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/vr/ - Retro Games

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3809501 No.3809501 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3803390

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.3809502


[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 ===

[2-18] Intermission E1M9 uploaded

[2-17] Vinesauce Doom Mapping Contest 2016 winners finally announced; WADs released for download

[2-16] Freedoom updated to v0.11

[2-15] /doom/ news archive now available!

[2-14] MetaDoom updated to 3.0

[2-12] Circle of Demons update

[2-12] Quake Injector now uses HTTPS, mandatory update required

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.3809507

first for cubeguy

>> No.3809512
File: 52 KB, 824x264, cube.jpg [View same] [iqdb] [saucenao] [google] [report]

and i forgot image

>> No.3809519

Yes. Spawn a smoke effect before player and translate it to his movement. Was done before numerous times.

Always made me curious. Isn't there a way to render a superwide image without a distortion?

>> No.3809520

He looks so fucking old.

>> No.3809527



I mean, I get it, but...why.

>> No.3809529
File: 40 KB, 640x480, Romero_head.png [View same] [iqdb] [saucenao] [google] [report]

John Romero talks Adventure Games, with the Back Seat Designers podcast


>> No.3809534

At first I thought it was mexican cartel pictures

>> No.3809542
File: 63 KB, 800x503, cs-1708-de_simpsons.jpg [View same] [iqdb] [saucenao] [google] [report]

Who /goldsource/ here?

>> No.3809554 [DELETED] 


>> No.3809560

Yeah because everyone like to be stuck on a board with underage fags. How new are you?

>> No.3809578
File: 277 KB, 728x522, 1480710359325.png [View same] [iqdb] [saucenao] [google] [report]

>in the near future
>source port of Blood was released about 2 years earlier
>you are now playing the Duke Nukem 3D TC for it

When will we be there?

>> No.3809579

>When will we be there?
In the near future, of course.

>> No.3809583


this is why i love /vr/' report button

>> No.3809596

>tfw making Quake 2 maps and tweet about it and they become my most popular tweets of all time

I had no idea this level of activity was achievable on twitter for Quake 2-mapping.

>> No.3809601

For Quake 2 maps of all things as well. Well ain't that good for you.

>> No.3809602

>you are now playing the Duke Nukem 3D TC for it
And every time it'll get mentioned some autist will start screaming that this TC is horrible and everybody who plays it is a retard.

>> No.3809607

Twitter has this idea to shit on everything I do by throttling it yet it did not include Quake 2 in that.

I can't wait for the throttling algorithm to update to return to being a nobody.

>> No.3809679 [DELETED] 


*hides thread*

>> No.3809681 [DELETED] 


*hides thread*

>> No.3809692
File: 70 KB, 1366x768, [Dooming intensifies].png [View same] [iqdb] [saucenao] [google] [report]

>He can't filter

>> No.3809698

I don't use Twitter, what's throttling?

>> No.3809705
File: 74 KB, 1280x800, put through a c64 converter.png [View same] [iqdb] [saucenao] [google] [report]

There's a theory on that a selection of one's Twitter followers may not be able to see some of their tweets even when others can clearly see them, based off how well they can spread a message because statistics and shit. So basically some social media fuckery.


>> No.3809752

kevin tho

>> No.3809754
File: 24 KB, 480x480, Kevin Visits This Thread.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3809760

It's to control who gets to sway other's opinions. Still in its early phase but will become more prominent on other platforms as well. Facebook being the most obvious one where you have to pay to get more views on your posts.

>> No.3809784

It doesn't. Just a control sector.

>> No.3809815
File: 316 KB, 680x529, 1482865288484.png [View same] [iqdb] [saucenao] [google] [report]

That's fucking disgusting if true.
W-Was /pol/ (potentially) right again?

>> No.3809821

Just look up the evidence. People get shadowbanned all the time and it's usually people on the side that twitter's management disagrees with. There's a very good reason that the left is becoming increasingly unpopular.

>> No.3809829

you know we HAVE the source code right

>> No.3809859

>There's a very good reason that the left is becoming increasingly unpopular
And they keep doubling down, regardless of the fact that they're basically shooting themselves in the foot with a rocket launcher.
Oh well.

>> No.3809879
File: 118 KB, 800x552, qstest2.jpg [View same] [iqdb] [saucenao] [google] [report]

nobody here gives a shit, post about hot devil kill thx

>> No.3809893


Anyone made a list of vanilla-compat megawads?

>> No.3809896
File: 1.12 MB, 1280x1024, Screenshot_Doom_20170219_131207.png [View same] [iqdb] [saucenao] [google] [report]

But seriously; how do these fuckers even work? In udmf.

In hexen format it says something about player walk overs; but that's clearly not happening because there's no voodoos, only MCSectors

It cannot be done!

>> No.3809897

Quake files link in the pastebin hangs at 0%.

Should I just torrent it?

>> No.3809901

calm down lefty

>> No.3809903

What effect are you looking for?

>> No.3809909

Polyobject use in general; be it sliding doors, spinning whatsits, or whatever other funky things.

>> No.3809920

I'mm figure it out and get back to you maybe

>> No.3809921

is there a megawad featuring Crash?

>> No.3809926

I assume Demon Eclipse could/would of been the first, had Eriance not abandoned it.

>> No.3809934

What's the most balanced difficulty for a first run through of Blood?

>> No.3809935
File: 142 KB, 326x322, chromosome bandit.png [View same] [iqdb] [saucenao] [google] [report]

>could/would of

>> No.3809938

https://zdoom.org/wiki/PolyObjects Ok honestly I just followed this and everything worked perfectly. It's really not that hard, you essentially just make whatever you want in another sector then anchor it to a part of the map using 2 objects, then you can make it slide and rotate and shit.

>> No.3809957

pot and kettle

>> No.3809975
File: 2 KB, 63x178, what in the shit.png [View same] [iqdb] [saucenao] [google] [report]

>map author makes water texture floor damaging without any visual indication that it actually damages you

>> No.3809980
File: 597 KB, 1920x1080, Screenshot_Doom_20170219_201444.png [View same] [iqdb] [saucenao] [google] [report]

jesus fucking christ..
hellbound is not a joke at all

>> No.3809981

Yeah I find it to be a bit much sometimes.

>> No.3809986

Just follow the Doom manual.

>If it looks fluid, beware!

>> No.3809987
File: 666 KB, 1920x1080, Screenshot_Doom_20170219_201631.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3809991
File: 32 KB, 306x487, babby.jpg [View same] [iqdb] [saucenao] [google] [report]

>mud floors
>-20% dmg

>> No.3810003
File: 2.10 MB, 200x150, 1475779646086.gif [View same] [iqdb] [saucenao] [google] [report]

>Water does 20% damage
>Lava does 5% damage

>> No.3810006
File: 262 KB, 1280x720, Screenshot_Doom_20170219_184552.png [View same] [iqdb] [saucenao] [google] [report]

Least favorite map of ancient aliens so far, found it very frustrating especially the room pictured.

>Finally finish it, load next map and see that it has 500+ monsters

...guess I'll continue this next week

>> No.3810013
File: 64 KB, 500x680, 1436846314313.jpg [View same] [iqdb] [saucenao] [google] [report]

>can't escape once fallen into damage dealing floor
>5% damage

>> No.3810026

I'm going to stop you right there as there's the issue of it auto-assigning Polyobj 270 on every map and being unable to assign new ones or remove that tag on ones that don't exist.

>> No.3810028

>everyone speaks of hellbound
>no hellground

>> No.3810042
File: 151 KB, 800x600, this aint no poly war.png [View same] [iqdb] [saucenao] [google] [report]

She don't fuckin' work captain. I'm givin' 'er all she's got and she don't fuckin' work.

If I wanted an outdated guide that didn't work then I'd always consult ZDoom wiki or anywhere but /vr/

>> No.3810045

One of the maps in the Highway to Hell alpha uses polyobjects for doors, I'd suggest looking how that anon did it and try reverse engineer it

>> No.3810051

It gets pretty rough at times. You'll notice a steep increase in monsters around the 20th level mark by the way.

>> No.3810052
File: 4 KB, 154x186, national plasma rifle association.png [View same] [iqdb] [saucenao] [google] [report]

Have you donated?

There's a raffle to win a brand new Plasma Rifle

>> No.3810054

is there anyway to convert a indexalpha sprite into a additive sprite?

>> No.3810056

Nigga just change the angle, it's not even hard.

>> No.3810060
File: 954 KB, 1280x1024, Screenshot_Doom_20170219_153402.png [View same] [iqdb] [saucenao] [google] [report]

You can stop fuckin' with me at ANY time bud.

>> No.3810061

but I can't play the accordeon. why would I be interested in one?

>> No.3810063
File: 65 KB, 770x456, ss+(2017-02-19+at+03.38.25).png [View same] [iqdb] [saucenao] [google] [report]


>> No.3810067
File: 286 KB, 1280x720, Screenshot_Doom_20170219_203724.png [View same] [iqdb] [saucenao] [google] [report]

I mean this map, the front doors open sideways using polyobjects

>> No.3810068

Also I learned this in 10 minutes from the ZDoom wiki. It's really not that hard if you just read the guide and pay attention.

>> No.3810072

see: >>3810042
The guides are horribly outdated.

>> No.3810073
File: 27 KB, 950x214, tootsie-toy-dakota.jpg [View same] [iqdb] [saucenao] [google] [report]

The NPRA has training courses for Chainguns, Shotguns and Pistols as well.

>> No.3810076

Then how come my version worked perfectly on the first try when I had no idea what to do before reading the guide? It's possible you just missed something. Polyobjects have existed since Hexen. Any guide that isn't 20 years old isn't outdated.

>> No.3810089

Likely because you have actual mapping expertise?

>> No.3810091

Making literally one map ever that wasn't even good isn't mapping expertise.

>> No.3810095
File: 947 KB, 1280x1024, Screenshot_Doom_20170219_155843.png [View same] [iqdb] [saucenao] [google] [report]

Post your map and we'll be the judge of that.

Either or; I had to do something different; but whatever. The thing that's currently interesting however is the fact that these little extensions have no bottom/top texture. Guide didn't seem to cover those either.

>> No.3810108

Most polyobjects don't have that kind of texture by default. Once again I'm not an expert, so I've got no idea how to make that kind of thing work. I've also already posted the map several times in several threads. It doesn't matter how good it is anyway, don't shit talk the guides when they're perfectly fine.

>> No.3810110

>"I've also already posted the map several times in several threads."
We're on an anonymous imageboard. How are we supposed to know which one's yours?

>> No.3810115

Are you just trying to start an argument? I'm not biting. You fucked up and it was your own fault, then you fixed it. Get over yourself.

>> No.3810126
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]

>I'm trying to start an argument by asking which map is yours

>> No.3810138

>talk mad shit to a guy trying to help you
>not picking a fight
Not even that guy. Work on your tone.

>> No.3810141
File: 99 KB, 718x526, newdoompal.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh by the way, I released Disjunction, and it got to /idgames.


So for the anon who wanted to proxy-trash it with 0 star votes, now your chance.
I kinda deserve it for map10.

>> No.3810142
File: 84 KB, 1366x768, 2017-02-19_16-31-55.png [View same] [iqdb] [saucenao] [google] [report]

why is this allowed

>> No.3810149

What jokewads are worth playing?
Finished wooo3 so far

>> No.3810151

Mock 2: Speed of Stupid.

>> No.3810152


>> No.3810153


>> No.3810158

Why wouldn't it be allowed? Who are you to tell him "no"?

>> No.3810159

>Anon was cyber-roxxeted for great justice.

>> No.3810160


>> No.3810161

Adventures of Square

>> No.3810162

Anarchy at Briggs is a must-play:

>> No.3810169

holy shit, dude, you fucked up

get over it

>> No.3810182
File: 163 KB, 1920x1080, Screenshot_Doom_20170218_010124.png [View same] [iqdb] [saucenao] [google] [report]

These fuckin stages making me want to dig up keen1 again

>> No.3810207

What wad?
it only gets worse & mandrill ass

>> No.3810209

Why are you still going, then? Who are you trying to convince?

>> No.3810215
File: 20 KB, 1920x1080, Screenshot_Doom_20170219_143114.png [View same] [iqdb] [saucenao] [google] [report]

Whats up /doom/ its finally here: 3.wad
tribue to the best band ever. You should know what that means.

PS fuck McMurty!

>> No.3810219

speed of doom

>> No.3810220

Why is this 108MB?

>> No.3810224

Dolphin porn?

>> No.3810232

This is a strange wad. I haven't even tried to run it yet, just looking at the wad directory. You have map lumps mixed amongst graphics and lump names with spaces in them. PNAMES and TEXTURE1 are tiny so I guess that means it requires *ZDoom.

96065416 748 VERTEXES
96066164 168 WIA00801
96066332 168 WIA00800
96066500 1230 MAPINFO
96067730 3768 SEGS
96071498 324 SSECTORS
96071822 8856 HELP1
96080678 168 WIA00802
96080846 2240 NODES
96083086 168 WIA00700
96083254 168 WIA00300

>> No.3810236

E1M7 and E1M8 are empty

113985775 0 E1M7
113985775 0 THINGS
113985775 0 LINEDEFS
113985775 0 SIDEDEFS
113985775 0 VERTEXES
113985775 0 SECTORS
113985775 0 E1M8
113985775 0 THINGS
113985775 0 LINEDEFS
113985775 0 SIDEDEFS
113985775 0 VERTEXES
113985775 0 SECTORS

>> No.3810238

There's nothing to it. It's just repeating "3" textures. Garbage.

>> No.3810239

Yeah I'm not even going to try to run this. It just looks totally dodgy. Good luck to anyone more brave than me.

>> No.3810240

That actually gave me a chuckle

>> No.3810245


>> No.3810267

Doom: Rampage Edition 2, ladies and gentlemen.

>> No.3810281

I just downloaded GZDoom, unzipped it, started the exe. and it loaded up Doom 2. How did it do that without the Doom 2 .wad?

>> No.3810285

Do you have doom2.wad anywhere? Like via steam or something?

>> No.3810298

Oh I do have the gog version installed, that's probably it. Thanks.

>> No.3810302

It automatically detects Steam / GoG installs of DOOM.

>> No.3810329


Loved Ancient Aliens for how unique it was but towards the end I just wanted it over with.

>> No.3810343
File: 12 KB, 149x180, awful.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck are the new freedoom weapon sprites and why do they look so bad

>> No.3810369

I never thought it would actually come out.

>> No.3810370

Would it be best to wait for ZScript to come out in a stable build before learning it? I don't have too much modding experience.

>> No.3810371

your supposed to shoot the archviles and revenats from the pathway to that area

>> No.3810373


It's been out in stable builds for a while now.

>> No.3810379

Thought that was Grezzo 2 from the thumbnail.

>> No.3810396

shrug. more incentive to find a better weapon as quickly as possible?

in general the new freedoom seems like an improvement to me. i did think the new C1M1 sticks out due to its unique texture set, they need more maps in that style to fit in i guess.

>> No.3810404

Ah, sounded like it wouldn't be in stable yet. Still though, is it worth it learning it now, or should I wait for it to be updated some more, and get more documentation, or is it pretty smooth sailing right now?

>> No.3810408

>Mock 2: Speed of Stupid.
my favorite part about that wad is all the purposefully misaligned textures

>> No.3810410

You might as well start now, like that you'll be ready when SBARINFO gets replaced (Let's face it, SBARINFO is shit).

>> No.3810431

Yeah the new maps and enemy sprites are good but all the weapons except for the plasma rifle and the fists look like a png of a guy holding a toy gun

>> No.3810480

>download it
>check new weapons
>they're literally tracing shit from eriguns.wad now
Why not just use ALL of eriguns.wad instead?

>> No.3810492

You are aware that Eriance willingly donated those sprites, right?

>> No.3810497

Then the point is actually strengthened. Why not just use eriguns.wad? Why even bother with the other shit that looks terrible when you have incredibly good looking alternatives? Why make shitty edits to sprites that look better without them?

The people making Freedoom are retarded.

>> No.3810503


Dopefish killed you? What wad is this?

>> No.3810513

>Why not just use eriguns.wad?
Because Sodaholic kept shilling his retarded weapon sprites

>> No.3810519

You know I always think to myself "I should contribute to open-source projects" but then I see shit like this.

>> No.3810528

I think it's one of d2twid's secret levels

>> No.3810538

You should post this as a new bug report on their github. Title: "please use eriguns.wad unmodified", contents "Why not just use eriguns.wad? Why even bother with the other shit that looks terrible when you have incredibly good looking alternatives? Why make bad edits to sprites that look better without them?"

>> No.3810542

...but edit out the swearing (I missed one)

>> No.3810545

The non-edited eriguns.wad sprites are really nice but i liked the old freedoom pistol better

>> No.3810546

I would but my github is actually liked to my IRL name, which could link it back here. If someone else wants to go for it though, they can be my guest. Someone needs to knock their stupid little sand castle down and give them some real perspective.

>> No.3810549
File: 30 KB, 225x224, 5098782+_7019ece5f5a91bafcc81be453ea0cfbe.png [View same] [iqdb] [saucenao] [google] [report]

Doom&assorted mods seems to be the only game that interests me nowadays. Everything else i lose interest in after 90 minutes.
Anyone else have this feel?

>> No.3810562

That's normal anon. The mainstream cancer has killed anything actually good; and the few things that spring up inbetween the cracks gets shitposted into oblivion because nobody knows what the fuck they're talking about, and it's a meme to shit upon it like the bandwagon it is.

Tl;DR: normies killed gaming.

>> No.3810565 [DELETED] 

You have to go back.

>> No.3810568

He's not wrong.

>> No.3810572

Hard not to agree with yourself.

>> No.3810573


I mostly play indie games and small budget games, now.
Spoopy Japanese RPG Maker games are still a regular treat I like to play.

>> No.3810580
File: 346 KB, 2685x521, Tanegashima.jpg [View same] [iqdb] [saucenao] [google] [report]

What if the JPCP BFG was something like this?


>> No.3810586

Wow, big man calling samefag. First week on 4chan buddy? I really wish they'd put IDs on this board so idiots like you would lose your only counter argument.

>> No.3810590 [DELETED] 

>i have to go back
No, I have to proceed forward.

I made map23 better. Replaces map01

>> No.3810591 [DELETED] 
File: 139 KB, 425x552, not even norton can protect you.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3810595
File: 3 KB, 698x1284, n8umjWj.png [View same] [iqdb] [saucenao] [google] [report]

Let's just skip to the end where I post this and you stop posting entirely.

>> No.3810596

To be fair, Doom has literally unlimited content, not many games can claim the same

>> No.3810597

hah fuck nevermind i forgot to fix the doors and everything.

>> No.3810602

Isn't >>3810591 the same edgelord we grilled yesterday?

>> No.3810603

Fuck if I know. I'm just gonna stop replying to him. I'm in recovery from a terrible shitposting addiction.

>> No.3810604


>> No.3810624
File: 48 KB, 466x601, cup drinking from a cup.jpg [View same] [iqdb] [saucenao] [google] [report]

A pretty simpleton statement & opinion senpai.

>> No.3810629


This is pretty much why I stick exclusively to indieshit and modding stuff.

>> No.3810635

Same here, I can get my FPS fix from Doom or its mods, and if a suitable mod doesn't exist I can probably make one. For other genres there are similar games.

>> No.3810648
File: 16 KB, 240x348, 1483142029563.gif [View same] [iqdb] [saucenao] [google] [report]

Come on guys, let's clean it up, for him.

He went to Hell for you sins.

>> No.3810649

You mean he went to hell to kill the physical incarnations of my sins so I could sin all I want right?

>> No.3810657

Anon, no.

Anon, you close that hentai folder right up.

>> No.3810692
File: 334 KB, 544x400, GET THIS FUCKING SPIDER OFF OF ME.gif [View same] [iqdb] [saucenao] [google] [report]

Well then I better keep on sinning shouldn't I?
Let me just unzip my pants

>> No.3810708
File: 40 KB, 256x256, splode.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3810716
File: 34 KB, 139x139, 1281081924464.gif [View same] [iqdb] [saucenao] [google] [report]

Make me faggot. I'm going to jack off to mancubi all day AND THERE'S NOTHING YOU CAN DO ABOUT IT!

>> No.3810721

>Make me faggot.

Your wish is my command.


Now you're one!

>> No.3810729

>implying he wasn't already one

>> No.3810743

Anon, we're posting on 4chan.

Being a faggot is mutually understood.

>> No.3810752

Just play it on well done ya little shit

>> No.3810764

Some guy got Doom playable with his Porsche.

>> No.3810812 [SPOILER] 
File: 1.73 MB, 1280x720, 1487563280533.gif [View same] [iqdb] [saucenao] [google] [report]

Nice try buddy. Here, have a complimentary soulsphere. I promise.

>> No.3810856
File: 716 KB, 512x512, 1416089701472.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3810915

So how much of this is real?

>> No.3810930

Why is every frontend for GZDoom such a giant piece of shit? I just want to be able to speed up the whole process of launching a mod+map. Fuck.

>> No.3810936

The Porsche is real.

>> No.3810953

I just don't even both with them and just do the tried and true "drag the wads onto a shortcut" method.

>> No.3810958

I've been doing that but the list of shit is getting unmanageable. I think I'll just make my own shitty frontend.

>> No.3810969
File: 178 KB, 1280x1024, i honestly just quit most of the time whenever i die.png [View same] [iqdb] [saucenao] [google] [report]

You don't know how it FEEEEELS:

>> No.3810972

I rename all my wads to their actual titles so I don't feel lost.

>> No.3810980

I've always thought to do a frontend that'd be similar to MAMEUI or QuickPlay but I'm unsure which language should do it in. And also general laziness too.

>> No.3810984
File: 750 KB, 1280x720, Screenshot_Doom_20170220_003938.png [View same] [iqdb] [saucenao] [google] [report]

So apparently I can't record with that shit win10 recorder anymore thanks m$ and OBS maxes my toaster's CPU. So here's a screenshot of be trying not to die on SoD MAP08. Turns out this map was really good for testing how fear recovery works in groups. The huge imp swarms barely seem to react even when you blow up huge numbers of them but when you get them alone they run like little bitches.

>> No.3810986

>don't feel lost
I feel lost after starting a wad

>> No.3810994
File: 733 B, 53x54, spr_asgore_face5_0.png [View same] [iqdb] [saucenao] [google] [report]


Are you me?

>> No.3811000
File: 112 KB, 1280x720, Screenshot_Doom_20170220_005241.png [View same] [iqdb] [saucenao] [google] [report]

As a follow up, holy fucking shit arachnotrons + mastermind + open areas = run for your damned life because one fuckup means you gonna die.

>> No.3811003

BIG SURPRISE if it runs windows, it can run Doom.

>> No.3811010
File: 250 KB, 600x473, 1379643002694.png [View same] [iqdb] [saucenao] [google] [report]

>whether or not blood/slime damages you varies from map to map

>> No.3811015


>> No.3811018

love the orange lighting on the first map, gr8 work

>> No.3811027
File: 31 KB, 404x463, Richter Saturn Outfit.png [View same] [iqdb] [saucenao] [google] [report]

I think this is the most complete castlevania doom mod that hasn't been abandoned before atleast implementing the core features.


Combine it with a gothic theme map pack and you're good to go.

It is kind of sad to see most of these abandoned.
Especially the castlevania mod for heretic since heretic has enemies obviously more suited to castlevania than doom does but, hey I take what I can get.

>> No.3811039

That depends.

You wanna play some co-op and get some of this shit achkstuahlly done?

>> No.3811042

>Hall & Oates' "You Make My Dreams Come True" plays as the two anons start playing Doom Coop together and slowly but surely having their friendship blossom along the way no homo

>> No.3811053

Sounds good comrade.

>> No.3811054

Shame it suffers from the same problem as GMOTA currently does: Subweapons are so good that it makes the melee weapon useless.

>> No.3811083

What are some good mods for the PSX levels?
Something that can still be difficult, even with the easier IWAD levels.

>> No.3811084

Revenant music video in the vein of YTPMV when?
bonus points if you're replacing all the lyrics and notes in an already skeletal song

>> No.3811093

Any recommendations for a game play mod that wont drop frames with ridiculous amount of particles, but add challenging enemies and balanced weaponry? Hopefully some bosses.

I really loved the idea of legendary monsters in complex doom, but it wasnt executed very well, that and the particles made my computer slowdown.

>> No.3811098 [DELETED] 

Complex would be better if the legendaries were actually legendary and not retardedly overpowered piles of shit. Bullet hell is cool and all but come on.

>> No.3811103

Complex would be better if the legendaries were actually legendary and not retardedly overpowered piles of shit. Bullet hell is cool and all but come on.

Also, you probably know, but Durla.

>> No.3811104

They were bullet sponges to the extreme who one hit you with rapid fire BFG

>> No.3811106

??? whats that?

>> No.3811109

>he doesn't know about DoomRL Arsenal
You poor soul. You've been force-fed that brutal doom garbage haven't you?

>> No.3811110


>> No.3811113

i have downloaded the Quake Injector and its says
"a java exeption has occured" what do i do?

>> No.3811114
File: 671 KB, 1920x1080, gzdoom 2016-10-20 02-17-53-45.png [View same] [iqdb] [saucenao] [google] [report]

DoomRL Arsenal?

'Balance' is a tricky thing to judge, but each class in the mod is great at something at least, so it's more a matter of quickly you can get some powerful equipment and zip through the map fine until you find a pack of Hungry or come across an enemy variant you've never seen before that fucks you up by virtue of surprise.

>> No.3811116

This. If nuID ever made a co-operative experience for Doom 2: Which hell on which earth?, i'd want it to be basically DoomRLA

>> No.3811134
File: 512 KB, 1505x996, fancy 3d everything.png [View same] [iqdb] [saucenao] [google] [report]

There's this one too:


>> No.3811138

>Straight up 2D->3D first person conversion


>> No.3811143

I just downloaded the latest Hideous Destructor and the latest GZDoom dev build, and I keep getting a message about deprecated fire whenever a fireball hits something. All that I'm loading with is doom2.wad, hd.pk7, and hdd1p.pk7. What am I missing here?

>> No.3811146
File: 173 KB, 1500x1500, 1483899544648.jpg [View same] [iqdb] [saucenao] [google] [report]

>replay quake 2 because why the fuck not, it's a blast

I guess it's still fun but fuck man

did they look at the first quake and said
>man, ranger's air control and movement are way too onpoint and precise
>the rocket launcher is way too useful
>the monsters could use some annoying hitscunts and redundancy
>the level geometry is way too slick and doesn't allow the player to get fucking stuck on it
>what is this muzzleflash bullshit you speak of
getting hit by anything is fucking frustrating

>> No.3811149

If Doom maps allowed for easier true 3D maps, I'd make a Metroidvania Doom mod that spans out in ALL directions.

>> No.3811150

Not everyone associates your lolrandom phrase with DoomRL Arsenal.

>> No.3811152
File: 673 KB, 509x584, image_1.png [View same] [iqdb] [saucenao] [google] [report]

>lolrandom phrase

>> No.3811157
File: 44 KB, 100x187, cap.png [View same] [iqdb] [saucenao] [google] [report]

>when it's the official jokey jargon used by yholl anyway

>> No.3811163

Quake 2 had nothing to do with the original Quake, they just put the name on it to sell more copies.

>> No.3811172
File: 18 KB, 800x600, Screenshot_Doom_20170220_033923.png [View same] [iqdb] [saucenao] [google] [report]

Working on a Doom 2 Intermission mod, primarily intended for OBLIGE generated mapsets. Early dev screenshot.

>> No.3811174


I thought the reason they did it was because they didn't want to come up with a new name after they discovered their first idea was already taken.

>> No.3811176

No; ID outright admitted "we don't know what the hell else to call it and we want it to sell, so just call it quake 2"

This like the Doom 1 intermission screens? I loved those. Wish doom 2 had them. Can you do some for popular megawads like yholl and co?

>> No.3811180

it's still unfun in any aspect.

accidentally walking in on anything is guaranteed damage, and grunt's sluggish, slow movement warrants you getting stuck on the nearest wall on your way to the door. nothing ever is strong enough to take anything out without risking your ass for a ~5 dmg nibble from some other source. I wish I could come up with a more in-depth description of the tedium I'm getting from playing this game right now but I can't muster up the dedication.

>> No.3811181

So what you're saying is you need to get good?

I played through it on very hard/nightmare first, anon. That's essentially masochism.

also his name is bitterman.

>> No.3811182
File: 18 KB, 800x600, Screenshot_Doom_20170220_053207.png [View same] [iqdb] [saucenao] [google] [report]

Another screenshot from a bit later in development. Finally fixed a wierd bug with spot placement, without sprites somehow placing on half pixels.

Yep, it is indeed that. Its is more abstract, so it would suit any regular 32map megawad.

>> No.3811185

Ah. Still, would love to see proper graphical world overview ones like Doom.

Or a mega-hub for Doom, but that's something that would require it's own sourceport.

>> No.3811186
File: 19 KB, 800x600, Screenshot_Doom_20170220_081230.png [View same] [iqdb] [saucenao] [google] [report]

One more screenshot, quite recent, added a graphic that shows up when you enter a Secret Level.

>> No.3811190

It was a proof of concept, Ideally real 3D levels would be built. Mostly focused on getting the weapons, dynamics and enemy animations down.

Its also fun building to the SOTN wall textures, gave a good arena to test the gameplay in.

>> No.3811191

Yeah, I thought about having actual drawn maps ala Doom 1, but they would only be usable on a single mapset, custom made.

Partly, I intended this mod to be freely remixable by anyone, so they can use this mod as a base to quickly create a custom made drawn map version for any campaign they want. Or just modify freely the abstract one to look different.

>> No.3811192

nah, more shit like mouse acceleration and, again, the shitty movement and lack of air control. also the redundancy in enemy types.

I never went 'this game is too hard because I keep on dying', it's just got some design choices I'd rather not stand, because they're not good choices in my view.

>> No.3811197
File: 30 KB, 424x345, tumblr_ncu72cW6yk1qhoxbwo1_500.jpg [View same] [iqdb] [saucenao] [google] [report]

>very hard/nightmare

>> No.3811202

You can stack multiple 3d floors

>> No.3811205

Yeah, but it's a pain.
I'll probably do it anyway, but makes me wish there was a better port to work with, even if it wasn't Doom.

>> No.3811210

I never want to experience that again.

I never found it hard because of the design choices. but that's just me.

The dogs can go fuck themselves, though.
>that ominous tapping whenever you enter a room
You KNOW that little shit is somewhere, but you don't want to trigger him before blowing his face off.
Fortunately most of the Quake 2 enemys are slow and/or have obvious tells/windups before they use their deadliest attacks.

Fortunately you can exploit

>> No.3811213

no, I mean that because it's always amazing when people claim to beat games in difficulties that don't exist

>> No.3811214
File: 48 KB, 640x480, 1377393520552.jpg [View same] [iqdb] [saucenao] [google] [report]

This looks very nice for tracking overall progression. Will this work with any typical 32-map megawad?

>> No.3811219
File: 131 KB, 880x209, chrome_2017-02-20_01-52-47.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3811220

>doesn't exist
I'll take that bait.
Hours of anguish says otherwise.
it's not initially available, beat game on hardest difficulty, then nightmare unlocks.

>> No.3811221

You can easily do that now with stacking sectors and portals.

With portals it is even easier than with sectors, as it is literally the same way Duke3D did that.

Add Metroid-style blast doors/hatches for ease of rendering and portalling multiple spaces together.

>> No.3811225

I guess I get where you're coming from. I'm of the idea that the beginning of the game is the easiest to manage by far, though. parasites are annoying shitters but they're always used sparingly. it's from unit five onwards that I have a gripe with, mostly because of things like my rockets being slow and having a retardedly small collision box, and the frankly boring overuse of gunners, berserkers and gladiators. most of the areas I revisit either have drones in them or a couple of surprise monsters spawned in for some reason and that becomes really tiring.

I probably came off as angrier than intended in my first post than I had any intention to be. it's not a bad game by any means, just kinda... eh, I don't know.

>> No.3811227

>it's not initially available, beat game on hardest difficulty, then nightmare unlocks.

>I played through it on very hard/nightmare first
at what point did you look it up on the internet

>> No.3811230

Yes it will. I'll still have to run some final tests before releasing it, but its almost complete.

>> No.3811250


record a demo and then record the demo with good old fraps

>> No.3811274

Where the hell are the breaks in Douk 3d's maps, aside from the really obvious ones?
Duke had some obvious doom-like map breaks; but others in the maps were practically seamless.

>> No.3811289

Fuck if I know? Shit memory, it betrays me all the time.

>> No.3811331


I don't know what are you talking about here.

Duke uses portals to make room-over-room and underwater sections - they physically exist in differnt sections of the map, but are connected via portalling and appear as a seamless space when viewed from within the game.

New (relatively) feature of the GZDoom allows to do exactly that. https://forum.zdoom.org/viewtopic.php?f=3&t=52118

>> No.3811342

not him but i knew about it but had no idea people were calling it that. how are you supposed to find these things out for yourself?

>> No.3811346

The people who would otherwise make a good frontend probably use a shell with tab-complete.

>> No.3811367

>>666 KB


>> No.3811406

Anyone know a good cs1.6 server?

>> No.3811450

do do do do do do

>> No.3811452

1.6 should be experienced in a 5vs5 team play setting. Goodluck!

>> No.3811461

>5vs5 team play setting
>not 16v16 in as_crazytank
It's like you hate fun.

>> No.3811463

Counter Strike isn't the game you play for fun though

>> No.3811534
File: 16 KB, 325x325, 1375329447888.jpg [View same] [iqdb] [saucenao] [google] [report]

>Wad has a very unfun level to slog through
>But the rest afterward is good and you can't believe they shat out a poor map like that

>> No.3811536

Any map maker can have a couple duds, but yeah it sure does feel good.

>> No.3811541

Guys, is there a good deathmatch server that hosts Laura Beyer's Doom?

>> No.3811546

Why's shadow warrior considered the least good of the build engine trilogy?

>> No.3811549

It's not Shadow Warrior that is, it's Redneck Rampage.

>> No.3811553

Redneck Rampage has some of the most infuriating level design, monsters and sporadic weapon balance. Even though I prefer the setting of RR, SW is still a better game overall.

>> No.3811558

Picking the worst of Duke, SW and Blood (the games you're referring to I assume) is like being given 3 high-value bills and being asked to get rid of the worst looking one. They're all really good in their own ways, but they all also have problems.

>> No.3811601

What map elements might you include to make a space seem less anthropomorphic, as if it was created by robot intelligence?

>> No.3811608

90 degree angles

>> No.3811643

And that's why Wolfeinstein 3D looks that way. Because Robo-Hitler.

>> No.3811650

All the other names they tried were either taken or shit. The ones that have been mentioned in public were "Wor", "Strogg", "Lock and Load" and just "Load". So, "Quake 2" it was!

>> No.3811672
File: 1.74 MB, 303x221, 1452114187069.gif [View same] [iqdb] [saucenao] [google] [report]

>reading around doomwiki
>Niconico exists because of DWANGO

>> No.3811681
File: 14 KB, 291x291, IMG_2905.jpg [View same] [iqdb] [saucenao] [google] [report]

What? Pffft, retard that's not true. I'm gonna look it up right now to see for mysel-

>With the advent of Quake came multiplayer across the Internet, and DWANGO, which had started to dwindle by late 1995, was all but dead after its release. It was formally shut down in most areas of the world in 1998. Its Japanese subsidiary, which had earlier been spun off into a separate corporation, survived however with an evolving mission statement. It now runs the popular Japanese video sharing site Niconico and owns game developer Spike Chunsoft. Nintendo acquired a 1.5% share of the company in late 2013.

>> No.3811693

>WotS exists because of Doom
Thank you based Carmack for this bounty of nippon steeru.

>> No.3811725 [DELETED] 

>doom babbies

>> No.3811739 [DELETED] 

Get the fuck off this board shitty casul ass fucktard poseur doom babbies.


>> No.3811757
File: 1.25 MB, 1286x748, ss+(2017-02-20+at+10.56.25).png [View same] [iqdb] [saucenao] [google] [report]

im still getting nowhere with this smoke shit

i really dont get why its not showing up right

>> No.3811760
File: 17 KB, 1600x1200, 1487617357.png [View same] [iqdb] [saucenao] [google] [report]


(source: udmx map06)

>> No.3811762

>quake with WWII weapons
>strafejumping with WWII weapons

oh yes

>> No.3811826

>idarchive will not host a WAD if it has commercial music
>yet it hosts Pirate Doom which has Highway to Hell playing in one of its levels

Was it ever explained why?

>> No.3811847

its a good wad brent

>> No.3811865

I remember Sabbat Martyr Deathmatch had an OGG instrumental of I Stand Alone by Godsmack and I remember another WAD that used stuff from the Matrix soundtrack, so I dunno what's up.

Also I checked the wad without playing it and it's not the full song, so I guess the maintainers thought it was kosher.

>> No.3811871


DUMP 2 also has a snippet of Smooth by Santana.

>> No.3811875

my guess would be the administrator didn't check the music or did but didn't recognise it as being from a commercial source (e.g. by never having heard it before), before approving the upload.

>> No.3812003

This is pretty fucking dumb.

>> No.3812025

haha, awkward as heck but the ending made up for it

>> No.3812039 [DELETED] 

Sergeant_Mark_IV did nothing wrong
Exit bag

>> No.3812040

Body Bag.

>> No.3812062

D4D is pretty boring

>> No.3812078
File: 501 KB, 460x609, 1367055510881.png [View same] [iqdb] [saucenao] [google] [report]

Why isn't SynthDoom.pk3 uploaded anywhere?

I want to add it as a recommendation to the mod I want to release, but it turns out that the only download link ever has been shared was on /vr/. Nowhere else. No one can find this gem like this.

I'm considering to upload it myself to moddb, Idgames and zdoom forums if the anon who made it won't do it. Its too good to be left forgotten like this.

>> No.3812090

Gib link

>> No.3812103

Sure. This is the only one that exists.

>> No.3812112

>playing Brutal Doom

>> No.3812121

I thought it didn't change monsters, and it just changed weapons? Is that the DoomRL monster pack in the image?

>> No.3812156

When I play heavy wads with lots of enemies, animated objects et on Zandronum/doom seeker I get extremely poor performance no matter the rendering, hardware, software, openGL. I'll have 200 fps , then as soon as theres lots of particles and enemies i'll drop as low as 30.

I have an r9 280x, and an fx 8350. At first I thought it was because AMD doesn't do well with OpenGL then I switched to hardware and it didn't help a whole lot. Anyone have any suggestions? Is it time I buy an i7 and Gtx 1070? I'd rather not if I could help it. Please any words of advice would be appreciated

>> No.3812160

It's not so much graphics that are an issue, it's processing. Every single entity is a separate actor, see.

>> No.3812161

sorry to add: This happens with mods like complex doom, even to an extent d4d.

>> No.3812162

>lots of enemies, animated objects
i'm afraid enemies and animated objects are all done on the CPU.

>> No.3812164

So are you saying my CPU just can't handle it? Would I get way better performance with an i7 or something? Or is this common for lots of people

>> No.3812168

fwiw zdoom 2.8.1 on a skylake i5 could handle russian overkill on nuts.wad playably, but the same map with brutal doom was a slideshow.

>> No.3812187

that map was tough yeah, but don't worry, the last 10 maps have some of the best ones.

>> No.3812208

Limitation with the api itself with draw calls
DirectX12 and Vulkan are the fix to this

>> No.3812258
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google] [report]

How complicated is Quake modding compared to Doom? Lately I've been having some ideas for a gameplay mod, but I don't know how difficult pulling it off could end up being.

>> No.3812269

I remember some anon made a Heretic version for NotS some threads ago.

>> No.3812303

so then i'm screwed untill a zdoomx exists? Unless theres some hidden Directx12 support for z& I dont know of?

>> No.3812315

How exactly do you setup a MAPINFO file for Heretic maps? I can't seem to find anything that works for it.

>> No.3812321


>> No.3812396

Is #vr worth using?

>> No.3812416
File: 62 KB, 671x665, 1485305160829.jpg [View same] [iqdb] [saucenao] [google] [report]

literally where is the ammo in map 4 of disjunction

>> No.3812419

so i'm not the only one dropping frames like a madman to occasionally near unplayable levels (at the very least unenjoyable) on these ridiculous wads with mods like complex?

>> No.3812436

Sure. Optimization and a better cpu can only go so far.
The new 40K game from the EYE devs has the same problem even on the best setups.

>> No.3812438
File: 306 KB, 707x1000, Chadsmarkers_Doomed.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm happy I'm not the only one who wants tanegashimas in JPCP.

>> No.3812457

Depends. When I was there, it wasn't very lively and they didn't talk about Doom or retro vidya at all.

>> No.3812463

As I recall (two or three years ago though - might've changed a lot since) it was 40-50% ZDoom/Zandronum, 40-50% general /v/ plus a bit of /b/ and /pol/. Not really to my interest but you might find it more to yours?

>> No.3812490


i poked my head in a while back and there was some guy named Balrog ranting about jews, so i left

>> No.3812512

Accessories to Murder is my favorite gameplay mod, while I don't like how the monsters look it's very balanced

Really don't like how every gameplay mod that comes out nowadays is geared for slaughterwads and shit

>> No.3812529

Yes, you might as well use it alongside its parent mod.

>> No.3812534
File: 90 KB, 409x461, actual height.png [View same] [iqdb] [saucenao] [google] [report]

Friendly reminder that Sgt. Shivers is pretty fucking based when it comes to making animations


>> No.3812557
File: 10 KB, 697x617, untittled.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3812567

What is this art style?
I'm thinking Samurai Jack but I'm bad at this

>> No.3812572

>I'm thinking Samurai Jack
You'd be right, it's pretty obvious being such a unique style

>> No.3812578

Been like 10+ years since i seen it so i wasnt sure

new season next month

>> No.3812586
File: 16 KB, 697x617, untiled.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3812621
File: 13 KB, 697x617, hehehe.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3812629


You are going to be very disappointed then.


If I told random people on the internet I made durla, who would know what the hell that is?
You should probably stop refering to things with weird names 99.9% of people won't understand.

>> No.3812660


>> No.3812673


Doom is significantly easier to mod because of ZDoom. It's so goddamn easy to do pretty much anything with it in about 5 minutes. I don't think there's really a Quake equivalent, or even anything close.

>> No.3812681
File: 447 KB, 265x288, 1479882671655.gif [View same] [iqdb] [saucenao] [google] [report]

Lots of slaughterwads are coming out, plus they're really popular, so it would only make sense

>> No.3812692

>plus they're really popular
not really

there's been a huge rising backlash against supposed "slaughtershit" lately

>> No.3812696

no, thats NAM

>> No.3812704

Fuck all this slaughtershit

>> No.3812706
File: 3 KB, 62x90, 8695.png [View same] [iqdb] [saucenao] [google] [report]

TheRailgunner is back. Expect progress on The Trooper and X-Weapon to start up again.

>> No.3812717

Nah, still hype, you guys always make great mods, a personal preference being absent won't change that.

>> No.3812725
File: 805 KB, 1280x1024, doom rabbit.png [View same] [iqdb] [saucenao] [google] [report]

fuck off megablast, dime is better anyway

>> No.3812729
File: 8 KB, 276x242, Zdl.png [View same] [iqdb] [saucenao] [google] [report]

I will never understand why people don't just use ZDL

>> No.3812772

Because it's utter trash in terms of speed compared to drag-dropping.

>> No.3812773



>> No.3812782

>Some tsuyo sound instead of Double Dragon HAH
Where is it from?
It sounds familiar

>> No.3812783

That's good to hear.
The JPCP stuff is a mixture of very high-tech guns, combined with tech-enhanced traditional anti-youkai weaponry.

Or at least it should be, that's what's planned. We're making BTSX at the moment.

>> No.3812787

Blaz's own voice, Marty recorded a lot of Blaz grunts and HYAHS a long ass time ago and I'm finally getting off my dead ass and implementing them

>> No.3812796

How strange, it really sounds like something else.

What other sounds will he make when doing uppercuts?
This is important because uppercuts is my favorite thing in GMOTA

>> No.3812798

I've got a pool of a fair amount of grunts and yells for Blaz thanks to Marty, and yeah I fucking love the uppercut too.

>> No.3812803

Why does Hideous Destructor marine sound like a woman/young boy and when did this happen?

>> No.3812807

>The JPCP stuff is a mixture of very high-tech guns, combined with tech-enhanced traditional anti-youkai weaponry

Hype train
No breaks

>> No.3812809
File: 1.53 MB, 512x512, 1485298038942.gif [View same] [iqdb] [saucenao] [google] [report]

>spelled it wrong no once but twice

>> No.3812812


Check the pronoun option in your player options.

>> No.3812837
File: 80 KB, 685x800, 6184644+_7c71ea47854b4f3b7973f6295fdc9fe4.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw GZDB corrupts your map and you lose an hour of work just as you were about to save

>> No.3812845

Save every 15 minutes?

>> No.3812851

I forgot.

>> No.3812862

is there any way to tell darkplaces which textures go to which model?

i have too many models here that both share the same names but have different images

>> No.3812869
File: 11 KB, 697x617, pinker.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3812890

Is prescale mouse movement just mouse acceleration?

>> No.3812893

Feels like it.

>> No.3812902

do the revenant and archvile

>> No.3812910

How do I get my automap to look like how it does when I'm not using the alternative HUD on ZDoom? I touched a setting somewhere and I miss being able to hit tab and see the monster/secret count.

>> No.3812926
File: 1.18 MB, 720x360, Bomber knight overhaul in progress.webm [View same] [iqdb] [saucenao] [google] [report]

Working on retooling the bomber knight a little I'm making their bombs destructable so if you can break them harmlessly if you attack them enough.

I also removed the pull of gravity on their long range bomb so they can actually be a threat at long range just like their original Hell Knight counterparts. I'm tempted to swap the bomb out for an axe, for variety sake and because I think axes are cool.

I'm also removing their martyr bombs they drop on death because those were really fucking annoying, damn, what was I thinking?

>> No.3812931

Hosting Zand (zandronum) junk. Consider it your sketchbook for mapping incase you wanted to try something new or experiment; but didn't want to make a full map; as a result maps do not need to be standard or even properly playable/completable; rather, it's your testing bed or sandbox. As a result, don't expect quality; that's not the point; it's to test things before putting them into action. Add onto existing maps or make your own.

>> No.3812935

Make the bomb spin as it flies, but bounce off of walls. Also after the first bounce apply gravity.

>> No.3812941
File: 1.63 MB, 720x360, Give that guy a pat on the back.webm [View same] [iqdb] [saucenao] [google] [report]

You're a goddamn genius, I love this, the best part is Blaz can block these with his shield

>> No.3812946
File: 2.90 MB, 480x270, Titlemap.webm [View same] [iqdb] [saucenao] [google] [report]

Thanks bruh.

I also finally got OBS to stop being such a piece of shit, so I might be able to maek webm again. This 480p piece of shit is my titlemap, and the only recording that didn't suck dick.

>> No.3812949

In Reelism, does anything special happen if you roll Dog Whistle/Dog Mode/Dogged?

>> No.3812953

Oh also if you're up to it you could make the bomb be tumbling forward mid-flight with full rotations. What you've got now is fine but I think that might look even better.

>> No.3812956

I'm working with the limited sprites I got, plus being able to see the fuse poking out at all angles will make damn sure the player knows it's a bomb spiraling towards their face.

>> No.3812957

now you are thinking with portals.

I remember there being a few ACS-based mods that allowed to create linedefs from within the game. Would that mean that proper portalgunning is possible now?

>> No.3812960

Yeah, thought so. I suppose for first-time comprehensibility the current way is better too.
I don't think you can actually make new linedefs with ACS, just change existing ones around a bit. If you made a specially-made level with a specially-made gun you might be able to have many surfaces able to turn into portals, but if you wanted full enemy AI compat and everything too (which essentially requires Eternity-style portals) I don't think it would be possible.

>> No.3812963

Are static portals we have now Ai-compatible?

>> No.3812965

The correct answer to that is: sort of. Enemies can path through them but sometimes if there are a lot of portals leading to where you are enemies can choose the wrong one. If you use them as intended (to make multi-level structures or non-euclidean geometry without going TOO nuts) they're definitely good enough. If you go nuts and have a room fold in on itself you might encounter problems.


Summon an imp on this and test it out, you'll see what I mean.

>> No.3812976
File: 55 KB, 534x443, Hmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it possible to have an actor that monsters and players can walk through, but still have it be shootable?

>> No.3812979

On similar note: is it possible to make a shootable wall, but the one that is only shootable with a specific weapon?

AKA Metroid-like hatch.

>> No.3812980

You can make an actor only take damage from certain damage types. If you put it in front then make its pain state open the door and remove its SOLID flag it might work.

>> No.3812990
File: 3.67 MB, 700x298, 1471283946036.gif [View same] [iqdb] [saucenao] [google] [report]

>Bullet-Eye thread
>Mor'Ladim: "If you all keep this up about the Hunting Laser, I may just end up developing mods for Duke Nukem 3D instead!"

>> No.3813024
File: 54 KB, 640x480, ballista.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3813029


>> No.3813038
File: 5 KB, 513x109, ss+(2017-02-21+at+01.31.40).png [View same] [iqdb] [saucenao] [google] [report]

>due to my blatant copypasting of my own code, enemies would only become afraid if they could see you
Fucking hell I'm retarded.

>> No.3813089

What are some Doom maps, where the action happens in the sky or heaven?

So far I can remember:
Mandrill's Ass Planes level and the end heaven level, also Bloodstaqin's secret level.

>> No.3813121

Is it weird for me to be more triggered by the true 3d perspective distortions than the portal gimmick?

>> No.3813143


We need someone to fucking implement a proper FOV-distortion prevention already, if not in Doom, then at least in ANY game.

>> No.3813157
File: 205 KB, 915x1235, 140FOV Barrel distortion method.jpg [View same] [iqdb] [saucenao] [google] [report]

this is what I mean. The formulas are all there, so can someone try and make a lens distortion shader that uses this?

>> No.3813168

that's cute. now, the other six angles, please.

>> No.3813213

>I'm tempted to swap the bomb out for an axe, for variety sake and because I think axes are cool.
I think you should, the high speed anti-gravity bombs look out of place and are pretty lame compared to the classic heavy bomb.

>> No.3813219


>> No.3813227

In GZDoom, is it possible to recreate a similar effect to how the portals work on the Vortex Portal map in Quake 3?

>> No.3813229
File: 182 KB, 1280x1024, InAWorldWhereOneShittyFaggotTriesToContributeBackToThingsHeLovesOnlyRandomAnonCanFixMyGodAwfulShit.png [View same] [iqdb] [saucenao] [google] [report]

I really should be working on my E1M8 highway 2 hell submission but I've been having too much fun piddling around with various testing maps.

Pick a peice for me to focus working on, or a patch of void; Note the medbay will be shifted back into place later; I already intend a secret alternate route in.

In the meantime; take a look at my other "fuck around and learn shit" this time with a variable basic techbase and some basic linescrips; ae: blowing open walls and the like.

The rockets go the wrong way though, they're supposed to go down, not up.


>> No.3813236

Make it have 2 attacks - short range gravity affected bomb when player gets in range, and a throwing magical anti-gravity axe (like axes that Undead Warriors from Heretic use) that bounces and falls down when it hits the wall.

>> No.3813238

wouldn't that just be Day of Defeat?

>> No.3813254

I want to make a Quake map but I'm not imaginative enough to think of anything

What do

>> No.3813259

Using clever tricks; hide some shamblers and vores inside of map geometry; making it look like you're killing some sort of new boss horrifying shoggoth.

>> No.3813270

A trek into the heart of the abyss, to find a lost UAC computer

>> No.3813271

>hide some shamblers and vores inside of map geometry
are you fucking satan

>> No.3813314
File: 73 KB, 420x340, oom.png [View same] [iqdb] [saucenao] [google] [report]

absoluely a possibilty


>> No.3813331
File: 683 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google] [report]

You are all wrong.

It's Wichawen. Looks like a turd, plays like a turd, has level design of a turd.

Witchaven 2 is margnally better than Redneck Rampage, but only a little bit. But Witchaven 1 is still absolutely worst Build game.

Tekwar? What Tekwar?

>> No.3813343

Extreme Paintbrawl exists, so you're still wrong.

The original post presumably was only including Duke, SW, and Blood though, given that it said "trilogy".

>> No.3813361
File: 84 KB, 420x340, EAL TEALTH.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3813406

I still use the dos prompt to load multiple wads

>> No.3813413
File: 3 KB, 100x100, Romulus is disgruntled at missing the Keg o' Health again.jpg [View same] [iqdb] [saucenao] [google] [report]

command line is best line

>mfw people actually use the quake injector instead of just ~ and "map x"

>> No.3813420

William Shatner's Tekwar.
You may recognise some of the sprites from WildWeasel's Terrorism wad. Around the time he went on a tirade against sprite rips, go figure

>> No.3813421

I know what Tekwar is.

That was a joke about how nobody remembers Tekwar.

>> No.3813467
File: 32 KB, 400x400, 8084311.jpg [View same] [iqdb] [saucenao] [google] [report]

Why would you use your own face as avatar if you looked like this

>> No.3813487
File: 182 KB, 921x738, visplane_limit.png [View same] [iqdb] [saucenao] [google] [report]

Dancing around the visplane limit.

>> No.3813489

Who is that
why is this directed at me?

>> No.3813490

How does one interpret these colours?

>> No.3813491

Wildweasel's GitHub avatar.

>> No.3813494

i think it goes blue to red as the number of visplanes visible from that location increases

>> No.3813498

>Enemies can path through them but sometimes if there are a lot of portals leading to where you are enemies can choose the wrong one. If you use them as intended (to make multi-level structures or non-euclidean geometry without going TOO nuts) they're definitely good enough. If you go nuts and have a room fold in on itself you might encounter problems.
That actually sounds sensible, if non-euclidean confuses even the AI, I'd say you're on the right track.

>> No.3813529

Now run that on Comatose wad.

>> No.3813531

How do you get a visplane image like this?

>> No.3813541
File: 138 KB, 623x627, visplanes.png [View same] [iqdb] [saucenao] [google] [report]

There's option for view. The previous image is in heatmap mode. This is the other mode, which is bit more useful since it highlights the areas that go over visplane limit in red.

>> No.3813627
File: 389 KB, 1920x1440, RockingCaco.jpg [View same] [iqdb] [saucenao] [google] [report]


I don't understand how to use it

>> No.3813672

Map 24 of Ancient Aliens looks like some sort of holy sanctuary in the skies. Which while beautiful always looked kind of strange compared to the other episode 3 maps.

>> No.3813705


You know our species is fucked when the demon is not he terrifying one in a picture with a demon and a child's toy

>> No.3813724

The horse looks fed up with Caco's shit.

Maybe Caco is reciting Doom puns

>> No.3813742
File: 263 KB, 410x574, 1473661439166.png [View same] [iqdb] [saucenao] [google] [report]

>somebody made yet another 3DGE mod

>> No.3813751
File: 13 KB, 1049x115, a fucking reminder.png [View same] [iqdb] [saucenao] [google] [report]

>any doom-based engine

>> No.3813781
File: 430 KB, 460x683, doom meme.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3813853

I think his point might be that edge is just pure shit.

>> No.3813867
File: 449 KB, 1366x768, 2017-02-21_12-13-27.png [View same] [iqdb] [saucenao] [google] [report]

why is there no ammo in this map

>> No.3813873

There's a bunch of shells right in your screenshot though.

>> No.3813878
File: 409 KB, 1366x768, 2017-02-21_12-16-57.png [View same] [iqdb] [saucenao] [google] [report]

also ducking in and then ducking out of this room locks you out
i was talking about the maps ammo balance being to little

>> No.3813883


Which WAD? Hellscape?

>> No.3813889

There should be switch that reopens the door on side of the pillar with BK switch.
Also, the maps aren't designed with jumping/ducking in mind.

As for ammo, tyson it up and be effective. It's sorta meant to have little ammo.
It was worse before release.

>> No.3813896

that map was trash last time I played it in the beta, there simply wasn't enough ammo to clear it even with 90%+ accuracy

>> No.3813906


>> No.3813913


>> No.3813914

even doing tyson the room with the pillars and revenants archvile and mancubus is nearly impossible beyond just savescumming and running for the elevator
also im not jumping and ducking

>> No.3813916


>> No.3813919


>> No.3813923

I suppose it might be too stingy, after all.

>> No.3813932

Ducking in and out implies dashing forward and back, not crouching

>> No.3813943

everything before that point was fine you might want to put a couple of rocket boxes and medkits behind the door

>> No.3813956

ou onster

>> No.3813961

That's what he does now, except the long range attack is a smaller bomb instead.

>> No.3813983

Gettin an error when trying to load up the legendary add on for complex

Script error, "lca-v1.5.8.pk3:actors/weapons/assaultshotgun.txt" line 11:
Replaced type 'Assault Shotgun' not found in Assault Shotgun

Anyone have a fix? I tried using all different versions of z& still nothing.

>> No.3813991

If I wanted to make sliding doors, would the polyobject doors need space to slide into, or can they just go through walls into the void?

>> No.3813992

tell pat he needs to lose weight

>> No.3813996


I have no idea

>> No.3813997

and why should we care?

>> No.3814006

It's clearly wow.wad; as the monsters are sunk into the floor.

>> No.3814030

Are you the same guy in the /jp/ thread

>> No.3814038

Find out?

>> No.3814053

Pretty sure they disregard other walls. They are infinite height though, so you can't have anything above or below them.

>> No.3814060

Any mods that make Doom like FEAR?

>> No.3814061

yeah, doom 3

>> No.3814079


>> No.3814196

is quakespasm hot garbage?

>> No.3814210

No, it's the definitive singleplayer Quake port.

>> No.3814226
File: 2.75 MB, 852x480, coltknife.webm [View same] [iqdb] [saucenao] [google] [report]

alright good, now that the mechanics are all done its time to add the rest of the 40 guns

>> No.3814240

iirc it was about spriterips from modern games that were just released

which is still kind of a bleh thing to do, desu

>> No.3814242

3dge is bad, though

and the zdoom forums really should just be renamed to "doom modding general" forums

>> No.3814270

>3dge is bad, though
Beauty is in the eye of the beholder. -Wildweasel

>> No.3814271

>quoting worstmod

>> No.3814283

weasel's a fine mod, but i'm not sure what i like more.
how people that get banned inevitably come here to whine, or how all moderator decisions get blamed on him.

yeah and it turns out beholders were fucking hideous DnD monsters.

>> No.3814297

>implying I even have a ZDF account
Kek, I've just seen weasel ban enough people how having opinions in offtopic that he didn't like that I don't consider him mod-material.

>> No.3814303

So I guess you got banned.

>> No.3814304 [DELETED] 

>reading comprehension
This is why crossposters like you need to gtfo.

>> No.3814310

That's the joke.

>implying Cacodemons are ugly

>> No.3814312

They are ugly and you shouldn't pet them. They need to be bullied.

>> No.3814313

>dat double hole on the back of Hissy
lewd senpai

>> No.3814324
File: 111 KB, 634x480, dreadcaco.jpg [View same] [iqdb] [saucenao] [google] [report]

but cacodemons aren't beholders.

>> No.3814325

I sure do hate how slaughtermaps turn gameplay mods into a huge clusterfuck

>> No.3814380
File: 533 KB, 381x512, INTENSE RIPPING.gif [View same] [iqdb] [saucenao] [google] [report]



>> No.3814381

Am i the only one who feels upset that MetaDoom is still underrated?

It's concept makes it sound like it's the ultimate Doom fanfic but nobody's talking about it.

Is it because it doesn't have glory kills like D4D does?

>> No.3814384

It needs a little more love for sure, and I'm confident it'll get that love in due time. Kins has poured a lot of work into it and it shows.

>> No.3814390

i on the other hand dislike how maps get blamed for gameplay mods' incompatibility with them

>> No.3814391

I just wonder how long until someone like Icaruslives or Gggman make videos about it.

>> No.3814392


>> No.3814406

I just remembered that D64 had gargoyle statues

>> No.3814412

>Am i the only one who feels upset that MetaDoom is still underrated?


>> No.3814414

I feel like a lot of the weapons are underwhelming, but the gameplay is mostly solid. Since it's made by a relatively big name in the community it'll surely get attention eventually.

>> No.3814423

I too thought sometimes the weapons feel like but i guess it has to do with how items like the water pistol and syphon grenades can give you health without looking for resources in certain moments

>> No.3814479
File: 2.93 MB, 640x360, Skurred Skeletons.webm [View same] [iqdb] [saucenao] [google] [report]

I'm thinking of speeding up the running away cycles for enemies, but I feel like if I make them too fast it'll look weird.
OBS why do you suck so bad, god damn.

>> No.3814487
File: 352 KB, 1536x596, segmax.jpg [View same] [iqdb] [saucenao] [google] [report]

Fucking off with the whole idea of vanilla limits, since dealing with visplane limits and seglimit is so painful.
Thankfully, I can probably soon wrap this piece of shit up.

>> No.3814491

Make those skeletons dance above your corpse, eh?

>> No.3814494

I meant the walk cycle animaton during their fear state, but they'll still AAAAAAA all over you. I suppose I could always just A_SetSpeed them.

>> No.3814495

Are you actually playtesting it in chocolate-doom as well? I'll laugh if it turns out to be under vanilla limits but still needs zdoom to play it

>> No.3814498

It's Doom 2 format, and mostly worked. But there was part where jumping off platform would make visplane limit overflow, plus three areas where segs HoM out.
The project this is for is limit-removing, but I was doing bit of a challenge to see if I can make hella pretty map in vanilla limits.
Almost, I suppose...

>> No.3814521

well that's just retarded

>> No.3814528

i forgot to ask, will enemies that don't usually have xdeath states have them, like in smooth doom? and will it affect the gameplay with the whole fear thing? or no?

>> No.3814531

I meant stuff like, it's vanilla except some essential door doesn't have a tag, so it only opens in zdoom. You know, that sort of bug.

>> No.3814539

This is actually still a toss-up for me. The smooth deaths looks kinda weird against the regular animations, so I'd have to modify them if I were to use them. XDeath does affect fear, any enemy that is XDeath'd can give up to 25% more fear tokens to the surrounding enemies, and XDeathing a zombie will scare enemies a bit whereas killing them normally won't (since demons don't give a fuck about humans). If I do add more XDeaths, they'll probably be for the Demon, Revenant, and Cacodemon. Maybe the Knight and Baron as well (since those XDeaths already exist and look good) but that seems like a bit much considering how high up they are on the scale already.

>> No.3814541
File: 3.50 MB, 400x267, 98276529756.gif [View same] [iqdb] [saucenao] [google] [report]

I think its not shilled hard enough.

Plus the HUD is rather unimpressive, making it feel like its yet another cheap weapon pack, instead of a fully featured mega mod.

>> No.3814547

I really don't like the weapons, they don't feel very good.
Weapon sprites are also pretty bad I think, same for Hell Knight/Barons of Hell

The rest is fine

>> No.3814572

>Hell Knight/Barons of Hell
Fuck I forgot they used those awful rips. It would be way better if they just used the same sprites as vanilla, but with some custom animations.

>> No.3814623

6 vanilla maps down for my project. It's not always easy. Redoing sections because you hit a visplane overflow is never fun.

>> No.3814665
File: 70 KB, 640x400, Screenshot_Heretic_20060614_011427.png [View same] [iqdb] [saucenao] [google] [report]

Nevermore guy here. New version out. For anybody that haven't seen this yet, it's an addon for PillowBlaster's Trailblazer, meant for Heretic & Hexen. It adds new monsters and a ton of customizable options.

CHANGELOG vr02/21/17:

-Previously, if monsters re-entered their Spawn states, (ex: the player is killed, then resurrected) they would be restored to full health, thanks to the 'Monster Health Multiplier' option not having a check for this put in place. This has been fixed.
-The 'Hollow Gargoyle Pack Size' and 'Pack Randomization' Monster Behavior options are now available. These control how many Hollow Gargoyles can spawn from a single spawn point, and whether that amount is static, or a random number equal to or less than the specified amount.
-The 'Undead Gargoyle Self-Resurrect Cap' and 'Self-Resurrect Randomization' Monster Behavior options are now available. These control how many times an Undead Gargoyle can resurrect itself, and whether that amount is static, or a random number equal to or less than the specified amount.
-Previously, you could find large 'Fleshrend' shell pickups even when only the 'Chrome Justice' was set to spawn. This has been fixed.
-The Gun Mage will no longer drop a 'Fleshrend' shotgun if you've set only the 'Chrome Justice' to spawn.
-Cosmetic tweaks to various enemies; for example, the Terminator now uses a tracking laser before firing its minigun.
-The Terminator's Blaster has had its contact damage cut by 1/3rd, and explosive damage halved. Red Star homing shot no longer fizzles out after a while, and cannot be shot down.


>> No.3814669
File: 10 KB, 235x200, 6184231+_d8cfd0722b6b2e74ee4a04b175f9ac08.jpg [View same] [iqdb] [saucenao] [google] [report]

>implement Revenant XDeath
>not even the BFG hits hard enough to gib them, meaning the only way to do it is to point-blank them with the SSG

>> No.3814678

set a GibHealth, then?..

>> No.3814694

Welp, somehow never knew that existed until now. Oops.

>> No.3814791
File: 527 KB, 1280x720, Screenshot_Doom_20170221_210428.png [View same] [iqdb] [saucenao] [google] [report]

I never thought creating a distance measuring actor could be so cool.

>> No.3814840
File: 51 KB, 499x320, gfxh40Z.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw this mod with all monster variants enabled

>> No.3814947

I already have dark_doom_black

>> No.3814949

Vanilla with slaughtermaps is just a minor clusterfuck

>> No.3814958

>every single Demon Xdeath is a trillion pixels wide except a 4-frame long one from project brutality
Why are we still here? Just to suffer?

>> No.3814969


what are you even talking about

>> No.3814973

So the Demon doesn't have an XDeath state, it can't be gibbed by attacks. Over the years people have made their own custom states that allow demons to be gibbed, but it seems like every single set of sprites for that kind of animation is insanely wide and looks stupid on the ground because of it. Except for a 4-frame long shitty animation from Project Brutality (god only knows who the author is), which looks fine except for the fact that it's jerky as hell due to only having 4 frames.

Shit fucking sucks man.

>> No.3814974

How do I even have fun in Doom 4 Doom? Brutal and MSX were easier to get into and just enjoy.

>> No.3814975

post examples.

>> No.3814976

I'd love to, but for some damned reason the board won't let me upload them. You can see one in Smooth Doom, and another in BURL TUMD.

>> No.3814980

screenshot motherfucker do you use it

>> No.3814982

Use the pickups update that lets you find powerups instead of managing cash

Managing cash is fine and all but you end up overpowered really really fast and then it goes into Russian Overkill levels if you get one of the upgrades for the BFG

>> No.3814987

Won't let me do that either, just getting error: upload failed. I blame nipmoot. Just download BURL TUMD and see for yourself if it means that much to you.

>> No.3814993


>Managing cash is fine and all but you end up overpowered really really fast and then it goes into Russian Overkill levels if you get one of the upgrades for the BFG

There's no option to scale the amount of credits enemies drop?

It's be so easy it implement;. You could just use a CVar, do some maths with it, and pass it to A_DropItem as the chance parameter

For example, let's say your 'D4D_ScaleCredits' CVar has sixteen settings; one to sixteen. You could just do this:

TNT1 A 0 A_DropItem("RandomCreditAmount",-1,(GetCVar("D4D_ScaleCredits")*16))

>> No.3815004

No idea, but choosing the upgrades you want would still let you prioritize good ones and there's so many really overpowering ones

>Siege mode
>BFG Satellite
>Any SSG upgrade
>Chance of BFG ammo drops
Just some examples, picking the best ones is just a tad too strong
And this isn't including character upgrades either.

Syphon grenades are also nuts.

Either way my point is D4D is easy to become ridiculous in and personally I find more fun in making do with what I find over following an upgrade route

>> No.3815031

Thats one of the addons for the old version right?
Its such a hassle managing multiple gzdoom installs, might as well not play anything

>> No.3815045

Is ZDL recommended or has it been superceded?

>> No.3815051

That's not a beholder.

>> No.3815052

Check out the more recent ones and pick whatever you like best.

>> No.3815058


Yes, that's the point he was making.

>> No.3815079

>Doomlauncher instantly crashed on initialization
I guess its RocketLauncher

>> No.3815082

Scratch that, it wont let me have multiple builds of the same engine. Back to ZDL

>> No.3815093

Can you please add 1 tic delay onto teleporting enemies, so that multi-pellet weapons take full effect? Otherwise it's way too similar to undead "use explosives/high single-shot damage, or deal with it again" kind of monster.

This would make all burst damage weapons effetive against them, not just explosives.

>> No.3815104 [DELETED] 

How do I get this secret in Heretics E4m7?

>> No.3815121

Nigga are you retarded? Just add them as custom engines and rename them.

>> No.3815149

>Won't let me do that either, just getting error: upload failed. I blame nipmoot.

It seems like you're not the only one right now.

>> No.3815174


fixes the SBARINFO problem some of you were having.

>> No.3815184

what is a megawad similar to hellbound?
something with good levels and a progression between techbase tileset gradually into hell

>> No.3815198

I really liked Bloodstain. Has great progression of both style and combat, and the author is incredibly clever with how he uses the extra textures to add decoration detailing.

>> No.3815204

Bloodstain is Doom mapset kino.

>> No.3815206 [DELETED] 


>> No.3815207

Why sound so annoyed?

>> No.3815220


>> No.3815254
File: 43 KB, 169x156, DURGH GURR.png [View same] [iqdb] [saucenao] [google] [report]

Is uploading fucking fixed yet

>> No.3815257
File: 144 KB, 500x312, static1.squarespace.com.png [View same] [iqdb] [saucenao] [google] [report]

Romero shared this a while ago, maybe you can make use of it.

>> No.3815335

Any way to make player jump exactly the length he would've been able to reach if he used SR-50, no matter if they were running, walking or something else (basically put, make player accelerate to a certain cap and prevent him from exceeding it the moment he jumps)

I'm thinking about a mod that why allowing player to jump, does not allow him to cross gaps that can not be crossed with SR50

>> No.3815338
File: 3 KB, 53x74, sargl0.gif [View same] [iqdb] [saucenao] [google] [report]

Here's a cleaned up version Cage recently posted from the wreckage of a Doom Bible project.


>> No.3815352
File: 7 KB, 130x94, 0000.gif [View same] [iqdb] [saucenao] [google] [report]

MetaDoom author here... my pet theory is that it just came out too closely to and/or after other Doom 4-oriented mods that quickly established themselves. Oh well, shit happens.

It'd be nice, I'd rather not ask them to, though - It'd feel like forcing the matter. (Yes, I know that's retarded.)

I'm not really sure how to shill it further, honestly - I'm very happy with the trailers I've done, but I'm probably missing a beat or two on how to further promote. Not gonna make a ModDB page though...

As for the HUD, I can see where you're coming from. I was really intent on marrying the Doom 3/4 style bars with the Doom 1 style grey bar. I haven't gotten a huge amount of negative feedback on it, honestly, so I dunno...

I'd be interested in more feedback on the weapons. I don't get a lot of detailed feedback outside of Kegan cumming all over the Pistol. I definitely want to make the Lightning Gun feel more powerful, though - I kind of went down the wrong path when deciding the damage on that.

Trust me, the Baron and D3 Demon looked worse after the ripper did MORE work on it. See pic.

Without spoiling anything: Yes... :)

>> No.3815356


>> No.3815357 [SPOILER] 
File: 38 KB, 171x272, 1487774110701.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3815361
File: 20 KB, 506x606, 1476757142272.png [View same] [iqdb] [saucenao] [google] [report]

>tfw too intelligent to make doom wads and mods

>> No.3815369

The weapon slot allocation really throws me off. I don't use the mousewheel to select weapons, so reaching all the way out to 8 to get a melee weapon is more trouble than it's ever worth, and I constantly hit 2 while using the shotgun, expecting to pull out the pistol to quickly snipe a weakened enemy, but I get the water gun instead, which is pretty humorous when it happens but also a frequent cause of annoyance. Most of the weapons I've seen so far are great to use though. The machinegun feels a bit weak at first, but it has its uses for long-range hitscan and crowd clearing with the altfire. I think the shotgun could be improved if the altfire were a modifier for the primary like the machinegun and chaingun, too frequently I hit it accidentally and blow myself up.

Also, barons are completely helpless when they're placed at fairly long range and above you. They try to throw their fireballs, but they split too early and the split projectiles fly parallel to the ground instead of following the original ball's direction, so they'll just go right over your head harmlessly while you whittle them down with the pistol.

Really great mod otherwise, though. Other randomizer mods are too lacking in direction, balance, or consistency, but MetaDoom gets it all pretty much perfectly right.

>> No.3815381

MetaDoom is a shithole clusterfuck.
even AEoD is better ffs.

>> No.3815396

>Rename the pistol actor in 3057hub1.wad's decorate file to "rtc_pistol"
Man, why do I have to do this

>> No.3815438

I might use it, but for now I've just decided not to use XDeaths for anything above an imp. It makes the SSG a bit OP since it can force them and therefore force 25% extra fear if you get a good roll.
I'll echo what people say on the HUD for MetaDoom, it really needs some TLC. I usually use the Alt GZDoom hud though so I'm not overly bothered by it.
>I'd be interested in more feedback on the weapons
My main complaint is that some of them have a disparity between how powerful they feel and how powerful they are. For example, the SSG is pretty good on this, but the shotgun recoils almost just as much but doesn't appear to be more powerful than it's vanilla counterpart, making it feel underwhelming by comparison. Again on the shotgun, the grenade also seems to be schizophrenic on damage. Sometimes I'll fire it and kill 3-4 enemies as expected, but sometimes it'll appear to do almost nothing to a group. The problem with the grenade is probably due to the d8 damage roll, which I'd fix by doubling the damage and adding +STRIFEDAMAGE to it so the results that a player can expect from it are more consistent (at least on direct hit). I could make a similar complaint about expected effect vs real effect for the plasma rifle as well, as the altfire seems to be a lot weaker than you'd think it should be.

But this is just my opinion so whatever.

>> No.3815452

Some of these echo my thoughts, while others I don't necessarily agree with but will note down to have a look at. Thanks guys, I appreciate it!

i know right? it doesn't even have maps! prodoomer is way gooderer!

>> No.3815457

I think you mean Doom Hack :^)))))

>> No.3815476 [DELETED] 
File: 17 KB, 413x395, 641.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom babbies

>> No.3815487

>option to have enemies check LOS for other enemies
How'd you do that?

>> No.3815505

I noticed that some replacements for Iron Lich and Maulotaur appear far less than the others, for instance I only encountered a Terminator once per about 20 maulotaurs, with Hellsmiths appearing far more frequent.

I know it would be a real chore but an ability to set spawning probabilities separately instead of simle yes/no would've been really great.

Also is it possible to play this mod Coop or does it breaks to hell and back?

>> No.3815508

The new version seems to have that.

>> No.3815512
File: 382 KB, 1616x938, file.png [View same] [iqdb] [saucenao] [google] [report]

I'm talking about individual replacements, so that stronger variants appear less/more frequently, and some variants ,while still appearing, do so extremely rare. For instance make Undead Ghost gargoyles extremely rare so they could actually take you by surprise when they appear, instead of making every 5th gargoyle into an UndeadGhost, which tends to happen if you just flick the switch now (which is why I turned them off completely)

>> No.3815513

I noticed that the green imp-things are vulnerable to their own gas, if that's not intentional a damagetype would fix it.

>> No.3815516


Anyway, regardless of what I (>>3815505 , >>3815512 ) had said before - theres always room for improvement - your mod is incredibly amazing, and revitalised Heretic for me once more.

I'd be really happy if you make a standalone non-TB version of it.

>> No.3815520

Oh, I see what you mean now. Yeah that would be tedious but would be cool to have.

>> No.3815553
File: 983 KB, 1280x1024, Screenshot_Doom_20170222_122601.png [View same] [iqdb] [saucenao] [google] [report]

So, my map will probably not appear for H2H, that's fine. I didn't see any good way to properly connect my unorganized ideas. I'll settle for constructing a prefab for people to use for fun detailing.

Have some hellground images

>> No.3815564
File: 1.38 MB, 1280x1024, Screenshot_Doom_20170222_122821.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3815568

Can we stop hating MK The Space Pirate yet?

>> No.3815572

I have no idea what you are talking about, so here is 32 bytes of precious entropy, base64 encoded


>> No.3815575
File: 1.00 MB, 1280x1024, Screenshot_Doom_20170222_122924.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3815578

>base64 encoded

>> No.3815580

What does this entropy do?

>> No.3815589
File: 1.73 MB, 1280x1024, Screenshot_Doom_20170222_123024.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3815657
File: 1.32 MB, 1280x1024, Screenshot_Doom_20170222_123247.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3815667
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170222_123608.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3815671
File: 1.19 MB, 1280x1024, Screenshot_Doom_20170222_123648.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3815679
File: 1.24 MB, 1280x1024, Screenshot_Doom_20170222_123821.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3815684

save the images as jpg dumbass

>> No.3815689

im not fucking opening them in an image editor and re-saving them just for your spergy ass.

>> No.3815694


>muh phone data

no, fug u

>> No.3815695

i was very impressed with that part the first time i saw it. the meteors are pretty harmless though. i had to try quite hard to get one to land on me.

>> No.3815696

>opening them in an image editor and re-saving
>Not using XnViewMP

>> No.3815703


Why? Jpgs are awful.

>> No.3815704

4chan's image server is very slow. it is prudent to reduce filesize where possible. if you see images loading near instantly, you are lucky because someone near you has already clicked on them, so they are already cached in a local cloudflare node. but otherwise, enjoy your 10 second wait for a 1MB file.

>> No.3815705

The whole wad is rather visually impressive (it got a cacoward but is still usually overshined by HellBOUND); even if the gameplay is a smidgeon tedious.

>> No.3815706
File: 7 KB, 512x512, poutinecitadel.png [View same] [iqdb] [saucenao] [google] [report]

>pulling shit out of your ass
I can do that too.

>> No.3815708

but then you get jpg artifacts

>> No.3815710


no, fug u

>> No.3815726


what is this wonderful sprite from, anon?

>> No.3815738

I'll remove them for you and inflate the size with random noise so they load even slower :^)

>> No.3815775

Hey I downloaded the classic doom app for my iPhone and I just have one simple question that google won't answer. What does the 'ramp turn' feature do If i have it on or off?

>> No.3815827


If I may recommend a hud to take inspiration from, then NC HUD would be it:

>> No.3815839 [SPOILER] 
File: 436 KB, 1597x896, 1487795989451.png [View same] [iqdb] [saucenao] [google] [report]

I know most of the opinions surrounding Brutal Doom are negative and Mark's behavior doesn't help that.

But is there an opinion on Brutal Wolfenstein?

>> No.3815843

Huh, I didn't know how this works. Thanks anon.

>> No.3815869

tried it for ten minutes
didn't like it
haven't cared to try the new updates

>> No.3815894
File: 35 KB, 480x585, cybie.gif [View same] [iqdb] [saucenao] [google] [report]

so is it actually canon that the cyberdemon in the classic games is a female demon or is it just a meme?

>> No.3815920

Demons don't have sex. That's why they're so angry and violent. LOL.

>> No.3815923


I literally have never heard this before your post.

>> No.3815928

Space Station 13

>launches rockets out of her cunt
I mean, you tell me.

https://www.dropbox.com/s/5eqz7gg31i1x51o/hell%20thing.wad?dl=0 Have a map prop polyobj shit out as a result of boredom.

>> No.3815931

>demons don't have sex
That's not what mombaron said.

Then again, she was a fat cunt.

>> No.3815942

i'm pretty sure you're just making that up

>> No.3815946
File: 600 B, 200x200, I wanna.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3815963

If you're into really damned fat pregnant chicks, sure.

Make sure she doesn't fuck your dick off though. And watch the dentata.

>> No.3815996


Right, I'll get on to that.

>I know it would be a real chore but an ability to set spawning probabilities separately instead of simple yes/no would've been really great.
That's what I originally intended, but I struggled to make a sensible way of coding it.

>> No.3816003


The holes for the eyes being as small as they are makes it look like the demon is looking at you with a distinct lack of interest.

>> No.3816004

That should be a map layout. Get on it.

>> No.3816008

Heh. I always thought the face was a bit funny in that regards. With those eyes.

>> No.3816009

"I wanna fuck that map"

>> No.3816023

Either you have shit taste, or the old versions sucked cock.

Or both.

The latest update actually changes some of the maps to take advantage of the doom engine, mostly boss maps. Like Hans Grosse's stage has stairs now.

>> No.3816032

>Either you have shit taste
The fact that you're actually trying to defend Brutal Wolfenstein makes this incredibly ironic, lel.

>> No.3816049
File: 81 KB, 353x307, isurehopeyouguydontdoomthis.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3816075
File: 55 KB, 640x480, 1487803500.png [View same] [iqdb] [saucenao] [google] [report]

Lets do a collab. I've started it off. Here. Please add gameplay.


>> No.3816093

It's fun tho, you're just a shit taste fuck boi.

>> No.3816225

New thread.


>> No.3816273

>filters meme

>> No.3816345

thanks for the doom wads

>> No.3816786

I made a brand new wad, it's my first one too. Try it out and give some feedback please!

>> No.3817163


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