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3763058 No.3763058 [Reply] [Original] [archived.moe]

OOM THREAD / RETRO FPS THREAD - Last thread >>3757618

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: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
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.3763059
File: 25 KB, 1341x498, freelook.png [View same] [iqdb] [saucenao] [google] [report]

=== NEWS ===

[Highway to Hell] The first test build is released; the second phase of mapping to begin just before February

[Til 4-1] QUMP is still going!

[Til 3-15] Dropbox will be dropping support of public folders in mid-March

[1-27] Disjunction Beta 3 released

[1-26] Anon release; a pack of SP Quake 2 maps

[1-25] Sgt Shivers has released Final Doomer, a gameplay mod with classes themed around TNT and Plutonia

[1-22] New Smooth Doom version out

[1-19] SLADE v3.1.1.5 released

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

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

[A good chunk of news was cleaned up due to previous thread's broken YouTube embeds]


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

>> No.3763068


>> No.3763069
File: 54 KB, 395x310, AAAAAAAAAAAAAAAAAAAAAAAAAA.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3763072
File: 618 KB, 1201x884, 780ac2e7d3034472b70dec38111f0e886acef0e5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3763095


>> No.3763103
File: 8 KB, 229x147, oom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3763105
File: 237 KB, 993x952, 57191771_p15.jpg [View same] [iqdb] [saucenao] [google] [report]

D-Don't judge me

>> No.3763106

>actually playing OOM
>when you could be playing Uke Ukem instead

>> No.3763108

I'd rather be playing LOOD

>> No.3763109
File: 73 KB, 420x340, oom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3763110
File: 1.76 MB, 3264x1840, 20170127_133631.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3763113

my neck
my eyes
i can't believe you've done this

>> No.3763120

Fuck that. Edneck Ampage 4 lyfe

>> No.3763124

>He doesn't play Tar Ars: Ark Orces

>> No.3763157

>not casually speedrunning Olfenstein D

>> No.3763158

Reminds me of playing on the N64, nice.

>> No.3763160


>> No.3763161

OOM is probably my favourite game in the series next to DOOD

>> No.3763163
File: 129 KB, 475x550, UHHHH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3763169


>Not liking MOOM


>> No.3763183

>[Highway to Hell] The first test build is released; the second phase of mapping to begin just before February
Man, I can't wait until the 2nd phase begins, so I could finally finish my map and fix some things.

>> No.3763186
File: 312 KB, 1668x1080, steelballers.jpg [View same] [iqdb] [saucenao] [google] [report]

>Olfenstein D
>Not Uke Ukem D

>> No.3763189

I think my favorite one has got to be either Eretic or Exen.

>> No.3763191



>> No.3763196

Yeah. Now that I am sorta done with my mapset, I could fix obvious problems with my map
On that note, time to shill.

Play Isjunction.

>> No.3763234

Uake is where it's at.

>> No.3763235

Quit shitting up this general with your Uake bullshit when it is painfully obvious you have never played Nreal Ournament you garbage fucking plebian

>> No.3763239
File: 11 KB, 300x200, Smartppl+ppl+wut+_cc5c97772fd6811bb6f2f5f68c23e825.jpg [View same] [iqdb] [saucenao] [google] [report]

That feeling when you go to kill a chaingunner with a shotgun, but he doesn't die in one hit and have to awkwardly stand there reloading as your health is quickly drained.

>> No.3763252

Have you tried moving to cover?

>> No.3763281

This, people don't consider the value of taking cover in Oom, it can be really practical, particularly when fighting against chaingunners, breaking their line of fire means they'll stop shooting, giving you a window to act.

>> No.3763284

>but he doesn't die in one hit and have to awkwardly stand there reloading as your health is quickly drained.
Since when chaingunners need to reload?

>> No.3763291

>and have to awkwardly stand there reloading as your health is quickly drained
Here's an idea, don't be a fucking mouthbreather and don't stick around out in the open when someone is shooting at you with a machinegun, especially not when in a vulnerable state such as when your gun isn't loaded.

If your gun is empty and his isn't, RUN, reload, and get back to him.

>> No.3763303

Did that anon who was making a wad that puts UT physics into doom ever release it?

>> No.3763310

wrath of chronos does it (giving you bonus xp for clearing a map) and it's really not annoying to me

>> No.3763314


I was thinking of doing a ut2004 weapons mod with dodge jump and is already done?

>> No.3763319
File: 1.38 MB, 349x254, 1387679219691.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3763320
File: 493 KB, 1920x1080, Screenshot_Doom_20160301_183403.png [View same] [iqdb] [saucenao] [google] [report]

I want to do a little speedmapping, but I can't think of any ideas - how about the first three responses dictate the iwad, level theme and time limit?

Last time I did something like this I got Skyscraper Speedmap

>> No.3763325

Doom 2, City infested with Hell, 10 hours.

>> No.3763327

Strife for Iwad
Infested Techbase w/ Eye/Mouldy/Sunder fleshbeast sectors
30 minutes.

>> No.3763330

It's you that has to 'reload', as in the animation between shotgun shots.

>> No.3763331

Doom, wow.wad sequel, 60 seconds

>> No.3763335

Chex Quest
Flesh & Brimstone
One hour.

>> No.3763375

So is your keyboard broken or are you just slow?

>> No.3763396

Speaking of keyboard, does anyone here plays without mouse?

>> No.3763409
File: 238 KB, 1280x960, zar.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone else liked this or was it just me?

>> No.3763410
File: 23 KB, 488x488, Rogered.jpg [View same] [iqdb] [saucenao] [google] [report]


When mouse is unavailable, I have used the keyboard to look about.
Don't know whether you can turn up the speed at which you turn, though. If you can't, then keyboard look is slower than mouse look.

>> No.3763425

once in awhile, but I play better with a mouse

>> No.3763438


>> No.3763441

It looks familiar, but I cant remember what it's called or how it played. What is it?

>> No.3763443
File: 4 KB, 320x200, Loom-SS9.gif [View same] [iqdb] [saucenao] [google] [report]

I'm confused, is this a thread for Oom or Oom?

>> No.3763451

It's called Z.A.R, late 90s fps where you shoot robots and drones in a voxel landscape.

>> No.3763453
File: 79 KB, 924x689, temp.png [View same] [iqdb] [saucenao] [google] [report]

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

>> No.3763454

It is Z.A.R. : Zone of Artificial Resources, an obscure Rusian FPS with large open outdoor areas on alien planets with Voxel environments and sprited objects (basically same as D.O.G.).

You equip your supersuit, that looks pretty similar to Crysis suit (10 years before its release), and go shoot evil robots with cannons and lazers.

>> No.3763457


>> No.3763458

REKKR release when?

>> No.3763461

I haven't played it in 18 years but I remember everything being destructable so you could shoot a hill until it was flat, right?

>> No.3763462

Like... NOW

jk. look man, i need more time to make levels and hammer everything out.

>> No.3763482

Yeah, if you have enough explosives, you can dig down a mountain.

I remember Term or some other moddev saying that the best course of release is to get something tangible with most features out, then a steady stream of intermediate releases until the thing is done, helps with getting the thing popular and retaining said popularity overtime. Singular releases that do not persist on front pages through the updates tend to be forgotten much faster.

>> No.3763491
File: 203 KB, 1024x768, snapshot01.png [View same] [iqdb] [saucenao] [google] [report]

Decided to try out mapping. Does this rug look alright raised or would it be better as a flat surface?

I only just started making this room and I'm saving detail for later, so I apologize for it looking like ass.

I'm using Chocolate Doom so that I don't get distracted with all the extra shit in GZDoom - I want to learn how to make a functional level before I move on to the fancy shit.

>> No.3763492

Too thicc.

>> No.3763494

Right, I guess I'll slim it down a bit. Thanks.

>> No.3763496

I think it would look better, and more realistic if it was flat with the floor, or maybe you could make it so its only 1 unit above the floor
also kudos for starting with basics instead of jumping into gzdoom straight away

>> No.3763505

I don't like multiple versions. I'm okay with it just being a single release. The only way I'm okay with that is if it's like BTSX's "Ep1, Ep2" style, but they have 30 maps per episode. I'd only have 9. On first release I'd have a bunch of empty episodes.

So I'll just stick with the single release idea for now. We'll see how it goes.

>> No.3763507


I slimmed it down to 2 units and it's looking much better. I'll move on to the next room though.

I'm going to make the level branch into dead ends with keys at the end just so I'm forced to learn how to make teleporters to bring the player back to the start.

Also I should clarify this is for Ultimate Doom, not 2. I'll mess around with 2 another time.

>> No.3763514
File: 19 KB, 255x393, z6AIAi9.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what I might do, is strip out everything but a few songs and the weapons/powerup sprites/etc, and release/host a deathmatch wad comprised of modified single player maps. That would help balance the weapons, and find which ones are op or too weak.

Plus it would play along with your idea of keeping it in the minds of the community.

pic unrelated

>> No.3763521

Sounds great to me.

>> No.3763585
File: 56 KB, 768x576, hebrew please.jpg [View same] [iqdb] [saucenao] [google] [report]

>needing your mod to be popular
Alright, moddev for other games here, any mod you make should be a mod YOU want to play. Don't rely on the approval of others for your motivation or else you'll end up with half your projects or more unfinished. Every mod I ever made that people liked was something that I myself wanted to have but that no one else was making. I made it for myself and shared it with other people and they enjoyed it to and even provided some input on it. I also had a clear vision of the project and therefore it didn't devolve into a mess of features suggested by a gorillion other people mashed into one mod.

tl;dr Make mods you want to play, not what you think others want to play.

>> No.3763595

>any mod you make should be a mod YOU want to play

Well, DUH. Anything else means you are consciously making a turd, which a no sane person with dignity would do.

>> No.3763601
File: 201 KB, 1616x938, file.png [View same] [iqdb] [saucenao] [google] [report]

What are the differences between (G)ZDoom sound bakcends? Which one is better to use with Fluidsynth? Also what Soundfont is the best to use with modern wads? So far I've been using WeedsGM.

>> No.3763602

(reposted from last thread)
Anyone have any advice on how I could run Arcane Dimensions through Quakespasm on a toaster laptop and get 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

>> No.3763603

Good job reading the entire rest of that.

>> No.3763608

I read the whole post, but all you did was being captain obvious.

>> No.3763614

No, I made a point that the motivation for a mod shouldn't be "how do I make this popular?", it should be "what do I want to play that doesn't already exist?". Mod popularity is an absolute roulette wheel unless you already got lucky with it in the past, and even then it's a gamble.

>> No.3763618

disable any open gl stuff

>> No.3763625
File: 34 KB, 510x319, and then that happened.jpg [View same] [iqdb] [saucenao] [google] [report]


This is why I usually use Chainguns against Chaingunners, or ill use the SSG. On one hand its great to rack up bullets from them, but at least chaining them you get the bullets replaced.

Same goes with pinkies, its a 50/50 tossup as to whether a full 7 pellet blast from the shotgun will kill it in 2 blasts. If it doesnt then he's probably chewing on you at least once.

The best solution is really just to lob a rocket unless its literally just a lone chaingunner up close or out in the field. Its worth it to lob a rocket up in a machinegun nest just to kill one dude and be done with him.

Actually I think there's a 1/8 chance they will keep firing for a cycle even after you break line of sight.

People dont consider the value of taking cover in ANY games these days it seems. While I learned this the hard way and by studying military tactics.

Until very recent years all game architecture has been absolutely impenetrable and invincible. I let the scenery take the damage.

> it brought joy to my heart to know that in Half Life, a game of as early as 1997, they have actual rules for explosives and even if it doesnt have a direct line of sight to you it still does damage. I dont know the exchange ratio but a demolition pack can easily kill you if you just toss it around a corner.

>> No.3763636

how? I thought the whole point of quakespasm was that it WAS opengl...

>> No.3763637


in fact I borrow so much shit from other people's stuff I dont even know where it came from, it'll be nightmare mode just to assign proper credits for it, but since IM the one playing it none of that really matters.

Also I Personally have no problem with putting the SSG in Pistol slot and a starting weapon... and then having a Magnum Pistol as the Shotgun tier weapon that you actually have to find or pickup from a drop. Because that works for me.

>> No.3763645

it has openGL but even my laptop can play it and I dont have a GPU.

There are varying levels of openGL intensity, disable all of it and then turn on the most basic shit.

You can get texture filtering and non-colored dynamic lights and even my intel GMA will play rather fast.

Wouldnt know about your level, but there you go.

>> No.3763651

>Alright, moddev for other games here, any mod you make should be a mod YOU want to play. Don't rely on the approval of others for your motivation or else you'll end up with half your projects or more unfinished
That's what I do and I couldn't do it any other way. But dealing with utter silence and disinterest is kind of disheartening - I'd much rather have harsh criticism.

>> No.3763669
File: 203 KB, 540x421, doom.png [View same] [iqdb] [saucenao] [google] [report]

>confused as hell making a secret sector in chocolate doom, think it isn't working
>after all this time, eventually realize that "you found a secret!" message wasn't in the original
>it was working the entire time, I'm just fucking dumb

>> No.3763682
File: 11 KB, 249x238, we have such feels to show you.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3763686

Yeah, happened to me too when I first played chocolate after a decade of advanced source ports.

I hate the secret revealed sound in zdoom though. Quake had the best one.

>> No.3763690 [DELETED] 


>> No.3763691

>dealing with utter silence and disinterest is kind of disheartening
iktfb, but just remember that it's pretty much 50-75% luck to get your first popular mod. Very much a case of "right place right time" assuming all other things are equal (effort, competence).

>> No.3763702 [DELETED] 

>le u r Sgt Mark IV mene
You know you've shaken some nether cheeks when someone brings this one out.

>> No.3763708 [DELETED] 

i'm saying that cuz all that tl;dr mess was what he literally did

>> No.3763714 [DELETED] 
File: 26 KB, 314x326, traps are gay.jpg [View same] [iqdb] [saucenao] [google] [report]

>tl;dr is now something only Sgt Mark IV does
Holy Autism Batman.

>> No.3763717

Yes, that's all well and good, but the comment was in regards to a release schedule. Not what to develop.

>> No.3763721
File: 196 KB, 1024x768, snapshot02.png [View same] [iqdb] [saucenao] [google] [report]

Looking better already. That hallway past the stairs is supposed to be another door, I'll get around to that.

>> No.3763723

>talks about someone else in an agreeing manner
>it's autism

well it's obvious you're a faggot. whens v20c coming out?

>> No.3763740
File: 753 KB, 1497x1017, doornoob.png [View same] [iqdb] [saucenao] [google] [report]

This happens to me fairly often when I'm building doors.

>draw sector(s)
>select door sector
>shift + D in GZDOOM to create door
>change lines and sectors around the door
>pic related happens

I can only consistently fix this by basically deleting everything in the area and rebuilding it from the ground up. Its like the linedef I expect to have door properties becomes permanently screwed up. What am I missing? it looks like it has all the same properties as a functional door.

>> No.3763741
File: 827 KB, 320x213, a23.gif [View same] [iqdb] [saucenao] [google] [report]


Starting to pull my hair out over this shit. At random times seemingly for no reason at all Zdoom is fucking crashing and its not outputting any reasons or logs.

> and the game starts fine without any errors too

Im trying to remember what all or any modifications I did to my decorate code since this just abruptly started happening.

(its Zdoom not GLZ)

Ive amended some of the code but im playing BTSX map 7 and im going for the BFG, I dodge the revenant fireball and game fucking crashes right after it blows up.

> there's nothing wrong with the homing missile decorate code on death state

Im trying to remember what all the player might have had in their FOV but all I can think of for that L shaped hallway are zombies, imps, and pinkies and there isnt anything extraordinary going on with them either.

>> No.3763745

> popular mod
don't care about that, it's more that i want criticism so i can learn and improve.

>> No.3763749

specifically for revenant tracer it does this:

* Set sprite scale 35%
* Set translucency to additive
* Play baron/shotx sound at 75% volume
* Set damage type "Explosives"
* Explode for 16-32 damage (radius 52)
* Play explosion frames (nothing fancy there)

>> No.3763752


It's really hard to find out if your work sucks or not if nobody even knows you exist.

>> No.3763754

you and i both lad.

i think i'll stick to making preset rooms and having them for plonk-down purposes because I don't have any coherant map ideas.

Deja-Vu 2: Deja Vu when?

>> No.3763756

use EDGE or gzdoom?

>> No.3763769

the last mod I released on the forums only got 26 responses. 10 of those responses were my own posts. Nobody really gave me much feedback for the long term.

>> No.3763774
File: 189 KB, 946x376, this bullshit.jpg [View same] [iqdb] [saucenao] [google] [report]

now its something else, since it just seems to happen out of nowhere, pic is the crash message

fault module name is riched20.dll

>> No.3763775

what exactly did you make?

>> No.3763776
File: 982 KB, 360x240, aae.gif [View same] [iqdb] [saucenao] [google] [report]

>try to make water fountain
>realize waterfall textures weren't in the first game

>> No.3763780

Way ahead of ya: Use the white "rocky beach" texture in several transparent layers and have them scroll downwards at slightly different speeds. Or use the TEXTURES lump to palette-bash some of the dirt textures to a mostly white noise

>> No.3763786

I'll keep that in mind. Thanks.

>> No.3763793

If you're making a zdoom map you could also go all the way and make a DECORATE actor that spits out white "puff" bouncing projectiles with randomly applied scaling and velocity in the floor bounce state.

>> No.3763801

The one with the shitload of actors from that whatsitsname isometric game?

>> No.3763806

At that point, why not just use Doom II? Or just import the texture from Doom II?

>> No.3763813
File: 176 KB, 1024x768, snapshot.png [View same] [iqdb] [saucenao] [google] [report]

Tried making a sort of outdoor garden area. Should I keep the green vines on the walls, or just use bare marble instead?

>> No.3763818

The basic premise of the mod is that all weapons can have random stats, you can pick up and drop your weapons at will to swap out with other, better weapons. you could use modules to upgrade the stats of your weapon. You could also have other special qualities such as your weapon firing ice or flame rounds, or can posion foes.

>> No.3763820
File: 203 KB, 1616x938, file.png [View same] [iqdb] [saucenao] [google] [report]

So, anyone knows why Ambient Lihgt Level (gl_light_ambient) option got removed in GZDoom 2.3, while it was still present in 2.2?

>> No.3763823

Ooh, that actually sounds pretty neat.

>> No.3763834

I would make a plant beddings framed with stone alongside the left and right wall and use the vine texture on those walls but normal marble on the wall in front of you.

I would also put a comfy looking bench or two somewhere in the area.

>> No.3763838

Interesting. I'll try something like that.

>> No.3763842
File: 522 KB, 1600x900, Screenshot_Doom_20170127_145151.png [View same] [iqdb] [saucenao] [google] [report]


I'm still not sure if I like this BFG or not

>> No.3763843

>People dont consider the value of taking cover in ANY games these days it seems.
Which is strange considering how many games have forced cover mechanics these days, and by that I mean pressing a button that velcros you to a chest-high wall, which is just clunky and inflexible (cover shouldn't need mechanics, either there's an object between your hitbox and the projectile, or there isn't).

It's kind of frustrating watching Vinesauce Joel play Doom, and he just fucking stands out in the open without actually dodging projectiles or getting behind something (but oh how often he backs away from a projectile in futility, watching it slowly catch up with his face), or how he hates arch-viles, but does NOTHING to properly handle them (he never hides behind walls or pillars to interrupt their devil magicks, just letting every attack happen). At least his ramblings can be fun.

>While I learned this the hard way and by studying military tactics.
Honestly I just always did because it made sense, and because I'd see that in movies. I'd notice in games that bullets would hit what I was covering behind, an that I wasn't hurt.

Popping in and out of cover with your gun goes far, especially in Doom (of course, you also need to remain mobile too, for best performance).

>> No.3763846

please don't hate me but where can i find moon man mod?

>> No.3763848

>Hasn't played Oom before

Where the fuck are you at

>> No.3763851

you mean oon an

>> No.3763852

Streamers are not good at videogames, especially Vinny and Joel. They make so many goddamn rookie mistakes and have no sense of video game logic. I mostly just use them as timewasters/background noise so I'm not too concerned.

>> No.3763853
File: 54 KB, 840x470, tuesday.jpg [View same] [iqdb] [saucenao] [google] [report]

>Noclip Profiles is our new series where we take a closer look at the lives of the people who play and make games. In our first Profile we talk to John Romero about his extraordinary career, his passion for independence, and his new life on the west coast of Ireland. The full feature will be live Tuesday, January 31st 2017 at noon Pacific.


>> No.3763854


>> No.3763857

I thought so too, I like playing my own mod. but I guess others don't as much.


>> No.3763859


>> No.3763863

Joel is "kinda" good when he sets his mind on it.
Usually in the Contest streams he just plays for fun and doesn't take the game as serious business.

Not everything has to be a serious competition where you have to play perfectly or btfo

It's not like the vinesauce guys are trying to prove something or anything, they're just having fun their way.

>> No.3763868
File: 174 KB, 540x295, crank it.png [View same] [iqdb] [saucenao] [google] [report]

>Rump is going to build the All
>he's going to build literally everything

>> No.3763883


Okay I figured it out I think, something to do with a dummy counter I had set up for the Imps to kill them after a certain period.

However it wasnt designed for the imps but for inheritance so that the Stone Imps that were based on them would use the counter and self-kill. So I just removed the counter portion from the Imp and defined it as states for the Stone Imp (uggh).

Seems so far its not an issue but when I run into long Pain Elemental matches we'll see if it locks up again

>> No.3763898
File: 993 KB, 1060x816, OOM Commander Droid.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3763905


>> No.3763918

Nice oldschool vibes. Keep going.

>> No.3763930
File: 24 KB, 621x371, george lopez suffers a nasty bee sting.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh god dammit.

>> No.3763935
File: 2 KB, 84x132, chaleb.png [View same] [iqdb] [saucenao] [google] [report]

i perfer lood

>> No.3763938
File: 95 KB, 223x236, 1485108732172.png [View same] [iqdb] [saucenao] [google] [report]

>not carmack

>> No.3763941

you guys sure are good at driving a weak joke into the ground

>> No.3763949
File: 356 KB, 466x350, 1472918137155.gif [View same] [iqdb] [saucenao] [google] [report]

>weak joke

>> No.3763952

it's okay, OP. we're laughing with you, not at you.

>> No.3763954 [DELETED] 

Because /vr/ is ZDF but you're allowed to say nigger and all the "popular users" hide in IRC.

Fucking stop it god damn just talk about Doom.

>> No.3763967

I'll post a link when I release v1.0 which should be soon. I've got an updated version sitting on my HDD - just needs some polish and debugging

>> No.3763975
File: 130 KB, 1200x579, CpLrSJGXgAAUI6y.jpg [View same] [iqdb] [saucenao] [google] [report]

I know. Adrian was the best guy from the lake house

>> No.3763984


>> No.3763987

So, tell me about Oom.

>> No.3763992
File: 44 KB, 640x480, 1469220503119.jpg [View same] [iqdb] [saucenao] [google] [report]


wow somebody still uses IRC?

last I checked there were just endless fields of empty chat rooms with no action whatsoever

my face when, if they had initially named the game BOOM it would have sold just as well and could have been exactly like they made it

considering that the rocket launcher is kinda the go-to primary weapon

>> No.3763995

>game is called ROOM
>is still technically true

>> No.3763997
File: 67 KB, 640x400, Inception.png [View same] [iqdb] [saucenao] [google] [report]

>Fucking stop it god damn just talk about Doom.
Okay, anyone else think it would be cool if there was a mod like Final Doomer but instead of weapons it changed the look of enemies to better fit the feel of the megawad?

>> No.3763998

Quiet meditation on hellish constructs.

>> No.3764006


You're a dumbass.

>> No.3764008

I would cum in my pants no joke.

>> No.3764010
File: 306 KB, 1280x720, Screenshot_Doom_20170127_224745.png [View same] [iqdb] [saucenao] [google] [report]

This final bout was a little underwhelming, I know it's only map03 but when I dodged past those initial pinkies into the first alcoves with the cell ammo I was more disappointed than relieved that I was safe when I noticed the monster blocking lines. Maybe stick a pain elemental which would also introduce some verticality in this massive room.

Great map nonetheless

>> No.3764017

Unless we're talking subtle palette adjustments or R667 stuff, there's just too much work involved making a custom set of sprites.

>> No.3764028

Well I notice that he can sometimes move pretty decently when he puts his mind into it, but I think he just plays so atrociously most of the time, like, even when I'm just kinda half-serious about playing I still do a good job of dodging.

>> No.3764029
File: 689 KB, 1920x1080, Screenshot_Doom_20170127_180138.png [View same] [iqdb] [saucenao] [google] [report]

Progress is slow but progress nonetheless

>> No.3764043


sod it. I've dusted it off and uploaded the most recent version

>custom gun v0.999

>> No.3764048
File: 205 KB, 501x445, 1485394564706.png [View same] [iqdb] [saucenao] [google] [report]

>not playing all of those + Hadow Arrior, Nreal, Nreal Ournament, O Nes Ives Orever, Hief and Eus X
I Shiggy Diggy Doo.

>> No.3764051


I got the following when trying to load this:

Error in translation 'C_EXPLO':
Script error, "translation" line 1:
Expected integer constant but got identifier 'C_EXPLO' instead.

Execution could not continue.

Script error, "M-CUSTOMGUN[0.999].pk3:actors/plasmarifle.dec" line 376:
Unexpected token 'none'

Does your mod use like, the NEWEST of NEW shit in ZDoom or something?

>> No.3764054

Yeah, fairly new, I should have mentioned that.

>> No.3764057

he's right, you know.

>> No.3764068

no, you're not

>> No.3764071

>just talk about Doom
>/vr/ is ZDF and all the "popular users" hide in IRC

You could write a thesis on the sheer amount of irony in this post.

>> No.3764072

fuck, realised I left some debug number shit in there and there's an odd bug with the experimental and piercing hitscan weapons


>> No.3764081
File: 125 KB, 720x1280, Screenshot_2017-01-27-18-34-15.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764083

I'm gonna play it tomorrow. Looked through the pk3 a bit though, and one thing that struck me is how it replaces monsters - if I were you I think I would have tried to avoid that especially in a weapon randomizer mod which could mesh well with one of the many monster randomizer mods.

For example the poison and fire damage stuff could be put in the puff/projectiles themselves with +HITTRACER and a species check, which should make it support colorful hell and smooth doom out of the box since they inherit from the base actors if I recall correctly.

>> No.3764095


>> No.3764097


>> No.3764098


Phoneposting for a separate IP is pretty easy to do, dude.
Not that I care much about the "/vr/ is X" nonsense.

>> No.3764102

>No Erious Am

>> No.3764104


>> No.3764108

I know it's gonna take more than a single image to prove I'm not that guy but I can't ass myself to do anything beyond that. I ain't shoving my hands in shit.

brb enabling proxies.

>> No.3764109

Oh speaking of IPs, an entirely off topic question: If I plug my cable into the router I'm apparently range banned from posting on this whole site, but I can post if I plug it right in wall. It's getting tiresome changing the cable all the time so is there something I can do?

The SS series isn't very popular around here unfortunately.

>> No.3764115
File: 39 KB, 400x600, uke.jpg [View same] [iqdb] [saucenao] [google] [report]

>Uke Ukem D

I would play that all day every day.

>> No.3764116

It's too late, anon. You're posting on 4chan.

Your hands are already stained with the metaphorical discharge.

Embrace the pooper.

>> No.3764123

Huh. I hadn't considered compatibility with other mods. If you could enlighten me on how to achieve what I've done without touching the monsters I'd be grateful as I'm kinda stuck on how I'd do it. Especially the fire and ice translations on death.

>> No.3764129

>embrace the popper
with two hands?

>> No.3764135

>subtle palette adjustments

Yeah, that sort of thing.
Basically just playing dressup with the monsters: clothes changes, new accessories, palette swaps, shit like that. I guess they could change some behavior because Final Doomer definitely doesn't play like vanilla Doom.

>> No.3764136

>If I plug my cable into the router I'm apparently range banned from posting on this whole site, but I can post if I plug it right in wall. It's getting tiresome changing the cable all the time so is there something I can do?

There's always 4chan passes, which will let you get around blanket range bans, such as when an entire ISP or country is rangebanned (typically happens in cases of China, where apparently random people would just come here and post complete nonsense for no reason).

It costs $20 a year, but on the flip side you'll never have to solve another captcha and your post cooldown is halved.

>> No.3764138

A lot of it will be much easier with zscript.
That should if nothing else serve as inspiration. I've improved upon a decent it since posting (fire damage can now thaw frozen actors and freezing puts out fire for example) but I'd have to rip it out from the rest of the project again to post the new code.

>> No.3764146

So what about Alf-Ife

>> No.3764149
File: 66 KB, 500x777, 1477503621938.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3764150
File: 108 KB, 620x926, alf.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3764185

Ppossing Orce > Lue Hift

>> No.3764206
File: 98 KB, 800x640, 367588-planetside.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno. I like it.

I know it's a BIT after the cutoff year (2003), but it feels as if this thing would of fit in...

Give me a map request. Beginner mapping, so nothing too difficult.

Ideally, something that makes me learn some new shit.

>> No.3764208

For Doom or for planetside (if you can even make maps for that)?

>> No.3764213


I was more asking general opinion
>15 dollar monthly subscription fee aside

>> No.3764217

>Give me a map request. Beginner mapping, so nothing too difficult.
What about an island with some kind of techbase on it? Including some natural terrain with beaches and whatever.

>> No.3764225
File: 770 KB, 755x662, e1m4.png [View same] [iqdb] [saucenao] [google] [report]

Make a level around this concept from E1M8 where the walls lower to reveal a larger battlefield, so make an entire level using only "floors" and have them all lower at once for the final battle

>> No.3764227

Meant E1M4 like the filename

>> No.3764235

Has there been any updates on bloodEX?

>> No.3764239
File: 570 KB, 640x480, Screenshot_Doom_20160820_114311.png [View same] [iqdb] [saucenao] [google] [report]

Anybody here wanna help me get this assault rifle working? I have all the sprites and sounds extracted from a pre-existing mod, but I don't have the code to make it work.


>> No.3764245

That's not a swastika...

>> No.3764256

It was, as a homage to Wolfenstein, but they had to change it for obvious reasons.

>> No.3764264
File: 157 KB, 1027x648, funkymap.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyway, new version of my HtH map ( Waterworks ).


For sake of convinience, I made it into .pk3 so you don't have to fiddle with the base.pk3. Mapinfos should be in order this time, at least...

Mostly minor fixes, some visual.
> You can't sequence break by jumping into room with archvile
> Some visual tweaks ( ex. screenshot )
> Fixed automap slightly.

Also, hot tip time: possibility of archvile jumping is intended

>> No.3764279

Thanks. I'll look into it in the morning.

The other thing that I used monster replacements for was module drops upon death but I suppose I could whip up a KILL script to drop a mod based on SpawnHealth or something.

>> No.3764334

>there are still people who think doom was originally conceptualized as an Aliens game.

The post-mortem hosted by Tom Hall and John Romero disproves this. They already had an alpha with demons in it, before they were even contacted about doing an Aliens game, and the offer was declined after 30 mins of talking.

>> No.3764346

>they were contacted


They contacted FOX, not the other way around, and it was DROPPED not by fox, but by id, for intellectual freedoms. this was before doom was even demons.

>> No.3764361
File: 5 KB, 86x73, IMYOUROOM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764369

>They contacted FOX, not the other way around
>this was before doom was even demons.

The post-mortem says otherwise.

>and it was DROPPED not by fox, but by id, for intellectual freedoms.

This is true, and I even said this

>> No.3764370

here it is, btw: https://www.youtube.com/watch?v=NnkCujnYNSo

>> No.3764389


The fuck? Did I step into an alternate universe?

>> No.3764390

The pistols in Final Doomer are quite powerful meanwhile the new shotguns are underwhelming as fuck, and perhaps even worse at long range than Doom's. I just don't see a point in using shotguns ever in the mod.

>> No.3764403

>tfw you want to make a map but aren't imaginative enough to even know where to start

>> No.3764404
File: 2 KB, 128x128, pal optimized.png [View same] [iqdb] [saucenao] [google] [report]


custom palette here you go, more colors, existing ones are reduced to make space but maintain appearance for the most part

(slade export, colors are arranged as indicated)

its easy to recolor stuff and if you have the sprites saved as PNGs in the wad then it actually takes up less space, ill post an example

in zdoom it wont work without extra modification (converting all textures and vanilla gfx to PNGs)

but I think itll work fine in gzdoom as it is

when doing palette transition remaps the starting colors are picked from the image as is, but the remapped colors will be onto the wad native palette so be careful

better just to convert the graphics and recolor what you want done in slade

>> No.3764406
File: 30 KB, 187x205, oh you devil.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764412
File: 522 KB, 800x500, oeu8ouS.png [View same] [iqdb] [saucenao] [google] [report]

Looking for some wads that have a decent HUD built into them, or just the HUDs themselves.

I often see screenshots of cool Huds but no indication of where they came from or how to get ahold of them.

I just want to drop/insert it into existing gameplay not play a map pack with the HUD dedicated to it necessarily (im willing to weed thruogh the hud code to adapt it though)

pic related, but also looking for others

> I dont use GZdoom, only Zdoom
> I run 640x400 windowed

>> No.3764414
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google] [report]

>exploring a map
>can hear a shitload of revenants and an archvile lurking nearby
>have no idea where they are

>> No.3764418
File: 155 KB, 300x400, im waitin.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3764419
File: 928 KB, 1600x900, Screenshot_Doom_20170127_202924.png [View same] [iqdb] [saucenao] [google] [report]

I found them.

>> No.3764421

I should someday make bunch of monster-tele rooms nearby some empty hallways. Full of revs and archviles.
They don't teleport to that hallway, but unnerve and mislead player.

>> No.3764424
File: 632 KB, 1600x900, Screenshot_Doom_20170127_203240.png [View same] [iqdb] [saucenao] [google] [report]

Hey I found the Archie too, and wouldn't you figure, he has company in the form of an arachnotron and a chaingunner

Fuck me, right?

>> No.3764425
File: 544 KB, 1600x900, Screenshot_Doom_20170127_203352.png [View same] [iqdb] [saucenao] [google] [report]

Don't worry guys, I got something for you

>> No.3764426
File: 757 KB, 1600x900, Screenshot_Doom_20170127_203356.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764429
File: 44 KB, 225x264, msdr-7.png [View same] [iqdb] [saucenao] [google] [report]

>mfw it's all dark
>mfw archvile laughing somewhere where you can't see him
They still give me the creeps.

I like NC Hud for being clear, concise, minimalistic and showing Dewmguy's face while still being fullscreen. I understand it's adaptable.

>> No.3764430
File: 1023 KB, 1600x883, Screenshot_Doom_20170127_203357.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764434

NC hud? whats the full name of it?

>> No.3764435

Fukken based

>> No.3764436
File: 492 KB, 600x338, green.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3764439

It has patches for a couple of popular mods too.

>> No.3764442
File: 698 KB, 1600x900, Screenshot_Doom_20170127_204443.png [View same] [iqdb] [saucenao] [google] [report]

Boy this map is off to a good start, I sure do love pain elementals.


>> No.3764446
File: 640 KB, 1600x900, Screenshot_Doom_20170127_204625.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764448

remember to abort the skull babies with your face

>> No.3764449
File: 847 KB, 1600x900, Screenshot_Doom_20170127_204758.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764451

Has any one tried to remake the Marathon games in Doom? Aleph One isn't that great.

>> No.3764457
File: 515 KB, 1600x900, Screenshot_Doom_20170127_205016.png [View same] [iqdb] [saucenao] [google] [report]

I would but I can't fly, so I had to abort them with machinegun fire. Currently working on makign this chaingunner an eunuch with my revolver

>> No.3764458
File: 414 KB, 534x344, ash red.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764459

There was one old mod that was attempting to rebuild Marathon 1. I don't know what happened to it or where it went.

>> No.3764460

Doesn't Marathon have really fucking weird and unnatural geometry and shit, like you can round a pillar and suddenly you're somehow someplace else

>> No.3764461
File: 126 KB, 1600x900, Screenshot_Doom_20170127_205258.png [View same] [iqdb] [saucenao] [google] [report]

I hear revenants and archviles

Hold me, /vr/oom. Preferably with one arm and a shotgun clutched in the other.

>> No.3764464
File: 616 KB, 1600x900, Screenshot_Doom_20170127_205441.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764467
File: 610 KB, 1600x900, Screenshot_Doom_20170127_205631.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764468
File: 456 KB, 1600x900, Screenshot_Doom_20170127_205720.png [View same] [iqdb] [saucenao] [google] [report]


There as a chaingunner on his fat ass on the otherside

>> No.3764469

Gotta say, I like how the casings are being throw out at a forward angle like that, as if the gun was overgassed.

Might give this a try, I never did play through Plutonia proper.

>> No.3764470


a perfect fit for line portals

>> No.3764471
File: 518 KB, 1600x900, Screenshot_Doom_20170127_205900.png [View same] [iqdb] [saucenao] [google] [report]


It certainly does add a lot to the mapset to have its own unique set of weapons, they feel good to use in general as well.

>> No.3764474
File: 593 KB, 1600x900, Screenshot_Doom_20170127_210132.png [View same] [iqdb] [saucenao] [google] [report]

Oh god damn it

>> No.3764476
File: 553 KB, 1600x900, Screenshot_Doom_20170127_210225.png [View same] [iqdb] [saucenao] [google] [report]

Time to take your 40mm suppository, you son of a bitch.

>> No.3764479
File: 433 KB, 1600x900, Screenshot_Doom_20170127_210443.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764480

Do the new weapons have new behaviors (the grenade launcher having actual arcing/bouncing grenades) or is it largely just reskins?

>> No.3764481
File: 606 KB, 1600x900, Screenshot_Doom_20170127_210512.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764482

You have max health/armor and two barrels, use that corner next to you and fuck him up.

>> No.3764486

Grenade launcher does arc/bounce.
BFG behavior is different ( ex. TNT is a rapid-fire deal without the ball-projectile, the SSG is a burst-shotgun instead, TNT has weird device as chainsaw that in three modes offers envirosuit/90% dmg reduction/nightvision while firing ).

Personally I like TNT's shotguns. Plut's are boring, but the burst shotgun is love.

>> No.3764487
File: 761 KB, 1600x900, Screenshot_Doom_20170127_210542.png [View same] [iqdb] [saucenao] [google] [report]

I am amazed I got through that unscathed, goddamn.

All new behaviours, the pistol hits pretty hard, and has unlimited reloads, the shotguns are mostly untouched, but the machine gun is excellent, the grenade launcher's projectiles fly very quickly but they don't start bouncing and arcing til they hit something, and even then they haul ass.

The plasma gun is replaced with a big hitscanning LMG that hits like a truck, and the BFG uses its own unique ammo, as indicated by the little bar next to the ammo counters, you get BFG ammo when you pick up big ammo boxes (or cells, if you want, it's an option)

There's 2 other weaponsets in this mod too and they have their own unique quirks

That's what I did too.

>> No.3764490

what does /oom/ think of oblige?

>> No.3764491


>> No.3764492

give me a mapset to play through

ultra violence

>> No.3764493

Double Impact, best E1 mapset ever made desu fäm.

>> No.3764497
File: 246 KB, 1600x900, Screenshot_Doom_20170127_211307.png [View same] [iqdb] [saucenao] [google] [report]

and I'll punch you too, you cheeky cunt

>> No.3764506
File: 317 KB, 1600x900, Screenshot_Doom_20170127_211518.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764509
File: 112 KB, 400x219, [angry screech].png [View same] [iqdb] [saucenao] [google] [report]

>those maps where there's a chaingunner behind you when you spawn

>> No.3764510

>No Urok: Inosaur Unter
>No Escent

>> No.3764513

Final Doomer shits out too much ammo to the player.

>> No.3764516

I love that people are using that alpha muzzle-flash colored red, it's excellent for rapid fire weapons.

>> No.3764517
File: 432 KB, 1600x900, Screenshot_Doom_20170127_212052.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764518
File: 479 KB, 1600x900, Screenshot_Doom_20170127_212134.png [View same] [iqdb] [saucenao] [google] [report]


I needed a break anyways, fucking skeletons

>> No.3764519

it looks like they're mocking you

>> No.3764523
File: 277 KB, 680x384, [DISTANT RATTLING].webm [View same] [iqdb] [saucenao] [google] [report]

They're always mocking me, I always blunder into homing revenant rockets at least once an encounter, something about their gentle turns really fucks me up

>> No.3764529
File: 1.41 MB, 478x218, 1412429868357.gif [View same] [iqdb] [saucenao] [google] [report]

Oh fuck

>> No.3764539
File: 560 KB, 1920x1080, DWANGO5 MAP01.png [View same] [iqdb] [saucenao] [google] [report]

Everybody get down and DWANGO

>> No.3764547

How in the absolute piss do i add texture packs to doom builder 2

>> No.3764551

oh please
(can we make this gif the intermission for h2h?)

>> No.3764552
File: 4 KB, 125x125, cain.jpg [View same] [iqdb] [saucenao] [google] [report]

Final Doom shits out too many monsters

>> No.3764553

Okay, I've played 1 & 2 countless times but never played through Thy Flesh Consumed, TNT or Plutonia, if I want to go for increasing order of difficulty what's my route look like?

>> No.3764557


exactly the way you wrote it

>> No.3764558

TNT < Thy Flesh Consumed < Plutonia

However play order should be Thy Flesh Consumed < TNT < Plutonia because you're really going to hate no SSG when doing Thy Flesh Consumed

>> No.3764560

Thy Flesh Consumed is just another 9 maps slapped onto the end of 1, so at least play those first

>> No.3764564

Y'know, that doesn't look terrible.

>> No.3764572
File: 213 KB, 392x388, damet.png [View same] [iqdb] [saucenao] [google] [report]

>somehow managed to replace every cacodemon in my map with a chaingun

>> No.3764580

which wads would you consider essential

which to complete first and in what order?

doo 1
doo 2
thy flesh consoomed
fucking positions/2
you gotta die/2
stolen maps chillax
goin' down on romero

>> No.3764587

Start with Knee Deep in ZDoom for the definitive experience.

>> No.3764593

I'd honestly argue that TNT is easier in general than Thy Flesh Consumed, because TNT doesn't at least choke you out on ammo and health for the first few levels.

>> No.3764595

I liked Going Down On Romero.

Though it was a bit hard, a bit much to take in, almost too much to swallow.

Hope you like lots of opponents

>> No.3764598


Chocolate Doom anon from earlier, the map is done

take my garbage

>> No.3764601

>decryption key

what the fuck

let me try that again

>> No.3764602


aight I think this is the real one

chocolate doom, e1m1, but just play it in whatever I don't mind

>> No.3764603
File: 22 KB, 1143x286, anon explains doom 3's reason for being canon.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3764605

explains oom ixty our

>> No.3764607

TNT overall isnt even that much harder than doom 2 itself.

>> No.3764619

The first half of Thy Flesh Consumed is overall quite tough but starts to ease up.

TNT is a cut above Doom 2 in difficulty, the maps are generally a bit longer and have more enemies.

Plutonia is about as tough as it gets in the way of official IWADs.

>> No.3764634

what if chaingunners had jetpacks?

>> No.3764636
File: 215 KB, 500x394, 1431958913888.png [View same] [iqdb] [saucenao] [google] [report]

Calm down there satan

>> No.3764637
File: 47 KB, 906x800, cunt-ku.png [View same] [iqdb] [saucenao] [google] [report]

Stop that.

>> No.3764639

I think the better aesthetics of TNT gives it another edge over Doom 2.

I can still take cover, can't I, also they're not exactly meaty, I'll blast them out of the air like clay pigeons.

>> No.3764642

what if mancubi went on an Atkins diet?

>> No.3764646

are we talking "cacodemon" flying chaingunners or "tear ass after you from across the map like a lost soul" flying chaingunners

because I can sure as hell handle one and not the other

>> No.3764647

>creature at archvile speed
>still has the triple mancubi fireball attack


>> No.3764649

>super buff and lean mancubus sprinting after doomguy like a marathon runner

I need this

>> No.3764651
File: 181 KB, 480x361, 1470402772630.png [View same] [iqdb] [saucenao] [google] [report]

>I think the better aesthetics of TNT gives it another edge over Doom 2.

True, though like Doom 2 a lot of the later maps aren't overly interesting either, but it's probably still the better package overall. MAP31 is still pretty ugly though.

Butwould he still be able to stop the trolley?

>> No.3764652

what if revenants could combine in megazord fashion?

>> No.3764654
File: 12 KB, 253x180, pino.jpg [View same] [iqdb] [saucenao] [google] [report]


Sounds good, I'll do TFC first since it's shorter. Then TNT and then Plut. Wish me luck.

>> No.3764656

he eats the trolley and becomes two times as fat

>> No.3764658
File: 84 KB, 900x750, shambler doing its best khezu impression.gif [View same] [iqdb] [saucenao] [google] [report]

>what if revenants could combine in megazord fashion?

Only if Doomguy can get a mount or mecha to take it on with

>> No.3764663

>Doomguy climbs the mech like it's a fucking colossus and rips it apart, bone by bone
>the revenant heads all scream in outrage as you rip them out of the body

>> No.3764664

well okay
you get to ride a cacodemon

>> No.3764669

Enjoy E4M2, son.

>> No.3764671

>tfw this is actually entirely possible to make

>> No.3764673
File: 2.36 MB, 960x540, GET ME CLOSER, I WANT TO TEAR THEM WITH MY FISTS.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah, SgtMark posted this here a couple of years ago.

>> No.3764675

every regular cacodemon becomes an astral dreadnought boss

>> No.3764678

Just take it to the logical conclusion already, all monsters are revenants, and all revenants bleed revenants.

>> No.3764679

What if cacodemons fired rockets?

>> No.3764682

>tactical airstrike cacos

>> No.3764684

Starting E4M2 now... the real question I should have asked before is, Pistol start or carry over for the real playthrough?

>> No.3764686

anon no
that's not fun enough
The icon of sin summons furries

>> No.3764689

the only people who dont pistol start are bitch baby cuckfags

>> No.3764692

Did you try adding them to resources?

>> No.3764693

E4 gets pretty heinous in the early levels, but I honestly can't say because it's easy to take a beating and then get stuck with low health at the start of a level, on the other hand it busts your balls on ammo.

>> No.3764694

okay that's pretty shit

All zombiemen become you and inherit voodoo properties, meaning they can kill themselves by shooting you

>> No.3764695

go play demonsteele and brutal doom at the same time


oh my god that's amazing, thank you

>> No.3764696
File: 59 KB, 196x196, rathalos avin' a giggle.png [View same] [iqdb] [saucenao] [google] [report]

>The icon of sin summons furries

So it becomes a Zandronum server?

>> No.3764698

Lost souls are replaced with circus2 daisyheads but actually killable

>> No.3764701


>> No.3764709

Another for the OOM pile:
Pain elemeatbals become edible

>> No.3764710
File: 4 KB, 154x186, national plasma rifle association.png [View same] [iqdb] [saucenao] [google] [report]

Wooah, shit, I wish I was badass like you.
I fought for my plasma rifle, I'm keeping it, they can pry it from my cold dead hands.

>> No.3764713

what a bitch baby cuckfag

>> No.3764715

All pickups are inherantly running for it; and have their own properties.
Invisibility spheres become fucking invisible, because if it's an invisibility sphere, HOW THE FUCK CAN YOU SEE IT?!
Megaspheres become baby mancubi
Soulspheres can fly
Berserk randomly explodes
Invulnerability tries to kill YOU as a lost soul
Automap misaligns nearby textures

>> No.3764717

How tough is Oomguy?

>> No.3764718

The riginal Umber Ne Adss

guess we can start concepting OOM for jokewad?

>> No.3764719

>random chance that Guts is hiding in a Berserk pack

>> No.3764724

75 % of Doomguy's toughness.

>> No.3764725


The spider mastermind masterminds a legion of arachnotrons

All enemys gain doomguy's face

>> No.3764726

Guts uses a sword and a gay arm crossbow, I'm pretty sure he wouldn't be a big deal.

>> No.3764728

>arm crossbow

nigga YOU gay

>> No.3764729

did zandronum implode for anyone else? there's nobody on it

>> No.3764732

From last thread, for Oom:
every skybox gets a hidden chaingunner

>> No.3764737
File: 197 KB, 320x200, oompunch.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3764739
File: 569 KB, 162x152, 1469574284348.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3764743

>skybox chaingunners are a delayed reaction
>you're constantly told to hurry up and finish the map
>and in a worst case scenario, you should hide indoors
>you are never told why, but you will soon find out why
>you have been seen

>> No.3764746
File: 33 KB, 320x200, mynameisdoomguyandwelcometojackass.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3764747

okay so what haven't we covered?
jetpack skybox chaingunners
atkins mancubus
icon of furfaggotry
ridable cacodemons
revenant megazord

Archviles become disco lightshow rave warriors and kill by causing epileptic fits

>> No.3764758

So... In what year did Nelson Mandela died?

Also BerenstAin or BerenstEin Bears?

>> No.3764759

straferunning zombiemen

>> No.3764760

more like these.

Oomguy also has a variety of taunt/idle/whatever animations where he plays with toys or figurines.

>> No.3764761

I'm pretty sure it was an E

who's nelson mandela and what would i know him for?

>> No.3764763

new to the doom 2 hell on earth

what name is of bone man with the rocket gun ?

>> No.3764764

the demonstrator

teaches how to make a screaming without skin

a fruitful lesson

>> No.3764765


>> No.3764767


>> No.3764768


E in Berenstain means you are from alternative reality that was merged with this one some time in the late 90's.

>> No.3764773


>> No.3764776

What is the best tool to delete unused graphics lumps?

delete unused textures/whatever in slade deletes them from the TEXTUREX lump, but leaves the graphics themselves... Except for flats, it gets rid of those.

>> No.3764779

Nelson Mandela was a terrorist who died in prison in the 90's.

>> No.3764780


>shotgunners propel themselves through the air with shotgun blasts

>> No.3764781

bizarre. never heard of him.

i always did think the hadron collider was a Reality Distortion Array though.

let's get back to concepting "the megajokewad"

>> No.3764785
File: 136 KB, 466x486, 98c.png [View same] [iqdb] [saucenao] [google] [report]

yes good


Demons become speedy gonzales. Andele andle, fucky fucky.

>> No.3764786

You mean the Hotgunners

>> No.3764787
File: 7 KB, 211x108, AKMn0Vo.jpg [View same] [iqdb] [saucenao] [google] [report]

Can we agree that this Byeblothingal guy is fucking brilliant despite being literally insane

>> No.3764789

So they shoot hotpockets at you?

>> No.3764790

Cyberdemons in OOM shoot redeemers like revenant trackers

>> No.3764791

Hotgunners are hot babes in bikinis (with shotguns)

>> No.3764793
File: 526 KB, 1600x900, Screenshot_Doom_20170128_002822.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764795

So does that mean he runs 25% slower, has a 25% penalty to his health/armor cap, or carries 25% less ammo?

Is he 25% shorter?

>> No.3764796

>Imps can be set up for melee finishers like it's Brutal Doom or 4
>you just Impse them
>there is no mechanic like this for any other monster, all you get is Impse
>Impse doesn't even kill them, they just lie there
>you can repeat it as much as you want

>> No.3764797

Barons and Hell Knights become Executive Pants Demons.

>> No.3764805
File: 593 KB, 1600x900, Screenshot_Doom_20170128_003314.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764806
File: 2 KB, 90x125, doomface.jpg [View same] [iqdb] [saucenao] [google] [report]

>that one Demon level in 1 Monster
>Waves of Mexican Pinkies leaping out of walls screaming at you in Spanish

>> No.3764807

welcome to the plutonia experience

thanks and have fun

>> No.3764809

search that wall graphic for more reaction faces.

Yes, this is best joke-wad.

>> No.3764810
File: 582 KB, 1600x900, Screenshot_Doom_20170128_003351.png [View same] [iqdb] [saucenao] [google] [report]

I didn't even do anything. The hell knight died too.

>> No.3764812

Damn son I'm that guy and you're salty as fuck nigga.

>> No.3764813
File: 27 KB, 466x492, mad world.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764818

you're really one to talk, friend

>> No.3764821

>Oomguy's face fluctuates between these for his status portraits
>the weirdly smug one is him picking up a weapon

>> No.3764823
File: 551 KB, 1600x900, Screenshot_Doom_20170128_003932.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3764826

oh shit I've got it

Oom Arachnotron's have extremely swole arms and can suplex you across the room

>> No.3764827
File: 810 KB, 1600x900, Screenshot_Doom_20170128_004026.png [View same] [iqdb] [saucenao] [google] [report]

So THAT'S what those pillars were hiding.

>> No.3764830

Invulnerability looks like the Mr. Bean one

keep in mind more hillarious shit for Oom 2.

>> No.3764838

>Ain Lementals fire out powerup spheres at the monsters to buff them
>you can intercept the shot to steal it for yourself

>> No.3764845

>he's brain AND brawn

>> No.3764849
File: 475 KB, 500x366, 1437453018196.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3764851

That's an awful lot of ideas.

Reminds me of the board WAD ones

>> No.3764852
File: 506 KB, 112x112, engineer.gif [View same] [iqdb] [saucenao] [google] [report]

>Disco Archvile's music and lights grow in intensity for every powerup it steals from Ain Lemental

>> No.3764853

i think we're spitballing until it starts rooling out of control.

>> No.3764858


I figure once we go out of control and this implodes on itself some crazy person will cherrypick and salvage what actually works and unleash an abomination on the world

>> No.3764860 [SPOILER] 
File: 496 KB, 500x363, 1485590158666.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3764863

what doesn't get used can always be put back in the oven and used in a sequel wad.

basically just becoming our personally constructed jokewad series

What about keens? Does the jelly train go down the track?

>> No.3764868

>so you wanna play doom v8 is nothing but the entire Oom series

>> No.3764872


>> No.3764878

UMP when?

>> No.3764881

>you finally pull it together and defeat the furry of sin
>you have mastered Oom
>the ending is a troupe of disco archviles performing a number, while their seizure attacks stack in volume; hotgunners are acting as backup dancers
>the game then closes itself as a final fuck you

>> No.3764882

>It's basically WOOO4/MOCK3 except with actual effort put in and not just "terrible just to be terrible"

>> No.3764883

>"You are tearing me apart, Impsa!"

>> No.3764885
File: 2.97 MB, 536x354, 1408930057429.gif [View same] [iqdb] [saucenao] [google] [report]

>The intermission/text screen is just Kane dancing

>> No.3764889

>OP makes a typo
>The Sky May Be 2 happens

>> No.3764894

subtle hint at the chaingunner skybox

>> No.3764896


>> No.3764898
File: 21 KB, 100x100, WoosheiwOOURRHH-DOORSTUCK.gif [View same] [iqdb] [saucenao] [google] [report]

>half the fucking doors are broken to shit, the other half practically taunt you with the whole rapid open-close bit
>instead of the door opening, the entire fucking room your in becomes the door

>> No.3764901

>people complain about the skybox chaingunners[/spoilers]
>our response is just "well, the title warned you"

>> No.3764905

>Half of the wall textures have monster sprites baked onto them

>> No.3764906
File: 1.83 MB, 275x154, 1393343963012.gif [View same] [iqdb] [saucenao] [google] [report]

>Wolfen SS become MaxiGunners
>They shoot fractal-doom sized Oom chaingunners

>> No.3764912

The rocket launcher randomly blows up in your face due to an EDF soldier running infront of you

>> No.3764913

>Affen S
>"Eine eiben!"

>> No.3764920

>jetpack chaingunners scream at you in german
>being chased by an army of these, pinky gonzalez, and discoviles

>> No.3764921

Arrels try to sneak up behind you when you're not looking

>> No.3764923

and a revenant megazord

>> No.3764925
File: 27 KB, 448x473, sniper.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3764929

So, what do we do with the cyber and mastermind?
instead of infighting like expected, the cyberdemon starts riding ontop of the mastermind like a horse

>> No.3764932

Pectres are completely invisible and make no growling sounds

>> No.3764938

Pectres also have incredible abs; the shine on a pectre's pecs is the only thing giving it away

>> No.3764940

The chaingun suddenly drops to the floor and starts bouncing around chaotically while still firing

>> No.3764941

>when they catch up to you they stop to flex for a moment, becoming visible
>this is your only chance to run or shoot before they fuck your ass up

>> No.3764948


>> No.3764952


>silent assassin pectre sneaks up on you

>> No.3764957


>> No.3764963


All menu, switch, and general map-geometry movement sounds are replaced with Chain-gunner/Zombie-man/Sergent sounds

>> No.3764967

>guy quits game before meeting jet chaingunner or pinky gonzalez
>quitsound is the game berating him in spanish or german

>> No.3764969
File: 4 KB, 324x308, derm.png [View same] [iqdb] [saucenao] [google] [report]

Sometimes this fucker will rotate menacingly into view

>> No.3764970

>for the fight with the cyberdemon riding on the mastermind your cacodemon steed comes to the rescue
>intense fight ensues

>later to defeat the furry of sin you fly through the hole in his brain and crash into romero
>the cacodemon explodes an heroes the icon like it's fucking independence day

>> No.3764979

> - on't judge me

>> No.3764984
File: 288 KB, 221x221, 1337522.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3764987

>even the maps are part of the nonsense
>most of the names are things like "O O OUCHFACE RANGERS" "ook ut ehind ou" "hat he ell s oing n?"

>> No.3764994


>> No.3764998
File: 1.13 MB, 720x360, now it sucks.webm [View same] [iqdb] [saucenao] [google] [report]

Hm, this might be better than just a simple "projectile that flies forward and pushes shit away"

Bringing enemies closer together to put the smackdown on them might be good. Though I might have the tornado occasionally fire out some winds to cause flinch that way players have a better chance of getting in close without catching a fireball or bomb to the face

>> No.3765010

This MOTA revamp is shaping up pretty well

>> No.3765013

Here's hoping it plays as well as it's looking. I plan on scaling a lot of the monsters back so bigger maps become less of a clusterfuck. Playing with vanilla monsters again makes me appreciate them all the more, so I'm probably gonna nerf the range and frequency of the crazy jump attacks the revenants and hellfos do, along with a few other tweaks.

I'm considering giving the mancubus replacement a special cannonball shot that breaks other projectiles as it flies through the air, that'd really shit on the player's parade

>> No.3765032

I suggest putting up 3-4 circular moving air "vortex" effects in a conical fashion to simulate a tornado. Make it more actively pull enemies in for a duration, then blast them away when it ends for small damage.

>> No.3765035

I don't want too many visual effects seeing as players will most likely be charging in swinging swords at a clusterfuck, and sadly due to the weird nature of a_radiusthrust if I crank it up too high you'll have enemies getting catapulted across the map.

I'm still toying with the idea of blasting the enemies away at the end of the tornado's lifespan though

>> No.3765039

>I suppose I could whip up a KILL script to drop a mod based on SpawnHealth or something.
That's a pretty great idea.

>> No.3765046

Oh boy, that looks awful.

>> No.3765112
File: 746 KB, 1920x1080, great.jpg [View same] [iqdb] [saucenao] [google] [report]

Great! Now i just need to learn how to ..
>add own textures
>make and add own enemys
>make and add own weapons
>balance things
>make interesting traps
>add own music
>add own sound effects
>utilize GZdoom's enhanced graphical abilitys
>make cutscenes
>make events
>mod doom in a way to make a "real" inventory
>mod doom in a way so i can buy and sell stuff

And after 10 years of learning how to do that i'll can finally make my dream of my own first person dungeon crawler comes true. See ya in 2027 guys!

>> No.3765120

I mean, you could always just use an engine that doesn't require a million horrible hacks to do anything out of moving and shooting...

>> No.3765121

well i could shit on Cutscenes, a inventory and vendor stuff. even on GZ dooms graphic stuff.
it's just nice to have.

Also: i like the level editor.

>> No.3765129
File: 27 KB, 306x306, 1419843550422.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there some sort of tutorial that covers the basics of how to actually play Doom? I've seen a lot of gameplay but I still don't think I understand how some secrets and level design aspects work.

>> No.3765130

Theres the obvious



>> No.3765167

Just play through the first game while pressing the "unf" button on walls with suspicious looking texture differences compared to surroundings. Also listen for distant door opening sounds

>> No.3765213

Am I the only one that hears MUS playback in SLADE being faster than it should be?

>> No.3765281
File: 88 KB, 618x767, 1485185059212.jpg [View same] [iqdb] [saucenao] [google] [report]

Uppercutting an archvile to death is super satisfiying

>> No.3765284

at least I can find joy in him trying his best to take stuff from nudoom while using 't-this was actually something I wanted to have YEEEEEARS AGO, SEE IT'S CALLED INSPIRATION WHEN I DO IT' as a scapegoat.

>> No.3765287

what are some good map packs besides scythe and btsx?

>> No.3765290
File: 221 KB, 640x360, zdoom 2017-01-28 10-25-25-032_nosound.webm [View same] [iqdb] [saucenao] [google] [report]

Money for completing levels, minus tax :^)

>> No.3765305

what is tax based on?

>> No.3765310

Random between 1 and 5% of your total.

long fixed taxpct = ACS_RandomFixed(1 / 100.0, 5 / 100.0);
payout.total -= payout.tax = payout.total * taxpct;

>> No.3765314

Making it random is gonna piss people off.
Make it perhaps based on performance or something? It is really hard to gauge since, but maybe estimate some time on the enemy-count, weapons available and time spent on map.

>> No.3765317

why dont you base it on picked up items?
the more ammo, health and weapons you pick, the higher the tax, not saying it should be +1% for each pickup, but maybe something minor so its like 0.02% for pickup so its playable with slaughter sections

>> No.3765319

It already is based on performance. You gain score for killing enemies and picking up ammo, this supplements that by giving you some extra score based on your kill and item percentages.
I had zero score at that level because of a death exit ;_;

>> No.3765370

Yeah but it just says 0 next to the .wads name when trying to view its textures

>> No.3765373
File: 223 KB, 1270x744, cantbehelped.jpg [View same] [iqdb] [saucenao] [google] [report]

My desire to map can't be helped.

>> No.3765381


>> No.3765382

Now make it play well.

>> No.3765386


>> No.3765398

I am the creator of the Quake 2-unit in the list, and I have just uploaded a new version of the last map of the pack to address some issues.

Also to the guy who recorded himself playing:

1v1 me pls

>> No.3765401

Just something I started to wonder:

Are there any megawads that DON'T have the Icon of Sin on the last level? Ie. I don't have to shoot rockets through a small hole and kill Romero's head in order to finish the WAD?

Has the Doom engine been hardcoded to require the IoS on the last level, otherwise everything breaks?

>> No.3765402

>making something as shit as tax random

What's this, a real-life simulator?

>> No.3765403


>> No.3765404

There must be a way to override the trigger so it's presumably just legacy.

I've never played a megawad in my life.

>> No.3765429
File: 255 KB, 381x490, 00dfc65753f6c6d6d629bcebff3a5cbda889495562e6e9f87c63c3ea4599c269.jpg [View same] [iqdb] [saucenao] [google] [report]

>Also to the guy who recorded himself playing:

>1v1 me pls
O-ok. When? Where? I'm quite scrubby though. Last time I played Q2 dm I could kill people only with hand grenades,

>> No.3765434

ancient aliens

>> No.3765438

another dank idea for the epic oom mod: make it a fork of metroid dreadnaught!!!

>> No.3765440

>not breaking the Doom engine over your knee

What are you, a casual?

>> No.3765445
File: 8 KB, 406x271, posted4.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3765446

Get Q2Pro, and get on Discord like tastyspleen's: https://discord.gg/gwZTt

>> No.3765447
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3765449



That's right, I. MADE. NOTHING!


>> No.3765451
File: 15 KB, 146x302, strifearms_marine.png [View same] [iqdb] [saucenao] [google] [report]

i glued a boy's arms onto a man's body

>> No.3765465
File: 176 KB, 1280x720, zdoom 2017-01-28 12-50-54-380.png [View same] [iqdb] [saucenao] [google] [report]

I'm close to releasing Lithium 1.2, just need to finish the rest of the second set of weapons.

>> No.3765468
File: 1.19 MB, 1920x1080, gzdoom 2017-01-28 12-52-08-72.png [View same] [iqdb] [saucenao] [google] [report]

Finally at the texturing phase and this where I usually fuck up. I'm terrible at picking good textures that fit together.

>> No.3765479
File: 704 KB, 768x512, XYEYRE145OQJPXLW8XJLCCJTWNPWRI6R_0.png [View same] [iqdb] [saucenao] [google] [report]

I threw that sketch of hae-lin and blaz holding hands into that automatic coloring thingy and marvelled at how better it is at coloring than i am

>> No.3765498

The ceiling is weird, but the rest is fine.

>> No.3765503
File: 112 KB, 961x639, blkgrn.jpg [View same] [iqdb] [saucenao] [google] [report]

Generic stuff.

>> No.3765509

them green lines remind me of skarj ship in unreal

>> No.3765512
File: 109 KB, 600x600, dm.jpg [View same] [iqdb] [saucenao] [google] [report]

God I am on level 18 of TNT (its called Mill) and its hard as shit. I am too autistic to do mid-level saves. Trying to do pistol starts UV and it was going fine until this level.

Also on a tangential note, the ps1 version of Doom does not run very good. I'm a big playstation sonygger but even I can admit it runs poorly. The aesthetics are cool but that doesn't matter when I can't have fun.

>> No.3765545

Make tax based on the performance calculator that takes into account accuracy ("Property damage", for every shot that hit scenery and non-enemy objects destroyed) and time taken (more time - more tax % up to a cap), to stimulate players into speedrunning the levels. Maybe also Secrets Abandoned or something.

>> No.3765557
File: 619 KB, 1959x1469, 1485573099486.jpg [View same] [iqdb] [saucenao] [google] [report]


You could have a tax return at the end of a set of levels. The player wins if they get a return and lose if they owe money.

Doomguy gets a personal exemption for himself. No dependents. Itemized deductions may include medical expense (soulspheres can be written off) and charitable contributions (not picking up armor or ammo).

>> No.3765573

Can you guys help me come up with a map theme and maybe some constraints to work with?

>> No.3765585

Futuristic "Ancient" Rome, main plaza, several buildings, multiple keys to collect in no specific order. Each building has a cyberdemon boss you have to dispose of in a puzzle way.

>> No.3765594

>playing on console

>> No.3765598
File: 42 KB, 96x96, Ncarnation of Lutonia.gif [View same] [iqdb] [saucenao] [google] [report]

>Final boss of Oom: He Lutonia Xperiment

>> No.3765605
File: 170 KB, 500x281, jcam.png [View same] [iqdb] [saucenao] [google] [report]


Not to mention there were hundreds of pieces of fiction that have taken inspiration from Aliens (with Halo probably being the most blatant). Its the de facto space marine scenario. Obviously Doom will have elements from it.

>> No.3765609

>with Halo probably being the most blatant

>> No.3765625

>blasting alien lifeforms with a limited variety of weapons all the while the ai is braindead easy

it's doom without the infighting

>> No.3765629

I don't understand how Halo is an Aliens ripoff. There's nothing similar other than there being alien lifeforms that want to kill humans, which isn't really uncommon.

Also, there is infighting.

>> No.3765639

>There's nothing similar

The black guy with the cigar in Halo is literally the black guy with the cigar in Aliens.

>> No.3765641


This is a much more comprehensive list.

>> No.3765642

Okay, that's pretty neat actually. Thanks.

>> No.3765645
File: 528 KB, 1017x693, temp.png [View same] [iqdb] [saucenao] [google] [report]

Popping out some quick DM maps for a REKKR DM testing release... Maybe I'll finish up the player sprites too (still need firing and death animations)

>> No.3765653

>Has the Doom engine been hardcoded to require the IoS on the last level, otherwise everything breaks?
no, of course not.

>> No.3765665

>holding hands

but that's forbidden!

>> No.3765673
File: 503 KB, 768x512, lewd.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3765679

guys why is there never any classic deathmatch on doomseeker I'm so fucking tired of brutal deathmatch all the damn time

>> No.3765689
File: 13 KB, 657x527, 234554.png [View same] [iqdb] [saucenao] [google] [report]

>tfw everything on doomseeker is le brootal super duper loud epic massive screenshake shit

>> No.3765696

casual reminder that the zandronum community legitimately believes popularity corresponds to quality

>> No.3765702

Casual reminder that that has been the norm for literally every community for the past like 15 or so years.

>> No.3765705

yeah this is the case, pretty much the reason why Stalker community still has people recommending Misery and Complete mods, or why HL2 community has people recommend Cinematic mod

>> No.3765716

>normies ruin everything
what a shocker

>> No.3765720

The 2nd anon was being sarcastic

>> No.3765724

hey all, I'm trying to find a website where i can download maps for doom, or, more specifically, a map where i can spawn every enemy with a seperate switch.

need it for testing mods, and I'm too retarded to use doombuilder

>> No.3765725

Misery is badly designed
Complete is stalker: ez difficulty mod

>> No.3765727

>Misery is badly designed
Only 2.0. 1.0 is perfect.

>> No.3765728

They're both total shit and I'm not even that guy. Making everything brown and jamming every gun every 5 seconds is not good gameplay.

>> No.3765730

1.0 was pretty good on balance side but >>3765728 is right about BROWN SO REAL
2.0 and onwards was so bad that first they fucked up with stolen sounds, then with broken economy, and now they STILL didnt fix kevlar plate bug

>> No.3765758
File: 162 KB, 1280x720, Screenshot_Doom_20170128_011918.png [View same] [iqdb] [saucenao] [google] [report]

Got tired of doom mapping for a while but my pal made a midi that re lit the fire for it. Building a grey ass space base.

>> No.3765761

Is there a way to fix ( I mean remove it) SR45/50 mod-side in ZDoom/GZDoom?

>> No.3765831

Damn, looks good anon

>> No.3765842



I've been working on the bike.

>> No.3765852
File: 1.54 MB, 1280x1024, Screenshot_Doom_20170127_163703.png [View same] [iqdb] [saucenao] [google] [report]

well uh
i made a _oom

this is why filters exist.

i literally never see gools versus homos
no borpoldorpole
and unfortunately everyone's fucking playing complex but oh well it's not intollerable; just heinously overpowered.
but there is good old wholesome CHILLAX STOLEN MAPS

now those zandro dev fags better hurry up so i can find servers of yholl's mod.

>> No.3765868
File: 595 KB, 914x784, 994b30d3fea77d00bf1dc6c9896c0bb8a7ca3be2.png [View same] [iqdb] [saucenao] [google] [report]

what have we done
why haven't we done more

>> No.3765894
File: 2.91 MB, 560x420, greenbeams.webm [View same] [iqdb] [saucenao] [google] [report]

I have mastered the dark art.

... well, managed to dabble into.

>> No.3765895

what is this fucking sorcery you people call MAPPING

>> No.3765896

You gonna be releasing this when it's done? Looks really good man.

>> No.3765901 [DELETED] 

How did you made wall lights to flow so smoothly? Is it a light level effect or a texture one?

Also picrelated is a very clever pseudoslope bridge from Bloodstain. Why did it not get a cacoward? It has one of the nicest Boom architectures I've seen in the recent years. While AAliens has style and gimmicks, I consider Bloodstain better as a classic gameplay mapset.

>> No.3765906
File: 1.58 MB, 1600x900, Screenshot_Doom_20170129_021150.png [View same] [iqdb] [saucenao] [google] [report]

How did you made wall lights to flow so smoothly? Is it a light level effect or a texture one?

Also picrelated is a very clever pseudoslope bridge from Bloodstain. Why did it not get a cacoward? It has one of the nicest Boom architectures I've seen in the recent years. While AAliens has style and gimmicks, I consider Bloodstain better as a classic gameplay mapset.

>> No.3765907
File: 681 KB, 1920x1080, 1461778337716.jpg [View same] [iqdb] [saucenao] [google] [report]

are you making the insides a necron pyramid?

>> No.3765908
File: 43 KB, 281x488, lightloop.png [View same] [iqdb] [saucenao] [google] [report]


It's basically a voodoo doll on conveyor that sets sectors to 255 brightness, then loops back. Affected sectors have special of 8 ( glow ) - in this case their default light value is 32.
So it lights up ( 255 ) and then fades to adjacent darkest square ( 32 ).

I did copy the method from Ribbiks' lighting example, so kudos to him.

>> No.3765916
File: 2.23 MB, 133x133, 1475013051173.gif [View same] [iqdb] [saucenao] [google] [report]

what the fuck

i can't even fucking comprehend that

>> No.3765925

I think there's a boom scroller floor that pulls the zombieman through a bunch of light-setting trigger lines (the lights are probably tagged in a 1->16 pattern) and the last trigger line teleports it back to origin

>> No.3765926

never forgot that you could also do a demake or remake of something else in Doom and get a million times more publicity than something original you made.

ie; don't worry about being popular because BD is popular and look where that is.

>> No.3765932

i think i understand
but go through one more time in complete retard, just to be sure.

because i understood up to "conveyor that sets sectors to 255 brightness"

>> No.3765938

it brightens up then quickly darkens

>> No.3765952

Not him, but here what I think happens in detail:

Conveyor belt pushes VD through trigger lines in sequence.
Trigger lines, when crossed, brighten a segment of the green line to 255, then tell it to dim to the darkest adjascent one (55). Triggers are numbered 1-16 or something, and correspond to light segments 1-16, so they all light up in squence and darken in sequence, simulating a pulse trail.

You an also notice that vertical ones light up all at once, since they are one segment. This couldve been avoided by use of 1-unit thin segments.

>> No.3765961

Any updates on the zombies tc remake?

>> No.3765962
File: 3.77 MB, 2300x2000, 1484014476807.png [View same] [iqdb] [saucenao] [google] [report]

Looks pretty neat, Anon. Meanwhile I'm over here just being happy if I can make an elevator work right.

>> No.3766006

If you want classic deathmatch you're probably better off with ZDaemon even if it's outdated as fuck.

>> No.3766010

Fuck off satan, i'm not going blind today.

>> No.3766014

Then Odamex is the only option left.

>> No.3766015

Anon, he wants to play deathmatch. You can't play deathmatch alone.

>> No.3766016

rofl no

fuck this faggot.

anon just use filters

>> No.3766076
File: 71 KB, 600x800, gDPOGF0.jpg [View same] [iqdb] [saucenao] [google] [report]

Random thought, but does anyone still have boxed copies of their favorite classics? Found the box for Duke3D Kill-A-Ton collection my grandfather got me when I was a kid not too long ago. Good memories.

>> No.3766090

Should I make a new thread?

>> No.3766093

Wait until the thread hits Page 5.

>> No.3766094
File: 14 KB, 524x180, Pirate-Doom-Enemies.png [View same] [iqdb] [saucenao] [google] [report]

Aye aye

>> No.3766097

Or better yet page 8

>> No.3766121

If you do, copy and paste all the text from an archive so you won't litter it with shitty embed tags and stuff. Don't forget to put on the D

Also what >>3766097 said, you can get away with leaving it later on a slow board

>> No.3766125
File: 2 KB, 192x236, image.png [View same] [iqdb] [saucenao] [google] [report]

literally me.

>> No.3766126

Cool, thanks for the advice.

>> No.3766132

Out of personal experience, compared to plenty of other generals /doom/ has an OP that requires a fair bit of maintenance and many will shit their pants when it's fucked around with

>> No.3766137

The only thing killing Romero does is force a level to end. The ending automatically plays as soon as any level in the 30th slot is beaten, no matter what method was used.

You could place Romero in Map01, kill him, and all that happens is you go right to Map02 after he explodes. A lot of maps will do this as a level quirk, even. Have you blow up a building in the distance by pulling a lever, or whatever.

>> No.3766153
File: 991 KB, 1600x900, Screenshot_Doom_20170128_182646.png [View same] [iqdb] [saucenao] [google] [report]

When we last left off, I had just gotten clobbered by a bunch of fat guys and had taken a break, we now continue our regularly scheduled program already in action:

FUCKING CHAINGUNNERS. I HAVE LIKE NO HP BECAUSE THEY KEEP SHOOTING ME IN THE BACK. They just keep using them in new and exciting ways to keep blistering my ass.

>> No.3766158
File: 258 KB, 1600x900, Screenshot_Doom_20170128_182934.png [View same] [iqdb] [saucenao] [google] [report]

Found a secret, got some HP and armor now.


>> No.3766167
File: 1013 KB, 1600x900, Screenshot_Doom_20170128_183326.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766183

why is there lipstick on your shotgun's muzzle
on second thought, please do not tell.

>> No.3766190

It's gonna give you a kiss that'll blow your mind.

>> No.3766207
File: 191 KB, 1384x711, doomios.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, time to head to bed. I am getting faster at doing layout/detailing.

Managed to atleast make those beams mulch monsters too ( monster-only teleport into a room with rapidly teleporting voodoo-doll. player gets teleported onto voodoo-doll if he touches beam )

>> No.3766219
File: 563 KB, 1600x900, Screenshot_Doom_20170128_185538.png [View same] [iqdb] [saucenao] [google] [report]

Goddamn, this level's kinda sprawling

>> No.3766223
File: 370 KB, 1600x900, Screenshot_Doom_20170128_185938.png [View same] [iqdb] [saucenao] [google] [report]

Oh no, pinky demons and specters, whatever shall I do

>> No.3766228
File: 348 KB, 1600x900, Screenshot_Doom_20170128_190000.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766239
File: 308 KB, 1600x900, Screenshot_Doom_20170128_190848.png [View same] [iqdb] [saucenao] [google] [report]

Ah yes the old "skeleton behind the door" trick, ain't falling for that shit, Plutonia.

>> No.3766243
File: 300 KB, 1600x900, Screenshot_Doom_20170128_191043.png [View same] [iqdb] [saucenao] [google] [report]

FUCK I'LL FALL FOR THE OLD "pull the switch and skeletons and martians pour out" SHIT EVERY TIME WITHOUT FAIL THOUGH, FUCKING PLUTONIA

>> No.3766246
File: 785 KB, 1600x900, Screenshot_Doom_20170128_191152.png [View same] [iqdb] [saucenao] [google] [report]

Great now my armor's broke.

>> No.3766247
File: 2.44 MB, 720x404, lewd things.gif [View same] [iqdb] [saucenao] [google] [report]

>Don't forget to put on the D

>> No.3766253
File: 770 KB, 1600x900, Screenshot_Doom_20170128_191654.png [View same] [iqdb] [saucenao] [google] [report]

Well this level went off to a great start, two archviles spot me and I blundered into a fucking hole with no way out

RIP me

>> No.3766281

Lost the boxes for most a long time ago, but still have the CD's and in most cases the manuals...

>> No.3766297

If you can live with yourself then just idclip out of there m8

>> No.3766301

Nah, I have some personal morals when playing doom, plus I JUST started the map, so a restart isn't so bad.

>> No.3766306
File: 443 KB, 220x220, 1481765503956.gif [View same] [iqdb] [saucenao] [google] [report]

When I play Final Doomer and reload the pistol, the bullet counter doesn't go down (and I have effectively infinite ammo). Is this happening for anyone else?

>> No.3766310

Pistols don't consume bullets, they all have a pool of infinite reloads.

>> No.3766315

I hope this gets fixed. Plutoguy's pistol is stupidly powerful and you can probably power through a good chunk of the whole game with it if you have patience.

>> No.3766317

It's not a fix, Yholl and Shivers made it a specific choice to give the handguns infinite ammo. The only one that's stopping you from using it is yourself, once you get your hands on the chaingun and shotguns, there shouldn't be much reason to go back to the pistol anyway

>> No.3766343

Idea for Oom
Floors use wall textures
walls use flats

>> No.3766347

Bloodstain is level design kino but gameplay-wise it's hampered by too many monster-blocking lines and too little ammo IMO.

>> No.3766354

They should let you toggle it in the menu at least.

>> No.3766361
File: 87 KB, 236x84, thats-a-big-shotty.gif [View same] [iqdb] [saucenao] [google] [report]

it's not really something that can easily be made togglable, especially mid-game

you'll just have to deal with your huge gun and matching penis :( :( :(

>> No.3766371

Can I at least get larger pants so they can fit?

>> No.3766384

Another Oom:
Some wall textures are enemies and will try to come out of themselves to kick your ass.

>> No.3766408

Give me a map request and a timelimit.

For an incompetent mapper.

>> No.3766410

Snowy arctic base

5 days

>> No.3766431

Volcano Base

UMDF Format

200 minutes

>> No.3766436

Rusty abandoned chemical plant
1 week

>> No.3766438

Laboratory with an experiment gone wrong

7 days

>> No.3766463
File: 581 KB, 495x720, type.png [View same] [iqdb] [saucenao] [google] [report]

Some kind of basic military complex.
Like it's a building with a few cubicle offices in it, a couple of living quarters, a security station which has a locker room with showers, a storage room, a rec room, a cafeteria with a small kitchen, a public bathroom, etc.

The challenge comes in working with this and making an exciting map layout with good gameplay, some rooms would be closed and marked as secret areas, because you'd have to find another way inside, perhaps through a vent or crawl-space, like say a wall is broken somewhere, and you can squeeze inside there and kind of crawl along in the dark and cramped until you reach a wall which is open and this leads you perhaps into an office or storage room which was locked from the inside, here you could find a dead marine who had barricaded himself, and you can take his gun, backpack and ammo.

I'm suggesting two weeks, the Alpha and Beta of Doom has some textures which would be fitting for these uses without having to go really far out, you could still stay within the Doom aesthetic.

Or just do a basic E1/E2 style techbase in one week.

>> No.3766467
File: 942 KB, 1600x900, Screenshot_Doom_20170128_215440.png [View same] [iqdb] [saucenao] [google] [report]

Alright that's those guys outta the way. Let's see if I can make it

>> No.3766530

Have a fucking WOW

>> No.3766536

cool map dude

>> No.3766537


sorry; i haven't the patience

>> No.3766551


>> No.3766570

Which one of you fuckers needs detailing for your map?

>> No.3766590
File: 862 KB, 1600x900, Screenshot_Doom_20170128_232658.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766592
File: 889 KB, 1600x900, Screenshot_Doom_20170128_232757.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766597
File: 2.57 MB, 720x336, Exploding-head.gif [View same] [iqdb] [saucenao] [google] [report]

what the fuck

>> No.3766602

I find it funny how people say doom is powerful but I keep seeing shit like this all the time.

>> No.3766605

What do you mean, powerful?

>> No.3766606

In fairness this was 100% caused by me, I cheated to give myself multiple of each item that spawns these projectiles and actors, and then I just mashed on the use item key to see what would happen.

Turns out you can kill a cyberdemon with a second of spawning him and your framerate turns to single digits.

>> No.3766614

Powerful in that many of the engines are pretty soft on your CPU, and you can do a lot of thing despite it's limitations.

Now, GZDoom opens up a LOT of possibilities in what you can do, but it's not particularly well optimized.

For instance, a Boom based sourceport can have a thousand monsters on the screen and your performance will actually not be that awful, while with a ZDoom port you'll start seeing performance issues at half that, even with a reasonably good computer.

Of course, Doom being based on linedefs, there's inherent limitations in that, the more lines a monster has to make a check on between him and you, the more performance it'll take, so a bunch of monsters noticing you from across a large and highly detailed map would start to chug on pretty much any sourceport.

>> No.3766617

It really shows when you play something like nuts.wad in PrBoom+ first, then in GZDoom. The performance difference is just too immense.

>> No.3766619

oh please

>> No.3766646

guys, how the fuck do you make a techbase map? i've made two rooms and i'm stumped

>> No.3766657

Hey anon, I'll help you map if you like.
I literally cannot get the wheels rolling on my own (yet).

we'll do it we'll make this shit happen.

In other news, what have you people cooked up for Oom today?

>> No.3766670
File: 291 KB, 884x928, 1480662372210.png [View same] [iqdb] [saucenao] [google] [report]



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