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3766665 No.3766665 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3763058

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.3766668
File: 131 KB, 320x200, DONT CROSS THE BEAMS.gif [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] New release of Custom Gun (v0.999) with fixes

[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


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

>> No.3766674 [DELETED] 

Another day, another Doom thread to hide.

>> No.3766679


>> No.3766684
File: 966 KB, 1600x900, Screenshot_Doom_20170129_003554.png [View same] [iqdb] [saucenao] [google] [report]

Man I hate having to play rocket tag with cyberdemons

>> No.3766692
File: 520 KB, 1600x900, Screenshot_Doom_20170129_003912.png [View same] [iqdb] [saucenao] [google] [report]

Wouldn't you figure, there's more fucking chaingunners in the walls.

>> No.3766697
File: 522 KB, 1600x900, Screenshot_Doom_20170129_004009.png [View same] [iqdb] [saucenao] [google] [report]

Oh. I was wondering what was growling.

>> No.3766704
File: 650 KB, 1600x900, Screenshot_Doom_20170129_004208.png [View same] [iqdb] [saucenao] [google] [report]

Oh fuck me

>> No.3766707
File: 1.05 MB, 1600x886, Screenshot_Doom_20170129_004225.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766710
File: 2 KB, 192x236, image.png [View same] [iqdb] [saucenao] [google] [report]

This is me, I stand like this IRL. Usually because I'm a depressed individual like this enemy.

>> No.3766713
File: 404 KB, 1600x900, Screenshot_Doom_20170129_004608.png [View same] [iqdb] [saucenao] [google] [report]

words fail me.

>> No.3766714

Cheer up, Reaver!

>> No.3766717
File: 683 KB, 1600x900, Screenshot_Doom_20170129_004640.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766720
File: 221 KB, 400x324, 1397702641629.png [View same] [iqdb] [saucenao] [google] [report]

So we have our Oom BFG now?

>> No.3766723
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>> No.3766726
File: 2.02 MB, 1600x900, Screenshot_Doom_20170129_005150.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766727
File: 1.09 MB, 1600x900, Screenshot_Doom_20170129_005315.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766732
File: 669 KB, 1600x900, Screenshot_Doom_20170129_005342.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3766735


>> No.3766738
File: 476 KB, 1600x900, Screenshot_Doom_20170129_005444.png [View same] [iqdb] [saucenao] [google] [report]

Off to a good start here.

I'm kidding, this sucks mad penis

>> No.3766741
File: 64 KB, 512x512, 1485635783738.jpg [View same] [iqdb] [saucenao] [google] [report]

>DOOM thread
>not OOM

>> No.3766750

doom exists and isn't just a bunch of ideas guys

>> No.3766756
File: 536 KB, 1600x900, Screenshot_Doom_20170129_011028.png [View same] [iqdb] [saucenao] [google] [report]

and it's just one surprise after another with Plutonia.

>> No.3766757
File: 377 KB, 1600x900, Screenshot_Doom_20170129_011129.png [View same] [iqdb] [saucenao] [google] [report]

Only to get shot in the back by a fucking chaingunner. Every time.

>> No.3766759
File: 2.74 MB, 1065x1310, doom_slayer_and_daisy_by_xous54-dawq4gs.png [View same] [iqdb] [saucenao] [google] [report]


What was the price for Registered DOOM back in the day?
And how about the price for DOOM 2 on retail stores back in 1994?

I need to know. Thanks in advance.

>> No.3766761
File: 19 KB, 217x456, Stormy.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Dark Forces any good?
All i know about it is that the new hope trash compactor monsters are in it

>> No.3766767

Dark Forces is good but some levels are really really hard to navigate

>> No.3766768

A must play if you like the OT and 90s FPS

>> No.3766770
File: 30 KB, 320x200, HELP2.png [View same] [iqdb] [saucenao] [google] [report]

According to the order form that came with Doom Shareware v1.1, directly ordering Doom from Id Software back in the day cost US$40, plus shipping ($6 within US, $10 international) and sales tax for Texas residents.

I don't know how much Doom 2 cost upon release, but it was a retail release so you could probably get an idea by looking up catalogs from games and electronics stores from late 1994.

>> No.3766794

For reference, that means the original three-episode release of Doom cost $68.06 in 2017 dollars.

>> No.3766808
File: 1.21 MB, 800x1350, file.png [View same] [iqdb] [saucenao] [google] [report]

I dunno, I found ammo be quite excessive even, while playing on UV in vanilla (replaying with DAKKA now for more fun).

Perhaps it is because I find most of the secrets on the levels, but they are not all that hidden anyway - mostly samll switches around areas that "you would never look, but that's exactly why you gonna look for secrets there"

>> No.3766813

BTW anyone knows what tune plays on map18 of the Bloodstain? I remember this tune for somewhere but the name eludes me.

>> No.3766821

Alright, how do I make gun sounds not sound like total shit? I've tried adding bass chirps and stuff in Audacity but it just doesn't work. Reverb just sounds like total crap, what do I even do?

>> No.3766825

add sounds on top?

>> No.3766827

That what I was trying to do but it just sounds like I added some random shit on top.

>> No.3766834

if you want good reverb in audacity download ambience.. the default reverb is trash

>> No.3766843

I'll try it, thanks.

>> No.3766845

Start with a good base sound and work from there.

Solid foundation > Everything

>> No.3766849

I'm mainly trying to add some more punch to the default Doom weapon sounds. I know some people did high-res versions of them but they still seem to lack the kind of "boom" that you should expect.

>> No.3766867

Forgive my ignorance on this.

What is the proper term to describe Doom and the Doom clones of that era?
I know maze like and corridor isn't 100% the right terms.

>> No.3766874

Doom clones is the term

>> No.3766881

I'm talking more about the level design and how the games play. I should had been more clear.

>> No.3766885
File: 780 KB, 1600x900, Screenshot_Doom_20170129_144322.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way to make a wall that does NOT allow aplication of decals on it? So that blood and explosion marks do not overaly it - for switches and stuff.

I prefer term "Map-roam" FPS. In Doom/Duke/Quake/Blood/ most retro shooters when you enter a level, you only have access to one section, and open up more sections as you find keys and flip switches, so by the end entire level is available for you to roam. Some maps deviate from that formula, but majority does not.

"Corridor" shooter is Half-Life 2 and modern CoD and MoH, and most other moderns shooters really. You always move forward and almost never look back, the path is linear with very few short optional branches that more often than not end up as dead ends.

"Arena" shooter is a game where you progress from one arena set piece to the next, where area locks down and enemies are let in, and you are required to kill all or most of them before you are given the opportunity to progress further. Serious Sam and Painkiller are prime examples. Sadly, makers of nuDooM decided to incorporate way too many features of that genre.

"Open Location" shooters like FC 1 and Borderlands, while not Open-world in true sense, give you a very large area to traverse and fight in, often presenting several ways of tackling each combat scenario.

And then there's Open World like FC2/3/4

Games like Deus Ex combine "Map-Roam" and "Open Loacation" gameplay elements with varying degrees.

There's also a very rare 6DOF shooter, namely Descent and Forsaken, also, albeit limitedly Aquanox.

>> No.3766890

I've heard the term "abstract mazelike" before. I kinda like that term. I'm just wondering what the modern Doom fans call it. Figure the general is the best bet since reddit is a shitshow with this subject.

>> No.3766892

I've heard the term as well, but don't really like it as it does not fit all scenarios. For instance Duke is much more realistic in its locations than Doom, to the point that many would not call it abstract. Unreal and Return to Castle Woflenstein offer similar gameplay in many cases, and in that context "Map-roam" makes more sense than "abstract mazelike"

Doom fans just call them doomclones, as that's what they were called back in the day.

>> No.3766902

"Doom clone" is such a throw away term though.

>> No.3766921

Where is that HUD from?

>> No.3766924

Dakka. Abandonded weapon pack.

>> No.3766937

Well, it is feature complete and enjoyable.

I plan on overcoming my laziness and replacing weapon sprites with eriance's ones some ay.

Also Doortal Bum compatibility

>> No.3766939

>Is there any way to make a wall that does NOT allow aplication of decals on it?
Middle textures.

Might require a little bit of trickery on your part though to make it work.

>> No.3766941

"middle textures" says nothing to me really. Weapons and blood leave decals on any textures including middle ones. What exactly do you mean?

>> No.3766948
File: 351 KB, 1250x779, 1476053613349.png [View same] [iqdb] [saucenao] [google] [report]

Look at railings, prison bars and vines and stuff in Doom, they're not solid walls like normal, they're the texture between an upper and lower texture.

See the grates in this picture? Decals would not go onto the grate texture.

>> No.3766951

So you mean to put another transparent texture on top of a real switch, while sinking the switch 1 unit further into the wall? Have to try that.

>> No.3766954

how the fuck is that lighting hapenning? sector trickery?

>> No.3766979

Yeah, that's just lighter sectors painted into the room.

>> No.3767040

sorry if this is a stale meme


>> No.3767046

Why the fuck is this so funny

>> No.3767057


>> No.3767064
File: 109 KB, 569x802, AEUUUUUUGH.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3767067

AEUHHH??? is never stale.

>> No.3767125

do you think tim allen's career will ever get dead enough to the point where he has to go back to selling blow?

>> No.3767136

maybe selling coke is his passion

>> No.3767250
File: 156 KB, 1300x1265, business-man-shrug-quesiton-mark-279604.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know how to go about making a music wad that plays songs in a specified order? I'm having trouble finding any info about it.

>> No.3767280
File: 22 KB, 1117x1003, ss+(2017-01-29+at+12.48.22).png [View same] [iqdb] [saucenao] [google] [report]

i give up

>> No.3767281
File: 753 KB, 1497x1017, doornoob.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone tell from pic related why I'm seeing a blank middle texture rather than the top texture of my door?

>> No.3767293

Does Quake make anyone else feel really uncomfortable?

>> No.3767294


>the sound design
>the score
>the flowing gameplay
>the secrets
>the way levels transform before your eyes
>that intangible quake mystique

>> No.3767298

your door texture might be on the other side, go into line mode and press F on the line to flip the direction

>> No.3767312

Yeah it makes me uncomfortable that they keep throwing the fucking chainsaw/grenade launcher assholes at you

>> No.3767326

It feels like a weirdass fever dream.

>> No.3767328

Not really retro, but does anyone remember an old mod for Doom 3 that kind of remade Quake 1? Not just ported the maps, it was made from the ground up. I think the weapon and enemy models were also made from scratch. I've only found the lazy map ports. I think the name was something like Quakedoom or Doomquake but I haven't been able to find it.

>> No.3767330
File: 12 KB, 583x73, door.png [View same] [iqdb] [saucenao] [google] [report]

Too avoid any mistakes like this, just use the "make door from selection" tool. It saves a lot of time.

>> No.3767334

Old school

>> No.3767349

>not retro
We even talk about Quake 4 here, so that isn't a problem.

>> No.3767352
File: 212 KB, 1280x720, Screenshot_Doom_20170108_210955 - kopie.png [View same] [iqdb] [saucenao] [google] [report]

holy FUCK

>> No.3767357
File: 179 KB, 879x670, 1483588026996.jpg [View same] [iqdb] [saucenao] [google] [report]

No wonder everyone pirated it.

>> No.3767374
File: 431 KB, 1920x1080, beast4.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, look for Shambler's Castle. It was a single-level Quake-themed TC for Doom 3.

>> No.3767389

to be fair, the american middle class was objectively wealthier in 1993 than nowadays.

>> No.3767390

project idea:

get a list of all the monsters / items in Episode 1, and make a new set of levels with the exact same items and enemies as your mapping constraint


>> No.3767393

Per-level, or can you redistribute them as long as you don't go over E1's limit?

>> No.3767394

would probably be more fun with doom 2s monsters. episode 1 is quite repetitive monster wise.

>> No.3767397


yeah good point, i just said E1 cos it's smaller scale

>> No.3767398

Jimmy's Jukebox does something like that.

>> No.3767435

Sounds like a great idea, I'd love to be on board if its a community effort

>> No.3767461

I don't think this would prove much, the levels aren't exactly memorable for the _number_ of enemies on them; but if you had the constraint that the monsters/items must be in the same place (x/y co-ords), but the sectors could be anything the mapper wanted, then that would get interesting.

Also, this is an interesting recent community project: only 20 monsters allowed per level: https://forum.zdoom.org/viewtopic.php?f=42&t=54247

>> No.3767470

I've been thinking... With the advent of ZScript, would it be possible to re-implement the mod that allows you to take only SOME of the ammo from ammo boxes and med kits to replenish yourself up to max? Old mod did that by splitting the box into several smaller ones on pickup, but what I have in mind - taking ammo from the box without altering it, maybe only affecting its appearance (box being open and some ammo taken)

>> No.3767483

Yep, you can do that without hacks now.

>> No.3767486

Sadly, I can not understand anything in ZScript. Decorate was nice and simple, easy to learn. In ZScript I literally can not understand what anything means, and reading wiki does not help.

>> No.3767491

Well, it's basically like C++ with DECORATE attached now, so all I can recommend is you git gud at programming.

>> No.3767498
File: 718 KB, 1600x900, Screenshot_Doom_20170130_000034.png [View same] [iqdb] [saucenao] [google] [report]

Weird shit. Autoaim is off, there is nothing on the ledge, yet my chaingun is shooting there.

>> No.3767549

Go read up on C++/Java a little. You need to understand how functions return values to really get how ZScript works.

If it's any consolation, any functions you create in ZScript can be used in DECORATE as well.

>> No.3767553


Another question: Can we have a minimap mod now? Better yet, if it could render both overlay and normal textured (or not) automap onto the HUD.

>> No.3767561

Not until ZScript has proper sector iterators and drawing, which should be within the next 50 years.

>> No.3767567

There's this ACS-based mod, but it's really resource-intensive.

There's also a Jaguar-styled one floating around, but that requires an engine rewrite. You know how Graf is about that kind of thing.

>> No.3767575

Any wads that have some good space skies I can browse through? My current one is pretty bad.

>> No.3767579

Actually, I've made a heavily improved version of that since. It supports scrolling, zooming, optional player chase, map icons and stuff.


About to pick the project up after the holidays again, but I think I'll ditch zandro 3.0 and rewrite most of the stuff in zscript (some of it already done for doomshockv2). Forum posts hint to zandro devs already having plans for zscript integration and catching up more with gzdoom, and it's not like all the 3d modelling stuff I'll have to learn for this won't take a shitload of time.

If anyone actually wants the improved map code I could sanitize it a bit and make it public.

>> No.3767580 [DELETED] 


These newfags needs to learn that the rules of /vr/ doesn't apply to doom general

only /v/ trolls keeps pushing that

>> No.3767593

>the rules of /vr/
That discussing modern things is all right if done sparingly and is on-topic to the current discussion?

You go to any other retro general and it's the same thing, lel.

>> No.3767603
File: 745 KB, 802x500, DOCTOR DOOM.png [View same] [iqdb] [saucenao] [google] [report]

this is one of the bugs with zdoom which also involves bouncing code too, projectiles in doom engine are kinda simple and only designed to do a certain thing - start playing around with them and teaching them new tricks and they behave funny

thats why Fastprojectile was invented for Hexen because making it go fast was shooting through walls, but even then fastprojectile is also still just a simple hack on normal projectiles.

Try putting a Quake style Grenade Launcher in Zdoom and it doesnt act like a Q1 GL even if you have emulated the capabilities and behavior well (as an example).

(for example even if you have the number of allowed bounces set high and it doesnt explode on contact with someone, it can Still explode instantly on an actor if you land it on top of them - it doesnt always do this but it does it pretty often)

>> No.3767606

This is not a fast projectile though, just a hitscan, that makes a tracer from player to a bulletpuff after it happens, so it has nothing to do with projectile code, as bulletpuffs appear right where the traces go (or rather the other way around, but you get my point).

>> No.3767627
File: 499 KB, 1600x900, Screenshot_Doom_20170129_141739.png [View same] [iqdb] [saucenao] [google] [report]

Plutonia, plutonia never changes

I nearly died to a trap last level where the wall opened up behind me and there was about 10 chaingunners, that's fucked up

>> No.3767631

> but even then fastprojectile is also still just a simple hack on normal projectiles.
I thought it was the other way around, that they're a complete rewrite. For example, normal projectiles calculate XY collision before Z collision, so they handle slopes very poorly. FastProjectiles have no such issues.

For anything that doesn't bounce I don't know of a single reason to use normal projectiles.

>> No.3767634
File: 504 KB, 1600x900, Screenshot_Doom_20170129_142222.png [View same] [iqdb] [saucenao] [google] [report]

Gettin real sick of your shit, Plutonia

>> No.3767635

the military base is pretty chill compared to the others u skipped the secret lvls didn't you?

>> No.3767636
File: 563 KB, 1600x900, Screenshot_Doom_20170129_142348.png [View same] [iqdb] [saucenao] [google] [report]

I didn't even know there were secret levels. I am really really bad at finding secrets.

But I see you, you boney fuck

>> No.3767639


Ive got arachnotrons shooting fastprojectiles (blaster bolts) and I notice on a large number of occasions I will see the shot slide across the floor a short distance and because of the trail behind it the thing looks like a bent straw.

>> No.3767647
File: 39 KB, 722x349, nightmare goggles.jpg [View same] [iqdb] [saucenao] [google] [report]


Stop your bellyaching about Plutonia and get Plutonia 2 (its a megawad themed as the sequel to plutonia).

The visuals are even better, and the difficulty is higher yet organic at the same time.

For an achievement worthy challenge warp straight to Map 11

>> No.3767654

Yeah the trails are a little stupid, but writing a custom several-actors-a-tic trail spawning function shouldn't be too hard if you know basic trig.

>> No.3767656
File: 695 KB, 1600x900, Screenshot_Doom_20170129_143133.png [View same] [iqdb] [saucenao] [google] [report]

I'm just providing commentary while I play through. Very rarely has this mapset been actual bullshit. The traps I've been through are some of the cruelest though, it's honestly amazing.

>> No.3767658

>I'm just providing commentary while I play through.
there's an alternative, more efficient way to do that

>> No.3767660
File: 338 KB, 1600x900, Screenshot_Doom_20170129_143341.png [View same] [iqdb] [saucenao] [google] [report]

Gee I wonder who could be behind this pillar.

I don't stream or LP. That's gay.

>> No.3767664

>there's an alternative, more efficient way to do that
fuck me, I've always thought I could post whatever I wanted on this thread as long as it was doom related, and that facetious jokes about a wad were common.

sorry, officer.

>> No.3767668
File: 324 KB, 1600x900, Screenshot_Doom_20170129_143520.png [View same] [iqdb] [saucenao] [google] [report]

Well at least they had their backs to me.

>> No.3767670

goodness, you're a defensive cock

i was just saying that there is an alternative, not to stop right now

>> No.3767671
File: 398 KB, 1600x900, Screenshot_Doom_20170129_143816.png [View same] [iqdb] [saucenao] [google] [report]

I hear teleporting and skeletons, very rarely is that ever a good sign

That wasn't me

>> No.3767674

this map is actually kinda weird how its laid out and there's some secrets in it that I just wasnt able to figure out how to get into.

I do love the layout for this map, but plutonia has this nasty habit of having Doors that you Cannot Open and only get opened by a switch somewhere.

Feels damn frustrating to go up to a door, click use and it doesnt budge.

>> No.3767675

I think you misread the tone of my post completely. it's clear as day you're angry over nothing.

>> No.3767678
File: 383 KB, 1600x900, Screenshot_Doom_20170129_143909.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3767682
File: 420 KB, 1600x900, Screenshot_Doom_20170129_144053.png [View same] [iqdb] [saucenao] [google] [report]

You taunt me. Fatface.

>> No.3767684
File: 302 KB, 1024x512, Font18_42_Normal5_sheet.png [View same] [iqdb] [saucenao] [google] [report]

Hey anybody know how to do FONTS for doom?

Pic only slightly related.

Do they have to be monospace or a specific vertical height?

oh you baby, bruisers are some of the easiest monsters in the game, if they fired a variety of shit like the Liches in heretic, or possibly regenerated while you left them alone then they would be more of a challenge.

Just leave them alone and herd them towards the skeletons and then get them to shoot each other.

Its very satisfying watching a baron die from skeletons.

>> No.3767685
File: 406 KB, 1600x900, Screenshot_Doom_20170129_144126.png [View same] [iqdb] [saucenao] [google] [report]

Eyyyyy so that's what they were guarding. Good shit

>> No.3767689
File: 336 KB, 500x667, 88k1Mmu.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3767694

saving it, thank you.

>> No.3767696


> mfw trump will make anime real

>> No.3767698
File: 517 KB, 1600x900, Screenshot_Doom_20170129_144423.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3767703

why do you care

>> No.3767704
File: 538 KB, 1600x900, Screenshot_Doom_20170129_144714.png [View same] [iqdb] [saucenao] [google] [report]

Okay I saw two archviles up here earlier and now I seem to have lost them.


>> No.3767707
File: 666 KB, 1600x900, Screenshot_Doom_20170129_144913.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3767710
File: 581 KB, 1600x900, Screenshot_Doom_20170129_144952.png [View same] [iqdb] [saucenao] [google] [report]

In hindsight I should have used a different weapon.

>> No.3767713

because if he's posting like he's been doing for the past thread (two threads?), then it means he's having fun and enjoys people seeing his reactions

so i was thinking if he enjoys it that much, maybe streaming would be an option he's interested in, which he's not so okay then

there's not enough doom streams out there, frankly, especially non-brutal ones

>> No.3767714

Geeze dude, calm the fuck down.

>> No.3767715

what about that makes you think I'm angry? I'm sorry if it read that way, I didn't mean to come off as it.

>> No.3767716
File: 46 KB, 510x344, STARS.png [View same] [iqdb] [saucenao] [google] [report]

bumping with more fonts until people answer my question

>> No.3767717

I'm on the other end of the spectrum, actually.

I really like watching mapping streams, and there's a weekly coding session that I like watching, but those are very much a rarity.

Gameplay streams are pretty common, creative streams are fun and need to be done more.

>> No.3767718



It's more straightforward than it looks, trust me.

>> No.3767720

people here can get pretty fuckin' touchy sometimes.

what mod is this?

>> No.3767723

Final Doomer, it's pretty good and it's driven me to give Plutonia a proper runthrough with it.


>> No.3767726

check out marrubs tutorial on the zdoom forums.

I suggest a monospace font, especially bitmap format ones if you want nice letters at low pt size. I use a font called "Dina" in 6pt for basically everything since it's so compact and readable.

>> No.3767815
File: 335 KB, 300x187, surprise.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone got a list of doomrla assemblies?
Oh, and are there any good wads to go along with doomrla?

>> No.3767825
File: 295 KB, 1530x5849, 1472546128109.png [View same] [iqdb] [saucenao] [google] [report]

>Anyone got a list of doomrla assemblies?
there. and there for a few exotic effects: http://pastebin.com/HQKJxQfA

>Oh, and are there any good wads to go along with doomrla?
Glaice's modded oblige ( still 6.20 last i checked )

>> No.3767826

>Anyone got a list of doomrla assemblies?

"bind H summon computerareamap"

>> No.3767847
File: 30 KB, 320x320, tated.gif [View same] [iqdb] [saucenao] [google] [report]

It's not me, anon.

>> No.3767850
File: 42 KB, 96x96, oom onsters.gif [View same] [iqdb] [saucenao] [google] [report]

ever orget

>> No.3767853

if that fucking thing can raise it's own species i will punch you in the dick

>> No.3767869


>> No.3767872

>implying that this final boss is the worst of your problems
you're forgetting the lying etpack haingunners and the kybox haingunners, aren't you?

>> No.3767879


I'm ordering uckle usters

>> No.3767907
File: 197 KB, 320x200, oompunch.gif [View same] [iqdb] [saucenao] [google] [report]

you mean ist unchers

>> No.3767924

Help me lads
There's a level pack that got released in 2016 and I can't remember its name.
I think it was released by an established mapper and was 6 levels long. I'm not sure if it got mentioned in the most recent Cacowards or not but I'm not sure. I realize this is a retarded description but if anybody has any idea what I'm talking about I'd appreciate a suggestion.

>> No.3767934

no way i can help you doc.

In other news: IT BEGINS... ...as soon as i can figure out why the chaingunner isn't skulling about.


>> No.3767945
File: 2.74 MB, 2997x2000, 1485376720438.gif [View same] [iqdb] [saucenao] [google] [report]

oop, nevermind. here we go.

>> No.3767946

>I think it was released by an established mapper and was 6 levels long.

That's pretty vague, dude.
Anything else you can remember about it? The style of the levels? How it looked?

>> No.3767947

It looked quite brown and Doom 2-ish if that makes sense, but with quite intricate level desgin.
The first level had a body of water and some buildings in a courtyard.

>> No.3767948

fuck me...

here we go again, last time

they fly now. https://www.dropbox.com/s/fjmelow4vze5ve3/Oomprealphav01.pk3?dl=0

>> No.3767963

Oom general when?

>> No.3767971

I prefer Doo general

>> No.3767972

last thread >>3763058

and discussion of Oom gameplay started here: >>3764634

>> No.3767978

kingnoger/rising fenix ("""""creator""""" of "doom-multi-core--redone-source-port engine") is on drugs again.

Seriously, I can't think of a more weird dude in the whole community.

>> No.3767979

Does anyone have a link to download that dumb Moonman wad?

>> No.3767981

Can I submit monster and weapon code for OOM? I have some fun ideas

>> No.3767983
File: 264 KB, 260x146, 1394694766372.gif [View same] [iqdb] [saucenao] [google] [report]

Everyone can modify and add to it. It's intended to be /vr/'s Joke-Megawad series.

I just slapped together the chaingunner to get us started with rolling the ball.

>> No.3767987
File: 7 KB, 140x157, nemesis.jpg [View same] [iqdb] [saucenao] [google] [report]

>All the text is replaced with Tim Allen

>> No.3767995
File: 834 KB, 640x480, overlays.webm [View same] [iqdb] [saucenao] [google] [report]

i have a habit of making stupid shit so i'm game

>> No.3768001

If you're wondering about the source for the idea of the "speedy gonzales" demons, it's the "YOU'RE NOT A MEDKIT!" image. I used to have it saved but can't find it now.

>> No.3768004
File: 1.53 MB, 1748x2550, YOU'RE NOT A MEDKIT.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3768010
File: 40 KB, 239x256, FUCK.gif [View same] [iqdb] [saucenao] [google] [report]

Thank you.

>> No.3768025

I've got it.

Zombiemen jump in the air and try to 360 noscope you with a pistol

>> No.3768028

Chaingunners do the same except they always hit you event from the other side of the map.

>> No.3768031

I think satan is beyond calming down at this point, considering they're in the skybox too and have goddamn jetpacks.

>> No.3768050

The pistol doesn't shoot at all.
You just throw it at the fucking guy

>> No.3768060
File: 654 KB, 2149x2599, a s s b l a s t e d.jpg [View same] [iqdb] [saucenao] [google] [report]

reminds me of this pic in terms of how hard I just lel'd

>mildly relevant as doomguy uses a shotgun

>> No.3768075

That pic is too small for the information it's attempting to convey.

>> No.3768080
File: 1.90 MB, 320x200, 1469581805874.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3768081

OP stuck a shotfun up his ass.

>> No.3768092
File: 598 KB, 600x878, panic.png [View same] [iqdb] [saucenao] [google] [report]

>come back after a day
>OOM has an alpha pk3

>> No.3768095
File: 199 KB, 1024x1024, 4eab56cdd1b8c3f74f000008-4w8.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm honestly not a coder; so I can't exactly do major work on it, but as the igniter of the spark, I can post this: https://my.mixtape.moe/sjfuyw.flv

>> No.3768107

you probably mean https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/endpoint

>> No.3768127


yeah I know I mean it could be like 10000 pixels but I believe for the topic it refers to we all get the drift with just the 2599 pix that is available for it.

> its not even 4K
> we need to see the ass blasting in ultra high def

so tell me... have you ever... felt the Need for Bead?

>mfw the SSG has what appears to be a front bead sight, while it is questionable whether the normal shotgun does

I cant believe this shit
its like cancer
this is what 4chan is doing to DOOM

>> No.3768130 [DELETED] 

It's not the total pixel count you fucking feeble minded jackass. It's the fact that all the text is halved in size, making it annoying to read. half of it is just white dead space anyway.

Eat shit.

>> No.3768139
File: 24 KB, 524x241, autism pistol.jpg [View same] [iqdb] [saucenao] [google] [report]


> mfw I take screencaps of the Zdoom Wiki for DECORATE reference then I resize them to 65% and apply a sharpen filter just so I have the information

> mfw I write tiny in real life, having had it described by others as "like a computer font" and its about 6 point size even on paper

sorry, im diamonds on this

I guess when you bitmap long enough you dont have probs making out small things

> having a 1024x600 resolution kinda helps too, learn to use the ZOOM tool on your windows photo viewer, after you've downloaded the image

> because "omg I cant read it, this is so funny, ive got to see more of the image"

im seriously not responsible for this

>> No.3768148 [DELETED] 

so we can talk about Oom right?

Here's my shitty map for JoyOfMapping3.


Being a first speedmap (and having to overhaul the whole damned thing as a result of the lavafloor) i'd say it's pretty bad?

everyone else's maps were probably much better

>> No.3768151

oh right the textures.

well maybe when the thing is launched.

>> No.3768153


3768148 (Dead)
> this shit is like cancer

cancer averted

>> No.3768154

>this shit is like cancer
That makes sense, seeing as it's S'arias trying to spearhead this shit

>> No.3768162 [DELETED] 

>trying to start drama
maybe if you didn't fall for a poor-quality macro

>> No.3768163

I liked the sequel more

>> No.3768167

I'm referring to the oom thing.

>> No.3768170

Why are you having an prolapse about this?

>> No.3768172

cease your sperging

>> No.3768173

I'm not, it's just a simple observation and I'm just pointing this out cus it's gonna inevitably spiral out of control

>> No.3768174
File: 5 KB, 89x80, 1484859339142.jpg [View same] [iqdb] [saucenao] [google] [report]

>it actually says autism pistol on it

>> No.3768176
File: 201 KB, 1920x1200, they're in the walls.jpg [View same] [iqdb] [saucenao] [google] [report]


cacodemons which are literally in the walls and shoot fireballs at you from them

>> No.3768178

That's the POINT anon.

>> No.3768184

spiralling out of control whenever someone else mentions something vaguely negative about something you're involved with does seem to be a common trend, yes

>> No.3768185

report drama posts on sight

>> No.3768186

Does that function?
Mind your own business

>> No.3768189

What are you even talking about?

>> No.3768190
File: 68 KB, 420x420, cdc449a0dab8a02c687a4e03bbc0c272.png [View same] [iqdb] [saucenao] [google] [report]

Oh shit I think that's it. Thanks dude!

>> No.3768195
File: 2.67 MB, 4298x5198, 1485192953250.png [View same] [iqdb] [saucenao] [google] [report]

Here's a readable version.

>> No.3768197

the fuck is your problem?

>> No.3768198

I think he's got a remshit up his ass

>> No.3768202
File: 765 KB, 2591x1935, Mossberg 590A1 'Trenchgun' Style.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh /k/, how gay you are.

Yeah, he should pick a nice shotgun, like a Mossberg 590A1.

>> No.3768204

Ok, what's this OOM thing I've been hearing about as of late?

>> No.3768206

Previous thread was "OOM THREAD / RETRO FPS THREAD".
Everyone proceeded to laugh at OP.

>> No.3768213

Basically, the last OP fucked up and forgot the D in DOOM.

Everyone collectively lost their sides.

And then someone decides "well what if chaingunners had jetpacks?"

It was then spitballed from there in last thread.

I'm guessing some people are getting fucking mad over a typo turning into a great joke?

>> No.3768254

a typo very quickly being turned into a forced meme

>> No.3768257
File: 556 KB, 1920x1080, Screenshot_Doom_20170128_010909.png [View same] [iqdb] [saucenao] [google] [report]

Finally got around to playing Thy Flesh Consumed. Pretty good, the first two levels were tough and felt very different than Doom I.

Overall pretty cool, going to play Plutonia next.

>> No.3768259


Looks like that Raccoon person is actually doing something now rather than just typing up a list of ideas for other people to do.

>> No.3768267

wow, and it only took two threads

>> No.3768284

Anyone play the defrag mod for quake 3?

>> No.3768289


>> No.3768294
File: 33 KB, 300x250, she gets the d.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3768354 [DELETED] 


See? He's still assmad.

HEY ANON, IF Oom is SHITPOSTING, why don't you post a WEBM of you completing The Zealous Machine on UV?

>> No.3768359 [DELETED] 

What does that even have to do with anything?

>> No.3768361 [DELETED] 

You'll impress me and have the muscle prove your point.

>> No.3768371 [DELETED] 

Why do I want to impress you?

>> No.3768373 [DELETED] 

I issued you a challenge. I'm undertaking it myself.

If you're too much of a pussy, you can always decline and embarrass yourself.

>> No.3768375 [DELETED] 

friend, you're the one embarrassing yourself

>> No.3768376 [DELETED] 


You're a dumbass.

>> No.3768390
File: 42 KB, 640x480, 1365402605508.jpg [View same] [iqdb] [saucenao] [google] [report]


Oh boy, first-person platforming. Everyone's favorite thing about the Prime games.

>> No.3768392

Why is this allowed?

>> No.3768394

Prime's platforming is fine (and the game's about three dimensional exploration for fucks sake).
Doom's is not.

>> No.3768396

The door looks like it was straight from a MS-DOS game

>> No.3768397

So you proved our point...

>> No.3768407


Not him, but your post came off as if the platforming in Prime was poorly done.

>> No.3768409

I'm not >>3768390

I'm agreeing with >>3768394 on doom's platforming.

Unless you're playing fucking JUMPMAZE of all things; but when does half of that shit become useful?

And even then
>playing jumpmaze

>> No.3768414


>I'm not >>3768390

Oh, my apologies then.

>> No.3768427

It's alright anon. It's hard to tell on an anonymous imageboard.

>> No.3768431
File: 17 KB, 120x120, c6bf9b08586c241b021dd04c204b7a85.png [View same] [iqdb] [saucenao] [google] [report]

>A texture in a mod requiring an enhanced source port of a DOS game resembles the graphical style of a DOS game

>> No.3768436
File: 188 KB, 1280x1024, so many wads so much time.png [View same] [iqdb] [saucenao] [google] [report]


What did >>3768396 mean by this?

Pick me a wad so I can die for your amusement

>> No.3768440


licenses.zip seems like a lot of fun

>> No.3768441


>> No.3768443

oh. that's just insaneweps. don't think i've used it yet.

jpcp it is.

should i still use the weapwad?

>> No.3768446

nevermind, it's apparently a skulltag wad.

>> No.3768448

load up vrskins with it and use the purgatori skin please

>> No.3768461


And there's map01.


>> No.3768473


>> No.3768491

no real reason, I just like the skin and wanted do see if you'd do it

>> No.3768494

i'll go dig up vrskins and continue tomorrow then.

>> No.3768497

Going shotgun heavy there, I'd have used the chaingun on the pain elemental and revanent myself.

>> No.3768502

I'm fond of shotguns, but not like the tiles fetish guy.

>> No.3768503
File: 62 KB, 671x665, 1485305160829.jpg [View same] [iqdb] [saucenao] [google] [report]

also you should turn up the bitrate a little it artifacts when you move a lot

>> No.3768510

Freelook is olev.

>> No.3768517
File: 779 KB, 1600x900, Screenshot_Doom_20170129_231840.png [View same] [iqdb] [saucenao] [google] [report]

Okay so when I last left off I had gotten outplayed by a martian and took a break, I've come back and was a little more liberal in my BFG usage and have succeeded in nuking the bastards.

Let's see where this leads us next

>> No.3768521
File: 386 KB, 1600x900, Screenshot_Doom_20170129_232053.png [View same] [iqdb] [saucenao] [google] [report]

I'm really glad I had cleared these sewers earlier, I was wondering where all the monster and teleporter sounds were coming from

>> No.3768524

you don't know a forced meme is.

because there is no such thing.

>> No.3768526

you don't know what a forced meme is.

because there is.

>> No.3768527
File: 324 KB, 1600x900, Screenshot_Doom_20170129_232300.png [View same] [iqdb] [saucenao] [google] [report]

okay I hear a LOT of teleporting

>> No.3768532

ou on't now hat a orced eme s.

ecause t oesn't xist.

>> No.3768534

Plutonia guy really needs to look after his guns

>> No.3768535

well you seem to be capable of knowing whether a meme is forced or not in the first place

>> No.3768537
File: 298 KB, 1600x900, Screenshot_Doom_20170129_232341.png [View same] [iqdb] [saucenao] [google] [report]

Crushers. I shoulda known. There goes half of my HP and a chunk out of my armor.

>> No.3768539

How much effort does it take to keep a gun in firing shape in those kinda conditions, you think?

>> No.3768552
File: 546 KB, 1600x900, Screenshot_Doom_20170129_234021.png [View same] [iqdb] [saucenao] [google] [report]

holy shit this level is balls to the wall right away.

>> No.3768554

is that the map with a lot of pillars in a sea of lava with monsters, like, everywhere around you

>> No.3768562
File: 978 KB, 1600x900, Screenshot_Doom_20170129_234831.png [View same] [iqdb] [saucenao] [google] [report]

[distant rattling]

Looks like it, I'm putting the pistol to good use seeing as it's one of the most accurate weapons in Plutonia-guy's arsenal

>> No.3768571
File: 873 KB, 1600x900, Screenshot_Doom_20170129_235415.png [View same] [iqdb] [saucenao] [google] [report]

God damn it.

>> No.3768593

thank you, i practice

>> No.3768651

more recent fps have spoiled me for mouselook

Also, Oom is far from shitposting, it's probably some of the funniest shit we've come up with in a while.
Some just have poor humor
>not wanting disco-warrior archviles and atkinscubi
>not wanting brutal hdoom which would be infinitely better than sgt. jellytrain's broople boop
it's like you don't want jizz geisers

i dont like brootle loop or hdoom either way tho

>> No.3768656

First person platforming was okay in the Metroid Prime due to floatiness of the jump mechanics and good air conrol (which was also used a lot in combat). He'd need to customise jumping quite a bit if he wants for it to feel right (if he realises that at all).

Also is it me, or the walk speed is even slower than normal doom walk, coupled with insane viewbobbing?

>> No.3768659

he's got fucking always run off.
typical brootle pleb

>> No.3768664

>Brootal Hdoom.
>Violent demon pounding
>angry sex
Too bad nobody will ever make it.

Now here's an idea.
Since (G)ZDoom can use linedef portals properly (with objects flying through and all that) now, how about a circular map that has 720 grad in it instead of 360? To top it off make it several floors (~4 should be just right), and make them "rotate" by altering where the portals go? And after all that lock "portal overlay" opton and make anything beyond initial 360 grad to be invisible on the map, so player always sees it as if he's on the first circle of the tower. Add in some more portal mindfuckery.

>> No.3768673

im certain there was a couple wads with really fucked up geometry that would have the player going down a single staircase for fucking hours until he clued into the damned off-texture wall teleport . It was actually fun though and i dont remember the name.

Hard to understand what you mean though.

Prehaps it's for the best nobody makes it. Think of the Cumsplosions. On slaughter maps.

The map just becomes white.

>> No.3768684
File: 2.49 MB, 320x240, zdoom-20170130-1131436_2.webm [View same] [iqdb] [saucenao] [google] [report]

There's this wad that utilizes silent teleport-to-line teleporters to create weird geometry (also features "infinite staircase"): https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/imposs

>> No.3768704

I'd actually argue Prime is the poster child of how to do first-person platforming right. Unlike games like Turok, it generally avoided the precision-based "obstacle course" platforming, and instead went for something more organic to the environment that didn't require any timing.

>> No.3768718
File: 1.85 MB, 320x240, PORTALS!.webm [View same] [iqdb] [saucenao] [google] [report]

Yea, kinda like that, but imposs.wad uses old version of the teleports - are you see beyond the cutoff point is a template, so if you lure and kill a monster there, as you cross the point bodies, wall splats and all that disappears. Also if you fire rocket/plasma as you cross the point, it would disappear mid-flight (visually, for you - it will still explode - back in the template backdrop area)

New linedef portals allow for seamless transition of everything including monsters and projectiles. Kinda like Duke3D ones and a bit less efficient version of Linquica's portals. IDK if you can make them dynamic and actually recreate Portal-gun properly this time.

>> No.3768731
File: 227 KB, 557x605, 1454235503778.png [View same] [iqdb] [saucenao] [google] [report]


This is nice. Are there some nice WADs that utilize teleports to good effect?

>> No.3768734

I think a Portal Gun would be too advanced for sector/linedef based level design.

>> No.3768746

It would work(if slightly choppy) if you could put a camera texture on a (flat) sprite or 3d model plane actor. You'd just have to warp a camera on each end point correctly.

>> No.3768786
File: 142 KB, 1018x754, uvspeed.png [View same] [iqdb] [saucenao] [google] [report]

Trying out Swift Death. Some maps seem to have really simple speed-exits ( ex. archvile jump in this one )

>> No.3768837
File: 182 KB, 758x451, m2hb.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly it would be a huge concern with the HMG, with fucking vines growing around the receiver you'd want to make sure it doesn't get in the way of the charging-handle or belt-feed, or for that matter lifting the top-cover, even more INSIDE the top-cover, you're just fucked if there's vines growing in the delinker, that'd take half a day to fix.

Speaking of that, it always bugs me a bit when people do a belt-fed sprite and the ammo just somehow holds together, there's no links or actual belt.
It would be a very trivial detail to do, just color a section of of the casing black and make a small vertical line between/on the side of each of them

>> No.3768979

is there any progress for OOM yet? Will there ever be?

>> No.3768982
File: 29 KB, 320x200, heavy machinegun.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3768998

I see it fires whole cartridges, which is 60% more bullet per bullet

>> No.3769065

What mod is this?

>> No.3769071

The casings ejecting are a separate graphic/actor ingame.

>> No.3769087

Final Doomer, the latest thing by Shivers and Yholl

>> No.3769118
File: 16 KB, 631x626, emboss an alcove.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to learn how to better draw an in-wall screen, using photoshop to be more precise.

Do you think there's a combination of filters that would be ideal for adding depth, as if the monitor was inside and an inch or so back?

I've been using emboss with mixed results, but thought I'd ask here. Once I figure out depth, I want to add a glass layer.

Any photoshop or GIMP tips/tricks you gifted /doom/ers would recommend?

>> No.3769127

I typically use a 1-pixel Bevel layer effect with the Chisel Hard setting.

In addition, don't be afraid to frankenstein together textures from the IWADs.

>> No.3769178

D4T has been updated with bug fixes and balance tweaks: https://forum.zdoom.org/viewtopic.php?f=43&t=54750

GZDoom is getting Doom 64-style gradient sector colouring in UDMF (WIP): https://www.doomworld.com/vb/post/1711113

>> No.3769179

How do you reenable item pickup notice text in gzdoom? I seem to have accidentally pressed whatever button hides them

>> No.3769184

Minimum message importance perhaps?

>> No.3769196

you may have pressed F8

>> No.3769219


>> No.3769238
File: 5 KB, 170x130, lookscrn.png [View same] [iqdb] [saucenao] [google] [report]

You need several layers and multiple effects for it to look really good. For the screen inside, I suggest using soft inner glow and inner shadow with subtle opacity.

>> No.3769239 [DELETED] 
File: 84 KB, 480x453, 2622339-1064546218-26095.jpg [View same] [iqdb] [saucenao] [google] [report]

>I support ISIS

John Romero

>> No.3769265

just remember to stick with palette colors or you gonna have bad time

>> No.3769291 [DELETED] 

Combined Arms made me hate Doom.

>> No.3769306 [DELETED] 

Support? He fucking founded it.

>> No.3769315

that's the one

>> No.3769340

Got any STRANGE HACKS for aspiring mappers?

In english, though. Not techspeak.

>> No.3769342

comes from quake mission pack 1

>> No.3769354


oom prealpha 2

mancubus move retardedly fast. bizzarely, this also means some of them get stuck. most notable in map01 of plutonia

>> No.3769362

D4T deathmatch looks kinda fun

>> No.3769369

Someone make a server with this PRONTO! We should/need to start making a fuckton of DM servers with this on Doomseeker.

>> No.3769437

skins dont work with gzd on my end.

>map03 is above mixtape's filesize limit
well then fine we'll do it this way.
https://www.dropbox.com/s/rbhtqwhby2ua9l5/2017-01-30-1324-04.flv?dl=0 set to 4x for best effect

>> No.3769440 [DELETED] 


Just look through the site. brace your sides

>> No.3769443

You can use ACS scripts to warp a skybox viewpoint inside a skybox room. If you multiply the warp distance relative to the player by 0.25 or even lower and then increase texture scale on everything in the skybox room, you can fake spectacularly huge structures outside the playable area - if you're really careful with how you draw your lines, you can even make the skybox mesh seamlessly with actual map architecture (could be useful if you're making some kind of huge space port map or streets between skyscrapers for example)

>> No.3769446
File: 20 KB, 128x128, cw1.jpg [View same] [iqdb] [saucenao] [google] [report]


How would you improve this? should I find a different computer GUI?

I'm looking for medical themed ones.

Thank you!

>> No.3769448

Got a visual demonstration of this, both in-editor and in-map?

might be useful for Nanotrasen Station 666

>> No.3769451

>advert site
fuck off

>> No.3769454

I'm currently doing something like that.

I've ignored textures limits, but keeping everything else within E1 shareware constraints. The goal was to remake E1 with new levels but keep the "iconic" bits I remembered as a kid. Currently have 7/9 maps finished. Just waiting for my next holiday until I get back into it.

>> No.3769464

oh what. why the fuck did it redirect me to a shitty buisness adware looking site?

>> No.3769467


>> No.3769468

looks fucking terrible.

>> No.3769470

I like how he's trying to mimic the drdTeam site design.

>> No.3769474
File: 1.85 MB, 1279x950, blurrener.png [View same] [iqdb] [saucenao] [google] [report]

here you go

>> No.3769475


>> No.3769481


why does he have 32 bit binaries if the whole point of his imagined source port is that its multithreaded

>> No.3769483
File: 10 KB, 369x300, Quake at a computer.png [View same] [iqdb] [saucenao] [google] [report]

What wad is this? Looks great.

>> No.3769503

saturnine chapel

>> No.3769504


I still find appalling the fact that the actual "program" that is supposed to do all of that shit is legitimately, and I mean legitimately, just a text file with absolutely fucking nothing that resembles a functional program.

The most unfortunate thing of all of this is that, based on past behavior, this isn't a troll. There's not a single trace of somebody pulling strings on the back. He's genuinely serious about...whatever the hell that is.

More info:

>> No.3769508 [DELETED] 

Doom is a piece of shit.

>> No.3769509

Why would your mom be named Doom?

>> No.3769528

would you say doom is a perfect game from a mechanical standpoint?

>> No.3769529
File: 21 KB, 305x217, Nsck6K5.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know of any non-OP weapon mods that fit the feel and atmosphere of Doom?
Not looking for anything special, just something that adds stuff like SMGs, rifles, semis, etc. for extra variety, not necessarily gameplay changing.

>> No.3769530

I'd say it's a perfect game period.

>> No.3769531

shooting both hitscans and projectiles at anything at a significant z axis angle is painful, so no

>> No.3769542

I'd say the core gameplay is fundamentally very sound and solid, it's strength is in simplicity and adaptability, there's various methods and tactics you can use and they can all work if you're good.

You can stay always mobile at all times and graciously avoid enemy fire like a ballerina of destruction. You can also use cover, hide behind pillars and corners, intermittently popping in and out of cover to shoot, or running from pillar to pillar. (I like to mix these two tactics).
It's also perfectly viable for you to play with only your fists, assuming you're good enough, and many people like this kind of play as a challenge.

People talk of the level design a lot, and while there's quite a lot of good stuff in the first game (and even in the second game), the original levels have long since been thoroughly eclipsed by user made content, which brings me to one of the points which gives Doom so much staying power, it's not just a fundamentally fun game, it's one for which it is easy for people to make custom content, maps and adventures for.

>> No.3769547

>weaving between fireballs and pillars and shit in open spaces, geometry-hugging in cramped spaces
isn't this the intended gameplay?

>> No.3769550

>It's also perfectly viable for you to play with only your fists, assuming you're good enough
Not if you're on a hitscan-heavy level. The one real blemish on Doom's otherwise 100% skill based gameplay is hitscan enemies.

>> No.3769551


I would say there is no perfect game from any standpoint other than personal opinions.

>> No.3769553

nope, but no other fps has even come close to matching it.

>> No.3769554

He made a 45 minute rambling video about it all as well. His voice is weirdly normal (relatively speaking) but the guy must have some severe mental issues. As an armchair psychologist I think OCD with intrusive thoughts and periods of psychosis might be it

>> No.3769558

The hitscan enemies add a lot to gameplay in terms of enemy balance and prioritization.

>> No.3769561

Doom sucks it's just a worse Quake.

>> No.3769563

They also are a purely luck-based damage source with near-infinite range. The only reason they were hitscan is because Carmack couldn't figure out how to make a projectile small and fast enough that didn't also melt processors that were common back then.

>> No.3769568

It is, but the fact of the matter is that using cover can give you excellent mileage.

It even has precedent in 2, with how you MUST use cover to break an Arch-Vile's line of sight, or he will KILL you.

Well Tyson is obviously not suited for every map, but it can be done for pretty much all the stock id levels.

True, chaingunners are like a ticking timebomb in terms of starting infighting, that's something that's very valuable for the player.

>> No.3769570

>It even has precedent in 2, with how you MUST use cover to break an Arch-Vile's line of sight, or he will KILL you.
i choose to hide behind buckshot

>> No.3769590

and Deist the Poling

>> No.3769596

>The only reason they were hitscan is because Carmack couldn't figure out how to make a projectile small and fast enough that didn't also melt processors that were common back then.
i, too, love to pull things out of my ass

>> No.3769602

I used to be all over it, but the lack of interest in modding and good maps to play has been slowly fading away for me. I just don't feel half as ecstasic about the prospect of playing doom until I die as I once was.

I pretty much only keep myself to editing sprites and touching upon code every so often, I just don't feel that ting anymore.

I know I'm gonna get fucking impaled for this, but I'm more turned on by the fact that snapmap is getting up on trails again and the whole model ripping deal the guys at facepunch do for doom 2016 and TCs/maps for Doom 3 than I do care about playing doom in this day and age.

the original doom is still awesome as fuck and I'll love it forever, though.


>> No.3769614

>he doesn't realize that hitscan is just an abstraction for fast projectiles that is near-always used because computing the movement of an exceedingly small and fast projectile is extremely processor heavy
>He doesn't know that Doom already melted 386s when it came out

>> No.3769620

i, too, love to pull things out of my ass

>> No.3769625

Ok yeah you're just stupid, have fun drooling or listening to the radio or whatever it is you people do all day.

>> No.3769626

No one expects you to want to play/mod for doom without interruption forever, but I think it's a game you'll want to go back to periodically throughout the rest of your life more than any other game.

>> No.3769635


>>He doesn't know that Doom already melted 386s when it came out

Excuse me? I never heard of DOOM having problems with 386s, and the old system requirements for it had 386s.

>> No.3769637


quoted wrong post fuck >>3769614

>> No.3769651

It required a 386 at minimum, but you weren't going to have much fun if you didn't have a 486. Doom 2 upped the requirements, probably due to the bigger, more populated maps and new enemies with more complex behaviors.

>> No.3769652


In 1993 I had a 286 and wanted to run doom so bad we got the game anyway (shareware version) and found out it wouldnt run.

We kept it around, and when we got the 386 guess what one of the first things was we put on it?

Recommended specs at the time I think were 486 at 100mhz with 8 Mb of Ram

Ours I think was a 386 x 33mhz and we had 4Mb of ram. And I think we had to use a boot disk to get it to run properly.

I tell you we was getting like 5-10fps and I engaged the low resolution mode sometimes just to make it more playable (width wise pixel doubling). After awhile I didnt mind and sometimes I used it later on out of nostaliga.

My family was always dirt poor, living in flyover state, so we was always 1 step behind the market.

>> No.3769656


Hmm. I apologize for my ignorance then.

>> No.3769682

Oh I don't hesitate to shoot on sight, but sometimes he doesn't flinch and his attack isn't interrupted, so there you are pumping your action or inserting new shells while he finishes his devil magic, diving behind a pillar or crate in this instant can be life-saving.

>> No.3769689
File: 20 KB, 375x360, spaghetti mess.jpg [View same] [iqdb] [saucenao] [google] [report]

After we got the 586 we were really cooking with gas, it was 100mhz but because of the architecture it was slightly better than a 486.

Yet not quite as good as a Pentium, but pentiums were outrageously expensive at the time. I knew some guy who got a 166mhz pentium after I was discussing playing warcraft 2 and duke nukem 3d - but he lived out on the farm on the edge of town so there's no telling how much money they had.

We had the 586 for a long time, like 4 years, dad got a really good deal on it somehow or was willing to dump it on the credit card, I dunno which (I think altogether it came out to $1600).

Dad was electronics technician so he just built it from parts.

We also had I think a 420 MB seagate drive which I thought was rather massive, and then later he got a Tape Backup drive (80Mb tapes) and we had plenty of space to store my (at the time pirated) games and some other stuff.

When I got in college in 2000 I forked some of my college money over to get a 900Mhz T-Bird2 with a 4MB video card and 64MB ram.

Only problem is it had Windows ME on it pre-installed and because of the fucked up drivers and IRQ mismatches it would only play CD Audio no other sound (or perhaps it played Sound Effects and CD Audio but it did not play In-Game Music).

> it was a fucked up arrangement but somehow I made the best of it.

This was also about the time I started getting into Nintendo Emulation, snagged Quake 2, and remember playing Fallout 1 and Fallout 2 several times with no In-Game Music.

Also Doom was still a big thing for me because the EDGE source port came out (the first iteration of it) and it blew Zdoom out of the water when it came to making mods. Because of the DDF files.

> also pic related this reminds me of seeing event on TV as it was happening and I was 19 at the time
> and remember very clearly seeing building 7 go down and it looked identical to a standard building demolition, just without glass blowing out the sides.

>> No.3769690

Fuck off Sgt. Mark. They were always intended to be hitscans.

The melee was originally a short-ranged hitscan- but then again this is a fucking hitscan and those can't be short-ranged on the mere basis.

>> No.3769704

>he thinks there can't be range set on hitscan
You really are retarded.

>> No.3769716


in fact I dont think anybody had the idea to start turning bullets into fast moving projectiles until Hexen and Duke 3d came otu
> hexen - the magewand, and that weapon alone
> duke3d - the pistol lasers the flying aliens and I think the turrets shoot

If anybody else incorporated fast projectiles as bullets later in other games it was a concealed fact or it was a fluke here and there.

I guess the Flak Projectiles from the UT flak cannon count as fast projectiles, that shit was hard to dodge even at a distance.

> mfw UT also used fast projectiles for the tracers the minigun fired, but it mostly did its damage with hitscans

and this too is also correct, short range hitscans were a thing but I think doom engine was the only thing actually limiting hitscan range in the first place...

other games might have used hitscans for melee but they'd probably just deny the hit if the target was farther than melee range indicated (rather than end tracing after a certain distance)

>> No.3769717

why wouldnt hitscan be limited by range? iirc hitscan goes from origin of player actor towards center of screen with parameters added for innacuracy and so on.
all Valve games before L4D2 were using simple limited range hitscan for melee
L4D2 made it so you get multiple hitscans following swing of the weapon

>> No.3769719

>The only reason they were hitscan is because Carmack couldn't figure out how to make a projectile small and fast enough that didn't also melt processors that were common back then
There was never explicitly a need for this called during the development of Doom, that was simply the best way to do a bullet attack because they would be instant in their travel for the purposes of this game, and even exhibited the same behavior in Wolfenstein 3D.

At no point did anyone stop to say "Hey, shouldn't these bullets be separate projectile Things that moves really super fast and does the exact same thing at the waste of processing speed and reliability?"

>> No.3769721

Currently playing through Blake Stone: AoG, I only had the shareware version growing up. It's sort of a trip going back and knocking out the first episode; can't wait to see what I was missing out on. I plan on doing the same with Kens Labyrinth and Nightmare 3D after Blake and his sequal.

Anyone else late to the full version party with other shareware FPS games?

>> No.3769731


Yeah I havent gotten to play Blood yet. Also not sure I could get it working if I snagged it because duke3d runs pretty slow for me in dosbox and since its based on the same engine I expect it will run painfully slow that way.

I dont know of any source ports made for Duke3D or Blood that would let me run it natively.

Ive seen and heard alot of good things about Blood but ive played Rise/Triad enough that im no stranger to extreme gore action.

>> No.3769736

BURL TUMD, maybe.

Maybe it's not at all what you had in mind but I barely fuck with weapon mods and it's the first thing I could think of.

>> No.3769741

the Spy's knife in TF2 uses hitscan to detect a backstab, as far as I am aware

just as an example of short-range hitscan, I mean

>> No.3769746

speaking of which I wonder what folks think of these weapon arrangements im thinking of putting in mine:

* Pistol = Magnum Pistol
* Shotgun = Double Barrel (150 not 200 damage)
* SSG = gives you a Q3 BFG10K with only 25 shots of internal battery.
* Chain = Magnum Chaingun
* Rocket = Devastator Rockets
* Plasma Gun = Anti Tank Missile (about 500 damage, one missile per cell pickup)
* BFG = Q3 BFG10K item with 100 shots of internal battery.

(BFG10K in this case wont have pickup ammo, you only get it from picking up the weapon item itself)

Alternatively im considering getting rid of the Anti-Tank Missile and having it as a more traditional kind of BFG except with a ripper projectile (so its a little less effective but still does the spray).

> the bfg10k will actually just be the plasma rifle but it shoots a stronger projectile with splash damage

Not that id know because Team Fortress has always been a multiplayer only game and ive never been able to reliably play multiplayer due to poor access to internet connections over the last 20 years.

>> No.3769748

Hitscan melee in modern games is bullshit. Should be like in Thief/SS2 where your melee weapon actually connects with hitboxes or level geometry.

>> No.3769753
File: 85 KB, 1261x684, general bison these fags.jpg [View same] [iqdb] [saucenao] [google] [report]

Melee was shit in older games too, very few have done it properly throughout history.

> mfw Melee still isnt fixed in OpenXcom and people have to resort to making projectile weapons with 1 tile range in order to get stuff that will damage scenery.

> an oversight which means that regardless of melee accuracy its going to be a fluke if you ever miss, and you can also melee somebody in the tile Above you which shouldnt be possible except with a long reach melee weapon

>> No.3769757

Looks cool, I've been meaning to check that out, it includes enemies though.

Anyone else got any recommendations?

>> No.3769767

Except that's wrong. Hitscans are -exactly- like the BFG tracers.

The original pinky fired said "ranged hitscans" but this was impossible- as bullet puffs kept hitting walls and shit 30 miles behind the player.

Instead, what they do is something similar; checking to see if there's direct collision with the model/sprite, and boolean range checking

tl;dr: short range hitscan cannot exist.

>> No.3769775

For what it is worth, the "new enemies" are only new in the sense that they are new actors replacing the originals.

What I mean is, the enemies have new animations, abilities, and AI patterns, but Imps are still Imps and all that.

>> No.3769776

>short range hitscan cannot exist
Once again, you're fucking stupid. The implementation of hitscan in the original Doom engine may have had that problem, but hitscan in general is a technique that ABSOLUTELY can have a range put onto it. Even ZDoom's implementation can have range on it.

>> No.3769781
File: 10 KB, 167x170, gng3icebear.jpg [View same] [iqdb] [saucenao] [google] [report]


Bruh, I have never touched a map editor for doom. Ive made maps in rts games and tried making one in build engine for duke3d, they're generally lackluster and I dont really care.

I love what other people do with maps but it just doesnt jump the circuits in my brain, same with programming.

I really do love making Weapons and Enemies mods though, thats been my focus from the start ever since I got DeHacked and sprite editors for doom in ~95.

> mfw other people instantly think of making maps when they think of modding

> mfw I instantly think of making monsters spew different kinds of fireballs and making revenant cannons the player can use, or putting the staff weapon from stargate in the game

> someone needs to make this fucker and put it in doom

>> No.3769782

Alright, thanks for the info.

>> No.3769783

No, it doesn't. It uses a hitbox.

which is why it's so fucking buggy and possible to backstab somebody in the face, and such bizzare backstab angles when you SWEAR you should of gotten a backstab, but you just swing like a pissant.

>> No.3769789
File: 77 KB, 800x533, 1479870139865.jpg [View same] [iqdb] [saucenao] [google] [report]

Godspeed anon, there needs to be more people like you.

There really aren't enough weapon and enemy mods, it's always the same recycled shit from Realm667, that site is both a blessing and a curse.

>> No.3769790

we need ghosts&goblins ice and fire bears in zdoom, someone needs to make this

> good mancubus replacement, can make it spray projectiles around, can make the ice one even sprout shards like the ironlich

>> No.3769801

>Melee was shit in older games too, very few have done it properly throughout history.
Yeah but older games at least had an excuse.

Since it's no trouble at all checking for actual collision with current processing power, I don't get why a developer wouldn't want to have satisfying and realistic melee. There are only pros and no cons damn it.

My post didn't mention mapping. I much prefer coding monsters, weapons, special effects etc. over mapping myself as well.

Post some weapon or monster stuff you've made anon.

>> No.3769809


>First person platforming was okay in the Metroid Prime due to floatiness of the jump mechanics and good air conrol (which was also used a lot in combat). He'd need to customise jumping quite a bit if he wants for it to feel right (if he realises that at all.

Don't forget about friction. In Doom, you continue moving in a direction for a while after you let off the movement controls. in Prime, you come to a dead stop as soon as you let off the analog stick.

Anybody who played Void will know how much of a bastard Doom's friction is when platforming.

>> No.3769819

I was probably going to pull Behemoth out at some point and re-sprite over the sonofabitch.

>> No.3769823

actually I thought there was, like epic tier weapons and enemy mods, ive seen so much shit coming out of the zdoom forums over the last year its crazy

> I cant even play brutal doom because I cant use GZdoom

and most of them have miles of code too

Im a little more simple and practical with mine and since I DONT do map editing it means ive only got 7 Map Item Slots to play with for dropping in weapons

> though I could also use enemies with randomspawner and have the enemies drop the weapons, but its still tough putting things IN the maps.

Also as for what someone said about an infinite shot pistol to replace the fist... I came up with a solution to that.

> A single shot Nailgun that loses nogravity after traveling a short distance so it has limited range.
> Most ammo item pickups also refresh your ammo count for the nailgun.

It goes with a short fan-fic I wrote for Quake that the nailgun is actually construction tool used to quickly erect defensive structures, but the defense contractor that made them was commissioned to also make sure they were viable defense weapons in a pinch.

So they get an armor piercing stud with sharp fins attached to a .357 magnum case so it can hold wood and plastic together well, but also causes deadly arrow-like impaling wounds.

And the heavy security forces get the SNG so they can have a heavy machinegun that fires this insanely common ammunition for logistic purposes.

>> No.3769852

Alright. Let's do some commitment bullshit.

We have five possible entrants for the H2H, and only one will be submitted initially.

Respectively, these are:
"Anomalous Properties"
"dark ruins of the skullking"
"Terrible Temple"
and lastly "Nanotrasen Station 6 6 6"

Why am I asking? Because I cannot commit to a map.

>> No.3769858

> A single shot Nailgun that loses nogravity after traveling a short distance so it has limited range.
A tip: you can make a projectile inherited from FastProjectile thrust itself downwards slightly for every tic in it's spawn state, simulating gravity. It works flawlessly.

>> No.3769862

that reminds me about fastprojectiles, usually if they have a trail I dont even use a graphic for the leading projectile (and only the trail is visible) because I cant seem to match up the height the trail is supposed to be spawned at

what will make the missile trail match up to the fastprojectile so it looks proper?

also is there any way to control the length of the trail behind it, eg making a true port of the laser shots from duke 3d which only displayed 4 trail sprites

>> No.3769863

I can't seem to get the game to load. I put the iwad files in the source and the game just loads a black screen, help?

>> No.3769865


Are you using GZDoom, by any chance?

>> No.3769867

I am

>> No.3769870


I've been having that problem too on and off with GZDoom. Sometimes it works fine, other times it's the black screen.

I haven't played DOOM in a while so I don't remember for sure, but I think putting it in windowed fixes it.

>> No.3769882

Can anyone code-savvy look into the issue with DAKKA? http://git.jinotra.in/ijon/dakka

When used with BloodStain, it removes custom IFREET monsters from the map the moment they come out of their idle state.

>> No.3769908

>what will make the missile trail match up to the fastprojectile so it looks proper?
"MissileHeight 8"

>also is there any way to control the length of the trail behind it, eg making a true port of the laser shots from duke 3d which only displayed 4 trail sprites
Nah, for that you have to spawn the trail with A_SpawnItemEx in the spawn state (or use A_SpawnParticle if you want a simple one).

Now to make a dense A_SpawnItemEx trail for a really fast FastProjectile it gets a bit tricky: you need to use some trig with the velocity vector to spawn several trail actors in a line every tic. I might make and post a function like that on the forums by the way.

>> No.3769913

Link "BloodStain" and specify your load order.

>> No.3769920


Absolutely amazing classic-no-gimmicks megawad with amazing acrhitecture and combat. Only level I disliked was 29, while non-linear and extremely well designed, it was too dark and confusing to my tastes.

>> No.3769921

GZDoom is anal about having to have up do date drivers. Might be that.

>> No.3769929

Load order does not matter, it does so in any case.

Check boss room in Map30 while under notarget - there should be a few Ifreets floating high above ground. With DAKKA they disappear the moment they spot you.

>> No.3769940

actually thats the default and it sucks, it makes the trail look like its above the projectile

im guessing MissileHeight 0 is what im looking for?

> A_SpawnItemEx
now see this is something that ought to just be built into the fastprojectile

yeah if you can provide a function that'd be great because I end up with enough problems as it is figuring out how to get normal puff spawns behind rockets to actually spawn *Behind* the rocket and not in front of it.

>> No.3769957

I'll give it a quick look, hold on a sec

>im guessing MissileHeight 0 is what im looking for?
No, missileheight 0 actually means "8 units below". Missileheight 8 counter-intuitively means 0. Do not ask me why..
>now see this is something that ought to just be built into the fastprojectile
The entire trail spawning code native to FastProjectile is a clusterfuck.

>> No.3769963

Okay, I can't even find this "ifreet" monster - where is the decorate for it?

>> No.3769968

BOOM megawad, anon.

It's in DEHACKED and replaces something.

>> No.3769973

Which game is the most popular one to play right now? Like DOOM or DII or what? I'm new to this.

>> No.3769974

What? You haven't mentioned this "boom megawad" and it wasn't included in either archive you linked.

Anyway, I know dick-all about dehacked - if I were you, I'd just comment out the the dakka decorate entry for whatever actor slot the "ifreet" occupies.

>> No.3769980

Doom ("The ultimate Doom" is the name of the final release) has much better maps that Doom 2, but almost all community made levels require you to run them with Doom 2 because it has a bunch of new monsters and a new gun.

>> No.3769983

Boom megawad is BloodStain

Ifreet is Thing25 in Dehacked - it replaces Commander Keen and snags some decorations to make use of their frames.

The issue is in Dakka's DECORATE, in which it does something to Commander Keen that conflicts with a Dehacked patch.

>> No.3769995

Now I see, the dehacked patch was actually inside the wad. I thought it was common practice to provide it on the side.

Anyway, just comment out "dakka_underagedude" in dakka's decorate and see what happens then?

>> No.3770003

Well that makes them work without the Dakka score system, but does not explain why it happens. only thing that decorate does is assign kill score.

>> No.3770008
File: 572 KB, 1600x900, Screenshot_Doom_20170130_172935.png [View same] [iqdb] [saucenao] [google] [report]

Got through the antichrist, the chaingunner nest with the hidden archvile was pretty fucking annoying

>> No.3770010

Dehacked->decorate interaction is really weird and esoteric stuff. You'll be hard pressed to find anyone who knows anything about that.

Dehacked messes with the underlying code in ways that make further adjustments unpredictable. I shudder to think what would happen if you override beginplay() in zscript on a dehacked'd actor..

>> No.3770015
File: 894 KB, 1600x900, Screenshot_Doom_20170130_173326.png [View same] [iqdb] [saucenao] [google] [report]

sewer levels suck

>> No.3770019

I don't think any game has ever had a good sewer level ever

>> No.3770023
File: 315 KB, 1600x900, Screenshot_Doom_20170130_173820.png [View same] [iqdb] [saucenao] [google] [report]

God damn it. How am I supposed to grab this

>> No.3770025
File: 325 KB, 1600x900, Screenshot_Doom_20170130_173947.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770030
File: 288 KB, 1600x900, Screenshot_Doom_20170130_174119.png [View same] [iqdb] [saucenao] [google] [report]

Gee I wonder what's inside this room

>> No.3770036
File: 386 KB, 1600x900, Screenshot_Doom_20170130_174329.png [View same] [iqdb] [saucenao] [google] [report]

I was wondering when the archviles were gonna start showing up, these library tiles usually mean archviles.

>> No.3770039
File: 1.33 MB, 1280x1024, soundofathousandtourturedsouls.png [View same] [iqdb] [saucenao] [google] [report]


How do you people stand this texture alignment bullshit?

>> No.3770046
File: 1.06 MB, 1600x900, Screenshot_Doom_20170130_174517.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3770048

cool rap bro

>> No.3770053

You know it's kinda sad I'm more worried than relieved that they would leave all of these suits and medikits here.

>> No.3770057
File: 428 KB, 1600x900, Screenshot_Doom_20170130_174932.png [View same] [iqdb] [saucenao] [google] [report]

forgot the image, fug

>> No.3770065
File: 592 KB, 1600x900, Screenshot_Doom_20170130_175407.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770072
File: 618 KB, 1600x900, Screenshot_Doom_20170130_175825.png [View same] [iqdb] [saucenao] [google] [report]

Think fast, bonehead

>> No.3770080
File: 772 KB, 1600x900, Screenshot_Doom_20170130_180138.png [View same] [iqdb] [saucenao] [google] [report]

Oh hey a city level, let's see how well this turns out.

almost done with plutonia too

>> No.3770083


>> No.3770086


>> No.3770093
File: 1.21 MB, 1280x1024, they're fucking taunting me..png [View same] [iqdb] [saucenao] [google] [report]

Holy shit I just want these pillars to not be niggers.

>> No.3770095
File: 840 KB, 1600x900, Screenshot_Doom_20170130_180924.png [View same] [iqdb] [saucenao] [google] [report]

You gotta be shitting me

>> No.3770096

No I mean for the weapons and hud.

>> No.3770102

Oh, it's Final Doomer, pretty damn good

>> No.3770103

A, then shift+A

>> No.3770112
File: 752 KB, 1600x900, Screenshot_Doom_20170130_181615.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770114
File: 231 KB, 1420x777, greensector.jpg [View same] [iqdb] [saucenao] [google] [report]

Buh, assignments are eating me alive.

>> No.3770118

Ctrl + A

>> No.3770119

MOST use Doom II as a base, as most people want to have the super shotgun, new monsters and textures in their levels.

You generally don't see Doom 1 maps unless the author really likes the old episode format or is making some sort of tribute wad (Doom the Way id Did, Wonderful Doom, what have you).

So Doom II is technically the most popular one to play, yes... it's just usually not Doom II itself.

>> No.3770126
File: 1.26 MB, 1280x1024, CONSUME THE UNWORTHY.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770128
File: 1.03 MB, 1600x900, Screenshot_Doom_20170130_182143.png [View same] [iqdb] [saucenao] [google] [report]

Oh sup

>> No.3770129

That's what i've been doing, though.

>> No.3770135
File: 908 KB, 1600x900, Screenshot_Doom_20170130_182558.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770136

Thanks for posting that, I was laughing in tears reading that. :')

>> No.3770142
File: 212 KB, 1600x900, Screenshot_Doom_20170130_183228.png [View same] [iqdb] [saucenao] [google] [report]

and up yours.

Also man it feels like Plutonia guy is really bad at fighting cyberdemons

>> No.3770158
File: 1.38 MB, 1280x1024, SO THIS IS WHAT HELL IS LIKE.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770159
File: 521 KB, 1600x900, Screenshot_Doom_20170130_183917.png [View same] [iqdb] [saucenao] [google] [report]

Time to play punchout with these nerds beat them 2 the punch

>> No.3770161


To be honest, I think that's the best city level in the series. It's very open but it doesn't feel as confusing as other city levels. Definitely one of my favorite official Doom maps.

>> No.3770164

Wouldn't exactly call Plutonia official

>> No.3770165

I must be a complete dummy because I'm lost, I've got all the keys but I need to find where I can put the blue key to use

>> No.3770169
File: 286 KB, 1600x900, Screenshot_Doom_20170130_184805.png [View same] [iqdb] [saucenao] [google] [report]

Oh hello there.

>> No.3770181


i need sleep

>> No.3770185
File: 597 KB, 1600x900, Screenshot_Doom_20170130_190113.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770193
File: 131 KB, 1600x900, Screenshot_Doom_20170130_190326.png [View same] [iqdb] [saucenao] [google] [report]

It's all ogre. I finished the icon with a single blast of the BFG.

>> No.3770209
File: 1.52 MB, 1280x1024, wooch.png [View same] [iqdb] [saucenao] [google] [report]

thank fuck somebody else fixed those horrible things.

In other detail parts, check this out

>> No.3770224

you shoot one, then you run into the alcove ahead, and you stand at the door to make sure they dont run in with you

>> No.3770232
File: 44 KB, 320x240, 814.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3770241
File: 356 KB, 1600x900, Screenshot_Doom_20170130_193912.png [View same] [iqdb] [saucenao] [google] [report]

so I started playing TNT now and holy SHIT these weapons are fucking RADICAL

>> No.3770243
File: 1.44 MB, 1280x1024, wooch.png [View same] [iqdb] [saucenao] [google] [report]

a more-complete preliminary detail

>> No.3770261

How do i load up wads through gzdoom without dragging the wad onto the icon? If i don't do that it just asks if i want Doom 1 or 2

>> No.3770271


create a shortcut and add -file [wadname].wad as a parameter to the end

>> No.3770279


Why not use something like ZDL?


>> No.3770289

I usually just abuse the Doom Builder's auto-align way too much.
Hotkey for it is A in the 3D mode while aiming at wall you want to align.

>> No.3770297
File: 38 KB, 564x564, yum.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope I don't get fucking skinned alive for asking this here.

has there even been public word from id on whether the glory kills were inspired by Brutal Doom or not?

all I can find is the call of doom prototype video, which apparently proves this theory wrong, but no source on any claim made by people going 'UH YEAH, THEY TOTALLY DID IN THIS ONE VIDEO/ARTICLE' because they never fucking post a source.

so, is it actually true or is this another case of 'john romero said brutal doom is how doom was meant to be!!!'?

>> No.3770301

Looks positively sick. Does this also involve some weird voodoo magic like those green wall lights?

>> No.3770303

>has there even been public word from id on whether the glory kills were inspired by Brutal Doom or not?


the line of thinking is entirely: it looks similar to X, ergo it must be inspired by X

>> No.3770312 [DELETED] 

I'm getting a "W_GetNumForName: PLAYPAL not found!" message when i try to load up a wad, what's the deal?

ZDL looks helpful though, thanks

>> No.3770313

>has there even been public word from id on whether the glory kills were inspired by Brutal Doom or not?

wasn't that directly debunked in the Doom 2016 documentary from noclip?

>> No.3770314


The glory kills system was a carry-over from the earlier version of Doom 4; the one that's been nicknamed Call of Doom. The Noclip documentaries covered it.

TL;DR: Mark is a salty, salty Brazilian who has realized he will only ever be known for BD.

>> No.3770346

the Halderman device is one of the coolest things I've ever seen in a Doom mod

but I barely play weapon mods

>> No.3770356

I figure I'd ask you guys- Within doom builder what are the main differences between the various Map formats? Boom, zdoom, doom in doom format, etc. thanks

>> No.3770361

doom in doom format is the simplest but has the least features

udmf has the most features but is complex and bloats filesize

hexen is in between the two

>> No.3770375

Basically the format is a bit like deciding what source port the map is meant to be played on, and what kinds of things you're allowed to put in it.

For example you can make a map that's designed with the base game in mind, with no extra features or gimmicks, or you can pick a format that lets you use crazy shit from ZDoom like polyobjects, swimming, hub maps, and what have you.

It really depends on what kind of map you want to make, how you want it to be played and what things you want to put in it.

>> No.3770380

Drawback of more feature-rich format is obviously compability. Boom's probably best bet if you just wanna make maps. You can stretch it very far if you need to.

>> No.3770398

Can you post up the wad for that portals map? For research purposes.

>> No.3770431
File: 304 KB, 579x463, uhh.png [View same] [iqdb] [saucenao] [google] [report]

With the ha-...

Oh wait shit, nevermind. I only had an idea for one piece of detail.

In case your wondering, the map parameters are:

"Only GOAT HEIRARCHY enemys, with the exception of pinkies (so, icon, cyber, baron/knight)"
"Only Flesh-and-Marble textures with some ZZZFace usage"
"Infested Hell-Temple"

These rooms aren't connected yet, just rough conceptualization of room shapes and map layout/flow

None are connected yet.

>> No.3770435

You know what GZDoom should implement? Level streaming...

>> No.3770447
File: 2.22 MB, 512x384, animooted-wall.gif [View same] [iqdb] [saucenao] [google] [report]

How did I do

>> No.3770450

fukken savd

>> No.3770452



>> No.3770462

What do you mean by this?

>> No.3770469
File: 17 KB, 384x384, aaaaaaa.png [View same] [iqdb] [saucenao] [google] [report]

Jesus Christ I can't stop laughing

>> No.3770471

So you can portal between maps, pretty much. Like you would walk across a linedef and it would load a map, link it to a portal that would be the level exit and it would take you to the map. Would allow for a seamless world that wasn't all in one map. Would be good for hub wads etc...

>> No.3770475

Hexen could be pretty awesome with this

>> No.3770479

>owned by id
>published and sold under them as an expansion
It's quite literally an official product.

>> No.3770508

What if Old-ID got together and made a new (free?) IWAD with all the new features of the newer engines?

Sounds really rad, I had an idea for a "Megahub" sort of wad; where you just launched the engine, and it would plonk you down in an open-world version of E1 of Ultimate doom, As you completed maps, more pathways would open up to even more maps; therefore having the player walk right up to published maps.

>> No.3770520
File: 653 KB, 1600x900, Screenshot_Doom_20170130_231051.png [View same] [iqdb] [saucenao] [google] [report]

Man TNT is way more gentle than Plutonia, I'm actually enjoying myself quite a bit. Though that's also thanks to these weapons

>> No.3770521
File: 413 KB, 640x360, Snapshot_27.png [View same] [iqdb] [saucenao] [google] [report]

Fukkin KEK

>> No.3770524


I thought you were a 3D Floor.
i was autoalinging. it made shit worse.

>> No.3770528

Plutonia isn't exactly an easy set of maps, and the devs had less time to work on them in contrast to TNT. Fortunately its lack of unique music inspired a fan-made soundtrack with a unique one for each map, so there's that.

TNT still does have a good deal of hitscan, though. It took until last month for somebody to do a speedrun of it on Nightmare.

>> No.3770529

I've seen a few DOOM wads that use actual 3D models, are there any tutorials or such out there that help figure out how to do that?

>> No.3770557

What does it even do?

>> No.3770579

How would one make a custom skybox for a map?
preferrably with image guide.

It's needed for a "cavern" like level, so I want to almost have a repeating set of "infinite" stalactites/mites

What was Doomguy's life BEFORE the uac like?

>> No.3770581

I think I figured out what's the problem.
Your walls are 3.61 long in that screenshot and seems like texture offsets can only be in whole numbers.
The solution would probably be ensuring that all wall lengths are also in whole numbers or at least close to them: try simplifying your pillar or try to make the walls longer so they're 4 units long?

>> No.3770585

>What was Doomguy's life BEFORE the uac like?
If I remember correctly, he was a soldier, but was sent to the UAC because he refused to fire on civilians.

>> No.3770586

I've been trying to do that.
shit man i can't math

>> No.3770596

i thought that was still very uac related.

i mean prior to his killing of his superior.

>> No.3770602

what if the icon of sin was being fueled by shitposting? ancient shitposting being the language of the elder gods

>> No.3770603

>What if Old-ID got together and made a new (free?) IWAD with all the new features of the newer engines?
it would be worse than a lot of community stuff

>> No.3770607
File: 124 KB, 866x499, fug.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you look at your levels and want to just say they're "inspired by the style of Sandy Petersen's levels" because you don't want to admit they look like shit

>> No.3770609

that's okay. all of my maps are arse.

>> No.3770638
File: 1 KB, 82x122, what.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3770645

It's a shield generator that replaces the chainsaw in Final Doomer's TNT mode.

You select it and hold fire and the shield goes up, but you can't attack with it raised.

This might sound a little boring, but the shield has three modes. The first mode blocks direct damage, so you can just put up the shield and run through enemy fire if you can't afford to fight for whatever reason.

The second mode doesn't block direct damage, but instead works as a temporary radsuit for hazard floors. The downside to using it instead of an actual radsuit is that, again, you cannot attack with it up.

The third mode is.... a flashlight. It just glows really brightly and lights up the room. Can be useful if you can't find a visor, but again, you can't attack while holding it.

The utility is really neat, and because you can't attack while using it you have to really think about when it's right to take it out.

>> No.3770651


>> No.3770660

Through some extremely convoluted method I've managed to make a pillar with all sides exactly 8 units long with textures aligning properly.
Here's the prefab for it:

>> No.3770669

Thanks doc.Who do I credit?

>> No.3770671

You're welcome.
>Who do I credit?
Anyways, it should be scalable with 'Edit Selection Mode' (hotkey E) if you need smaller/bigger pillars.

>> No.3770679

Alternatively to that >>3770581
I can only suggest you to make this pillar's circle length more than 64 units so at least texture can fit properly, or pick a different texture that doesn't have such features.

>> No.3770680
File: 1.58 MB, 1280x1024, Screenshot_Doom_20170131_033040.png [View same] [iqdb] [saucenao] [google] [report]

Alright. Thank you. This pillar will come in handy.

Also, maybe an amusing, unintended effect; the knights can still wander on them.

>> No.3770681 [DELETED] 
File: 408 KB, 1920x1080, Screenshot_Doom_20170126_205012.png [View same] [iqdb] [saucenao] [google] [report]

>wads everyone should play at least once

>> No.3770692

I tried that multiple times and it continually came out wrong.

>> No.3770698

a bossbrain oh wow.

is the bossbrain explosion direction unchangable?

>> No.3770703

>The utility is really neat, and because you can't attack while using it you have to really think about when it's right to take it out.

It just tells me to never use the damn thing because the best way to
>Prevent damage
Kill them first instead of getting swarmed by enemies
>Hazard floor issues
Use the radsuits that is always around
Why even bother?

It's an interesting idea but it has no practical use whatsoever

>> No.3770709

First mode is useful when you're forced to run through a field with chaingunners or something. Second is good for secret hunting and third is... yeah it's pretty shit.

>> No.3770712

Sometimes shit happens, and that's where the halderman device comes into play. Sometimes if you're critically low on HP and you need to make a break for a medikit and you know there's hitscanners around, the defense mode can save you, and sometimes you run out of radsuits.

The flashlight mode's a little less useful but I found it nice when I'm running through a dark area I cleared out already and I'm looking for any items I might have missed

>> No.3770713

I guess so but it really feels like if the shit hit the fan and I'm not fighting I am going to get overwhelmed before anything would come of it.

I guess the rad suit replacement is good just for looking if you run out of rad suit

Just feels really out of place and not too handy to me I guess
TNT Guy's missile launcher is sexy as fuck though

>> No.3770715

I like the idea of the chainsaw-tier weapon providing some utility seeing as the pistol has infinite ammo and the fists are fucking amazing.

Plus the device is a tribute to Ty Halderman

>> No.3770724
File: 1.45 MB, 5484x726, Manual_Pillar.png [View same] [iqdb] [saucenao] [google] [report]

I dunno man, I just made a square with 32-unit length sides inside a square with 64-unit length sides, used "Curve Linedef" feature on smaller square's lines and made a circle. That circle has length of 2*pi*(32*sqrt(2)/2)=141,6, which is 142 if rounded up which isn't power of 2 in any way. I went out of my way to manually align all this shit and split some linedefs to insert another marble texture that aligns like shit because fuck you. It will look off anyway because circle's length is 2 pixels away from nearest iteration of 8, so skulls on top are guaranteed to fuck up somehow.

>> No.3770728
File: 954 KB, 4098x728, shit_wall.png [View same] [iqdb] [saucenao] [google] [report]

>>3770724 (continuing)
Situation on the left is how that would look on a regular wall, if I used single texture. The middle situation is what I turned it into. The right one is probably what the fuck you were doing all along, because auto-align feature is a little bit dumb when it comes to aligning such shapes. I guess it "just" continues texture to one side until it meets initial line (the one you are aiming when hitting that "A").

>> No.3770745

The Draw Ellipsis tool in GZDoom Builder makes really shitty circles for some reason.

>> No.3770751

neat, thanks anon.

Looking for a good couple of textures now, pulled a lot of them off 667, but the idtex didn't have the neat-ass flesh texture one.

hope you like sp_face

>> No.3770810
File: 909 KB, 1920x1080, eduke32 2017-01-31 13-10-26-13.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3770813

How devastating.

>> No.3770827
File: 106 KB, 992x664, disco_fever.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3771118

How's Swift Death?

>> No.3771119

Decent speedrun map set.

>> No.3771124


Thank you guys for responses, is there anywhere I can see a breakdown of these features by format?

>> No.3771139

Blackroom is completely ded right?

>> No.3771151

the noclip guy said he asked romero about it, or he tried to bring the conversation to it or whatever, and the general response was along the lines of there being some kind of announcement soon-ish

>> No.3771153

no the demo is being worked on right now

>> No.3771297

Are you the E1M8 remake anon? I spruced up your map and posted it a couple threads back, here it is (>>3762005)

I don't think you saw it and I see you're struggling with commitment so maybe you can use this updated version as a base to get you going

>> No.3771313
File: 125 KB, 480x720, Escape.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm so fucking tired, I worked my ass off this last days

but my vacations started yesterday, I'll start my QUMP map right now

>> No.3771412
File: 27 KB, 656x630, shopping.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you think? Should I get this jacket?

>> No.3771428

do you have the money for it

will spending this money not impact any financial decisions you need to make in the near future

will you enjoy wearing that out in public

if the answer to all three is yes, then yes

>> No.3771443

I don't know man it looks pretty jacked up

will you be able to handle it

>> No.3771471

>quake 3

>> No.3771480
File: 30 KB, 424x345, tumblr_ncu72cW6yk1qhoxbwo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

ex fucking cuse me

>> No.3771496

Is Marathon 2 supposed to have no music playing?

>> No.3771525

Anyone have the Moonman wad?

>> No.3771530

Last year Romero told in twitter he would make some announcement in October, so...

btw, when will Noclip upload the video?

>> No.3771536

Dunno if it's the most recent version.

>> No.3771553
File: 917 KB, 1280x1024, more temple wips.png [View same] [iqdb] [saucenao] [google] [report]

I am. Work on Terrible Temple is underway. Have a screen. I was trying to figure out how to simulate the "infinite horizon" but only being a set hight.

I'll have a look at that right now; thanks.

>> No.3771580
File: 16 KB, 188x214, bullshit.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3771613
File: 1.98 MB, 480x360, PkgJSev.gif [View same] [iqdb] [saucenao] [google] [report]

>that everything

I'll be sure to merge the latest of it with this one when I run into more blocks/stress with TT

>> No.3771619
File: 1.45 MB, 1280x1024, Screenshot_Doom_20170131_145949.png [View same] [iqdb] [saucenao] [google] [report]

and the room I wanted the "non-infinite-height-horizons" for

It required a hole where the sector the player is in was smaller than the underneath of the "hole" itself- opening up wider underneath so to speak.

>> No.3771629

>will you enjoy wearing it out in public
I would but I'm not sure others would. I don't usually show my power level by wearing shirts related to my interests but since it's just the logo it might okay

>> No.3771637


The way I look at it, anyone who would judge you for wearing a gaming shirt is likely someone you wouldn't want to associate with anyway.
Unless the shirt's kinda obnoxious, then yeah that's fair.

>> No.3771641

Yes. For some dumbass reason, Bungie removed the music from Marathon 2 and Infinity.

>> No.3771645

As long as you don't act like a tosser about it. Read: those idiots that spasm out about it like "OMG U PLAY QUAK!" instead of "oh hey you play quake too"

>> No.3771649

Damn man, make pictured thing a little bit of an actual room and stop using "Line Horizon" action where it's so damn unnecessary. Like, make a room where you would make actual bars rather this ugly bs.

>> No.3771667
File: 1.02 MB, 1280x1024, it's the entry hall anon.png [View same] [iqdb] [saucenao] [google] [report]

It's not done. I needed to figure out how to do X thing, Once I figure out how to do some shit, THEN i can go about it proper. See the post it's a response to.

>> No.3771673

Well that sucks. It's kinda boring playing it without any music.

>> No.3771682
File: 284 KB, 1280x720, Screenshot_Doom_20170131_220510.png [View same] [iqdb] [saucenao] [google] [report]

Remind me of Hell Revealed map 20

>> No.3771690
File: 1.58 MB, 1280x1024, Screenshot_Doom_20170131_170936.png [View same] [iqdb] [saucenao] [google] [report]

Also what the face sectors are going to be based off of

Does anybody know which descent track is used in Zealous Machine?

>> No.3771756

Oh yeah, I kinda forgot to change the floor texture for top of the pillar before I saved it as prefab.
Try using FLOOR7_2 for it.

>> No.3771778
File: 309 KB, 416x451, stanwich.png [View same] [iqdb] [saucenao] [google] [report]


you know what to do, guys.

>> No.3771830

Have a quick runthrough of basic floorplan and development. Too linear methinks. Other comments are in the video.

I'll worry about that later. They'll probably slide down later on as nasty trap as a result of them being able to support the knights inside.

Maybe have some pinkies spawn in as the player's crossing the floater-bridge, make sure they can cross and get outside, and as the player backpedals; bam, knights.

>> No.3771858
File: 51 KB, 585x570, temp.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know if there is a set draw order to the menu option, or where I could find or figure that out at?

I want to put a backplate of sorts behind the selections, but I'm not sure what would be the best way to go about that.

>> No.3771860

Didn't mean to respond, was just using the quick reply...

>> No.3771869

am >>3771830

If I ever find out anon, I'll let you know firsthand.

Anybody got some good "flesh" textures to use? The black spine I want to use outdoors for additional decoration for the temple; and I also require transparent spine peices so that the SKFACE backwall shows through it.

>> No.3771871

>The black spine I want to use outdoors for additional decoration for the temple
Sorry. I forgot to say that there's no Vertical version of it like the VanillaSpine

>> No.3771923

That 3D floor effect in the 3rd room is neat, my only worry is that it is only noticeable while crouching

>> No.3771926
File: 40 KB, 749x537, 1482550685626.jpg [View same] [iqdb] [saucenao] [google] [report]

>boot up TF2
>valve system drops me into the shittiest server imaginable with red tapping blu in the anus
>random pyro gets crits, hitting a scout as scout but not quite, scout+pyro combo, round ends in less than 25 seconds
>tl;dr '''good round'''
>'round will end in 50 seconds, it's safe to leave'
>'you are not connected to the TF2 game coordinator'
>steam updates afterwards

just recommend me some great doom maps to play, anons. I want to drown the thought of playing this game ever occurring to me.

>> No.3771946

Thanks. The player's not going to be in the room too long, and it should hopefully be more noticeable in the final draft.

Now, for the dreaded Sector over Sector Stacking.

I know of ONE wad that does it off the top of my head; 50monsters. Wish me luck.

>> No.3771948

Sorry, 20 monsters.

>> No.3771981

Opted against such hole nonsense for the entry hall. Unnecessarily complicated; and the player likely won't notice it from that height.

>> No.3771998


give you your autism pills?

>> No.3772000

if people want to use sector over sector stuff, why not just map for quake instead?

>> No.3772004


if people want to shot stuff, why not just map for cod instead?

>> No.3772007

because COD has no nailguns

>> No.3772009

also because i don't know if you can actually make maps for it with how closed system the games have become compared to the originals

>> No.3772016

There's a difference between making complex multi-level buildings with gothic arches and making a simple bridge over a river, which also requires 3d floors

>> No.3772020
File: 1.21 MB, 1280x1024, Screenshot_Doom_20170131_204246.png [View same] [iqdb] [saucenao] [google] [report]

because we want to map for DOOM?

I take it these suckers don't know how to use 3d floors?

>> No.3772024

Because Doom has it's own gameplay, along with a particular style and aesthetic that's really cool.

It's like asking me if I should be eating pasta when I'm eating noodles.

>> No.3772032


Did you know that successful usage of an engine is defined as thwarting the intentions of those who made it?

>> No.3772045
File: 326 KB, 1020x562, 1381004280884.jpg [View same] [iqdb] [saucenao] [google] [report]

This too. There's something about DOOM that can make you take it seriously; but it's still pretty goofy and/or endearing.

Exhibit A: The Cacodemon

>> No.3772068

Why not make complex multi-level buildings with gothic arches, then?

Expand your horizons!

>> No.3772093

you can do that in doom, too

>> No.3772110


New skybox. Less fucking with 3d floors

>> No.3772118
File: 347 KB, 1280x720, Screenshot_Doom_20170131_220246.png [View same] [iqdb] [saucenao] [google] [report]

Progressing nicely, should be ready this month. Definitely won't be a big map, but I'd like to make a few interesting sights.

>> No.3772153

make a webm

>> No.3772154


it's 2big for 4chan so all it does is waste time.

>> No.3772156

compress your webm
i'm not downloading 20mb of shit

>> No.3772160

you're not downloading anything

>> No.3772163


not him but i opened that link and it gave me a download prompt

>> No.3772167

Seconding this: >>3772153
FLV's don't open in my browser. Webm's usually have better compression anyways.
And if you don't know how to webm just get the Webm for Idiots.

>> No.3772213

When I open that link it asks if I want to download it.

Make a webm.

>> No.3772220


>> No.3772237

Nice, now it actually embeds. You should probably raise the bitrate though. Try 2000-ish kbps next time.

>> No.3772241


It is 2000

>> No.3772268

people are fucking retarded.

there's this guy on /r/doom who swears up and down he has an article where they yes or yes acknowledge brutal doom, asked him to post it, never did and simply replied with 'well, there's lots of people who...', 'it's obvious they took INSPIRATION from...'

it's like explaining yourself dead to a retard when he asks how math equations work.
>well, 2 is like a 5 turned backwards, so they probably drew INSPIRATION from it!

>> No.3772284

FLV requires Flash plugin to work.

>> No.3772301

Yeah but I have Flash and it still opens up the download file prompt.

>> No.3772341

Forgive me if I have the wrong wording, I haven't made a level in over a decade. Can you have % transparency linedefs textures?

I had an evil idea for a level/section of a level where the player drops down into the stomach/intestine/organ of some big baddie. These areas are organic in shape, lots of circular blobular areas with tendrils/veins spreading out all over. The gameplay element introduced here is that all said areas are interwoven with a mesh/honeycomb of semi-transparent goo. The idea is to disorient the player so they have a hard time keeping track of where enemies are, where projectiles are coming from and where the walls/obstacles of the room are. Maybe throw in some slow rhythmic up and down floor movement too.

>> No.3772352

You can at least with UDMF.

>> No.3772403
File: 18 KB, 500x280, Arachnotron-Doom-video-game-a.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, after racking my brain for days I can't figure out something to do to the arachnotron to make it less shit as an enemy. I've currently made it fire a lot faster and fire a wider burst when the player gets close, but overall it seems there's basically nothing that I can think of to add to it behavior wise that would make it more than a shittier chaingunner. Fuck you you stupid spiderey piece of shit.

>> No.3772429

Arachnotrons are more fun than chaingunners. It's more fun to have something to dodge, rather than taking cover.

>> No.3772450

It's up now: https://youtu.be/AJqWA3UPsPg

>> No.3772462

Yeah but there's basically no way to make them interesting to fight.

>> No.3772468

New thread.


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