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3792534 No.3792534 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3787218

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.3792538
File: 1.25 MB, 1200x1600, Doomguy.png [View same] [iqdb] [saucenao] [google] [report]


[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

=== NEWS ===

[2-11] Chocolate Doom to use SDL 2.0 in 3.0 beta

[2-10] Modding Nu-Doom made possible

[2-8] gdxBloodCM Progress Video #6

[2-7] Two brothers are remaking id's mobile DoomRPG games into GZDoom

[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

[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


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

>> No.3792558
File: 93 KB, 600x2300, back of knee.png [View same] [iqdb] [saucenao] [google] [report]

H-D44M when?

>> No.3792571
File: 587 KB, 720x360, working on making this fancy.webm [View same] [iqdb] [saucenao] [google] [report]

I'm working on this attack to make it more dramatic and powerful feeling

>> No.3792573

people seeking entitlements should face doomguy when he just recently had obtained a berserk pack


>> No.3792574

Quake Injector has been updated: https://www.quaddicted.com/tools/quake_injector

You need to update to this version in order to continue using Quake Injector, since it now uses HTTPS.

>> No.3792607
File: 584 KB, 720x360, that looks much better.webm [View same] [iqdb] [saucenao] [google] [report]

added a slight random delay between getting killed and actually coming apart

>> No.3792625
File: 2.88 MB, 640x360, Burning Sensation.webm [View same] [iqdb] [saucenao] [google] [report]

Welp, after trying literally every possible way of making an ACS fear system I give up. It'll either melt a processor or just plain not work.

Then I kept playing plutonia for testing and got rekt some more.

>> No.3792659
File: 52 KB, 330x210, pulse beamer idle.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3792672

Hey that's something pretty cool you're working on, anon.

>> No.3792674
File: 270 KB, 337x392, owowhatsthis.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3792675

Just toying around with some sprites, might have something small planned in the future for you guys.

>> No.3792681

>Fanta Base not at all included in the Vinesauce contest.

Okay, guess I can finally upload it to the archive.

>> No.3792682

I just downloaded WolfenDoom - Blade of Agony and holy hell is it awesome.

I have never seen this level of detail and quality. I honestly am so bored of the WW2 genre, having been saturated by it earlier, but this is so much fun.

I'm amazed at how this surpasses AAA titles in many dimensions, especially graphics. The night skies were as beautiful as anything in GTA V or Far Cry.

>> No.3792686

Was it late or something, that would have gone pretty well

>> No.3792687

Basically, you had to upload the WAD through some sort of Twitch frontend. For which you need a Twitch account. The thing however is that it needs to be older than 24 hours. Which they never stated in the thread.

I did post an upload link the thread explaining my problem, but I never got an answer by the mods. So I was basically left in the dark for almost half a year.

>> No.3792691

>The night skies were as beautiful as anything in GTA V or Far Cry.

>> No.3792695
File: 4 KB, 158x114, slam shot idle.png [View same] [iqdb] [saucenao] [google] [report]

It'll be a bit before I get around to making these guns a reality but making the idle sprites sure is fun

>> No.3792701

Link it when it's up.

>> No.3792702

This whole shituation perfectly encapsulates Joel.

>> No.3792703

hi scuba

>> No.3792707

I don't even think he had a lot to do bar laying down the rules and then playing the WADs. The mods had to go through each WAD submitted and checked for functionality/troll attempts. Which makes me wonder just how many we never saw.

>> No.3792708

A dual-currency F2P gachapon of Doom monsters and characters with rock paper scissors gameplay

>> No.3792709

>I'm amazed at how this surpasses AAA titles in many dimensions, especially graphics
and plays just as bad as one.

>> No.3792726

How critical are using color palettes?

Is using color palettes moreso a design choice to constrain the artist to a set of colors, rather than a necessary step in refining your textures and sprites?

I've started composing textures and drawing sprites but I'm doing this in Photoshop with little care to color palette, knowing I could import these as PNGs and everything would work.

Should I use something like Aseprite to finish these images?

>> No.3792727


I'll admit the grenade throwing isn't working for me, nor IDCLEV, but perusing the assets in SLADE is pretty amazing.

I'm intrigued by all the high-tech space stuff, the prisoners of war.

>> No.3792730

oh yeah, the mod might be pretty lackluster in terms of gameplay, but it does look neat

>> No.3792731

Depends on if you want it to match the colors exactly and have the exact same low color look.

It's weird to see a high color texture with fine differences in hue and value next to the original low color textures though.

I don't know how Aseprite works into this problem, Photoshop has an indexed color mode and you can export indexed PNGs from the Save for Web dialogue.

>> No.3792757
File: 3 KB, 85x69, sadgfasdg.png [View same] [iqdb] [saucenao] [google] [report]

My inability to make super shotguns is still apparent

>> No.3792760

It might look better if you applied some perspective by shearing each barrel to the side a bit.

Trace out some single-point perspective lines locked to the base of the gun first so it all lines up.

>> No.3792763


It could work if its meant to be a bullpup style.

>> No.3792765
File: 5 KB, 60x67, 1.png [View same] [iqdb] [saucenao] [google] [report]

You mean like a stubby, short SSG? Because this wouldn't be the first time I've made a shorter SSG

>> No.3792768
File: 130 KB, 591x473, zombieotherheadcomplete.png [View same] [iqdb] [saucenao] [google] [report]

When you're editing a monster sprite, do you edit each sprite individually or do you package them into a patch work so you can reference how other frames looked?

I'm curious about how different everyone's doom monster/asset/texture drawing workflows are?

>> No.3792771

Put them all in one frame. Doing each individually is fucking insane, you might as well tear your fingers off before starting.

>> No.3792773
File: 175 KB, 1920x1034, RATTLE RATTLE.png [View same] [iqdb] [saucenao] [google] [report]

Individually, but with each sprite having its own layer

>> No.3792776

>very aaaaaa skeleton punching at incredible high speed.png

>> No.3792780
File: 967 KB, 500x281, soisoisoisoiSOISOISOISOIAAAAAAAAAAAAAAAAAAAAAAAAA.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3792787
File: 55 KB, 640x480, light_design_n_flat_sectoring.jpg [View same] [iqdb] [saucenao] [google] [report]


Thank you!


I love this!

>> No.3792793
File: 2.61 MB, 1280x720, I ain't paid enough for that shit nigga.webm [View same] [iqdb] [saucenao] [google] [report]

The more I play Plutonia with this mod, the more I feel like a battered housewife.

At least I can still get fear working without ACS.

>> No.3792794

Does anyone know what could be causing my droplets to have non-translated blood for cacos and nobles?

>> No.3792796

i wish my dad could have played this before mom left

>> No.3792798

Honestly, whenever I hear about your fear mechanic, I imagine it being used in a XCOM for Doom mod.

>> No.3792801

I put each frame in a separate folder in a Photoshop document, each named after the final frame (ie. POSSA2A8), so that I can use layers and such. When I'm done, I use Photoshop's export options to create a PNG of each folder, with the proper name, one SLADE offsetting away from being ZDoom-ready.

>> No.3792803

What weapon sway are you using for your guns?

>> No.3792808

:^) 2reel4me
It is kinda like that, even in the entrance to this level if you kill 3-4 of the 6 imps that attack you right away within ~2 seconds, the other 2 have a good chance of getting freaked out.

I'm still working on the group recovery mechanics, but it shouldn't be too hard.
Weapon.BobSpeed 2.75
Weapon.BobRangeX 0.25
Weapon.BobRangeY 0.4
Weapon.BobStyle Alpha

I've also got them set up to bob while firing, which involves calling A_WeaponRedy on every frame with non-zero duration.

>> No.3792845
File: 1.89 MB, 2000x1333, 1486202428111.jpg [View same] [iqdb] [saucenao] [google] [report]

When youre designing a map, how do you build non-linearity?

>> No.3792846


what is bdmonsters, how is it different from ketchup, and where do I get it?

>> No.3792864
File: 42 KB, 288x288, strangejourney-characterart-protagonist-2_288x288.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3792874

Well we got some Shin Megami Tensei models on http://models-resource.com/

>> No.3792876


I'll post what I have for now; most of the work is going to be hand-crafting all those autistic crystals.

Give feedback, recommendations, suggestions, the works.

It's based loosely off of the Naica Mine crystals

>> No.3792881

You can change dl=0 to dl=1 and it'll start the download immediately.

>> No.3792886

intended sourceport?

>> No.3792893

Only tested in GZ.

The spawn area is eventually going to lower down ala a proper elevator into a 980-feet-below-the-surface-air-can-kill-you cavern should.

>> No.3792894

>>3792886 (me)
bah, you could have saved me a minute by saying it was for zdoom / in udmf

>> No.3792902

I don't see any crystals.

There's some weird shapes of flesh at the end though but they're definitely not crystals.

>> No.3792905
File: 91 KB, 256x256, Sandpaper.png [View same] [iqdb] [saucenao] [google] [report]

Kinda hard making cloth wrap when it takes a minute to render it with each change.

>> No.3792907
File: 1.52 MB, 635x457, 1482620631668.gif [View same] [iqdb] [saucenao] [google] [report]

>what I have for now; most of the work is going to be hand-crafting all those autistic crystals.
Anon, I...
I thought you were a MARBFACE

The crystals come later (after the rest of the map to make sure everything's solid before i start sperging on the crystal details) so I guess it's just "MAP"

Original idea didn't include the marble temple thing. No clue why it's in there now.

>> No.3792910

If you want to know what the crystals would look like (i do want to make them look a lot better/transparent/fractured/whatever, so consider these the conceptual crystals) see >>3788757 >>3788936

It's just hard because of how few times i've seen them (read: never) in doom wads and don't have reference for good ones.

>> No.3792915
File: 371 KB, 1280x720, Screenshot_Doom_20170211_032115.png [View same] [iqdb] [saucenao] [google] [report]

Oh okay. The starting area is cool and tells a story. The platforming at the end is annoying. The combat is pump rockets into the doorway.

Concept: Not many enemies in the marble temple thing, you barge in and surprise them, and when you kill off enough inside reinforcements spawn outside.

Some items are inside the steps instead of on them at the marble face.

You're thinking too hard about it, don't bother with transparency and make some rectangular / octagonal / hexagonal prisms with sharp tips or flat tips depending on what crystal you want and then use a texture with shiny edges.

>> No.3792925

How the hell would I get them to go in through the intended doors?

Platforming is temporary; as you can see, zero work on the "flesh' area yet, amusingly.

Many monster spawns will be added (archviles aplenty when yellow key, spawns of limited variety (i wanted to use only non-mechanical enemies, and only wanted to have low-tier/animalistic enemies outside and 'nobles' inside, hence the twin baron throne things) and you will need to go through the map proper when it's rigged up.

With the starting area, I'm going to try to rig up a bunch of pumps/pistons/whatever, alongside various research bits.

I'm attempting to do this solely with stock doom2 textures (doom 1 textures would of been a nice addition but they're not in the iwad, and this will likely increase my mapping skill in terms of output, not speed)

I wanted the spawn area to be cramped at least; this should make some sense considering that stuff needs to be there to run the elevator.

I wanted to use some techpillars creatively

All in all, the points of this map were:
1: Effective use of lighting and slopes
2: Effective texture use
3: Effective THINGS placement, and/or interesting THINGS usage.
4: Create a visually unique and appealing map theme/concept (hence the 'fleshcrystal'- the flesh thing will have it's own, differing crystals than the rest of the cave) that other mappers can use as an inspiration base

>> No.3792930
File: 107 KB, 640x480, 1486803454.png [View same] [iqdb] [saucenao] [google] [report]

Deus Vult II map12 used custom textures

>> No.3792931

The idea of using the techpillars in unusual ways was more of a spurn through a quick architectural run through CC4's 'shaman's machine' which uses them as a sliding door on a scrolling floor.

>> No.3792934

See, that's the problem. I didn't want to use the DVII or Zoon crystals- because they were textures and not physical map geometry; which is why I couldn't use them as a base.

There will hopefully be this kind of crystal, though.

>> No.3792935
File: 83 KB, 512x512, Ew.png [View same] [iqdb] [saucenao] [google] [report]

The Wolfenstein door has a nice gradient. With some TEXTURES work you might get a tiling gradient you can seamlessly loop around a texture.

>> No.3792939

Actually you could sample a 1px wide slice and wrap it around so it's a horizontal gradient instead of a 45-degree and it'd look like the top is glowing.

>> No.3792943

i understood little of that but i'll give it a shot.

The only ones I forsee being a problem are the diagonal ones

Also going to try to have multiple colors and shapes of said gems

>> No.3792947

You using some kind of a displacement or why is it taking so long?

>> No.3792953

bdmonsters is everything from brutal doom apart from the character and weapon changes so it can be used with other gameplay mods that leave the monsters vanilla

here is the video of the newest version, previously it was called BDLite


>> No.3792954

High subdivision for a displacement, bit of blurred reflection on the cloth so it fits in, ambient occlusion, environment lighting using an HDR image, reflections set to 3 levels, and old laptop.

Could just disable all of that to see it but I already closed it for the night.

>> No.3792960
File: 198 KB, 500x583, spengcream.jpg [View same] [iqdb] [saucenao] [google] [report]

>somebody mentions the summoner
>uses female pronouns

>> No.3792962

what did he mean by this?

>> No.3792963

context: people keep saying the summon from nudoom is female for literally no reason.

>> No.3792968

feminine proportions?

>> No.3792973

gigeresque designs often have curvy body shapes and elongated limbs so I don't see anything leading to it

besides, wouldn't hell be sorta adamant to having actual females and not showing boobs or any sort of explicit imagery to impose their demonic femininity or some shit

>> No.3792976

I don't know. Maybe doom2 will have jiggling tits on demon?

>> No.3792981
File: 42 KB, 700x600, spoider moistermoind.png [View same] [iqdb] [saucenao] [google] [report]

Goat women?

>> No.3792983


please don't let the sequel to doom iv be called doom ii

it's confusing enough having two games with the same name, we don't need two pairs of games with the same problem

>> No.3792989

Posting an update for "Circles Of Demons", it's a bit of a little update, and more centered around the story part.

>> No.3792990
File: 1.29 MB, 720x360, That was a pain to implement.webm [View same] [iqdb] [saucenao] [google] [report]

Okay as long I didn't neglect something else, Blaz now has a proper draw/sheath animation when selecting and deselecting the sword. I might make Blaz power the sword down automatically if you switch weapons if it's powered up, if only for the sake of trimming down some of the tokens the game has to keep track of and to make sure my brain doesn't burst into flames trying to keep track of all these ready states

>> No.3793005

Momma Fem-barons

>> No.3793009

make the sword do a little flash effect when it returns automatically

>> No.3793012

I probably should have it blink out of existance like the hammer does.

>> No.3793013

>Fuck you, sword!

>> No.3793016

Stop abusing that sword. You WILL regret it!

>> No.3793017

Look, Zarach is a fucking source of near endless light energy that's taken the form of a sword, it can handle being tossed around.

>> No.3793021

You're not.
You won't.
here comes my bony fist asshole

>> No.3793026

>stylized as 2oom

>> No.3793030


>> No.3793031
File: 105 KB, 958x624, zdoomprojectsforum.png [View same] [iqdb] [saucenao] [google] [report]

Ah fuck, I don't want to look through all these different forums! I liked having all the latest updates in one spot. Now it's a hassle to check or be aware of anything.

>> No.3793053


and i just realized i had a brainfart and meant the bookmark feature

subscribing still works for this purpose though, so long as you don't mind spam in your e-mail

>> No.3793060
File: 282 KB, 1280x720, Screenshot_Doom_20170211_105546.png [View same] [iqdb] [saucenao] [google] [report]

Neat map, I like the concept you're going for

I wouldn't use FLOOR1_1 all over the base as the repeating texture looks tacky, especially when you already have that awesome embossed UAC symbol - use FLAT14 instead

Pic related happens on software mode (right side) when I think you wanted the effect on the left side which I did by drawing a 32x32 square on the ceiling above the tech pillar and raising by one unit

Having those friendly marines start outside creates a silly scenario where none of the monsters are alerted while they are being gibbed by the endless rockets. Shooting at the player spawn point does alert them so maybe you can force the player to shoot somehow, such as a "broken" switch for the first door that only works by being shot at

The gameplay isn't too fun as hellknights/barons aren't threatening on their own, the first marble room was however, as it was just the right size for a rocket battle - not too large that it becomes a cakewalk and not too small that it is frustrating, add a couple of pinkies between the hellknights and maybe a knight at the opposite door facing the player and see how that plays

Same issue with texturing here as the base - you rely too much on DEM1_5. Marble textures are among the most interesting and there's plenty of them, I'm sure you do better anon

Some work to be done but all in all its not much and you'll have a decent map soon enough

>> No.3793080



>> No.3793081

The answer to Hell, the Demons and everything?

>> No.3793083

I,D,D,Q,D -> 9+4+4+17+4 = 38

damn I thought I was onto something there.

>> No.3793085

D,Q,D -> 4+17+4 = 25
25 -> 52
Action 52

>> No.3793086

In an earlier version of Modo which I use, I had a high subdivision displacement with Catmull-Clark turbosmooth. It actually managed to bluescreen my PC when trying to bake normal maps because the geometry cache for the subdivision took literally all of the RAM and the OS couldn't function anymore.

Why not have a temporary separate UV and bake the ambient occlusion and lighting to a static texture so it doesn't need to recalculate it constantly? It doesn't sound like those factors would be changing constantly that much.

>> No.3793089


>> No.3793090

It's probably going to be Doom: Subtitle, or Doom 2 with an arabic numeral since the original Doom 2 is actually Doom II.

...or they're somehow going to try to implement the roman numeral II into the two o's in Doom, like how Quake 2 just added an extra nail into the q. Isn't it weird how one of the best sequel logo styles is from a franchise where the sequel has nothing to do with the original? except if the Makron really was Shub-Niggurath's minion

>> No.3793095

Blood 2 is only shit because of the engine

>> No.3793097
File: 875 KB, 900x1310, 1422989666578.jpg [View same] [iqdb] [saucenao] [google] [report]

There's kinda already one, but it's not finished.

>> No.3793102
File: 55 KB, 351x351, 1422911946052.jpg [View same] [iqdb] [saucenao] [google] [report]

>trying to make a knuckle crack animation using baratus hands
>no luck

>> No.3793110

Zoon crystals are things placed around the level.

>> No.3793158 [DELETED] 

could someone please compile this into a full fledged skin?



Reported for breaking ze rules of doom general /v/fag

>> No.3793175
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3793180
File: 115 KB, 1300x866, 15177678-Suicide-Concept-Man-Pointing-A-Gun-At-His-Head-Stock-Photo.jpg [View same] [iqdb] [saucenao] [google] [report]

>check out what multiplayer mods are popular every now and then
>it's always "complex doom" followed by cutman mikes "mega man" crap and "ghouls vs humans v99999 with obsolete and way too many similiar classes edition"
Did the zandronum community run out of ideas?

>> No.3793183

No Who Dunit?

>> No.3793189

call shivers
he already did stuff for you earlier didn't he?
working on final doomer, he's on a roll making sprites, so now if ever would be a time to ask

>> No.3793191 [DELETED] 
File: 1.17 MB, 1600x900, Screenshot_Doom_20170210_164014.png [View same] [iqdb] [saucenao] [google] [report]

D2xgold may be broken nowadays, but Dreadnought works and fits nicely with the enemies

This is why i literally quit of doing anything on Zand, even the Friday nights became that memey

wait until Zand 3 is out, atleast i will work with GZD wads

>> No.3793193

The guy's recovering from some eye surgery right now, so I'll have to take another whack at this tomorrow

I hope Zandy 3.0 going public starts a new wave of multiplayer mods being played

>> No.3793194 [DELETED] 
File: 416 KB, 1600x900, Screenshot_Doom_20170210_170855.png [View same] [iqdb] [saucenao] [google] [report]


also, many thanks to Term, for making these guys worse than changunners and archviles, mainly when they are paired with each other

>> No.3793196


there's a lot of GDZ wads that would be great if played in MP

KDiZD would be less boring with MP

>> No.3793197

KDiZD is the shittiest wad i ever played

>> No.3793201


it has a lot of wasted potential, but its locked in a intricate, large and boring level design

DoomOne and Dtwid did it Better, and even added new locations

>> No.3793206
File: 1.03 MB, 1920x1080, Screenshot_Doom_20170211_161602.png [View same] [iqdb] [saucenao] [google] [report]

effect for double jumps
next need a dash effect
then a teleport effect
then make some fucking guns

>> No.3793213

What is this anyway?

>> No.3793237

>KDiZD is the shittiest wad i ever played
ZPack is worse, both in trainwreck level design and wasted potential. Even Thunderpeak uses those shitty fucking guys who leave timed fragment grenades behind when they die, like how in the fuck did even the good mappers in the project mess everything up.

>> No.3793246

It's alright as a tech demo but damn is it awful to play.
Also those fucking metal borders that guy adds to everything.

>> No.3793257

an expanding ring + downwards jet from the players feet on double jumps

>> No.3793259

I meant the mod itself

>> No.3793295
File: 31 KB, 456x320, 1426858342702.jpg [View same] [iqdb] [saucenao] [google] [report]

Just played blood for the first time
mfw all that fucking hitscan
mfw night vision doesn't work
mfw it's kicking my ass on medium difficulty
mfw the health pickups seem to be RNG based
Why's it so hard? even douk held back the difficulty until the fourth episode

>> No.3793297

Game lasts longer if you can't beat it

>> No.3793302

Are you using bmouse with it? Also, crouching helps against the cultists.

>> No.3793303
File: 202 KB, 270x403, videogame_kino.png [View same] [iqdb] [saucenao] [google] [report]

> So it was impossible for me to persevere with Doom in 1994, and I still can't do it. I stand aghast therefore at the news that recent years have seen the rise of Doom hipsterism whereby a (thankfully) small but significantly loud playerbase not only still plays and autistically replays Doom to completion in this day and age, but even develops so-called "WADs" — whatever that's supposed to be — which somehow — horror of horrors! — extend the game's longevity! Now I've no idea what a "WAD" is and have deliberately avoided finding out — I am sure it is something beyond stupid, and I've resolved to die without knowing what it is. So please spare my poor brain the knowledge of yet one more rank subhuman idiocy, and refrain from telling me about it. But it's obviously either new "levels", or, even worse, modified versions of existing ones, and it blows my mind that there are people in 2017 who prefer such garbage to the wealth — and even glut — of modern and immeasurably superior FPSes that exist. So we are not talking about poverty or ignorance or even extremely narrow tastes anymore, but about sickness pure and simple (if poverty and ignorance and narrow tastes were not already a sickness, to an extent, when viewed from a higher perspective, which they are), and if you are involved with this scene in any way, shape or form I can guarantee you that you are autistic — that a certified medical professional would place you somewhere on the autism spectrum and that your "WADs" would be his very diagnostic tool.

>> No.3793305
File: 146 KB, 931x1589, Icy's plan.png [View same] [iqdb] [saucenao] [google] [report]

>At the same time, seeing as pure autists prefer Counter-Strike today — and with good reason, since especially over the longer-term it is a much superior game — you are not only autistic but a hipster to boot. Your preference for Doom over the clearly superior CS — at least as far as longevity is concerned, because for the first few hours Doom is better than CS — is a reaction to CS's popularity and the popularity of modern FPSes, and that's why you arbitrarily pick an older title and apotheosize it: to earn your hipster brownie points. This is what hipsteroautism is, then, otherwise known as autysmal hipsterism (which should go without saying is still better than "indie" hipsterism, since the autists are at least playing Doom, compared to the unplayable garbage the fags are playing).

>> No.3793307
File: 9 KB, 975x73, Icy on Fondue.png [View same] [iqdb] [saucenao] [google] [report]

> That was Doom then: aesthetically far superior to Wolfenstein, since it no longer looked like smurf vomit, and significantly improved mechanically; but still with no levels or setpieces or a higher artistic vision beyond "here's some dungeons; shoot some creatures", which even 2D games of the '90s had long managed to move beyond. Doom then was the single-level demo to Wolfenstein's tech demo/prototype, and it was good for what it was; certainly good enough for me to have recommended it to people, if I'd been reviewing games back then, and given it a 4/5, at least for its first few hours, according to Insomnia's rating scheme. But the crucial questions remained. Would id ever learn what a level is? Would they ever hire any real visual artists? Or would their games remain forever condemned to design paradigms that died — and rightfully died — with the '70s? id's wonderful adventures in the land of game development would continue with Quake three years later.

>> No.3793308

On why Doom had no level design:
> And that's the thing with Doom that I wouldn't have been able to to grasp if I had cared enough back then — which of course I didn't, since I only tried it for a minute or two before giving up and doing something else instead: the damn game didn't have levels any more than Wolfenstein had! No levels in a videogame in the mid-'90s! Still every screenshot of the damn thing looking exactly the same as any other! Did id people play any games at all besides their own? It's highly unlikely. They didn't even seem to know what a level is because it would give you a new level's name on the screen while still being the same fucking level! People today have even been brainwashed (via inveterate pseudo-criticism and relentless googling) to think Doom was a masterpiece of level design and Romero a master level designer. Well, if going nuts and autistically copy-pasting identikit corridors all over the place in a level editor all day long counts as "level design", maybe. But it doesn't. Level design is what The Super Shinobi has, which starts off at the ninja village, and then moves on to the waterfall outside the village, and the city, and the nightclub, and the military base, and the transport plane, and so on all the way to the Neo Zeed labyrinth complex at the end — NEARLY A DECADE BEFORE DOOM'S RELEASE. That's level design: distinct levels, but connected by narrative logic. And the corridors and staircases and ledges in the levels come AFTER you have decided on the type of environment you are designing, which decision of course is dependent on the narrative, which presupposes that you have one. This stuff matters ridiculously more than where a particular ledge is placed in any given level. And I couldn't give less of a fuck how well your stupid ledges are placed if the environment you have designed is so drab, monotonous and boring that I get depressed by the mere thought of spending any time there.

>> No.3793314

hopefully a fancy movement system + akimbo gunfu w/cyborg powers

>> No.3793323

I don't really care whether a game is "art" or not, but I think he's mixing up level design and scenery.

>> No.3793325

>poting icycalm on /vr/ ironically

I thought cringethreads were /v/ only.

>> No.3793335

Is this supposed to be ironic?

>> No.3793340

Sadly, we share an entire letter with /v/.

>> No.3793341
File: 1.24 MB, 1903x4702, Legendary typo thread.png [View same] [iqdb] [saucenao] [google] [report]

no, it's genuine stuff, I'm only posting it ironically

>> No.3793343 [SPOILER] 
File: 8 KB, 256x160, 1486829944317.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom has level design, but very little level art. In contrast, setpiece corridor shooters like Call of Duty have level art but almost no level design. Doom3 frequently suffers from the same problem. But games like Half-Life, Thief, and even the original Resident Evil have both, as well as D44M. If you look at the mansion in RE1, it's a maze like the levels in Doom, but each area was designed to look like a place. You go around the place fighting enemies and using items to access new areas. Exactly like Doom1, except the visual appearance of the areas actually make sense.

I don't think anyone would dispute that the levels in Doom and Quake are well made, but people who say that the level artistry is missing actually do have a point. Those games do suffer from technological limitations however, and not everything could be thematically decorated to give levels a sence of place. Oh wait...

>> No.3793350

I may be laughing on the outside...
...but inside I am dying.

>> No.3793352

>Third millennium
>You have the ability to check spelling and meaning of every word anywhere with internet connection

>> No.3793354

>retard can't spell 'earring'

>> No.3793359

He's at least smart enough to know how to commit wire fraud.


>> No.3793420

They did try in DOOM 2 to have levels resembling locations. But due to the lack of diverse art assets it ends up being really abstract, like Factory and Suburbs.

>> No.3793426

doom newfag here, what are brightmaps?

>> No.3793428

They're maps that went to Ivy League universities. That is to say, they're smart.

>> No.3793430


>> No.3793432

White Stud Plays With Boners


>> No.3793435


so I guess they're not to make maps not dark then huh
is there a way to remove the pitch dark parts in maps? because they're kind of annoying

>> No.3793447
File: 156 KB, 433x500, artlib_gallery-300411-b[1].jpg [View same] [iqdb] [saucenao] [google] [report]

There's a catch: in Doom 1 everything is abstract as heck. The bases, the Hell, the Earth, everything is very fucking abstract. It requires certain level of imagination and ability to immerse and Knuckles to pass such abstract shapes and structers as something they want you to be. In example look at this fucking portrait.

>> No.3793452
File: 100 KB, 1191x670, c01_ri_demo_3_by_saican-d941wlp[1].jpg [View same] [iqdb] [saucenao] [google] [report]

amnesia doom when?

>> No.3793453

the classic way is to press F11 a bunch of times.

>> No.3793454


>> No.3793456


meant for

>> No.3793459

no i think you were right the first time. my reaction to that awful joke sounded much similar to your post.

>> No.3793468

>browsing Youtube
>accidentally click on an Aquarius199 video
>instead of closing tab, I move on to the comments
"It'd be interesting to see a WAD take on a sort of "Deteriorated DOOM" approach.

Everything seems slightly off, the wall textures are duller and more plain that usual, the music is less intense and hardcore, and then the monsters act all fucked up and creepy and all of that. Nothing too edgy/creepypasta-tier, but enough to be spooky as hell."

>IMO this would be a very good idea

>> No.3793469
File: 747 KB, 1920x1080, Screenshot_Doom_20170211_185358.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3793470
File: 48 KB, 1191x670, testh_texture_update_demo_by_saican-d8xr1jp[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3793471
File: 91 KB, 1191x670, c01_ri_demo_2_by_saican-d8y0a61[1].jpg [View same] [iqdb] [saucenao] [google] [report]

"this is not your domain"

>> No.3793475
File: 54 KB, 1000x800, raid_test001_by_saican-d7ihxwj[1].jpg [View same] [iqdb] [saucenao] [google] [report]

witness the power of cheesy doom

>> No.3793476

What's his story anyway?

>> No.3793483

Known enabler of terryshit.

>> No.3793484


He uses text because he "can't afford a mic"

>> No.3793507

"An autist, unable to interpret visual input, tries to comprehend art": The Article


What is this? A sequel to Total Chaos?

>> No.3793514

>can't afford a mic
Is he american? You can literally buy a mic at fucking Dollar Tree, or go to Five Below (basically a dollar store aimed towards teenagers/twenty-somethings) and pick up a desktop mic for 5 bucks

>> No.3793517

More like afraind his voice sounds too childish.

>> No.3793525
File: 50 KB, 1191x670, raid_initialization_by_saican-d8fzjk6[1].jpg [View same] [iqdb] [saucenao] [google] [report]

some sort of hl/system shock clone


>> No.3793581

What are some Dark Souls-esque mods?
What are some Ni-oh-esque mods?

>> No.3793589

The thing is he seems to dislike the fact that Doom doesn't have clean cuts in their themes and scenery for each level, but that instead it goes from tech base to hell progressively and kinda slow, with E1 being mostly Tech base, then a mix of hell and tech-base in E2 and then pure hell in E3

He has a point though. Any pair of levels doesn't have any sort of aesthetic distinction especially in the first episode, but I think it's masked quite nice with the music that imo fits each level name perfectly

Also, it seems that for all the games he claims to play he seems to suck, is impatient and has no sense of direction or memory, as his main complaint is that he got constantly lost. And this is reflected in his critic as he constantly loses the focus of criticizing the game and starts to ramble about how cool he is and was

>> No.3793596

That doesn't look like something you're working on.

>> No.3793601

Honestly, just don't worry about it.
It's some literally who posted form some guy that you would've never heard of if it wasn't for that guy

Man, fuck that guy

>> No.3793607 [DELETED] 

It is SCREENSHOT Saturday, so any screenshot would fit.

>> No.3793608 [DELETED] 


>> No.3793612 [DELETED] 

Yes, it would. Otherwise it's not SCREENSHOT Saturday.

>> No.3793614 [DELETED] 


>> No.3793618 [DELETED] 

Look at this dood

>> No.3793626


This is incorrect, screenshot saturday has long been used for posting in-dev progress.
Try not to do it again.
Hope this helps!

>> No.3793629 [DELETED] 

Is it called "In-Development Project Screenshot Saturday? No.

>> No.3793632

So you're doing this intentionally. Thanks for letting us know!

>> No.3793637 [DELETED] 

Except this is doesn't really make sense, if one cannot post screenshots of whatever he's playing(/vr/ related in the case of this board). It should've been called something like WIP Wednesday or something.

>> No.3793641

But that is not what Screenshot Saturday is about nor has ever been about.

Screenshot Saturday has long been used by amateur gamedev circles, and thus already has a purpose applied to it, ignorance about its purpose only reflects ill on you.

>> No.3793642 [DELETED] 

the post which introduces screenshot saturday clearly says "what are you working on"

>> No.3793645 [DELETED] 
File: 3 KB, 759x494, hah.png [View same] [iqdb] [saucenao] [google] [report]

Pic related. Faggot

WIP Wednesday
This needs to be a thing

>> No.3793646

he played his hand

you know what to do

>> No.3793648 [DELETED] 

Oops, wrong image

>> No.3793651


note that the unique poster count had gone up when he had posted

>> No.3793654

do you really obsessively monitor the unique ip count?

>> No.3793657

4chanx marks new unique IPs.

>> No.3793658


>> No.3793659
File: 9 KB, 613x145, fucking hell.png [View same] [iqdb] [saucenao] [google] [report]

Here it fucking is

>> No.3793667

Hmm. Not sure how to feel about this. Maybe I had better start making a throwaway post at the start of each new thread.

Here is what?

>> No.3793671

Romero is streaming DoomDM right now

twitch(Dawt)teeve e/ theromero

>> No.3793674

>Here is what?
I posted the wrong image (a macro) and got the whole chain deleted. That's what I meant to post.

>> No.3793680

zdaemon gamma level

>> No.3793683 [DELETED] 


>Zdaemon DM
>No gameplay bullshit, just ol DM

Suck it Zandronum and its MEMEY complex sheit

>> No.3793686 [DELETED] 

>ywn have this much fun playing casual deathmatch

how many /doom/ers have quit deathmatch because of eric

>> No.3793702

every so often he does an incredibly accurate impression of the zandronum taunt sound. was he the original source of it?

>> No.3793706

>not calling it the HEHEEH sound

>> No.3793717
File: 2.86 MB, 640x360, Scurred Skeletongs.webm [View same] [iqdb] [saucenao] [google] [report]

Continuing my testing and playing of every map in Plutonia with my mod, I managed to get every revenant in this ambush into a corner somehow then spooped them all with the RL to get most of them deadified before they managed to recover and start firing back (they're not very smart so once they're scared and can't get out it's easy to pick them all off).

This is also probably why group recovery should be a thing.

>> No.3793726

It's actually ZDoom. Look at the scoreboard.

>> No.3793730

Out of all the people to get Zdoom netplay to work, of course it would be Romero.

>> No.3793739

sprite deathmatch is pretty shite anyway tbqh

>> No.3793740
File: 268 KB, 442x341, 5jGBb5Z.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3793742

Aside from Bratwurst, BDMonsters, and Colorful Hell, are there any enemy replacement mods out there?

Seems like such a seriously untapped niche, there's lots of gameplay mods but no monster replacement sets.

>> No.3793750


Agreed, I've been going on those forums for about a ten years, unchanged. Suddenly, ZDoom gets a new lead, and decides to autism up the forum topics. Great, thanks lads!

>> No.3793759

drla monsters
[sun]madcat's monsters

>> No.3793762
File: 52 KB, 502x593, how did my life lead up to this moment.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't imagine dealing with ZDF for 10 years. Everyone there makes me want to kill myself. Or maybe that's just me.

>> No.3793765

>projects are now cleanly divided into subforums

Y'all are weird.

>> No.3793771


they ZAND now

>> No.3793774

Honestly, the only thing there that makes me want to kill myself is Captain J's extra-cringewothy compiments

Agreed. How can basic organization be autistic?

>> No.3793780

Too bad this meme doesn't translate well to the non-gamedev threads. There are going to be misunderstandings, until it will actually be specified that it's not screenshot saturday, but wip projects screenshot saturday or something like that.

>> No.3793781

I dunno man, it's all too hugbox-y there for me. Leads to far too many autists who don't get slapped for being retarded.

>> No.3793782

which it does in the post

>> No.3793786

But that's what the post says?

>> No.3793789

Looks like it's not enough then.

>> No.3793791

What if we split this thread into several threads?

Posts about your projects needs to be in /DoomProjects/, posts about map recommendations goes in /DoomMaps/, screenshots that aren't your projects go in /DoomScreenshots/, posts about /Doom/ go in /DoomMeta/.

Just like that's stupid, this is stupid. Maps in one place, gameplay mods in another, graphic replacements in another, launchers and ports in another, and even another that doesn't fall into the already granular classification.

Now the only thing like what we had is the Active Topics section which is filled with people begging for graphics which used to be relegated to the Resources subforum.

A more optimal solution would be tag the threads for filtering or searching so you can have maps and gameplay mods and graphic replacements all in one place without the other things like launchers or requests.

>> No.3793792

Some people will just look for excuses to shit things up.

>> No.3793793

>let's split our already low traffic so every thread dies

>> No.3793794

It's just some dick trolling, it's not someone with a genuine lack of understanding. There's always someone doing it and egging on anyone that replies.

>> No.3793795

Why would I be trolling?

>> No.3793797

That won't work because /doom/'s userbase is small. It's why 8ch's doom community shat the bed at first, because they tried to split between 8v, 8vr, and their own /doom/ board and it fucking killed things there.

ZDoom's forum userbase is massive. Maaaaassive. All of the projects tied together in one forum means there is a LOT of overlap and things getting missed.

>> No.3793798


>> No.3793801

Considering the disaster that was the 8ch board, I find this to be a pretty wise post

>> No.3793802

J is a pure soul too good for this earth. I want to hug him and pat his head and fuck him in the ass

>> No.3793804


>> No.3793806

>co-op deathmatch
This sounds fun as fuck with friends

>> No.3793818



it would be worse and dead as Quake and Battlezone communities

IN fact

>Saturday WIP Screenshots(continues as it is)
>Sunday "What are you playing? Screenshots(Suggestions and maybe vents for a few old maps and projects)

second one being more as a suggestion spot for many wads or that no one knows it, or it were forgotten like D2XGOLD or the ugly and old Quake II TC

>> No.3793823


Dead in terms of lack of Communication

Battezone community is cracked already between BZ1Redux x Classic Bz1 x BZ2 mods

>> No.3793882
File: 764 KB, 1600x900, Screenshot_Heretic_20170211_010615.png [View same] [iqdb] [saucenao] [google] [report]

If the guy that made Trailblazer Nevermore addon is here: I've been able to consistently reproduce the crash (well, not crash, but game freezes completely) in the E2M2 of regular Heretic

IDK if it depends on player data or something, but I literally can not advance past the beginning stage of the level. Most often it freezes whenever a sabreclaw explodes, so there's something.

Here's a save with only Trailblazer and Nevermore loaded in, for GZDoom 2.3.2 stable release.


Pic semi-related.

>> No.3793905

Why do you sound underage?

>> No.3793915

what would heaven in doom be like?

>> No.3793920
File: 44 KB, 640x480, 1486850724.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3793926

>I don't think anyone would dispute that the levels in Doom and Quake are well made
That retard in the review did.

>> No.3793934

a cross between a Romero wad and...


>> No.3793936

Dark Forces came out like 4 years after Doom.
The levels in Doom are abstract, but that feeble minded lunatic >>3793308 here literally thinks that doom maps are copy pasted set pieces, because that's all he knows.
> if going nuts and autistically copy-pasting identikit corridors blah blah blah I'm a retard...
He's comparing tilesets to level design and that tells me enough to know that he has nothing worth hearing.

>> No.3793937

>what would heaven in doom be like?
Doom is heaven.
Doomguy couldn't be happier.

Some people vision of heaven, is slaughtering endless monsters in Hell.

>> No.3793943

See its like, I could have a challenging experience in one hand, and a BRERB in the other!

>> No.3793949
File: 9 KB, 640x399, temp.png [View same] [iqdb] [saucenao] [google] [report]

I already posted it last thread, but this is what my ENDOOM screen would've looked like without palette limitations. Painting a VICTORY2 screen atm, but I'm not showing that..

>> No.3793951
File: 9 KB, 640x400, temp2.png [View same] [iqdb] [saucenao] [google] [report]

instead you get this

>> No.3793953


>> No.3793958


>> No.3793965

I like >>3793949


>> No.3793968

WELL TOO BAD. The DOS palette doesn't allow for it.

>> No.3793980
File: 356 KB, 1600x900, IMG_2116.jpg [View same] [iqdb] [saucenao] [google] [report]


Copypastas make for nice placeholder text.

>> No.3793983

this is brilliant

>> No.3794034
File: 376 KB, 1280x960, 1486854522.png [View same] [iqdb] [saucenao] [google] [report]

Ambush at Deimos Refinery
e2m3cl.zip (157 KB, 2016-11-10) - Carlos Lastra

detailed and expansive E2 map. very good, difficult to find any fault with it, except one zdoomism that unfortunately keeps you out of the final secret area so only 5/6 is possible. highly recommended, reminded me of classics by the likes of Karthik Abrahim or Chris Hansen.

>> No.3794035
File: 417 KB, 1920x1080, Screenshot_Doom_20170212_071257.png [View same] [iqdb] [saucenao] [google] [report]

Here's a toilet.

>> No.3794041

there better be a secret bitch in that outhouse.

>> No.3794047

looks like aaliens garish palette imo. sorry you're stuck with it :/

>> No.3794065

you become a secret bitch as you enter it

>> No.3794087

That's alright. It's just for an exit screen 90% of people won't see anyway.

>> No.3794112
File: 198 KB, 636x636, 1486848158724.jpg [View same] [iqdb] [saucenao] [google] [report]

>The guy's recovering from some eye surgery right now
Wait, what? When?

>> No.3794119
File: 638 KB, 1024x576, Doom 64 Eye of the Storm.png [View same] [iqdb] [saucenao] [google] [report]

What do you guys think is best?

Doom having a rock inspired soundtrack ala the original doom and doom II?


Or the more dark ambient shit like in Doom 64?


My personal opinion is the ambient stuff, but then again I love my space spooks.

>> No.3794138

Anybody got that SO YOU WANNA PLAY SOME BLOOD picture? I've already played all the episodes and death wish.

>> No.3794169

Ambient for sure. Minimalist noise makes everything more brutal and every point of damage carry more weight. As if things are more meaningfully nearer to life and death.

Recently i have been mapping and playing doom to synthwave and thats a fitting alternative to metal sounds. Blasting synthwave to doom after playing hotline miami is a great way to kick quicksaving habits. The rush of carrying through the game to pertubator is too exciting to ruin the flow scumming

>> No.3794176

Rock inspired for listening outside the game, but I love the ambient sounds from 64. Really takes the game to another level the original doom can't even match.

>> No.3794204

>Karthik Abrahim
Who? A quick search on Google and even /idgames brings up nothing.

>> No.3794212

Is there a way to quickly create a set of sequentially tagged linedefs in GZDoombuilder? I'm making 10 "raise floor" actions and need each to have its own tag, does anything like this exist?

>> No.3794224

nvm found it, for anyone curious: use ">=n" in the tag box when selecting multiple sectors where n is the start of the tag sequence

>> No.3794251
File: 284 KB, 725x1131, pfhor_score_by_lukedenby-d3arfjw[1].jpg [View same] [iqdb] [saucenao] [google] [report]

I'm probably going to get shit on for this, but:

Does anyone know of any WADs that are either ports of any of the Marathon games, or just have similar gameplay?

As far as retro-fps games go, the only 2.5d shooters I've played have been the Marathon trilogy and a couple of TCs through Aleph One. Well, I've finally gotten fed up with the terrible mouselook, so I figured I'd give Doom 1 a shot.

I like it, but it's just not scratching the itch. The gameplay in Doom is slower than Marathon -- the Security Officer in Marathon hauls ass, and when you jump off a ledge it's more like a fast glide.

The firefights are also less complex. I don't need to reload in Doom, whereas Marathon has clip-sizes (and no reload button) -- it sounds awful but it works great in creating tension. Alt-fire is great too, not just with the player's weapons, but many Phfor also had different ranged attacks (the Trooper's hitscan burst of bullets and grenades; the Juggernaut's homing missiles and barrage of fireballs; the Cyborg's bouncing grenades and flamethrower). Lastly, some of the enemies died in different ways: cyborgs, juggernauts, and hunters (if killed with energy weapons) would explode, which added some strategy in firefights.

I don't miss the level design of Marathon at all, which I hated (despite maybe the sheer size of some of the levels). In fact, I prefer Doom's much more: straightforward and intuitive, albeit a bit cramped. It's the fast, rushing, dodge-&-kite-heavy combat and fancy extras that I miss.

Any suggestions? Would Duke or Shadow Warrior be more up my alley?

>> No.3794269


>> No.3794290
File: 698 KB, 2560x1600, ancient-aliens.jpg [View same] [iqdb] [saucenao] [google] [report]

To either Yholl or Shivers: you guys planning to release the new Final Doomer weapon packs together, or each one separately?

>> No.3794293

Play Samsara, use the Security Officer.

>> No.3794295


I don't think they browse here, try asking that i the project thread.

>> No.3794312

>I don't think they browse here, try asking that i the project thread.
I'm fairly sure at the very least Yholl does.

>> No.3794314

I'm still waiting for that guy who was making the SO into a standalone thing.

>> No.3794329

is there anything fun to load with hdoom?
the sprites are nice but not enough to make want to fap

>> No.3794331
File: 596 KB, 1313x370, problem.png [View same] [iqdb] [saucenao] [google] [report]

I'm new to mapping and this happened. How do I fix this?

>> No.3794337

try to define upper texture

>> No.3794341

Didn't make a difference.

>> No.3794360

Yholl does, think Shivers pops in sometimes?

>> No.3794376

That sounds cool.

>> No.3794401

Is that an engine bug related to the water sector or something?

>> No.3794417

It looks like it may have something to do with ceiling heights. Did you check, if they are equal or not?

>> No.3794449
File: 14 KB, 320x200, THIRDDIVISION.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3794457
File: 528 KB, 960x540, Screenshot_Doom_20170211_220541.png [View same] [iqdb] [saucenao] [google] [report]

I'm an idiot. The water control sector had the wrong ceiling height, so I fixed it.

>> No.3794472
File: 61 KB, 531x532, 1704.png [View same] [iqdb] [saucenao] [google] [report]

man, /v/ dipshitters went far on reporting someone who bitches about their shitpost here on /vr/

15 min ban

Could someone please make an spriteset out of this for GZD?

i tried but there's no forward and back walking sprites

>> No.3794476

can't, there's no forward and back walking sprites

>> No.3794481 [DELETED] 
File: 441 KB, 1366x768, Screenshot_Doom_20160729_093436.png [View same] [iqdb] [saucenao] [google] [report]

>Ancient Aliens
>Marathon Monsters

A lot more fitting desu

>> No.3794508


>> No.3794510
File: 394 KB, 1366x768, Screenshot_Doom_20170211_215744.png [View same] [iqdb] [saucenao] [google] [report]

Why wait? Just get Samsara and the Marathon Monsters WAD and call it a day. Have issues dual wielding the shotties for whatever reason though.

Looks good with Ancient Aliens.

>> No.3794514

I still don't have a link to the monster wad. Is it on TSPG?

>> No.3794532

Looks exactly like what I wanted. Thanks, dawg!

Any other WADs or games that feature a lack of hitscan enemies in favor of melee and projectile foes?

>> No.3794536


Oops, forgot I just named it marathon monsters and took outconflicting bits or something in Slade to use it for samsara. The WAD itself is from above tho.

Just in case: http://www.mediafire.com/file/inqdoagd9m8e5sb/Marathon_Monsters.wad

>> No.3794548

Thanks mate.

>> No.3794559

What are some good Megawads WITHOUT death exits? Don't want to lose my progress in certain gameplay mods.

>> No.3794628
File: 254 KB, 1366x768, 57A3137A06526E9237D443D85593E4A35713B751[1].jpg [View same] [iqdb] [saucenao] [google] [report]

jeez how horrifying

>> No.3794637

Game Looks Good

>> No.3794642

>those filters

>> No.3794643
File: 269 KB, 1366x768, 7421D8C725B7EA3D836C589BBD38ED6FC5FEE771[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>how would you like your techworld, sir?
>just throw in some misaligned textures that doesn't fit whatsoever
>say no more

>> No.3794648
File: 2.20 MB, 420x220, what.gif [View same] [iqdb] [saucenao] [google] [report]

But why

>> No.3794651
File: 341 KB, 1366x768, CE76698B0F0DFC285A9A0A6F442F7B264A23AC29[1].jpg [View same] [iqdb] [saucenao] [google] [report]

"modding was a mistake" -john carmack

>> No.3794654
File: 254 KB, 1366x768, 86E098E4B3F2143E0053D801FEC61C585764FF2E[1].jpg [View same] [iqdb] [saucenao] [google] [report]

"the road to hell starts with good intentions"

>> No.3794662


Good Lord that is absurdly goofy looking. This is why I prefer it when mappers keep their detailing within vanilla limits

>> No.3794667


>> No.3794673

>death exits
>lose progress

Its not really lost progress if its intended to work that way.

I do wish PrBoom+ had MAPINFO support, though, so that death exits wouldn't be needed anymore.

>> No.3794679

Not that guy, but it really fucks up shit like D4T and other mods. Any mod balanced around a 32 map progression gets fucked with that.
I've still used them.

>> No.3794680

That's the case if you're playing vanilla, but it sucks to lose my completion bonuses and weapon upgrades in D4T, when it takes a while to get them.

>> No.3794684

D4T is entirely manageable with pistol starting on any level set.

The stuff you bring over just completely shits on everything as the player completely outgrows the enemies with a few proper upgrades

>SSG upgrades just trivializes everything

>> No.3794687

So are mods like D4T not good with episode length mapsets?

>> No.3794689

I suppose but I like my fookin upgrades.
Depends on how much the mod "grows" and the rate that it does. D4T, as the above guy said, isn't as growth dependent but you still lose your shit.

>> No.3794731

I love my upgrades too.

But honestly the only heartbreaker is losing the Gauss Cannon.
I love that gun, it's so good

>> No.3794832
File: 998 KB, 1280x720, Plutonia.webm [View same] [iqdb] [saucenao] [google] [report]

Fell asleep at my computer, haev webm

>> No.3794918
File: 33 KB, 600x725, 1469225417944.png [View same] [iqdb] [saucenao] [google] [report]

Why does prboom drop framerate so badly when I play in windowed mode?

>> No.3794926

What wad?

>> No.3794953

>the only thing i can read out of all this is "virgin blood"
it's perfect.

>> No.3794962

sorry it turns out i've been misreading his name for years, it is in fact Karthik Abhiram.

>> No.3794969


Lorem Ipsum can get sodomized and face-fucked.

>> No.3794972

What zdoomism?

>> No.3794981
File: 70 KB, 1918x1180, 1486892495.png [View same] [iqdb] [saucenao] [google] [report]

linedef 2597 (type 123 SR lower fast lift) is missing its tag, so you can't get up to the secret door with a couple of boxes of rockets behind it.

>> No.3795000
File: 237 KB, 600x300, ancient-aliens-1[1].png [View same] [iqdb] [saucenao] [google] [report]

>just finished Cities of the Damned: Apocalypse
>contemplating what to play next
>tie between Ancient Aliens for the first time, or figuring out how to get the music to work in BloodCM
>music I listen to starts talking about ancient aliens.

Doom it is.

How did you guys dig BloodCM by the way?

>> No.3795075

Not ZDoomism, just sloppy mapping, no?

>> No.3795081

same thing.

zdoomisms are bugs caused by sloppy mapping and insufficient testing (i.e. only testing on zdoom-based ports).

>> No.3795143


theres no way to jury rig the sprites to do a foward and back walking sprites?

>> No.3795157
File: 186 KB, 856x480, Screenshot_Doom_20170212_115711.png [View same] [iqdb] [saucenao] [google] [report]

This is strangely entertaining

>> No.3795174
File: 40 KB, 370x321, 1485301558336.gif [View same] [iqdb] [saucenao] [google] [report]

If you're looking for Marathon gameplay, I don't see why you don't just play Marathon. While AlpehOne may be a weak engine, there's nothing stopping you from making your own custom scenarios. Making maps and texturing them is easy, and if you get really into it, you can pull off some pretty cool stuff. Marathon could definitely use some more custom content. I would make maps myself but fucking Weland wont run on my PC anymore for some reason and apparently I'm the only one with this issue

>> No.3795183

>I don't see why you don't just play Marathon

>> No.3795187

Well, I was playing Marathon way before I was playing Doom, so I'm used to it. I personally don't have any issues with it

>> No.3795192

>I'm used to it
I'm afraid the rest of /doom/ isn't.

>> No.3795240
File: 500 KB, 500x291, wait for it.gif [View same] [iqdb] [saucenao] [google] [report]

I've been to this site before sometime in the past. I think at the time I thought it was somewhat interesting.

But now after reading more on that site all I can say is... what the fuck is wrong with this guy? Why are people like this allowed to exist? Can I show him how huge his guts are?

>> No.3795278

>Can I show him how huge his guts are?

>> No.3795314
File: 8 KB, 351x68, sponic.jpg [View same] [iqdb] [saucenao] [google] [report]

>"An autist, unable to interpret visual input, tries to comprehend art": The Article


>> No.3795334 [DELETED] 

Epic sonic autism meme bro! I'm going to post this on /r/cringeanarchy for the sweet karma!

>> No.3795337

Sonic is a nice looking game though, ignoring actual gameplay

>> No.3795342

simbly e/b/in

>> No.3795349

Since the Quake download link is crossed out on the guide, where do I download it at?

>> No.3795358

Quake pastebin (2016-06-22) has a download of it.

>> No.3795371


>> No.3795393

trying to read the article now, but it's such a wall of text i keep losing my place.

>> No.3795425

Sonic isn't autism, but you can't say that the presence of hardcore wall of text debates about Sonic as art doesn't raise some bright red photosensitivity-triggering autist flags, especially taken alongside all of the other shit on that guy's page.

>> No.3795426 [DELETED] 

>Sonic isn't autism
hi CSonicGo how are you doing

>> No.3795428

I had to google that and apparently it's some guy from ZDoom Forums? I don't go on Autism Central, anon.

>> No.3795431 [DELETED] 
File: 266 KB, 500x368, shitter shatter.gif [View same] [iqdb] [saucenao] [google] [report]

>resorts to namedropping when faced with opinions conflicting /v/ narratives

>> No.3795470


In what kind of refrigerator from the 60s are you trying to play Doom?

>> No.3795480

it could be win10, some other retro games have issues with windowed mode but i don't remember the issue and i ain't gonna google "win10 windowed framerate" for anon

>> No.3795485

if he's using old prboom which is still sdl1.2 then he could try switching to prboom-plus which uses sdl2.

>> No.3795486


>ZDoom Forums
>Autism Central

>> No.3795504

It is though, not even that guy but holy christ is it bad sometimes. Personally I blame overmoderation and the general age of the place. It's like a 35 year old man who had helicopter parents and never left his mom's house.

>> No.3795509

Granted, Weasel is a shitty moderator, but in no way is it as hogboxy as anon claimed yesterday.

Then again, >opinions

>> No.3795513

>It's like a 35 year old man who had helicopter parents and never left his mom's house.
do you think /doom/ is any more grown-up, mature, and worldly?

>> No.3795517
File: 1.73 MB, 367x234, fire ball.gif [View same] [iqdb] [saucenao] [google] [report]

what was it?

>> No.3795518

Well I wouldn't necessarily call it a tumblr-style hugbox but you sure can't really express yourself freely unless the popular users are bandwagoning your opinion.
We're more like a 25 year old who moved out and has no friends, but at least has some self respect and perspective.

>> No.3795520

/v/ meme, don't worry about it

>> No.3795523

yes because we can say nigger

>> No.3795529

He claimed anon was csonicgo just because he mentioned Sonic. Jesus fuck, that joke doesn't even make sense!

wew lad

>> No.3795534
File: 23 KB, 168x132, krizalid7.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3795541

>go through the X-rated folder on the Idarchives FTP server
>A Morte, a WAD for Hexen is in there
>checking the forums entry, there does not seem to be anything that would make it x-rated

Anyone know why?

>> No.3795543
File: 509 KB, 612x637, Tana Mongaloid.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3795548
File: 270 KB, 1366x768, 18174075102839177216_screenshots_20161226222857_1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

iirc, it had some naked girls in there. maybe even a wang or two.


it's like slaughtifed mandrills ass & removed it's limits

>> No.3795578

>forum that is the origin of Voltanians, Ceeb, Sgt Mark and an unchecked population of furries, bronies and sonic fanartists
>not autismal

>> No.3795581 [DELETED] 
File: 38 KB, 663x122, DUDE CRINGE LMAO XDDD.png [View same] [iqdb] [saucenao] [google] [report]

You have to go back.

>> No.3795585

what mod?

>> No.3795586

not to nitpick but i think mark came from zandronum not zdoom

>> No.3795594
File: 436 KB, 640x480, BTSXE1.jpg [View same] [iqdb] [saucenao] [google] [report]

Niggers, can we all agree that this right here is 100% tittays?

>> No.3795595


>Horde of cacodemons while in a small cage
>Punch Out with a baron through a small cage with one fireball of health
>Cylinder of faux revenants
>Pitch black hallways of black imps with fast fireballs

>> No.3795601

The splash screen? Yeah, that's some top notch title art.

>> No.3795605

not so fond of complete repaint jobs, prefer wads that still "look like doom" over 100% new textures/palette. the map layouts are top notch though, very enjoyable to explore.

>> No.3795607

huh i think i subconsciously took "top notch" from your post! sorry about that.

>> No.3795608
File: 180 KB, 683x775, fleshcrystal3.png [View same] [iqdb] [saucenao] [google] [report]

So I've ran into some issues on my map...

How the fuck do I make keys obey monster logic while trying to make the key teleport? UDMF.

>> No.3795615

That's okay, you can have it. It's a public domain phrase.

>> No.3795620

That's one of the things I really liked about it, it has a very fresh aesthetic, and a nicely consistent one.

I like color a lot.

>> No.3795628

I mean if you wanna get REALLY hacky you could use some kind of custom actor on a conveyor that turns into the key when it sees the player.

>> No.3795648

Yeah, that's not happening.

For an idea of what I need, go to going down's "demonology" map, That's done in BOOM. Tried to make sense of it, but the voodoo doesn't explain how the keys themselves move.

>> No.3795660

Hmm, I could crack open the map but you've probably already done that.

>> No.3795674

I have; I may have overlooked something. They have what appears to be scroll/carry floors, but they seem to function diffrently because the ones currently being used for my monster teleporters are -not- working.

>> No.3795714

I cannot find any tutorials for making silent teleport elevators anywhere.

Does anyone here in /vr/ know how to make a silent teleport elevator? I want the player to rise upwards and then teleport to a new rising elevator and enter an open area.

>> No.3795725

What map format are you using?

>> No.3795727
File: 170 KB, 1920x1080, eduke32 2017-02-12 22-32-59-00.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3795729

>just started map making
>realized how tedious it is
>realize you'll never be as good as skillsaw etc.
>realize even if you did it would appeal to a very very small niche group of people, and you wouldn't even make money. Nor could you truly enjoy playing your own maps because you know everything about it.

Life is suffering.

>> No.3795734


I understand that I might need to do something with z-teleport things, but I'm not sure what.

>> No.3795736

>realize you'll never be as good as skillsaw etc
Frankly the only think skillsaw is really good at is making everything look amazing. Gameplay-wise I find him very hit or miss. You can reach his level of encounter design relatively quickly.

>> No.3795741

So wait, if you're using UDMF, why do you need to do this kind of thing? Why not just use a portal at the elevator entrance and have the whole elevator in another spot? Even if you want to rise from a tunnel into an open area, you can do that with a line portal.

>> No.3795745

>making everything look amazing
thats what I meant, that's the part I struggle with, Everything else comes to me pretty easily.

>> No.3795746

make gameplay mods instead then, you get more effective noticable results faster, it's more gratifying to change every imp fireball to a random colour or whatever

>> No.3795748

That's really more a matter of opinion. I prefer more minimalistic detailing to the kind of autisic shit that is common in maps these days. Just make your areas and stuff, then play them, and just add more to them until they look good. You don't need 20 trillion linedefs to have good use of space and colors.

>> No.3795751

At least standard BD has something vaguely resembling coherence. This is just random "survivalist" shit.

>> No.3795752

Are you trying to make it "escape" or what? If yes, here's my ugly attempt to do so in UDMF. There may be some unnecessary tags\checkboxes as I'm not very familiar with UDMF format.
http://puu dot sh/u0hgk/d28fa9347c.wad

>> No.3795753

fair enough man, the main thing that I really enjoy doing in map making is creating puzzles and gimmicks.

It's just sad because I make them and they're neat, but everything just looks so plain.

>> No.3795761

I know that feel man, trust me. It took me forever to make this damned thing https://www.dropbox.com/s/wyf8q35cdofkk7i/Castle%20of%20NoFun.wad?dl=0 look even remotely passable by my own relatively low standards. All I can say is, keep adding stuff if it looks too bare. Use more geometry if more colors would look wrong, otherwise vary the textures and see what happens.

>> No.3795764


>> No.3795769

pffft, wget handled it fine.

% wget --content-disposition "https://www.dropbox.com/s/wyf8q35cdofkk7i/Castle%20of%20NoFun.wad?dl=0"
2017-02-12 21:08:50 (3.97 MB/s) - ‘Castle of NoFun.wad’ saved [752005/752005]

>> No.3795778

I honestly don't think it matters. It has feminine features, more so than any monster in the damned game, so it's at least understandable, and nothing to sperg over.

That said, it makes MORE sense to refer to it as "it", but I find myself doing both. Like KILL IT, or KILL THE CUNT.

Now if someone was referring to good old Cybie as girl THEN I'd get pissed.

>> No.3795787

>implying everyone should use Wget
wew lad

>> No.3795789

this word has truly lost its meaning

>> No.3795791

I'm new to UDMF, in fact this is the first time mapping for a long time so I'm trying to teach myself all the new features.

I seriously had no idea line portals existed.

>> No.3795794

Oh, well, now you do. Go make the most non-euclidean geometry possible, it's fun as fuck.

Hope that helped with your problem.

>> No.3795802

how am I sperging over it?

I just find it strange how nobody seems to be familiar with monsters with anything other than bulky, cumbersome body types and anything remotely resembling a slimmer one is classified as female, which is stupid.

>> No.3795805

yes and you also missed the fact that i had to use a relatively obscure command line option to get it to save the right filename. americans don't understand irony.

>> No.3795808

You're sperging over it because literally no one who isn't a sperg would care. Let people do what they want.

>> No.3795816

>make offnote comment on thing I notice people keep doing
damn, you're dense.

>> No.3795817
File: 1.04 MB, 1280x1024, crystals yo.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to make it look so that the player "breaks" off part of the blue crystal and takes it to the blue card switch; then making it look like the crystal-card is being shoved into the mechanism and being used to fuel the plasma cells and plasma gun.

Not sure which way I should angle this one. Will post the other 2 crystals in a moment. Need this one and 1-2 more for the spawn zone. hopefully yellow or red looking crystals.

>> No.3795819

>still sperging
Just stop.

>> No.3795821

Disregard the "other 2 post", they're in that shot.

>> No.3795824

and you're dense, and an idiot, so we both ail from something.

>> No.3795825

>implying I'm even that guy
I really hope the janitor gets here soon.

>> No.3795827

Trying to make a teleport trap and whenever I alert monsters they all just kill eachother instead of walking to the teleport what's going on ?

>> No.3795828

>not that guy
there's no way you're this oblivious

>> No.3795829

Put a tiny square of teleport lines around the center of each monster so they teleport instantly when activated.

>> No.3795830

we're all just waiting for you to realize how infinitely more spergy you're coming off as.

>> No.3795832

It's not strange at all, the usual shape for everything is a bulky mass, even Doomguy doesn't have wrists he's so swollen, and then there's a lithe body. It's feminine in comparison, even its fighting style which isn't bashing your head in and is instead sort of a support class.

Is it strange to assume all the demons are male, or that there's even a gender for these hell beasts that apparently don't reproduce through sex? No, it's not strange given our society and what we associate with masculinity and femininity, but it is stupid.

>> No.3795834

>http://puu dot sh/u0hgk/d28fa9347c.wad
DL link appears to be broken

>> No.3795837
File: 246 KB, 1398x808, womancubus.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying the demons don't reproduce through sex

It's probably something like those fucking dragon age broodmother things where the demons have their own basic selected female on a per-species basis which then is used solely for breeding purposes.

pic related

>> No.3795840

I don't want to think about that.

>> No.3795841

>I'm trying to make it look so that the player "breaks" off part of the blue crystal
I can understand this part but everything else sounds like complete nonsense that would also require more than just screwing around with map geometry and setting up lines and sectors.

>> No.3795842
File: 255 KB, 1920x1054, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

the thought scheme seems to be
>if it's a defense/aid unit, it's female
>if it's a unit spawner, it's female
>if it emits high pitched sounds of any kind, it's female
>if it so much as deviates from the standard bodyshape, it's female

thing is, it doesn't even begin to make any sense in a game like Doom in any case, or any Id shooter for that matter, because none of the monsters have any defined genders. any type of discussion about that is meaningless because we literally have no clue.

>> No.3795845

thanks it worked, but some of them still fight eachother when they teleport in.

>> No.3795850

Which I will do when the time comes; but I just need to know the "teleport" and "move" parts for now.

>> No.3795851

Maybe space them apart more, they'll infight if they end up hitting each other at all. Not much more that can be done. I usually use traps of single species of monsters because of this.

>> No.3795854

Let's get to the crux of the matter:

Would you fuck the summoner?

>> No.3795860

>it doesn't even begin to make any sense in a game like Doom in any case, or any Id shooter for that matter, because none of the monsters have any defined genders

the only exception I can think of would be the iron maidens from quake, which are literally stroggified human females, so I guess that's out of the question.

>> No.3795863


>> No.3795867
File: 41 KB, 338x255, 1413500131998.png [View same] [iqdb] [saucenao] [google] [report]

>turns out browser opens that .wad with UDMF map as text file
OK, I will zip other files like that next time. You can save that... "file" as .WAD and load it up in your ZDoom.

>> No.3795868
File: 27 KB, 399x320, wolf-3d-cartoon-nazis_2.jpg [View same] [iqdb] [saucenao] [google] [report]

>or any Id shooter for that matter, because none of the monsters have any defined genders

>> No.3795871

but those are human males, anon

>> No.3795876

wolf3d's enemies would fall in the same category as
the only monsters in the game are gendered since they are literally experiments on people

>> No.3795898

it's all pure conjecture. the human brain automatically picks up on certain traits and assigns them to specific gender behavior.

Thing is in sci-fi there is no lead on whether, say, what the established sexes of an alien race are, unless it's explicitly mentioned. in *some* cases, it seems to be the case that some specific traits (be it body types, voice types, or type of behavior) aren't specificically attached to one sex, because what we could officially consider as female behavior isn't necessarily what they would consider as female in their context.

since monsters in Doom have no official word on behalf of their creators on what their sex is, we're left in the dark about it, so we're left with basic rudimentary clues and nods to physiology and audial cues, like the baron of hell or the cyberdemon, or the summoner in doom 4.
then we venture down to the really bizarre shit like the lost souls or the cacodemons, where there's no grounds to base a quick deduction on, so we leave it to whatever the fuck people desire them to be. you're not supposed to categorize them as 'officially' female or male, but you do anyways, because that's what our brain tells us to do.

sorry if this is too wordy, I just felt like taking a stab at the topic because I've never discussed it before

>> No.3795915

Spider Mastermind in both old and nuDoom is female, also Mother Demon from Doom64

>> No.3795918

>>3795898 (me)
I type in all this shit and I forget to say I agree with the notion that there is positively nothing that leads to think that the summoner is female outside of the shrieks it leaves out.

I mean, wasn't the archvile already tall and lanky, somewhat curvy and moved really quickly and resurrected monsters? the only thing to point out was how its screams sounded like they came from a male, even though its death SFX is literally a the distortioned scream of a little girl screaming WHYYYYYYYYY.

>> No.3795926

>Spider Mastermind in both old and nuDoom is female, also Mother Demon from Doom64

>>the thought scheme seems to be
>>if it's a unit spawner, it's female
>>if it emits high pitched sounds of any kind, it's female

>> No.3795927
File: 284 KB, 408x722, SUMMONER_2.png [View same] [iqdb] [saucenao] [google] [report]

Nothing? It's got a skirt and "hips" and a thighgap to die for.

>> No.3795929

Have a nice day.

>> No.3795930

those are wings

>> No.3795931

not him but I really don't see it.

>> No.3795932

You can't critique my shitposts.

>> No.3795936

>Spider Mastermind in both old and nuDoom is female
Where is this stated, other than the quick Arachnotron joke from the manual?

>> No.3795949

and how many male creatures yield spawn of any sort?
also yes
it's androgynous enough for me

>> No.3795950

your shitpost gave me a boner

>> No.3795960

>and how many male creatures yield spawn of any sort?
allow me to counter your theory with another theory, and a bad one at that, that I read in one of the forums I used to frequent:

it assured that pain elementals used their arms to take a hold of cacodemons by their horns, and humped them repeatedly in one of their holes, resulting in the elemental getting pregnant with [official number of lost souls PEs in the doom engine could shoot].

... don't ask.

>> No.3795964

what about the lost souls in doom 3? the very first one you fight is a female head

>> No.3795969

alright so what do you guys think of this shit


>> No.3795972

Those fall under modified humans though don't they? They're just human heads with jet engines.

>> No.3795976


are we at /aco/ or /vr/?

>> No.3795979

I feel like this could be not bullshit and I want to believe it but there's three points to consider
>we don't know if the remainder of the lost souls are female or male in nature
>we don't know if they're human heads or just deformed hell faces from fuck knows where
>their screams don't sound very female ish
otherwise an interesting point

>> No.3795984

I don't know but I really really wonder where the fuck the janitor is.

>> No.3795987

I just got warned for mocking cringeposters so...

>> No.3795996

I don't see any post breaking the rules.

unless you're this guy
in which case, I would advise not to for your own sake.

>> No.3796006
File: 120 KB, 900x658, dead_cacodemon_colored_by_natan77-d307llu.jpg [View same] [iqdb] [saucenao] [google] [report]

Help I want to play DRLA with Doom RPG but I don't know how to compile the github stuff from the latter

>> No.3796012

arguing is not against the ruled, dumbass

enemies are neat, bosses are meh, music is spoopy, weapons are cool, maps are awful, sprites are cool

good for something made in a single month and proof for why you should not make a tc in a single month

>> No.3796018

oh no, a string of ontopic discussion posts

better delete that 75% influx of current traffic so the thread dies for the next two hours

>> No.3796020
File: 180 KB, 628x720, Doviculus.jpg [View same] [iqdb] [saucenao] [google] [report]

All I'm seeing is a mix between pic related and a hammerhead shark.

>> No.3796028

sperg harder

>> No.3796106
File: 1.10 MB, 1280x1024, Screenshot_Doom_20170212_184256.png [View same] [iqdb] [saucenao] [google] [report]

Ah, right. Thanks. I'll use this later.

>> No.3796109
File: 4 KB, 300x57, image.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw stuck in a rock tunnel between two hellknights with only a chainsaw

did i miss something? i used all my bullets on the horde of zombies, then found the saw in a pit in some lava, then i met these hellknights with about 5 bullets and a melee weapon.

close call? too fucking close if you ask me

>> No.3796113
File: 7 KB, 189x198, 1468020730057.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3796116

There's like 150 or 200 bullets in the hell knights' arena so you can kill them.

>> No.3796123

that must have been past the hellknights, because i didn't see it. i retreated and they followed, i lured one all the way through the tunnel, ran back, found the other one blocking my way, turned round, the first was now back in the tunnel, i was stuck between them, i died. i was frustrated because i had no ammo so i quit and now here we are.

>> No.3796124

you have to download the doomrpg launcher as well

>> No.3796127

Yeah you've gotta be more aggressive. Run into the arena with them. There's enough ammo to kill them and enough space to maneuver.
There used to be 3.

>> No.3796130
File: 103 KB, 1024x768, pirates.jpg [View same] [iqdb] [saucenao] [google] [report]

Why is Pirate Doom so fucking dark? I keep messing with the contrast and brightness but I just can't see anything

>> No.3796139
File: 2.95 MB, 640x360, How 2 nofun.webm [View same] [iqdb] [saucenao] [google] [report]

Like this

>> No.3796149

cool, that chaingun in the pillar would have changed things completely i suspect. thanks for the demonstration.

>> No.3796152

No prob, it is completable even without it though, you just have to grab the CG from the chaingunner firing at you. The rest of the map is also pretty hard too, so quicksave a lot. This was originally an end-of-episode map for the first episode of a semi-megawad.

>> No.3796179

which is the best way to play shadow warrior? apperantly redux is kinda shit?

>> No.3796187

There is nothing wrong with Redux except that it costs money on Steam.

>> No.3796190

i had some issues with savegames with it last time i tried it tho

>> No.3796198

One of the expansions on Redux crashed to desktop with no error for me.

But it was good overall

>> No.3796279

You have an eyepatch and you're having issues adjusting to the light

>> No.3796283

That'd be an annoying mod where you see a giant black circle on the left side of the monito---


>> No.3796353

Not him, but I don't see the problem with 1024x768

>> No.3796363

get the original flies, dosbox.

>> No.3796376

It's okay.
Better than a lot of the other offerings in the contest, pales in comparison to a lot of other TCs.

Not an offensive way to spend an afternoon, but you won't be replaying it ever again.

>> No.3796383


>> No.3796387

If anyone else is hyped about Starship Troopers, there's a game from 05

>> No.3796389

Kill all Unreal Engine remakes with fire

>> No.3796390
File: 80 KB, 562x511, 1473541799418.png [View same] [iqdb] [saucenao] [google] [report]

>That pinky ragdoll

>> No.3796391


>> No.3796396
File: 61 KB, 926x654, 1478653298997.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3796401

This is a joke right

>> No.3796404

>Looks like complete shit
>Can't see a damn thing through the unrealistic realism effects
>Nazi doge avatar
>Enemies menacingly float to you
Dude needs to hang himself pronto

>> No.3796405


>> No.3796409

great timing finding this thread
i want to know the cheapest device that doom can run on

>> No.3796410
File: 887 KB, 320x240, D!ZONECD.webm [View same] [iqdb] [saucenao] [google] [report]

someone post that french d!zone box cover

>> No.3796412
File: 1020 KB, 842x480, PBR Shaders.png [View same] [iqdb] [saucenao] [google] [report]

Did he run a photo of his own shit through a normal map filter, what the fuck is his through process here?

>> No.3796416


I think I'm blind

>> No.3796420

iPod Nano 1st gen goes for $40 on Amazon, not including shipping. So that's the computer and a screen and a controller after you install Rockbox which will let you run GBA Doom and maybe a Linux port of Doom, not much info for such an old device.

>> No.3796426
File: 165 KB, 800x946, dzone.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3796470

I picked up the latest kindle fire when it went on sale for $33, but i had to buy that d touch and a bluetooth keyboard with an actual escape key to make it halfway playable and there's no mouse support. so fuck that

>> No.3796473
File: 114 KB, 683x665, fleshcrystal4.png [View same] [iqdb] [saucenao] [google] [report]

Anybody got those convenient pulse-strobe lights? I need them for the map.

This should hopefully be one of the last few things I need, the rest is polishing up the middle section and then starting on the end.

>> No.3796523
File: 24 KB, 960x949, 1479844030859.jpg [View same] [iqdb] [saucenao] [google] [report]

>that fucking pinky ragdoll

>> No.3796548
File: 141 KB, 629x755, 1347067696264.jpg [View same] [iqdb] [saucenao] [google] [report]

made me rewatch, can't believe I almost missed that
>opens door again, still bouncing

>> No.3796573
File: 167 KB, 800x940, 1469725597632[1].jpg [View same] [iqdb] [saucenao] [google] [report]

close enough

>> No.3796587

>i want to know the cheapest device that doom can run on

>> No.3796596 [DELETED] 

shouldnt all these stories about "john romero's son designed a game" specify that it is literally his wife's son

>> No.3796612

Literally anything that has compareable or more power than ye olde '486

le ebin maymay, lad. Have a (you)

>> No.3796671

>his wife's son
you mean stepson???

>> No.3796690

>he still haven't fixed up the shotgun

>> No.3796740


Psht, what needs to be fixed is that excuse you dare to call a face, junior. Just look at that damn genuine MASTERPIECE!

Eat your butt out, Crysis!

>> No.3796748

>thinks it has any ground to call out shit memes

>> No.3796774



>> No.3796783
File: 13 KB, 312x295, (You).png [View same] [iqdb] [saucenao] [google] [report]



>> No.3796786


>> No.3796796
File: 2.96 MB, 1280x720, Improved Caco Dodges.webm [View same] [iqdb] [saucenao] [google] [report]

Welp, among other things I managed to improve Cacodemon charge and dodge animations, add the ability for groups of enemies to recover from fear more rapidly (as well as having Hell Knights and Barons cause fear recovery), fixed a lot soul bug thing and got through a few more levels of plutonia. Next should be more graphical stuff, mainly some gore and mabe shell ejections, as well as a proper M_DOOM and name for the mod.

Working name is Egregore, since it's a pretty occult-y term and describes the kind of crude group-ai I've put into the enemies.

>> No.3796812
File: 163 KB, 413x451, c83.png [View same] [iqdb] [saucenao] [google] [report]

there is literally everything wrong with this

>> No.3796814

Will the death of bosses cause a mass panic in enemies?

>> No.3796818

Considering it maxes out the meters of every enemy that can feel fear (barons, cacos, demons, knights, imps, mancubi, pain elementals, revenants, and spectres once I figure out a cool special fear for them) yeah it should have some fun effects. Anything Archvile and above or possessed doesn't feel fear though. The humans are supposed to be basically lobotomized so they're not really capable of it, and archviles/cybers/masterminds are a bit too high-tier for that.

>> No.3796823

This changes everything

>> No.3796825

I'd say to exclude the barons from it; they do tend to have the marbfaces like the 'viles do, so they're clearly very important in hell's heirarchy

>> No.3796828

We'll see. Barons take a lot to scare and recover very quickly. They also have the highest chance to ignore fear (all enemies have some non-zero chance to nor enter fear and recover 25-50% of their... courage I guess? They get their shit 25-50% back together). I may make it so that the cybie and his ugly-ass sister constantly radiate huge anti-fear so nothing can be scared anywhere near them period, and if I do I'll definitely be keeping barons on the fear list.

>> No.3796850

funnily enough there is another work-in-progress mod with a very similar name.


just thought you might be interested to know. i'm not the author, i don't care whether you keep the name or change it.

>> No.3796851
File: 2.72 MB, 230x173, SPOOKY CHOKE.gif [View same] [iqdb] [saucenao] [google] [report]

>Playing Doom 64 late at night.
>Eyes are heavy.
>Need to quit and go to bed but staying awake to finish level.
>Kill enemies in immediate area.
>Busy figuring out a puzzle.
>Only now does the ambiance set in without any monsters distracting me.
>Legit get spooked.
>Keep stopping to look around my room thinking I heard something.
>Contemplate just saving and shutting off the game now but manage to beat the level before doing so.
>Now posting this.
Welp, i'm off to bed now. Can't wait for the nightmares to set in.

>> No.3796854

Thanks for telling me. I think I'll keep the name (if I decide on it) just because there's no way anyone would mix that up with mine. Plus I hardly ever release outside the chans, so there's that.

Anyhow, 3am, fug.

>> No.3796858

I suppose it technically works but I can't not think of egregore as always being a separate entity formed from thoughts.

Got Pandemonium, Hysteria, Bedlam, Delirium

>> No.3796865

I thought that name sounded familiar, there's a wad I have named "egregor1". Close.

>> No.3796876
File: 2.82 MB, 640x360, pinkytantrum.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3796881
File: 569 KB, 162x152, 1469574284348.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3796884
File: 44 KB, 542x675, INTENSE CHOMPING.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3796887
File: 10 KB, 400x400, BD11HOTPINK.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3796895
File: 671 KB, 600x450, [mein leben intensifies].webm [View same] [iqdb] [saucenao] [google] [report]

Reminds me of that Super Wolfenstein HD game

>> No.3796907
File: 27 KB, 386x530, 1473793695992.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh my god I am dying

>> No.3796910

it took three loops of this video to realise the guy thrashing around on the floor had a knife in his face -- at first it appeared he was smoking a pipe

>> No.3796919

Is there at least dozen decent levels out of the entire thousand of them?

>> No.3796954

what the fuck is this
it's amazing


>> No.3796964

Voxelstein. A Wolfenstein-like demo of a few levels, with destructible environment.

>> No.3796965

Those aren't voxels

>> No.3796967

Literally just spelled out the name for you. It was something shat out from a game jam of sorts.

Voxelstein is a different game.

>> No.3797007


>> No.3797021


Ahahaha the Shotgun isn't a proper shotgun at all; it's a burst-fire weapon that quickly fires 7 shots on the pull of a trigger, then "reloads" while the pumping animation plays.

>> No.3797076
File: 483 KB, 500x213, put on sunglasses.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw "modern realistic game engines"

>> No.3797116

Has any madman gone through and reviewed all of these, or maximum doom maps?

>> No.3797138

Bound to be, it's just maps from the internet, often without dehacked patches.

>> No.3797178

There is, but I'm guessing it would look like shit and to do a not-shit job of it would require a lot of time. Time no one wants to give.

>> No.3797180


>> No.3797208
File: 881 KB, 1920x1080, Screenshot_Doom_20170213_142155.png [View same] [iqdb] [saucenao] [google] [report]

I can't belive for how long i've been waiting for this to work

bonus: performace gains

>> No.3797210

are those blocky models or actual voxels?
they can pitch rotate now? could they before?

>> No.3797218

these are models created by converting the voxels

there's no PITCHFROMMOMENTUM in voxeldef
like there is in modeldef

now that voxels can be converted, they can do everything models can! don't quote me on voxel monsters, tho

>> No.3797224
File: 8 KB, 1272x106, soundquestion.png [View same] [iqdb] [saucenao] [google] [report]

I asked this in a previous thread and didn't get a response.

>> No.3797240

Voxelstein is different, but also neat. Super Wolfenstein HD is a joke game made for some gamejam. It's pretty fun though. Completely stupid.

>> No.3797241

check that your sound's volume is at the same level as the one you are replacing

>> No.3797263

Does that mean making the OGG itself louder (it sounds fine outside of the game), or is there something I need to set in Slade for it to play at the same volume as other sounds?

>> No.3797352

what went so right, bros?

>> No.3797359
File: 4 KB, 132x146, tumblr_me6ok28rHp1qzpfito3_250.jpg [View same] [iqdb] [saucenao] [google] [report]

>those detailed 3d-like landscapes
>seeing vanilla 2d sprites against them

not throwing shit ofc, but that's kinda funny to me for some reason

>> No.3797362

I'm not a huge fan of the gameplay or visuals, but the soundtrack is some sweet shit.

>> No.3797363

Sounds themselves withing the sound files

>> No.3797374
File: 85 KB, 640x480, puppy_photos_53-640x480.jpg [View same] [iqdb] [saucenao] [google] [report]

Wasn't there a mod that used this as a weapon?

>> No.3797409

There's a dog collar in doom rpg

>> No.3797413


>> No.3797523
File: 25 KB, 400x400, 1486789498679.jpg [View same] [iqdb] [saucenao] [google] [report]

Post some good looking retro and wad huds. I need inspiration.

>> No.3797525
File: 4 KB, 320x32, STBAR.png [View same] [iqdb] [saucenao] [google] [report]

Look at 80s car interiors imo.

Some early work from Kenneth Scott.

>> No.3797526

is there any way to make quake stop autoswapping when you run out of ammo?

as in if you hit 0 shotgun shells, itll remain on the shotgun model, and you can freely swap between other weapons that dont have ammo either

>> No.3797528
File: 4 KB, 320x32, STBAR.png [View same] [iqdb] [saucenao] [google] [report]

And then his work in HacX. I think it's the same character from NEWFACE.

>> No.3797553

What's the best way to play through each of the Marathons?

Is there any way/plugin to make mouse controls in Aleph One not suck?

>> No.3797556
File: 41 KB, 480x360, 37482-Rising_Zan_-_The_Samurai_Gunman_[U]-2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3797558

>What's the best way to play through each of the Marathons
pewpewpew at everything with both the normal firing mode and the alternate mode of a gun at the same time for optimal results, play them in sequence
>Is there any way/plugin to make mouse controls in Aleph One not suck?
if you came in fresh from a doom sourceport, well, you're shit out of luck

>> No.3797560


The problem with A1 mouse is that it always moves at the same speed, no matter how fast/slow you move the mouse itself. Mouse acceleration only makes it wonkier.

>> No.3797563
File: 10 KB, 157x224, 1486956084113.jpg [View same] [iqdb] [saucenao] [google] [report]

So due to reasons with my pc the only game I can play right now is zdoom. Any recs on megawads to play until I fix my PC?

>> No.3797572

Grab GZDoomBuilder and start mapping.

>> No.3797576


Maybe skip the first three, this will last you.

>> No.3797580

It's not quite a megawad, but Chainworm Kommando is good and something you probably haven't already played.

>> No.3797582

All the Chex, HacX, Freedoom, Adventures of Square.

>> No.3797596
File: 39 KB, 450x338, Darkwatch Curse of the West.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3797598

>Hud all over the screen

Ugh... No.

>> No.3797601
File: 9 KB, 256x224, Hyper Iria (J).png [View same] [iqdb] [saucenao] [google] [report]

Neil is the enemy health.

>> No.3797602

Has there ever been a playable, competent, Nintendo franchise-themed mod other than Metroid Dreadnought?

>> No.3797604
File: 11 KB, 256x224, hyper5.png [View same] [iqdb] [saucenao] [google] [report]


There was a Zelda one with Moogles year ago, it was alright from what I remember.

>> No.3797606
File: 493 KB, 1280x720, freedoom-phase2-0.10_02.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3797612
File: 35 KB, 640x480, Doom64.jpg [View same] [iqdb] [saucenao] [google] [report]

The ideal hud to be honest with you, apart from the faded opacity. 3 numbers, and they're big.

>> No.3797615

>no face

>> No.3797617

Hell Yeah, more room for Gun.

>> No.3797620

you're a lame person i dont want to see you in these threads ever again

>> No.3797621
File: 54 KB, 640x448, Ghost in the Shell Standalone Complex.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3797624
File: 126 KB, 382x285, timesplitters-2-screenshot-8.jpg [View same] [iqdb] [saucenao] [google] [report]

The health and armor meters only appear when you take damage, maybe not a great feature for Doom.

>> No.3797625

Not a big fan of Chex but Adventures of Square is the shit.

>> No.3797626

Going to try and play Doom with a touchpad mouse. Wish me luck

>> No.3797636
File: 60 KB, 468x418, 1428940530529.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw trying to play Doom Foretold with Doom 2 Reloaded
Holy shit this thing is kicking my ass, not even in vanilla Doom/Doom 2 Nightmare runs I got fucked this hard.

>> No.3797648

>tfw no Timesplitters.wad

>> No.3797649
File: 112 KB, 837x526, newdoompal.jpg [View same] [iqdb] [saucenao] [google] [report]

Testing a palette.

Perhaps this sort of blue is bit overused...

>> No.3797652

looks good tho.

>> No.3797656
File: 281 KB, 1544x520, blues.jpg [View same] [iqdb] [saucenao] [google] [report]

I think it might work. All I did was alter hue of blue and saturate palette in general.

>> No.3797657

>Doom Foretold

>> No.3797659
File: 24 KB, 621x371, george lopez suffers a nasty bee sting.jpg [View same] [iqdb] [saucenao] [google] [report]

>Like bar hidden, comments disabled


>> No.3797671
File: 313 KB, 512x512, Dumb Hammer.png [View same] [iqdb] [saucenao] [google] [report]

Making dumb shapes when you don't have the focus to work on a specific project is pretty fun.

Check out this hammer head thing.

I could probably remake it and focus on the front bit octagon and the recessed area and make the recessed area really long and put a spring in it for visual interest.

Could make some rockets and ammo and stuff, those are pretty simple shapes that don't need much focused thinking.

>> No.3797684

yeah, meant death foretold

>> No.3797767

>mop is finally starting to overtake complex

About damned time. It's me, Doomguy, Buddy, from Phobos Anomaly!

>> No.3797774

Guess I found out what to make those fuckers do for Oom.

>> No.3797779

What is the prettiest/best looking/most aesthetically pleasing wad with vanilla textures?

>> No.3797782

Who else giggles like an idiot when they see sliding doom corpses?

>> No.3797785
File: 801 KB, 900x720, demonade.png [View same] [iqdb] [saucenao] [google] [report]

How would one go on to make a Doom tabletop game

Not necessarily an RPG, anything /tg/, card game, chess, Monopoly, Risk, anything.

>> No.3797793
File: 112 KB, 256x202, 1331427806787.png [View same] [iqdb] [saucenao] [google] [report]

rip off mario party

>> No.3797801

There was a board game released around the time Doom 3 came out, and there's apparently another coming "soon".

The former seemed like it required way more setup than it needed when you could just go play the actual game instead.

>> No.3797805
File: 183 KB, 512x439, facial.png [View same] [iqdb] [saucenao] [google] [report]

>DoomRL pen and paper RPG

>> No.3797818
File: 520 KB, 1280x720, Screenshot_Doom_20170213_190657.png [View same] [iqdb] [saucenao] [google] [report]

>level design
I can't fucking believe that this was a level pack sold for money.

>> No.3797839

Most of it ranges from adequate to pretty decent, with a few pretty good maps.

Habitat is one of the really bad maps.

>> No.3797847

>a level pack sold for money
It wasn't, it came with Plutonia.

And neither of them were originally intended to be commercially released.

>> No.3797848
File: 131 KB, 600x600, tumblr_olc4kzIsYR1r9khx4o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

>KelTec KSG-25
>has two really long magazine tubes allowing it to hold 20+20+1 12-Gauge shotgun shells

Bennellus have mercy!

>> No.3797850

I really don't know how that map made it into the final version, I mean damn my first maps were only marginally worse than Habitat.

>> No.3797857


>> No.3797858
File: 1.36 MB, 291x163, plutonia_level_32.gif [View same] [iqdb] [saucenao] [google] [report]

TNT was initially designed to just be released for free.
Plutonia was cobbled together by basically two guys (brothers Milo and Dario Casali) as part of the deal with iD, because they wanted another 32 level map pack to go with TNT

They used their shared mapping knowledge and aimed to make a mapset which would really challenge players who felt that the original games were too easy. While it's been surpassed when it comes to challenge, I still think it's a pretty good benchmark for how to make a challenging FPS campaign.

>> No.3797867

I think I misremembered "the authors also did things for Evilution" as "both WADs weren't intended to be officially released". My mistake.

>> No.3797880


Thanks. I've already begun stamping this problem out. Thankfully, the system I put in that lets you select what monster variants you can spawn also has a side benefit; bugtesting monsters is a lot less headache-inducing.

>> No.3797890

Make it like Halo where killing the big enemies makes smaller enemies cower.

>> No.3797910

is mop another fucked up nickname for marrub

seen a vid of some dude trying one, apparently they jam and are clunky

>> No.3797927

Say, can you also release a version that is not tied to Trailblazer and can be used with other (few) Heretic weapon mods?

>> No.3797941
File: 69 KB, 800x388, Grizzly Pump Action (Utilitarian).jpg [View same] [iqdb] [saucenao] [google] [report]

I guess just a pump-action with a detachable 5 or 6 round magazine would be a lot more practical and utilitarian.

Same speed as a regular pump but really fast reloads.

>> No.3797970

>is mop another fucked up nickname for marrub
Master Of Puppets.

>> No.3797998

Anyone else find it kinda awkward to switch weapons in classic fps's? Am i just retarded for using the keypad, and there's a better way?
I like the way serious sam did it desu

>> No.3798007
File: 401 KB, 1435x869, Weapons.jpg [View same] [iqdb] [saucenao] [google] [report]

You could just play D&D with guns and lots of demons.

Or you could start from the ground up, use the original damage values and hit points.
I imagine a hero-quest like co-op board game would be pretty cool. casual 1 shot with a dungeon master running the layout and encounters.

>> No.3798016

>can you also release a version that is not tied to Trailblazer
>and can be used with other (few) Heretic weapon mods?

You mean just the item behavior stuff and the new monsters? I'll think about it. Keep in mind some of the other Heretic mods change monsters too, though, which can cause problems if those mods expect specific monsters to have special pain states.

How many Heretic mods are there, though? You hardly ever hear about them. I made one; War of the Sidhe. There's WildWeasel's Heretic StyleMod. Problem is, that mod is actually broken in modern ZDoom; the roguelike-esque potion randomization doesn't work correctly.

Then there's FastHeretic, Descent into Heresy, Brutal Heretic RPG, and... nothing else comes to mind.

>> No.3798065

And yet this shitty port has better gameplay than NuShit. Imagine that

>> No.3798089
File: 1.38 MB, 4032x3024, image4.jpg [View same] [iqdb] [saucenao] [google] [report]

Decided to borrow my suitemate's toy gun and take some pix for potential mods. Do what you want with them.


also idk why the fuck imgur didnt upload them in order but w/e

>> No.3798105

New thread, and I forgot Valentine's Day is a thing.


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