmouth in a jar.

Looking for visually impressive but good gameplay wads like Skillsaw's and that sunder dude. Anybody? Will mention if I haven't played it.

>> No.3748326

Your mod sounds cool as shit

>> No.3748327

>the mouse aiming doesn't feel great at all

nudoom's mouse handling is legitimately the most fluid I've seen in a AAA FPS, what's your DPI?

it's not a sidequest if they make it detract from the main goal of the game which is to kill shit

>there's just too much padding to "make the player feel like they're getting rewarded for playing the game"

>I remember when just beating that one level or that one boss was all people needed to feel good about themselves when playing a game

>> No.3748330

Also to add this is why in Valiant you actually see Chaingun use, it's actually really useful and capable of fighting larger enemies compared to vanilla which is not very good.

Plasma rifle at least sounds unique I guess.
The pistol sound is just so.. Dinky

>> No.3748334

Thanks a whole lot for your testing. I will be watching through them.
And extra-thanks for really putting effort, the screenshots will provide lot for me.
Although I still would be interested in hearing about your opinions in-depth. Particularly the good, bad, and etc. overall in my mapping. Still seeking to improve, after all, and I feel like my gameplay is bit shaky. Maybe throw it in a pastebin or something?

>> No.3748337

>you'll come back to find a bunch of these sniper skulls arch-locking your ass to the cieling.
> Pain Elemental doesnt spit skulls, spawns a harder copy of the Imp. But when it dies it will spawn 3 of these black lost souls
Fuck me this sounds awful

>> No.3748345
File: 1.88 MB, 1920x1080, gzdoom 2017-01-19 16-39-46-03.png [View same] [iqdb] [saucenao] [google] [report]

I'm not very good at outdoor areas, but how does this look? Should I just delete this entire area and start over?

>> No.3748347
File: 106 KB, 640x400, Screenshot_Doom_20161218_135150.png [View same] [iqdb] [saucenao] [google] [report]


actually I got rid of the normal shotgun too so now its kinda like - double barrel shotgun, or double barrel riot shotgun that shoots twice as fast

sergeant uses double barrel now but since most of the pellets do shit damage to the player its unlikely to be lethal (overall im calculating 40 average damage from the pellets plus 48 possible from the pumpkin-ball shot, but those fly pretty straight compared to the pellets).

also he and other zombies will Facetarget, then divert their direction off randomly and then fire, so the shotgun trajectory is actually like the player's but he can miss pretty bad (or hit you really bad)

means zombies can fuck up monsters alot better

but somehow the basic rifle zombie is turning out to be alot more accurate than I intended and you can nearly take chaingunner damage from him (oh well)

>infinite pistol
its a .380 so its half the damage of the magnum pistol, and it'll have a range of 896 units which may not seem realistic but it kinda is for a pocket pistol (the bullet may go farther, but as a game I can just say its not effective)

I dont wanna try to figure out how A_WolfAttack works for reducing shot damage based on the range to the target so thats how thats gonna be.

Another idea with the pistol is its got reload requirement so even though it doesnt have ammo cap you cant just fire it all the time.

Ive even thought of a 4 shot flare pistol like that self defense handgun they have in russia (similar to a COP4). Pop-Pop-Pop-Pop and now you've gotta reload.

could make that do enough to securely kill cannon fodder with one reload
> infinite ammo because flares are assumed to come with everything you grab


Also made the chainsaw gib guys sometimes... most of the chainsaw hits do 5 damage flat but every certain number it delivers a massive 50-100 points.

DPS is still about the same and also I made it force the player to lunge forward while using it (A_Recoil(-1)) so its kinda harder to standoff with it.

>> No.3748348

not anon you are replying to, but here are some gripes I have with d44m which prevent me from buying it
>glory kills slowing the gameplay
>glory kills being necessary for better health and ammo rewards
>enemies being spawned in like anon mentioned
>arena based encounters

>> No.3748356

Looks fine to me. It's just empty.

>> No.3748357

What's the best way to play Doom as close to how it was originally played as possible, if I don't have any actual DOS hardware?

DOSBox, Chocolate Doom, or some other method?

>> No.3748359

Fireblu ceilings are questionable, but aside from that it's fine. Just bare.

Also check your texture alignments.

>> No.3748365

for 35 frames lock and suffering, dosbox, otherwise choc or crispy

>> No.3748371

>glory kills slowing the gameplay
They don't really.
>glory kills being necessary for better health and ammo rewards
Glory kill health/ammo is pretty neglible. Most people doing ultra nightmare runs (1 death and you're out) do not use them much at all. The chainsaw however showers you in ammo, but you have to find fuel for it.

>enemies being spawned in like anon mentioned
>arena based encounters
Those arena fights are more fun than arena fights in any other game though due to the verticality and freedom of movement. But yeah, I'd preferred more normally placed monsters and generally higher monster counts even if that meant simpler behavior and worse looking assets. I suspect their pathfinding eats up a whole lot of CPU power since it seems darn advanced.

>> No.3748380

>They don't really.
watching a cutscene for a second is still slower than bashing enemy with dedicated button and moving onwards, in serious sam 3 it made sense if you were REALLY low on ammo, here its a "gimme free shit" cutscene button, no thanks.
>Glory kill health/ammo is pretty neglible. Most people doing ultra nightmare runs (1 death and you're out) do not use them much at all. The chainsaw however showers you in ammo, but you have to find fuel for it.
idgaf, they give free shit and slow you down, I want my doom FAST

and if I wanted to play arena based shooter I would play either serious sam or painkiller, thing to note here is that painkiller does most of healing through killing of the enemies and absorbing souls they drop.

>> No.3748385

It made 0 sense in Serious Sam 3 as well because you get swarmed if you go for it and the sledgehammer is faster and stronger

>> No.3748386
File: 126 KB, 640x400, Screenshot_Doom_20170112_163419.png [View same] [iqdb] [saucenao] [google] [report]

pic related (imps anyway)

im thinking of giving those fake imps a countdown so they dont persist too long, then I can remove spawn limits for em (the corpses also fade and go away after they die already)

the tradeoff is the archvile is easier to faze so he's kinda like a tougher PE that doesnt fly, but it drives home the notion you MUST attend to your archviles when you find them or you will suffer for it

RAPE happens in open maps

Also most monsters now get nastier in some way after they're resurrected. Zombies get a shitload tougher (now infused with more hell energy), and various other monsters might come back weaker but move faster with different attacks

(baron/hk only come back with ~350hp but they move +alwaysfast . . . chaingunners have 400hp after being resurrected)

made that work for the zombies by giving them that much to start with (150 sargeants, 400 chaingunners) but their Spawn frame hits them for the difference and then they go to Idle (not sure if resurrect brings them back up to full, but I added healing to them just to be sure).

previous screenshot also displays some teleport-walking behavior I gave barons, there's a chance when you faze them they will teleport-walk too

So you can miss them with rockets, and since double barrel shotguns dont fire both at the same time (its like a 2 tic difference even though it only plays the sound once) you can hit him with one shell and miss him with the other

(also weakness is that you can double-barrel a monster into a teleporter and only hurt it with one shell while the critter teleported before the second one hit)

use dosbox, run the actual vanilla game, use standard scaling (no shaders) depending on your display

if using fullscreen and your display tries to stretch it, I think most video cards allow you to change the way it handles fullscreen scaling (in windows, display properties) and you can make it letterbox instead of break the aspect ratio

>> No.3748389
File: 46 KB, 437x478, 1479149341522.jpg [View same] [iqdb] [saucenao] [google] [report]

I get everyone's gripes with the arena encounters but those were most likely due to the console limitations on monster count per battle.

pretty much every single monster has its own level of intelligence and spacial awareness in the game

just imagine ten imps dodging and climbing around and clamping on pillars at the same time , while ten possessed soldiers are trying to reach out to the second floor to hit you with their guns while others get into position to open fire

alongside 5 random pinkies stumbling and charging through everything trying to get to you

plus 5 hell knights dashing through doorways and catwalks

not to mention potential infighting

picture all of this happening at the same time on a fucking home console, at 1080 60fps and tell me with a straight face it wouldn't hit the shitter

>> No.3748390


>you can make it letterbox instead of break the aspect ratio

Pillarbox, you mean. Letterboxing is when the bars go along the top and bottom of the screen, which doesn't be happening for DOOM.

>> No.3748391

melee has never been a strong point of the series, after all you get infinite ammo pistols.
the only good thing melee in ss3 is good for is that it can OHKO some annoying/troublesome enemies like those spiders or kleers that would otherwise be a waste of ammo.

>> No.3748392


*shouldn't be

>> No.3748394

>idgaf, they give free shit and slow you down, I want my doom FAST
Like I said, you don't really lose much by not using glory kills.

>and if I wanted to play arena based shooter I would play either serious sam or painkiller,
NuDoom is way better than painkiller. Doesn't measure up to SS TSE though.

>> No.3748396

I personally prefer arenas that have restricted freedom of movement and have places where the player can get trapped if he's careless. There's little challenge and thrill in just running around knowing that there's always going to be a way out no matter where you go.

>> No.3748405

>here its a "gimme free shit" cutscene button, no thanks.

that's a weird name for a mechanic that gives you 5 health/5 ammo, based on whether you have the gun you need ammo for equipped at the time or not, and if you really need it.

you also seem to have conveniently ignored the fact that monsters drop loot regardless of whether you use a glory kill or not.

>> No.3748410

The knife was surprisingly strong and good against some melee only enemies

The Sledgehammer had a lot more use by comparison thanks to sprinting and the weak enemies that aren't good at any range.
I was just saying that the stock melee kills were more impractical than the sledgehammer which is surprisingly cool in battle but still not that handy

This mod sounds like it's made to kick your ass, especially after the revives

>> No.3748412

I like fights like that too, but they should be intermixed with other types as well. That's something I loved about SS TSE, the great variety in how combat would play out due to imaginative level design and gimmicks that (imho) didn't outstay their welcome

>> No.3748420

Are you the guy with the giant meteor cyberdemon?

>> No.3748445
File: 1.13 MB, 1280x1024, Screenshot_Doom_20170119_173414.png [View same] [iqdb] [saucenao] [google] [report]

How do these floating marble slabs look? This is why the fireblu was being used; Hell's essentially "warping" and hurling these things in for terraforming (hellaforming?), hence the "shattering" in the floor with the pits/holes/whatever. They're supposed to look like they ripped holes in reality as they came in; but that's sort of out of my skill level/don't have the know-how yet.

>> No.3748452

like arse, completely mismatched with the rest of the room

>> No.3748454
File: 112 KB, 640x400, Screenshot_Doom_20161029_185136.png [View same] [iqdb] [saucenao] [google] [report]

pic related

(180 damage direct, 180 damage explosive with 360 radius, extra explosion effects each cause 15 splash so a single meteor can kill an HK usually)

(it will one shot the player on a direct hit, in this screen he was about dead and got radius'd)

One side effect of this is at close range the cyber can totally obliterate alot of monsters. However if he shoots the meteor and you dodge, you can get it to fly into a group of monsters and make it VERY easy to get them all pissed at him.

Maxrange is like 1200 ithink

> also made cyber and spider "bossMonsters" species type and they do not hurt each other anymore, maps where they're supposed to fight - they team up on you instead - and the spider flies now so it will get off its platform on vanilla map20

meh it depends, there are alot of hard mods out there, this one just makes it hard in a believable way and because of damage types some stuff is more effective than others, its not gimmicky and has alot of replay potential

(plasma does "searing" damage and it has a high pain chance against almost everything, so you can stunlock things with it ; same goes for direct hits with rockets, almost everything will faze from that)

The one thing I kinda did err on with an earlier version of it was having the BFG replace the plasma rifle on pickup (you lose the plasma and cant get it back).

I wanted to make weapon switching easier so the BFG does a quick 5 or 10 shot burst as its primary, and the altfire is the standard bfg attack. So its like a plasma rifle but it still locks you into using a certain amount of ammo, cant just pop off 1-2 cells with it.

> but most of what you'd dump plasma into would get hosed normally right?

Also made SSG actually replace Shotgun so you cant use it after you got the SSG. However early iteration of the mod had it fire a tight spread then a wide spread as the second shell so you could still hit longer range if you wanted (it just costs commits you to two shells).

>> No.3748457


I don't know what the fuck you're going for there, but the marble slabs should be your last worry about how things look.

>> No.3748462

The blue/orange/green stuff looks tacky

>> No.3748467


the green, and orange shit has to go

and the floor should probably be hexagon metal anyway

also its too bright in there, sector lighting should diminish up in that corridor

>> No.3748471


simply terrible

>> No.3748487
File: 190 KB, 500x500, 1435790716036.png [View same] [iqdb] [saucenao] [google] [report]

Jesus fucking Christ, call the police. Such mish-mash of poorly mixed stuff should be illegal. Even some Terry wads have well-designed pieces in their maps, which tend to be a lure for unsuspecting player.

>> No.3748493

You should probably just start over. This is beyond saving.

>> No.3748494

I like the architecture, but the textures do not work in the slightest. Circuitboard floor (on a stair case no less) and those orange/green panels make it look like you're in a futuristic mainfram, but then you have industrial looking STARTAN, eroded iron with bolts on the side of the steps, natural rock walls (?) and finally weird-ass marble cubes.

Do this: keep the room you're in and the first couple of steps completely techbase-y with a different floor texture, then beyond that point use all hell textures and marble cubes and shit to represent the line where hell is corrupting reality.

>> No.3748495

inb4 he spergs out again

>> No.3748501
File: 1.26 MB, 1280x720, Screenshot_Doom_20170119_145341.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3748507
File: 1.17 MB, 1280x1024, Screenshot_Doom_20170119_175943.png [View same] [iqdb] [saucenao] [google] [report]


For now; it's about getting the geometry in place. It is being done as I go.

A knight gets teleported here. The penta will not be visible initially.

>> No.3748508

reminds me of that "ship" in plutonia2 that takes off after you press the switch (courtyard full of zombies)

>> No.3748509

I never played Plutonia 2.

>> No.3748510


They'll get replaced later.

>> No.3748513

>For now; it's about getting the geometry in place. It is being done as I go.

>They'll get replaced later.

It's impossible to give critique when you work like this. Ask us when you've textured it properly.

>> No.3748517

Huh. I thought it was too dark.

>> No.3748552
File: 177 KB, 1280x1024, carr.png [View same] [iqdb] [saucenao] [google] [report]


>>>3742189 if it's still functional.

Basically I started with an e1m8 remake for my first map as one anon suggested, and have been building up upon it since.

This image is where I plugged it into the H2H base room; hence the currently haphazard entry.

>> No.3748567
File: 197 KB, 1280x1024, the sights of hell draw its viewers back in.png [View same] [iqdb] [saucenao] [google] [report]

Day six?

The currently inaccessible room is where the Icon will be.

The places where work has not started should be obvious.

>> No.3748574

Unfiltered stream of consciousness: http://pastebin.com/7ib1khd4

>> No.3748591

Thanks a lot, appreciated.

>> No.3748595
File: 243 KB, 1280x1024, plans.png [View same] [iqdb] [saucenao] [google] [report]

And this is the floor plan. Triangle area wasn't part of it initially.

>> No.3748597

It's at least worth mentioning in the cacowards I think, so far.

>> No.3748605
File: 45 KB, 100x100, surprise.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3748607 [SPOILER] 
File: 21 KB, 100x100, 1484870085656.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3748610
File: 144 KB, 100x100, when you cross the wrong line.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3748692
File: 1.73 MB, 1280x720, getoutnow.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3748694
File: 277 KB, 680x384, [DISTANT RATTLING].webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3748708
File: 182 KB, 540x554, mRkiEK4.png [View same] [iqdb] [saucenao] [google] [report]

I'll try my best.

>> No.3748710

i fucking love how that looks part ancient roman temple and part 1910's factory.

>> No.3748718

Any good sourceports for hexen 2?

>> No.3748723

Hammer of Thyrion

>> No.3748729


>> No.3748754

GZDoom didn't make use of it because Kaiser's clipping solution was only designed to work with vanilla maps. IIRC it would have required a lot of work to get it working with 3D floors etc.

>> No.3748767
File: 1.13 MB, 1280x1024, Screenshot_Doom_20170119_202022.png [View same] [iqdb] [saucenao] [google] [report]

These probably aren't any better.

>> No.3748771

is your plan to just spam pictures of your map until someone, somewhere, tells you "it looks good!"

>> No.3748775

Let the anon share his map.

>> No.3748783

I think a lot of the textures clash, in style and color.

>> No.3748784

Looking for some ideas here. My dad recently recalled how I had set him up with ZDoom and some new .wads a year or two ago and how much fun he had playing through them. I'd like to set him up with some more .wads but I feel like he would lose interest or get confused if I sent him too many.

I thought about just creating a bunch of folders and setting them up with a full set of ZDoom, a custom .wad and the relevant IWAD but it's kind of redundant and if he makes any changes in the settings to graphics/controls he's have to copy them around. I want to make this easy for him. I know there are launchers out there but I don't know which ones are any good or what would achieve this best.

Basically I'd like to give him a folder on a flash drive with ZDoom, all the IWADs and then a couple dozen or so good custom wads for him to explore. I feel like it would be fairly straight forward if .wads were self contained but I know a lot of wads have .deh files. How important are the .deh files if he's using ZDoom? From what I've read on DoomWorld it seems like you don't need them? Or will certain .wads break/suffer from not including them when you start it up?

>> No.3748785
File: 30 KB, 320x320, tated.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3748786

I would get rid of the tech textures and go full hellscape, but you're getting warmer.

>> No.3748790

I for one enjoy seeing it actually, and kinda keeps the thread alive.

>> No.3748792

>and kinda keeps the thread alive.
We're not exactly on life support, here.

>> No.3748793

i'm fine with sharing a map

this is not sharing a map

>> No.3748794

Is there a beginners guide to making doom maps?

I want to make a few large subway tunnel style maps

>> No.3748796

Well maybe he wants to make sure it's in a playable state before sharing it. It's no different than modders sharing their progress before posting a playable build for folks.

The only way they're gonna unfuck things if they get feedback, and better to get it during the building process rather than after the fact

>> No.3748801

Anon, have you been gone for the past several days?

>> No.3748803

What would be the best way to obtain Hexen 2? Would Raven Software people even see any money these days if I was to buy it?

>> No.3748805

I don't think it's that bad if the speed of the threads vary a bit sometimes.

Yeah, I'd go one or the other, at least for each room/area, styles like that would only ever mix reasonably if it's one style gradually transitioning to another.

>> No.3748807
File: 365 KB, 320x240, 1414754482553.gif [View same] [iqdb] [saucenao] [google] [report]

No but I haven't exactly been paying full attention either.

>> No.3748809

I found it in a bin for cheap many years ago.
I never played it. Might have been Heretic 2 actually.

>> No.3748813


>> No.3748816

GGGmanlives is pretty cool. He just doesn't give a fuck and I can respect that.

>> No.3748818

Icarus said in the comments he's probably gonna review it too.

>> No.3748827

>SJW gets triggered
>GGGman replies
>Why unsubscribe then still watch my videos? Because you're my bitch.


>> No.3748829

The base game is on Steam, but the expansion pack is not. Odds are you can find both of those floating around where old games tend to float around.

Nobody here is privy to Activision royalty agreements, least of all me, so the answer to your second question is unknown.

>> No.3748832
File: 1.26 MB, 1280x1024, Screenshot_Doom_20170119_204543.png [View same] [iqdb] [saucenao] [google] [report]

Maybe it would be better if somebody else took the reigns and gave me some parameters to work with, rather than flail eldritch appendages about.

>> No.3748838

>and gave me some parameters to work with
That was the original point of the map, wasn't it? Working with Highway to Hell's parameters?

Then you decided not to.

>> No.3748841

I would recommend ZDL as the launcher. It has a feature that creates a shortcut icon that launches Doom with whatever IWAD, skill, config files etc. that you set up when creating it. So you can have file called "Play Epic 2 + ww-nazis" which launches zdoom with those wads loaded for example.

.deh files can be pretty important for customized decorative actors and some other stuff. ZDoom can load them with no issues, so just include them in the ZDL load order when you create the shortcut.

>> No.3748842

That's not what i meant.

>> No.3748843

I remember a Megawad that started with a map that was like a stoney jungle. Anyone know what it is? I think it might have been in a RGA2 server once, possibly in a wad with multiple megawads in one.

>> No.3748862

REELism 3.7.1 doesn't work, it just launches as regular Doom 2. Does anyone know whats up?

>> No.3748883

Your download is corrupted.


>> No.3748954 [DELETED] 
File: 47 KB, 500x1000, P_crash.jpg [View same] [iqdb] [saucenao] [google] [report]

Would she vote Trump?

>> No.3748957

Would you make a post on /vr/ that isn't incredibly tertiary and desperately baiting for replies?

>> No.3748964

This, if you want an easy way to get (You)s it's to post a roll chart

>> No.3748965

Would you not respond to said bait?

>> No.3748974


>> No.3749000
File: 176 KB, 1280x1024, so many wads so much time.png [View same] [iqdb] [saucenao] [google] [report]

Pick a mapset

>> No.3749001

Sorry for the late reply just wanted to thank you for the link. Sadly I don't think I can figure it out. I did some digging and apparently you can run it with a command line ("-file etc.) but I don't think it works. I've listened to the files in the MUSIC folder and immediately started up the game and I swear I can hear a difference. There's also a big difference between them and, say: https://www.youtube.com/watch?v=UZcwiYmJwLo
Either that or my ears are terrible.

>> No.3749007
File: 26 KB, 387x509, 1472991345591.jpg [View same] [iqdb] [saucenao] [google] [report]

actually just dropping the .zip onto zdoom like a .wad seems to have done it

>> No.3749013

I improved the Doom 2016 trailer by a fuck ton


>> No.3749020


I fucked up

>> No.3749021
File: 74 KB, 367x451, AH HAHAHA FAGGOT.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3749024


Alright. I pick DOOMONE.WAD and hit the Delete button.

Then I pick Crumpets and hit Enter.

>> No.3749036
File: 1.33 MB, 1280x1024, Screenshot_Doom_20170119_224934.png [View same] [iqdb] [saucenao] [google] [report]

Crumpets it is. No deletions.

>> No.3749037

I know the original song didn't really fit the tone of the game that much but

you might as well have thrown some K rose from GTA SA in while you were at it

>> No.3749038

legendoom with defiler

>> No.3749041
File: 12 KB, 253x180, pino.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anon, this was much appreciated.

>> No.3749047
File: 1.09 MB, 1280x1024, Screenshot_Doom_20170119_225417.png [View same] [iqdb] [saucenao] [google] [report]

imps dance maniacally over renegade's corpse

>> No.3749068
File: 695 KB, 1280x1024, Screenshot_Doom_20170119_230553.png [View same] [iqdb] [saucenao] [google] [report]

That went better than anticipated.

>> No.3749078
File: 90 KB, 300x240, 1442919322448.png [View same] [iqdb] [saucenao] [google] [report]

All these years the Archviles were the enemies I dreaded most and I just now realized while playing UAC Ultra that I'm a fucking moron who just needed to take it slow instead of panicking to the nearest wall all the time.

>> No.3749080

They're scary when you're younger, but they're quite easy to deal with. The main issue is their necromancer powers.
Honestly I hate dealing with Chaingunners the most.

>> No.3749085

As much as I hate Chaingunners they at least only take two shotgun blasts to get rid of and have the most satisfying death animation.

>> No.3749101
File: 695 KB, 1280x1024, Screenshot_Doom_20170119_232230.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3749135

Bocuma proves difficult.

>> No.3749140
File: 1.45 MB, 1280x1024, Screenshot_Doom_20170119_233817.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3749181
File: 85 KB, 640x480, Screenshot_Doom_20160521_092759.png [View same] [iqdb] [saucenao] [google] [report]

Started playing Ancient Aliens today and this level was so fucking cool.

>> No.3749193

It was a neat gimmick level in a sea of neon colored gimmick levels.

>> No.3749212
File: 1.37 MB, 1280x1024, Screenshot_Doom_20170120_002003.png [View same] [iqdb] [saucenao] [google] [report]

Defiler spoils me with a 10k and a soulstorm rifle

>> No.3749276


>> No.3749308

Toss a theme of map at me; and then toss in some parameters

"You may not have more than X agitators but must have at least Y"
"There must be at least three soulspheres"
"You must kill three cleverly disguised Keens"
"The map must take place inside of a demon"

>> No.3749315

This is probably way further than what you intend but cyberpunk themed Doom with Imps as hacker punks with hot pink mohawks and Pinky demons as club bouncers.

>> No.3749321

holy shit anon
that's way outta my fuckin' league son.

>> No.3749323

You're a giant kaiju Doomguy attacking a small "city"

shrink all of the monsters down, bonus points if you make all of the doomguy sounds really deep or give him a godzilla roar

>> No.3749331

Guess I'm just gonna have to get off my lazy ass and start practicing sprite art like a madman so I can finally see a mohawk Imp and Pinky demon in a black shirt and pants with sunglasses.

>> No.3749338

the dark ruins of skullking

you must use only revenants as enemies

>> No.3749340

Make use of low gravity. Something kinda like ziggurat vertigo from quake.

>> No.3749342

did you fix the awful barrel room full of pinkies, pitch blackness of rooms, or the meme stealth pinkies/BoH yet

>> No.3749346

you tell me kiddo

I'd love to do this but I don't have the capability. Sounds great if you want to start up a RAMPAGE themed wad though, anon.

Looks like we got our theme.

>> No.3749348

>you tell me kiddo
what? did you or did you not????

>> No.3749349

>tfw I'm the only one who likes this

>> No.3749352
File: 25 KB, 340x321, 1474779861354.png [View same] [iqdb] [saucenao] [google] [report]

>kaiju Doomguy

I need this.

>> No.3749353
File: 117 KB, 457x480, 1422206141430.jpg [View same] [iqdb] [saucenao] [google] [report]

you tell me kidman

>> No.3749356

Don't worry anon. I'll come back to this map. I bit off more than I can chew; my texture selection seems to be a bit shit; so I'm gonna try my hand again with the "dark ruins of skullking" thing.

Hope you fuckers like chaingun sniping.

>> No.3749357

i don't understand, it's a yes or a no

>> No.3749361
File: 2.46 MB, 512x512, 1458945219746.gif [View same] [iqdb] [saucenao] [google] [report]

Why must you keep responding to me, do you want in my pants?

>> No.3749365

because i don't want you to give up on the map, i liked the insta kill cracks although they should've been a pit that makes you fall onto the insta death floor imo

>> No.3749369

I'm not going to give up on it. It's sort of my personal mapping playground until it's ready. I just don't think I have the capability of undertaking it yet.

maybe for highway 4 hell: traffic jam

>> No.3749375


This is pretty cute, but you really gotta learn how to align textures.

>> No.3749376

well whenever you get back to it, i'd advise to honestly not worry about the textures, work on making those look good last imo. what bothered me more were the encounters, a lot of them felt like, on a persons first go thru, will take a lot of unnecessary damage. shit like the "guess how many invisible pinkies are in the room", the "just shoot the barrels because the pinkies can't even reach you", and the "fuck fuck fuck why are the BoH invisible in this dark ass room that essentially makes me feel like i'm blind" encounters really left a bad taste in my mouth

>> No.3749378

I can't mash A and the arrow keys any harder, Anon. I already have gone and made sure they were THIS aligned.

>> No.3749382

Oh, yeah, The first room was widened so they'll try to come outside after you now.

>> No.3749383

holy shit, why are you such a fucking douchebag

>> No.3749391 [DELETED] 
File: 44 KB, 100x187, cap.png [View same] [iqdb] [saucenao] [google] [report]

Why are you fishing for replies, you thirsty motherfucker?

Even the capcha's making faces.

>> No.3749393
File: 14 KB, 300x275, 1411961918656.png [View same] [iqdb] [saucenao] [google] [report]

Both of you shut up and start talking about gameplay mods or maps you've been playing.

>> No.3749401

Mostly DRLA as par usual. Patiently awaiting Yholl to release the next version so I can breathe in Abominant fumes.

I'm in a DM right now on doomseeker.

>> No.3749410

project brutality on mori momento 2 is pretty neato

>> No.3749413

Honestly in all my time pissing on zandro and skulltag and zd-MY EYES! I'm not sure if I played MM2 yet; If I did, I don't remember.

>> No.3749418

Hey so you know how there's those sprites of a 2handed Baron attack? Is there also one of a Hell Knight attack? I need to know for reasons.

Also is there a decent ZScript tutorial anywhere or should I just deconstruct D4D?

>> No.3749425

Push comes to shove you can always open it in an image editor and recolor it with given tools.

>> No.3749426

This said; I wouldn't terribly mind somebody respriting the old 1993 knight to look like it's D3/D4 equivalents so it's not just a pallet swap.
aeod probably wouldn't be so shit if it's rips weren't so bad in visual quality; or they redrew/resprited overtop of the rips to make them more natural looking in DOOM

>> No.3749429

>Also is there a decent ZScript tutorial anywhere or should I just deconstruct D4D?

1.) All of the actors in gzdoom.pk3 have been converted to ZScript, so you can look under the hood and see how nearly everything works.

2.) There's some documentation that the D4D programmer put on the wiki - https://zdoom.org/wiki/ZScript - but it's perhaps not enormously well written.

>> No.3749430

I made a mod in like 2012/2013 that used only resprites and recolors for a monster randomizer. It was pretty cool.

Anyways I guess I'll just warm up the old SLADE 3 or just figure out something else cool to do.
Oh shit, I didn't know that. Time to rip some shit apart and break everything.

>> No.3749435

Hey, that's cool and better than I could ever do. I got the shotgun to fire rockets in a spread and even that was a lot of head-scratching.

>> No.3749446


>> No.3749447


He was asking a simple question, you dumbass.

>> No.3749448

Well if you wanna try to 2016 version that's totally never going to be finished because I'm a perfectionist motherfucker I have a link.
100% bug free experience not guaranteed. Also my internet is currently shit as fuck so it's not uploaded but give it 10 minutes or so. Just drag the whole zip into gzdoom

>> No.3749450

I forgot that even existed

I'll give it a go.

>> No.3749454
File: 17 KB, 278x221, scared.jpg [View same] [iqdb] [saucenao] [google] [report]

>180 damage explosive with 360 radius
>360 radius
>triple fucking radius rockets

>> No.3749459

It could be worse, right? It could be a spray of rockets rather than a three-burst

>> No.3749467

If you like it, you might like the craziness I'm working on now. It's not a randomizer or anything, but it is going to make Doom a lot more hectic.

>> No.3749468

Color my intrigue.

>> No.3749472

Well it's not done or ready to show, but I thought "Hey some of those abilities on the random enemies were cool, what if I just extended the arsenals of every single enemy in doom with some of the abilities from those monsters?" And now Imps won't stop frying me and spectres keep doing naruto shadow clone shit. It's working well so far.

>> No.3749481

So will revenants teleport behind you and unsheathe katanas?

>> No.3749484

No but they should have a bunch of tracers that they'll semi-intelligently select to try to fuck you over at any range.

>> No.3749491


Gave it a quick go. Seems alright. Didn't run into any of those meteor fuckers.

>> No.3749493

I assume you mean the Pyro Demons or something. They're actually in there but I tore them apart and fixed their stats. I altered pretty much every monster in it to have more sane damage and health values, and made a bunch of them do completely unique things. Try to find a Nightmare Demon or a Phase Baron, they're pretty fun.

>> No.3749523

Intermission E2M1 when

>> No.3749525

But where's E1M9

>> No.3749528

only as long as they drop the aussie

>> No.3749534

What's wrong with Kinsie?

>> No.3749535
File: 326 KB, 1280x720, scoot n shoot.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to hide textures in GZDB's 3D view so it just looks like the orange grid underneath? I like using it for measurements but don't want to remove the texture work I have in place.

>> No.3749536

constantly talks over the other guests, oftentimes just to put in an unfunny jab

i guess he's trying to be the funnyman? but at least wait for the other person to fucking finish speaking

>> No.3749537

Every Aussie/NZer on ZDF is like that, and I hate all of them.

>> No.3749548

hmmm that would be a neat feature. perhaps there's a grid or something you can turn on?

I notice you're working on doomcart... watcha makin?

>> No.3749550

Nah that's not mine, just a picture I had saved. I'm chipping at an O' of Destruction-themed race track instead on the side however

>> No.3749560
File: 13 KB, 585x635, HUUUUUH.png [View same] [iqdb] [saucenao] [google] [report]

Kinsie does talk pretty often, but I don't think he's that bad. Shivers doesn't talk a lot though.

>> No.3749563

despite being a founder, shivers really only appears in maybe three episodes
unfortunate, really, since he's a cool guy with some nice insights

>> No.3749572


Try to change the size of walls slightly so they actually work with the texture size. Say if you want to put some kind of wall panel that's a 64*128 texture try to have your wall be a length that's a multiple of 64...

>> No.3749589

What is a gimmick level?

>> No.3749590

Something that isn't like an average Doom level.

>> No.3749593

It has enemies, keys, secrets and looping level design. Seems pretty average to me.

>> No.3749605

Not him but to me it is when a level has a certain trick to it that will be a constant theme all the way until the very end.

An example would be in Valiant where you can't kill the Mancubus in the one level until you push a switch that allows it, since if it dies early you will be swarmed by an army of Archviles

Or Cyberdreams in its entirety

I like gimmicks as long as they aren't annoying. The spiders level in AA is pretty cool to me

>> No.3749606

And now alpha build of my map is finally done.
How to run: .wad + .pk3, enter in console "map map03".

>> No.3749661

Are there any WADs where I can run away from Skifree Yetis?

>> No.3749663

Technically yessssss

but it's not finished yet

don't tell anyone it'll spoil the surprise

>> No.3749718

Does Doomguy run faster than Skifree dude skis?

>> No.3749732

There was a thread, now locked, on Doomworld about MaxED leaving:

It's kinda hilarious desu, some overreactions make it seem like he was literally being assaulted by an army of trolls and drown in swearings.

>> No.3749741
File: 152 KB, 1280x720, Screenshot_Doom_20170120_141221.png [View same] [iqdb] [saucenao] [google] [report]

It's a bit linear, would have like to see a couple more branching paths but then again there wasn't a threatening enough monster encounter to make me consider choosing a different path.

Pistol gameplay isn't fun in my opinion and I really wish you'd have put a shotgun or chaingun halfway through somewhere, I'd also suggest only having the berserk or the chainsaw - not both.

The return trek was too tame for my liking but then you're limited on monster choices by having only the pistol.

Pic related was my favourite room as I felt it suited the gloomy lighting the best, I think you should expand upon this for the overall theme.

It's a good start and I understand its only the alpha so theres more work to be done but I think you have potential for a decent early map, good job anon

>> No.3749805

made me kek

>> No.3749808
File: 288 KB, 800x1231, 1330751418114.jpg [View same] [iqdb] [saucenao] [google] [report]

>>3749369 >>3749338
well fuck nevermind.

Sorry. Only thing I'm cut out for is making furry degenerates masturbate frivolously I guess.

Maybe I'll come back to it in a hundred years; but I'm not cut out for this sort of shit.

Was fun working on it though. I only have a couple of ideas for detail for skullking and that's about it.

Everything I touch turns to shit anyway, so it's probably for the best.

Do what you like with the map so far.


>> No.3749901
File: 419 KB, 476x687, 26ad6b780a2ceef697cf987cd030e1402ba7103daa2f7d5f5d58d08bfb5d67c3.png [View same] [iqdb] [saucenao] [google] [report]

>get soulsphere inside a secret
>game teleports in 2 arch viles
fuck you hell revealed

>> No.3749903

>Only thing I'm cut out for is making furry degenerates masturbate frivolously
at least there's money in there

>> No.3749904

Anyone here experienced with wall portals?
I have GZDB but I can't figure it out.

>> No.3749907

Not him, but it is nice.
Pays sone of my bills.

>> No.3749910

What problems are you having anon?

One common problem is that you shouldn't try to put portals on one-sided lines. Put them on two-sided lines with some room behind it that a player and/or monster could reasonably fit in.

>> No.3749921


>> No.3749924


Isn't it funny that the one person that could've gotten those kind of reactions also quit working recently on the program said person was developing, and nobody said a single bad thing?

>> No.3749925
File: 69 KB, 527x595, wfiamfI[1].png [View same] [iqdb] [saucenao] [google] [report]

At the moment it just plum isn't doing anything.

I have those two small sectors tagged as 1. The east walls of those sectors have Sector Set Portal actions on both of them, Sector Tags of 1, Portal Type is Interactive Portal, Plane is Both, Misc and Opacity is 0, TID for both is 0.
I haven't changed anything else.

I did add those rooms you mentioned, so that's a start.

>> No.3749945

I say east "wall" but I guess I just mean linedef.

>> No.3749960

Are you sure it's not tagging linedef 1 to 1 and then 2 to 2 thet other way? I don't know anything about portals, but it seems like it should be directional to me.

>> No.3749969

I think I understood what you said, but that didn't work.

>> No.3749971
File: 41 KB, 594x385, rattlemebones.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe. But I'm no jew.

plus you can't exactly charge for text chats with a character that's basically pulled out of a 90's 80's horror movie and is copywrited

>> No.3749972

You could use Line_SetPortal (#156). Set one line to have action #156, argument 1 -> 1, argument 2 -> 0, argument 3 -> 2, identification tag -> 2. Set other line to have action #156, argument 1 - > 2, argument 2 -> 0, argument 3 -> 0, identification tag -> 1. That made portals work for me, your method seems to be very different though. I use DB2, portals are unkown linedef types here

>> No.3749980
File: 413 KB, 1280x1024, Screenshot_Doom_20170120_131452.png [View same] [iqdb] [saucenao] [google] [report]

Back onto the topic at hand; what are the thoughts on this, aside from Riley not shutting the fuck up on map01?

>> No.3749983

Sheeeeeit, Line Set Portal works wonderfully... as long as the two linked areas exist on the same Z level.
Though, I didn't need to change the arguments from 0.

>> No.3749987

>That's a huge CHasm
>Last episode is literally just reject dump levels the maker didn't like and dumped it into the map pack regardless of quality
>Lots of big empty levels in general
Meh out of 10 for me

>> No.3749995

and that's where plane align comes in. Nice/10.

>> No.3750017
File: 1.89 MB, 1280x1024, BONE ZONE 1.png [View same] [iqdb] [saucenao] [google] [report]

Thought I would toss out some concepts for the skullking thing though that I DID have the ideas for.

wasn't sure to use black or red marb for the entryway to the crypt though.

>> No.3750028

Good shit, anon. I really like the use of lighting, but definitely could use a shotgun or a chaingun.

>> No.3750030

When what?
When shadows? Nash already released a shadows build.

>> No.3750036
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google] [report]

What a shame.

>> No.3750038
File: 2 KB, 100x114, dentonandtheaugmentfactory.jpg [View same] [iqdb] [saucenao] [google] [report]

at least use a denton

>> No.3750040
File: 64 KB, 427x320, temp.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3750041


is this a reaction image for ants

>> No.3750048
File: 323 KB, 600x600, 1345011418782-2.png [View same] [iqdb] [saucenao] [google] [report]

What a shame.

>> No.3750050


It's okay. It's not terrible. It's not great, either.

Initial response was overdone and undeserved praise, which backfired into overreacting and overdone OMG IT SUCKS.

>> No.3750062
File: 1.22 MB, 1280x1024, AAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3750065

embarrassingly inept on almost every level. no redeeming features at all.

>> No.3750072

Just played a bit for the first time. It's really bad so far.

>> No.3750104
File: 1.48 MB, 1280x1024, bone zone 2.png [View same] [iqdb] [saucenao] [google] [report]


Swapped half of it to black for prosterity and refrence sakes. Wasn't sure if I should use a spiral or straight staircase for the Crypt.

Think I'm going to limit myself to MARBS, woods, gothics, and anything containing bones for this one's textures.

>> No.3750110

Really refines my uranium

>> No.3750126
File: 1.14 MB, 1280x1024, Screenshot_Doom_20170120_151412.png [View same] [iqdb] [saucenao] [google] [report]

Went for a full black with red inside. Fuckin' spooky looking. I think I'm going to go full out, then.

>> No.3750148

so this is the second time you've ragequit and decided to keep going, then?

>> No.3750152

So it turns out that Perk's smooth chaingun kinda jiggles back and forth due to a small spriting error. I'm total shit at making sprites, but is there an alternative chaingun somewhere that looks Doom-ish but doesn't jiggle around?

>> No.3750153

Should be really easy to adjust the offsets yourself in Slade.

>> No.3750160

No I mean the C and D sprites themselves are actually diagonal a bit. Open it up in slade and look, it's really weird.

>> No.3750184

>person is involved in making a thing
>person does shitty changes and gets crap for it, quits
>person is elevated to 'beloved by all, hated by demons' status after the fact

>> No.3750187

Well what do you expect from a bunch of virtue signalling fuckwads? ZDF might as well be a children's feelgood playground and Doomworld is basically Neogaf levels of retarded most of the time.

>> No.3750250

Hey, guys. Anyone got some texture requests? I can do doom palette textures, no guarantees on them being excellent quality though.

>> No.3750305
File: 884 KB, 1280x1024, insame.png [View same] [iqdb] [saucenao] [google] [report]

It happens.

If you could do a giant stained-glass revenant for "the dark ruins of the skullking", that would be great and save me from trying to autistically create a wall-skeleton out of sectors here

>> No.3750313
File: 27 KB, 500x375, 500-x-375.jpg [View same] [iqdb] [saucenao] [google] [report]

>It happens.
Not twice in the same week from the same person.

>> No.3750314
File: 262 KB, 784x496, judgecca_geo.png [View same] [iqdb] [saucenao] [google] [report]

Alright, done with bunch of the geography. Now to carve out path and buildings/etc.
But first, sleep.

>> No.3750317

I get some At The Mountains Of Madness vibes from that screenshot.

>> No.3750335
File: 23 KB, 500x300, 4eab56cdd1b8c3f74f000008-4.png [View same] [iqdb] [saucenao] [google] [report]

Shows what you know about me

>> No.3750352
File: 25 KB, 200x200, Tornado change.gif [View same] [iqdb] [saucenao] [google] [report]

Wind magic doesn't suck.

it blows

>> No.3750371

What weapon pack would fit EPIC2. Im think something like ww2 weapon skins?

>> No.3750391


Not answering your question, but I'm wondering why nobody ever made a powerslave\exhumed gameplay mod.

It'd be a match made in heaven.

>> No.3750393

It would be great but people complain about fps platforming too much.

>> No.3750401

you know, random xenomorph person, i'm starting to not like you

you should probably stop being such a ponce

>> No.3750416

I like it.

>> No.3750436

Right. Here's what have we so far. Mind not the inaccessible room. I haven't thought that far ahead yet. got a couple of rooms to do including the one for the eponymous Skullking, but side-rooms still need to be thought of and detailed.


>> No.3750470

So I had a crazy idea, what if there was a monster that had a chance to add more damage resistance to itself every time it was hurt? Sorta like a Borg Drone from Star Trek but more gradual. Is that possible using CustomInventory?

>> No.3750479
File: 218 KB, 1280x720, Screenshot_Doom_20170120_235233.png [View same] [iqdb] [saucenao] [google] [report]

Not sure if you caught the earlier version of my map but heres the updated version

Occupies the map02 slot, requires zdoom and the highway to hell base.pk3


>> No.3750487

I think I liked the first version more. Blend the architecture of the two.

Would make for a good megawad theme, though.

>> No.3750498

I like the improved aesthetic, but now I'm running across narrow pillars before getting bumped into an Archvile with only a shotgun and no cover.
Gameplay's taken a slight hit.

>> No.3750513

What did you prefer in the earlier version? I've still got the tower which I'll put towards the end of the map once I figure out earthquakes, not sure about the bridge though

I agree I was unsure of the pillars but there is no consequence for falling so I thought that might make it passable. The vile is supposed to just be a sort of scare-tactic, pushing the player into the pit so those monsters below get some action but it should teleport away as long as the linedefs hold up, I'm not that much of a bastard to put you up against a vile in the open especially with only a shotgun

>> No.3750516

Generally the older segments in general and the old bridge segment, being forced to pick between armor or ssg, that sort of thing.

It doesn't feel as non-elucydian right now.

>> No.3750528

Ah I see what you mean, I've got a lot more neat curves than before, I think I just got over-familiar with the curve tool but I'll make an effort to give it that organic twist.
I should've mentioned that this is just the intro area - after the teleport you'll be at the entrance of the sunken fortress thingy so that entire choice section with the mancubi will return later on.
Thanks for the feedback it helps a lot.

>> No.3750532

>virtue signalling

>> No.3750554

Yeah, the thought should be "Wait, was this built, is it natural, was it formed, was it grown? How the hell can it exist?"

I assume there may be slight SoS and teleporter fuckery, yes?

If you decide to do some shoggoths, can I lend a hand with them? Don't credit me unless you really want to. I just think I could use the experience. You could hide some enemys inside of textured walls of flesh, and use some them and some keens to control the "sectors" of the shoggoths. Killing them would damage the shoggoth and destroy parts of it in modular fashion.

>> No.3750556



>> No.3750559

That's why I wanted to make my first map/s for /vr/oom.

>> No.3750560
File: 302 KB, 635x457, 5675656.png [View same] [iqdb] [saucenao] [google] [report]

How do I beat Duke 3d: Life's a Beach: Alien Remains?

I got the blue keycard but no matter what button combination I hit I can't get the red key card.

>> No.3750573

Not surprising, but disappointing all the same.

>> No.3750579

What do you mean by SoS? I was planning on having a scrolling section inbetween the teleports to simulate a sort of travelling dimensions or something but translating that to doom might be difficult

I've not got a plan for an ending yet other than a typical onslaught of enemies, so sure if you can make a shoggoth thats fun to fight then I'll use it as a finale piece

>> No.3750584

SoS being "sector over sector"

I'm trying to find a lot of good images for your map.

>> No.3750590

Literally who
Literally over what
Literally what same thing to literally other who

>> No.3750592
File: 169 KB, 1024x768, rlyeh2_1024.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3750595

Honestly, I'm not sure how well I could do that. What size would you want?

>> No.3750598
File: 915 KB, 1609x1600, anthropia___non_euclidean_spaces_by_moonxels-d8aaqsb.jpg [View same] [iqdb] [saucenao] [google] [report]

>an art from tardville

yeah yeah i know

>> No.3750601

are you new, anon?

>> No.3750602

Too vague.

>> No.3750603


Pretty much the only obvious answer after all of the radio silence and random spurts of activity, though.
Hopefully Marty makes the assets open for other people.

>> No.3750609

Haha, I've got both these exact images in my inspiration folder, you can see where I got the idea for the tower in the first picture and the bridge spikes in the second picture.

If you're interested I'd suggest giving rylayeh.wad a go, I found it during my research and it is excellent I was surprised I hadn't heard of it before (link: https://www.doomworld.com/idgames/levels/doom2/Ports/p-r/rylayeh)

>> No.3750613

Ehhh. I have no idea. The hall itself is likely to change over time, but it is to be a sort of centerpeice

think "king of revenants" here and you eventually come across his throne/resting place, eventually take his skull as a key.

>> No.3750617

what is this for?

>> No.3750650

It's certainly much better than your other map, the textures are more cohesive and it just flows a lot better.
Few things to note:
- I wouldn't use ASHWALL as a floor texture it looks quite tacky
- I have no idea how to do it but use those other teleport lines that don't show the teleporting sprite (they are fairly common so shouldn't be too difficult to figure out)
-the inside of the mouth/entrance bit is completely dark in software mode and not even dim in opengl mode so just keep that in mind if you hadn't considered software mode
-make the cross wider so its more noticeable, at first I thought it was a misplaced texture

and thats about it, much better than before, the stairs look good as do the coffins, no strongly clashing textures. keep it up.

also if you're doing revenants only make sure to check the revenant level on 1monster.wad first to get some ideas on how to utilise revenants in a fashion that isn't just simply "here's an SSG, here's 20 revenants now fight"

>> No.3750706

Choc is still 35 frames.

>> No.3750712

Its not the worst thing ever, but its certainly not good, either. Plenty of noob mistakes are noticeable in it, and its overall not that fun to play.

>> No.3750719
File: 100 KB, 805x540, huh.gif [View same] [iqdb] [saucenao] [google] [report]

Has there been any attempt to create a Quake equivalent of Freedoom? Is it shit?

>> No.3750720

I know Quake 3 had OpenArena. Not sure about Quake 1.

>> No.3750721
File: 115 KB, 720x960, shibe line.jpg [View same] [iqdb] [saucenao] [google] [report]

There was Open Quartz, I don't know if it's still a thing. I remember it looked weird and Sam-esque.

>pic unrelated

>> No.3750743

No. Am I supposed to know who that is and what his problem is from a vague attentionwhoring twitter post?
Is this about MaxED having an autism fit and leaving or something else?

>> No.3750751

Marty is known for making many mods, one he had been working on for a while was The Space Pirate, which some had looked forward to, progress even being posted here.

>> No.3750757

>Am I supposed to know who that is
you're new

>> No.3750770 [DELETED] 

I play Doom, not "The Space Pirate" whatever that is.

>> No.3750778

Nobody is playing it. It is cancelled.

>> No.3750779

>plasma not that bad
the amount of
kinda grates after the first 10 seconds
ssg is okish
the clacking
the rocket is least annoying
>hwupa ......kshh

well.. yeah it sound fantastic.
be nicer in classic doom though.
personally I'd change th orange for green, lighter than the green there already

as annoying as the chaingunners are, they are definitely good for a brief infight
pain elementals are a pain in the arse,
especially in numbers over 4
sound so kash,
>all the doom guy sounds
unf. and the death scream
what else is there?

>> No.3750781

OpenArena was a favorite in my high school's computer labs.

>> No.3750783

i play doom, doom ii, duke, heretic, strife, marathon, deus ex, unreal, and a wide variety of mods for all of those

you should probably try them, too

>> No.3750791

i'm outta the loop, what happened?

>> No.3750809

It's not ASHWALL; it's one of the marble textures.
I don't know if I can fix the mouth thing.

Will fix cross.

>> No.3750810

oh fuck whoops i thought ashwall was red only.

>> No.3750815


in its early forms it was literally called ww-epic2patch

>> No.3750865
File: 486 KB, 1599x900, temp.png [View same] [iqdb] [saucenao] [google] [report]

You know what feature I want for GZDoomBuilder? I want a transparent overlay layer that I can scribble notes on. Like a super basic MSpaint sorta thing. Maybe with a text option, because my hand writing is shit.

>> No.3750875

You and me both.

>> No.3750930
File: 6 KB, 320x329, iwad menu.png [View same] [iqdb] [saucenao] [google] [report]

Im pretty new to Doom so sorry in advanced

is there any way I can autoload a pk3 mod file as its own option with ZDoom? The mod, master levels menu, also it requires I run it with a doom2 wad

I tried searching for answers but I feel pretty lost

>> No.3750936


>> No.3750961
File: 2.02 MB, 1920x800, Frodo-Elijah-Wood-lord-of-the-rings-27496033-1920-800.png [View same] [iqdb] [saucenao] [google] [report]

why the fuck haven't I tried obilge until now, what the literal fuck I can play randomly generated wads until the end of time

>> No.3750963

They'll start to seem very familiar though.

>> No.3750969
File: 240 KB, 1000x952, the boss of this base.jpg [View same] [iqdb] [saucenao] [google] [report]

Until a few months ago OBLIGE used to generate pretty crappy maps primarily composed of mostly box-like areas with a lot of enemies. These days with 7.50 they're much more labyrinth-like, but will still get repetitive after a bit, your brain will pick up on it.

I do kind of miss the Wolfenstein and Psychedelic themes though, as with Glaice's extras.

>> No.3750980

Original OBLIGE generated cool Roguelike-style maps but then the creator ruined it for a long time. Obhack is pretty neat.

>> No.3751117

Can someone help me find a wad/PWAD? I'm looking for the Yukkuri Doom/Doomhack by TCT. At least the PWAD version that someone made in the past that's legal and not the original IWAD modification.

i need it for... reasons.

>> No.3751136

Why'd he stop? I'm a bit lost here.

>> No.3751156

What about the internet archive? Did you use it to the non existent URL?

>> No.3751162


Hrmmh, no sexxx.wad :(

>> No.3751164


>> No.3751202

No motivation

>> No.3751336


>> No.3751363

Because of what, though? His twitter post implies something caused him to lose motivation.

>> No.3751372

When updating gzdoom, can I save my ingame settings or will I need to redo it every update?

>> No.3751382

Updating GZDoom won't wipe your settings unless you unzip to another folder or delete your INI file on purpose or something.

>> No.3751387

Ok, thanks.

>> No.3751405

She could always learn from furry logic

>> No.3751427
File: 29 KB, 1148x997, ss+(2017-01-21+at+08.30.38).png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure where to go from here. Should I just scrap it and keep at a 1 key level?

>> No.3751438

That looks like a D&D dungeon. That white bubble even looks like a cavern segment.

>> No.3751470

Right, I only got half-way through the level (if not less) but I'll give my thoughts about it.
- Probably want less dead space marines.
- More ammo?
- The invisible Pinkie demons in those wing rooms were too easy to kill as they couldn't climb the stairs
- Speaking of stairs, you might want to fix the stairs to the Baron room as you can see through them when going up them.
- Also, with those wing rooms, you could make them look as if they continue on (like a cave would) but just get too tight for doomguy to get through.
I got killed by the Revenants when I ran out of ammo so I can't comment about that part. I also didn't explore further than the mouth thing.

>> No.3751479
File: 6 KB, 54x89, 1755.png [View same] [iqdb] [saucenao] [google] [report]

It's Saturday somewhere, right...?


>> No.3751487

Looks like a good place for a cave or an outdoor area(I don't know your maps theme).
If you don't want to risk it you could make it optional and give the player a challenge and a nice reward for going there

>> No.3751503
File: 103 KB, 480x800, doomgirl with big titties.jpg [View same] [iqdb] [saucenao] [google] [report]

Doomgal (with big tits).

Player skin when?

>> No.3751506


>> No.3751531

is there a way to play nightmare without monster respawining?

>> No.3751535

Yeah, playing on UV with the -fast console command.

>> No.3751543

I'd add a brief 1 or 2 tic pause when the shotgun is at it's full pump, a very small delay, to give the pumping animation a little bit more weight and inertia to it.

>> No.3751598
File: 20 KB, 325x655, w6dJg.jpg [View same] [iqdb] [saucenao] [google] [report]

You mean something like this?

>> No.3751613

Bit of a dumb question but, how do i make the music in the game sound like this? https://www.youtube.com/watch?v=9E7MPl4G2Qc
Do i have to use fuck about with fluidsynth or something or is there a download somewhere?

>> No.3751664

What is this and where can I get it?

>> No.3751674

She's pretty hot.

>> No.3751676
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3751683

Kek I didn't even notice. I did just finish playing Ultima Underworld so I guess I'm still in that mindset.
Hmm that sounds like good idea. Might do that.

>> No.3751696
File: 941 KB, 627x502, pls respond.gif [View same] [iqdb] [saucenao] [google] [report]

is there a Starship Troopers WAD?

I wanna stomp some bugs

I also know about the Duke Nukem TC and it was OK

tfw there will never be a decent Starship Troopers game faithful to the book with Tribes-tier movement and Serious Sam-tier amount of bugs everywhere

>> No.3751715
File: 422 KB, 1280x720, Screenshot_Doom_20170121_120802.png [View same] [iqdb] [saucenao] [google] [report]

Sprite Looks Good
mod is big effing guns btw

>> No.3751717


You're hurting me, anon.

>tfw you will never incinerate a building full of skinnies

>> No.3751726

ST is literally perfect for a video game and they have all been massive failures


>> No.3751737
File: 51 KB, 416x390, judecca_mm.png [View same] [iqdb] [saucenao] [google] [report]

Busy day today, didn't have any time to work. Funerals, etc.

>> No.3751742

sorry to hear, anon. hope you're holding up okay.

>> No.3751756

Left 4 Dead is the best Starship Troopers game, IMHO. Not visually, but...

>> No.3751757
File: 389 KB, 1920x1440, RockingCaco.jpg [View same] [iqdb] [saucenao] [google] [report]


thank you anon, have a caco riding a horse

>> No.3751759

Not skimpy or busty enough.

>> No.3751761

that's clearly crash.

Will keep these in mind for if I pick it back up. The pinkies shouldn't be able to leave the hook rooms; it's more intended as a trap later on.

Knight room unfinished; he's supposed to teleport in there later on and not supposed to open the damned door.

More ammo will be hucked

Revs will be worked into a trap later; just need to figure out how to properly work it.

it's basically furry-tier art anyway.


Last disjunction map, huh? What's the pitch?

>> No.3751763
File: 138 KB, 592x333, edf.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon you're fucking kidding, right?

There are countless games more fitting.

>> No.3751770

Something more in-between would be appropriate. Earth Defense Force doesn't have small enough enemies or tight enough maps, and L4D has too tight maps and not enough big enemies.

EDF is still closer though. Even if just by virtue of: Bugs.

>> No.3751775

I think I may have found something like what you mean, but I can't remember.

>> No.3751781

What about mods? I remember seeing Half-Life mod called Antlion Troopers. Middle of a desert, military fortress, automatic turrets, and dwindling squad of combine soldiers... It was fun, though my memory may be clouded by nostalgia.

>> No.3751784

have you played helldivers

>> No.3751785

Did >>3747606 for Highway to Hell. I might work on it some more until Term compiles the maps and releases the build.

>> No.3751786


That would be more of a Starship Troopers movie mod. The book is wayyyy different and the movie was sort of a fuck you to the book because people get really butthurt about it having a 'fascist' setting (movie is still good imo). That mod sounds cool though

>> No.3751787

Fuck, I meant >>3749606

>> No.3751790

>not 1st person

even the book was in 1st person

it just doesn't feel the same way

>> No.3751798

I sort of wanted to make a doom mod based off of Particle Fleet+Creeper World+Infested Planet in that regards. Something about an otherwise unintelligent horde of basically-fucking-water, and having to stem the flow of shit coming at you; just straight up shooting the damned things won't work.

also the music is real nice. https://www.youtube.com/watch?v=gCsZqGBumvk

>> No.3751812
File: 397 KB, 819x436, ios_core.png [View same] [iqdb] [saucenao] [google] [report]

Not too shaken, we knew her time was coming, but still, you only start to long for lost people after some months.

Either IoS or just sort of mass-teleportation map. It's gonna be a breather after MAP09 kinda.

>> No.3751824

So there's this weapon mod called Nightmare of the Sin, made by Pink Baron over on the ZDoom Forums. It's Castlevania themed, and you go around whipping shit.


I made a compatibility patch to allow it to work in Heretic. In addition to that, it also adds some new stuff, and fixes some existing stuff:

-Grammar in LANGUAGE strings.
-Health & armor numerical readouts in HUD are now color coded, to remove any confusion about which is which.

-You can now control the rate at which Hearts spawn, if you thing you're picking up too many. This can be changed in a new options menu accessible from ZDoom's main options menu.
-The 'Ricochet Rock' can now, optionally, seek on targets. Every time it seeks though, it consumes one additional Heart. This is inactive by default, but you can turn it on, and adjust how likely it is to seek, with an option in the 'Nightmare of the Sin Options' menu.
-Animated heart icon in HUD next to heart count.

Next version will have Hexen compatibility. I also want to replace the Wings of Wrath with a permanent skill that emulates Richter's uppercut.


Tell me what you think.

>> No.3751828

Well, may as well make a tribute for them in one of the maps; probably the first one.

>> No.3751843
File: 630 KB, 1920x1080, Screenshot_Doom_20170122_030911.png [View same] [iqdb] [saucenao] [google] [report]

>generate OBLIGE megawad because I want to see what the fuss is about with DRLA+OBLIGE
>this is the first thing I see

>> No.3751845

If I run it in Doom will the patch still work, or is it just Heretic that the patch will work?

>> No.3751846

Start shooting, friend.

>> No.3751847 [SPOILER] 
File: 36 KB, 320x200, 1485025994236.png [View same] [iqdb] [saucenao] [google] [report]

Still not DOOM related, just like the last time I posted about this.

>> No.3751848
File: 972 KB, 1920x1080, Screenshot_Doom_20170122_031229.png [View same] [iqdb] [saucenao] [google] [report]

Is this because I set it to generate TNT maps?

>> No.3751851
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google] [report]

>7 chaingunners

>> No.3751858

I don't think there will be any problems. The HUD uses the consolefont now rather than Doom's, because it looks better IMO and makes cross-IWAD compatibility easier because I don't have to add other IWAD fonts.

The 'Nightmare of the Sin Options' menu will look a bit off, because I used Heretic's white & green color scheme for the text.

>> No.3751871

Seems very Woolball to me.

>> No.3751872

Honestly, it does sound a lot like Fluidsynth.
Unless you can figure out how to get your hands on the mp3s and put them in a pk3 or something, I guess you'll have to mess about with soundfonts.

>> No.3751878

7 chaingunners would make that pretty easy

>> No.3751879

Can't find anything on that game. Got a link with more info?

>> No.3751891
File: 1.88 MB, 750x560, doomcat.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3751893

Oh right, that one.

>> No.3751896

Quick. I need a mapset that looks gud but doesn't trigger my shit attention span

Echelon is cool

>> No.3751898

Alright, which one of you absolute madmen made dead.air? Cause it really really scratched my flak cannon fetish.

Also, fuck you for making that final fight. Dickhead.

>> No.3751901

I don't think Xaser comes to /vr/

>> No.3751902

Funny thing, the version of dead.air that was sent to Vinesauce Doom Contest lacked homing cyberdemon rockets.

>> No.3751915

Faggit. Who made that "shrapnel cannon" though, was it him or someone else?

You keep going on about that thing yet I can never find the vid. Or I can and it's 2 hours long. Where can I see just the winners (call it morbid curiosity)?

>> No.3751917
File: 47 KB, 500x1000, Crash.jpg [View same] [iqdb] [saucenao] [google] [report]

Well the original Quake 3 model is pretty busty.

>> No.3751918

There are no winners yet because the contest runner, Joel, is a moron with abysmal planning skills and attention span. It has been going on since September now.

>> No.3751920

>there's a chillax 2
>there's no stolen maps

If it's not comprised primarily out of stolen maps, it's not chillax.

>> No.3751925
File: 298 KB, 1920x1080, testapp-2017-01-21-23-03-08-56.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of tits, I found a way to run muh UT in opengl 1080p with unfiltered textures

testapp.exe with opengl and whatever resolution, and the actual render settings are in the yuge confusing menu that appears when you type preferences in console

>> No.3751948
File: 621 KB, 1280x720, Too Many Fireballs.png [View same] [iqdb] [saucenao] [google] [report]

I'm making all the monsters be more aggressive and use attack patterns that better fit their ability sets. Done every monster from Doom 1 except Cybie and Spidey at this point. D2 will get done after I playtest the shit out of D1.

>> No.3751949

But it was designed with filtering in mind - look at all the pixel density inconsistencies.

Looks pretty grating to me.

Also Unreal software mode used pretty weird form of line-to-line dither/filter. Does anyone know any specifics on how it actually work?

>> No.3751981
File: 396 KB, 1600x900, Screenshot_Doom_20170121_133751.png [View same] [iqdb] [saucenao] [google] [report]

Holy fuck-knuckles this .wad is amazing. These weapons are SO good, and the monsters are sick as fuck

>> No.3752003

Thank you for pointing me (and probably a few others) at this.

It's awesome.

>> No.3752020
File: 1.11 MB, 1280x1024, tech pillars yo.png [View same] [iqdb] [saucenao] [google] [report]

I need one more decorative pillar thing for this room, but couldn't think of anything off the top of my head.

May merge "ruins of the skullking" with this.

>> No.3752053
File: 854 KB, 1192x743, wip.png [View same] [iqdb] [saucenao] [google] [report]

Working on some UAC research center or whatever, haven't really made heads or tails of what it's supposed to be. Almost done with the surface level office building, which is the storefront for the underground facility you see in the image

>> No.3752060


you really need to break up those wall & floor textures with some detailing.

The pillars don't even look like they belong there; just plopped down with no thought as to how they're part of the level.

Also, why do the cracks in the floor in one portion of the shot show a yellowed floor beneath, but in none of the other cracks?

I'd suggest using a different texture for the door into the room as well.

>> No.3752069

Looks sweet anon
That looks like doombuilder 2, are you aware of GZDoombuilder?

>> No.3752074

I actually downloaded it just yesterday, haven't tried it out yet

>> No.3752079 [SPOILER]  [DELETED] 
File: 546 KB, 1600x900, 1485034249359.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3752093 [SPOILER] 
File: 458 KB, 1600x900, 1485034659691.png [View same] [iqdb] [saucenao] [google] [report]

Wrong image. My question still stands though: HAVE ENOUGH HOMING PROJECTILES?

>> No.3752094

I'm working on it...

The yellow is just where the reticule is highlighting the sector. I'm trying to figure out some good textures to use; the texture work is certainly one of my weaker points.

UAC's supposed to be researching some hell-shit, but of course, hell had none of that and broke the fuck out yet again.

I'm almost thinking of shifting the "hell infestation" and "techpillar" room to the sides of that triangular sector.

Honestly running into a lot of problems in that texture department. You can find the link to the map WIP probably earlier in the thread; see if you can pop open GZDB and toss some better textures in there. >>3748832 >>3748767 >>3748445

Sorry for general spam of the thread with my development train-of-thought; but I want to get my first map(s?) done right. Which is why I asked for collaborative help; somebody with more experience can smooth out the rough edges.

>> No.3752095

That's pretty nice, taking inspiration from Phobos: Anomaly Reborn?

>> No.3752098

[distant RUN, BITCH! RUUUUUN!]

>> No.3752105
File: 334 KB, 975x440, morestuff.png [View same] [iqdb] [saucenao] [google] [report]

Bluh, I am feeling tired. I guess I will have to leave it to this today.
Bit difficult to map this sort of deal.

>> No.3752139


Discussion of FoV on /agdg/ combined with a friend being drunk inspired me to improve the drinking system for space pirate adventures.

Every drink increases your FoV a little bit more. Vid related is after ten bottles.

>> No.3752142

>pixel density
Not trying to be a faggot, but just for general information - those are called texels. Pixels refer to the actual screen space, texels are texture pixels... Doesn't matter, really, your point was clear.

Doesn't look that bad imo. The difference is maybe 150% to 200% at worst.

>> No.3752143

So when she gets completely trashed she becomes a Quakepro master?

>> No.3752157

It says something about the character when, even if she's three kegs over the bar's inventory, she's still got razor-sharp aim with that sidearm of hers.

>> No.3752190

Needs more "Yargh!" and "Yo ho!" and "Me Hearties!" and other Yorkshire farmer sounds.

>> No.3752230

Hey, my flying bfg sprite.

What is space pirate adventures?

>> No.3752232
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more sewer level stuff. mooooooooooost of the layout is done. Just a few more areas and an exit.

>> No.3752259
File: 439 KB, 1600x900, Screenshot_Doom_20170114_152536.png [View same] [iqdb] [saucenao] [google] [report]


On Cosmic Tides, a game I've been working on for the past year using GZGPL, about being a space pirate going from planet to planet, grabbing lots of money, and shooting the security systems that take offense to this.

It's still extremely WIP (placeholder art makes up 99% of everything), but the first year of dev got me a really solid gameplay base and now I just have to expand on from there.

>> No.3752271

Nah, haven't played it. Should I?

>> No.3752272

Ah. I didn't recognize it without the sword and gun combo.

>> No.3752327

With the stairs, you're missing a wall on each revolution: it's pretty much behind you when you teleport in.

>> No.3752335
File: 88 KB, 800x600, par132.jpg [View same] [iqdb] [saucenao] [google] [report]

If semi-convincing techbase architecture is your thing, yeah, definitely.

>> No.3752342

Alright. It will be penned in for when I continue with the map.

A major though and theme of the gameplay is going to try differing gravity tricks and launchers. You will be shot at by revenants. I wish for there to be fractal revenants. I might use lost souls because they are also skulls and therefore can be revenant heads or retarded skullchildren. Maybe somebody can make a boss Revenant

did i mention revenants? basically if you want to contribute, i could use either a castlevania theme in pure revenant sounds or a reskinned pain skellemental. baby revenants. lost souls will AAAA and could reskinned to revenant skulls.

a marbface of revenants would be top tier.

>> No.3752346

i forgot to mention i will mirror sectors in upside down fashion too.

>> No.3752349

>basically if you want to contribute

it's your map

>> No.3752352
File: 233 KB, 1396x1042, QUAKE_Live_-_Crash_(4).jpg [View same] [iqdb] [saucenao] [google] [report]


keep in mind that crash's armor in Q3A was basically the skimpy Praetor suit

>Dem open legs jump

>> No.3752354

>if YOU want

>> No.3752372

>if you WANT

>> No.3752378

>i could use either a castlevania theme in pure revenant sounds or a reskinned pain skellemental
I don't understand either of your suggestions. What do you mean by "a castlevania theme in pure revenant sounds"?
Also, I don't think I'm the best guy for anything: I had promised many people I'd do bits and bobs in the past and then never did anything.

>> No.3752393


>> No.3752401


>> No.3752409
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>> No.3752414
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>> No.3752423
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>did it again
knees weak
arms sksnake and pain elementals

>> No.3752424
File: 105 KB, 392x243, Kzk9I8o.png [View same] [iqdb] [saucenao] [google] [report]

>decide to watch some doom videos on youtube
>video title in the doom font, all letters facing right
>a song from E1 plays in the background, some sweaty 20 something begins to speak
>uhhhh... doom was the first game from my childhood and it uhhh influenced other shooters... metallica and shit
>skip ahead
>beginning of e1m1
>brutal doom enabled, extremely low brightness, no mouselook, always run disabled
>extremely slow turns, gets killed by imps in zigzag room

>> No.3752426

Horrors of social life.

>> No.3752431
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my first slade edit

>> No.3752438

That's great anon, but uh.

What did you edit?

>> No.3752441

Not him, but I personally found the detailing in that wad to be very inconsistent, with a few moments being a overdone with the sectors, making a weird jarring look that doesn't fit Doom's art aesthetic, at least IMO.

>> No.3752461
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the color and the name

>> No.3752463


the original is green and doomguy is called taggart like in the novels

>> No.3752467

Well It's a start.

>> No.3752487


I like this, can you share it?

>> No.3752507


here you go anon


>> No.3752574

Not the one who requested it, but thanks all the same.

>> No.3752578
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>> No.3752582

Ok, so, let's say I have a really fast firing pistol replacement that's also really accurate, and I need to make the chaingun a decent sidegrade from it, what do you think I should do to it? Generally I want it to be a superior option for clearing huge rooms but inferior for tackling single enemies.

I'm thinking lowering the accuracy a lot and knocking some damage off, but letting it just fire as fast as possible would be a good option, but the pistol replacement already fires so fast that it almost surpasses it no matter what. I'd nerf the pistol but it's already pretty much perfectly balanced relative to the other guns.

>> No.3752584

Anon, please. Anybody worth his salt knows that the chaingun is vastly more effective if you know that the first two shots always have pistol perfect accuracy.

>> No.3752586

>Pistol perfect

>> No.3752587 [DELETED] 


>> No.3752590

Yeah I removed that for everything actually. Slot 2's pistol replacement is still super accurate.
Nigga fuck off

>> No.3752624

is possible to record a sp demo?

>> No.3752631
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>> No.3752635

they're a bunch of sour krauts

>> No.3752637


nevermind, I forgot to specify the difficulty

>> No.3752652
File: 1.47 MB, 720x360, blow it out your ass.webm [View same] [iqdb] [saucenao] [google] [report]

I'm gonna tweak this soon and make it so you get a blast effect right as you activate the technique so it's safer to use, and then make Blaz shoot the tornado out for a good 3 seconds or so.

But I'm really pleased with the animation

>> No.3752654

Go the other route, give the chaingun replacement higher damage than the pistol, and a high rate of fire for full-auto, but then give it a separate ammopool in which you find ammo pickups of smaller size, meaning you have a good gun, but you need to save up to use it well, and meanwhile you'd have to rely on the pistol and other weapons.

What about perfect pistol?

>> No.3752661

That's a very decent idea, right now I just set it to have a mandatory 4 shots when you click (2 warm up, 2 cool down) with a really fast inaccurate fire rate, but I could probably afford to tighten the cone up a bit if they didn't share ammo pools.

>> No.3752781

GMOTA needs more old fashioned slicing and dicing in my opinion. Or how about arrancadora fusion hammer from E.Y.E

>> No.3752784

make it shoot rails so it gains massive ammo efficiency against large groups while remaining an inferior choice against single targets

>> No.3752790

I'm gonna work on the choppy bits soon enough, I'm just re-re-redoing the item crashes and working them into sword attacks to make it more in line with Blaz's moveset and focus.

I'm actually planning on tweaking the sword combo system soon and make it so by default the player can only do a basic 2 hit combo, but expand it further with combo books and add extra effects to it and shit, and there's a hammer in GMOTA remember?

>> No.3752791

Do you know if there's a way to make it only pierce, say, 2 or 3 targets? I'm not looking to melt my toaster too badly.

>> No.3752798

>and there's a hammer in GMOTA remember?
I haven't touched the thing in 12 months+ tee bee aytch, but I don't mean any hammer, I mean a hammer which causes nuclear explosions

>> No.3752814
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Then you never saw this?


I'm gonna tweak it and make it scatter rocks and cause explosions rather than call lighting down, but this thing hits hard.

>> No.3752890

Actually, turns out that doing that makes having working puffs a real bitch. Since it's supposed to be a bullet weapon you kinda need those. I'll fuck around with it some more and see what works.

>> No.3752901

Quick Question:

Is there a mod that enhances the horror elements of Doom in the same way that Brutal Doom enhances the action elements?

>> No.3752907

>That flashlight mod
>Hardest difficulty on a difficulty mod of your choice
>"Realistic" maps like TVR, etc
>No running
>No music

PTSD simulator

>> No.3752912

Hideous Destructor with the music turned off feels pretty survival horror-y

Could also play that one dead mod, Shut Up and Bleed
It's like RE2 style, starts off kinda horror-y and stuff then you get some good guns(Unless you have bad luck and get crossbows, then it's Claire B style)

>> No.3752928

Thanks for the suggestions!

>> No.3752945


>> No.3752978


I changed the "Y" width


>> No.3752981

is there any sp00ky doom wads?

>> No.3752986


all of this + Fog Effects and N64 soundtrack

>> No.3752987

>Dead Air is literally just a slaughterwad with better than average graphics and cheaper-than-average ambushes
Why are people hyped over this? It's just the typical modern "Hey we know you can quicksave every 5 nanoseconds so fuck you here's a trillion monsters" difficulty. I mean sure it LOOKS good but overall there's a shitload of unavoidable damage, the grenade launcher is totally useless, and overall I think the weapons themselves are the only interesting part of it. Not to mention the "OH BOY HAVE SOME HOMING MISSILES I HOPE YOU BOUND SR50 NIGGA" ending.

>> No.3752990
File: 1.44 MB, 633x347, 1395979532719.gif [View same] [iqdb] [saucenao] [google] [report]

fuck off

>> No.3752991

The ambushes are all pretty managable, but that final encounter is some serious bullshit, I'll agree.

and the grenade launcher is easily the weakest weapon of the bunch, but goddamn the spritework for the weapons and monsters are some GOOD SHIT

>> No.3752998

Blow me faggot
Yeah the monsters and weapons look pretty neat but what I found with the ambushes was that even one tiny fuckup on UV meant a Quickload. Went down the wrong blind turn in the Blue arena? Dead. Accidentally forgot to SR50 while being ambushed by the Cacodemon guys? Dead. God forbid you fell off a tower in the Grenade arena into a hole, near-instant death. I don't even know why there were medkits in a lot of the places because getting hit at all usually meant you'd die unless it was something like a single imp fireball.

>> No.3753013
File: 60 KB, 1366x768, 2017-01-22_02-41-05.png [View same] [iqdb] [saucenao] [google] [report]

>tfw you fell for the secret level meme

>> No.3753015



>> No.3753016

don't wet your anime keyboard

>> No.3753019

Bait this weak should be a bannable offense.

>> No.3753031
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New thread.


>> No.3753032
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>> No.3753108

can always just skip it. map17 is forced pistol started from the end of the hub map in map16. So not like you idcleving will even matter.

>> No.3753178


>> No.3753269

is doom the best game ever? answer yes

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