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3757618 No.3757618 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3753027

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.3757621

=== 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

[1-22] New IWADS link
Forgot to replace the Yadisk link in OP with this. Sorry

[1-22] New Smooth Doom version out.

[1-19] SLADE v3.1.1.5 released

[1-17] Circle of Demons mod trailer
[YouTube] Circles Of Demons Trailer (embed)

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

[1-15] BloodCM dev working on a sourceport called gdxBlood
[YouTube] gdxBlood - Java port of Blood#4 (embed)

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

[1-15] Turok source code found!
[YouTube] Turok: Dinosaur Hunter Source Code Discovered! (embed)
[YouTube] Acclaim Entertainment SGI Indy / Turok Source Code - Update (embed)

[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


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

>> No.3757626

I am not sorry.

>> No.3757628

you'll be sorry when i escalate it to 20 proxies

>> No.3757631
File: 15 KB, 647x647, 1483181146541.png [View same] [iqdb] [saucenao] [google] [report]

Are there any mapsets that have the same kind of atmosphere as Nihility has? I like how desolate and alone it felt.

>> No.3757690

crosspost >>3757585

>> No.3757751
File: 4 KB, 324x308, derm.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck was his problem?

>> No.3757752

>Want to learn programming beyond making console applications that do simple shit or back end database shit.
>Decide to download Quake 1's source.
>Realize I'm completely lost when dealing with stuff beyond data structures.

Does anyone have a guide on how to compile the original Quake? I think if I could at least just get it built once, I could start modifying sections here and there to see what I could do.

>> No.3757835

Probably not best way to learn programming, since the source has aged quite a bit. As for compiling, I'd imagine you'd have to download old compiler used and run it in DOSBox/Virtual Machine.

>> No.3757895

>Mars Operation
My memory failed me with the name of the wad, but the link is: https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/marspr9c

>> No.3757925

The game or the mapset? The latter is a favorite of mine despite the sometimes questionable gameplay because the atmosphere is so good, but I wouldn't play the former if I was paid money because I loathe procedurally generated maps in FPS games

>> No.3757952

I really wish BlueEagle had just finished his work with Unloved 2 instead of dropping it for the Unloved game. Procedurally generated maps or not, it's not a very good game.

>> No.3757986

that's a cute shambler

>> No.3757992

Vinny of Vinesauce played some more "weird" Doom Wads:


Here's a list:

InstaDoom - DOOM Selfie Stick Mod
Run For It!
Error: Doom
Hate Busters
Wobbly Shader
Last Chance
ACS Arcade
Glitch Land
Surreal Killer
Nature's Call
Dun Did it
Shotguns: Shotguns shotguns. Shotguns. Shotguns shotguns, Shotguns? Shotguns. Shotguns...
Total Chaos
A Boy and His Barrel
The Crystal Maze

>> No.3758004
File: 16 KB, 640x354, so you want to kill yourself.png [View same] [iqdb] [saucenao] [google] [report]

Is this a good thread to ask why the hell I seem to be incapable of bhopping? I already know what I'm supposed to do:
>Don't hold W
>Use A/D and look the left and right when jumping
>Use scroll wheel to jump for better timing
I've been trying on-and-off for at least a couple years now and it's just not working. Whenever I rocket/grenade/tau jump I just lose all momentum the instant I touch the ground.

>> No.3758031

You loose momentum if the change in the movement vector is too sharp - you have to turn in curves and plan your bunnyhops at least 2-3 hops ahead.

>> No.3758034

How many of actually own Doom on its original floppies?

>> No.3758039

I don't generally post in these threads because I haven't played Doom in almost 20 years now, but I actually do have a box of old ass shareware floppies that has Doom and Doom 2 in it somewhere.

>> No.3758041

Was not possible to get floppies in my country. Came preinstalled on my first IBM PC (in '95), along with Doom 2 and Heretic

>> No.3758074

Didn't punch enough Nazis.

>> No.3758081

I have official Doom 2 floppies. One of them's dead though so the whole set is useless.

>> No.3758091

I just own the cd of Doom 2 for Windows 95.

And Quake. I lost the manuals and the boxes. Fuck.

>> No.3758106

What did gzdoom 2.3 break again? I'm using it and everything seems to work fine.

>> No.3758118

I dont even have the pile of generic brand floppy disks with handwritten labels my classmate lent to me so that I could install the game onto my computer, as I returned them to him in a timely manner as courtesy dictates.

>> No.3758129

Nice gif of Master Chief, op

>> No.3758130

>share stuff between mates on floppies
>buy a pack of new floppies
>they have metal shutters
>think nothing of it
>at my mates, just copied some stuff
>press a buttan to get floppy back
>it comes out halfway
>pull it
>shutter stays in FDD
>my anus clenches
>look at my mate
>he looks at me with hatred
>moment of silence that dragged on forever
>his outburst
I ended up paying for his new FDD, nearly shat myself there, but those were good, simple times

>> No.3758138
File: 48 KB, 400x400, tumblr_static_costanza_background.jpg [View same] [iqdb] [saucenao] [google] [report]

Repeating my question from the hotpocketed thread.
How do I get into Quake mapping dudes? Even with Trenchbroom the entire process seems so much more technical and involved than Doom mapping.

>> No.3758150

That's just how it is. You have to always think 3D when designing levels in Quake. I'd recommend doing simple layouts with monsters and with next to no detailing first to get a grasp of things.

>> No.3758167

im thinking of buying a doom 1 and x-com floppy just for shits and to have something physical

>> No.3758178

cry more

>> No.3758184
File: 12 KB, 480x480, ananse de spaidahman.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3758202

there's a raccoon going through your trash and spreading it across the lawn term

On another note, I wonder if we'll start seeing more and more total conversions and indie games in GZDoom with the the rapid improvements in scripting, lighting effects and model support we're seeing lately.

>> No.3758231

>there's a raccoon going through your trash and spreading it across the lawn term

He's a real strange li'l fellow, ain't he.
Such are the perils of making code open-source for everyone to tweak, I suppose. Strange people get a hold of it.

>> No.3758237

i wonder if carmack ever looked on a mod someone made for doom and just cringed

>> No.3758239

Really curious about his supposed collaboration with codeimp desu

>> No.3758240

carmack flexed his cerebral lobe and willed the mod out of existence, like he tried to do with bunnyhopping

>> No.3758246

>like he tried to do with bunnyhopping
It's funny he was against it despite the movement physics being a huge part of what people like about quake. The developers of the tribes series did the exact opposite when they included skiing as an explicit keybind and made it part of the tutorial in Tribes 2 despite it being an unintended feature in the first game.

>> No.3758247


I'm guessing it had about as much success as when he tried it with bunnyhopping, too.

>> No.3758257

in what game?

>> No.3758274
File: 474 KB, 1238x782, everything_at_go_no_refills.png [View same] [iqdb] [saucenao] [google] [report]

Figuring out shit. Player gets everything at go, but absolutely no health, no armour, no ammo beyond start.

The map will be kinda easy compared to map09 anyway...

>> No.3758279


>his supposed collaboration

Considering that sperg interpreted Term saying "anybody can use this as a base" as "TERM GAVE SPECIAL SNOWFLAKE PERMISSION JUST FOR ME!", I'd say there's a high probability of it being total bullshit.

>> No.3758321

You mean "absolute likelyhood"

>> No.3758338

Aww no berserk

>> No.3758356

was I put on this earth just to suffer?

>> No.3758363

We all are.

>> No.3758372

I made a thing that changes all the hitscan rays in Doom into extremely small fastprojectile tracer bullets, but for some reason it seems like every single enemy is now way more accurate. I assume this is because of the size of the projectiles vs the infinitely thin hitscan rays, but I haven't found a way yet to mitigate the effect. Has anyone else done this and found a way to make it not enhance hitscan accuracy?

>> No.3758378

Could be a wide, wide, wide variety of factors.

Post the code you've got, please?

>> No.3758391

Floatrand, dude, bro, next time you've got a stream going post it. Your mapping is great.


>> No.3758393


are you using frandom or random for angle & pitch deviation?

>> No.3758404

POSS F 3 Bright A_CustomMissile("ZManShot",32.0,0, frandom(-11.3,11.3))
As an example for a bullet attack
ACTOR BulletBase : FastProjectile
Damage 0
Radius 1
Height 2
Speed 80
RenderStyle Add
//TNT1 A 1
TNT1 A 0
For the tracer. There's the tracer MD3 that everyone seems to have attached to it.

>> No.3758417

why does doomguy look so much like halo

>> No.3758420

First: I think radius has to be 2 as well but I'm not sure. It might fly through 0-width walls otherwise.

>For the tracer. There's the tracer MD3 that everyone seems to have attached to it.
Can I suggest this instead?
It's exactly one map unit tall and wide and points straight down, so you can use your modeldef lump to scale it to the exact dimensions you want. Tilt it 90 degrees forward or backward as you wish - either may be preferable depending on use. This is the model I use for all beams and tracers because it gives more control.

>> No.3758421


try fooling around with frandoms inside an frandompick.

>> No.3758429


also, put in some pitch deviation


Make sure to use the CMF_OFFSETPITCH flag.

>> No.3758434

Did you alter the delay between the call of A_FaceTarget and A_CustomMissile?Decreasing that would make the guy more accurate against moving targets.

>> No.3758442

>looks like halo
where do you see the pillar of autumn or the entire UNSC army in his body

also how is halo's sci-fi aesthetic any bad, and how can doomguy look like master chief when he was a ripoff of doomguy to boot

>> No.3758446

>also how is halo's sci-fi aesthetic any bad
Halo has a pretty boring and cookie-cutter style imho. Not bad per se though.

>> No.3758447

quit being so defensive over a joke

>> No.3758483

I'm just asking a question

nothing to do with your bland joke

>> No.3758537
File: 466 KB, 1280x1024, Screenshot_Doom_20170124_185007.png [View same] [iqdb] [saucenao] [google] [report]

So this is the power of MAPPING

>> No.3758589
File: 234 KB, 1265x787, goof_tower.jpg [View same] [iqdb] [saucenao] [google] [report]

This tower looks bit goofy, perhaps.
Maybe it should be bit thicker.

Outdoors structures are such a pain when ceiling is so high.

>> No.3758596

So, for my next map, I'm thinking something small.

It will either be an Auraxis base, an abandoned NOD base, or a Madness Combat base.

Git goin' with selection

>> No.3758598

Would have to see it in motion.

>> No.3758608

good shit

>> No.3758609

you select it.

>> No.3758623

This looks like part of the underground in Paper Mario TTYD.

>> No.3758643

*sprite rotates off into space*

>> No.3758647

>choosing nothing and responding anyway
fuck off

>> No.3758650

how the fuck were you supposed to know to shoot the glass

how the fuck does a box kill you. these clearly aren't heavy boxes.

>> No.3758656

>how the fuck were you supposed to know to shoot the glass
The boxes damage the glass too

>how the fuck does a box kill you. these clearly aren't heavy boxes.
You only have 1% HP

>> No.3758659

In the quintessential means, however.

It's a fucking box.

so actiondoomguy could be killed by breathing on him funny?

>> No.3758662


Still work in progress.
But should get it done this week/end. Hopefully release RC, then fuck off to Berlin for a week, and get back to fix everything broken.

>> No.3758668

If it registers as damage then ActionDoomguy would die

Probably even laughing too hard would kill him

>> No.3758672

Looks okay to me. Maybe a bit more detailing on the sides of it or more than just the one tower (even if it's inaccessible off in the distance), but that's just my thoughts.

>> No.3758675

oh boy

>> No.3758683

I wonder if he'd die if he picked up a 0x7FFFFFFF heal medkit

>> No.3758697


You select it.

>> No.3758721

>give others the selection of the map they'd like to see in a narrowing down of selection because you don't know what to go with
fucking mongoloids

>> No.3758725

You select it.

>> No.3758727

You select it.

>> No.3758728

you select it

>> No.3758729
File: 20 KB, 300x250, madness-project-nexus.gif [View same] [iqdb] [saucenao] [google] [report]

>Madness Combat base
You mean, as in this Madness.
If so, yes please, go for it, right now.

>> No.3758732
File: 619 KB, 1417x1080, let__s_do_doom_pt3__cacodaemon_by_mechanubis-d5mlt0g.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank you. Somebody with braincells to rub together

Have an alternative cacodemon art

>> No.3758757 [DELETED] 

i was talking to an e-friend of mine about this thread and how shit it is and how shit doom is in general, and he told me i should play some mod (or something?) called brutal doom. am i being baited? should I select that

>> No.3758770


who the hell says e-friend

>> No.3758773

an e-diot

>> No.3758776

Gonna have to correct him here, I'd insist that Reelism is the true way that Doom is meant to be played.

>> No.3758778 [DELETED] 

So i found a video that proves halo's mister chef could beat doom kid in a fight, what do you guys think, seems pretty solid to me.


>> No.3758805

master chief doesn't compare to ness

>> No.3758809

how could master chief lose. he has all this high tech armor and weaponry and stuff and doesn't even afraid of anything

>> No.3758835 [DELETED] 

Oops looks like some clumsy janitor accidentally deleted my post, because im sure a janitor abusing his power is not something that happens round here, especially in a rule breaking circle jerk thread that is being posted on the wrong board to begin with.

Anyway as I was saying, its been proven Halo is stronger than doomguy and can beat him in a fight easily.

Video makers use facts and evidence, its official, Halo > doom

>> No.3758836
File: 5 KB, 200x112, arachnotron.png [View same] [iqdb] [saucenao] [google] [report]

Why hasn't this been adapted in a modern Doom game? Modern being Doom 3 and beyond.

>> No.3758838


What a bunch of alternative facts

>> No.3758839
File: 63 KB, 1157x772, 1449344684038.jpg [View same] [iqdb] [saucenao] [google] [report]

>posts bait
>complains when it gets removed

>> No.3758842

Are there any other maps with an aesthetic similar to monster hunter ltd? Like dark urban or industrial with loads of custom textures.

>> No.3758850 [DELETED] 

stop posting off topic shit. old school fps characters have nothing to do with old school fps games. and who cares if this is a thread that belongs on /vg/ and (very obviously now) has janny staff off topic circle jerking in it rofl

>> No.3758864 [DELETED] 

Where do i report janitor abuse too?


>> No.3758869


third time's the charm, right

>> No.3758874 [DELETED] 

How did i end up on /vg/ i clicked on /vr/?

>> No.3758878
File: 37 KB, 400x529, 1480371833727.jpg [View same] [iqdb] [saucenao] [google] [report]

there is one Arachnotron coming to a Doom 3 mod, search for the phobos mod, also there is a sort of Spider Mastermind model already done as a mod in D3, too bad it has a retarded sound effect, dunno what was going on in the head of the dude who picked those sound effects.
also why haven't the mods banned this guy already? he just shitposts on purpose, they can check the archives and see how much of a faggot he is. Sometimes i think he's doomkartguy, remember how he used to shitpost in the threads when he was called out of his faggotry?

you're free to complain to hiroshimoot, but remember, GR6
>The quality of posts is extremely important to this community.

>> No.3758894

You can stop now.

>> No.3758904 [DELETED] 

>The quality of posts is extremely important to this community.
unless you are part of the moderation team in which case you are free to shitpost all you like

>> No.3758910

>unless you are part of the moderation team in which case you are free to shitpost all you like
>Complaining about 4chan (its policies, moderation, etc) on the imageboards may result in post deletion and a ban.

>> No.3758919 [DELETED] 

Janitor Abuse General?

>> No.3758929

Seriously, why is this guy still trying to bite at ankles?

Nevadean underway.

>> No.3758936 [DELETED] 

>/vg/ - Video Game Generals

>This board is for the posting of video game "general" threads, which are long-term, recurring threads about a specific topic.


>> No.3758941 [DELETED] 

How bored are you tonight?

>> No.3758942 [DELETED] 

How based are you tonight?

>> No.3758943 [DELETED] 
File: 29 KB, 417x107, moot on doom.png [View same] [iqdb] [saucenao] [google] [report]

wew lad, you seem to forgot moot said it was fine for the doom thread to have his general here.

>> No.3758946 [DELETED] 

>Rules only count when they are beneficial to me

>> No.3758948 [DELETED] 

See >>3758943, newfaggot.

>> No.3758954
File: 553 KB, 1179x2678, doomgeneral.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3758958

>am I le epic trool guys? pls be mad :(

>> No.3758964

Who drew that thing anyway?

>> No.3758970

Might of been two.

>> No.3758972 [DELETED] 

You should get some cream for that butthurt mate It looks nasty.

>> No.3758979 [DELETED] 

>i'm n-n-nuh-nuh-not even m-mad.
>now hold on while I delete half the thread

>> No.3758981


do you really have nothing better to do tonight

>> No.3758984

how does pain and uncomfortableness in a part of the human body look nasty?

>> No.3758987

I've got Doom 1 and Hexen. Also have the ID Master Levels around somewhere.

Not sure where Doom 2 got off to.

>> No.3758998 [DELETED] 

Holy shit, who's even sperging out this much?

>> No.3759000
File: 657 KB, 600x936, 1482145010146.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, back to topic, what are some wads that use a lot of blue textures? i saw in youtube one wad which used many purple-looking textures, i'd like to know if you guys know of anything similar but with blue textures.

>> No.3759005
File: 12 KB, 256x256, Alien_PopclownOut.png [View same] [iqdb] [saucenao] [google] [report]

swim with the whales
ancient AyyLmaos

>> No.3759007
File: 45 KB, 640x502, sig-3943727.HoqrhMTl.jpg [View same] [iqdb] [saucenao] [google] [report]

Brutal Doom is an okay mod and I have fun playing it. I hear Sgt. Mark is a mean guy but I hope he overcomes his meanness and becomes a nice person. I look forward to trying out all the different mods that people make because everyone has something to contribute.

Doom is pretty great if you ask me, with or without mods. Good night all, I better get to bed so I can get a good night's rest.

>> No.3759012

>spoiler breaks and ruins the god-awful joke
thanks 4chin

>> No.3759016

swim with the whales

>> No.3759018

Goodnight, anon.

>> No.3759023 [SPOILER] 
File: 30 KB, 320x320, 1485315928256.gif [View same] [iqdb] [saucenao] [google] [report]

goodnight anon there's nothing under your bed

>> No.3759050

Thoughts on Demon Eclipse?

I still have that old compiled wad/pk3 that i hosted for a while there on zand that seemed to be the most "complete" before development was canned and restarted countless times.

>> No.3759060

It's dead out of 10

>> No.3759061


I've heard rumors but never actually played it.
Would you mind sharing it?

>> No.3759063

i'm not sure i'm allowed.

a lot of resources come out of this sucker.

giveall yourself sometime; some of the weapons are inaccessable.

>> No.3759076

>i'm not sure i'm allowed.
eriance has completely abandoned the project, it's fine

>> No.3759078

Do we still have the skulltag servers? I miss staving off the demonic horde with you fellas. We always hosted some great maps there.

>> No.3759085

fuck it
may the ancients be awakened

>> No.3759090

Anon, save those desperate souls and direct them to Z&ronum

>> No.3759098

Thanks, anon.

>> No.3759110
File: 95 KB, 358x600, Alienshuttle.png [View same] [iqdb] [saucenao] [google] [report]

glad to not-wingwong you.

>> No.3759129

deathmatch going on frag eachother

>> No.3759143

Are the puzzles in Hexen 2 just as frustrating as the original?

>> No.3759150

an invasion zandro server that's not complex doom


>> No.3759151

I honestly recall having a bitch of a time in the early part, so probably.

>> No.3759174

My progress keeps randomly breaking at the shovel part (I've played through the game as all the classes except the Assassin so far) because I apparently did the flag triggers in the "wrong" order or something, I end up having to noclip into the treasury.
Also later on the Egypt area's really annoying and unintuitive.

>> No.3759175

They are even worse.

>> No.3759178

>Egypt and it's time travel bullshit
>And the urns shit
>Fucking Greece
I hate Hexen 2

>> No.3759181

Apparently my post never went through. Thanks for the suggestions, trying them out now.

>> No.3759218

You have 5 seconds to post the map you're working on/playing on

>> No.3759220
File: 1.35 MB, 1920x1080, Screenshot_Doom_20170124_203524.png [View same] [iqdb] [saucenao] [google] [report]

Joined and had fun. Good old Invasion, always good to chill out and blast monsters even if some of those things were bullshit. On top of that it was a invasion set I hadn't seen before.

>> No.3759223
File: 112 KB, 800x407, Kinsie - highway-to-hell-logo.jpg [View same] [iqdb] [saucenao] [google] [report]


Boy, the New Year's start has been a little rocky, huh? A lot of folks were having trouble getting things going, and a lot of work turned in was either pretty unfinished or unfinishable.
Still, the first phase is done.

The first testbuild of Highway to Hell is released! 11 first-drafts of my_first_zdoom_map.wad, glorious in the way only a train wreck could be, unfinished and unpolished but playable from start to end, either continuous or pistolstart.

For everyone involved in the project, please play through all of the maps and give vague thoughts on what you liked about all of the maps. Even for folks who aren't involved in the project, feedback and comments would be wonderful. The only way to improve things is if we know what's wrong, so point out as many issues or be as nitpicky as you'd like.

The second phase of mapping will start on January 30th and continue until February 28th, allowing for a full month for people to polish up their maps, detail and decorate, or make more maps--or for people who missed the first phase to join in.

https://hastebin.com/raw/lujumozose - For folks interested, here's my own thoughts on the maps.

>> No.3759227

Oh boy. Now I can look through this here and have a slightly less shit map!

>> No.3759228

>or for people who missed the first phase to join in.

Hell yeah, I thought I missed my chance to make something for this project.

>> No.3759230

i am far too unreasonably excited to be playing unfinished crappy zdoom maps

>> No.3759240

Someday I will make a map for one of these community projects.


>> No.3759247
File: 57 KB, 500x210, intensifies.gif [View same] [iqdb] [saucenao] [google] [report]

>For the v20c release, I was planning to release a new campaign along it, Extermination Day (the finished version of "Hell On Earth Starter Pack"), featuring 34 levels, destructible environments, cutscenes, and a lot of stuff.

>> No.3759254
File: 158 KB, 500x600, quake_500.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3759261
File: 421 KB, 1280x1024, something about map committal.png [View same] [iqdb] [saucenao] [google] [report]

Make it today, anon!

meanwhile in mapper's block land: inability to commit to a single map

>> No.3759272

Happened to me on a few occasions. You could easily disassemble the floppy nad remove the part that was left in there.

In my school, one of the floppies died because a cocroach decided it was a good place to nap, and was crushed by a diskette, then had his remains scattered across FDD innards.

Nothing beats a cheapo CD-R that literally melted during burning process, covering the CD-R Drive insides in droplets of melted plastic though. Burning animes early 2000's was a royal pain.

>> No.3759273

knee-jerk impressions as i go

>best story
>so is this map like this because you're just startan out?
>my_house.wad, clever

>lighting is cool but overdone
>work on texture alignment, use new textures on angles to break things up, e1 in doom abused this a lot
>half of this level can be cut, link the bigger sections and cut out the corridors in between
>grate bridge hurts you
>nothing stopping the player from whizzing out after picking up the gas can. opening up monster closets is predictable.

>punching out the gate is cute
>enemies are very scarce, needs a lot more enemies
>nothing indicating this gate needs a blue key
>same with red door
>can crouchjump into blue key room
>had to read previous comment to see "blue key door"

>almost missed the truck sinking
>nothing is happening
>design is cool
>if you miss the gas tank, dropping off the edge renders the level unwinnable since you can't jump back up
>widen up the platforms, please
>also add more enemies
>south part of the middle shrine has a floor HOM

>great start, slows down very quickly
>fireblu bathroom is amazing
>very easy to miss the chaingun
>anon ran out of ideas very fast
>shame, it's otherwise a fun map

>no comments, fun map

>lots of action, constantly running and shooting, very fun
>design is bare, obviously
>i like that everything is interconnected

>very vertical design, i like it a lot
>nothing keeping you from just running past a lot of enemies
>starting to get really tired of shotgun/chaingun
>map seems to agree and gives me cell/rocket ammo
>but without either it seems ????

>holy shit

>looks like ass but plays fun
>work a lot on texture placement and positioning, wall textures should not be used for floors
>put a radsuit in the sewers
>nothing stopping the player from just running past all of the enemies on leaving the map

>holy shit mk 2

>> No.3759274

Half of these maps are sorcery.

>> No.3759282

Pretty nice stuff! I died a few times while going to map09 where I stopped, though some of it was because I was rushing. The first map proper seems a bit huge for a first map, hopefully a few simpler, smaller maps could go before it because it has both a berserk and a chainsaw.

>> No.3759289

Clinical depression sucks.

>> No.3759295

Bunnyhopping got explicitly more pronounced in Q3 though. so I guess he got over and embraced it.

>> No.3759297
File: 83 KB, 896x540, thisis.jpg [View same] [iqdb] [saucenao] [google] [report]

It's probably more mental impairment.

>> No.3759302
File: 685 KB, 1600x900, Screenshot_Doom_20170125_010136.png [View same] [iqdb] [saucenao] [google] [report]

It's like I'm really playing Zdaemon!

>> No.3759305


Please make sure to add some sound cullers to prevent whole map getting agitated over your very first shot. Imps firing their balls at you across 3-km maps is not fun.

>> No.3759306
File: 152 KB, 800x1200, 800px-Graeme_Devine-PAX2008.jpg [View same] [iqdb] [saucenao] [google] [report]

Graeme Devine headed up gameplay design on Quake 3.

Granted, I'm sure Carmack had his say, but Devine was the guy who'd spend all night arguing for or against tweaks to individual Shotgun pellet damage values.

>> No.3759315

Well, proves that Mark doesen't get what makes Doom great at all.

>> No.3759319 [DELETED] 
File: 57 KB, 411x280, invulnerability.png [View same] [iqdb] [saucenao] [google] [report]

have another

i am not certain which of these three to work with.

they're "map that the guy spams almost every threat"
and obviously the madness combat themed one.

>> No.3759320

Can not download from link - it keeps redirecting me on itself when I press "download". I can download any other mediafire link just fine. WTF? Can you please reupload to something else, like MEGA?

>> No.3759321

i wonder how many levels he'll pull from freedoom this time around

>> No.3759324

Im quite sure that would simply be starter pack with more of his older levels, a bit re-touched maybe.

>> No.3759327
File: 54 KB, 411x280, invulnerability.png [View same] [iqdb] [saucenao] [google] [report]

i'll try dropbox sir

have another now better

>>3759261 (You)
i am not certain which of these three to work with.

they're "map that the guy spams almost every threat"
and obviously the madness combat themed one.

>> No.3759334

thread even

>> No.3759342

01 - Should be a decent starter once detailed.
02 - Dick move bro. Brightly colored sector lighting/fade looks really shitty in ZDoom.
03 - Can't pinpoint where but my framerate drops to shit when I look at a certain part of the map. Love the theme.
04 - I can get in the car at the start of the level. Love Cthulhu looking stuff, guessing this'll be longer.
05 - This is mine, I've started working on something else.
06 - Nothing constructive to add. Does what it does. Fun to play.
07 - Really fun. Not a fan of the chaingunner behind the yellow fence thing since you don't notice him until you're already taking damage and then he's too far away to hear.
08 - Awesome but I'm getting sniped by a chaingunner again and that isn't fun regardless of the quality of the map it's in.
09 - Oh hey this map made it in, I was looking forward to playing this one. Finally, a rocket launcher. Something about the bridge is a bit fucked up and rockets collide with something under it.
10 - Gee I miss those rockets I dumped into the bridge already. Questionable chaingunner placement again. Hectic, but I feel like my arsenal should be a bit bigger at the start of this one.
11 - Those midtex vines at the start need to be attached to complete sectors instead of just lines, just drawing lines like that makes things go invisible at certain angles.

>> No.3759346

That's self-referencing sector I used to make bridge. In Boom-source ports ( originally map was made for Boom ) it works as intended, but in ZDoom...

It is weird compability thing. I will have to replace it with a proper 3d object.

>> No.3759347

Setting the bridge lines to "Walkable middle texture" in UDMF will do it.

>> No.3759348

What's the significance of Garrett stealing from Goldeneye?

>> No.3759365
File: 103 KB, 602x417, vile64test.png [View same] [iqdb] [saucenao] [google] [report]

sum moar progress; Arch Vile now has a "workable" animation rig still need adjust bone weights and figure out how to do normal maps properly

>> No.3759373


Holy shit!

Make sure to post them in any Doom forums anytime. Looking good so far!

>> No.3759384

Wait, my map(UAC's 'Gasoline 666') base didn't make it? Fuuuuuck. And here I thought I made it in time for the 1st build.

>> No.3759387


Final Doomer is done now

>> No.3759392

Actually, it seems I was wrong and I made it. Yaaay!

>> No.3759394
File: 19 KB, 311x291, 1469164583763.jpg [View same] [iqdb] [saucenao] [google] [report]

>More Sgt Shivers stuff


>> No.3759402

Kinda funky weaponset but not bad

>> No.3759407

Why is Doom 2 treated as anything more than a terrible sequel? There are no noticeable graphical improvements, the new enemies range from a chore to fight like the chaingunners, archviles and pain elementals to just plain lazy like the arachnotron and hell knights.
The level design is far worse where in Doom you would always find a key card near the door it was used for but in Doom 2 the key card would be on the opposite side of the map and thanks to the developer's obsession with open maps and multiple buildings you would often have no idea where the door even is. This was when they were even bothering to make a good level and not some gimmick like barrels of fun or Gotcha.
The only new weapon is a slightly stronger shotgun instead of something useful like a better melee option than the shitty chainsaw.
The difficulty balance is completely over the top where playing on Ultraviolence or Nightmare means crowds of enemies standing on every available inch of the map which doesn't make the game harder just more tedious. (I went straight from Thy Flesh Consumed UltraViolence to Doom 2 UltraViolence and it was a noticeable increase in monster spam.)

Doom featured a simple series of levels that culminated in an increasingly difficult set of boss fights. Doom 2 takes those Bosses, the CyberDemon and Spider Mastermind and cheapens any impact they had by using them over and over again as mid level obstacles. The only new boss in the whole game is a fucking wall texture.
I see a lot of justified hate for endless monster gauntlets of the Plutonia Experiment but why does the Doom community gives Doom 2 a pass when its such a lazy cash in?

>> No.3759409

At the time it was more Doom

>> No.3759410

This. People wanted more official Doom levels.

>> No.3759413

the power of no limit mapping, thank you carmack for source codes

>> No.3759423

>The only new weapon is a slightly stronger shotgun instead of something useful
Stopped reading there.

>> No.3759425

Arachnotron is so bad that without changing the sprite considerably I can't even figure out how to alter its behavior to make it less shit. However I do think the chaingunners provided a needed element in a suppression enemy, and the Mancubus/Revenant are also good additions to the monster roster. The SSG is OP as all fucking shit however, and the fact that nearly every level involves SSG spam into hordes of enemies really kills the pacing. Overall if Doom is a 9/10 or 10/10, Doom 2 is more like a 7/10 or 6/10 if you hate the more annoying enemies more than I do. It's still a decent game but it can't hold a candle to the original.

>> No.3759430

I mean not useful as in its only use is crowd control which the rocket launcher already exists for. It doesn't fill a niche of its own making it a poor addition.

>> No.3759434

Oh my man you are using it WROOONG. It basically outclasses everything up to the plasma rifle. Up close the combined shots can do more than a rocket, far away it can take down whole groups, and the ammo is everywhere.

>> No.3759439


I disagree in regards of the monsters, I fucking love them. Some of them are definitely used abusively by some matters, but when used well, having to fight a room of enemies with a couple well placed arch-viles is a thrilling thing. Navigating an enemy encounter while dodging revenant fireballs can also be pretty damn fun.

I even like the SSG even if it's a bit OP, I would've liked more weapons that would maybe compliment the SSG ? It's basically an upgrade to the old shotty, they should also have included an upgrade to the chaingun.

As for the level design... Yeahhhh... It's pretty bad overall.
I dont necessarily mind the icon of sin, but I kinda wish we would've gotten an actual new boss monster or two somewhere...

tl-dr : I like the new monsters

>> No.3759440

Iiii think his llimbs are a bit too long; the body's all squished into the top of the sprite. Also archviles aren't taller than barons.

>> No.3759442

The new enemies and monsters were welcome addition. The new monsters sort of make design of monsters more complete, and SSG is cool weapon ( although OP and kinda makes regular shotgun kinda worthless in comparison ).

Maps are terrible, though.

>> No.3759448
File: 2.47 MB, 317x229, 1456951707557.gif [View same] [iqdb] [saucenao] [google] [report]

>Up close the combined shots can do more than a rocket

>> No.3759451

It literally has higher max damage with good rolls. Very slightly lower average damage up close.

>> No.3759457

Doom 2 is literally always treated as terrible sequel. WTF are you smoking.

It is however used as a base for maps more often due to increased enemy roster and SSG.

>> No.3759461
File: 164 KB, 816x638, SUCH MOD WOW.jpg [View same] [iqdb] [saucenao] [google] [report]


>explicitly using outdated cringeworthy memes in a mod

Literally WHY.

>> No.3759464

Having bit problems with the mod. All weapons seem to be the Plutonia-guy's weapons and IDFA/IDKFA gives me jackshit outside of max charges for BFG.

Version is gzdoom-g2.4pre-219-g4dc1d11

>> No.3759467

oh no not outdated memes
I'm sorry you've been so bothered by me writing down whatever random crap came to mind

The weapons are tied to three different classes, choose another playerclass. And IDFA/IDKFA do not work because crime.

>> No.3759469

No, all classes default to same weapon set. Seems to be only problem in dev-build, since I downloaded stable release and everything works.

>> No.3759470


Why do you care ? It's just options. Is the rest of the mod good ?

Btw wasnt the mod balanced for Final Doom ?

>> No.3759473
File: 67 KB, 656x346, okayanon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3759475

Ah, I guess the weird CheckClass shit I did was broken in that version or something. WHO KNOWS~? gzdoom.png

A little bit, I tended to try and make the weapons feel useful for the bulk of encounters in Final Doom, but for the most part the weapons are just balanced against all the other weapons in some strange web of network balancing and i don't even know help im trapped in a balance factory

>> No.3759489


Also make sure to normalize the tones/lighting a bit so it doesn't stand out as too dark (or too bright) in comparison to other monsters.

One more thing. Try to imagine what the most common distance to your enemy is. You know, how far is a monster from the player usually. Pick the FOV that the game uses, and render the monster sprite using that FOV in the render camera, and the distance that best fits. That way your new monster sprite will have appropriate perspective correction. If you don't do this, the monster might end up being distorted by a fisheye effect or flattened by being too ortographic.

>> No.3759494

>render the monster sprite using that FOV in the render camera

Correction: Set the distance using the game's FOV. The FOV of the render camera is only used for zooming and framing the target for the final render resolution.

>> No.3759496

the left graph is correct but the axis labels are wrong

170 ##
175 ########
180 #####
185 #########
190 ##################
195 ##################
200 ####################
205 ################################################
210 ###########################################
215 ###############################
220 ########################
225 #############
230 #######
235 ###
240 #
245 ######

>> No.3759497

OK, finarry finished playing all the maps. But before writing feedback to them, I must note something. Losing gasoline can on death is a bad idea, it makes maps impossible to finish, if you die and resurrect yourself.

>> No.3759501

>the map breaks when you cheat
It's done this way for a reason, if you wanted to respawn after dying then do solonet.

resurrect breaks a huge amount of mods, and it'll break this too. Don't use it.

>> No.3759502

Whoops! Looks like fog density decided to be uncooperative. Gotta fix it for the next build!

>> No.3759503

Dunno, the mods I play, don't break after using resurrect. What kind of mods you play that make it happen?

>> No.3759505

the kind of mods graf zahl plays

>> No.3759506

Isn't fogdensity a GL-only mapinfo property?
Ergo, it wouldn't take effect in software, which this map set supports?

Generally any that run constant scripts on the player, pretty much. Scripts like that will usually turn themselves back on on respawn but of course you aren't respawning, are you?

>> No.3759507

What does he even play personally? IIRC he likes BoA but that's all I know.

>> No.3759510

>Isn't fogdensity a GL-only mapinfo property?
>Ergo, it wouldn't take effect in software, which this map set supports?
I dunno
>Generally any that run constant scripts on the player, pretty much. Scripts like that will usually turn themselves back on on respawn but of course you aren't respawning, are you?
Like what, for example? I'm genuinely interested to see what mods do that kind of thing. I know that Project MSX runs a script on death. MetaDoom also does something like that in permadeath mode, I think.

>> No.3759512

Maybe they should change resurrect to duplicate the effect of netgame respawn. Or leave resurrect alone but add a different command to do it.

>> No.3759513

Like "respawn" cheat which works exactly like netgame respawn?

>> No.3759514

Fair enough, I don't use ZDoom much, I didn't know that existed.

>> No.3759516

Yeah, my original HtH map was a foggy valley, but after seeing how utterly destroyed it was in software I decided to make a new one instead. Fog is pain.

Couldn't really give you a list off the top of my head, sorry. DoomRPG deeefinitely breaks if you do that. Lots of synthfire stuff would break in the past. Sorry I can't be more helpful.

That's why I said play solonet, which is multiplayer with only one person. The can is specifically setup to respawn in multiplayer.

>> No.3759520

Solonet isn't just respawning like multiplayer though. It adds extra monster spawns, changes the way weapon pickups work, and I can't remember what else.

>> No.3759523

>Yeah, my original HtH map was a foggy valley, but after seeing how utterly destroyed it was in software I decided to make a new one instead. Fog is pain.
Fog is pain. Fog is love. I hope I'll figure something out. Maybe I'll mostly get a rid of it and restrict it to pseudogodrays.

>> No.3759575
File: 3.20 MB, 1920x1080, quake086.png [View same] [iqdb] [saucenao] [google] [report]

Please try my Quake 2-singleplayer unit! I am finally done with it, but it might need some tweaking if you let me know the details.

It has three levels in it. You can see more screenshots and get a download here:


>> No.3759607

Gonna hook these to the news post >>3757621 for future reference.

>> No.3759615

The first maps lighting is bad, also DESPERATELY NEEDS SHOTGUN, the map feels almost twice as long when you're just popping at imps with the pistol.

>> No.3759716

Thanks, man.

>> No.3759761

What note where? Also where?
If it's a MIDI file, I could help correct it...

>> No.3759929

Just to note: with the brightly-coloured map, the sides of the windows of the armour room are untextured.

>> No.3759976

screenshot looks pretty. But I'm not into Quake 2...

>> No.3760005

I played through the first map and I thought it was pretty good, it had some very nice architecture, especially the atriums throughout the first map I wanted to explore the upper parts of the atrium what with the pipes and all, but I was disappointed when I couldn't.
The beginning of the map, however, is COMPLETE shit town 3000. Setting the player up to take a massive amount of damage in order for them to proceed with no way of avoiding the damage much less doing this at the very beginning of the map is not good game design. You've GOT to fix the spawn, make the player dive into deep water to stop the damage, make the player spawn at the bottom of the atrium, do something other than this.
I also think the button that opens the door to the room holding the blue key was too obscure, the player shouldn't strain to activate something like that and they shouldn't be thinking to themselves, "This seems too nuanced and obscure, I don't what the developer intended for me to do, I might just be exploiting a glitch to get to the key" and that was what I was thinking.
The architecture was very nice, though, I thought the way you carved the brush to fit the textures applied to it were very creative.
I'll play the rest of the map, but all in all it was pretty fun and well built.
It was a very fine game, one of my favorite games, but it's not a good Quake game, if id would have just called it "Descent Into Cerberon" Q2 would be a classic on the level of Doom and Quake.

>> No.3760008

>it makes maps impossible to finish, if you die and resurrect yourself.
why are you cheating

>> No.3760017

Do you think savegames are cheating? Resurrect is basically using savegames only you don't have to remember to save.

>> No.3760018
File: 100 KB, 250x250, 6c7.png [View same] [iqdb] [saucenao] [google] [report]

>they used that satisfying weapon pick up sound from shadows of the empire
>those pistols
>especially the Plutonia revolver with the Serious Sam reload sound
>that three hit punch combo for the TNT set

Sweet christmas.

>> No.3760019
File: 26 KB, 211x536, lx8u41u1rO1qzfn59.jpg [View same] [iqdb] [saucenao] [google] [report]

>Resurrect is basically using savegames only you don't have to remember to save.

>> No.3760032

That's the biggest leap in logic I've heard, next to "the game was intended to be played with cheats because they're intentionally built into the game".

>> No.3760037
File: 107 KB, 700x700, 1475466754126.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3760040

>Do you think savegames are cheating?
savescumming is bad, anon
you should stop savescumming, too

>> No.3760059

I had to witness this, so now you all will too.
i'm fucking dying some one send help

>> No.3760063 [DELETED] 
File: 182 KB, 1280x1280, 1281083711368.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys what's going on in he-
oh lawd

>> No.3760064 [DELETED] 

Watch out everyone the IRC circlejerk has moved in.

>> No.3760080

I have been playing Ultimate Doom recently

I've found E3 to be really grating, thus far it's my least favourite episode, finished Mt. Erebus last night

>> No.3760082

literally nothing is happening in irc, you dumbass

>> No.3760087

congrats, you fed the troll.

>> No.3760094 [DELETED] 

The IRC has been and always will be an in-club circlejerk and if you ever go there for more than 5 minutes you can recognize the posting styles of the people in there.

>> No.3760098

Think about it and hopefully you'll see the sense of it. What is the difference between resurrection and reloading a savegame made 2 seconds earlier? I suppose the health reset makes it dubious, but better that than the alternative, to whit, if the choice is between "resurrect" and "quit the wad because your last save was so long ago that replaying all that again immediately is frustrating and tedious at the same time" I'll choose the former but make a note to replay the map properly at some future date.

>> No.3760104

How about you just load the fucking save?

>> No.3760110

>What is the difference between resurrection and reloading a savegame made 2 seconds earlier?
the fact that one is cheating and the other is accepting the consequences of your mistake and being grateful that you saved recently, which is not something that happens often.

>> No.3760112

I believe I answered that.

>> No.3760119

>"the game broke because i cheated it should pander to me"
>"why don't you just play the game normally then"
>"pander to me pls"

>> No.3760127

Saving the game right before an ambush requires the observational skills to recognize that ambush before it happens.

>> No.3760132

or savescumming mixed with trial and error in style of "I will save before every door and switch!"

>> No.3760134
File: 100 KB, 96x96, 1395098441423.gif [View same] [iqdb] [saucenao] [google] [report]

And even then ambushes are usually blatant.

who wants some co-op on a wad of your choosing?

Now then. Post your WAD collections and we'll rate it.

>> No.3760143

No, what are the actual differences? I listed one, you get a health recharge. Otherwise the differences in game state are minor.

I don't care what you think is cheating or not. Besides I already said I make a note the map needs to be done again at a later date. Whether I used resurrect or reload to continue is irrelevant. In both cases I would not mark the map as completed.

I'm not the guy who was playing the mod which broke. All I did was claim there's insufficient functional difference between a resurrect and very recent savegame reload to matter, because as for "cheating" I know either way I'm going to have to play the map again properly.

This is true.

>> No.3760149
File: 63 KB, 550x448, 1455211206095.jpg [View same] [iqdb] [saucenao] [google] [report]

So why do you need to resurrect if you spend more time in save menus than you do actually playing the game? Why can't you accept punishment for playing badly? Why don't you just fucking get good?

>> No.3760151
File: 64 KB, 900x503, 1329016391056.jpg [View same] [iqdb] [saucenao] [google] [report]

YOU broke it you stupid fuck. The mod didn't break.

There's more than enough functional difference. One's fucking opening the console and cheating, the other's loading a save game.

>> No.3760158


Alright. Dig me up a wad and I'll make a terrible-quality webm just for you.

>> No.3760164

>The beginning of the map, however, is COMPLETE shit town 3000. Setting the player up to take a massive amount of damage in order for them to proceed with no way of avoiding the damage much less doing this at the very beginning of the map is not good game design. You've GOT to fix the spawn, make the player dive into deep water to stop the damage, make the player spawn at the bottom of the atrium, do something other than this.
You can strafe in air into the shallow water to reduce damage from 97 to just 23 hp. I agree that this is bullshit design for blind first-time playthrough. I played on skill 3 and died in a pretty stupid trap with backpack on 2nd map. I don't quite like silly messages used all over the maps though. And there's a lot of red square textures everywhere, I guess I shouldn't see them?

>> No.3760169
File: 1.11 MB, 1600x900, Screenshot_Doom_20170125_132608.png [View same] [iqdb] [saucenao] [google] [report]

I didn't realize this dam was settled near Plutonia

>> No.3760174
File: 2.74 MB, 2997x2000, what's hurting me.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3760175

Holy fuck people, lots of players use the resurrect cheat when they're frustrated or otherwise just want to continue playing the game. Stop being elitist about it.

>> No.3760176

>YOU broke it you stupid fuck. The mod didn't break.
No, you have me confused with someone else.

>One's fucking opening the console and cheating
I don't care what you think is cheating.

>> No.3760179

lots of players are fucking casuals

>> No.3760184

I can't believe people are being this anal about "resurrect is a cheat and if you use it you are cheating".

>> No.3760186
File: 812 B, 26x23, fatcunt.png [View same] [iqdb] [saucenao] [google] [report]

Now anon, stop that. You're killing my sides.

>> No.3760189
File: 472 KB, 1280x1024, Screenshot_Doom_20170125_154459.png [View same] [iqdb] [saucenao] [google] [report]

End of discussion.

>> No.3760190
File: 234 KB, 324x751, gemsona___dragon_s_breath_opal_by_beccakirby2000-d92u9nx.png [View same] [iqdb] [saucenao] [google] [report]

What wad has the best shotgun?

>> No.3760192

don't post cringeshit ever again and maybe you'll get your answer

>> No.3760195


I think there's trolling afoot. Nobody's that clueless.

I dont even care if people cheat, it's your game experience, do whatever you want even if imho you're ruining it. You do you.

But when people blatantly cheat and then claim they arent cheating... Are they delusional ?

>> No.3760197 [DELETED] 
File: 228 KB, 540x552, 1464987537506.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3760209
File: 18 KB, 252x223, 1477237389507.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3760213

now anon, this is different from /v/, you don't need to use bait or post terrible images to incite discussion here.

And the question of "best shotgun" is a really hard one, I mean it all comes down to personal preferences, some people like rapid fire shotguns, super shotgun-styled weapons, shotguns that need reloading, projectile based, hitscan, etc etc.

I'm really fond of the shotgun from Accessories to Murder, that thing packs a wallop and it FEELS good to use

>> No.3760221
File: 114 KB, 479x680, 1388448859154.jpg [View same] [iqdb] [saucenao] [google] [report]

>Can't drive the truck

>> No.3760248
File: 838 KB, 1188x1600, 1485377165811.jpg [View same] [iqdb] [saucenao] [google] [report]

I guess by best shotgun I mean the most meaty, powerful, and satisfying shotgun to use. I like AtM's shotgun too but everyone and their mother knows that one.

>> No.3760250 [DELETED] 

>continues to post cringe images

>> No.3760251

>infinite reloads

Gay as fuck

>> No.3760257

>continues to post cringe images

I don't think he's posting in good faith guys. That or he's from a different, worse board.

>> No.3760260

What the fuck does he keep posting, the Evolve thing?

On-topic though; Anon who spoke of the osiris and mars operation: do you have links? couldn't find on idgames.

>> No.3760275

Does the resurrection also respawn enemies? If yes it is like reloading. If no then it is a slow godmode.

>> No.3760276

He must have meant intermission cutscenes
Weren't they placeholders?

>> No.3760278

It does not respawn enemys.

>> No.3760279

it respawns you in place where you died with all your inventory at time of death without affecting the level and enemies, literally slow godmode as you described it

>> No.3760281
File: 220 KB, 511x462, bpoxs5rydvby.png [View same] [iqdb] [saucenao] [google] [report]

Resurrection doesn't respawn enemies. It's worse than savescumming

>> No.3760305
File: 1.37 MB, 400x225, 8ad.gif [View same] [iqdb] [saucenao] [google] [report]

im up to report the trolling asshole from /v/ who keeps shitposting about cheats

>> No.3760313
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]


>> No.3760316

You mean TNT evilution

>> No.3760320
File: 260 KB, 481x720, Average plutonia map design.jpg [View same] [iqdb] [saucenao] [google] [report]

Right, plutonia's the one with the abundance of revenants

I get the two mixed up a lot

>> No.3760327

Well it has its fair share of chaingunners too. But it is known for revenants due to the observation that in 32 maps there is only one from which they are absent.

>> No.3760330

I think many people do since they're both such a hassle to play through. TNT especially

>> No.3760337
File: 111 KB, 740x987, 1477320796595.jpg [View same] [iqdb] [saucenao] [google] [report]

To this day I haven't played through TNT past the 5th map. Is it worth completing?

>> No.3760338

stop posting /v/ images, also stop posting on proxies.

>> No.3760339

Why post this?

>> No.3760343
File: 394 KB, 503x743, 1477319536868.png [View same] [iqdb] [saucenao] [google] [report]

>why post this?
Because I want to know if TNT is worth finishing??

>> No.3760348

>TNT especially

>> No.3760349

You know what you are fucking doing by posting shitty images like that. Cut it the fuck out or go back.

>> No.3760350

it isn't plutonia however, is.

>> No.3760351

If you're into torturing yourself, sure

>> No.3760356

then maybe you could stop posting autistic furshit?

>> No.3760357
File: 83 KB, 960x898, 1478148530215.jpg [View same] [iqdb] [saucenao] [google] [report]

I actually finished Plutonia recently and really enjoyed it. It's better than most wads I've played and Doom 2 by far.

>> No.3760361

fucking wrong post i'm sorry

>> No.3760362

TNT is replayable and the techbase maps look cool. both it and Plutonia being hard by modern standards is false, but at least TNT grants the player a manageable skill curve whereas Plutonia is outright a succession of 'yeah well, let's see you do against THIS', which, aside from being the main attraction, becomes bland overtime.

>> No.3760363 [DELETED] 

>autism meme in 2017

really makes you think

>> No.3760364

and you know what else? it's a matter of fucking taste so imma shut up about it as keeping it up will lead nowhere. gonna go boot up TNT because I like listening to the music.

>> No.3760368

TNT has several really enjoyable and replayable maps, but is highly variable, even more so than Doom2. As such it is better taken as a set of individual maps, so the poor ones can be avoided, rather than trying to play the whole thing in sequence.

>> No.3760372
File: 3 KB, 118x126, 1331178624563.jpg [View same] [iqdb] [saucenao] [google] [report]

I could give less of a fuck if it had even the slightest TINGE of relation to the thread.

Fat, balding 50-year-olds with fox tails and ears, and a person dressed up as a childhood icon to many, is not Retro FPS.

>> No.3760373

That's a fair point but what I really didn't like about TNT was the partly convoluted level design coupled with the fact that it's absolutely riddled with chain gunners placed in such a way that occasionally you have to walk in their line of fire in order to progress the level

>> No.3760374


see >>3760174

>> No.3760380
File: 70 KB, 1600x900, Screenshot_Doom_20170125_152243.png [View same] [iqdb] [saucenao] [google] [report]

>holy shit
Holy shit indeed, this map in general is rough as hell but the secret is a butt clencher.

100% worth it though, the prize you find inside is gonna come in handy

>> No.3760382

most of the chaingunner placement hinges on high platforms, and if there's a defense mechanic TNT abuses, it's cover. you are capable of singlehandedly escaping most ambushes by own volition via non-locked doors, or by heading towards the nearest pillar/wall to keep yourself from open hitscan fire.

active enemies emit sounds when aware of the player's presence, use that to your advantage before heading into a room.

>> No.3760386

How would I go about setting a new skybox for a map?

hint hint:

>> No.3760387

I just lament that I didn't pass proper mapinfo, so the skybox is wrong one ( it should be MECH_99 ). But there's something to fix for next version.

Might even make another shortie map to practice. But gotta finish 'Judecca' first. And assigments. And commissions.

>> No.3760390

hurr nevermind i'm fucking dumb.

>> No.3760395

Oh I'm fully aware how you're supposed to avoid hitscan enemies, it's just that sometimes there's no choice but to make a run for it unless you know exactly where to go. That's how I remember it anyway

>> No.3760396
File: 238 KB, 1600x900, Screenshot_Doom_20170125_153458.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure if I was supposed to crouch and come in here, but fuck it, I did.

>> No.3760397

He's at least talking about retro fps tho.

>> No.3760402

Both are actually correct. They both have way too many chaingunners, but Plutonia has almost 500 even on ITYTD.

>> No.3760403 [DELETED] 
File: 425 KB, 514x822, orangina_fondecran_dauphin_1280.png [View same] [iqdb] [saucenao] [google] [report]

>>3760397 is right.

btw guys cool thread doom is a cool game. I recently blasted through ancient aliens on qzdoom and really enjoyed it.

>> No.3760404
File: 44 KB, 270x199, huh.gif [View same] [iqdb] [saucenao] [google] [report]

Doomism would make for an interesting architectural movement.

I'm imagining these sprawling complexes of over-sized rooms and hallways with minimal detail and no apparent practical purpose whatsoever. Occasionally you would run into a mildly representational element, like a twenty foot wall of computers or a 12 foot-by-4 foot concrete slab painted like it's supposed t be a desk,or some oversized blocky abomination that's supposed to be a chair. You'd have these stupidly long windows into other rooms without any glass in between, huge empty doorways, fuck, maybe even have entire rooms filled with water for no apparent reason.

Think about how terrifying that would be in real life.

>> No.3760410 [DELETED] 
File: 1.95 MB, 2000x4500, 1477319505634.jpg [View same] [iqdb] [saucenao] [google] [report]

That'd be as fedora-tier a movement as Cyberpunk.

>> No.3760415


You have to go back.

>> No.3760423 [DELETED] 

So, uh, did Randy Heit go transgender some time back? Because I was reading forum threads about Zdoom and saw a handful of people refer to him as "Marisa".

>> No.3760424
File: 13 KB, 500x300, 1480796372656.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3760427 [DELETED] 

I read the various "end of ZDoom" threads on DW and they were all using "Randi" and "she" as a pronoun. Nobody questioned this. Or maybe they did but that was the part of the thread that was deleted. Annoying.

>> No.3760429
File: 563 KB, 1600x900, Screenshot_Doom_20170125_155629.png [View same] [iqdb] [saucenao] [google] [report]

Dude I found a radsuit in the sewers, and this map is fucking nuts as well.

to those of you that play this: Clench your buttcheeks when you get the yellow key because it's gonna get rough

>> No.3760434

Are you sure they weren't talking about Eruanna?

>> No.3760437
File: 490 KB, 1280x1181, 2dcdd93656f724fe8f6572c9dc605c8a.jpg [View same] [iqdb] [saucenao] [google] [report]

Brutalist architecture can be very Doomy.

>> No.3760442
File: 66 KB, 640x427, brutalist-architecture6.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't know why anyone would even bother paying attention to that, you don't even know those people. There's a few trannies on the ZDoom forum, as long as they don't make a "thing" out of it in unrelated topics who cares.

>> No.3760445
File: 76 KB, 1080x720, c5a292ac75e2bbe5e666a98633e3bcc8.jpg [View same] [iqdb] [saucenao] [google] [report]

And this is a brutalist church, it would be very easy to make a similar visual even in the original engine.

>> No.3760446

Is that one of the serpents from Dark Souls in that window?

>> No.3760448
File: 615 KB, 1280x1366, 3e4812036f09c524a6c2695c3b981e27.jpg [View same] [iqdb] [saucenao] [google] [report]

And here's a more advanced looking church in a brutalist style.

You could easily make something look this good with the right texture choice (Suspended In Dusk had a lot of good concrete textures)

>> No.3760450

Alright now that actually looks like a room in a Doom map.

>> No.3760451
File: 103 KB, 650x467, st agnes church.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh fuck, can't unsee

>> No.3760454

Perhaps. My losing the ability to read would not be a surprise.

>> No.3760460
File: 282 KB, 400x296, ZX8nAYU.gif [View same] [iqdb] [saucenao] [google] [report]

well this make it evident that the world is unclean

>> No.3760461
File: 85 KB, 1024x373, TobiasBanner-1024x373.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know why they don't shoot sci-fi movies in buildings like these, you could get untold mileage out of just one university.

Yeah, you could either put in 8 rotation chair decorations, or make a series of curved and long benches.

>> No.3760464

Actually now that I read the thread myself I noticed that even Eruanna herself is referring to Randy as she/her.
Checked the ZDoom.org frontpage on Wayback Machine to see when he started going by randi instead of Randy and looks like it was sometime in 2012.

>> No.3760469
File: 107 KB, 640x480, 1485386045.png [View same] [iqdb] [saucenao] [google] [report]

I think I've played that map

>> No.3760472 [DELETED] 

this looks like a hastily thrown together collage of my favorite buttplugs

>> No.3760473
File: 1.13 MB, 1366x768, Screenshot_Doom_20150920_120832.png [View same] [iqdb] [saucenao] [google] [report]

that's some dystopian shit right there

>> No.3760475
File: 309 KB, 640x480, quake2_001.png [View same] [iqdb] [saucenao] [google] [report]

>On-topic though; Anon who spoke of the osiris and mars operation: do you have links? couldn't find on idgames.
I posted links literary in the beginning of the thread >>3757895
https://puu dot sh/tA7dR/01caf6413c.zip
If you're interested in watching someone wander around your maps, sort of FDA's. Due to glorious Vanilla Q2's trouble with playing back multiple-level demos, all map changes require a new demo. Demos were recorded in default Quake 2 with unofficial v3.24 patch.
I can't say much. Tanks are placed in a really shitty places because ??????. They don't pose any threat whatsoever. I can understand that a big gun can trigger a trap, or item like a keycard or a major powerup, but tell me please why fucking BACKPACKS trigger traps? What's up with messages for 90% pickups? Some encounters are just meh. And then there's picrelated all over the place. I guess it's "MISSING TEXTURE" texture and I shouldn't see it? How can I solve this problem then?

>> No.3760479
File: 1.00 MB, 1280x1024, Screenshot_Doom_20170125_181637.png [View same] [iqdb] [saucenao] [google] [report]


hope you like going to post-apocalyptic nevada

>> No.3760491
File: 61 KB, 834x333, 58844-5134701.jpg [View same] [iqdb] [saucenao] [google] [report]


Have any of you guys ever seen pale green marble like in Doom? I wonder if it exists, would be cool to maybe have a fireplace or something else like that. With skulls carved into the corners as detail, of course.

I see a lot of beautiful turquoise/teal tiling and dark green bricks, and lime green slabs, but nothing that quite matches what you see in Doom.

>> No.3760493

Of course, I spent five years playing that game.

Gotta make the rock and sand red and yellow/orange though.

>> No.3760502
File: 765 KB, 1364x768, gzdoom 2016-07-18 22-59-48-06.png [View same] [iqdb] [saucenao] [google] [report]

i seen black mirrored marble floors, there's probably some HD textures that have some

>> No.3760504


recommend better textures because that seems to be my shitpoint.

>> No.3760505
File: 1.46 MB, 1280x1024, startan.png [View same] [iqdb] [saucenao] [google] [report]

i thought i cancelled that

have the forgotten image.

>> No.3760506

Are you the anon that made the brutalist mapset posted here some time last summer or so?

>> No.3760508
File: 877 KB, 1280x1024, not-entered-way.png [View same] [iqdb] [saucenao] [google] [report]

also have a wip of the first proper "room"

>> No.3760509

No, I wish I could map, but I just end up doing really uninspired layout and then fiddling around with a bunch of intricate detail.

I haven't played that one actually, do you have a link?

>> No.3760515
File: 235 KB, 1024x682, Calico_basin_red_rock_cumulus_mediocris.jpg [View same] [iqdb] [saucenao] [google] [report]

Well what I mean is that in Nevada, you're generally looking at reddish or yellowish brown rocks and mountains, and yellowish orange sand/gravel.

Gray and black stone textures like those really don't convey "Mojave" to me.
Some places also have a lot of rough brush growth (though that can be underplayed and/or ignored if it's not meant to be a super detailed map, and there's plenty of empty sand dunes in this desert anyway).

Duke Nukem 3D might have a few more suitable textures.

>> No.3760519

>really uninspired layout and then fiddling around with a bunch of intricate detail
Glad I'm not the only one

>> No.3760520


>> No.3760521
File: 201 KB, 1280x1024, wrong nevada, anon..png [View same] [iqdb] [saucenao] [google] [report]

Wrong Nevada.

>> No.3760525
File: 274 KB, 500x502, 1367715111324.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3760528

Wasn't clear to me.

>> No.3760536
File: 88 KB, 720x540, I’ll give McSuppressive fire while you go and McFuck them.jpg [View same] [iqdb] [saucenao] [google] [report]

Sometimes I wonder if I could act as the Executive Detail Bitch to a mapping team, like someone who knows good flow and map design makes a basic layout with the kind of texture style he wants.

Then I come in like a Home Improvement show and put in carpets, lights, furniture, pipes and doodads, add a light flair of realism (like say, a plain room with some medkits in it can be decked out to look like a small infirmary, or a room where you find armor and a gun can be turned into a locker room with a shower, if an outdoors map, a plain grass plot can have some shrubbery, a bench and a trash-can added, along a walkway).

I'd intermittently give a report to the map maker and giving ideas and asking for input etc, showing progress.

>> No.3760546

They used to do that in 32-in-24 sessions. Someone would make a map, then someone else would detail it.

>> No.3760547
File: 220 KB, 1145x571, lot_of_map_done.jpg [View same] [iqdb] [saucenao] [google] [report]


Pretty much.

You'd probably find plenty of work.

>> No.3760559

I'm pretty sure they only did that once. Greenwar 2 was similar, though all the initial layouts were by one person.

>> No.3760565

I'm absolutely certain countless newcomers would find the Map Improvement programme to their liking.

How do I make the map select the default sky3 instead of CCTEX4's?

>> No.3760576
File: 154 KB, 768x1024, 13938.jpg [View same] [iqdb] [saucenao] [google] [report]

>I haven't played that one actually, do you have a link?
Sorry, it's on another hard drive I don't have access to currently. I don't think he posted links anywhere but here, but anyway it was an extremely cool looking and moody map with a desolate feeling. Don't know if he even finished it.

Pale green marble exists, and is mined in the province I'm currently living in actually.

>> No.3760583
File: 654 KB, 1600x900, Screenshot_Doom_20170125_173244.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3760584
File: 58 KB, 451x500, FeelCS.jpg [View same] [iqdb] [saucenao] [google] [report]

>no one watch your videos


>> No.3760586

jesus christ that looks awful

>> No.3760587


at least is not brutal doom

>> No.3760597


may need some ACS aid tho.

>> No.3760603


at least is not project brutality

>> No.3760605

Stop shilling here, Pablo.

>> No.3760608


at least is not insanity's brutality

>> No.3760615

got doom 2 boxed with floppies buried somewhere under my old computer desk, bought at a fleamarket a couple years back came with the strategy guide too

>> No.3760626


More or less than two years ago, yeah. Explains a few things, when you think about it.

Randi also went absent around November 6th, then came back to the forums and the first thing Randi did was to desist from maintaining ZDoom.

>> No.3760628

well, that special snowflake isnt wrong

>> No.3760646
File: 162 KB, 297x321, eijmad.png [View same] [iqdb] [saucenao] [google] [report]

I want to play some Quake but the image won't load

>> No.3760681
File: 358 KB, 950x801, 1459481250.krinkels_hank.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's what the Nevada residents have for you so far.


>> No.3760682
File: 9 KB, 278x205, file.png [View same] [iqdb] [saucenao] [google] [report]

I found the image elsewhere and downloaded the Quakespasm thing but when I try to run it I get this error. I'm confused.

>> No.3760687

Nevermind I fixed the problem

Sorry for being stupid

>> No.3760714

>custom enemies
>all hitscan enemies and you only have your fist


>> No.3760720
File: 1.01 MB, 1280x1024, stop.png [View same] [iqdb] [saucenao] [google] [report]

>only hitscan
>only your fist

>> No.3760726
File: 206 KB, 612x432, what is even happening.png [View same] [iqdb] [saucenao] [google] [report]

Probably a really dumb question, but how do I get the resources from the highway to hell base.pk3 to work properly in GZDoombuilder? I tried copying the contents from the pk3 into my wad file with slade, but I get these errors and the truck and gas don't appear when I test it.

>> No.3760728

Did you load base.pk3?

>> No.3760729

just load it up as a resource file

don't import things yourself, it's really not necessary

>> No.3760745

You might need to make a config. I dunno, man.

>> No.3760746

Thanks I can't believe I didn't try this. I'm still getting the decorate warning though, and the gas isn't working on the truck.

>> No.3760757

The weapons are reasonably balanced and close enough to vanilla to feel like vanilla+ but the infinite ammo pistols (which already have buffed damage and rate of fire) just break it. It's too easy to cheese plenty of encounters with it. I think it'd be better if pistols still used ammo but swapping to them from any weapon is made near-instant.

Also, what's with the chainsaw replacement for Plutonia? As far as I can tell it sucks just as much as the vanilla chainsaw.

>> No.3760762

>I'm still getting the decorate warning though
ignore it, gzdoombuilder is bad

>and the gas isn't working on the truck.
apply the script to the truck via the action tab

>> No.3760776
File: 124 KB, 831x624, i did the same thing at one point anon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3760787

So what makes SLADE 3's map editor unpopular?

>> No.3760795

gzdoombuilder surpasses it
it's not bad, there's just a much better option available

it's like trying to use a mac to play games. you can, and it's feasible, but it's not what it was designed for.

>> No.3760847
File: 162 KB, 550x438, 1484477949606.jpg [View same] [iqdb] [saucenao] [google] [report]

>weapon mod gives the player a starting gun with infinite ammo/reloads/recharging ammo
>also gives them a starting melee weapon

Now that's just silly.

>> No.3760864
File: 538 KB, 320x240, 8a03be694bd0e05c45734e06020032837f41807e.gif [View same] [iqdb] [saucenao] [google] [report]

I finally managed to get it to work. Appreciate the assistance.

>> No.3760875
File: 102 KB, 1427x859, ss+(2017-01-25+at+11.03.07).png [View same] [iqdb] [saucenao] [google] [report]

Boy I sure hope this doesn't hit GZDoom's visual overflow thing.

>> No.3760887


>> No.3760896


The map's 19345 units long. If not, it's pretty close.

>> No.3760898
File: 36 KB, 571x565, 1485292852692.jpg [View same] [iqdb] [saucenao] [google] [report]

You guys think this is something I could actually do for people?

>> No.3760901

Well hey. There's countless willing to put the work in; they just don't know what would be pleasing to play.

Collaborating on a map is probably also more likely to stick in a new mapper's mind and be a more effective means of learning.

>> No.3760904

Gotta have something for berserk gimmick levels

TNT pistol is stupid and TNT shotgun is kinda silly but everything else is pretty cool

>> No.3760905

Solution: combine the pistol and fist together. Best of both worlds

>> No.3760907

So like that one X-weapons mod with the punch gun that you upgrade?

>> No.3760912


>> No.3760913


so zarkhov?

>> No.3760916
File: 29 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay maybe not combining in that literal of a sense. Something like
Left click: shoot gun
right click: punch fist

>> No.3760919

So you're punching your own fist? how does that hurt a monster

Why shoot your own gun? Jesus christ anon, those are expensive to make, what the fuck did it do to you?

>> No.3760921

The punch gun in X-weapons was pretty good.
You get a punch and you get a gunshot on hit

Berserk only boosts the punch, upgrade packs boost the bullets. Had like 7 upgrade levels I think

>> No.3760923
File: 32 KB, 127x137, 1363157509975.jpg [View same] [iqdb] [saucenao] [google] [report]

You keep that up and someone's gonna make that an actual thing in a mod somewhere

>> No.3760924

Yeah but wasn't the punch-gun strictly melee based?

>> No.3760931
File: 56 KB, 128x128, 1397426467069.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3760939

Yes it was but it was what I was thinking of with punch and gun put together.

Also unrelated note but in Final Doomer is the Super Shotgun for Plutonia guy supposed to fire faster than normal when holding fire down or is that a bug?

>> No.3760957
File: 778 KB, 277x288, doomguyFaceShadows2.gif [View same] [iqdb] [saucenao] [google] [report]

here's a normal one
not as useful tho, really.

>> No.3760973

might need a touch up though.

>> No.3760974

Is that an F-zero map?

>> No.3760980

Why does this weapon mod have to be called Final Doomer?

>> No.3760981

Let's find a Z&dro to hijack.

Deathball or MOP it looks like.

>> No.3760987

Because they're designed around the two Final Doom IWADs

>> No.3761003
File: 496 KB, 491x750, srry.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, the normal map was a little offset I think...

>> No.3761051
File: 898 KB, 1366x768, 2017-01-26_00-40-40.png [View same] [iqdb] [saucenao] [google] [report]

this part is still bullshit

>> No.3761052

Yeah, but its uncreative, and doesnt sound appealing to me.

>> No.3761060

Plutonia is definitely a lot harder than the other iwads, but I don't get this meme. That section is not that hard to figure out.

>> No.3761069

hiding the invisible bridge behind a shoot trigger that isnt even a button texture

>> No.3761072

The shoot trigger only opens the door behind you

>> No.3761075

Joel's Vinesauce Mapping Contest continues:


>> No.3761078

Playing Hadephobia right now.

The first levels are simple yet rewarding enough, got me interested.

>> No.3761082

>3 more hours of Joel

I wasn't planning to sleep tonight.

>> No.3761083

it also gives an indication for the bridge which you would otherwise have no idea of knowing about as it doesnt show up on the map

>> No.3761090
File: 1.15 MB, 480x360, 1329379021438.gif [View same] [iqdb] [saucenao] [google] [report]

Don't cocktease us anon. Post material.
have fun giffags

>> No.3761102 [DELETED] 

>becomes tranny
>work immediately degrades
>Abandons 20 year long project
Estrogen was a mistake.

>> No.3761107
File: 544 KB, 1366x768, 2017-01-26_01-20-55.png [View same] [iqdb] [saucenao] [google] [report]

i literally cant see shit when i fire this gun
it covers half the screen and shakes like crazy

>> No.3761108

you could at least speak of the mod.

>> No.3761112

....but it should be obvious what its purpose is considering its the only computer texture in what is otherwise a fucking canyon.

>> No.3761116

Yeah and it doesn't feel as impactful as the plasma gun

>> No.3761120

First area where you have to find the blue key room switch, that puzzle is fine, but I had problems finding my way back out of the water, the adreniline cubby was the first area I found and it didnt open the door back outside, so I thought I wasnt supposed to be down there, restarted the level, then figured out the puzzle, then the door worked. That confused me and took 5 minutes out of my first impression. I vote for you to keep the blue key room puzzle, but it wasnt excatly easy to shoot the switch even when I gained knowledge of it, of course Quake 2s whacky hitboxes have a bit to do with this, but you gotta work with your game if that makes sense.

The last map with the second tank boss, he likes to hide in the corner towards the water pond inbetween two pillars, its incridibly easy to kite him there and shoot the edge of his hitbox, that arena is too tight for that enemy type.

I personally hate seeing doors and knowing the map is probably going to have them all locked for one reason or another, reminds me of something Xatrix tier. But honestly here you make it work, it took a while to warm into, but eventually I figured out you label the doors you are supposed to initially enter for an area and that when you make the player loop back and return you give the whole area more depth.

My favourite area was the middle of the map where you activate the elevators, going down the elevator at first disorientated me, and I ended up not being able to think because of the frantic series of ambushes I fell into, I liked the change of pace from the earlier section that made me feel like the infamous valve playtester forever going in circles. No offense but I feel like you were learning as you went onto the later 2 levels, the first level had the weakest design overall.

Honestly all gameplay faults I give more to the base game of Quake, you put in obvious effort to beautfiy the map and I really enjoyed it.

>> No.3761125

Ehh, I'm just shitposting honestly. People can do what they want but I'm glad Randy/Randi/Whatever decided to leave instead of going insane as project lead. I've seen that happen enough that I can appreciate the small favor he/she did by leaving.

>> No.3761126
File: 210 KB, 800x600, Hxpita6.png [View same] [iqdb] [saucenao] [google] [report]


does that make doomslayer Chubbs?

>> No.3761127 [DELETED] 


"jesus crithe" as i would say, what's the story on him turning into a sjwbait?

>> No.3761135

No idea, if anyone knows I'd like to hear it. Seems very out of left field.

Holy shit my current internet SUUUCKS

>> No.3761147
File: 2.08 MB, 1920x1080, Screenshot_Doom_20170126_004617.png [View same] [iqdb] [saucenao] [google] [report]

What mapset is that? I'm looking for more urban or realistic stuff that isn't just "look how big/detailed my map is at the cost of gameplay"
map wads that fit Nazi enemies also wouldn't hurt

>> No.3761152
File: 7 KB, 240x240, mq1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3761153
File: 1.94 MB, 1920x1080, Screenshot_Doom_20170126_004646.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3761157

It's from highway to hell

>> No.3761162


Get away from my ass Carn!

>> No.3761167
File: 204 KB, 600x480, RalphisHead.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3761179
File: 82 KB, 730x1095, 3673468.jpg [View same] [iqdb] [saucenao] [google] [report]

Live, damnit! I shouldn't have to contaminate the thread with my faggotry.

have an alt-baphomet/icon.

>> No.3761192


>> No.3761196

Speaking of asses, I almost want to see a DOOM version of that one gorgeous freeman scene
Call it The plutonia experiment

>> No.3761236

that's too cute to be a demon

>> No.3761237

Remind me of those demons they replaced the Archviles with in Doom 4.

>> No.3761241
File: 259 KB, 540x404, what not to do.gif [View same] [iqdb] [saucenao] [google] [report]

>implying demons can't be cute

>> No.3761245

I think Summoners are just female Archviles

>> No.3761247

And they don't revive fallen, just summon new ones from hell. And they dont limp around - the fly in fast spurs. And they don't have autoaim attac kthat forces you to seek ways of breaking line of sight...

Overall they are different enemy entirely that fits a different role - same "flying annoying shit that spews new enemies" as Pain Elementals did, except with an actual attack pattern.

>> No.3761254



>> No.3761261

a vehicle mod that handles like an actual vehicle?

what madness is this

>> No.3761270

fucking neat
if you were to compare it to handling from another game, what would it be right now?

>> No.3761281


I took some inspiration from the 2003 Need for Speed Underground. Back then I'd set up my PC controls that I used mouse to look around and steer, with W and S as acceleration and brake.

It's still pretty clunky, mind. Doom doesn't really have any sort of physics and that's probably been the biggest issue with vehicles so far.
But speed is always a nice feel to have. And it's got better steering than either the instant-mouse-based-turns or static-strafe-based-turns of other mods.

>> No.3761284

NFS: UnderHell when?

>> No.3761293

do you kill stuff with the brightest headlights in the world?

>> No.3761295

they're solar powered, so they kill with cancer

>> No.3761304

Initial Doom when?

>> No.3761323

where do i get that

>> No.3761335


>> No.3761341

weapon mod?

carmageddoom when?

>> No.3761354

Final Doomer

>> No.3761420

Quick question: who would be on board for a community heretic project a la DUMP (HUMP maybe?)

I had this dumb idea where the central hub would be an elevator of a corporate building. each floor is a level made by a different user and you can select any floor to start from (with exception to the final boss floor). Secret levels could be basement floors. So basically DUMP meets Going Down. Only reason why it's heretic is because heretic needs a goddamn mapset.

>> No.3761461

It's a good idea on paper, but Heretic has a fraction of the textures Doom has, so you'll probably need to have a resource pack done first.

>> No.3761468

Well there's always Baker's Legacy which is a decent texture pack on par with cc4_tex which I see used a lot.

>> No.3761470


>imagines a fic where Crash is Dommguy and Samus daughter
>suddenly realizes the complications of it, due to how OP she would be compared to her parents

>> No.3761474


Is DOOM a Universal Singleton?

>> No.3761481
File: 295 KB, 1280x960, tumblr_ogg4oh0vdp1ty70x1o4_1280.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3761487


>> No.3761524

Are there any Doom 3 mods still in development?
I remember seeing soem assets for "Codename Doom" but haven't seen or heard anything since.

>inb4 not retro

>> No.3761551

That looks nice. What WAD?

>> No.3761552

hmu with some neato jungle maps, shit like >>3761153 and >>3761147 would be cool

>> No.3761574

Are those Ultraman monsters?

>> No.3761635

Aw, ok then.

Well, the reason I made the player take damage right at the start is that otherwise this would be too easy. This is a game that's been out for 20 years this year and for myself I needed that little extra to keep me on my edge. I initially made these levels for myself and some speedrunners, so I had to make them a bit out of the ordinary in that regard. If I had done everything that has been done already it would be very dull.

Ok, that's unfortunate. I tried on a few of my own PCs to see if the textures disappeared but I did not have that problem and same with the others I tried. It's all vanilla Quake 2-textures with the exception of the caulk-one that GTKRadiant adds. I am using the standard Valve-PAKs. I don't know what you are using.

Also having a backpack trigger a trap was purely for my own amusement.

I will have a look at those demoes you have there.

This is in fact my first Quake 2-unit so yes, I did learn from doing this. I have never mapped for Quake 2 before, but I did a lot for Quake 3: Arena and some other games, though, so I mostly used what I had learned from that on this.

Also, yes I used a lot of DooM 3-gameplay mechanics. Sorry.

>> No.3761641
File: 900 KB, 1920x1080, Screenshot_Doom_20170126_122832.png [View same] [iqdb] [saucenao] [google] [report]

I think I'm getting the hang of this mapping thing

>> No.3761646

different angles? look ok for little you have shown

>> No.3761652
File: 378 KB, 1920x1080, Screenshot_Doom_20150713_220956.png [View same] [iqdb] [saucenao] [google] [report]

I came to this thread to shit on you.

>> No.3761660
File: 870 KB, 1920x1080, Screenshot_Doom_20170126_124013.png [View same] [iqdb] [saucenao] [google] [report]

Not the prettiest intro area so far, and I still need to change/align textures + add some lighting, but it's a step up from my first attempt at a map in my mind

>> No.3761662
File: 1.13 MB, 1920x1080, Screenshot_Doom_20170126_124034.png [View same] [iqdb] [saucenao] [google] [report]

One more for good measure

>> No.3761671
File: 196 KB, 700x420, GhrxF4A.jpg [View same] [iqdb] [saucenao] [google] [report]

Do I really need to have Zdoom, GZDoom, Boom PrBoom+ and a lot more of different source ports?

I'd really rather to have just one for everything.
I was just playing Saturnine Chapel and while reading the text it said i needed Boom.

>> No.3761695

As far as I know, GZDoom will do everything those ports you mentioned do.

>> No.3761698

Boom is long ded, lived on through PrBoom+. ZDoom isn't needed because GzDoom can switch to the software renderer using vid_renderer 0 in the console (and is also ded)

Saturnine Chapel requires a boom compatible engine, not necessarily boom itself, most recent source ports (Zdoom, Eternity, Edge) with are boom compatible.

Off the top of my head the only ones that aren't are Chocolate Doom and it's derivatives (Doom retro and Crispy Doom)

>> No.3761724

GZDoom (gameplay mods and advanced features) PrBoom+ (more authentic) and Zandronum (Client/server multiplayer) are basically all you need

>> No.3761729

... No, no.

Creeper World/Particle Fleet basically describes a Universal Singleton as a "zero-point origin of every atomic structure that ever was, is, or ever will be. every tree, every building, every living thing"

it's basically the "backup drive and blueprints" of the universe.

>> No.3761731

You really only need GZD for advanced mods and Zandronum for Multi.

>> No.3761739


Looks good anon, only thing I'd suggest is to put some nukage behind those grates and mabye not the wooden texture for the ceilings

>> No.3761746

what is this

>> No.3761748

if you want to record and watch demos, or play map sets as they were intended by properly emulating whatever engine they target, right down to the bugs and quirks etc, use pr/glboom+. anything that says it's limit removing, mbf compatible, boom compatible or vanilla will work fine with glboom+.

if you want to play with those fancy gameplay mods, weapon replacements and all that modern stuff you'll need to use gzdoom. gzdoom will work with pretty much anything you throw at it, but it won't be completely 'accurate', if you care about that kind of thing.

i don't like any gameplay mods so i use glboom+ for everything. I also have a gzdoom installation set up for the rare map that requires zdoom (ie dead.air). between these two ports, i'm set up for single player.

>> No.3761750

the aforementioned saturnine chapel -

>> No.3761768

Any way to enforce OpenGL 2 renderer in GZDoom? I know it is still in there, but the switch is automatic and does not work on my system, which while having OpenGL 4 support has a very crappy version of it, so GZDoom 2.2/2.3 only gives 30-40 fps instead of 150-200 of 1.8.10

>> No.3761778

vid_renderer 0/1

>> No.3761780

That is software/hardware switch.

I'm talking about GL 2 and 4 versions of Hardware renderer.

>> No.3761781

my b

>> No.3761782

Doom Retro is Boom/MBF compatible.

Otherwise >>3761671 you can use GZDoom for pretty much everything, and use Zandronum for multiplayer. You can also keep Eternity and 3DGE around on the rare case you come across a mod that requires one of the two.

>> No.3761791
File: 515 KB, 1280x960, tumblr_ogg4oh0vdp1ty70x1o7_1280.png [View same] [iqdb] [saucenao] [google] [report]

Ty Halderman Tribute

We all miss that glorious grannyfucker.

>> No.3761802
File: 1.08 MB, 1600x900, Screenshot_Doom_20170126_231245.png [View same] [iqdb] [saucenao] [google] [report]

My favourite weapon mod, Ijon's abandoned DAKKA, breaks with new version of GZDoom, making all pickups stay (you can get infinite ammo /hp/armor from pickup).

Why does it happen and how do I fix it?

>> No.3761803

>Why does it happen
acs is broken, probably

>and how do I fix it?
you can't, probably

the curse of ijoncode strikes again

>> No.3761824

I feel like I haven't seen much fan art of Doomguy without his helmet on.
His face is so iconic. Gimme more of that.

>> No.3761826
File: 109 KB, 800x600, shake his hand.png [View same] [iqdb] [saucenao] [google] [report]


Well now, it seems we have someone who knows what they're doing...


>> No.3761834

Anyone know where there's a bank of good punching attacks that I can sift through? Every mod seems to have a new one but I'd rather not have to download a billion mods then try to figure out who to credit for the tiny piece I want to use.

>> No.3761837

don't play sat chapel with gameplay mods. they just ruin the experience.

>> No.3761860

Stop liking what I DON"T LIKE!

>> No.3761872

the general problem is greatly exacerbated on that map because it's very tightly balanced around specific monster behaviours & resource austerity. it's a very intelligently constructed experience and you're likely to undermine that and have a worse time if you start fucking with new weapons and monsters.

but hey, whatever, knock yourself out.

>> No.3761882

Do you have a link to the file? I can look through it a bit

>> No.3761885

Do want code, sprites or sounds?

>> No.3761886

I love it when reactionary posters like you get destroyed.

>> No.3761887

Repository: http://git.jinotra.in/ijon/dakka

Doesen't matter though, as it was an error caused by recent devbuild. Stable release has no such bug.

Also would've been great if someone could replace default guns with Eriance's sprites in Dakka.

>> No.3761892

Sprites, and sounds if available. Code I can do myself.

>> No.3761907

>Doesen't matter though, as it was an error caused by recent devbuild. Stable release has no such bug.
Oh, alrighty then.

>> No.3761913

Anon; SArais posted the demon eclipse file earlier in the thread >>3759085

>> No.3761916

I know. And Eriguns were available for quite a while. However DAKKA has different framings than vanilla (which makes it incompatible with eriguns), and quite a few scripts attached to different frames. I'm too weak at modding to switch that up, without it breaking (I tried) =\

>> No.3761934

what doom2 mod has the best artstyle?

>> No.3761935
File: 135 KB, 1024x576, L7eRSYDh.jpg [View same] [iqdb] [saucenao] [google] [report]

Going for an obvious answer, but
~ a n c i e n t a l i e n s ~

>> No.3761945

ancient aliens

it's seriously gorgeous.

>> No.3761946

this map

>> No.3761949

he puts my point perfectly.

all those purples and oranges and blues and greens and shit in my doom.


>> No.3761957

that's architecture anon, he asked artstyle

>> No.3761964
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google] [report]

>going through a map, kicking ass and handling traps and monster closets with no too much trouble
>get towards the end
>fall in a pit and die because there's no way out
>have to start the map over

Plutonia's a bitch

>> No.3761965

it's pretty cool
architecture is cool too

>> No.3761976
File: 176 KB, 1280x1024, so many wads so much time.png [View same] [iqdb] [saucenao] [google] [report]

well then do i have something for you sir

many of these have good architecture and that's not even my whole collection

>> No.3761980

start with sunder/hellground

sunder is autisticly detailed in later maps.

>> No.3762005
File: 200 KB, 1280x720, Screenshot_Doom_20170126_210827.png [View same] [iqdb] [saucenao] [google] [report]

For the anon that was remaking E1M8 I went and cleaned up the starting area so that you can get an idea of the direction you should be going with texturing... but then I got carried away and made a bunch of areas myself, I tried to stick with the "hell-infested UAC base with those voidy rips in reality" theme and I think it'll fit that description with a bit more work

It's playable until the yellow key room and I've left most of the other sectors you've build since I know you had ideas for that hell knight teleport I think

I might go back and do a bit more work on it since it was quite an enjoyable experience honestly but now I've got feedback on my own highway to hell map I'll be tweaking that for the coming days


>> No.3762021
File: 3 KB, 100x100, invisibility.gif [View same] [iqdb] [saucenao] [google] [report]

What is the worst powerup and why is it this piece of shit

>> No.3762031
File: 34 KB, 460x400, 1470072889642.jpg [View same] [iqdb] [saucenao] [google] [report]

>map author forces you to pick it up
>several mancubi teleport in

>> No.3762032

it helps to trigger infighting, its underused

>> No.3762038

and what if the encounter has projectile monsters of all the same species?

>> No.3762040

its very good against hitscanners

>> No.3762045

then you should start playing good wads

>> No.3762047

>wall behind you closes up
>wall ahead of you opens up to reveal Cyberdemon with barely enough room to dodge if he was aiming at you directly

>> No.3762048

But I have to beat plutonia.

>> No.3762051
File: 43 KB, 700x514, laughing-bussinessmen.jpg [View same] [iqdb] [saucenao] [google] [report]

>walk past chaingunner
>asshole starts a huge clusterfuck melee where everyone kills each other

>> No.3762089

are you kidding that is the best shit

that thing is a wet dream if you like infighting.

forces monsters to aim not-at-you

>> No.3762113

It depends.

It's a fucking nightmare if you're fighting a Cyberdemon (or more than one), because you'll never predict where the rocket goes so you can accidentally dodge into his rocket on reflex.

>> No.3762114

Why is it funny to read about doom?

Why did you make me spew my drink out of my nose? fuck you it stings

>> No.3762147

>go up to baron with invis
>rotates to the left and right during firing animations
>final frame he aims at me anyway

>> No.3762150

I've been out of these threads for a while, what happened to Best Ever? The website is just "index of /", and I can't seem to find anyone acknowledging that; did I get banned or something?

>> No.3762157

It's been liquidated. Just use TSPG now

>> No.3762168


What trigger do I press to shoot?

>> No.3762181

That's unfortunate, but thanks for the info.

>> No.3762182

jenova wanted zandronum admins to ban someone he didn't like

they didn't do it so he took his toys and went home

the doom community went on

>> No.3762201
File: 2.68 MB, 640x360, zdoom 2017-01-26 18-11-10-557.webm [View same] [iqdb] [saucenao] [google] [report]

Does this text moving look distracting?

>> No.3762204

no and yes

>> No.3762207

It's definitely a little on the wobbly side, but it's still technically impressive

>> No.3762209

You could interpolate the position bit smoother.

>> No.3762214

Yes, very.

>> No.3762220

>miniature mancubus
oh what

>> No.3762224

when will manlets ever learn?

>> No.3762225

i'm glad to see blaz is making appearances in other mods

>> No.3762227
File: 45 KB, 520x390, 1485473910104.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3762232
File: 5 KB, 263x263, thou art a sodomite.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3762238

>tfw still can't decide what best pawnch sprites are.

>> No.3762239


>> No.3762241

Too many burgers. :^)

>> No.3762242

that long number at the top is 2^63 - 2^31 - 1

>> No.3762245



>> No.3762247

Why don't we make H2Hguy Chubbs?

>> No.3762250


>> No.3762256
File: 933 KB, 1920x1080, Screenshot_Doom_20170126_180118.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3762259
File: 2.30 MB, 640x360, zdoom 2017-01-26 19-03-13-902.webm [View same] [iqdb] [saucenao] [google] [report]

I'm trying to fix it, but it's doing weird crap when the sign inverts randomly. I'm not sure why.

>> No.3762263

Can you move the marker closer to the enemy?

>> No.3762265

gas mileage

>> No.3762267

No, I'd have to do simplified projection, which would cause a weird difference between how it looks in OpenGL and in software.

DoomRPG does that with some hacks and it ends up looking super odd.

>> No.3762270

Just keep it static, then.

>> No.3762275

You don't need every source port for playing things, no. GZDoom should be enough if you want nearly everything playable out of the box.

The only reasons you would really need something Chocolate/Crispy Doom and PrBoom+ is if you're looking for a more vanilla accurate experience, want to record demos (zdoom and derivatives are terrible for demos), or need to playtest vanilla and boom format maps.

>> No.3762279

Yeah, that's what I planned to do. I wanted to add a cvar to make it move, but math is hard when you're working with an engine that does math completely different from what you're used to.

>> No.3762286
File: 244 KB, 1068x579, fps_char_idea.png [View same] [iqdb] [saucenao] [google] [report]

>Judecca hits 30k sidedefs.

I better wrap this map up now. I am rather pleased with most of it, outside of monster-placement / voodoo, I just gotta do some minor detailing.

Rollover at certain angles? Bit too tired to check your math more in detail.

>> No.3762337
File: 498 KB, 956x531, 1458113764394.jpg [View same] [iqdb] [saucenao] [google] [report]

Evoker kinda evokes some Ralph Bakshi vibes for some reason.

>> No.3762339
File: 1.71 MB, 640x360, zdoom 2017-01-26 19-56-43-632.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, seems it was an issue with the sign difference between a and b. Fixed it by doing a stupidly more simple method: atan2(sin(diff), cos(diff))
Also added a nice little interpolation.

>> No.3762343
File: 48 KB, 1600x900, Screenshot_Doom_20170126_180108.png [View same] [iqdb] [saucenao] [google] [report]

I frickin hate this level

>> No.3762375

i would get rid of the weird lag between the screen position and the enemy position, it is more distracting than anything.

>> No.3762387

That looks incredibly boring. Is the entire level just random hallways?

>> No.3762390
File: 676 KB, 1920x1080, Screenshot_Doom_20170126_193049.png [View same] [iqdb] [saucenao] [google] [report]

It's Hunted. You see a cage filled with Arch-Viles, they freak out and then warp out when you leave the starting room, and you hear them throughout the maze as doors open depending on triggers you move through rather than opening them manually.

>> No.3762393

have you never played plutonia

>> No.3762414 [DELETED] 
File: 408 KB, 1920x1080, Screenshot_Doom_20170126_205012.png [View same] [iqdb] [saucenao] [google] [report]

this is honestly the best wad i've played in years

>> No.3762416

>Is the entire level just random hallways?
Are you familiar with the concept of a labyrinth, anon?

>> No.3762485

This would be reaaaally good for Touhou Doom, seriously.

>> No.3762510

What happened to DOOMStation?

>> No.3762526
File: 557 KB, 1600x900, Screenshot_Doom_20170126_202201.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3762528

Nitpicking but anyone know how to make ZDoom Launcher show all files BY DEFAULT instead of just "WAD/PK3/ZIP/PK7/PKZ/P7Z"? or alternatively, get .deh files added to the default list?

Alternatively I've thought of forking the ZDL github project and making the change myself but it seems that source code is long out of date and I'm wondering if the updates done by Q or Wildgoose are necessary for running on modern OSes (the last commit for the original 3.0 version was 2011).

>> No.3762532
File: 450 KB, 1600x900, Screenshot_Doom_20170126_202652.png [View same] [iqdb] [saucenao] [google] [report]

Get down here, I want you, you fucker

>> No.3762536
File: 578 KB, 1600x900, Screenshot_Doom_20170126_203011.png [View same] [iqdb] [saucenao] [google] [report]

motherfucker pulled a *TELEPORTS BEHIND U* on me

>> No.3762538
File: 766 KB, 1600x900, Screenshot_Doom_20170126_203149.png [View same] [iqdb] [saucenao] [google] [report]

Oh my god I fucking hate homing rockets

>> No.3762542
File: 694 KB, 1600x900, Screenshot_Doom_20170126_203514.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3762543
File: 516 KB, 1600x900, something's not right about your soulsphere.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3762548

do we have any chillax related images?

>> No.3762550
File: 395 KB, 1600x900, Screenshot_Doom_20170126_204151.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3762554
File: 771 KB, 1600x900, Screenshot_Doom_20170126_204522.png [View same] [iqdb] [saucenao] [google] [report]

You know I don't know why I was expecting anything but this sorta shit with a room like this.

I'll cool it with the screenshots

>> No.3762561
File: 372 KB, 1600x900, Screenshot_Doom_20170126_205159.png [View same] [iqdb] [saucenao] [google] [report]


Okay I'm done

>> No.3762579

nobodys complaining

>> No.3762606
File: 155 KB, 500x375, dosh.png [View same] [iqdb] [saucenao] [google] [report]

Binged on KF2 recently. Outside of Colorful Hell Are there any WADs or mods with custom monsters with some more elaborate AI behavior?

>> No.3762624

guys is there a way to make dooms movement feel more like quake?

>> No.3762627

There's qtilt.

>> No.3762639

derla monsters

>> No.3762653


Man, this map is a blast from the past.

>> No.3762658

lmao is that map what i think it is

>> No.3762660

I'm amazed just how fluid those vehicle controls seem to look.

>> No.3762678

That's not how motorcycles work. They don't slide like that. Not without falling on your ass.
No fun allowed

>> No.3762680
File: 616 KB, 658x150, pressBtostart.gif [View same] [iqdb] [saucenao] [google] [report]

we doomkart now?

>> No.3762683

needs a machete-style minigun on the front

>> No.3762702
File: 436 KB, 1600x900, Screenshot_Doom_20170126_222828.png [View same] [iqdb] [saucenao] [google] [report]

I sincerely hope whoever designed this particular setup with those chaingunners gets kidney stones.

Big ones.

>> No.3762731
File: 27 KB, 470x332, Cobra Moto 5-thumb-470x332-107600.jpg [View same] [iqdb] [saucenao] [google] [report]


This is actually for a sci-fi hoverbike, which is why it's a little more slippery than usual.
It's also why you can turn and change directions while in mid-air, but that's not shown in the webm.


I don't imagine any weapon systems would be feasible to actually use for beyond the cool factor. Unless they're homing missiles, actually hitting something would be extremely difficult.

>> No.3762738
File: 73 KB, 1033x679, 1450731029589.jpg [View same] [iqdb] [saucenao] [google] [report]

>space adventure cobra

>> No.3762740

is it for a tralblazer update/map pack or something unrelated?

well, you're not supposed to be precise with a flamer or a minigun
but macross-like missiles are cool (and so is cobra)

>> No.3762745

What is this and when can I play as Sword Sage and Evoker?

>> No.3762747

it's just supposed to look cool/silly

>> No.3762750


Something completely unrelated.

If there was some sort of auto-turret that locked on to enemies within X degrees, that might be useful. It'd help the player focus more on driving instead of having to aim at things.

>> No.3762753
File: 318 KB, 700x893, cobra.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it bad that I only remember Cobra for that one Retsupurae

>> No.3762754

A little bit, it is not very well known and we didn't get much good shit.

Also it didn't have good games either

>> No.3762760

bizzare uac magicks.

>> No.3762761

i remember watching the anime as a kid
french cable TV was the bomb[/spoler]

>that pic
i laughed way too hard

>> No.3762782
File: 109 KB, 752x480, judecca_release.jpg [View same] [iqdb] [saucenao] [google] [report]


Well, fuck. Disjunction beta 3, finally containing all 10 maps.
The map 10 is still very rough, so please be gentle with it. It might melt weaker machines on ZDoom, so Boom might work better.
I hopefully fixed some things from previous version, but most focus was getting map10 done.
Also now I got mapnames display properly.

>> No.3762786


>> No.3762792
File: 3.90 MB, 519x283, AwvCB7a.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3762793

Been playing Final Doomer

Plutonia Guy feels really powerful compared to TNTGuy but damn is that Missile Launcher sexy

All the weapons feel good, TNTGuy just feels a teeny bit weaker than he should.
Can't place why though

>> No.3762837

Hooking to news post >>3757621 so I don't forget

>> No.3762903

Every time I play the classic mac port of Quake and Doom I get more confused. I've got a PowerMac 6100/60 which is the absolute fucking lowest there is on the PowerPC side, with just the bottlenecking update of 48MB of RAM on top of it's built in 8MB, and Doom 1 slows to a crawl. Quake 1, on the other side, runs buttery smooth.

>> No.3762918

>I'm trying to fix it, but it's doing weird crap when the sign inverts randomly. I'm not sure why.
You're missing some %1.0's in your angle math I would guess. Also, there's a HudMessageOnActor function in the ACSUTILS acs library on the zandronum forums

>> No.3762919

Aren't they designed to take on their respective IWADs? I'll probably try just that and see how it goes.

>> No.3762921
File: 103 KB, 679x799, one pizza man.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright I need an opinion on something and you guys are the best people to ask since you won't try to bullshit me. I've got a mod that makes a lot of changes to enemy behavior and weapons and stuff, but I'm considering adding a script to tell the player when they've killed everything and found all the secrets so they won't have to manually check the minimap (or the alt hud). However, I think it could also get a bit annoying for the people who don't want it in there. The question is, would you get anything out of having an automatic secret/kill completion tracker?

>> No.3762924

If it's just a small message like an MP chat message sure, but if it's a giant text covering the whole screen I'd get annoyed fast.

>> No.3762927

I was thinking menu-sized (maybe a bit smaller) text near the bottom of the screen, basically in the weapon sprite area.

>> No.3762928

I think that could annoy people a bit. You could always release 2 versions, one with and without.

>> No.3762929

I felt they were themed after the Final Doom episodes.

TNTGuy is just weaker

Uzis are weaker than the machine gun, burst shotgun is weaker than the super shotgun(And has lower DPS because of a refire bug) and the laser doesn't compare to the huge ass machine gun

But ignoring that it's rather negligable in overall firepower and both weapon sets feel good.
TNT just is weaker

>> No.3762931

Pain in the ass, maybe I'll just add a menu option.

>> No.3762934

Well fair enough then.

>> No.3763060
File: 2 KB, 143x182, 1368732254573.png [View same] [iqdb] [saucenao] [google] [report]

New thread boys.


>> No.3763596

Ahh, arcane dimensions.

Anyone have any advice on how running this through Quakespasm on a toaster laptop could give me better than 20fps?

I can run basically any other Quake map from quaddicted at 60fps+, but AD just annihilates my machine.

Any help on stuff I can do, settings I can disable etc, much appreciated

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