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3782701 No.3782701 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3778134

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.3782702

=== NEWS ===

[Highway to Hell] Second phase of mapping has started! Ends on Feb 28th

[Til 4-1] QUMP is still going!

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

[2-5] A beta release of the Joy of Mapping 3 project is live

[2-4] Sgt Shivers and Yholl to do some megawad-themed weapon packs; Ancient Aliens, JPCP, and BTSX

[2-3] TNT Revilution Beta released

[2-2] Lithium 1.2 released

[2-2] gdxBlood working along

[1-31] RIP Jan Paul "Mr. Elusive" van Waveren, long-time Id programmer/Carmack associate

[1-31] Noclip interviews John Romero

[1-31] D4T (the diet D4D fork) has been updated to v1.0.1.1

[1-31] WIP: GZDoom to get Doom 64-style gradient sector colouring UDMF

[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


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

>> No.3782713


>> No.3782716
File: 2.73 MB, 2711x4093, doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3782717

Such a beautiful cover.

>> No.3782730

I wish JohnnyDoom would get updated. : (
The gamebreaking lag bug really makes me feel torn, since its one of the best doom mods I've ever played.

>> No.3782735

What's all this talk about OOM? I was there for Uke Ukem D and Alf-Ife but why is it still a meme?

>> No.3782737

Cause some people think that spelling a word while not including the first letter of the word is top grade humor that's worth spreading over like five threads.

>> No.3782742
File: 166 KB, 1041x658, skystuff.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying out some new skies.

>> No.3782747

bottom left is good when it's blue

>> No.3782748
File: 2.92 MB, 854x480, TrenchBroom 2017-02-06 12-14-56-41.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3782797

i was playing arcane dimension and now it makes me sad that ill never be able to create such a fucking fantastic map

>> No.3782801

Damnit. Why can't MY hawwtism be useful?

>> No.3782803

Those maps were years in the making, anon.

>> No.3782809
File: 957 KB, 1024x768, SinCity.png [View same] [iqdb] [saucenao] [google] [report]

BW Palette, Synthdoom, Russian Overkill and Ketchup = 80's Terminator Madworld Simulator

>> No.3782812

Yeah, probably.

I released RC2 with the new skies. Next release is probably proper.

>> No.3782817
File: 290 KB, 1024x768, Screenshot_Doom_20170206_180704.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3782818
File: 413 KB, 1024x768, Screenshot_Doom_20170206_173250.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3782821
File: 276 KB, 1024x768, Screenshot_Doom_20170206_173040.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3782876

I tried to teach a bunch of classmates in college how to make Doom maps for Peer to Peer lessons. Started out with the basic stuff, like connecting sectors, changing floor and wall textures, making doors, placing things and exiting the level.

And although the maps looked like shite, they understood how everything worked pretty quickly and loved making them. They even figured out some stuff before I thaught it to them.
One of them even accidently made a functioning moving staircase, without me even touching upon that stuff yet.

I'm thinking about teaching them how to make proper 3D floors and some of the other extra's from the UDMF format next. Won't be to much of a problem with how quicly they're learning.
Maybe teach them about Decorate or ZScript later on, but I'm focusing on mapping for now.

Eventually I'll compile all levels they made and release it here as a small "Megawad." (If they didn't delete the maps right after the lesson that is.)

Just wanted to share this, considering the thread's title.

>> No.3782892

Weird, for some reason my Quake uses Tomb Raider 1's sound files.

It's fun to hear cutscene tracks in E1M2.

>> No.3782895

I've heard that some teachers actually get their students to make Doom maps because of GZDoom Builder's semi-ease.
I'd like to play that "megawad." It would probably be pretty cute.

>> No.3782918

True. Some Game Design studies start out their 3D level design classes with Doom Builder. Sadly, the study I do doesn't do that and throws us in the deep with Unity. Which is also why I took it upon myself to ease the freshmen in with Doom.
According to CodeImp they even use it to teach Architecture to children in China.
I keep being amazed at the influence that this simple game continues to have.

I really hope they still have the levels. It would be pretty fun to compile, and see the change from the first levels to the last ones. Or to play through after a couple of years and remember that you were in charge of that mess.

>> No.3782928

You have a tomb raider cd in your drive (or virtual drive). Quake plays CD music

>> No.3782931


needs moar tesellation

>> No.3782942 [DELETED] 


>> No.3782945


looks like a deathmatch map, are you sure that's single player?

>> No.3782954


I didn't modeled the exit yet (to another dm section), I want the player to explore a little

>> No.3782962
File: 2.00 MB, 356x400, AbsolutelyDisgusting.gif [View same] [iqdb] [saucenao] [google] [report]


I can see an untextured face in the middle

>> No.3782969
File: 298 KB, 320x240, explosions_with_conveyors.webm [View same] [iqdb] [saucenao] [google] [report]

Damn these Bang scrollers.

>> No.3782982


if I do an unreal image and a goldeneye/perfect dark one, it will be posted in the op?, it triggers me that these game are not there, specially unreal

(the doom, quake and duke images doesn't load)

>> No.3782986


unreal has his own thread but do as you like


(it needs an image btw)

>> No.3782987


oh, that's neato, I never see it before

>> No.3783001

Tbqh Marathon is neglected a lot more in these threads.

>> No.3783036


I'll investigate, I never played it, I only know there is a trilogy that has no music

>> No.3783052
File: 1.89 MB, 2000x1333, StarryCacos.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom mapping really should be considered an art form.

>> No.3783057

>> No.3783075

The game is freeware; you can get it at source.bungie.org. Also, the first game does have actual music.

>> No.3783103

Are there any good tutorials for ZScript out there like wildweasels gunlabs tutorials for DECORATE?

>> No.3783107

OWO what's this??

>> No.3783151

If your art is considered art it can't even be real art.

>> No.3783165

>Doom mapping really should be considered an art form.
uh, it quite obviously is

>> No.3783175

I remember when I learned this, I had an Opposing Forces CD in my computer, it was a happy accident. That soundtrack fits so well.

Just watch out for anybody that tries to map out the school.

>> No.3783197

It already is.

>> No.3783246

Really? I've never actually heard people specifically refer it to that before.

>> No.3783316

Keep getting errors when trying to run D4D, I tried the latest devbuild and I tried the latest stable version. Still not working anyone else have this problem?

>> No.3783320

I'd just get GZD 2.2.0 and the latest stable, the mod is a mess.

>> No.3783343

the dbthanatos/cooke split-up really took its toll

>> No.3783348

Hey so can you set properties through decorate, or just flags? I'm just wondering if I can dynamically change pain chance (no just +NOPAIN) or Damage factors because of reasons.
I still feel like there was something else going on there, I mean D4T is neat and all but there was no need for dbthanatos to end his development of D4D to make it.

>> No.3783350

I would.

>> No.3783352

What are you guys talking about? I'm completely new to gameplay mods and know next to nothing about d4d

>> No.3783359

D4D was arguably the best "Doom 4 in classic Doom" mod that you could play, developed mainly my DBThanatos and Major Cooke on ZDF. Then suddenly DBThanatos decided to leave the project and make D4T, which is basically D4D but with less features and compatible with D-Touch (android GZDoom). This really fucked the development for D4D for the last little while.

>> No.3783367

Oh lame, I played D4D like 2-3 months ago and loved it. By knowing nothing about D4D meant I'm not up to date on the dev status and drama

>> No.3783378

why does this remind me of the jenova bitch-out all of a sudden?

>> No.3783384

i have no clue why, considering they have nothing in common

>> No.3783423

I'd like to know this as well, seems like ZScript might allow it but I can't figure it out. It doesn't look like ACS can do it since it doesn't have access to specific painchances and damage types, only generic ones.

>> No.3783440


>> No.3783447

it couldn't have been much of a toll since this is the first i've heard of it

>> No.3783453


No, it just means they were professional about splitting up and didn't have a gigantic bitchfit with lots of fallout and drama.

Still takes quite a toll on the project.

>> No.3783479
File: 56 KB, 498x490, aheckinquadtime.jpg [View same] [iqdb] [saucenao] [google] [report]

>listening to rob zombie
>mfw I realize the strogg are robot zombies

>> No.3783496

>we didn't go full out Stroggified Hp. Lovecraft
why. seems like the next logical progression

>> No.3783503

Loving it! Thanks

>> No.3783507

FFS the OP pic had me dying for half an hour now

Where are all these Doom edits at

>> No.3783518



>> No.3783537

is there a way that I can listen to doom2's soundtrack in Ancient aliens?

>> No.3783548


>> No.3783550
File: 2.60 MB, 640x360, Confederate firing line circa whenever the US civil war was (colorized).webm [View same] [iqdb] [saucenao] [google] [report]

I made the monsters talk to each other, but didn't implement any decision trees based on their signalling yet. The results were... effective.

>> No.3783556


I thought they were actually discussing

>> No.3783586
File: 14 KB, 640x480, 1486422734.png [View same] [iqdb] [saucenao] [google] [report]

wow. don't think i've ever got through this one without savegames before. only map19 left

>> No.3783589

delete the D_* lumps out of aaliens.wad? not sure what you mean

>> No.3783593

>Ok, here's the guy, shoot him when I start shooting
>But what if it's the wrong guy man?
>Jim how the fuck could it be the wrong guy?
>I don't know, he does't look like the guy
>He doesn't look like a buff marine in green armor with a helmet and tons of guns?
>Bob I'm just saying that we should make sure it's not the wrong guy
>I don't want to be responsible for shooting the wrong man Bob
>Alright damn, calm down, but if it's the wrong guy I'm saying you forced me to do it.

I'd play the shit out of that

>> No.3783605

Anyone know where I can download the Genesis/32x version soundtrack? Because I had this idea for a wad.

Basically, the idea is that Doomguy really has to take a shit, but demons are fucking everywhere and wrecking everything. He's also on the other side of town or whatever. His goal is to reach that toilet and take that shit, while avoiding shitting himself on the way (something that would happen if you take too much damage, with the damage threshhold shrinking the longer you go (i.e. with each level)).

So you can see why it would require the 32x soundtrack.

>> No.3783610

>viscera bathing demon then fires jim after you die

>> No.3783613

So basically MAP10 of UAC Ultra but with toilet humour instead of radiation suits.

>> No.3783614

>Human, we might be demons but you still have to follow the rules of darkness, always use your portable blood scrying pool to confirm your targets before engaging in combat

>> No.3783615

I could swear someone already made a map like that, I think Joel played it in his contest.

I also saw a similiar idea in Turbocharged Arcade 1

>> No.3783618

I thought it would be more like the demons yelling "FIRE."

Speaking of making the demons more intelligent, is there a way to give them patrol routes rather than just standing still until you show up?

>> No.3783625

Since when are demons lawful?

>> No.3783629

There are in D&D like a lot but in Doom's case, zombies are neutral evil at most.

>> No.3783634

Well when I said "talk" I meant more "be situationally aware of what their allies were doing". Not sure about patrols since that's more of a map thing, but stay tuned for more wacky demon communication hijinks.
Considering the hierarchy and organization (implicit in the literal tech demons that had to be built) I'd assume they're at least not chaotic.

>> No.3783639


Well, depends. Are they demons or devils?

>> No.3783640

I'd say zombies and its variants and Pinkies are neutral evil while Baron and Hell Knights seem to have a grade of intelligence, enough to be chaotic evil. It's not like all demons are mindless beasts.

>> No.3783649

Yeah, either way, time to make the demons a bit smarter. Humans will just try to synchronize their shots, but the higher classes should have more complex behaviors. And all without any ACS.

>> No.3783651

What the fuck is the diffrence, reaper?

>> No.3783659

Depends on how you see them.

According to the plot, "zombiemen" are actually humans who where lobotomized and as such, have enough inteligence.

In case you see them as actual zombies then they won't be smarter than a pinkie which is just an animal.

>> No.3783683

Not that anon but it's D&D.

The tl;dr of it is Demons are from the Abyss, which is basically a swirling, unknowable, chaotic evil void of infinite layers connected haphazardly. Demons are Chaotic Evil, disorganized by nature, driven by rage, bloodlust, and desire to sow destruction and chaos.

Devils are from the Nine Hells or Baator, which is basically kind of like Dante's Inferno. Devils are Lawful Evil, they're rigidly - even bureaucratically - organized, more driven by power and a sort of sadistic desire to dominate and control than by simple rage or bloodlust. They also tend to rely as much or more on seduction, promises, or threats than sheer violence.

>> No.3783691

What are some good vanilla lore megawads? As in, tech for the first bit demons invaded marines then make your way to hell.

>> No.3783692

i am always pleasantly surprised with the overlap between doomers and fa/tg/uys

>> No.3783695

Man blood gets a lot easier when ammunition becomes readily available. those first 2 levels are absolutely nasty.

>> No.3783696


I can't say I'm terribly surprised, considering the origins of DOOM's premise.

>> No.3783697

or worse, with a terry trap

>> No.3783698

The guys at old id were a bunch of fat/tg/guys so it's not surprising. They got a lot of inspiration for their games by playing D&D.

>> No.3783709

Doom demons seem more about straightforward choas than a hierarchy and control. But that's probably more that "attack attack attack" AI code is simple enough to run fast on a 386 than "what if you could talk to them and make alliances"

>> No.3783715


This is interesting. How'd you do this?

>> No.3783730

Originally I was going to use 0 damage explosions and custom pain states, but I ended up just using some custom inventories and a_radiusgive. It requires a LOT of alteration to the states that you want it to take effect in, but it works well enough.

>> No.3783761

I like what I've played so far, but please don't rush the final release. We need to discuss some fixes.

>> No.3783818

For ketchupv5, when i try to run it in both the most recent version stable and dev builds of gzdoom, i get Script error, "ketchu pv5_nogibs_sp lattersonly.p k3:decor ate.blood.txt" line 545:Expected ',', got 'l'.

I checked that file and i couldn't find any 'l' at line 545 so idk what to do now. do i just go to an earlier version of gzdoom?

>> No.3783831


have some crap

>> No.3783832
File: 106 KB, 578x582, 1481166202432.png [View same] [iqdb] [saucenao] [google] [report]

Some Arcane Dimensions levels run like shit on my toaster, even with the additional parameters. Am I doomed to crappy performance as long as my comp is shit or is there some way to fix this?

>> No.3783834

0.l strikes again.

Go do a search for all instances of 0.l and replace it with 0.1

>> No.3783842


they are only two

>> No.3783845

oh wow, l and 1 look almost identical on notepad. i can kinda see how they made that mistake lmao

thanks anon

>> No.3783849

IIRC, the makers of Gothic99 used "mapping is art" as an excuse for its shitty gameplay and over the top visuals, that at the time, chugged peoples computers to a crawl.

>> No.3783851


>> No.3783852

And episode 1 of blood complete.

All the bosses in this game are fucking circle strafe bullet sponges, aren't they?

>> No.3783854

Ancient aliens was a spiritual experience, anyone got anything similar? Valiant didn't quite do it for me.

Alien vendetta is too grey and aztec-y for my taste

Going down is amazing, however the end gets too slaughtermappy

Sunlust is ugly imo

Scythe 2 is ugly imo

Scythe 1 was bretty gud

>> No.3783857


I-m just informing him

>> No.3783864

fair enough

>> No.3783865


this keyboard language changing alone happens to me since xp

>> No.3783874

Looks like newer GZDoom versions turn the custom crosshairs from mods like Project MSX and Doomzone into just green blocks. Any fix to this?

>> No.3783876

Back Saturn X?

>> No.3783891

My fav Doom map is Hollywood Holocaust.

>> No.3783892


BTSX has some great ideas, but dear lord the design is an absolute clusterfuck sometimes.

>> No.3783895


>Scythe 2 is ugly imo
Are you serious?

>> No.3783897

>but dear lord the design is an absolute clusterfuck sometimes.
How? Its detailing is within the original dos executable's limits.

>> No.3783901


>> No.3783903

Okay, what do you mean by design?

>> No.3783907

Not that guy.

>> No.3783912

I'm asking his context behind why the design is bad, not an encyclopedia article on design. And does detailing not fall into graphic design?

>> No.3783913

What are some short but intsense wads? I mean stuff like Scythe or Going Down I hate large maps because I get lost easily so the gameplay flow is all fucked up for me.

>> No.3783916

Swift Death.

>> No.3783917

I don't even understand how you can miss the point any harder. Design is not the same thing is detailing. Design refers to the entire construction of the level including encounters, ammo, health, and of course visuals.

>> No.3783920

So you're telling me that detailing is completely irrelevent to visuals?

>> No.3783923

Design is not JUST visuals you cement-brained idiot.

>> No.3783925

SD is bullshit with it's difficulty level.

>> No.3783926

I never said it was?

>> No.3783928

You said you wanted intense, though. Sorry I misunderstood.

>> No.3783930

Right here:
>How? Its detailing is within the original dos executable's limits.
>Okay, what do you mean by design?
[referring to the insinuation that detailing is not the same thing as design]
>I'm asking his context behind why the design is bad, not an encyclopedia article on design. And does detailing not fall into graphic design?
[missing the fucking point entirely]
>So you're telling me that detailing is completely irrelevent to visuals?
[Once again focusing entirely on visuals]

Now quit memeing.

>> No.3783931 [DELETED] 

I wish I was skillful enough to play Quake but I can only play braindead games like Doom on UV

>> No.3783937

The whole reason I got confused in the first place was because you guys told me that detailing had nothing to do design, and then showed me an article on graphic design.

>> No.3783951
File: 40 KB, 500x358, come on now.jpg [View same] [iqdb] [saucenao] [google] [report]

>reading comprehension

>> No.3783954

You first.

>> No.3783960

>but dear lord the design is an absolute clusterfuck sometimes.

What made the level design an absolute clusterfuck?

>> No.3783967


It's way too easy to get lost in an absolute clusterfuck of a mess, too many monsters, theme was a dull mess.

>> No.3783974
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google] [report]

>too many monsters

>> No.3783981

nhb the color palette is very drab

>> No.3783985

I'm trying to replace some sound effects. I've got it working by loading a separate PK3 that has identically named OGGs to the sound effects I want to replace, but in-game it plays way quieter than every other sound effect, Is there something else I need to define?

I'm messing with the death sound effects for some of the Samsara classes, if that matters.

>> No.3783991

>too many monsters

What? BTSX is pretty standard with its monster usage. Hardly any map exceeds 500 monsters (Hell, none of the maps in E1 do), and the ones with 300+ tended to be very big maps.

>It's way too easy to get lost in an absolute clusterfuck of a mess
>theme was a dull mess.

This is too vague. It doesn't tell me anything.

>> No.3783994

Scythe 2 uses the default palette, I'm pretty sure.

>> No.3783997
File: 21 KB, 306x306, 1478851297168.jpg [View same] [iqdb] [saucenao] [google] [report]

pls help

>> No.3783998

Come test Maevolent horizon

>> No.3784002
File: 2.39 MB, 448x252, 1442709533867.gif [View same] [iqdb] [saucenao] [google] [report]

I felt the flow of maps was pretty good, never really got into any "Where do I go now?" moments myself. Also the monster count seemed fine to me and never felt unfair in the enemy placemnts, and I hate anything that resembles a slaughter map.

>> No.3784014
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

Both mods I believe are not maintained anymore, so your mileage with both are going to be stretched pretty thin as GZDoom gets new or changed features. Best bet is to just try and keep an older version of GZD somewhere on hand to play them.

>> No.3784017

What are some wads with story?

>> No.3784018

Project MSX is long dead but Doomzone is still maintained.

My advice is to check for the newest version of Doomzone (http://zorasoft.net/doom.html) or contact Zora himself.

>> No.3784021

Sorry i don't mean story heavy, I mean wads like going down, with text and where the level design tells the story

>> No.3784030

Valley of the Damn from Aluqah is cool.

In fact most of his wads are like self contained stories told through the levels themselvs.

>> No.3784031


there are a lot of different wads that piece together intermission text along with their levels, even speed of doom, a speedmap megawad
do you have something a little more specific in mind?

>> No.3784039

BTSX to an extent. Usually the case with the first map, the final map, and the hub maps in the episodes. Some maps in E2 have a few areas (often secret) that let you get a view of the towers that are in the final map.

>> No.3784043
File: 46 KB, 907x657, ss+(2017-02-06+at+10.35.38).png [View same] [iqdb] [saucenao] [google] [report]

I'm beginning to think that making this whole "Monsters tell each other what they're doing" system was a bad idea. Shit's getting pretty complex.

>> No.3784067

Make them decide if they want to fire at once or in consequent stream of shots. Will make coordination kinda more effective.

Also you can make least healthy individual shoot constantly while telling everyone else to scramble (enemies get away from both him and player), "putting his life on the line of everyone's survival".

Also can make enemies avoid grenades thrown by other enemies.

Can't think of anything else this can do.

>> No.3784069

yeah I was hoping for something like doom 1 and 2, where it starts off techy seeing the aftermath of the demon invasion then making your way to hell.

or it could be silly like going down, i'd say valiant did what i'm looking for pretty well.


Thank you, i'll give these a go.

>> No.3784070
File: 1.98 MB, 2241x3984, 20170119_235731.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3784074

>Make them decide if they want to fire at once or in consequent stream of shots
Anything relevant already did this before, now they just tend to group up a bit.
>Also you can make least healthy individual shoot constantly while telling everyone else to scramble
I'm doing something similar with Imps and Hell Knights/Barons/<larger demons>. Imps have a "fear meter" that builds as their allies die, and when it hits a certain level they break ranks and flee for a bit. I'm keeping the human enemies' AI simple for now, since I prefer to think of them as dumb cannon fodder.

>> No.3784083

Is this what people mean by "comfy"? Because I didn't know I wanted this and now I do.

>> No.3784085


i mean the texture usage

>> No.3784086
File: 43 KB, 240x372, healthlow.gif [View same] [iqdb] [saucenao] [google] [report]

>feel like playing Doom 2
>Don't go now, there's a
dimensional shambler waiting
at the dos prompt!

>> No.3784087

Ayo, how'd I fuck that up

>> No.3784089

Hey guys, what's the best way to get into learning DECORATE? There aren't really any good tutorials out there that I've found.

>> No.3784091

By taking an old and simple mod and tweaking with everything.

>> No.3784093

Also, looking at the ZDoom Wiki.

>> No.3784098

There's a few tutorials listed here:

>> No.3784102


I forgot to say I looked at the ZDoom Wiki and it's honestly pretty unhelpful.

>> No.3784104

It's actually extremely helpful, but you need to know what you want to do already. Go look at the default Doom classes on the wiki and you'll get an idea for how it all works.

>> No.3784105
File: 528 KB, 1920x1080, Screenshot_Doom_20170206_231806.png [View same] [iqdb] [saucenao] [google] [report]

>Ancient Aliens
>Sinkhole Showdown

Holy shit, this .wad is great and this level is kicking my ass.

>> No.3784106


There's literally nothing about how to get started. It's basically like, "HERE'S HOW TO MAKE A NEW PLAYER CLASS!" Yeah, b-but...

>> No.3784107

Try reading that post again.

>> No.3784108
File: 14 KB, 320x200, Seburo-M5.gif [View same] [iqdb] [saucenao] [google] [report]

>What if I just sharpen the AO and the normals
Aside from the shitty edges I think it turned out pretty good straight out of Blender.

>> No.3784109


So, your advice is to look at resources I've already tried, and read posts I've already read. Brilliant, thanks.

>> No.3784110

If you can't figure out DECORATE from viewing the classes under https://zdoom.org/wiki/Classes:Doom you might as well just give up. Stop being such a stubborn prick and actually apply yourself for once.

>> No.3784114
File: 39 KB, 508x608, 1367033427970.jpg [View same] [iqdb] [saucenao] [google] [report]


Yes, actually.

Open up an old wad. Look at its functions. Look at what the ZDoom wiki says about them. Edit them. Look at the resulting error message when it inevitably crashes, and edit it again.
You have to start yourself, though. Make a small and simple goal about what you want to do, and then do it.

It's how I learned. And now I make mods pretty regularly. Sometimes people play them!

>> No.3784116

Step.1 Keep moving
Step 2. win

>> No.3784118

Pretty much everything you need to know is in the wiki, already linked to you. read through it, try things, google "decorate zdoom" and read everything you can find.

I learned decorate that way, as did everyone esle who learned decorate in the last 3 or 4 years. So its not the resources fault if you can't work it out. Try things, playtest things constantly, look at all the standard doom classes (all the items, monsters, players, etc.) and see how they're set up.

>> No.3784121

you're welcome, hope you can get it going

>> No.3784124

There's a tutorial for weapons from WildWeasel http://gunlabs.blogspot.com/2011/01/tutorial-how-to-make-your-first-basic.html

But for monsters your best bet is copying the decorate for a monster off the wiki and modifying it. If you aren't sure what something is, most everything is already a link to an article about itself. If you want to know how to do something, Googling it with "zdoom decorate" in the search tends to find it on the wiki or in a forum where someone already asked your question.

I think we all learned by taking and modifying and just absorbing the patterns.

>> No.3784126

The part that gets me is when you drop down into a small chamber with a bunch of chaingunners, a mancubus and an archville.

>> No.3784127

Honestly this is pretty much all you need to know to get started:
And like this guy said >>3784110
Just look up some vanilla monster/etc. that you want to change.
Make a copy of it with inheritance.
Add shit to properties/states.
Go wild with it.

>> No.3784131


Hey ZDoom Wiki is helpful but I have a question. How do you get templates for files like MAPINFO? Is there an easier way than hunting down an existing WAD that already has its own custom version?

>> No.3784134


>> No.3784136


Not really, there isn't a set template aside from:
map mapxx "Mapname"
shit goes here

>> No.3784141

thats the part I was talking about.

When in doubt, chaingun out. If it seems like theres going to be a trap or arena, you know that hitscanners are going to be the most dangerous threats so always keep the chaingun out the slow action of switching weapons will prove deadly against commados and shot gun guys. If there are no hit scan enemies then switching to your shot gun or launcher is fine, because you can just dodge projectiles .

Anyways can't stress enough, in arenas KEEP MOVING. Find a good route, it's usually circular. Sometimes it's a figure 8.

>> No.3784168

anyone know what might cause doom to hang on "P_Init: Init Playloop state.", when merging a wad (using nwt) in dosbox?

>> No.3784185

Dude holy shit that is ancient. Get Slade and check the wad to see if anything is weird in it.

>> No.3784186

is there some place where i can learn how to make mods for darkplaces quake engine?

>> No.3784197

I can't sleep so I think it's time for some masochism, I mean mapping

>> No.3784208


Shut up, James.

>> No.3784221

I'm just using it to -merge the .wad into doom.wad. I could just edit doom.wad in slade, but I wanted to do the whole thing through a batch file in dosbox.

>> No.3784225

So about Tenebrae... the one link on the "So you wanna play some Quake" image that claimed to be one of the final existing links, simply doesn't exist.

Has Tenebrae truly disappeared from the internet? Wondering if any have something close to an answer

>> No.3784239


Some russian site dedicated to source ports and updates to the old games (an affiliate of old-games.ru). They store all the stuff on their onw servers, so it got preserved there just in case. The big bold green "CКAЧATЬ" is what you need. It is a direct link.

>> No.3784242
File: 529 KB, 1280x720, Screenshot_Doom_20170207_003234.png [View same] [iqdb] [saucenao] [google] [report]

God it fucking hurts. Cacodemons have no mercy in groups now thanks to signalling. It's just a nonstop onslaught of death and dodging.

>> No.3784243

Here as well.

>> No.3784247

Also code repository: https://sourceforge.net/projects/tenebrae/

>> No.3784248

Why is the chaingun so fucking weasauce in both Doom 1 and 2 anyway?

>> No.3784250
File: 30 KB, 100x100, 1476228799704.gif [View same] [iqdb] [saucenao] [google] [report]


Well shit guys, thanks.

>> No.3784254

It's the anti-Cacodemon gun.

>> No.3784257

>Cacodemons have no mercy in groups now thanks to signalling.

>> No.3784259

Because it's a chaingun, a lot of people expect it to be a BRAKKA BRAKKA gatling, when it's actually the tactical mid-to-long-range weapon for softening up targets.

>> No.3784260


You too
Guess I can't research for shit

>> No.3784262

Webm converting. Muh toaster is on fire.

>> No.3784270


Because people commonly misuse it.

First two shots are pinpoint accurate.

>> No.3784272

>humans killed
Please change it to former humans or zombies, it agitates me

>> No.3784279
File: 2.91 MB, 640x360, EEEEEEEEEEEEEEEEEEEE.webm [View same] [iqdb] [saucenao] [google] [report]

So yeah, this webm doesn't show the sheer volume of fire these fuckers put out in a single direction if you don't avoid them like this, but what's happening is that every attack signals the others to attack as well (sometimes), and alternate their attacks between wide and fast. Also each time one dodges the others can choose to dodge with them or charge at you.
Yeah, I'll change it to something else eventually. I'd count it in demons but muh autisms

>> No.3784282

i can't possibly merge bubblegum crisis and blade

>> No.3784290

But it does look exactly like a Gatling gun and the purpose of having a lot of barrels is mostly having fast rate of fire. It behaves exactly like an SMG though - slow rate of fire (600 RPM or less), it shares ammo with the pistol and all, it sounds weak, at that point they might as well have given it the looks of an SMG. Also I found that the only thing I really like it for is stunlocking annoying cunts such as the zombies and lost souls.

At least the Doom 3 one actually felt powerful -and WAS powerful albeit inaccurate if memory serves me right.

>> No.3784297

Nice. It's actually kinda scary when they all fire like that and dodge off in certain directions, like being attacked by a swarm of bees. The aggressiveness really makes it seem like you're fighting off the relentless forces of hell.

Keep up the good work.

>> No.3784315

You should see the revenants :^)

They chain fire so when one finishes firing he tells the others to fire, then when they finish they tell the others, etc. Basically they make an attempt to alternate firing so the individuals are still moving but the group itself is unloading plenty of tracers at you.

Also the hell knights and barons automatically trigger nearby lesser demons to attack you Even lost souls.

>> No.3784316

Is there a reason why all the Master Levels seemingly replace DOOM 2 levels randomly?

>> No.3784319

Like, one is for MAP03, another for MAP07 etc. There seems to be no rhyme or reason to it.

>> No.3784320

It's not, every weapon has a specific purpose.
The chaingun is extremely important and you should always have it equipped when you think there might be a trap or arena.

Chain gun - have equipped always, use to take out hitscanners first in the fight

Shotty - clumps of imps/ finishing off strong opponents after rocket shots

Rocket - taking out huge groups, mainly for final doom, but theres a few instances where that situation arises in doom 1 and 2. But aside from that its used to soften up high HP enemies like caco's and barons

Plasma - only really important in final doom traps. Used to clear a path to a safe spot quickly.

BFG - lots of good uses for this, knowing the ideal situations and making good use of this weapon is staple to being a good doomer.

>> No.3784323

>you can now edit DECORATE scripts in GZ Doom Builder

That's good!

>You still can't save scripts into a wad, you have to create them in SLADE first.

That's bad!

>> No.3784356
File: 25 KB, 1077x382, temp.png [View same] [iqdb] [saucenao] [google] [report]

Am I retarded? I can't think of why it would freeze here.

>> No.3784363

Music choice, most likely.

>> No.3784372
File: 258 KB, 640x480, Screenshot_Doom_20160511_183256.png [View same] [iqdb] [saucenao] [google] [report]

Id's RPG series being recreated in GZDoom


>> No.3784373

I believe a couple of the map07 replacements use tags 666/667, hence the location. The rest, I'm not entirely sure.

>> No.3784378
File: 16 KB, 640x354, 1485285390717.png [View same] [iqdb] [saucenao] [google] [report]

>You should see the revenants
I'd rather not

>> No.3784379

A bit of a silly reason, considering they could have easily included a custom d_runnin for that.

>> No.3784383

Also Teeth.wad makes use of the secret exit switch, hence its location as map31 and 32.

>> No.3784384

posted too fast

I like how the Hell nobles now live up to their name by commanding their underlings on the battlefield, that's great.

>> No.3784389
File: 14 KB, 734x199, ss+(2017-02-07+at+01.40.24).png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I'd like to make the interactions more complex but for now I'll settle with at least having the basic system in place. I'm still deciding on what should be considered "lesser" to the barons, since some of the demons (mainly Revenants and Mancubi IMO) seem to be more like specialists than the kind of commandable legions I imagine a baron would use in battle.

>> No.3784391
File: 127 KB, 1280x960, Awful.png [View same] [iqdb] [saucenao] [google] [report]

Maybe it'll be okay in tiny sprites.

You guys ever just sit down and listen to the Blade soundtracks? 2 and 3 are really good., it's all techno / big beat / drum & bass with rap. https://www.youtube.com/watch?v=n_w4STzvo8A

>> No.3784396

It seems like a linear ranking system isn't going to work. You could plan it with what combinations of enemies would work well together and only signalling them. Or you could cause the signals from questionable monster combinations to cause different behaviors, like a baron starts attacking and the revenants run away and fire from a distance, maybe even elevated or behind the player if that's possible.

I think Mancubus + Revenant attack combo would be brutal.

>> No.3784397

It's the way a lot of really early wads did it. Why bloat filesize with a duplicate midi when you can just put your map on the slot that has that track in the IWAD?

>> No.3784403

So, does that means that killing specific monsters is going to significantly alter monster behaviour in the current battle?

BTW do you have any name for the project, or any specific goals?

>> No.3784406

>Baron throws the revenant over the player

>> No.3784409

weak? The chaingun is one of the more flexible weapons in Doomguy's arsenal.

Come across a hoard of zombies? Hold fire and mow them down, got one baron or hellknight? Stunlock their dumb ass. Got a target way out in the distance? Tap fire in a slow but steady rhythm and you have a pinpoint accurate sniping weapon, and its ammo is arguably the second most common, second to shotgun shells.

Learn to love the chaingun.

>> No.3784410
File: 5 KB, 123x60, M_DOOM.png [View same] [iqdb] [saucenao] [google] [report]

Yeah I'm thinking maybe to have a few different calls that signal different combinations. Funny enough Revvies and Mancubi both use a chain method of signalling (as opposed to what humans do, which is more of a synchronization method), I'm not sure if I want them to try to team up since the mancubi are so hueg that it might cause more infighting than anything else, but it's a possibility.
As of right now imps just get freaked out when you fuck up them or larger demons too much, but I might just implement a fear reaction in more demons later. As for the whole "signalling" thing, reducing the numbers of a pack will reduce their aggressiveness in many cases, and killing a hell knight or baron will likely cause the enemies that they can affect to become a bit less aggressive. Also killing pain elementals will help stop you from being swarmed because the pain attack triggers lost soul charges now.

No name yet, but I just wanna make a fun mod that makes the game a bit more challenging and interesting basically. Although I'd prefer to not add too much custom content and just change the existing stuff.

>> No.3784413

A lot of early wads did it because a lot of early mappers in 94-95 period didn't know any better.

And I doubt the file size bloat (which honestly wouldn't have been that much bigger) would have even mattered when its an official expansion.

>> No.3784415

Got to go all out and Morale Meter so if a big boy's around them then they'll keep fighting, maybe even get cocky up close if the morale is high enough.

>> No.3784417

Actually the baron is probably going to have a passive "anti-fear" radius that just nullifies any fear states in demons if I do put more in. Assuming the game doesn't slow to a crawl from all the custominventory fuckery I'm doing.

Literally everything so far is decorate, not even ZScript.

I should probably sleep though, gotta find a job or something tomorrow.

>> No.3784420

>early mappers in 94-95 period didn't know any better.
Who do you think the Master Levels authors were, and when do you think it was produced?

>> No.3784421

An exception

>> No.3784429

>Who do you think the Master Levels authors were
Hand picked authors that made higher quality offerings than the norm at the time. Two of which contributed maps to Thy Flesh Consumed earlier in the year. Another contributed maps and midis to TNT a year later.

>> No.3784453
File: 18 KB, 128x128, Uh-oh.gif [View same] [iqdb] [saucenao] [google] [report]

I can goof the scale for a pickup and thrown sprite. Need a better material setup though, and if the pickup is going to spin then it needs more frames. Maybe just a few frames of a moving shine every so often.

>> No.3784470

oh man this is looking pretty cool though.

>> No.3784472

man, that's fucking baller.

I loved the shit out of the ID RPG series, Wolfenstein RPG in particular was fucking tight. The doom RPG series will always hold a special spot in my heart.

is there a way to emulate java games on smartphones?

>> No.3784481

>Wolfenstein RPG in particular was fucking tight
>that fucking moment when you accidentaly give Cyberdemon his new look
>that fucking moment when you are a Doomguy's ancestor
>that fucking moment when you stop saving the world just to kick chickens

>> No.3784483

>literally the only two general that are always open in my browser are this one and /tg/'s /osrg/
I've been wondering about that.

>> No.3784485

Anyone else no longer enjoy gameplay mods?
After playing brutal doom, d4d, russian overkill. They were extremely fun at first, but then I started playing them with my favorite wads like ancient aliens and stuff and all of a sudden they became very trite very fast, and cant compare to experiencing a megawad with vanilla gameplay.

Anyone else experience this? I feel its because every megawad is designed for vanilla, i'm sure if they made mapsets FOR each and every gameplay mod it would be much bettere (i know brutal doom has one, and it actually makes brutal doom alot more fun)

>> No.3784491

Completely depends on what you play

>> No.3784492

Yeah but it's depression.

>> No.3784495

I've grown to appreciate gameplay mods that do minor changes to the gameplay but keep things within reason

>> No.3784496


>> No.3784501

Final Doomer?

>> No.3784505

>Final Doomer
>minor changes to the gameplay
It makes the game way easier.

>> No.3784506

It's because they're designed for the hardest megawads.

>> No.3784512

It's still a significant gameplay change.

>> No.3784514

thanks i'll check it out
At least it's not blood everywhere taking up the entire screen making more difficult wads drop frames. Not alot, but enough to be annoying, doom should not be dropping frames on any modern computer.

>> No.3784519


No, I still very much play gameplay mods.
It's like getting bored with mapsets. There's way too much variety.

>> No.3784520


I love Final Doomer a lot but "minor changes to gameplay" is not how I'd describe it.

>> No.3784524

>Anyone else no longer enjoy gameplay mods?

I personally was never that big on them in the first place. They're fun for like 30 mins for me, and then the novelty wears off, and I just go back to stock. Theres also a few that can be very restrictive on what mapsets you can play for a balanced experience, which doesn't really sit well with me.

I wish TCs were more common.

>> No.3784527

gameplay mods are cool

the needless divide in the community between mapsets and gameplay mods is dumb, dumb, dumb

>> No.3784535

>Doom E4M6
>that shit music
>that enemy placement
>those annoying as fuck specrets that are almost impossible to see thanks to the radsuit's visual effect that love to get in your face while you're using the rocket launcher
I liked E4M1 and E4M2 way better than this map. And E4M9 should've been E4M1, it's disgustingly easy for being a secret map.

>> No.3784537

i give up trying to mod for doom
i fucking need actual hitboxes and quake-like movement

quake is too ancient for my needs as well so whats the next best engine to use?

>> No.3784539

Just go Unity?

>> No.3784545

P_Init calls R_InitSprites. Ordering of sprites is very sensitive, they need to be all in one continuous block, so if nwt fucks it up bad things will happen.

Alternatively: in vanilla doom the sprite lump name scan calls W_GetNumForName for every sprite if modifiedgame is true (which is the case when a pwad is loaded, and you can see the message on the left of your screenshot). W_GetNumForName is infamously slow, being a linear search in the original .exe; Lee Killough of the BOOM development team would often demand public fellation for replacing it with a hash table based lookup.

>> No.3784548

Oh and
>turning off choccolate Doom's volume also mutes the SFX
Simply epic.

>> No.3784560

i feel the same as >>3784524 : entertainment for a few maps, then deletion, and return to prboom.

>> No.3784562

>the needless divide in the community between mapsets and gameplay mods is dumb, dumb, dumb

ah yes dumb dumb dumb. all mapsets must have gameplay mod as well comrade. lead us into glorious future where all wads require gzdoom and all other ports killed off. heil zahl, the great leader!

yeah, no.

>> No.3784564

I mean, choccolate Doom's music volume.

>> No.3784568
File: 2.86 MB, 1280x720, Quakespasm 2017-02-07 06-00-54-88.webm [View same] [iqdb] [saucenao] [google] [report]


this is what I got so far, I'll try to sleep

>> No.3784569

iirc this is a problem in windows 7 midi emulation, the engine can't do anything about it

>> No.3784590

Thank god I can mute the music if I'm using OPL. Also how the fuck were you supposed to see things past 50 meters on the DOS version?

>> No.3784602


You're a dumbass.

>> No.3784609

But Dead Simple is fun
Now if we said say.. The Pit or the Chasm then yeah I'm with you.

Or at least skipping the level

>> No.3784618

refute the point please.

>> No.3784620

and where the fuck do you get THAT from?

>> No.3784621

Final Doomer does some huge changes

How do you feel about Weapons of Saturn?

>> No.3784624
File: 9 KB, 196x120, hammer up.gif [View same] [iqdb] [saucenao] [google] [report]

new icon for the powered up hammer tech

>> No.3784625
File: 239 KB, 500x472, 1369792033290.png [View same] [iqdb] [saucenao] [google] [report]

I've seen some leaps in logic before, but going from "the community has a divide between mapsets and gameplay mods" to "everything must be GZDoom" really requires something special.

>> No.3784638


gameplay mods are more or less exclusively zdoom-based. mapsets which include gameplay mods effectively require a zdoom-based port. (dehacked is too flexible and annoying to work with, ultimately insufficient for purpose, other advanced modding ports just haven't taken off.)

thus if mapsets having gameplay mods became the norm, a majority of new releases would require a zdoom-based port. (currently you can still play most of the year's best releases in prboom-plus or eternity or whatever else.)

in this future, as more and more mapset releases begin to require zdoom, the other ports will die off slowly, perhaps still being maintained by a few vocal die-hard users but being otherwise irrelevant.

eventually qzdoom will stabilize its development and merge with gzdoom (i believe this has always been intended by the qzdoom developers). zandronum already is gzdoom-but-a-couple-of-years-behind.

this leaves one port, a monoculture, over which graf zahl, as project lead of the merged gqzdoom, has ultimate dominion.

i do not believe this is a good future to behold.

nothing special, i can just see further than you.

>> No.3784640
File: 4 KB, 320x312, 1369788288820.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3784641
File: 45 KB, 420x377, 1447369482795.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3784642


>> No.3784643
File: 51 KB, 500x517, 1471956129464.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3784645

I'm pretty sure you're reading a little too much into it, friend.
It's not exactly a big secret that the mapping community and gameplay mod community rarely intertwine.

>> No.3784646
File: 41 KB, 338x450, 1365527576111.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3784647

nigga i was referring to community reception, not making every project a fucking tc

>> No.3784649

>in this future, as more and more mapset releases begin to require zdoom, the other ports will die off slowly, perhaps still being maintained by a few vocal die-hard users but being otherwise irrelevant.
I can guarantee you this will never, ever, ever happen.

>> No.3784652

>mapsets which include gameplay mods effectively require a zdoom-based port.

valiant, one of the most notable examples in recent memory, is MBF and not zdoom-based at all.
you're jumping at shadows.

>> No.3784653
File: 154 KB, 800x600, 1472134980054.png [View same] [iqdb] [saucenao] [google] [report]

Now that's a slippery slope.

>> No.3784656

It's worth noting that we, in 2017, still have people making mods for Edge.
Fucking Edge.
Of all fucking source ports.

>> No.3784684

Gameplay mods seriously need to disappear. All of them become boring very quickly and serve no other purpose than making Doom more like Call Of Duty. Whenever I look up videos for a specific wad on Youtube there are tons of people playing that wad with Brutal Doom or Brutality. All of those faggots can go fuck themselves. Doom needs to be played as vanilla as possible, every other way is the wrong way and that is no trolling but solid fact.

Wads are what's keeping Doom alive, not some stupid gameplay mods. If you want to play CoD, go play CoD and don't pretend to like Doom.

I don't mind the strong focus on GZDoom though. At least not when the merge with QZDoom really happens. Right now I am sticking to ZDoom because I cannot stand OpenGL graphics on Doom and QZDoom seems to do an even better job at retaining the original look of the game.

>> No.3784690

the problem with *_txt accounts is that some people perceive getting on them as something cool and funny and thus try to out-retard each other in hopes of being featured

>> No.3784695


I don't even know what a txt account is. It's really funny when mongoloids call other people out for being retarded.

>> No.3784698

>Whenever I look up videos for a specific wad on Youtube there are tons of people playing that wad with Brutal Doom or Brutality. All of those faggots can go fuck themselves.
I'd stop playing Brutality if other mods could give the same quality in monster variations/abilities and gore. Without Brutality I'm left with ketchup and colourful hell. Ketchup lacking the different death animations to go along with the blood and colourful hell having no sense of balance between its own monster lineup.

I get your puritan outlook on the game but the monsters in Doom grew tired and predictable long ago.

>> No.3784701

Is this the birth of a new epic copypasta?

>> No.3784703
File: 91 KB, 640x480, 1469763742578.gif [View same] [iqdb] [saucenao] [google] [report]

u wot m8

>> No.3784704


Colorful Hell is nothing more than a gimmick and there is really no need for more gore than the original already has.

Wads offer more than enough variation in level design. The variation of the stock monsters is perfectly fine. Especially those that were added in Doom 2 are very varied when in comes to tactics and mappers do a great job placing them and mixing them up for strategic challenges.

>> No.3784712

You also have Smooth Doom

That has multiple death animations and gore.
Makes Ketchup pointless I feel

>> No.3784729

Does Smooth Doom alter the gameplay or is it just graphics?

>> No.3784732
File: 206 KB, 571x832, My post was too big..jpg [View same] [iqdb] [saucenao] [google] [report]

My reply was way too long and I didn't want to make multiple so here's a page of reasons Brutality improves the enemy design.

>> No.3784740


Wow, I really didn't expect someone on here to go in that much detail on this.

I do see your point on the monster variation and agree that the classic monsters have easily exploitable patterns or can be just mown down with the chaingun. A lot of the modern wads work around that by using them in a way that makes even those challenging to fight and that doesn't have to be just a huge number of those monsters.

At the end of the day it all comes down to personal preference. I played some Brutal Doom but could not stand it after the novelty wore off. That is mainly because it makes the game annoyingly hectic. Like you said, Imps leap at you and Pinkies speed toward you while Barons go all danmaku with their fireballs. A lot of people, me included, are used to the original, slower gameplay.

>> No.3784748

I'm okay with more unique monster behaviour, but I've learned from first hand experience that you really need to be careful about what abilities you give monsters, otherwise things become an annoying clusterfuck very quickly.

>> No.3784769

I'd really love to get into Marathon, but the ass backwards control scheme really put me off from it. Is it worth learning how to control it, just to experience Doom's Mac-based nemesis?

>> No.3784771

Thanks for reading all that and I agree Brutality can make the game too hectic because it's a random number generator determining which enemy variations you'll fight instead of a map maker hand placing enemies to make memorable fights. This becomes the mods greatest flaw because it turns the early maps into Call of Duty where you have overpowered mod weapons against vanilla enemies but can turn later maps into an absolute shit storm since map makers like to make their final confrontations feature hordes of enemies and when every other enemy has a gimmick the player can end up forced to spray and pray.

If the unique enemies of Project Brutality were hand placed in maps to create fun encounters instead of being left to rng I feel it would make the community appreciate them much more.

>> No.3784774

I have two questions:

Are there any sourceports of Pathways into darkness or alternatively Doom2 mods that recreate it or something?

What is the difference between Brutal Doom and Project Brutality?

>> No.3784787

Well, you could open a map, handplace brutality monsters as you see fit, then make a patch.

>> No.3784794

Project Brutality rebalances core features of BD, and adds 2-4 new tiered variations for each enemy, each with unique abilities. Also same tiered upgrades to the arsenal.

It is very customisable as well - you can restrict certain monsters from spawnin, or restricts which tier spawns. You can make only tier 1 spawn, or only tier 4, or you could select dynamic progression with monster tier rising as you progress through maps in the wad - in progression mode even on higher tiers low-tier mobs still occasionally spawn.

Overall, even if you restrict it to tier 1 (mostly vanilla mobs), it is a straight improvement over BD in every regard.

>> No.3784804

Ugh! You write like an advertizing brochure. What a turn-off!

>> No.3784807

Personally I feel like Cacodemons are more aggressive in it(And I can't imagine why) but it is just graphics changes.

>> No.3784831

What is the best dark ambient mod? It's actually fairly easy to turn Doom into a survival horror game just get ultimate doom visor and turn light setting to at least Darker but with the vanilla music atmosphere goes fuck itself.

>> No.3784839

Not what you wanted, but a mapset https://forum.zdoom.org/viewtopic.php?t=51608

>> No.3784850
File: 59 KB, 225x188, 225px-Caleb-moon[1].png [View same] [iqdb] [saucenao] [google] [report]


More gdxBlood :
This time, more gameplay and some enemy AI

>> No.3784859

No sound ?

>> No.3784861

Not yet apparently. I'm guessing it'll be one of the last things to be done, after all the gameplay stuff is 100% finished.

>> No.3784876

For some reason I'm trying to find one of those WADs http://pastebin.com/X5dddz3F or an updated version of it, only thing I found so far is links that go back to archived threads that point to the same broken links.
Anybody here happens to have that on hand so I can finally stop using the old broken version that I still can find easily for some reason?

>> No.3784889

Hot new exploit on Steam involving meta tags and guide titles that'll redirect you to a website of their choosing, such as phishing or an exe download.

Don't open any profiles, don't even browse Steam pages from Steam. It looks like you'll be safe in Firefox if you disable automatic redirects. Also just look at your address bar each page load.

>> No.3784895

Can't you rip the "music" from the PS1 Doom total conversion?

>> No.3784907

Show us proof of this exploit.

>> No.3784912

Here's a safe demonstration.


It'll either just take you to a PHP or an EXE autodownload, I've got too any safeguards for it to do much more than take me to the PHP.

>> No.3784913

>but with the vanilla music atmosphere goes fuck itself.

I can vouch for this. Atmospheric music and comes in two flavors. The latter of which is better for the later episodes in proper Hell itself.

>> No.3784915

Huh, that's pretty fucked.

>> No.3784916

Christ, I take it this is a pretty elaborate exploit?

>> No.3784918

Nope, just have to put <meta http-equiv="refresh" content="0; url=http://target.com" /></meta> in the title or description of a guide, kind of funny.

4chan will sanitize this post right

>> No.3784919

What does the EXE do?

>> No.3784920

Fucking what? That's one of the simplest HTML exploits in the book. I don't know what's scarier, the fact that something that simple works, or the fact that it only started being exploited.

>> No.3784923

What if UAC invaded Hell and demons only launched a counter attack in self defense? Doom is a criticism of american foreign policies Doomguy represents a bloodthirsty burgerclap attacking innocents whom he sees as evil because of american propaganda.

>> No.3784925

It's an intro animation the programmer made when he was 16, probably like the old crack group animations you'd get in DOS games and sometimes GBA roms.

>> No.3784927

I don't think it just started being exploited, I think it was just recently caught / admitted there's a problem. The Steam browser doesn't always show the address bar right?

>> No.3784929
File: 2 KB, 30x68, GOR1A0.png [View same] [iqdb] [saucenao] [google] [report]

So peaceful and tolerant just like the real thing!

>> No.3784932

Hardly ever, unless it's in a new window. Someone's head better roll for this.

>> No.3784937

Doom was an inside job

>> No.3784938

Ah, Ok. Thanks.
Also, the music is pure shit


>> No.3784939

>Pathways into darkness
Just looked this up, why would you want to play this when you could be playing Doom?

>> No.3784943

>What if UAC invaded Hell
Wasn't one of the Doom mods for Wolfenstein exactly like that?

>> No.3784947

Because for one it's almost completely different?

>> No.3784959

PiD has qualities that set it apart: the atmosphere, the difficulty, the unique mechanics, and RPG/storytelling elements.

it definitely has its limitations, given that it came out in 1993, but it's worth a playthrough. it's one of my personal favorites, because I'm a sucker for games with atmosphere (such as Hexen and Faxanadu to name a couple).

PiD has been ported to OS X. I can confirm that it's a faithful port, although it does have a few glitches. the original is probably still the best way to play it, though you'll need a system 7 emulator handy (I used Basilisk), as well as a pdf of the manual to get past copy protection.

>> No.3784970 [DELETED] 

this actually looks like it's shaping to be legit - unlike that bloodcm horse shit that the doom babbies love so much

>> No.3784993

Why is hell so retarded? Lmao what's the point of Imps and pinkies and such shit? Icon of Sin should just spawn Cyberdemons only.

>> No.3784996

cyber machine broke

>> No.3784997

it's called "combined arms warfare"

>> No.3785000

>lmao what is the point of destroyers/infantry, let's just field only superheavy battleships/tanks!

>> No.3785008

hellbound is nice for the look of the maps and the nice progression, but I recommend using a gameplay mod if you don't like vanilla gameplay too much because the gameplay doesn't go much further than having a bunch of monsters in front of you.

>> No.3785010 [DELETED] 

worked in kuwait & in ww2

>> No.3785012

I only had this problem with a few of the episode 2 maps but overall it's mostly excellent stuff.

>> No.3785015 [DELETED] 

Lolno, murica made extensive use of combined arms and only built a handful of battleships as opposed to fucktons of carriers, destroyers and cruisers, and the US had very few heavy tanks during WW2. Meanwhile look at the nips and the krauts and how well that meme strategy worked for them.

>> No.3785018 [DELETED] 

>brings up america out of nowhere

iraq used nothing but t-62/70s in the gulf & in ww2 most german tanks shat on the allies until more handheld at weapons were available & the japs always had shit tanks

>> No.3785020

Combined arms doesn't mean ''pump out useless shit'' hell would be better off without fucking Imps since knights do the same thing but are more durable and deal more damage.

>> No.3785026 [DELETED] 

>out of nowhere
>mentions Kuwait and WW2
Fuck off retard.

And as I said, krauts pumped out lots of special snowflake tanks that on top of being logistical nightmares didn't even work well against "trash mob" tanks like the M4 and T34. The nip navy had lots of battleships and they lost most of them while murica pushed their shit in with carriers and planes. Be a retard somewhere else.

>> No.3785030 [DELETED] 

it takes a lot of hell energy to create hell knights & even more to upgrade them to barons, so why not take a handfuls of imps & make a chokepoint of them.

>never implied america
>calls me a retard

those "special snowflake tanks" worked since one shot from them could destroy it completely only problem was they were fighting a 6-1 battle where it shoot 2 & the other 4 could fuck it up.

>> No.3785035 [DELETED] 

>cite wars where murica played a major role
>don't expect murica to be cited
Please kill yourself. And those memtanks had horrendous cost effectiveness.

Don't even bother with replying as I won't read any more of your stupid shit.

>> No.3785036

You just made this up. Nothing in Doom lore indicates IoS gets tired by spawning monsters.

>> No.3785058 [DELETED] 

I don't know how can anyone defend PC music it sounds so shit I'd rather turn it off completly.

>> No.3785060

if we're going by lore based on game mechanics the IoS can't actually choose what he spawns and he can't spawn the boss monsters.

>> No.3785061

don't blame me that you're more dense than a collapsing star

maybe, but look at it like this, why do you think that all the tougher monsters in the later levels? why it doesn't throw them at you immediately? it wants to test YOUR toughness. the more dedicated you are, the more the IoS wants to impede you by throwing you a mancubi/hellknight gauntlet

>> No.3785071

>only problem was they were fighting a 6-1 battle
yes, that is a problem. of course a tiger could annihilate a sherman, but it was defeated by being outnumbered and outflanked by the smaller tanks. this means that strategically, building supertanks was an unsound strategy, not to mention the demanding logistics.

>> No.3785083

Y'all trying to bring real world logic into video game mechanics designed to give the player a chance like anyone's going to win the argument.

This is stupid and y'all dumb.

>> No.3785094

I'd like to see more megawads that use more extra monsters than boom compatibility allows. ZPack tried but they did literally everything wrong, whether it had anything to do with ZDoom features or not.

Maybe even some extra new weapons to go with the extra monster types and no other fancy features, so it would be in the style of a kind of an unofficial Doom sequel and "almost vanilla but not really".

>> No.3785097

>Ass bsckwards control scheme

What? Ive beaten the whole trilogy and im not sure what you mean. Its got pretty standard fps controls. The only problem is the god awful mouselook. You have to learn to get over that

>> No.3785103
File: 15 KB, 394x297, kms.jpg [View same] [iqdb] [saucenao] [google] [report]

>expecting the single grenade launcher and the six-shooter grenade launcher would get balanced (the SGL being the slow, powerhouse type with the HE, frag and incendiary rounds, while the six-shot be the spammy, gimmicky type with the sticky, acid and freeze rounds)
>SGL gets tossed, replaced with something that looks and feels weird

>> No.3785115
File: 145 KB, 640x480, 1486487686.png [View same] [iqdb] [saucenao] [google] [report]

>all right which one of you idiots forgot the boss takes decaff!?

>> No.3785118
File: 1.99 MB, 640x360, gzdoom 2017-02-07 12-11-26-95.webm [View same] [iqdb] [saucenao] [google] [report]

Closer than ever to acceptable sprites right out of Blender.

>> No.3785142

go back to cracked

>> No.3785150

except doomguy is also goodguy

>> No.3785151


Does anyone here have copies of the wads that were posted in this thread?


The website they were hosted on seems to be dead for me.

>> No.3785161

>zombiemen spamming chat commands
Make it happen.

>> No.3785171

Anybody here play Doom: The Golden Souls?
It's basically the demonic love child of Doom and Super Mario 64. Puts Doom gameplay into a SM64-like shell.

>> No.3785175

Chaingun is shit.

>> No.3785176

They're all in http://gam.thewaitingroom.org/be_wads/

>> No.3785207

put a little up arrow on the right of it. Or maybe two chevrons pointing up.

>> No.3785210

>Also how the fuck were you supposed to see things past 50 meters on the DOS version?
You learned to read the pixels like tea leaves.
There weren't many maps that had enemies engaging you at over 50 meters though, so it didn't matter much.

>> No.3785221

Doom is a 2D game.

>> No.3785237

you have 0d game

>> No.3785245

I wonder if Doomguy likes video games.

>> No.3785268


go drla monsters

>> No.3785289

can't remember if that's the empty set or a single point.

>> No.3785346

point, but you could also have found out by googling it rather than making an utterly worthless post

>> No.3785352
File: 147 KB, 1920x1080, Screenshot_Doom_20161025_215153.png [View same] [iqdb] [saucenao] [google] [report]

what are some good level wads that feature some kind of semi realistic levels and some kind of pseudo plot and progression?
like something that goes from techbase levels gradually into hell levels?
i have already played Doom2 Reloaded, the level pack that comes with brutal doom v20b and UAC Ultra and No Rest for the Living.

>> No.3785360

same desu.
i hate how regular BD is actually the most optimised one

>> No.3785375

you're delusional achmed

>> No.3785378

Brutal Doom Starter Pack megawad, Cold as Hell, TVR!, Pirate Doom.

>> No.3785379 [SPOILER] 
File: 1.00 MB, 1902x950, 1486496147567.png [View same] [iqdb] [saucenao] [google] [report]

>search "doom potion" for a pic of the blue health bonus potion
>this is the second result

>> No.3785384

thank you for your answer and your forbearance.

>> No.3785386

bit of a dumb question, but which part of doom modding would you consider a good begginer's programming exercise

>> No.3785390
File: 22 KB, 400x400, 1462646502446.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3785391
File: 3 KB, 212x185, 1350809100845.jpg [View same] [iqdb] [saucenao] [google] [report]

Well that's horrifying.

>> No.3785402

I wonder how does that potion taste like. Maybe the potion is jost booze and Doomguy is tanked whole game.

>> No.3785419

>I just wanna make a fun mod that makes the game a bit more challenging and interesting basically.
but most fan made maps are already pretty hard, do you plan to rectify this?

>> No.3785424
File: 174 KB, 1500x1500, 71KqhEGruYL.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3785438

Either like copper or like fruit I figure.

Blueberries and pennies.

>> No.3785446

It's not going to explicitly break any maps, but you may need to git gudder. It's really not my fault if the map designer made the map so incredibly hard that certain parts become impossible when the enemies are slightly stronger.

The only thing in the mod that has that much potential to break maps is chaingunners anyways, since with their increased fire rate they're a lot more deadly up close. Barring any point-blank chaingunner traps you'll be fine.

>> No.3785447 [DELETED] 

Kill yourself janishit.

>> No.3785448

Is Final Doomer any good? It seems off while playing and I can't tell if it's gameplay or the visuals and sounds.

Basically I want to know if this is worth sprucing up.

>> No.3785485

please test this mod in plutonia

>> No.3785494
File: 392 KB, 1280x720, Screenshot_Doom_20170207_152918.png [View same] [iqdb] [saucenao] [google] [report]

Definitely. I did the first few levels already and they're certainly playable. Only minor concerns with chaingunners and close-quarters barons but aside from that everything's alright. As long as you keep running you'll be fine.

>> No.3785504

What mods go well with going down? I'm itching to play it again, but feel like alot of gameplay mods would kick my ass due to how claustrophobic and difficult going down is

>> No.3785506

Project Brutality

>> No.3785521
File: 1.43 MB, 1280x1024, Screenshot_Doom_20170207_154818.png [View same] [iqdb] [saucenao] [google] [report]


Hey look, more shit to check out.

>> No.3785527

Is there an easy way to copy and replace lumps, or copy and ignore? In SLADE, or some other program?

>> No.3785537

>Chainsaw Time

sounds like a potential concept for an OP image

>> No.3785550

that almost perfectly describes hellbound

>> No.3785554
File: 6 KB, 320x200, ylOUSEg.gif [View same] [iqdb] [saucenao] [google] [report]

Oh sweet, the Ancient Aliens weapon sprites are done.

>> No.3785556

>It's really not my fault if the map designer made the map so incredibly hard that certain parts become impossible when the enemies are slightly stronger.

Considering you're responsible for enemy balance...yes it is.

>> No.3785562

Cool opinion. You don't have to play the mod if you don't like it. It's going to be balanced for the official Doom releases.

>> No.3785565
File: 91 KB, 800x600, Screenshot_Doom_20170207_175622.png [View same] [iqdb] [saucenao] [google] [report]

Just finished Saturnine Chapel.
I don't know if its author visits this general or not but I've found a bug here. It's possible to return to the room the pillars stop covering you by entering from behind the iron bars.
It's not gamebreaking or anything and you don't have a reason to do it, but it happens.

>> No.3785567

it's good to know you're still as receptive to criticism as you always have been

>> No.3785569

What is Doomguy's eye color?

>> No.3785570

>it's your responsibility to control unofficial maps and control other peoples' creativity
Ok buddy.

>> No.3785572


Guess I won't be playing it, then. No big loss, I suppose, considering your previous releases.

>> No.3785583

Now I know you don't know who I am at all. Regardless, I make mods for myself, and I share them with other people sometimes when I feel like it. If you want to make a version of the mod that's more to your taste nobody's going to stop you. What it seems like from my end is that you're getting pouty because a modder isn't doing what you tell him so, which is easily fixable by you simply doing it yourself.

If you want to give actual criticism, wait until a release is done and be specific about it.

>> No.3785584

>Now I know you don't know who I am at all.

Yes, I do.

>> No.3785585

negative opinions only allowed past a certain date, got it

>> No.3785586

>If you want to give actual criticism, wait until a release is done

>> No.3785587

>wait until a release is done

That's not how this works, friend.

>> No.3785589

>If you want to give actual criticism, wait until a release is done and be specific about it.

So what, until then we just go "ohhhhh looks good" and nothing else is allowed?

It's your responsibility to make sure your mod is balanced. You're the one that said this means "controlling other people's creativity", lmao.

>> No.3785590 [DELETED] 

Wait who is this guy? Is he the same guy who made that




Combined Arms?

>> No.3785591

Is the phaser rifle from earlier actually going to show up? I liked it.

>> No.3785594

>What it seems like from my end is that you're getting pouty because a modder isn't doing what you tell him so

What? No, you dumbass.

>> No.3785597

>If you want to give actual criticism, wait until a release is done
this is a pretty fucking unhealthy attitude to take. you don't get to shield yourself from criticism until a certain point.

>> No.3785598

with or without berserk pack?

>> No.3785603

does that make difference?

>> No.3785604

Brown, according to the comic and light tan in-game.
Red when Berserk in-comic or bloodied in-game.

>> No.3785607


>> No.3785608

I'm beginning to remember why I left this place already.
Giving a generic "I dun like it" is meaningless when you haven't actually played the mod at all. You've got about as much of a valid opinion on this mod as I do on neuroscience or some other topic I don't know much about at all.
Also no.

>> No.3785613 [DELETED] 


as Isaac Newton, William Shakespear, Jesus Christ and Nikola Tesla

brown is the master fucking race and that's a FACT

ever heard about that blue eyed inventor? Me neither. Fucking cunts with their ''hurr durr you have shit eyes xD'' once the day of the purge comes I'll gouge out their fucking rare eyes.

>> No.3785614

Just out of curiosity what are his previous releases?

>> No.3785615

Is difficulty in Doom even really a problem in 2017

>> No.3785616

>Giving a generic "I dun like it" is meaningless when you haven't actually played the mod at all.


>> No.3785619

>Giving a generic "I dun like it" is meaningless when you haven't actually played the mod at all.
what even is feedback

we just don't know

>> No.3785620

Blue like all the Blazkowitz's... Well if you believe that part of the "lore" anyway. At least some of the status bar face frames show blue in the eyes. But not many.

>> No.3785624
File: 68 KB, 802x437, TORoctF.jpg [View same] [iqdb] [saucenao] [google] [report]

>when you haven't actually played the mod at all.

>> No.3785625

You're entitled to your opinion, but you're not entitled to have me take it seriously.
Something that happens when a person experiences/uses a product/service and forms an opinion on it, then provides that opinion to the creator.

>> No.3785626 [DELETED] 

>Isaac Newton
>William Shakespear
>Jesus Christ
>Nikola Tesla

>> No.3785627

>Giving a generic "I dun like it" is meaningless when you haven't actually played the mod at all.

Then why the fuck are you posting, then, if not for feedback and criticism? Do you just want to masturbate over your progress?
You post it, you get messages on whether people like it or don't like it.

>> No.3785636

>but you're not entitled to have me take it seriously
If only I'd known you'd freak out so much over "you're responsible for enemy balance". If only!

>> No.3785641

How do you handle massive and hard levels in Doom? I'm talking about those 1 hour long behemoths with monster groups than can kill you in seconds. Do you save mid-level or not?

>> No.3785643

>Do you just want to masturbate over your progress?
I'd be lying if I said no, but there's also the nice little thing called "suggestions" that people sometimes have which are neat. Suggestions are different than feedback and criticism in that they're not complaints about something that isn't even finalized or experienced by the suggester yet.

>> No.3785649

Anyone know other wads that use the same "semi-realistic weapons and situations" style that Twilight Warrior and Covert Ops used? I had a lot of fun with those wads

>> No.3785653

if it's a real motherfucker, i savescum like a motherfucker
i've always liked scythe map30 despite it being hard as nails, and i'm satisfied after beating it despite savescumming the hell out of it

>> No.3785654

>but there's also the nice little thing called "suggestions" that people sometimes have which are neat.

Cool! Let's start from the beginning, then, and see if we can get through this without you complaining about how we're not allowed to criticize.

>It's really not my fault if the map designer made the map so incredibly hard that certain parts become impossible when the enemies are slightly stronger.

Considering you're responsible for enemy balance...yes it is.

>> No.3785660

>It's really not my fault if the map designer made the map so incredibly hard that certain parts become impossible when the enemies are slightly stronger.
This is all it took to set off some autists. Mods not playing well in some maps is nothing new, it's what naturally happens when a game's been out for 20 years and has thousands of maps made with one set of enemies and weapons in mind and other mods come in and change it.

Enemy balance in every possible map, even the hypothetical maps with outstanding difficulty that you're already upset about? You're retarded.

>> No.3785661

>Considering you're responsible for enemy balance...yes it is.
I'd love to write you an essay about how enemy balance is not the same thing as encounter design and general level design, but I'll just assume you're trolling or retarded instead.

I'd also love to explain why saying "I'm not responsible for balancing a mod for every single level ever released" is not the same as saying "I'm not responsible for balance in the mod period", but again since you're probably retarded it's not really worth explaining.
Thank you.

>> No.3785663


nobody's lauding complex doom for its balance. no matter what mapset it's designed on, it's an imbalanced mess.
weasel's nazis are not balanced for all mapsets, it was intended for epic/epic 2, and yet it still retains a good enemy balance.

>I'd love to write you an essay about how enemy balance is not the same thing as encounter design and general level design
and yet, you seem to be missing the exact point, considering you have somehow interpreted "enemy balance" as "responsible for every map design".

>> No.3785664

>Enemy balance in every possible map, even the hypothetical maps with outstanding difficulty that you're already upset about?
Yes, because enemy balance isn't the same as map encounters. You retard.

>> No.3785670

>Mods not playing well in some maps is nothing new, it's what naturally happens when a game's been out for 20 years and has thousands of maps made with one set of enemies and weapons in mind and other mods come in and change it.
And yet, it's really interesting how some gameplay still manage to persist despite not working on all maps while others are considered shit, huh?

Guess it must be because of that elusive "enemy balance".

>> No.3785673

I'm done. You're clearly too thick to understand why you can't make a gameplay mod that will play well on every map. You've taken a post that effectively says "I can't guarantee that some really hard maps won't become so hard that they're unwinnable" and taken it to mean "Lol fuk ur balance I'm not responsible for that shit". At this point I'm actually just going to ask you not to play the mod at all, for your own sake.

>> No.3785675
File: 45 KB, 200x200, 8b161b26131940287446a9bb01f6030b.png [View same] [iqdb] [saucenao] [google] [report]

>If you want to give actual criticism, wait until a release is done and be specific about it.

I'm going to remember this next time someone gives me some input.

>> No.3785682

I find it to be a very good policy for not drowning in the autistic rage of random posters personally.

>> No.3785685


I find it to be a very awful policy, but hey, you do you.

>> No.3785692

Yet they are inexorably entangled. Map encounters differ in many maps, trying to make literally every map, as you apparently want, work well with a drastic gameplay change is a fool's errand destined to form the same gameplay we've already had for years on end.

If it's too hard for you in one map, then try another of the literal thousands. It's not a big deal.

Can you chill?

>> No.3785696

Ok now here's some actual opportunity for criticism. Why is it a bad policy to not want people to provide criticism on something until they can actually play it? Bear in mind that a suggestion isn't criticism, criticism is a more involved analysis typically detailing what is good and bad about something which also typically provides suggestions for improvement.

Personally I use this policy because people are all too quick to jump to conclusions and criticise based on them instead of doing it based on what is actually presented, so presenting a reasonably complete project for criticism leads to a lesser amount of garbage feedback.

>> No.3785716

If this was described as "It won't work with slaughter maps" no one would have cared and no one would have a reason to think otherwise.

>> No.3785718
File: 50 KB, 576x227, 8NTAWQr.png [View same] [iqdb] [saucenao] [google] [report]

That's because it IS a reskinned machine gun.

The Wolfenstein chaingun, on the other hand, was a gatling gun from the very beginning and it was a monster.

>> No.3785720

>I'd be lying if I said no, but there's also the nice little thing called "suggestions" that people sometimes have which are neat. Suggestions are different than feedback and criticism in that they're not complaints about something that isn't even finalized or experienced by the suggester yet.
I'm going to be harsh and, maybe, stupid, but, to be honest, in this case suggestion is like telling someone to put a cherry and sprinkles on top of shit pile before it's out.

>> No.3785721


Not him but, I find only waiting until something is finalized and ready to be released before allowing for input tends to create a lot of scenarios of painting yourself into a corner.

First impressions and gauging how people knee-jerk react to things is absolutely invaluable for me, because getting an idea of that "what will the player think first think?" factor will help me to steer things in a more natural direction.
Not to mention there are plenty of ideas and features that seem cool to me at first glance but then other people go "No, that's retarded", forcing me to look at it again and see if it's something I really want to keep or if it needs reworked in another manner.

Trying to gate it off until a certain point in time just seems like a fantastic way to cripple yourself, s'all.
It's why I favor more open development with my stuff, along with releasing things very early and getting feedback early on. The creator is hardly the only person with good ideas.

>> No.3785729
File: 839 KB, 1280x1024, Screenshot_Doom_20170207_170005.png [View same] [iqdb] [saucenao] [google] [report]


Have what I've added on so far, Haven't touched Randomanon's addons/restructuring to the map too much, but did end up re-using an asset for another room because it was neat and cool.]

Be aware that there's some inaccessible rooms, feel free to noclip to them until it's ready.

>> No.3785730

what ports have you tested this in?

>> No.3785734

SGL was always the black sheep
Acid rounds is stupidly overpowered

>> No.3785736

it's that /v/ thing where they find one tiny piece of information, a single screenshot or even a sentence like "you can play as a woman" and go mental over it, i reckon

>> No.3785739

I remember I preferred using the normal machine gun in Wolf3d because the gatling gun just used up too much ammo.

>> No.3785740

>allowing for input
Input is not only criticism. I don't take people who say "It's shit" seriously when they never played the thing. Hell, I've posted maybe 2 minutes of gameplay total, and over half of that is from versions whose features have been changed drastically. There's nothing to really criticise at all.
>First impressions and gauging how people knee-jerk react to things is absolutely invaluable for me
Now this I get, but again the above applies. I've shown next to nothing so there isn't much to base any opinion on.
>Not to mention there are plenty of ideas and features that seem cool to me at first glance but then other people go "No, that's retarded", forcing me to look at it again and see if it's something I really want to keep or if it needs reworked in another manner
Yeah, this happens to me too, but unless it's so stupid that it's literally visible in a 30 second webm there's no way of anyone determining that for my mod as of yet.
>Trying to gate it off until a certain point in time just seems like a fantastic way to cripple yourself, s'all
I'm only "gating" the "it's shit fuck you" comments or criticism on things that the poster couldn't possibly have any real opinion on.
>It's why I favor more open development with my stuff, along with releasing things very early and getting feedback early on
I'll admit I'm more of a "I'm making this for me" creator, but I don't think that I'm particularly un-receptive to input.
Yep, years of /v/ have takes all my free fucks to give, so I keep the few I have for the important stuff.

>> No.3785750

>I'm only "gating" the "it's shit fuck you" comments or criticism
Shame that's not what actually happened.

>> No.3785753

>I've shown next to nothing so there isn't much to base any opinion on.
but you have certainly shown enough to base an opinion on, which a poster responded, to which you started dropping spaghetti everywhere

>> No.3785762
File: 2.62 MB, 320x240, pssh, nothing personnel, doomkid.webm [View same] [iqdb] [saucenao] [google] [report]

Mano Laikas has been busting my balls pretty good for a vanilla mapset with no gimmicks or slaughter. Some excellent cyberdemon and archvile usage, and the ammo placement heavily favors rockets and bullets instead of the usual SSGfest.

>> No.3785767


Hmm, I disagree with your point on Pinkies, Pinkies aren't meant to be the main threat, they are meant to be the meat shields between you and the thing you are actually trying to hit. Yes you can always outbackpedal them, but a good map maker uses pinkies as an ammo sink or a flesh wall.

>> No.3785774

>but you have certainly shown enough to base an opinion on
Ok so, in this thread, 1 webm of some zombiemen sync-firing and one webm of a bunch of Cacodemons in Tricks and Traps, as well as 2 screenshots of me being dead and an M_DOOM.
>which a poster responded
Which I addressed.
>to which you started dropping spaghetti everywhere
I'm pretty sure the guy who got autistically upset that I said that some really hard maps might be impossible is the one who dropped the spaghetti, who then proceeded to shitpost all over the thread for 20+ minutes because I didn't take his whining seriously.

>> No.3785793

>1 webm of some zombiemen sync-firing and one webm of a bunch of Cacodemons in Tricks and Traps
yes, i'm glad you can count
>Which I addressed.
yes, i'm glad you can remember the past 50+ posts of you being autistic and saying how you totally don't care, even though you're still responding
>I'm pretty sure the guy who got autistically upset that I said that some really hard maps might be impossible is the one who dropped the spaghetti, who then proceeded to shitpost all over the thread for 20+ minutes because I didn't take his whining seriously.

i thought you said you were done. are you? or are you going to keep going?

>> No.3785794

Chaingun is fucking useless
>muh sniping
I use rockets for sniping it's not like I have to hoard them.

>> No.3785798 [DELETED] 

Oh so it is you and not the other guy. I was hoping it was the guy who isn't a total retard like you but it can be hard to tell when you're anonymous.

Also I like the fact that you don't understand the concept of conversations, so you don't differentiate between your own retardation and this new far more civil conversation I was having with a more normal human being.

Bye bye now :^)

>> No.3785803


>> No.3785804

Go away, dude.

>> No.3785805

GZ, so it should work in zan/z/qz/whatever.

It's a Highway 2 Hell map

>> No.3785807


Jesus christ, you're embarrassing yourself.

>> No.3785808


>> No.3785814

You aren't even worthy of a reaction image with cartoon multicolored horses.

>> No.3785828
File: 110 KB, 808x457, 1480568911451.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3785832

So, now that QUMP 4 is in order, does QUMP 3 have any particularly good bits worth playing?

>> No.3785836

QUMP is only on its first iteration, iirc.

>> No.3785842
File: 24 KB, 192x192, Animated_Chain_Gun.gif [View same] [iqdb] [saucenao] [google] [report]

Would you have preferred the Doom chaingun if it had played more like the one from Wolfenstein?

>> No.3785846



What was the collaborative community map/weapon making contest that Term was running last year?

>> No.3785849


>> No.3785852

It would be too good. Doom's chaingun is exactly what it needs to be. Medium damage output, fast but not the fastest, firing hitscans keeps it from being obsoleted by the plasma rifle. If it fired at the same speed as the plasma gun and did the fuckton of damage that Wolf3D guns do, there'd be no reason to consider the plasma gun.

>> No.3785857

You could do like MetaDoom and have more advanced monsters show up based on how many levels you finished to give it a sense of progression.

>> No.3785859
File: 43 KB, 1280x1024, Pride.jpg [View same] [iqdb] [saucenao] [google] [report]


Thanks famalam

>> No.3785861 [DELETED] 

NHB i would have preferred it if it worked the same but looked like a machine gun or automatic rifle, not a gatling gun which it obviously does not behave like.

>> No.3785862

Why are we seeing so many "cahingunz r week" posts? Do we really have this many people who suck at doom in this general?

I just don't understand how you could be even moderately good at doom and NOT realize the chainguns very important purpose, as stated earlier in this thread numerous times.

>> No.3785868

NHB i would have preferred it if it worked the same but looked like a machine gun or automatic rifle, not a gatling gun which it obviously does not behave like.

[oh bugger i replied to the wrong post initially]

>> No.3785878

I think we can tell by the level of shitposting recently that we've got a bad case of /v/tards.

>> No.3785892

>for music
Doom Ambient Pack (https://forum.zdoom.org/viewtopic.php?f=19&t=45060)
Hell's Ambience (https://forum.zdoom.org/viewtopic.php?f=46&t=48203)
PSX Doom Music (http://www.moddb.com/games/doom/addons/psx-soundtrack-replacement-high-quality)

>for monsters
Dark Doom Creatures (https://forum.zdoom.org/viewtopic.php?f=19&t=48949)
Maybe BDMonsters could be scary (http://www.mediafire.com/file/y4ls08c7043cl5q/bdmonsters20bqfix.pk3)
RD&D replaces some zombie sounds for whatever reason (https://forum.zdoom.org/viewtopic.php?f=43&t=45723)

Hope some of that helped

>> No.3785894

Ever since S'Arais and FKER returned, we've had it worse.

Really makes you think.

>> No.3785896

Well, if you're talking about DUMP, then yeah, DUMP 3 has some pretty decent entries. There's the usual handful of awful stuff, but for the most part the DUMP 3 maps are pretty solid.

Kinsie's map is good, as usual. Toasty's map is great.

>> No.3785901

Need an XCOM style doom TBS

>> No.3785903

All I know is FKER but Quakestyle ZX is basically a better version of that anyways.

>> No.3785908

For the record, for Doom all I released was FKER, and I don't think I ever released past 1.23 because frankly I just got sick of dealing with people and I had to focus on my education a bit. I did stuff for other games under other names too.

I also never really left this general, I just post anonymously most of the time.

>> No.3785914

Need an XCOM style snek.

>> No.3785915

I've been on topic for the vast majority of the period.

>> No.3785919

Oh, that's a name from the past. I remember FKER. Was noticably harder than the original game. COuldnt beat maps that I'd otherwise find very easy...

Welcome back (not that you really left apparently) and good luck with your new project.

>> No.3785931

Thanks man.

I toned down the difficulty in later versions specifically because it was way too hard (some of the replacements hit WAY too hard). Final-ish version is this one https://www.dropbox.com/s/dbsb6hureqmwtnf/FKER_1_4_b.pk3?dl=0 which has been tweaked quite a bit so that it doesn't fall into the pitfalls of the earlier versions.

>> No.3785945

You know, those asshole Kabros from Project MSX could work very well as Armageddon imps in DRLA.

>> No.3786007

I always thought it was funny he pulled out a completely different looking gun for the bayonet attack, like he's just carrying an empty gun around and using it as a melee weapon because of the knives affixed to it

>> No.3786032
File: 436 KB, 1153x919, ss+(2017-02-07+at+04.30.56).png [View same] [iqdb] [saucenao] [google] [report]

Hey niggas, I've been working on this map for months now and I need some help

I've come to a point where I'm going to want a message to pop up when a switch is pressed, how would I go about accomplishing this?

I'm going to bamboozle the player with a prompt at the exit button saying something like "This doesnt seem to work, better find another way out" where there's a secret nearby that extends the level and finds a new exit

I just need a way for the switch to activate and display the dialogue without any other action

right now it's almost finished and works without the dialogue box but I want the dialogue so players dont think the map is just broken

pic related, the current map blueprint in DB2

>> No.3786035

You've gotta use ACS and probably HudMessage, then attach it to the switch. Check the ZDoom wiki for those.

>> No.3786040

The weapon balance is terrible. Some weapons are greatly buffed from their original counterparts while others are somehow worse.

>> No.3786049

I mean I noticed that TNTGuy's Uzis were pretty OP and his SSG was kinda meh but other than that I didn't notice much wrong. What else was fucked up?

>> No.3786065

I mean

wouldn't you keep a giantass rocket launcher with you even if it didn't have anything in it

think of them imps being slammed across the room with it

>> No.3786068

Reminds me of Crysis 2 and those disposable rocket launchers, I didn't even shoot them, I just used them as melee weapons because they swung fast, hit hard and had a long reach

>> No.3786079
File: 18 KB, 248x203, download.jpg [View same] [iqdb] [saucenao] [google] [report]


I genuinely agree with this. People talk about how vanilla Doom is old and outdated (first of all, it's a 24-year-old game and if you don't like the fact that it's outdated... play something newer), and Brutal Doom makes it "better"... but as I've said in the past, it's not at all special among the literal sea of mods that have existed since ZDoom came out. The Brutal Doom meme needs to die, quickly. Quickly! I see people releasing screenshots for their maps, with Brutal Doom on top of it, like it's a foregone conclusion and holds as much credibility as the original game. Or fucking MODS for Brutal Doom. Yes... mods for mods. Cancer.

People need to get more creative. With ZDoom, it's the most customizable and easily modable commercial game engine by far... and people choose to make shit like that.

>> No.3786084


Nice work. How hard is Blender to learn for that kind of thing? The Memoirs of Magic creator uses Blender for sprites, and it seems like a viable option.

>> No.3786095

The single-barrel shotguns are also mediocre, roughly the same performance as the original but in some cases maybe worse because they have greater spread. Plutguy's chainsaw replacement is also awful, seems like the same damage as the original but you have to deal with a delay before you can fire it. Plutguy's grenade launcher is also shit, worse firerate than the original RL, and the genius idea of having them bounce means you can't rely on splash damage to hit fast-moving monsters against a wall (usually revenants perched up on platforms). The hardly visible grenade projectile doesn't help and makes it harder to determine how much you have to adjust your aim. Then there are the chaingun, pistol and plasma rifle replacements which just shit on everything. It's like half the weapons are meant to belong in a mod where the player is supposed to be buffed while the other half are for a mod that either cripples the player or makes meaningless changes.

>> No.3786107

Actually I suppose you're right now that I think about it. Considering that it's meant for final doom I think they should probably buff a few of the weapons.

>> No.3786108

Kill yourself

What the fuck are you talking about?

>> No.3786113

Apparently it's some twitter thing. Basically an IRC /quote feature but in an account.

>> No.3786139

>Plutguy's chainsaw replacement is also awful, seems like the same damage as the original but you have to deal with a delay before you can fire it.
It doesn't pull you towards the enemy, which some may find advantageous.

>> No.3786142

>I don't like the popular mods so we need to remove the ability to make mods at all so we can play nothing but Boom mapsets that are already too predictable and stale until the day we die

>> No.3786152


That's not what he said.

You dumbass.

>> No.3786165
File: 211 KB, 689x594, a12det6983.jpg [View same] [iqdb] [saucenao] [google] [report]

I've got this mapset on my mind but I can't remember what it's called. The very first level took place on the moon and at one point there's a giant American flag. There's also a custom energy weapon in the pack and enemies that use it, the enemies look something like grey sergeant edits.

>> No.3786178


>> No.3786182

Definitely Lunatic.

>> No.3786185
File: 956 KB, 400x182, tumblr_nj4hooyhMS1szcxzqo1_400.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah that's it, thanks.

>> No.3786190

Yeah, it's what the other guy said. He agreed with that guy though.

Seriously, Boom mapping is what's gotta go. I've had fun with vanilla-compatible sets and ZDoom maps released recently, but Boom has gotten stale as fuck. Ancient Aliens is over 100MB of fucking nothing interesting or surprising. It doesn't even look good enough to justify that massive filesize, which would be the laughingstock of the entire community if it didn't have skillsaw's name on it.

>> No.3786192

I know people are allowed to have opinions, but your opinions are still really bad.

>> No.3786193

I'm not disagreeing with you that Boom is stale, but I'm pretty sure saying that something needs to go is what has to go.

>> No.3786206

Gotta disagree with you. Both Boom and GZDoom have their place in mapping

Boom is the best compromise between severely limited Vanilla and feature bloat, which is why many mappers that wish to make something that still plays like Doom use it.

GZDoom often leads to people getting full-on feature heavy, even when its restricted to mapping, which leads towards GZDoomism-heavy maps that give slowdowns even on new machines, while looking only marginally better than a Boom counterpart.

However, when modder wants a significantly altered gameplay to go with his maps, nothing beats GZDoom. Pirate Doom, Temple of Lizard Men, hell, even Prodoomer (would've been so much better if author paid more attention to user feedback. Painfull to see so much effort and skill put into wrong directions)

>> No.3786207
File: 236 KB, 380x201, bitch.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3786218


Is it? Thanks for telling me what my opinions are.

Actually, that isn't the case at all. I do vanilla mapsets now and again, but I am fascinated by truly creative mods that can turn it into a completely new game. So, your premise that I want to remove the ability to make mods falls flat on its face.

>> No.3786223

>quotes post that amounts to "gas all modders"
>"I genuinely agree with this"
what did he mean by this?

>> No.3786224

it means you can't fucking read

>> No.3786230
File: 65 KB, 920x637, 2423423.png [View same] [iqdb] [saucenao] [google] [report]

Hello I wanna play DOOM vanilla style so I got DOSBox, I want to get Gravis UltraSound working but I'm having a few problems. I followed the tutorial in this thread: https://www.vogons.org/viewtopic.php?f=31&t=16974. Once I get to the install stage I get the error code shown in the image. I'd like some help please.

>> No.3786232

>Gameplay mods need to disappear.
>I genuinely agree with this.

>> No.3786236
File: 56 KB, 917x638, 342.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3786239

it means you can't fucking read

>> No.3786241

Why would you say you genuinely agree with a post if you don't genuinely agree with it? What does that mean?

>> No.3786243

it means the post presents multiple points and you genuinely agree with one

in short, you can't fucking read

>> No.3786249

Guys, I need help. I'm pretty new on PC Doom (but I've had the Ultimate Doom for a long time on my Xbox). I already have Doom II on Steam but of course that's the vanilla version. I wanna also have the option to download and play newer WADs and also have the option of better graphics. Which source port should I download, ZDoom or GZDoom? Or is there another option you recommend? I'm pretty new to the everything so any tips you have are welcome

>> No.3786250

>the post presents multiple points
Where? The first two lines are both about how gameplay mod authors and people who play them should be rounded up and shot. The third is also not what his response elaborated on or even acknowledged at all. So he genuinely agrees with something the poster didn't say? How does that work? Does he know who that poster is and knows some other opinion he stated somewhere else? Is he that poster? This doesn't make any sense.

>> No.3786258


Don't worry, we at the Internet Smart Detective Agency are on the case.

>> No.3786261
File: 909 KB, 1600x900, ROCKETLAUNCHING ZOMBIES.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3786280


Why does he had an eyepatch?

>> No.3786282

Cybernetic implants I guess. Ask Skillsaw.

>> No.3786289


I agreed with the part that Brutal Doom and the popular shit mods are cancer. I disagree with the no-mods portion. Sorry if everything must be spelled out for you.

>> No.3786313
File: 2.22 MB, 1920x1080, 2017-02-07-223323_1920x1080_scrot.png [View same] [iqdb] [saucenao] [google] [report]

I used to play a bit of Doom with prboom, but a lot of wads aren't compatible with it.

Finally installed gzdoom, compiled and works fine on Gentoo unstable with open-source AMDGPU/mesa driver. I had fluidsynth installed and it compiled with support for it, but music wasn't working until I figured out that I needed to install soundfont and select fluidsynth from the audio options in gzdoom.

Development seems really active. I even wrote a little script to graphically select WADs and start gzdoom.

wad=$(zenity --file-selection --filename="$HOME/.config/gzdoom/WADS/")
cd "$HOME/.build/gzdoom-2.3.2/build"
./gzdoom -file "$wad"

>> No.3786314
File: 1.48 MB, 575x538, AAAAAAAHHHHHHH.gif [View same] [iqdb] [saucenao] [google] [report]

Why are my monster/player projectiles exploding in the entity that fired them?

Every projectile is doing it...

>> No.3786316
File: 646 B, 49x30, too cramped.png [View same] [iqdb] [saucenao] [google] [report]

It's a little bit cramped to put anything else in here

>> No.3786317

Most of this is in the FAQ in the OP, but I noticed it doesn't give clear recommendations for complete newbs.

GZDoom is the one most modern wads are made for, as it has extra features that a lot of them make use of.

Use ZDL to make loading wads easier. You can use it with multiple source ports (if you need them for some reason), multiple IWADS (Doom, Doom 2, Hexen, Chex Quest, and other Doom spinoffs), you can even save loadouts of multiple wads (which I use for running vanilla doom with smoothed animations and cd quality music). It's pretty simple if you've ever used a mod manager for games like the newer Fallouts or Elder Scrolls games.

>> No.3786319


>> No.3786321

Are you changing the initial position? I had this problem one time when I was adjusting the offsets and angles of some baron balls.

>> No.3786324

Dude, I'm not the anon you've been arguing with for well over an hour, but it's not unreasonable that if you say that you genuinely agree with a post without specifying a specific part of it, that you're saying you agree with all of it.

I guess understanding that is pretty tough if you're overwhelmingly autistic though.

Would it really have been that fucking tough to post what you just said here, specifying the sub-pieces, initially? You just wasted a significant chunk of your time because you were being needlessly antagonistic and difficult.

>> No.3786328
File: 11 KB, 196x120, temp.gif [View same] [iqdb] [saucenao] [google] [report]

It's just dehacked edits. I can't really control that.
I meant more like this. I'm assuming the small one is normal, and the large is upgraded.

>> No.3786330

Also I moved the base of the hammer away from the frame.

>> No.3786332

I'm not sure, maybe adjust the radius of the projectile. It could be getting caught inside the launching actor.

>> No.3786335
File: 37 KB, 346x706, neat.png [View same] [iqdb] [saucenao] [google] [report]

Wow fuck. That's pretty good, I'll get that in right now

>> No.3786340
File: 57 KB, 640x480, temp.png [View same] [iqdb] [saucenao] [google] [report]

Well it doesn't happen in chocolate doom, or any other source port. But as soon as I get it running in vanilla I get this issue.

>> No.3786351

I dunno then man, maybe look up a list of changes from Vanilla to Chocolate Doom and you'll find an answer.

>> No.3786354
File: 13 KB, 245x150, HAMMER MORE UP.gif [View same] [iqdb] [saucenao] [google] [report]

Took it a step further and made the arrows more animated, what do you guys think?

>> No.3786362

Is the small hammer the lowest power? If there are multiple upgrades I'd use multiple arrows-levels, but if it's just 2 I'd go with no arrows, and then one or two for the upgrade.

An arrow on the smaller one implies it's also upgraded, but not as far (to my mind)

>> No.3786369

It's a new icon for the power sword hammer attack, so yeah, the small hammer is default, when you charge your sword up, the icon changes into this animated icon to show your little hammer is getting bigger. I just wanted to animate each arrow appearing, but yeah, might as well just stick with two and keep it at that

>> No.3786372

Or one, if you think two might confuse the issue at all. I just did two because there was extra space...

>> No.3786375
File: 1.42 MB, 720x360, arm cannon tweaks soon, stalker.webm [View same] [iqdb] [saucenao] [google] [report]

Nah two is good, it's more eye catching and it still implies the hammer's getting stronger.

In fact it's a little bit too strong at the moment, I should tone down the range of this thing when it thuds down because it's a fucking nuke. Thank you for giving me a nice looking arrow to use in such a small space.

>> No.3786392

Christ that thing is OP as shit son. What's the actual damage on it?

>> No.3786401
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]

When the big hammer slams down it hits with an a_explode of 300 with a radius of 500, like I said, I'm going to scale it back a fair amount so it's not as retarded, GMOTA suffers from serious balance issues.

>> No.3786406

Oh mah lawd. That's seriously enough to down anything below a cacodemon in one hit, over that huge range.

Are you the original dev? I thought he was working on REKKR.

>> No.3786430 [DELETED] 

You first, subhuman purist.

>> No.3786434
File: 39 KB, 599x600, 1450799183650.jpg [View same] [iqdb] [saucenao] [google] [report]

How on earth did people confuse us? REKKR guy is way more talented than me. No, I'm the same dev, still re-re-re-redoing things in my mod because I've had issues commiting to stuff.

Also the damage values are so high because monster HP is higher than normal in my mod to compensate for how much damage the weapons were doing, I went full retard with a lot of things. This was my first real mod and it kinda shows if you look a little closer.

I'm trying to polish this old mod to the point where it looks, feels, and plays like a proper, well thought out gameplay mod, and not some hodge podge of ideas like it currently is in the public build.

>> No.3786437
File: 2.80 MB, 640x360, Aw shit nigga run.webm [View same] [iqdb] [saucenao] [google] [report]

Well I forgot to make the Demons stop being afraid, and maybe made them too fast when scared.
I also realized I have to refactor every fucking See: state in every actor because I'm total retard and didn't do some incredibly obvious thing to make navigating them with signals easier.

ik all those feels bro, when I look at the HP/damage values of early FKER versions I nearly have an aneurysm.

>> No.3786446

I'm probably going to keep the health scaled up the way it is right now seeing as lowering enemy health values would mean I have to lower the value of all of Blaz's like... 40+ attacks, but I've learned some pretty valuable lessons from all this.

Also making demons flee in terror when you kill a tough monster like that is brilliant

You know I almost want to see you bring your old plasma pistol back in some way into this mod, maybe as a fixed burst fire gun like your little SMG there

>> No.3786453

It'll be more brilliant when it works right :^(, though once I get that working I can generalize the behavior and make lots of demons do it. Technocally the imps already do but their code is pretty shite as usual for my first attempts at things.

It's not very likely, it's a bit too slow for this one. I sped up nearly every attack sequence by at least 20% so you really need to be on your toes.

>> No.3786461

It's still a great idea and I'm certain you'll make it work fine.

and you could always make an optional starting weapon, a burst fire plasma SMG, give it like an ammo pool of 40 or so and have it recharge over time, even when not selected, so players could whip it out, fire off a few rapid volleys of plasma, and then cycle to some other guns. I have a gameplay stiffy for weapons that recharge over time, even when not equipped. Hell I'd be willing to make a plasma SMG sprite for you

>> No.3786468

I would've preferred if it looked like an SMG and the heavy dudes had plasma guns instead, that would've killed two problems in a single stroke.

>> No.3786470

Yeah I actually did the whole "recharge even when deselected" thing in FKER 1.40b. Only issue is that it doesn't agree with the chainsaw (sound bugs out).

Maybe I'll put in some classes for starting gear at some point, but I'd settle for this damned fear response working consistently at this point.

>> No.3786474

Classes with starting gear is also rad as fuck. When you get to that point I'll keep an eye peeled for you and I can help you out. That's weird that the sounds bugged out like that, did you use ACS to make the plasma gun ammo recharge or DECORATE?

>> No.3786479

Decorate :^) yeah I know.

I know how to do classes and everything already, I just never did it because I never felt the need to. Anyways I think the fear is breaking because of the way I'm having the counter cool down. When ZScript lets me use an anonymous function to put text on the screen I'm going to personally fly to Graf's house and buy him something german.

>> No.3786505
File: 2.77 MB, 640x360, Fear finally working maybe.webm [View same] [iqdb] [saucenao] [google] [report]

Well it works. Gonna need a spreadsheet for all the fear values now, fug.

>> No.3786520

What kind of resource (ammo) usage is that large hammer attack in comparison to vanilla doom? Also hard to recognize the attack as overpowered when you had already blasted the the imps with a different (infinite ammo?) weapon at the start.
Also fix those cyan gibs already

>> No.3786525

Looking good! Would it be possible to make them stop for a moment when they transition from fear to normal again? imo, it looks a bit weird when they go straight from running away to running at the player.

Stopping them for a few ticks would simulate some sort of moment of consideration.

>> No.3786527

The big hammer attack is gonna take one of those gems to use, and once I'm done with it it's going to be SLIGHTLY more balanced, it's also going to have a wind up and a slight cooldown period after throwing it. I'm contemplating making Blaz move a little slower while winding up the big hammer throw too, to make it a little risky to use.

The hammer is still a pretty rare subweapon though, and yeah I know I need to fix the cyan bones. it's on the to-do list.

>> No.3786532

>Would it be possible to make them stop for a moment when they transition from fear to normal again?
Yeah that's pretty easy, I might do an audio cue instead though. We'll see what works. My concern with a pause is that fear is already such a debuff and the mod is so fast that it might be a bit too powerful of a penalty.

>> No.3786536

I specifically asked for a sourceport and not a way of playing the original game on modern hardware for a reason.

>> No.3786576
File: 902 KB, 720x360, and now it's in game.webm [View same] [iqdb] [saucenao] [google] [report]

and now it's in game and it looks bretty gud, to the anon who gave me those arrows, thanks again.

>> No.3786597
File: 1.63 MB, 720x360, I'm gonna put this hammer up Yholl's ass if he says this isn't smooth enough for him.webm [View same] [iqdb] [saucenao] [google] [report]

I made the final little "jump" the hammer does a little smoother for Yholl because it was triggering him.

>> No.3786615
File: 62 KB, 858x928, ss+(2017-02-08+at+01.22.52).png [View same] [iqdb] [saucenao] [google] [report]

>tfw you want to sleep but you haven't finished working
At least copy/paste is my friend here.

>> No.3786643

>Only squishes one enemy and pushes the rest away gently

>> No.3786653
File: 1.32 MB, 720x360, more hammer balancing will be needed in the future.webm [View same] [iqdb] [saucenao] [google] [report]

I nerfed it too much. Here, still toying with this.

>> No.3786658

Anyone else know what might be the case here?
It's happening with every projectile (even un-modified ones). Dehacked. Ultimate Doom 1.9...

Getting to a point of exhaustion with the issue.

>> No.3786662

have you modified the height/radius of any of them?

i'm not familiar with dehacked, so i can't help much.

>> No.3786667

Yeah, but it shouldn't matter. For instance it happens with player projectiles as well, and the player cannot shoot himself in Doom (hence why you can outrun a rocket and have it go through you on large maps)...

>> No.3786670

Wait wait, where are you testing these projectiles? Some rooms are actually shorter than they look, so they might be hitting the ceiling.

>> No.3786674

E1M1. They're definitely hitting the player. Plasma doesn't have an explosion and it's still killing the player. Monsters are having the same issue.

>> No.3786681

In that case I'm stumped unless you post a detailed record of exactly what you did. Still, if it's only happening in vanilla it's likely a bug that chocolate fixed. Check the list of changes.

>> No.3786690

>exactly what you did
I wasn't keeping tabs over the last 10 months or however long...

Chocolate Doom aims to keep the same bugs that vanilla had. Batman Doom, for instance, runs the same in Choco as Vanilla and it's packed full of dehacked crap (impressive stuff, really)... Not sure where to turn now.

>> No.3786691

Well, I've got no idea then.

>> No.3786709

Thanks for trying. Just hitting wall after wall.

>> No.3786710
File: 1.28 MB, 720x360, Today's forecast is a 90% chance of hammers and 100% chance of being sick as hell.webm [View same] [iqdb] [saucenao] [google] [report]

Holy shit this came out cooler looking than I thought it would

>> No.3786770

Why not just use Chocolate Doom for a vanilla style? You can even use GUS in it.

>> No.3786771

What if projectiles don't register as being fired by the player or monster rather than blatantly spawned out of thin air? There may be valuable pointers missing I guess. You could ask fraggle what could be the issue with that.

>> No.3786786
File: 580 KB, 300x169, HMMMMMMMMMMMM.gif [View same] [iqdb] [saucenao] [google] [report]

>Look up JohnnyDoom
>Try to download it
>Over 120MB
Bleeding Christ! I didn't know doom mods could get so large!
I'll have to take a nosey, see the whats and whys.

>> No.3786790
File: 76 KB, 1021x945, ACS.png [View same] [iqdb] [saucenao] [google] [report]

Does JDoom still have a ton of ACS?

>> No.3786805
File: 145 KB, 1366x768, JohnnyACS.png [View same] [iqdb] [saucenao] [google] [report]

No, it's not nearly as bad.
Looks like 90% of the mod's size is wav, ogg, png and unnamed (ogg) files.

>> No.3786809

How good would that WAD crusher work on it?

>> No.3786851

So it's gonna have different effects depending on how you use it?

Make it be able to cause an earthquake when you hit the ground right beneath yourself

>> No.3786857

For the sake of keeping things simple, the powered hammer only can be thrown or melee'd. The normal hammer has a jump attack where you hit the ground though

>> No.3786874
File: 2.33 MB, 1280x720, Coop Reloaded (no Sound).webm [View same] [iqdb] [saucenao] [google] [report]

Holy fuck!


>> No.3786879

I'll tell you when it's finished.

>> No.3786910

I didn't know it was possible to make d_runnin sound even worse than what is already did.

>> No.3786912

So, PB is now playable in Zandro?
How can you select the balance settings you want? (I mean tiers, progression, etc. in PB itself).

>one guy picks up BFG
>another one picks up ammo

>> No.3786916

Just for shits and giggles looked up Doom fanfiction.

>Half of them are MLP crossovers
>About a quarter of them are Sonic crossovers


>> No.3786917

Because those fandoms try to cross over with everything. Surprised there isn't an Undertale or FNAF one.

>> No.3786924

Well, looks like I've found something acceptable.
In Russian though.

Mass Effect-Doom crossover. Instead of the Reapers, universe is clensed every once in a while by forces of hell (who are actual Forces Of Hell, not just some aliens or whatnot).

>> No.3786927
File: 23 KB, 279x242, 1364643186356.jpg [View same] [iqdb] [saucenao] [google] [report]

>Surprised there isn't an Undertale or FNAF one.

You haven't been looking hard enough.

The things I've seen.

>> No.3786929

There being Undertale and FNAF crossovers for anything and everything doesn't surprise me at all.

>> No.3786931

Is there any way to determine ammount of same-type enemies in a given group (as in, in direct unobstructed view of each other, preferably in the same room as well)?

I want to make a "mindful" replacer, that only spawns 1 "officer" monster variant in a group of more than 8 monsters of same type, 2 "officer" variants if there are more than 16 mobs in the area, and rarely one elite guy, either if there are lots of monsters NOT of the same type, Or if he is completely alone.

>> No.3786936
File: 74 KB, 662x635, 1480022615232.png [View same] [iqdb] [saucenao] [google] [report]

Anyone have any suggestions for a good icon that represents the player not having their sword? I was thinking of a sword icon with with one of those no symbols stamped over it, I've been meaning to add a HUD element for GMOTA that shows the player how much time they have left before their sword comes back

>> No.3786937

a sword with a big no sign on it

>> No.3786938

Grayed out or an outline, perhaps.

>> No.3786939

A sword sheath.

>> No.3786940

A spider crawling on your screen.

>> No.3786941
File: 1 KB, 240x240, I just realized GIMP doesn't have a circle tool, fuck me, right.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3786948

a sword icon minus the sword

>> No.3786949
File: 6 KB, 238x212, index.jpg [View same] [iqdb] [saucenao] [google] [report]

how does it feel to have no taste?

one big problem in Zandro is still not-shared ammo!

One should think someone has already delivered a mod / patch after all these years!

>> No.3786953

All I can think of is Radius Give ammo to the whole damn map on pickup.

Maybe there are more efficient ways.

>> No.3786956

it sounds transposed up a few notes. bassline is way too high. weird.

>> No.3786958

>Doom 5
>Entryway gets remixed

>> No.3786960
File: 610 KB, 1000x2500, vale_s_helmet_by_charleian-d9ie5hm.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3786971
File: 1.99 MB, 720x360, winners don't use drugs, or lose their swords.webm [View same] [iqdb] [saucenao] [google] [report]

Hm, that doesn't look too bad, need to increase the cooldown timer though

>> No.3786976

30 sec is too long IMO.

>> No.3786979

I counted wrong because I have a poor grasp on time, it takes about 10 seconds, also you can just go pick it up like normal

>> No.3786980

i ounted 14 in the video, which is i think, just right.

>> No.3786986


>> No.3786995
File: 133 KB, 454x796, meatball.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on it anon! Here's my todo list


>> No.3787010

Right, the WAD crusher reduces it from 74MB to 68.4MB, reducing the filesize by 7.6%.
I'd say it's not worth it.

>> No.3787021

An empty hand grabbing at nothing, screaming "WHERE'S MY SWORD?"

>> No.3787054

An open hand, visibly shaking, and a constant whisper of a scream, reminiscent of the headless kamikaze from Serious Sam, that doesn't cease until he has his sword back.

>I just realised GIMP doesn't have a circle tool
You can use the ellipse select tool in tandem with shrink/grow and fill.
All done on a layer separate to the rest of the work, which you merge down later.

>> No.3787058
File: 115 KB, 786x1017, quakeguy.jpg [View same] [iqdb] [saucenao] [google] [report]

Could there be a way to contrive a connection between the Strogg and Quake? For example, if Makron and his cybernetic corpse army were Shub-Niggurath's puppets afterall?

-Ranger killed Shub-Niggurath's mortal form in Quake 1
-Shub-Niggurath's backup plan is Makron
-Makron wages galactic-scale war of conquest as a mere diversion
-Strogg secretly harvested the living force of the humans whose bodies they augmented to gather power for the return of their mistress

>> No.3787063

icon of sword, colored RED, a-la Diablo.

>> No.3787064

or maybe icon of sword flashing red or other color, signifying that sword is in use "in the field"

>> No.3787143
File: 7 KB, 265x320, this is fine.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there something I'm doing wrong when trying to use Doom Crusher? Whenever I drag a wad into the bat file, I see a command prompt for a split second and then it's gone with no change in the file's size. Is that normal?

>> No.3787220

>Half of them are MLP crossovers
Speaking of which, where can I find some MLP wads?
I've got My Little Doomer but can't find anything beyond that.

>Is that normal?
No. Perhaps it isn't recognising the wad as a valid file (e.g: wrong file extension).
That said, if that's the case, it should at least pause to say "complete".

>> No.3787227

New thread boys.


>> No.3787231

there was rainbow factory and rainbow factory remake, though i'm not interested in those enough to search.

MLP fandom really does not have so many fans of dark/bloody ponystuff, as to warrant a Doom TCs.

>> No.3787256

If I were more talented than you my monsters wouldn't be blowing themselves up in a simple dehacked wad.

>> No.3787375

considering I don't play PB, better than yours.

>> No.3787652

I had the same thought, considering the strogg crates are seen a lot throughout early quake 1.

sort of made me think "oh, what if some of the strogg were previously ranger's comrades gone fucking insane and flicked across the slipgate whateverthefucks."

>> No.3788272

have you considered actually asking at doomworld

>> No.3788286

I have, thanks.

Game works, but chaingun/pistol replacement crashes it. (plasma projectile) Otherwise seems okay so far.

>> No.3788487

and now that's fixed too, although it's going to be a pain.

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