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/vr/ - Retro Games


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File: 125 KB, 480x720, 39234d663f22f04702e4da9c663dbb217533c1c2.jpg [View same] [iqdb] [saucenao] [google]
3830619 No.3830619 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3826106

DOOM/II/ULTIMATE/FINAL/64
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

== /VR/DOOM COMMUNITY ==

IRC
irc.zandronum.com #vr (key in faq)

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.3830621

=== CURRENT EVENTS ===

[Highway to Hell] Second phase of mapping is over; submit your maps within a week
>>/vr/thread/3826106#p3830558

[Til 4-1] QUMP is still going!
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

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

=== NEWS ===

[3-1] Nevermore, an add-on for Trailblazer
>>/vr/thread/3826106#p3829402
https://drive.google.com/open?id=0B93dAHEWrRc-dFhSTklHUWVaQzQ

[2-28] Some BTSX News
https://www.doomworld.com/vb/post/1721926

[2-26] Brutal Doom v21 soon?
https://www.youtube.com/watch?v=ggxUX5jYgrM

[2-26] Various downloads of retro FPS games were dumped in a previous thread (follow the backlinks)
>>/vr/thread/3821570#p3821997

[2-24] MaxEd actually starting progress on DukeBuilder, the absolute madman
https://github.com/m-x-d/Duke-Builder

[2-23] Universal Intermission Screen Mod released; a visual megawad progress tracker
https://forum.zdoom.org/viewtopic.php?f=46&t=55323

[2-22] Freedoom v0.11.1 released, fixes SBARINFO
https://github.com/freedoom/freedoom/releases/tag/v0.11.1

[2-21] TheRailgunner is back, expect progress on The Trooper and X-Weapon
https://forum.zdoom.org/viewtopic.php?f=43&t=55321
https://forum.zdoom.org/viewtopic.php?p=978921#p978921

[2-20] Disjunction released
https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/disjunct

[2-18] Intermission E1M9 uploaded
https://www.youtube.com/watch?v=SrlFLXMRQLg

[2-17] Vinesauce Doom Mapping Contest 2016 winners finally announced; WADs released for download
https://vargskelethor.me/winners/
https://vargskelethor.me/winners/wads/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.3830631
File: 2.93 MB, 1280x720, pawnch.webm [View same] [iqdb] [saucenao] [google]
3830631

>>3830584
Just quoting my other post before passing out. Here's some berserk life leech. You leech 1-5HP per punch up to 80HP currently. It's not a whole lot, but enough that you can use it to make a recovery if you're careful. I might increase the health gain a bit based on my testing.

>> No.3830663
File: 74 KB, 400x400, hold a.jpg [View same] [iqdb] [saucenao] [google]
3830663

>finding Club Doom in the PSX TC for the first time

>> No.3830679

>>3830619
DOOM is the greatest franchise

>> No.3830697
File: 499 KB, 1024x768, tumblr_om2m5qbqV71tlb4xko1_1280.png [View same] [iqdb] [saucenao] [google]
3830697

So apparently HDoomguy is actually going ahead and working on making a MGQ mod as a side project. The absolute madman.

>> No.3830701
File: 97 KB, 650x650, awhore.jpg [View same] [iqdb] [saucenao] [google]
3830701

>>3830697
oh my sweet christ what

>> No.3830708

>>3830663
club doom?

>> No.3830721

>>3830708
To make up for the Wolfenstein secret maps not being in the PSX version they added a new secret map you can access from the Suburbs.

It's a new map called the Mansion, cramped halls, dark as shit, key hunting, all that shit. From there you can unlock another secret level, called Club Doom.

You're in a black void in front of a door, and you step in and go up some stairs. You turn the corner and rave music starts playing, with "dancing" revenants in a night club with flashing lights, some of them are even in stripper booths.

I'm fucking serious. This is really a thing.

>> No.3830741

>>3830721
Oh, I remember this. I think it was also in the Sega Saturn version I'm more familiar with.

There should actually be two or so more secret levels. One is supposed to be a swamp or something.

>> No.3830769

>>3830697
honestly don't like his sprites, to aishiteru caguaii imp chan to me

>> No.3830774

>>3830697
So long as we get a conversation system I'm cool
I will make my demon boyfriend dating simulator one day

>> No.3830781
File: 1000 KB, 700x1500, d60d9d15fadea38005113dfd74e15219-d7ejt3m.png [View same] [iqdb] [saucenao] [google]
3830781

I'm going to marry Crash!

>> No.3830814

>>3830697
>side project
So HDoom is kill?

>> No.3830830

>>3830814
Nah, HDoom is still the main project that's taking priority, guessing that means its just going to be a thing he works on an off on whenever he feels like it.
Although I wouldn't be surprised if development for HDoom was going to get even slower than it already is as a result.

>> No.3830986

Man, I'm loving the new BTSX map and its nonlinearity.

>> No.3831002

>>3830619
I'm new to Doom and wads/mods in general.

Is there just like a big weapon pack that I can add?

I basically want to use shit like the Firestorm from Hexen but while playing Doom (or Doom II)

>> No.3831005

>>3831002
You could easily do it yourself by just bringing over some files. The hard part would be making the extra weapons spawn in, but I'm sure you could figure it out by referencing other mods that do something similar.

>> No.3831029

>>3831005
So there's no weapon packs?

I'm too retarded to make my own mods.

>> No.3831034

>>3831002
There's Samsara that lets you play as characters from various 90's FPS, Parias included.

>> No.3831036
File: 1.67 MB, 500x311, gyrojet slowmo.gif [View same] [iqdb] [saucenao] [google]
3831036

Has anyone made a Gyrojet?

Also is there any way to implement the rocket randomly veering off course and curving in the air so you often don't hit shit?

>> No.3831046
File: 840 KB, 640x360, DonutSteele.webm [View same] [iqdb] [saucenao] [google]
3831046

>>3831029
There are too many weapon packs to count, each with their own weapons, but eveeryone likes different things.
if you want to play as Hexen character with Firestorm spell - there's Samsara.
If you want to play as OP 80's action hereo - there's Trailblazer,
if you want to blow shit up, there's Russian Overkill,
If you want absurd, but balanced weapons there's Combined Arms
If you want more dakka, there's DAKKA
if you want to feel wimpy and underpowered before the mighty forces of hell - there's Hideous Destructor and Shut Up And Bleed,
if you want to be a fantasy Hero from Ghouls and Goblins there's GMOTA,
if you want to feel Anime there's Demonsteele.
If you want random shit there's AEons of Death
If you wanna feel like "brutal" angsty teen there's Brutal Doom
If you want better Brutal Doom there's Project Brutality

>> No.3831061

>>3831036
One of the machineguns in Russian Overkill (the one that comes with a shield generator does exactly that - fires a gyrojet that begins getting drunk as it goes.

There's also a rocket launcher that fires a volley of drunk rockets that wobble around, but stay mainly on course.

>> No.3831069

>>3830619
funny image. one of the better variants of the meme

>> No.3831071

>>3830830
it's already ground to a halt

>> No.3831073

>>3831046
Awesome, this is what I was looking for.

>> No.3831080

>>3831046
>Combined Arms

Best shotgun reload animation.

>> No.3831090
File: 323 KB, 640x480, 2wkdEfW.png [View same] [iqdb] [saucenao] [google]
3831090

Never ever

>> No.3831107

>>3830697

welp

now thats a reason to keep on living

>> No.3831116

>>3831090
whatisthis

>> No.3831117
File: 787 KB, 1920x1080, Screenshot_Doom_20170228_230819.png [View same] [iqdb] [saucenao] [google]
3831117

industrial

>> No.3831121

>>3831117
the 2002 wad by magikal? i've played that but it's been ages and i don't recognise it. i'm sure it didn't have that sky texture though.

>> No.3831154
File: 832 KB, 720x360, arm gun rifle... thing.webm [View same] [iqdb] [saucenao] [google]
3831154

Maybe now I can start making some progress on this gun. Gotta start work on the long beam upgrade and the missile mode.

>> No.3831158

>>3831154
Anyone ever mentioned that it looks kinda like a thrusting robo penis?

>> No.3831159

>>3831158

Only every person who posts in these threads.

>> No.3831161
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google]
3831161

>>3831158

>> No.3831171
File: 380 KB, 800x600, Screenshot_Doom_20170301_090153.png [View same] [iqdb] [saucenao] [google]
3831171

Played though 400 maps of JohnnyDoom and I'm still having fun. Fuck this mod is good.

>> No.3831175

>>3831154
I liked it better when it was more penile.

I hope you kept a back-up of the original.

>> No.3831180

>>3831175
Sorry. Going forward with this. I originally had it planned as a rifle to begin with anyway.

>> No.3831190
File: 1.98 MB, 500x303, pew pew pew.gif [View same] [iqdb] [saucenao] [google]
3831190

>>3831154
>>3831159
>>3831161
>>3831175

>> No.3831195

alright fuck it I'm removing the recoiling barrel altogether.

>> No.3831197
File: 202 KB, 562x1235, myfav.png [View same] [iqdb] [saucenao] [google]
3831197

caco

>> No.3831228

>>3831154
>long beam upgrade
You'll only be able to fire three beams at a time, riiight?

>> No.3831247

Enhanced doom is so underrated, everyone recommends smooth doom, but I feel like the additions of enhanced doom ends up being better than the weird "inbetween frames" added animation and the few new death animations added by smooth doom

>> No.3831278

>>3831247
Honestly, I simply just use the Sprite Fixes wad. Its compatible with vanilla, doesn't affect demos, and isn't too fancy.

>> No.3831315

>>3831171
Did you find any reason to use the RL and the chaingun primary fire? I sure didn't, the secondaries are seemingly better in every way

>> No.3831330

>>3831190
A WEAPON TO SURPASS METAL GEAR

>> No.3831353

>>3831090
Great, you've ruined my day.

>> No.3831360

>>3831046
>not including Guncaster
wew

>> No.3831369

>>3831360
Literally just a furry Russian Overkill.

>> No.3831376

>>3831369
thisisbait.png

>> No.3831396

>>3831360
>wew
Whoa, reddit browses vr/?

>> No.3831423

Who else plays Doom with keyboard only?

>> No.3831427

>>3831423
I've been attempting to play with a trackpad. ouch

>> No.3831431

>>3831396
>caring about other sites

wew

>> No.3831450

>>3831427
>>3831423
Use WASD + L/R arrows for turning and your choice of other keys for firing+doors. Works as well as a mouse.

>> No.3831473

>>3831423
I used to when I was a kid.

>> No.3831482 [DELETED] 

>>>/vg/

>> No.3831496

>>3831482
>>>/reddit/

>> No.3831513

>>3830631
Nice. Overhead fear icons look nice too. Cleaner IMO.

>> No.3831531

>>3831513
Well, no matter what you like I've probably for it here. Tint on monsters, ZDoom particles, face sprites and the overhead icons. Since it's not something that directly affects the gameplay experience (like balance, health, etc.) I'm not opposed to making it configurable as possible. Even though I said I wouldn't do another type, if you or anyone else thinks of a sufficiently different type that's also not completely ridiculous I'll try to put it in.

>> No.3831548

>>3831423
Finished both vanilla dooms with keyboard

after a while you become used to it

mind that doom always had the option for mouse play

>> No.3831598
File: 272 KB, 680x636, 6543243.png [View same] [iqdb] [saucenao] [google]
3831598

>tfw too intelligent to not jump and crouch

>> No.3831601
File: 13 KB, 367x419, petting the caco.png [View same] [iqdb] [saucenao] [google]
3831601

>> No.3831619

Are there any wads that fall around a 2-3 on a 1-10 scale of 'RIP AND TEAR'? Something that requires a lot of planning and a hint of luck before you charge in?

>> No.3831620

>>3831598
>watch someone play blood
>they hug the ground every time they see an enemy
Embarrassing display

>> No.3831625

>>3831620
doesn't it purportedly help with the cultists?

>> No.3831630

>>3831090

What is this bro

>> No.3831638

>>3831625
It makes you look like a tool is what it does

>> No.3831670

>>3831619
blood welldone pitchfork start

>> No.3831674

>>3831620
>tfw no one else to hug but the ground

>> No.3831683

>>3831619
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/contain

>> No.3831685

>>3830402

>Any recomendations ofr Heretic maps?

If you have History of Fruit & Heretic Treasure Chest, you already have most of the worthwhile custom maps.

>> No.3831687

>watching a shambler waddle away from a vore pod
hehe

>> No.3831692

>>3831046
>If you wanna feel like "brutal" angsty teen there's Brutal Doom

looking at some of the updates I'd say BD is trying to be more like duke 3D at this point

>> No.3831696

>>3831692
Once mark realizes that he can strip all the GL gore out and it'll look just as good.

>> No.3831713

>>3831696
wasn't gore the whole point of BD?

>> No.3831714

>try Smooth Doom for the first time today
Ah. That's actually really nice, the extra gore effects are just right, fitting the grounds between the original game and the edgy redecorating with giblets that Brutal Doom did.

>> No.3831718

>>3831713
Gore's fine, the GL stuff looks like shit though.

>> No.3831729

I hope Mark makes a new version of the Ketchup mod. I don't like Brutal Doom but the gore effects are pretty cool

>> No.3831732

>>3831002
>I basically want to use shit like the Firestorm from Hexen but while playing Doom (or Doom II)

Okay. First, what you want to do is study the ZDoom Wiki and WildWeasel's GunLabs Tutorials:

https://zdoom.org/wiki/Main_Page
http://gunlabs.blogspot.com/2011/01/tutorials.html

Keep in mind that GunLabs is a bit outdated; it doesn't for example, explain anonymous functions. That won't matter for you, since you're just starting out, though.

To actually make your mod, you'll need SLADE.

What you'd need to do, in the simplest terms possible, is the following:

1) Import Hexen sprites & sounds from the Hexen IWAD into the 'spirites' folder of the .pk3 you're editing with SLADE.

2) Convert Hexen's sprites from Hexen palette into .PNGs so they don't come out glitched when viewed in Doom.

3) Make a MAPINFO lump in your .pk3 that contains a gameinfo block with the following:

gameinfo
{
playerclasses = "ClericPlayer","FighterPlayer","MagePlayer"
}

This will override the DoomPlayer playerclass normally available in Doom and make Hexen's playerclasses available for selection.

4) Actually make Hexen's weapons and ammo spawn in Doom. There are a number of ways to do this, but the simplest way for a newbie to do it is the following, which should be done in a DECORATE lump.

ACTOR RetHammerDoom:RandomSpawner replaces RocketLauncher
{
DropItem "FWeapHammer"
}

ACTOR GreenManaDoom:RandomSpawner replaces RocketAmmo
{
DropItem "Mana2"
}

>> No.3831735

>>3831625
I thought it was specifically to hit hands and spiders better.

>> No.3831737

>>3831696

>Once mark realizes that he can strip all the GL gore out and it'll look just as good.

You do realize you're talking about the guy that thought it was a good idea to randomly have privates replaced by chaingun commandos in his take on Doom 64, right?

>> No.3831738

>>3831737
I know

I know...

>> No.3831740

>>3831732

>'sprites' folder

>> No.3831742

dehumanize yourself and face to bloodshed

>> No.3831751

whens trump doom 2

>> No.3831758

>>3831751
2020

>> No.3831759

>>3831751
2020

>> No.3831768

>>3831751
2020

>> No.3831769

>>3831751
You're living in it.

>> No.3831778

>>3831670
>>3831683
Thanks m8s

>> No.3831780

>>3830619
Doom is great

>> No.3831797

>>3831769
i'm living in Mummy May's Bargain Brexit, actually.

>> No.3831848

>>3831751
it'd be like hdoom except it's just trump sucking bannon's dick and there's no gameplay

>> No.3831851

I just realized that there is no Cave Story Weapon mod.

>> No.3831854
File: 220 KB, 512x512, 1483617241107.gif [View same] [iqdb] [saucenao] [google]
3831854

>>3831851
Oh yeah?! What are you going to do about it?

>> No.3831859

>>3831854
Nothing till I don't have as much on my plate.

>> No.3831883

>>3831848
its pretty good save for 2 shitty levels

>> No.3831985

>>3831735
>>3831638
If you jump and duck a lot it's supposed to confuse their aim or something.

>> No.3832007
File: 531 KB, 900x660, 1470385276803.png [View same] [iqdb] [saucenao] [google]
3832007

>disconnected for a long while
>doomrpg/rla have been discontinued
god dammit

>> No.3832013

>>3832007
>rla is discontinued
i don't think that's true tho. yholl just takes forever

i mean i can't blame him. i can barely comprehend how anything works in-code

>> No.3832018

>>3832013
You're correct, just checked the forum and immediately saw a 1-day old post from that guy, seems it's only DoomRPG that's been set as "not actively developed anymore"
Still really sad though, the two together made for an amazing combo.

>> No.3832041
File: 2.95 MB, 1280x720, Particles test.webm [View same] [iqdb] [saucenao] [google]
3832041

Welp, finally got some free time. Made this thingy. Obviously these visual effects will be toggle-able but I think they look cool so nearly every projectile will have some kind of particle trail.

Colors not final

>> No.3832057
File: 2.63 MB, 2840x2840, IdTimeline.png [View same] [iqdb] [saucenao] [google]
3832057

Someone was autistic enough to make this, and this new timeline makes some fucking sense

>> No.3832085

>>3832057
...but where does Chex Quest fit in all that?

>> No.3832087

>>3832085
Chex Quest isn't id, unfortunately. :(

>> No.3832104

>>3832057

>sees list

yeah, quake II being the prologue of quake I with mankind dabbling with the strogg tech makes sense

Armaggon would be a one of the strogg elders who escaped death and pledged loyalty to the Dark gods, Q1Ep3 would be In hell during the times of the 3rd dark lord of hell, he would be interested in conquer earth because of Ranger.

>> No.3832108
File: 31 KB, 456x320, 1426858342702.jpg [View same] [iqdb] [saucenao] [google]
3832108

>>3831683
>having fun playing this
>middle of the level accidentally run into a teleporter
>teleported in a room with exploding barrels, die
i was having fun, too

>> No.3832149

>>3832108
yeah that is a bit of a shit. but it is hinted -- two teleporters, one is flashing and has a dead body on it.

>> No.3832156 [DELETED] 

>>3832057
okay. i agree with all of that. it's perfect. please put down the knife *backs away slowly with hands up*

>> No.3832169

>>3832087
Ah dang, still though, I probably would've tried fitting it into Keen's lifetime possibly even alluding to Chex Warrior being Keen grown up somehow.

>> No.3832171

>>3832108
>>3832149

The text file actually gives it away

> Revision History : v1.1 - Fixed a texture issue on a crate, used the 'clear' texture on the glass so you don't get texture-missing errors in editors anymore, removed a secret area and moved the monster that was in there, made the room with the hidden texture NOT count as a secret anymore, made the deadly telporeter have a body on it along with a flickering light, fixed a minor alignment issue on the marble steps near that teleporter, and I removed some of the sounds to cut down on the filesize. Finally, at the request to make the map a bit harder, I made a Cyberdemon who normally appeared only on Coop. show up in single-player (use the crushers nearby..), and threw in an Arch-Vile in the area near the blue skull key.

>> No.3832235

>>3829402

Anybody still giving this a go? I'd appreciate some more feedback; I'm going to start on the Hexen monsters variants soon.

>> No.3832264

>>3832235
Lemme download real quick, I need a break anyway.

>> No.3832269

>>3831683
>looks at comments
>Epic map. Over 500 monsters and very intense fights. I liked it. Especially the flying weird-ass monster at end that dropped a cool weapon called "Vulcan Cannon" when I killed him. I played with AEOD 5.29.1. I will give 5/5. -Doomer95
wew lad

>> No.3832286

>>3832041
purdy
i like it

>> No.3832291
File: 181 KB, 358x500, oOXDJDU.jpg [View same] [iqdb] [saucenao] [google]
3832291

>>3832269

I gave up reading reviews after several times where most of the positive ratings for something that turned out to be a fucking terrywad.

>> No.3832294
File: 63 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
3832294

>>3830503
>>3830527
No, I meant the little face you made from the soul wall, I didn't want you to make new assets.

>> No.3832295

>Give building GZDoom-GPL another go
>It turns out to be really easy, and the thing that made me quit the other day had a really fucking simple solution

Well I'll be.

Okay I guess I no longer have an excuse for being such a nodev.

Where the ZScript tutorials at?

>> No.3832301

>>3832294
>>3830584
Looking at it now, it doesn't look terrible
Nice job

>> No.3832313

>>3832294
I already did that but for the face version of the fog. They don't look good at all when hovered over enemies sadly.

>> No.3832316

>>3832295
>ZScript tutorials
Unless you want to make some, go find TheZombieKiller and ask him, dude seems pretty knowledgeable.

>> No.3832327

>>3832041
Here's a more symmetrical smg that you could look into using
https://forum.zdoom.org/viewtopic.php?p=980922#p980922

>> No.3832337

>>3832327
Neat, thanks. I'll check it out.

>> No.3832339

What's an easy mod someone with little coding experience can do quickly to get their feet wet?

>> No.3832376

>>3832339

Check out GunLabs, as mentioned in >>3831732

If you want ideas for a starter project, try adding additional functionality to the default Doom weapons, like reloads or scopes. That will get you used to having states loop, checking for conditions being true, etc.

>> No.3832398

>>3832339
Use SLADE and add a mirrored firing ability to the imp, so it can use one hand or the other. For this you'll need to rename some sprites, use A_Jump, and read and comprehend some decorate.

Hint, When a sprite's name is like SPRTA0B0, A is the normal frame index and B will be the mirrored one.

>> No.3832405

>>3832041
>particle trail
Whenever I use particles in Zdoom they look great but in GZdoom they're ugly blurry circles, how'd you fix that?

>> No.3832414

>>3832405
There's a setting somewhere to make them square, I think it's display options>opengl>preferences>particle shape or something like that.

>> No.3832463
File: 116 KB, 632x472, widmill.gif [View same] [iqdb] [saucenao] [google]
3832463

windmill go

>> No.3832470

>>3832463
reminds me of the one in AOD-DOOM

>> No.3832480

>>3832470
Never played it.

>> No.3832510

>>3831046
Also Project MSX, just remember that (at least in my case) the crosshair gets weird in newer versions of GZ.

>> No.3832512

>>3832414
That was it, thank you Anon!

>> No.3832515

>>3832463
Those blades are tiny, there's also almost no wind to catch on as the building's so short and fat. That's a minigolf windmill.

>> No.3832519

>>3832510
The entire hud breaks

>> No.3832525

>>3832515
I'm pretty limited, anon. The building is about as small as I can make it and still be able to walk in. Maybe I can make the building thinner, but that's about it.

Each blade is roughly 13-14 feet tall though, scaled against doomguy.

>> No.3832531

>>3830621
This is prolly old news at this point, but Quake Champions will be playble at Pax East this year: https://bethesda.net/en/article/1XhLAJzCHSymCkQIKiI6gw/bethesda-is-heading-to-pax-east-2017

Also, are there any anons that will go that could possibly get some footage of the game in action?

>> No.3832564

What would be the simplest way to make something that spawns enemies, but only a certain type (interchangeable) and a certain amount (also interchangeable)?

I'm basically trying to make an enemy generator that spawns the enemy next to the object until the set limit is reached.

>> No.3832567

>>3832564
script "enemyspawner" (int amount)
{
int x = GetActorX(0);
int y = GetActorY(0);
int z = GetActorZ(0);
for(int i = 0; i < amount; i++)
{
//Do something to select a monster
SpawnForced("monster",x,y,z);
}
}

?

>> No.3832574
File: 762 KB, 3840x2160, veLRUX5[1].jpg [View same] [iqdb] [saucenao] [google]
3832574

A couple threads ago somebody posted instructions for quality MIDI sound. Does anybody have that? I would like to set it up that way.

>> No.3832576

>>3832574
Pretty sure the instructions were for GZDoom btw.

>> No.3832578 [DELETED] 

>>3832564

DECORATE method. This uses anonymous functions, so the syntax may not look like what you're used to.

ACTOR EnemySpawner
{
var int user_spawntimes;
var int user_spawninterval;
States
{
Spawn:
TNT1 A 0 NoDelay A_SetTics(user_spawninterval)
TNT1 A 0
{
A_SpawnItemEx("YourMonsterGoesHere");
A_SetUserVar(user_spawntimes,user_spawntimes+1);
A_SetUserVar(user_spawninterval,70);
}
TNT1 A 0 A_JumpIf(user_spawntimes>=10,"Null")
Goto Spawn+1
}
}

>> No.3832590

>>3832525
>Each blade is roughly 13-14 feet tall though, scaled against doomguy.
Oh so it's actually further away than it looks? alright. Shame you can't really make it larger without splitting it into multiple textures.

>> No.3832591

>>3832564

DECORATE method. This uses anonymous functions, so it will look different than a lot of older DECORATE code.

ACTOR EnemySpawner
{
+NOINTERACTION
+THRUACTORS
var int user_spawntimes;
var int user_spawnmax;
var int user_spawninterval;
States
{
Spawn:
TNT1 A 0 NoDelay
{
A_SetUserVar(user_spawninterval,70); // the time, in tics, between spawns
A_SetUserVar(user_spawnmax,10); // how many spawns to perform
}
TNT1 A 0 A_JumpIf(user_spawntimes>=user_spawnmax,"Null")
TNT1 A 0
{
A_SpawnItemEx("YourMonsterHere");
A_SetUserVar(user_spawntimes,user_spawntimes+1);
}
TNT1 A 1 A_SetTics(user_spawninterval)
Goto Spawn+1
}
}

>> No.3832597

>>3832590
Yeah. I'm on top of a platform in the gif... Doomguys head would be below the lowest part the blades reach.

One animated texture, with 3 frames that's 1024x128px, split up across 3 tiers of 340x128 planes...

As big as I could make it minus a pixel...

>> No.3832607

Hey, anon, if you stream Doom mapping I'll suck your dick.

>> No.3832612

https://youtu.be/woTOFH2m3xc

>> No.3832630

>>3832612
Anyone know the mods in the vid?
Nice remix btw

>> No.3832639

>>3832057
that's... actually quite reasonable. Only thing I disagree with is the DOOM 3 guy and the doomguy being the same person. Makes more sense if they were different adventures on the same invasion. One on mars, another on the moons

>>3832104
wasn't the third dark lord of hell the icon of sin?

>> No.3832653

>>3832630
>Anyone know the mods in the vid?

I'm tempted to say Smooth Doom. The augmented torch effects, smooth weapon animations, and gore point that way, anyways. I'm not 100% convinced, though.

>> No.3832664
File: 2.95 MB, 1280x720, I fucking hate open world city maps fuck you Sandy you fucking fucker.webm [View same] [iqdb] [saucenao] [google]
3832664

Well I think the particle trails look pretty good. Time for more testing and fear adjustments. Thank fucking god I made everything run on ACS.

>> No.3832670

>>3832510
>Project MSX

i find it hilarious that a mod for DOOM is a better halo game than 343's halo games

>> No.3832676

>>3832574
What I did, for MIDI on Win7 in general (this should apply to higher Windows versions):

Set up a new MIDI port using loopMIDI, get the Roland Sound Canvas VA VST (or not, it's damn pricey), then start the VST in a capsule (SAVIHost) before configuring (G)ZDoom to use the "Sound Canvas VA" loopMIDI port. Make sure to specify in SAVIHost, under "Devices", the new port which the VST outputs to.

Alternatively you can use VirtualMIDISynth (or BASSMIDI) to load soundfonts, like Patch33's SC-55 pack (https://www.doomworld.com/vb/everything-else/86422-so-i-updated-my-roland-sound-canvas-soundfont/).). If (G)ZDoom can't find VirtualMIDISynth (unlikely), use the loopMIDI trick and/or set the internal MIDI mapper.

>> No.3832679

>>3832664
>Shells just sorta get dropped instead of rocketed out like every other mod
>Chaingun has windup and spins real fast(Hopefully a good sound too)
>The gore
This looks really nice

>> No.3832681

>>3832679
>Chaingun has windup and spins real fast(Hopefully a good sound too)
It's the default sound right now, but it sounds alright when it's hosing down doods.

>> No.3832698

>>3832670
>a mod for DOOM is a better halo game than 343's halo games

343 is a sweatshop MS set up to churn out Halos till the end of time. Most of the peeps who made the better entries in that series are not with 343 now. Do the math.

>> No.3832707

>>3832698
i know but 5 seemed like a step in the right direction and probably was their best game

if they can get rid of their "1 step forward & 3 steps back" school of game design (i swear to god it feels like there is one guy who works at 343 who's sole job is to fuck things up) i can see halo 6 being amazing

>> No.3832730

I actually don't like the BFG.

It seems lame.

>> No.3832732
File: 69 KB, 1366x768, 2017-03-01_23-30-11.png [View same] [iqdb] [saucenao] [google]
3832732

its been a long time since i actually enjoyed a secret level

>> No.3832739

>>3832732
Wad is Jenesis for those wondering

>> No.3832757

Are any of the Master Levels even any good? I've sampled a few and so far I'm not liking what I've tried.

>> No.3832759

>>3832757
IMO no, I just keep em for novelty's sake

>> No.3832762

>>3832759
Aight, guess I'll skip to Final Doom.

>> No.3832763
File: 2.73 MB, 3840x2160, vR3rKn6[1].png [View same] [iqdb] [saucenao] [google]
3832763

>>3832676
Thanks for the help!

I think I will look into the VirtualMIDISynth or BASSMIDI option, I'm not looking to pay 125 dollars just so some midi tracks sound better.

>> No.3832768

>>3832763
>paying
>not pirating
>2017

>> No.3832779

>>3832762
What I said was pretty vague in hindsight, the Master Levels are a pretty mixed bag some good, some in-between, nothing atrocious, but nothing extraordinary.
Check it out after playing Final Doom just to get that out the way

>>3832763
What mods are being used here?

>> No.3832786 [DELETED] 

http://imgur.com/a/lKazT

According to the leddit thread, it's just Brutal Doom and DHTP.

>> No.3832789

>>3832607
I'd stream modding but it's mostly typing random shit in text files and listening to genres of music that should be mutually exclusive for a person to like.

>> No.3832794

>>3832779
According to the leddit thread, it's just Brutal Doom with DHTP.

http://imgur.com/a/lKazT

>> No.3832803

>>3832794
Oh, alright. Those textures are fuck ugly though, especially that nukage, Gotdamn

>> No.3832807
File: 2.69 MB, 1280x720, rekt.webm [View same] [iqdb] [saucenao] [google]
3832807

>tfw rectally ruined by your own creation

>> No.3832809

>>3832807
Looks like that rocket was a dud

>> No.3832813

>>3832809
Yeah I noticed that, they got me just before the firing frame. Sync-firing little bitches I swear to god. They're lucky the ability to synchronize their shots is so cool.

>> No.3832818
File: 449 KB, 3840x2160, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
3832818

>>3832803
Google searches don't always yield solid gold, unfortunately.

>> No.3832826

>>3832730
I always wished the BFG used its own ammo pool instead of sharing with the Plasma. There is absolutely no use for the Plasma once you have the BFG, outside of the rare situation where you need to snipe a cyberdemon thats on a far away tower, or the even rarer situation where you have no weapons that use other ammo pools and need to kill a lone non-boss enemy.

>> No.3832841
File: 2.72 MB, 960x540, Bonered.webm [View same] [iqdb] [saucenao] [google]
3832841

>OBS lags for a sec and you don't have the moment you got bonered from all sides
Truly this world is full of suffering.

>> No.3832845

Does the Nevermore pk3 do anything with vanilla Heretic or Hexen wads or does it only work if you have Trailblazer?

>> No.3832846
File: 13 KB, 325x255, 532.jpg [View same] [iqdb] [saucenao] [google]
3832846

>secret level is a slaughter map

>> No.3832850

>>3832845
It's a modmod for trailblazer apparently. I really hope the guy makes a standalone.

>> No.3832852

>>3832850
How do I mod a mod? I've never really done that before. I have them both but how do I make them both work at the same time?

>> No.3832856
File: 92 KB, 601x508, 1479760572906.jpg [View same] [iqdb] [saucenao] [google]
3832856

>>3832846
>tfw you're autistic about finding secret levels so they arent a treat anymore

>> No.3832857

>>3832852
I mean basically you just make a mod that's designed to be used with another mod. Often a modmod will use classes from the base mod (enemies, ammo, etc) in itself, or overwrite those classes somehow.

>> No.3832858

>>3832852
>>3832857
Oh you mean run them. Doi hoi. Drag both into gzdoom or open a command window and do

gzdoom.exe -iwad heretic.wad -file Trailblazer.pk3 Nevermore.pk3

>> No.3832859

>>3832779
>nothing atrocious
There's a couple of levels in there which are.

>> No.3832860

>>3832857
Maybe I'm retarded and didn't explain it properl.

I have Chocolate Heretic. Normally, to use the Trailblazer pk3, I drag and drop it right onto the Heretic launcher.

But Nevermore is also a pk3 and if I drag and drop that onto the launcher, I just get a shitty vanilla Heretic. How do I combine Trailblazer and the Nevermore add on?

>> No.3832864

>>3832858
>>3832860

Ahhh, I had no idea you could drag two at a time and have it actually work. I'm retarded.

Thanks. I'm about to enjoy the fug out of myself.

>> No.3832865

>>3832860
>Chocolate Heretic
>Trailblazer
That works?

>> No.3832876
File: 2 KB, 113x125, [inaudible screaming].jpg [View same] [iqdb] [saucenao] [google]
3832876

>>3832846
>once you enter the first secret map of Plutonia you have to play Go 2 It
>there is no escape

>> No.3832878

>>3832841
What map is that?

>> No.3832880

>>3832856
usually what I do is after beating the wad if I'm really curious I'll just pistol start the secret levels

if it's too hard to pistol start, then that's my own fault; I'll have to look for it legit someday

>> No.3832881

>>3832860
GZDoom mods are not going to work with Chocolate Heretic.

>> No.3832882

>>3831360
Guncaster is not a Doom mod - It's a Heretic mod, and the guy asked for doom mods.

>> No.3832883

>>3832878
Scythe MAP14 or MAP15.

>> No.3832884

>>3832757
Paradox is the only map I'm keen on beating, having enjoyed a little bit of it already.

>>3832878
MAP15 from Scythe.

>> No.3832886

>>3832846
Think I remember reading somewhere that BTSX E2 has an unused texture that warns the player that Fireking Says No Cheating is a slaughtermap. It might get used when E2 gets another secret level (and moves Fireking to 32).

>> No.3832890

>want to play Trailblazer with mouselook off
>whenever you fire guns it moves the crosshairs up higher and higher on the screen
>have to push a button to center them every time

FUCKING ANNOYING

>> No.3832891

>>3832890
>Wanting mouselook off with something like that
May I ask why anon?

It's already such a game changer that mouselook might as well stay on

>> No.3832894

>>3832886
>tfw i was stuck on that map for like a month

>> No.3832895

>>3832681
>Default sound
No thanks my man, that's just a ticklegun

>> No.3832896

>>3832891
I'll probably take a lot of shit for it, but I actually unironically still enjoy playing with only the keyboard. I literally don't play any of these games with a mouse.

It's just weird that TB is the only mod I've played that forces the crosshairs up when shooting with mouselook off.

>> No.3832901

>>3832882
It works with Doom as well- the patch hasn't been needed forever now.

>> No.3832904

>>3832896
Any mod with recoil would force you to reset it after awhile really

You wouldn't get shit for playing it keyboard only either, it's just one of those mods that's built with it in mind

>> No.3832913

>>3831735
>>3831620
Crouching in Blood reduces enemy accuracy, especially with cultists since they are hitscanners, but even melee enemies miss you more often if you're crouching.

>>3832510
Wasn't it kinda left unfinished?]

>>3832860
Mods that depend on other mods should be loaded in proper order. Make a batfile with the following:

GZDoom.exe -file <name of file 1> <name of file 2> <name of file 3>

This way files would be loaded in exact sequence 1-2-3. 1 obviously should be a base mod or a map (then 2 would be a base mod). Load map wads first, mods second, addons third.

>> No.3832917

>>3832895
Eh, it's serviceable. If I get a better one I'll use it.

>> No.3832920

>>3832896
Every mod with recoil except maybe Dakka, that uses ACS for it, forces your crosshair up every time.

If you're adamant about it - open the mod up, look for weapon decorate files (should be easy to find), and remove all the +-Pitch commands, which would get rid of any vertical crosshair movement.

>> No.3832923

>>3832920
>>3832904
Actually if they do it right and reset the recoil before the next recoil sequence it stays neutral.

>> No.3832924

>>3832917
I guess I am just one of those guys that don't like the default pistol sound.

Console Doom's Pistol sound on the other hand sounds pretty nice.

It's not really the sound itself so much as the placement of it.
I actually ignored how good the Chaingun was for a long long time because of the sound. Talking about like a decade of Doom playing just mostly ignoring it. Now I got my own PSX Sounds wad just for the pistol and shotgun and I'm pretty happy.

The changes you did to the Chaingun still look fantastic, just not a fan of the default Doom pistol sound

Also what would the SMG sound like if it's not using the pistol sound?

>> No.3832929

>>3832923
Trailblazer was specifically build with recoil in mind, some upgrades to weaponry reduce it or remove it completely.

>> No.3832930
File: 17 KB, 156x147, 1484376499420.png [View same] [iqdb] [saucenao] [google]
3832930

>just finished ancient aliens
>that stair part with the knights, revenants and one (1) motherfucking archvile in the last level
damn
this was one hell of a ride

>> No.3832931

>>3832924
Lemme just record a mixtape.moe real fast and I'll show you.

>> No.3832942
File: 7 KB, 128x64, BTSXE2WARNING.png [View same] [iqdb] [saucenao] [google]
3832942

>>3832886
Heres the texture (found it in the old dwmegawad club thread)

>> No.3832943

>>3832924
https://my.mixtape.moe/flodei.webm
Most sounds are default, as I don't really see a reason to change them. While I'm not attached to the default pistol sound it's certainly not the worst and it fits with the rest thematically.

>> No.3832946

>>3832943
I am not a fan of the chaingun sound but man that looks so nice in action

SMG sounds real good

For me I personally change the pistol and shotgun sounds just because I like the replacements.

Console BFG 9000 has a nice explosion sound too.

>> No.3832950

>>3832946
Well, I'll look at that stuff eventually. I'm keeping everything in 11025Hz as well right now just so nothing sounds hugely better than anything else. It's like the audio equivalent of a single high-res picture, very much clashes with everything else.

Maybe I'll find another good sound for it later.

>> No.3832952

Is there an easy way to get rid of the awful fucking hud in Aeons of Death? I'd enjoy the mod immensely more.

>> No.3832953

>>3832950
Nah don't worry about it, that's just my nitpick about Doom sounds.

I don't hate the default shotgun sound or anything I just like the PSX one more

It all looks good so far

>> No.3832954

>>3832953
Well I aim to please anyway. The shotgun sound can't really be replaced because I had to cut it into 3 pieces (I might change how the animation flows and that's necessary for the sync), but you can totally replace the chaingun one with a small mod-mod since it's using the default.

>> No.3832960

>>3832943
Thanks jerk I just checked my Steam notifications

>> No.3832964

>>3832960
:^)
I'll tell my idiot friend he tricked someone.

>> No.3832965

How do you guys feel about modern quake-clones? One is coming out of early access next week, but I'm not sure if it's fitting for the news section.

>> No.3832971
File: 100 KB, 96x96, 1482617138266.gif [View same] [iqdb] [saucenao] [google]
3832971

>>3832943
>https://my.mixtape.moe/flodei.webm
Those sound excellent, some new sounds can probably be found for the energy weapons though.

>> No.3832974

>>3832965
Mind saying the name?

>> No.3832975

>>3832971
Yeah if I change the plasma gun sound I'll also change the arachnotron one too (since they fire the same projectile). I've got a few left over from marrub giving me plasma pistol sounds for FKER so maybe I'll use one of those if I decide to change it.

>> No.3832976

>>3832974
Not him, but it's STRAFE.

>> No.3832980

>>3832974
Reflex; the movement is based on CPMA from quake 3.

>> No.3832991

>>3832976
>>3832980
oh so there's two of these coming out?

>> No.3832995

>>3832991
So I'm an idiot, and STRAFE is the 28th of March. Reflex is apparently the one from this week.

>> No.3832997

>>3832991
More like 6.
The smaller ones are being forced to release early, with Quake Champions and Diabotical being on the horizon. Those two have way more money and hype beyond them, so the market is really competitive for the next 1-2 years.

Anyways, here's the trailer for Reflex, which releases on the 8th.

https://www.youtube.com/watch?v=oj2TJd_6WtI

>> No.3833000

>>3832997
ooh, looks neat

kind of reminds me of warsow, just a tiny bit

>> No.3833010

>>3832997
>beyond
behind*
>>3833000
They're all pretty much "quake - but with a twist!".
I've had a ton of fun with Reflex in the last 2 years and the devs are awesome chaps, that's why I'm semi-shilling this release. If you're into Quake MP, it's definitely worth checking out.

>> No.3833015

>>3833010
We'll see. I actually intend to burn through all the "so you wanna play some" charts that you guys made, which obviously includes Quake.

If I end up liking Quake, then I have this to look forward to afterward, so thank you.

>> No.3833016
File: 548 KB, 1920x1080, Screenshot_Doom_20170303_081348.png [View same] [iqdb] [saucenao] [google]
3833016

I'm putting way too much effort into this.

>> No.3833027
File: 218 KB, 639x478, 235124112.png [View same] [iqdb] [saucenao] [google]
3833027

>>3833016
On one hand that looks pretty neat.
On the other one Undertale is one of those properties that has been so retroactively tainted by its retarded fanbase that nothing good can ever come from it ever again despite all individual merits it might have had solely trough association.
Good luck.

>> No.3833029

why does caleb have the best lines in any retro fps?

>> No.3833037

>>3833029
because he is dead

>> No.3833038

>>3832860
>>3832864
doesn't ZDL work for that?

>> No.3833040

>>3832997
>Diabotical
>Look up trailer
>Guy shouting memes
Makes me feel like an anime fan on prom night.

>> No.3833045

>>3833029
Blow it out your ass. Duke is best at one thing and it's quotability.

>> No.3833050

>>3833040
It's spear-headed by 2GD, an e-sports "person"; the whole project is running purely on memes.
Ironically (or not, I don't even know anymore) it's the AFPS that has by far the most hype behind it. Memes were a mistake.

>> No.3833069

>>3833045
duke is a meme
"le ass hehe shake it xd"
caleb delivers his lines with such majesty they transcend this astral plane

>> No.3833070

>>3833027
I know nothing about Undertale outside of the game itself. I look forward to enjoying this!

>> No.3833081
File: 45 KB, 540x618, 1467510503718.jpg [View same] [iqdb] [saucenao] [google]
3833081

>GZDOOM
>Graf Zahl Doom
my life is over

>> No.3833091

>>3833081
Or "GL ZDoom" since ZDoomGL was already an (ancient) thing.

>> No.3833096

>>3830621
MetaDoom v3.1, with various balance etc. tweaks, a good chunk of which were suggested by you guys:

https://forum.zdoom.org/viewtopic.php?p=981099#p981099

>> No.3833104

>>3833070
Good on you I suppose.
Its one of those things that I don't actually dislike on principle, but the following give me enough secondhand embarrassment that I have to think twice before ever talking about it.

>> No.3833148

>>3831228
I was thinking about that and I'm not sure if I want to enforce that, seeing as rooms in Doom have the chance of being way bigger than anything in Metroid 1.
I'd also need to play around and see what the best most consistent method would be to enforce a projectile limit, if I chose to do so

>> No.3833150

>in a classic doom level hidden in each nuDoom level
>original textures, flats, music, weapon sprites

Pretty neato.
Would've been a lot cooler if the first level I found wasn't Phobos Anomaly.

>> No.3833156

>>3833104
I know exactly how you feel. I play Minecraft here and there by myself when nobody is looking.

>> No.3833214
File: 10 KB, 169x124, Is this any better.png [View same] [iqdb] [saucenao] [google]
3833214

Okay, did swapping out the barrel help?

>> No.3833230
File: 13 KB, 462x279, Bigger.png [View same] [iqdb] [saucenao] [google]
3833230

>>3833214
I fucked up and had the barrel misaligned

>> No.3833243

>>3833150
>completely flat lighting

>> No.3833245

>>3833214
>barrel
But it's still there?.. You just made the hand guard different. (previous looked better in my opinion)

>> No.3833246

>>3833230
honestly yeah I'd say this is much better if you wanted something less phallic

could we have a webm of it in action later, just to be sure?

>> No.3833249

>>3833214
>>3833245
Speaking of which, Doomguy's left hand seems to be clipping into the side of it.

>> No.3833250

>>3833249
Think I should get rid of that thumb poking out on the left there?

>> No.3833251

>>3833250
perhaps for now, yeah, it does look a bit off

is this the only gun in the game and you just make it stronger over time?

>> No.3833258

>>3833251
Yeah, I'm gonna have the tip open up for the missile mode though. which you just select. So there'll be beam mode for short beam which upgrades to long beam, which then upgrades to ice beam (which uses shell tier ammo, if you run dry you use long beam shots til you get more), and wave beam altfire when you pick up a chain gun tier pickup.

Then missile mode will have probably a plasma beam altfire when you pick up the plasma gun

>> No.3833259

>>3833214
Now it's looking less like the Metroid gun you were going for

>> No.3833261

>>3833259
it does, yeah, but we all made a big deal about the whole penis thing

>> No.3833263

>>3833259
Yeah, sadly this is the compromise I'm gonna have to make, because it's either: try to make an accurate to the concept art arm cannon and have endless dick jokes, or make it look like a rifle.

>> No.3833268

>>3833243
>textures are upside down

>> No.3833269

>>3833263
Will the old penis cannon still be around as an option?

>> No.3833271

>>3833261
i didn't. i didn't think it looked like a dick, i just figured it was the 4chan prison gay crowd thinking about dicks all the time and seeing them everywhere.

>> No.3833273

>>3833269
Nah.

>> No.3833287

>>3833271

What's the matter, anon? You don't like dicks?
What're you, gay or something?

>> No.3833293

>>3833287
I bet he kisses girls, the faggot.

>> No.3833301
File: 456 KB, 720x360, mixed feelings here.webm [View same] [iqdb] [saucenao] [google]
3833301

I feel conflicted, it looks a little better, but less like the concept art arm gun, the barrel doesn't piston anymore, but now the firing animation feels more static.

Damn it, this might be a cursed project.

>> No.3833304

>>3833301
it lacks any and all character because you got super wound up by like one guy on a dying hanna-barbera ezboard

>> No.3833308

>>3833304
I'm pretty sure it was several people.

>> No.3833318

>>3833301
Maybe you should revert it back to the point where there was a piston?

>> No.3833324
File: 36 KB, 663x579, angry and depressed.jpg [View same] [iqdb] [saucenao] [google]
3833324

>>3832876
>113x125

>> No.3833331

>>3833324
why do you think he's screaming

>> No.3833334

>>3833318
Not sure what I can do to get rid of the dick similarities.

>> No.3833341

>>3832997
This definitely looks interesting, but the sounds are very damn soft. Sound design that more of a miss than of a hit apparently is a thing that affects most of these "like Quake but not actual Quake" games.

>> No.3833345

>>3832057
Isn't Doom 64 on one of the moons of Saturn or something?

>> No.3833346

>>3833334
ignore them

>> No.3833352

>>3830619
There was a wad I found just in an ftp directory of wads where the monsters are strippers, and your gun was probably a dick. One of the enemies was a woman who would sink vagina first onto a pole when she died, and become impaled with it coming out her mouth as far as I can remember. Some of the women would just collapse to their knees and grab their crotch in orgasm for their death animation. The enemies were human females.

>> No.3833353

>>3833346
did sergeant mark iv care when his new shotgun was ridiculed for appearing to have testicles?

did sergeant mark iv care when using the unload button on said shotgun made it look like you were wanking it?

don't compromise your artistic vision over what a bunch of sex starved horny toads on a cambodian basket weaving forum can't unsee.

>> No.3833357

>>3833352
that's the one with the funny end screen isn't it? where the author encourages you not to do violence in real life and to email him if you're having bad thoughts

>> No.3833359

>>3833345
I think Doom 64 just has you going back to Phobos? It's been a while, maybe I'm wrong.

>> No.3833365
File: 141 KB, 376x351, these videogames intrigue me.png [View same] [iqdb] [saucenao] [google]
3833365

>>3833346
You're probably right. As I said before I'm not happy with the current redesign I just posted, and the only reason why I'm having the barrel piston is due to Samus' arm cannon having the same kind of motion when firing in the original Metroid.

>> No.3833370

>>3833365
You should return to the previous sprite, but make it retract as a whole instead of just barrel - IIRC Samus's arm cannon had no moving parts beside the tip that opens up when you fire arocket, and was moving back and forth as a whole.

>> No.3833373

>>3833352
>>3833357
yeah, succubi

https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/succubi

>> No.3833378
File: 34 KB, 156x168, samugunedit.png [View same] [iqdb] [saucenao] [google]
3833378

>>3833365
The design in >>3831154 with a perspective fixed barrel and colouring the rest of the gun looks good to me, see picture.

>> No.3833383

>>3833378
fixing the perspective is going to be a bitch though, unless you edited it in that pic there, I can't even tell.

>> No.3833386
File: 132 KB, 838x297, 1487985050195.png [View same] [iqdb] [saucenao] [google]
3833386

>>3833365
>Slackwyrm edit

Is Kegan a scalefag?

>> No.3833391
File: 35 KB, 156x168, samuguneditfade.png [View same] [iqdb] [saucenao] [google]
3833391

>>3833383
It's edited in that picture, pulled the edge of the barrel down about 3 or 4 ingame pixels to make the perspective less wonky.

>> No.3833392

Never used DECORATE for custom monsters before. How can I go about it If I wanted to make a monster wander around and only have it attack the player when it takes damage by them like the peasants in STRIFE, but without the Pain or Wound state? Is that even possible?

>> No.3833396

>>3833391
well then, I can manage that, I was thinking about that earlier too.

Did you recolor the body of the gun too? I was thinking about doing that too, someome mentioned making the entire gun retract when firing and I kinda like that idea, making the entire gun compress slightly when firing.

>> No.3833405

>>3833386
i think he just has a huge collection of /v/ reaction images.

>> No.3833406

>>3833396
>Did you recolor the body of the gun too?
Yeah, I was wondering why you hadn't done that already. I just used GIMP and Colorized the gun body, at 180 Hue (Cyan) and 10 Saturation, which pretty much matches the cyan you used on the barrel.

>> No.3833412

>>3833405
It originates from /trash/.

>> No.3833415

>>3833353
yeah but why would you want to do anything mark did

>> No.3833417

>>3833406
I think I finally desaturated the barrel tip though. As seen here >>3833301

>>3833412
I found that one on /v/, though I made >>3833386 on a /v/ thread awhile back

>> No.3833421

>>3833417
I was refering to the design in >>3831154, you said you're not happy with the current redesign anyway.

>> No.3833459

can somebody explain me how to properly play blood? I try to jump and duck all over the place but the gun wielding monks always fuck me up

>> No.3833464

>>3833459
Don't be afraid to use cover.
Don't be afraid to use dynamite.
Be afraid of literally everything else in the map.

>> No.3833471
File: 131 KB, 640x480, 1488452698.png [View same] [iqdb] [saucenao] [google]
3833471

>>3831619
d2ino has maps like this. e.g. map11, i finally maxed after many failed attempts. carefully planning a route through the level, learning where the traps and pitfalls were, doing all kind of tedious but optimal shit. you can do everything perfectly and still die to an unexpected rocket, it's so frustrating but i prevailed eventually. final time nearly 40 minutes.

>> No.3833480

>>3831116
>>3831630
Heretic: Curse of Darkness by Ravage

never ever

>> No.3833484

>>3833069
not him but don't they literally make the same kind of pop culture references?

this is like the skub argument but less ironic

>> No.3833486
File: 180 KB, 720x360, what a pain in the dick this has been.webm [View same] [iqdb] [saucenao] [google]
3833486

well this does seem better, I've trimmed down the barrel tip a little, and the entire gun compresses slightly when firing it.

>> No.3833507

>>3833045
i agree with this - having never played either game i can recall three duke quotes (you said one, also "i've got balls of steel" and "i'll rip off your head and shit down your neck") while the only caleb quote i can bring to mind is the initial "i live, again"

>> No.3833528

>>3833486
Hm, make the entire gun move down just one pixel when it's in full recoil, for one or two tics, see how that looks, might make it look like it has more weight and inertia.

>> No.3833587

>>3832630
It's brutal doom w/classic weapons

>> No.3833589
File: 41 KB, 300x450, Metroid_03.jpg [View same] [iqdb] [saucenao] [google]
3833589

>>3833528
Well given the incredibly weak and spammy nature of the short beam, I think the recoil forces here work well, for the long beam however...

>>>/wsg/1569199

>> No.3833603

>>3832639

nope, it was another person, probably the Mother demon itself.

>>3833359

you go back to phobos to finish what it started

>> No.3833621

Please stop talking about gameplay mods, especially Brutal Doom, it makes me want to rip my eyeballs out and tear my ears off.

>> No.3833623

>>3833621

Get the fuck outta here mike mattei

>> No.3833624

>>3833621
condolences on your imminent self-corpsification

>> No.3833628

>>3833621
Just because one mod is unbalanced and unenjoyable yet popular doesn't mean that all must therefore be.

>> No.3833629

>>3833621
If you dont want gameplay mod discussion, then you might want to join Doomworld. AFAIK, thats the only major English-Speaking Doom forum that mostly leans towards the mapping side of things.

>> No.3833631

>>3833629

But I can't be Anon on Doomworld. And when I can't be Anon, who would I be?

>> No.3833638

>>3833631
A corpulent NEET?

>> No.3833639

>>3833480
He's doing the Hocus Pocus TC. That's a fair trade in my book.

>> No.3833642
File: 4 KB, 264x59, 1488465139.jpg [View same] [iqdb] [saucenao] [google]
3833642

>>3833638
Nice

>> No.3833645
File: 78 KB, 375x375, 1484953865340.png [View same] [iqdb] [saucenao] [google]
3833645

>>3833642

>> No.3833647

So you bunch of faggots are all over your stupid mods but no one is talking about BTSX E1 going final? That's the biggest Doom news this year so far. All hail Esselfortium!

>> No.3833649

>>3833647
We already talked about it the other day. Also funnilly enough, there have been a few oversights found in the recent release.

>> No.3833650

>>3833649

A new version 1.1 is already out.

>> No.3833657

>>3833650
I'm well aware, but if you look in the thread, someone found an issue on MAP04 afterwards.

>> No.3833668

>>3833647
what is there to discuss, it has hardly changed from 0.99whatever. first few maps: maybe slightly harder. no backpacks for the first third of the wad but there seem to be more rockets available. map03's plasma gun has disappeared but reappeared on map04 in a very obscure and hard to reach place that i needed a map editor to solve. map05 final archvile teleports in much earlier and there's an extra teleporting arachnotron on the way round just past the secret area.

>> No.3833669

What's with the different episodes of BTSX? Will it all be put into a single wad when E3 is out?

>> No.3833679

>>3833647
>>3833668
The most major changes are mainly that theres an entirely new secret level as MAP31 (old 31 is MAP32 now). MAP17 and 18 have new final areas, too. Everything else is mainly gameplay changes, and minor geometry/texture changes that are barely noticable if you haven't played the beta in ages.

>>3833669
>What's with the different episodes of BTSX?
Originally it was going to be a single 32 level megawad with each episode just following the same setup as Doom 2 (E1 = 1-11, E2 = 12-20, E3 = 21-30). but with so many quality contributions being made for each episode, they decided to give each episode a megawad of their own to form a trilogy.

>Will it all be put into a single wad when E3 is out?
Considering its intended to be vanilla compatible (ie, compatible with the original .exe), I wouldn't count on it.

>> No.3833694

>>3833650
>>3833657
Looks like a new update is here: https://www.doomworld.com/vb/post/1722849

>> No.3833713

>>3833621
Yeah ok.

So did any of you guys ever like Immoral Conduct back in the day?

>> No.3833714

>>3833679

But is it also compatible with Project Brutality?

>> No.3833719

How do you guys sort your doom wads?

>> No.3833723

>>3833301
Frankly I thought the piston looked alright.

>> No.3833724

>>3833679
I suppose one couldn't compile all of it into one episode for advanced sourceports, if they wanted to.

I don't see much of a point though, each episode having it's own titlescreen, pallette and endoom is kind of nice and charming.

>>3833714
There's no reason it wouldn't be, BTSX is all meant to be Vanilla-ish in terms of compatibility and function so just about any gameplay mod could drop in and work in GZDoom.

Of course, whether or not a mod fits well with the mapset is another question. I feel ATM fits the aesthetic and visuals of BTSX much better than PB, while also trimming a lot of the BD fat.

>> No.3833726
File: 657 KB, 500x439, yayoi.gif [View same] [iqdb] [saucenao] [google]
3833726

>>3833719
>sorting

>> No.3833732

>>3833724
I thought gameplay mods didn't work with btsx cause of the pallette?

>> No.3833736

>>3833732
Depends.

A mod like ATM has all .png graphics so the pallette isn't relevant.

>> No.3833739

>>3833719

I downloaded the entire idgames folder with an ftp client and just grabbed the lists of cacoward wads and notable wads from the Doom wiki.

>> No.3833761

>>3833719
I put everything in their own folders, and seperate them again in category folders (ie megawads, episodes, single maps), and seperated once again in Doom and Doom 2 folders. Gameplay mods go into an entirely separate folder, considering they don't normally require any specific iwad.

>> No.3833769
File: 1 KB, 169x47, source.png [View same] [iqdb] [saucenao] [google]
3833769

When did he get this? lel

>> No.3833770

>>3833027
>I can't enjoy thing anymore because of bad fanbase

cringe culture was a mistake

>> No.3833782

>>3833769
IIRC, there was a recent thread in source ports forum where he and a bunch of source port maintainers were arguing over nothing. As usual, his points were "i have proof in my source port. of course, you can't see it yet".

>> No.3833790

>>3833782
So, the usual stuff?

>> No.3833797 [DELETED] 

Why are there so many trannies in the Doom community? The ZDoom develover, Cyberdemon531, Esselfortium and so on.

It's almost like this game makes you hate your dick or something.

>> No.3833802 [DELETED] 

Report and ignore.

>> No.3833817

>>3833790
pretty much

>> No.3833820 [DELETED] 

>>3833797
>Doom community

They're also in speedrunning, fighting games, minecraft, etc

Literally any gaming community, because the bulk of them were disenfranchised teenage computer nerds that could never get with women or their attention, so their last ditch attempt is to mangle their dick and put on make-up as they approach 20, hoping to BECOME the woman.

>> No.3833825 [DELETED] 

>>3833820
open source programming

>> No.3833829

>>3833694
i'm getting Update Download Fatigue.

>> No.3833857 [DELETED] 

>>3833820
Painfully true

>> No.3833907
File: 1.82 MB, 1600x900, Screenshot_142.png [View same] [iqdb] [saucenao] [google]
3833907

>>3833736
this is all google's giving me, what mod are you reffering to?

>> No.3833915

>>3833907
try turning safesearch off

>> No.3833916

>>3833907
Accessories to Murder

>> No.3833935

>>3830558

Updated map10 of highway to hell http://www.mediafire.com/file/877rlwi3n89w5qc/Letitgo%28tohell%29.wad

>> No.3833938

>>3833907
Accessories to Murder, frequently known as "That mod everyone plays BtSX with."

https://forum.zdoom.org/viewtopic.php?f=43&t=36877

Speaking of, gonna be interesting to see how the next Final Doomer update compares to AtM in terms of weapons

>> No.3833951

>>3833243
>>3833268
it's genuinely funny how many people were triggered by this

>> No.3833985

Is there any reason to play Quake's episodes in order?

>> No.3833990

>>3833985
Aside from difficulty, not really.

>> No.3833991 [DELETED] 

>>3833985
>Is there any reason to play Quake

Nope.

>> No.3833992 [DELETED] 

>>3833985
quake is garbage since all the enemies are shit

>> No.3834000

>>3833991
Is Quake 2 good?

>> No.3834003

>>3834000
lmao

>> No.3834004

>tfw want to play doom on andorid but know it would be a shitty experience

>> No.3834007

>>3833985

by difficulty yes

through ep4 may end with you referencing lovecraft a lot

>> No.3834008

>>3834000
I think its a pretty alright shooter, but it's not much like the first one.

>> No.3834010

>>3834004
a first person shooter on anything but keyboard+mouse is going to be crap.

>> No.3834018

>>3834010
How about analog + mouse?

>> No.3834020

>>3834008
I don't really care what it's like, I just want to play a good retro FPS. Something with lots of different guns and fast movement.

>> No.3834021

>>3834018
you don't need analog movement in anything that isn't driving

>> No.3834025

>>3834020
Quake 2 has some pretty good action in my opinion, and the level design is pretty good at times, rewards exploration.

Fighting CAN be fast, if you make it so, when dealing with hitscanners, make sure to straferun fast or to take cover.

>> No.3834028

>>3834021
I disagree, the analog stick allows for complete 360 degree movement, but not just that, it's variable, depending on how I work the stick, it'll affect the speed of my movement.

Combine the movement precision of an analog with the freedom, speed and precision of a mouse, and I think you have something really excellent.

>> No.3834034

>>3834003
Why are you laughing, pal?

>> No.3834037 [DELETED] 

>>3834034
the implication that quack2 might be anything other than hot steaming garbage

>> No.3834041
File: 106 KB, 578x582, 1481166202432.png [View same] [iqdb] [saucenao] [google]
3834041

>>3834037
Ah, so just the typical garbage echo chamber only extremes opinion. Glad we understood each other.

>> No.3834047 [DELETED] 

>>3833797
Well if they can be qt traps then it's alright with me.

>> No.3834056 [DELETED] 

>>3834047
They can't.

The "qt traps" nonsense is a meme. Everything except the most Korean plastic surgery + heavily extensive growth hormones from a young age combination + drugs for the rest of their life is going to be a manjaw'd timebomb that will explode when the post-20 testosterone hits.

And the insane cash investment Korean frankenstein trannytrap cost so much money that you might as well just get an actual woman.

>> No.3834057

>>3834000
Quake 2 is decent but very samey, as not only is it techbase throughout the whole game, but essentially the same texture set, too.

>> No.3834074

>>3834057
Okay, time for a different question. What's good, besides Doom?

>> No.3834076

>>3833647
>but no one is talking about BTSX E1 going final?
You're not reading, so.

>> No.3834085

>>3833985

Well, I mean, that's the natural progression, isn't it?
You can jump around as you'd like, though, you won't be missing anything important.

Fun game.

>> No.3834087 [DELETED] 

t

>> No.3834089 [DELETED] 

>tfw the janitor is a tranny

>> No.3834105

>>3834074
Duke 3D, Blood

>> No.3834112

Is there any Doom mods that make it behave like a roguelike? I don't mean DoomRL, I just mean that like the maps/enemies/guns are totally randomized every time you fire it up.

>> No.3834117

>>3834112
Oblige is the obvious one, but it's not a mod as such, it's a mapset generator

>> No.3834118

>>3834112
DoomRLA on Oblige with the monster pack.

>> No.3834130
File: 129 KB, 1280x720, Screenshot_Doom_20170302_185911.png [View same] [iqdb] [saucenao] [google]
3834130

>>3833935
Just finished it, got a bit lost at those final bars just before the truck, you could teleport a few monsters near the switch to draw the player inside
Given the amount of pinkies too I would've loved to have a berserk pack somewhere
Finally I think it might be a bit low on rocket ammo but I'd have to play it again to verify

>> No.3834131

>>3834118
Which monster pack? This looks like what I want.

>> No.3834132

>>3834074
>Okay, time for a different question. What's good, besides Doom?
little sisters. girls with glasses. twin-tailed tsunderes. tomboys trying their best to be feminine and failing at it. pure-hearted gyarus

>> No.3834138

>>3834131
There's a DoomRLA monster pack in the ZDoom thread as well

>> No.3834140

>>3834074

Almost all of the big-name retro FPSes are pretty fun.
I love Unreal. Good shit.

>> No.3834145
File: 2.33 MB, 441x329, 1412040152971.gif [View same] [iqdb] [saucenao] [google]
3834145

>>3831851
>no Cave Story nothing for Doom

>> No.3834146

>Almost all of the big-name retro FPSes are pretty fun.
could you even be more of an unabashed pleb

>> No.3834152

>>3834146
yes, he could be you

>> No.3834153

>Noooooo! Stop enjoying things!

>> No.3834192
File: 22 KB, 423x469, 1476156999656.jpg [View same] [iqdb] [saucenao] [google]
3834192

>>3834132
Youre my man

>> No.3834219
File: 115 KB, 641x212, RO_MDOOM_zps7dc1677a[3].png [View same] [iqdb] [saucenao] [google]
3834219

I just found Russian Overkill and it's fucking awesome.

What are some other good weapon mods around?

What are some good wads to go with Russian Overkill? Even playing on the 10x enemy health difficulty seems like a cakewalk with most wads.

>> No.3834220

>>3833647
Outside of one new map, there isn't really much to talk about. I don't expect much BTSX discussion honestly until the E3 release, which Essel plans to release by the end of the year.

>> No.3834234

>>3834074
turok

>> No.3834238

I just tried playing Hanging Gardens by Skillsaw but I can't get the red key. There are trees in the way. I checked this shit on Youtube and in one playthrough I found there were no trees and in another they were there and the player just noclipped through them. What am I supposed to do here?

>> No.3834240

>>3834074

To crush the enemy, see them driven before you and hear the lamentation of their women!

>> No.3834246

>>3834219
just to name a few (some also alter enemies/mechanics a fair bit)
project brutality
bulleteye
anything made by pillowblaster in all honesty
doomrla
johnnydoom
lithium
doom 4 doom
psychic
mix tape vol. 3
x-weapons
troopers

as for good wads for russian overkill, it's based around you being an overpowered motherfucker so really the only thing i could think of is super heavy slaughter maps i guess.

>> No.3834259
File: 924 KB, 1920x1080, Screenshot_Doom_20170302_200345.png [View same] [iqdb] [saucenao] [google]
3834259

>>3834238
I don't think they're supposed to be there, perhaps an issue with 3D floors?

>> No.3834271

>>3834240
lol i thought of this but failed at making a doom-themed version

>> No.3834272

Do I play the DUMPs with jumping?

>> No.3834280

>>3834272
it's explicitly made for zdoom/ zandronum, so if it lets you jump, feel free to jump

>> No.3834291

>>3834259

That's really weird. Which option in GZDoom could fix this?

>> No.3834302

>>3834272
feel free to go jump in the dump

>> No.3834316

>>3834272
Some of the maps are designed for it I believe, but they're all made around ZDoom-isms. One of Term's maps in DUMP 3 for instance requires crouching.

>> No.3834346

>>3833029
Because he's a very uncommon protagonist that's very evil but talks alot

>> No.3834351

>>3834316

Does it really count as a ZDoomism if it's made specifically with ZDoom?

>> No.3834354

>>3834192


>seespic

gtfo /m/

>> No.3834360

is ZBlood any good? How different is it from Blood?

>> No.3834361

>>3834291
Not sure, I tried several engines and rendering modes and it only worked in Zandronum for me

>> No.3834369

>>3834360
zblood is trash.

>> No.3834378

>>3834351
the common meaning of "zdoomism" refers to bugs in cross-port (vanilla, boom, etc.) maps that only show up when the map is not played in zdoom.*

thus a prerequisite for having zdoomisms is that the map is intended to run on a wide range of ports. a map made specifically for zdoom, by definition, cannot have zdoomisms.

____
* such bugs arise due to the zdoom developers regrettable tendency to extend the functionality of the existing map format for mapper convenience, such as allowing a zero tag on an SR or WR linedef to mean act on the linedef's backsector. a zdoom player will see the linedef act as intended, whereas in other engines the action will fail silently or break the map completely.

those familiar with microsofts "embrace, extend, extinguish" philosophy of the nineties will note the similarity.

>> No.3834382
File: 605 KB, 1600x900, Screenshot_Doom_20170302_220049.png [View same] [iqdb] [saucenao] [google]
3834382

>>3834246
>x weapons
>lithium
>the trooper
these all seem prietty good, playing through them a little bit. Are they any good in general? how come i dont hear about them?

>> No.3834393

https://www.youtube.com/watch?v=NQHmPDVfHOU
Anyone know how they got shadows underneath the monsters?

>> No.3834410

>>3834393
I remember Nash and TZK made an all-purpose shadow system.

>> No.3834418

>>3834351
If it is only targeted for ZDoom, it's fine. However, problems arise when a wad that supposedly is for multiple ports is only tested in ZDoom.

Ex. Hellscape's map06 can't be finished on Boom since there are WR linedefs blocking switches ( three cases ) and map24 doesn't even have nodes built!

>> No.3834420

How is smooth doom? I watched the youtube trailer for it and it looks okay.

>> No.3834421

>>3834418
map26 of*

>> No.3834425

>>3834418
>>3834378
I was under the impression the Dump series was specifically for ZDoom?

>> No.3834428 [DELETED] 
File: 50 KB, 749x229, IMG_0445.png [View same] [iqdb] [saucenao] [google]
3834428

epic

>> No.3834432

>>3834425
It is. I was just clarifying the term 'ZDoomism'. It's not about using ZDoom features, but rather oversights that happen testing vanilla/limit-removing/Boom maps solely with ZDoom-based ports.

I am pretty sure most of maps in Dumps are in UDMF format anyway.

>> No.3834436

>>3833386
Slackwyrm isn't lewd though.

>> No.3834441

>>3834382
X-Weapons has some dumb as shit monster replacements(Not all, just some) and the weapons themselves are way too strong for vanilla enemies

The Trooper has too much recoil and also the muzzle flash on every gun goes way too far to the left and I think zombies were buffed

Don't know Lithium

>> No.3834442

>>3834420
It's literally doom, but smooth. Gameplay is exactly the same, graphics are better.

>> No.3834445

What's the least shitty way to do 3D floors?

>> No.3834462

Brutal Doom looks cool but I know the guy that made it is a fucking cunt.

Are there any mods similar to Brutal Doom that aren't made by assholes

>> No.3834465

>>3834462
>mods not made by assholes
You're shit outta luck mate. We're all assholes.

>> No.3834479

*slams helmet down* KEEP MODDING, ASSHOLES

>> No.3834486

>>3834479
*teleports behind you*
uhh back the fuck off?

>> No.3834496

>>3834462
I wouldn't mind Brutal Doom so much if it didn't feel like it was made by an edgy 14 year old. Did it really need a button to flip off demons?

>> No.3834498

>>3834496
it fits the 90s m8

>> No.3834506

>>3834462

It's always healthy to keep a separation of art and artist when going through works.

>> No.3834509

>>3834496
Don't push the button then?

>> No.3834510

>>3834445
What do you mean exactly? Like how to make them or how to make interesting use of them?

To make them you just make a dummy sector and tag one of the linedefs as "set 3D sector", set the tags correctly then adjust the dummy sectors floor/height to your liking

Theres plenty of room for creativity with 3D floors, especially if you start to introduce slopes as well you can make some quite bizarre shapes unseen of in doom

>> No.3834512

>>3833985
Same as when you play Ultimate Doom.

Anyone got examples of skill-select rooms/maps in Doom WADs, not just Quake?

>> No.3834513
File: 249 KB, 624x480, 1487542041589.png [View same] [iqdb] [saucenao] [google]
3834513

>>3834498
>same decade as limp bizkit and liefeld

really makes you think

>> No.3834519

>>3834496
to be slightly fair that's just the "brutal" version of a long-existing skulltag/zandronum feature (the taunt) and is meant for other players (i believe brutal doom was originally a gore mod for skulltag). i don't think mark was idly swinging from his tree branch one day and went "i know what this needs, a button to flip off demons!"

>> No.3834527

>>3834513
edgy decade

>> No.3834536

Which is better? Quake or Doom?

>> No.3834538

>>3834536
both are good

>> No.3834539

>>3834536
Both are good.

>> No.3834541

>>3834536

Both are better in different ways.

>> No.3834543

>>3834536
depends, do you want better graphics, better levels, better weapons, better mod support?

there's no flat answer, and anyone that says otherwise is a liar.

>> No.3834545

>This wad/mod is everything Doom 2 should've been but wasn't

What comes to mind, /vr/?

>> No.3834547

>>3834536
Doom for fast paced action, Quake for atmosphere.
Just my shitty opinion though.

>> No.3834558

>>3831851
I remember seeing a video of one in development
they had the booster and some xp working

>> No.3834559

>>3834545
Scythe 2.

>> No.3834560

On the subject of Doom 2, what the hell were they thinking with the new enemies? I just recently finished it, and while the maps were as lacking as I heard they were, my real problem was with a bunch of the new monsters. Chaingunners with their sniper chainguns, Pain Elementals in general, and Revenants with their homing attacks. Arch Viles would have made the list, but they're a cool concept and you can easily stop their flame attack by breaking their line of sight.

>> No.3834563

>>3834545
d2twid

>> No.3834570

>>3834536
quake 9/10
doom 9.5/10
trying to start a fanboy war on a yellowskin ricegrowers forum 100000000/10

>> No.3834576

>>3834560
They were thinking that D1 monsters were incredibly easy to avoid and kill

>> No.3834580

>>3834536
With the stock levels, Quake

With custom levels, still Quake

>> No.3834624

>>3834560
It's to patch up previous cast with new monsters with bit more depth. Doom1's enemy set was bit too simple, and there weren't really that dangerous foes. I think Doom2's enemy set supplements it wonderfully, even if it wasn't used to the full extend in maps.
At least mods can make full use out of them.

>> No.3834626
File: 253 KB, 584x860, 1460503635881.jpg [View same] [iqdb] [saucenao] [google]
3834626

>>3830619
I've been playing through arcanum again, and I keep seeing missing textures (pic related) I don't remember this happening the first time I played through it, I've tried it on quakespasm and darkplaces, and the problem persists.

>> No.3834627

>>3834626
that's a heck of a missing texture

>> No.3834637

>>3834536
quake's got more interesting level design and has some pretty inventive weapon/enemy mechanics. love that zombie you have to gib to kill etc. but it's aesthetic feels kinda muddy and mostly uninspired, actual visual enemy designs are a bit samey and i think there's a bit too much of a focus on explosives but you could argue that it works in the game's favor creatively but eh. just gets annoying after a while. overall i think i have to go with doom but that really might just be because of the ridiculously good modding community and i think the setting is a lot more inspiring and not just the weird medieval nightmare world with guns that quake took place in

>> No.3834662

>>3834637
I personally think that weird medieval nightmare world feels more interesting than hell in space

>> No.3834665

What is the cutest doom mod?

>> No.3834670

>>3834360
It's alright.

>> No.3834674

>>3834662
it's not that it's uninteresting, it just feels kinda random and obviously the result of dev hell. it'd be neat if they gave the setting some context but it's just kinda there.

>> No.3834683
File: 190 KB, 1602x819, 1460503635881 - Copy.jpg [View same] [iqdb] [saucenao] [google]
3834683

>>3834626
I posted the wrong picture

>> No.3834692

>>3834683
also I loaded up the boss map and found a more significant problem, the red thing is a amulet of protection and there is a much larger gray patch on the floor below me.

>> No.3834696
File: 300 KB, 1609x925, a59 - Copy.jpg [View same] [iqdb] [saucenao] [google]
3834696

>>3834692
fuck i am tired

>> No.3834698

>>3834665
Chex Quest.

>> No.3834723

>>3833373
>>3833357
Whoa cool thanks. When I get Doom reinstalled I'll fire this up

>> No.3834726
File: 91 KB, 512x512, Hand Glove.png [View same] [iqdb] [saucenao] [google]
3834726

First time modelling a hand, used some webcam shots of my hand as a ref. Pretty sure there was a wicked bad angle on it because my hands aren't that odd.

I just want to be able to make some new gloved hands and not have to use someone else's models or sprites.

If I had a compact camera I'd 3d scan my own hand and retopo it I guess, but that's not where I'm at right now. That's not my life.

>> No.3834736

>>3834726
Finger widths are wonky, most people's index, middle and ring fingers are roughly the same width, with their pinky being slightly smaller and thumb slightly larger. Aside from that it looks pretty good.

>> No.3834743
File: 10 KB, 300x225, s-l300.jpg [View same] [iqdb] [saucenao] [google]
3834743

I wonder if anyone played Barney Doom. It was the first WAD I ever played for Doom. It only replaced the Barons with Barney singing "I Love You, You Love Me". I actually obtained it from a CompUSA where it was being sold for a very low price on floppies. Different times.

>> No.3834750

>>3834743
I did, when I was very young. Phobos Labs was scarier when barney is creepily singing from behind various corners.

>> No.3834760

>>3834726
For pure organic stuff I'd sculpt it instead and retopo it.

>> No.3834763

>>3834536
witchhaven

>> No.3834775

>>3834626
Maybe the download was corrupted

>> No.3834792
File: 159 KB, 913x2854, uber ionstromu.png [View same] [iqdb] [saucenao] [google]
3834792

>>3830619
Woot. Killed Uber-Carmac for the first time... on easiest difficulty though. Damn that is a hell lot of cyberdemons.

>> No.3834802

>>3834792
>combat shotgun

Literally why

>> No.3834807

>>3834802

It's good with reloader-wait he didn't even pick that. What?

>> No.3834830

>>3834807
I did shotgun traits before this , and it i never made it pass level 16+.

And reloaders works better with double shotgun anyway... which I dropped.

>> No.3834832
File: 2.93 MB, 640x360, Fugg.webm [View same] [iqdb] [saucenao] [google]
3834832

I think I should probably buff the berserk pack's health gain as I thought I might have to. 1-5HP per successful hit is a bit lackluster.

>> No.3834838

What are the best, most original full conversions of Doom, such as strife or heretic, using as few Doom assets as possible? New weapons, new enemies, textures, maps and so on.

I'd love some good horror or WWII themed mods.

tfw there will never be a rifle centric mod with a K31

>> No.3834839

>>3834832
See if you can make it vary depending on the monster you killed

>> No.3834843

>>3834838
>good horror
DOOM is horror, anon. But you might as well just play Blood.

>> No.3834847

>>3834839
That's not hard at all, but encourages kinda retarded behavior like shooting a mancubus a bunch then punching it once to kill it. I'd prefer to just make it generally more useful.

>> No.3834848

>>3834843
b-but

muh GZDoom

>> No.3834849

>>3834057
I feel it should've made more use of the Mutant enemies and toxic sewers and waste dump levels.

>> No.3834851
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google]
3834851

I wish there was something like ZDoom Wars but with the Quake games (and perhaps other contemporary stuff).

Hell, as a kid I remember always wanting to see a Shambler duking it out with a Tank.

>> No.3834852

>weapon modding

How is this fun (for the dev)? I don't understand.

>> No.3834859
File: 1.54 MB, 800x450, gzdoom 2017-03-02 20-16-23-498-2.webm [View same] [iqdb] [saucenao] [google]
3834859

Designing enemies more like traditional actions-in-a-pattern platformer enemies instead of traditional wander-around-and-fire enemies is surprisingly difficult.

This guy fires a wall of projectiles that has to be jumped over, can't be crouched under. They're dicks when in a row.

>> No.3834861
File: 362 KB, 1544x745, td_m03a.jpg [View same] [iqdb] [saucenao] [google]
3834861

It's been a hot minute since I've worked on anything, but it's always good to have that mapping muscle memory.

>> No.3834865

>>3834852
Try it yourself and find out

>> No.3834879

>>3834859
Assuming everything is aligned to a plane, you could probably write almost the whole enemy's AI in ACS. Might make it easier to have complex behaviors and consistent movement.

>> No.3834880

>>3834859
they're like ghost mettools

you may want to make the vulnerable period a bit longer, though.
also, remove the painchance, that last guy should have gone down in one burst but the pain activating and making him invuln took almost as long as all the others.

>> No.3834885
File: 22 KB, 419x92, M_DOOM.png [View same] [iqdb] [saucenao] [google]
3834885

Yo Anons, Lurker here, i'm making this wad with 6 maps, i already did 4 of them, i kinda need some beta testing, could somebody give it a try?
Heres a link to the Doomworld page:

https://www.doomworld.com/vb/wads-mods/93151-discharge-4-maps-beta-test/

>> No.3834895

>>3834880

Yeah, I can do that.

>>3834879

I'll definitely have to look into that for more advanced enemies.
A_Chase really doesn't behave well on a single plane, a lot of enemies are actively retreating on first seeing the player.

>> No.3834929

>>3834859
>back of projectile doesn't hurt you
I thought those were line shaped projectiles at first, for gameplay readability I'd make the trail less opaque/similar to the projectile or not be there at all.

>> No.3834931

>>3834838
cold as hell seems exactly like what you are looking for.

>> No.3834937

>>3834885
Yuh, just got home so I'mma DL and see what's up.

>> No.3834965 [DELETED] 

>>3834885
Dude, off the bat I'm already gonna tell ya, you gotta un-peg these door track textures.

>> No.3834979

>>3834885
So far I'll say that while I like what you tried to do with the weapons, the animations are janky as fuck. Try not to use 1-length frames that differ significantly from their preceeding or following frame.

>> No.3834995
File: 7 KB, 320x200, Not-the-worst.png [View same] [iqdb] [saucenao] [google]
3834995

>>3834726
Turns out it doesn't matter if you're going to draw on it anyway.

Oh but then you have to be sure to do the same changes each frame, which was always fun. My system was making a sheet of all the frames and every time I'd make a minute change to one frame I'd do it to all the others, no matter how small, to be sure it was consistent and I didn't forget anything.

>> No.3835010
File: 98 KB, 640x480, Screenshot_Doom_20170302_215128.png [View same] [iqdb] [saucenao] [google]
3835010

>>3834885
So far I don't like the guns spazzing on every shot.

Also there's this on the first level near the end.

>> No.3835016
File: 73 KB, 640x480, Screenshot_Doom_20170302_215647.png [View same] [iqdb] [saucenao] [google]
3835016

>>3834885
Also you have these items set here like you expect the player to go down here, but there's no way to get back up. You're also not able to grab the items as there's an invisible wall blocking them off. This is a weird hole.

>> No.3835018
File: 95 KB, 640x480, Screenshot_Doom_20170302_215857.png [View same] [iqdb] [saucenao] [google]
3835018

>>3834885

>> No.3835021

>>3835010
>>3835016
>>3835018
Not him, but I don't think you're supposed to use software rendering. I used GL and didn't see any of that.

>> No.3835063
File: 68 KB, 640x480, Screenshot_Doom_20170302_220635.png [View same] [iqdb] [saucenao] [google]
3835063

>>3834885
First level finished, 100%. I like the architecture and textures. Feels a tad cramped at times though, with so much detail in such little spaces.

Bullshit death moments (imo)
>Flipping that switch and being locked in a tiny room with a fucktillion chaingunners spawning everywhere
I got to that part with full health and armor and still died in less than 3 seconds. I figured out you're supposed to, I guess, dip out through that little doorway since it's not marked as a secret.
>At the end of the level, at the lift, get to the top and that baron/hell knight was standing on top of me; preventing me from aiming at him/shooting while he punched me to death.
>pic related

The only personal complaint I have is there were a good number of encounters (mostly in the 2nd half of the level) that felt lackluster because it was a large group of enemies infighting because the dangerous ones can't fit through the doors. You'd flip a switch and you'd either get ambushed right there or a bunch of enemies would spawn in the area you were just in. If I had to put an analogy to it, the first level was a lot like Bloodborne. I like it.

>> No.3835065

>>3834558
It doesn't strike me as that hard to develop.

>> No.3835135

>>3834726
damn that dude is high T https://en.wikipedia.org/wiki/Digit_ratio

>> No.3835138

Anyone got any good resources for making Q3A mods?

>> No.3835142

>>3831046
how is project brutality better than brutal? I've never played either, I hear brutal doom is really unoptimized.

>> No.3835149

>>3834832
Map?

>> No.3835154

>>3834885
soon as i get my pc back
>pc repairman has access to full pc incluing my folder of big things.
scaredcaco.png

>> No.3835160

How does SLADE handle adding offsets to sprites? I'm using the directory structure for ma project, but new sprites I have to import into SALDE; then correct the offsets, and then export back as pngs. How can I offset them without SLADE?

>> No.3835171

>>3835149
Scythe MAP24? Something like that. I just had the thing going and kept idcleving around.

>> No.3835173

>>3835142
It's still optimized like shit but the rest of it is all better. Balance, gameplay, content, everything.

>> No.3835178

>>3835154
>he can't fix it himself

>> No.3835189

>>3835178
not him but having a laptop sucks ass sometimes.

>> No.3835192

>>3835189
>mfw Thinkpad I can assemble and dissassemble by memory

>> No.3835215

>>3835192
is your bubble buddy's first time alone in the bathroom too

>> No.3835219

>>3835192
Yeah but can it run Crysis? Sorry bro but I gotta game!

>> No.3835221

>>3835173
probru is optimized better tho

>> No.3835229

>>3835221
what is probru?

>> No.3835230

>>3835229
a probrum

>> No.3835238

>>3835221
>>3835229
>>3835230
cute

>> No.3835252

>>3834929

Hmmm. That's a good point, thank you.

>> No.3835261
File: 2.94 MB, 640x360, I am not good at slaughterwads or slaughter gameplay (Sunder MAP16).webm [View same] [iqdb] [saucenao] [google]
3835261

Welp, bugs being crushed, visuals being checked for issues. Also stress testing the performance options and fear signal types. Seems like the order from least to most stressful visuals is tint -> icons == particles -> faces.

>> No.3835262

>>3835261
>Sunder
Fuck I'm tired, Speed of Doom. Also what the fuck happened to the quality? It was so much better in VLC.

>> No.3835263

http://tf3dm.com/3d-model/four-barrel-gun-37772.html

>> No.3835268

What is the most /k/ weapons mod?

>> No.3835269

>>3835268
Russian Overkill.

>> No.3835295

What do I do if I want to play some Doom 64?

>> No.3835304

>>3835295
Doom64 EX. You'll need a rom though.

>> No.3835326

>>3835268
hideous destructor

>> No.3835331

>>3835261
Judging from that video, I think you're problem is that you keep turning around and eating projectiles.

>> No.3835356
File: 43 KB, 540x720, catt.jpg [View same] [iqdb] [saucenao] [google]
3835356

https://www.youtube.com/watch?v=sI8NsYIyQ2A

Am I really high or does the bear at 2:55 use Doom zombie sounds?

Nobody is commenting on it so I'm leaning towards me being high...

>> No.3835357

>>3835261
pick your targets. Revies are high prio, rest will duke it out while you hunt. Beware the arch viles.

>> No.3835365

>>3835261
>>3835331
0:12 required no fear from anon, notice how all of the monsters he ran from were infighting.

On that note, hit as few enemies as you can if you cant kill them immediately, in a situation like that you would be surprised how fast they kill eachother.

>> No.3835369

>>3835356
yes and it is incredibly common to come across media that uses the same sound library that doom used.

>> No.3835370

>>3835356
Doom did use stock SFX.

I'll point out that zombiemen death SFX are camel sounds. Try using camel units the next time you play AoE II

>> No.3835391

>tfw BTSX E1 is now slightly harder

I can't imagine what the upcoming E2 update will bring. I'm also dreading what E3 will be like (inb4 arch-viles or cyberdemon in map01)

>> No.3835418

>>3835391
Nothing but Arch-viles and Cyberdemons on map01

>> No.3835458

>>3835391
I wonder if E3 will have a secret level thats comparable to Fireking.

>> No.3835459

>>3830708
https://www.youtube.com/watch?v=sn5VCh9nvZw

>> No.3835460
File: 18 KB, 662x730, Grenaten decorate.png [View same] [iqdb] [saucenao] [google]
3835460

>>3834852
writing some crazy code, then trying it out. Finding sprite references or hand making sprites, or making them with TEXTURES.
Your imagination is the only limit.

Even just with Decorate code you can do a LOT and its incredibly fun trying out crazy shit and seeing what happens, or making something that feels really satisfying to use, or something that nicely represents a real weapon and its reloading animation.

I'd go into a trance and lose like 10 hours when modding, so much you can do - work on code - playtest and correct - work on sprites - work on mapping - work on sounds - work on some more code - playtest some stuff - etc.

Writing obituary notices is also far more fun than it should be

>> No.3835472

>>3834832
I like those projectile particles. Very Quakey.

>> No.3835473

>>3834838
you could try realms of the haunting - its not doom, but its kind of what you're looking for.

>> No.3835491
File: 990 KB, 400x225, 1340667183262.gif [View same] [iqdb] [saucenao] [google]
3835491

Another one!

https://a.uguu.se/SApLdjFHF6gm_OB_A13_NutsToughAssaultProgressive.wad

This is a 24 hour temporary link for a Doom 2 mapset for nonstop massacre action.

Tons of health, tons of ammo, 32 maps with 400 monsters on average, no secrets, no keys, no switches, just pure goddamn carnage.

>> No.3835628

Whats everyones thoughts on the recent megawad Moonblood? Reminds me of good ol 90's Doom.

>> No.3835653

>>3835460
christ. indent your code, son.

>> No.3835658

>>3835628
Never heard of it.
Pics?

>> No.3835759

>>3835391
E3 is going to use a newly discovered glitch that changes the archvile meta and you'll have 20 seconds to figure it out before you die over and over again.

>> No.3835771

>>3835658
https://www.doomworld.com/vb/wads-mods/92979-moonblood-megawad-released-v1-2-update-21-02-2017/

>> No.3835802

For some reason it feels like these threads go by fast

>>3835795
>>3835795
>>3835795

>> No.3836159

>>3834859
IMO would be better if you implemented a "cover" system like in Blackthrone