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>> No.3866068


[Highway to Hell] Second phase of mapping currently extended to the end March

[Til 4-1] QUMP still going?

=== NEWS ===

[3-16] Turok 2 EX released.

[3-16] Lithium 1.3 released.

[3-15] Freedoom v0.11.2 released; minor bugfixes

[3-15] Dropbox's support of public folders terminated

[3-13] GZDoom map release; UAC Vinur Prime Research Base

[3-12] Quake Champions to be F2P; Ranger provided as the default character
https://youtu.be/vq5bFwvQMwA [Embed]

[3-10] Anon Release; a Hexen/Heretic compatibility pack for Final Doomer

[3-10] Anon Release; 'Discharge' map pack beta

[3-6] More gdxBlood progress made
https://www.youtube.com/watch?v=WFmMxmoVXJI [Embed]

[3-2] MetaDoom 3.1 released, featuring tweaks and balance adjustments

[3-2] Quake Champions to be playable at PAX East

[3-1] Nevermore, an add-on for Trailblazer

=== PREVIOUS ===


=== PROTIP ===

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

>> No.3866074
File: 4 KB, 97x96, submachinegunalpha.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3866075
File: 72 KB, 469x359, 1464666402982.png [View same] [iqdb] [saucenao] [google] [report]

>no witty title

aw man.

>> No.3866078

Just finished demonfear, it was ok. its like scythe and congestion 1024 had a baby and it was more ugly than both

>> No.3866083
File: 160 KB, 960x561, zdaemon.jpg [View same] [iqdb] [saucenao] [google] [report]

>TFW pub competitive only plays zdaemon
>TFW competitive doom (public) outside events is dead
>TFW only a couple yuropoors still give a shit (like in most dying multiplayer games)

>> No.3866085

So Dark Forces is the shit, yeah? Probably my favorite FPS that I've played.

>> No.3866086

/vr/ server WHEN

>> No.3866093
File: 7 KB, 267x227, 1369531755011.png [View same] [iqdb] [saucenao] [google] [report]

>Skipping over the title

Here's the link to Lithium 1.3 you donut


>> No.3866105
File: 832 KB, 1280x1790, 1445038841832.jpg [View same] [iqdb] [saucenao] [google] [report]

post your favourite non-official promotional art for Doom

>> No.3866109

>Turok 2 EX requires mid-high end CPUs to run smoothly

Great work Kaiser

>> No.3866115

>wasting the cd-i doubters


>> No.3866118

the wads of wads box art. Except it seems to have fallen off the face of the earth again

>> No.3866120
File: 396 KB, 500x402, wuboo.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3866121

>"CD-i doubters"
This can't be from a real magazine, can it?

>> No.3866139 [SPOILER] 
File: 36 KB, 480x360, 1489793909193.jpg [View same] [iqdb] [saucenao] [google] [report]

Just here to remind you all that this was a thing

>> No.3866145

A feature film showcasing MSXGuy's journey through Gensokyo
Goddamn letterboxing.


>> No.3866168
File: 67 KB, 300x300, 300px-monster_quake_shambler.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3866170

please do not remove the phrase "DOOM THREAD" as it is how our threads are identified from the catalog.

>> No.3866173

why is this spoilered

>> No.3866174
File: 253 KB, 1280x1024, current.png [View same] [iqdb] [saucenao] [google] [report]

More work done on my Highway 2 Hell Map, Crack her open if you like and modify if you wish.


Requires Base.pk3

>> No.3866179 [DELETED] 


>> No.3866191
File: 9 KB, 213x187, laughing obese xenomorphs.jpg [View same] [iqdb] [saucenao] [google] [report]

>he's still trying

>> No.3866195

You have to go back.

Don't be an enabler.

>> No.3866225

i've always typed doom bruv, this has turned into a fps general anyway
be smart, it will advertise our wads to a wider amount of autists
resulting in doomination of /vr/ fpses

>> No.3866229
File: 137 KB, 600x600, wadsofwads.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3866238 [DELETED] 

Sarais pls stop

Your maps are terrible and overambitious

>> No.3866239
File: 41 KB, 1000x1200, dancetem.jpg [View same] [iqdb] [saucenao] [google] [report]

Thank you anon, was looking for that.

Is wad archive broke? None of the pages load right

>> No.3866242
File: 36 KB, 500x375, 5187tcFK2DL.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3866249
File: 356 KB, 1920x1080, Screenshot_Doom_20170317_205055.png [View same] [iqdb] [saucenao] [google] [report]

I'm getting bored of this DRLA run of Kama Sutra. The only weapon I have that feels like it's powerful is my Plascharge Launcher and everything else feels weak

>> No.3866254 [DELETED] 
File: 2 KB, 98x100, hoh.png [View same] [iqdb] [saucenao] [google] [report]

Too bad. I'm going to keep mapping.

>thinking somebody's magically going to get better at mapping if they don't map

>> No.3866257
File: 101 KB, 650x650, cyberdemon pays inspirobot a visit.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3866258

Just as long as you learn from your mistakes, and study up on map design, and maybe scale shit back a little, I don't think you've hit the level of experience to do the shit you're trying to do.

>> No.3866263

> learn from your mistakes, and study up on map design, and maybe scale shit back a little
That's why I've been asking for help (I have no fucking idea what I'm even doing, most of this is just being inserted when it materializes in my mind), but apparently it's begging when I do it.

That's why I appreciated the one anon trying to salvage the damned thing, because I'm inexperienced, this is my literal first map, and I'm not satisfied with it yet, hence the repeated requesting for crutches/meggido shennanigans

>> No.3866268 [DELETED] 

Nobody else reply to this, he does this every thread.
No one's going to spoonfeed you. Start smaller and do it your fucking self. Don't even bother replying to this, if anyone answers it won't be me. There's a reason everyone hates you and it's because you act like this.

Fucking stop or fucking leave.

>> No.3866269

Christ, you're going that big for your first map? Scale it way back dude. Save the insane architecture and shit for later. Just make a simplistic map at first.

>> No.3866276

Reminder to report drama and shitposting on sight.

>> No.3866278 [DELETED] 

>nobody's going to spoonfeed you
Fuck off jew. I didn't ask for spoonfeeding; I asked "how the fuck do i stop fucking it up?". You still seem to be mad that I refused to pay you for converting a single sound file.

>> No.3866280

So do you.

>> No.3866281 [DELETED] 

Fuck off cancerous pieces of shit, you are the reason modding sections of every other doom community are shit.

>> No.3866282

It's my first map; but I've done other, smaller, incomplete maps in the meanwhile, See below:


>> No.3866285

Report, don't respond.

>> No.3866287 [DELETED] 
File: 2 KB, 109x126, 1331544452524.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3866290
File: 171 KB, 1280x720, Screenshot_Doom_20170318_002251.png [View same] [iqdb] [saucenao] [google] [report]

What are you testing this in? Getting pic related in zdoom 2.8.1 but works fine in gzdoom regardless.

Liked the spfaces on the yellow door and the design of the room opposite the vile. The skychange through the fireblu teleport was neat but the fight there was a bit boring unfortunately and I don't know what you could do to change that.
I'm glad the map loops around that's always a positive, the experiment room looks promising too

Definitely much better than your previous iteration of the map especially in the texturing department

>> No.3866294

>He doesn't have a mid-tier PC

>> No.3866305


It's for GZDoom as the rules stated, maybe my mind sporadically put a G in there where there wasn't. The room should definitely be following the Void.Wad princible

I'm aware of the fight in the Knight room (it's entirely skippable), but on the same tabs as you, not knowing how best to improve it. Thank you for the commendation on improved texturing, abeit it does take a bit longer to stitch things together, but that's fine.

I feel the room with the fireblu teleport could be improved; but don't know how to improve said individual areas due to a lack of skill, but I'll probably overcome that obstacle in time.

I wasn't entirely sure on the opposite-the-vile room, but if it looks good, then I'll keep it. It's individual little sector-things are meant to be based off of those weird arching cathedral gazebo things. Cloisters? I don't know what the technical name for them is off the top of my head.

Hopefully it will be worthwhile when all is said and done. I'll touch up the lines once the initial map is sketched out, being unable to visualize them properly in my mind.

>> No.3866312

I sort of want to; but at the same time, I have a hard time actually coming up with anything. I usually split off and work on other maps when they come to pass for practice, but again, this was something I wanted to focus on first and complete the map's building.

Suffice to say; once I have an idea of what I'm doing and what my mapping output actually is, then the quality is likely to take a sharp increase, but until then I'm mostly fumbling and flailing about until I find a comfort zone.

There's a goddamn light switch around here somewhere...

>> No.3866314

Do what I did: take notes from other vidya that inspired you and try to compress into a Doom map. But try to keep things on a small scale at first.

>> No.3866323

Most of my inspiration is, amusingly, from other doom maps; albeit in mishmash-ed uneven fashion, but still. I will need to take more looks at Unreal/2/various maps.

I tried to do an abandoned nod base but let's just say the structures were far too difficult.

It's a manner of most people having the wide idea for the map, where as some people (myself included) have to go on an inverse basis and build the maps around bits of detail.

I think a neat DOOM mod could be made if it was somewhat based off of Overlord/2

>> No.3866325

Alright, then for the time being, focus on a single theme per map, and just run with that instead

>> No.3866328

I really should do that; Abysmal attention span be damned.

>> No.3866346

I can of course, try to MSPAINT some sketches of what I have in mind for the floorplan/design/map in areas that are still being chiseled out, if it's of interest?

>> No.3866353

This is adorable. What mod is it?

>> No.3866359
File: 1.52 MB, 720x360, balls.webm [View same] [iqdb] [saucenao] [google] [report]

Might need some tweaking but this should be a fun little optional attack the player can use, it's gonna be a lot of fun to lob this thing into a cramped room or a chasm below you.

>> No.3866360

Japanese CM for Doom 64


>> No.3866369

>it's deleted
I can't really playtest this for you if it doesn't exist anon.

>I don't think you've hit the level of experience to do the shit you're trying to do.

Not him, but what are the consequences of doing overambitious shit?

I myself am about to jump into a project over my head and try to learn by doing as far as good Doom mapping goes (although it won't be my first experience with Doom mapping).

(I will then go back and revise or redo my early shit,100%, but is that still an issue?)

>> No.3866370

If you don't have a foundations of basics you're gonna regret it as you press onwards, plus you might burn out or severely discourage yourself by going in way over your head and having everything collapse on you in a spectacular mess.

Ambition is good, but learn to walk before you run.

>> No.3866371


Apparently there was a spawn placement problem, not at the car

>> No.3866376

early prototype for demonsteele

>> No.3866378

reminder that part of the map was attempted to be salvaged by somebody else. (ae; the only good parts, should probably of pointed out where/what. and what i edited)

Should probably be clear who's who.

>> No.3866384

>plus you might burn out or severely discourage yourself by going in way over your head and having everything collapse on you in a spectacular mess.
Sounds like my days of trying to do engine-dev in C++, hah.

>If you don't have a foundations of basics you're gonna regret it as you press onwards
So I should probably try to get something released that people can playtest, so I know what works for other people and what doesn't?

Or is it enough that I playtest my own creations?

>> No.3866385

Best sourceport to play Hexen 2 in coop ?

>> No.3866387

Yeah, just learn the basics of mapping, get something playable, share with folks, listen to feedback, and learn. Consider playing shitty mapsets to learn what NOT to do, plus sometimes shitty mapsets have interesting ideas, just piss poor execution.

Also a protip for mapping: When you're playtesting your own map, whenever you die, consider going back in your map editing tools, leaving a doomguy corpse there and some supplies, like some ammo, a stimpack, health bonuses, etc. It'll help give your map some more life and might help with balance and flow.

>> No.3866405

I look for RETRO FPS since it's not just a Doom thread.

>> No.3866410

Hammer of Thyrion worked fine for me

>> No.3866414

The issue is right now I have motivation for this big ambitious project, and I want to make use of it while I've got it.

I think I can do both, actually. What I can do is develop this thing incrementally as fuck, and test out maps on my friends without releasing them publicly, to get feedback that way.

(Note that we may be using different definitions of "ambitious" since SArais' map appears to be overdetailed whereas my project will just require a shitload of maps to be considered "done.")

Thanks for the advice m8

>> No.3866420

I'm fucking tired of techbases goddamn

>> No.3866421

Try playing another game then there's at least 30 doom clones you could try.

>> No.3866440

that game with those techbases

>> No.3866445

> bomb trail
you know what
that's actually a cool idea

>> No.3866446

Y the hate of Techbases bruh? They're awesome when styled as Knee Deep In The Dead or The Shores of Hell, now Doom 2 styled techbases is so shit as Doom 2 maps themselves.

>> No.3866447

Play BTSX E2.

>> No.3866449

I liked the textures that Doom 2 techbases use.

>> No.3866452

he added chex to the games so I think that's something

>> No.3866454

The textures are noice, the problem is the random architeture they have because there was no Romero in the mapping team to make nice abstract stuff.

>> No.3866479

You think so? I'm worried it might be a little too situational. It's gonna clean house in smaller maps though.

>> No.3866589

>NESDoomguy throws out a rolling NESDoomguy that plants bombs

Does NESDoomguy have a stand?

>> No.3866590


Nothing wrong with having a specific tool for a specfic job. Even large, open maps have their nooks and crannies.

>> No.3866591 [DELETED] 

Nah, I meant Molten

>> No.3866603

Probably a bigger NesDoomguy

>> No.3866615

is there a so you want to play blood image? tried looking through the archives but no luck

>> No.3866627
File: 820 KB, 600x2850, 1489615591557.png [View same] [iqdb] [saucenao] [google] [report]

Dug this up from a /v/ thread from the other day. It's not much, but that's Blood for you.

>> No.3866635

I wish Romero did more doom 2 mapping in general. Most of the later maps that were good were his.

>> No.3866709

>Mute Turok 2 music
>Put on Doom 2 music

>> No.3866718

dunno, i saved it off doom_txt

>> No.3866720


made by some dead anon, reuploaded by term

>> No.3866725

"doom" tends to come up with a bunch of other stuff
okay, you're a human who can change his habits

the reason for preserving the phrase "doom thread" in the op is it's historically the nearest thing to a canonical way to find the current thread (a simple link to the board isn't enough, you still have to find the thread) and this has been used before in places which are now hard to change (e.g. text files for /vr/-produced wads on /idgames), so effectively taking that text out breaks external links to /vr/doom, which is obviously bad.

>> No.3866734

>The Demon's Dead starts playing
>Have no urge to go on

>> No.3866757

This, some people may also have 'Doom' in their filtering for highlighting as well.

>> No.3866770
File: 105 KB, 1280x720, shot000.png [View same] [iqdb] [saucenao] [google] [report]

How do I get the damn thing open in the model editor so I can export a usable format?

Enter kexstudio in the console to get the level editor in Turok 2 btw. Apparently it's not done.

>> No.3866772
File: 187 KB, 541x667, oh.png [View same] [iqdb] [saucenao] [google] [report]

Turns out don't need it, exportobj in the console works fine.

Just have to find the first-person models.

>> No.3866783

so i made an OICW with an underbarrel shotgun
so that's basically 3 guns in 1

now i need to make it also use cells
but i need ideas
one such idea was to use the scope to charge up a railgun shot when full, eitherwise just shoot semi auto

>> No.3866792
File: 670 KB, 1280x720, vaporize.webm [View same] [iqdb] [saucenao] [google] [report]

we F.E.A.R now

>> No.3866806
File: 586 KB, 971x535, iggy.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3866819
File: 397 KB, 594x481, evil.png [View same] [iqdb] [saucenao] [google] [report]

they smile while covering their face before you save them and that makes them even creepier

>> No.3866823

Oh damn, are the sounds exportable too?

>> No.3866824

Neither does the Doom infographic

>> No.3866825

They're all wav files in game.kpf which is just a zip so you can open it with 7zip.

>> No.3866828

>one such idea was to use the scope to charge up a railgun shot when full, eitherwise just shoot semi auto
It would be pretty cool if you made a functional OICW scope that allows you to set the airburst range of the grenade. Like, when you're in the zoom state pressing altfire shoots a non-damaging hitscan that measures distance to you and sets a variable/inventory token amount on the player which the grenade checks for.

>> No.3866829

If Turok2Ex is anything like the engine PowerSlaveEx uses you can just open the data archive file in slade 3. It should be structured pretty much exactly like a zdoom pk3. Could you check that please?

>> No.3866834

Yeah it works, and it's structured exactly like a ZDoom pk3 because it's just a zip.

>> No.3866835

Well all my exporting, setting bitrates and sorting of sounds from the n64 rom is kinda pointless now.. oh well.

>> No.3866839

Yes, the main KPF data file is just a ZIP file. However, editing it is kind of a bad thing because a.) you'll get locked out of multiplayer and b.) it'll get replaced every time the game updates, destroying all your changes.

You can load mods by either using the "-file" command line parameter like Doom, or by creating a "mods" subdirectory in your Turok 2 folder and throwing custom KPF files in there to be autoloaded. You'll still get locked out of multiplayer, mind, but at least you'll have more control over it.

>> No.3866846

>Yes, the main KPF data file is just a ZIP file. However, editing it is kind of a bad thing because a.) you'll get locked out of multiplayer and b.) it'll get replaced every time the game updates, destroying all your changes.

Sure, but can you extract models, textures, sounds etc. like that?

>> No.3866847

Textures are PNG, sounds are WAVs, but the models are some nonsense format that you'll have to convert from the level editor with the exportobj command in the console and all the models have nonsense names and you have to repeatedly press up or down arrows to go through them, you can't hold it, and there's about a 1/400 chance that it'll crash in the process. There are thousands of models so it will happen.

>> No.3866849

Official word from one of the programmers on Steam Forums:
>Serious disclaimers that it's not really ready for public consumption yet. We can't handle bug reports or feature requests for it yet, but yes, it does exist.

>> No.3866859

So, uh... how's the Monmusu Quest mod doing? Is it still a thing?

>> No.3866871

So when are we porting Doom to shovels?

>> No.3866897

damn cool, if that's your work how did you make the particle trail?

>> No.3866908

that's fake, in the unlikely event you didn't realise it was.
>So when are we porting Doom to shovels?
shovelware compilations for shovels, full circle.

>> No.3866919

It's a rail beam, not a projectile. Basically it's a string of 3d model beams that look like a "+" in cross section sized so they connect exactly to each other. The texture is a white smoke texture with a warp shader and the actors have the "AddShaded" blend mode and a StencilColor.

To make the monsters look burned, the puff actor of the rail beam has +HITTRACER and checks HP of the monster one tic after the hit and applies a translation to it if HP <= 0 so I don't have to define custom death states for anything.

>> No.3866924

cool, thanks for the in-detail information. It does look really damn cool.

>> No.3866934

>that's fake, in the unlikely event you didn't realise it was.
Well, duuuuh, it's the same guy who """played""" Doom with a toaster.

>> No.3866935

Thanks. I'm kind of considering making a project: MSX addon with modernized code and human/mech enemies. If you or anyone else have any suggestions for that I'd like to hear them

>> No.3866970

Different voices for the humans that isn't the generic security guard FEAR voice

At least have it be the Replica voices

It's still a thing, Mike is actively working on it instead of moving on to better projects.
HDoom on hiatus

>> No.3866976

I'm also involved in the project (doing the combat stuff), can confirm there's plenty of stuff going on.
Also, HDoom isn't on hiatus. He's mostly waiting on other people to finish their sprites.

>> No.3866980

>He's mostly waiting on other people to finish their sprites.

oh, we've heard this one before.

in other words, it's dead. rip in penis.

>> No.3866981 [SPOILER] 
File: 295 KB, 1530x5849, 1489843588762.png [View same] [iqdb] [saucenao] [google] [report]

you want something that feels powerful? try the gauss rifle (or most master assemblies, actually)
the auto (double)shotty is also pretty fun
pic related, cheat sheet

>> No.3866986
File: 8 KB, 259x194, images.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to play some duke, but the desu site appears to be down. I get a 503 service temporarily down error.

Can someone post an alternative link to the duke jpg?


>> No.3866997
File: 843 KB, 1543x2581, 1403195896088.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3867001

>Also, HDoom isn't on hiatus. He's mostly waiting on other people to finish their sprites.

>> No.3867031

Which mod does the whole "entire Doom series mixed together" thing better: MetaDoom or Doom Flakes?

>> No.3867040

MetaDoom, easily.

>> No.3867043

I guess it's because it had a bigger quantity/variety of weapons and the enemy system.

Also, Flakes got the Unmaker but it looked weird.

>> No.3867046

i've never even heard of doom flakes

>> No.3867048

it sounds like a breakfast cereal. 50% of your daily amount of iron buckshot. now with extra cacodemon blood

>> No.3867049

There's only like two videos about it from some brazilian YT channel.

>> No.3867050

Actually it's because MetaDoom has more polish and thought put into it, some of the extra features Doom Flakes bring seem really halfassed.

>> No.3867051

When was it made? i know MetaDoom was done a while after D4D but i wonder if Flakes is either a first try that didn't work something thinking MD wasn't good enough

>> No.3867052

An agitated skeleton in every box!

>> No.3867054

Looks like it came out back in december of last year

>> No.3867062

5000% of your recommended daily calcium intake

>> No.3867082

Where are good places to get music for Doom levels?

>> No.3867146

https://modarchive.org/ is a good place for tracker music

>> No.3867151


>> No.3867157

Looking at Flakes' OP, the guy clearly says he was inspired by MD and other "hybrid mods", so I guess the guy's just trying to make a mod similar to ones he enjoys. I'm in a similar boat right now, so ¯\_(ツ)_/¯

>> No.3867171
File: 824 KB, 1855x954, doomq1zm.png [View same] [iqdb] [saucenao] [google] [report]

Same here.

I wanted to teach myself mapping in UDMF format, now I'm two levels into a full TC that is basically "Strange Aeons with Quake textures and monster replacements for the whole Doom 2 cast".

>> No.3867181

What's the best way to play Wolfenstein 3D? Also, is there a mod for it that ramps up the violence/visuals without changing the gameplay?

>> No.3867184

>I'm in a similar boat right now, so ¯\_(ツ)_/¯
what're you making?

>> No.3867187

I'm planning out a project inspired by Cory Whittle's old EDGE mods like Immoral Conduct and Don's Challenge, while implementing everything we've learned as a modding community in the many, many years since those mods.

It's a difficult ideal to strive towards, and with all the technology changes going on in GZDoom lately, I've become a little gunshy on pulling the trigger and launching into full-on development until I see how things evolve with the engine some more.

Interesting Times, etc.

>> No.3867194

I just played Ultimate Doom for the first time and I loved it, as well as nu doom, now I want to play a Quake game. Which one do I start with?

>> No.3867202

>infamous Bob Averill

Who? First time I hear of that fellow.

>> No.3867203

The first one obviously then 2 and Quake Live

>> No.3867204

Quake 1 of course.

>> No.3867221

Quake 1. You could also try Duke Nukem 3D or Blood before that.

>> No.3867224

It's OK, lots of people liked new Doom, you don't have to hide it. The controversy lies in whether it was as enjoyable as old Doom, or merely an ok to good game.

I second Quake 1. It has the ID team at their top in terms of level design, its the last hurrah of old ID before things started to change and Romero and Peterson left. Quake 2 is dry and flavourless by comparison. You may not like the tougher monsters, but the atmosphere and level design is top notch.

>> No.3867226

>tfw Quake 1 had a setting and concept with a lot of potential
>No other game, besides the expansions bother to expand it

>> No.3867238
File: 151 KB, 1366x768, Screenshot_Doom_20170317_104022.png [View same] [iqdb] [saucenao] [google] [report]

this project brutality/quake thing is more bugged than planet p. that being said, is there any mod that shit can get out of control fast? i mean monsters on your dick in no time. i know about colorful doom, 2hu doom, pmsx, SUAB & drla

>> No.3867240
File: 21 KB, 498x640, 2266897-1038153183_00.jpg [View same] [iqdb] [saucenao] [google] [report]

Only tangentally related, but has anyone here played this? Is it worth playing?

>> No.3867249


Discord for Quake 1 mappers to post screenshots and talk shit.

>> No.3867251
File: 1.08 MB, 320x240, 1468258905397.gif [View same] [iqdb] [saucenao] [google] [report]

>when you take control of a hazmat worker & pick up something radioactive & bring it into a room, killing all inside that is unprotected inside the room.

it's good but not that good.

>> No.3867259

>script error, "Kiras_Bizarre_Adventure.wad:DECORATE" line 379: Expected ')', got ','.

Does anyone know how to fix this?

>> No.3867265

alright thanks guys!

yeah I just hid it because its not retro

>> No.3867272

It's pretty average but worth a bash

>> No.3867278
File: 507 KB, 1920x1080, Screenshot_Doom_20170318_180127.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3867279
File: 505 KB, 1920x1080, Screenshot_Doom_20170318_180148.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3867280


>> No.3867284

update your port

>> No.3867286

I liked Q2 better. Q1 is pretty boring outside of multiplayer.

>> No.3867301

I think the same if you switch places with the "1" and "2".

Q2 had god tier MP mods

>> No.3867317

Why hasn't someone made an A E S T H E T I C vaporwave Doom wad?

>> No.3867328
File: 200 KB, 1191x670, 1488067471721.jpg [View same] [iqdb] [saucenao] [google] [report]

I know, right?

>> No.3867330


>> No.3867353


well this sound fucking cool

>> No.3867356

Bitch I crashed Turok 2's level editor so hard even Firefox was unresponsive

When's that shit getting updated

>> No.3867359

dunno i just reposted the requested picture

>> No.3867367

I wonder if you could make a satisfactory vaporwave palette.

>> No.3867368

Is this OC or is this an edited version of the lackluster SYWTPS Blood I made?

>> No.3867386

a terrifying vision of a future that gratefully did not come to pass

>> No.3867412

>is there any mod that shit can get out of control fast

Hideous Destructor.

>> No.3867417

What are some shitty wads to learn what not do do when creating levels?

>> No.3867423

Doom 3 has some fantastic mods.

>> No.3867424

just hit random on /idgames, it's not too hard to find something you'll hate

>> No.3867428

someone post screenshot saturday thing I lost mine

>> No.3867430

The Joe-Ilya collection

>> No.3867437
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3867439

That feel.

It's what bugs me about Quake's development the most.

>> No.3867440
File: 2.94 MB, 1280x720, sv_fastmonsters 1.webm [View same] [iqdb] [saucenao] [google] [report]

Well I added -fast support and it makes everything super duper hard.

>> No.3867441

It's just a mishmash of a bunch of concepts as they tried to turn a failed RPG into a proper FPS.

>> No.3867445
File: 959 KB, 1920x1080, gzdoom 2017-03-18 15-02-34-43.png [View same] [iqdb] [saucenao] [google] [report]

Just a little cave map I've been working on.

>> No.3867446
File: 881 KB, 1920x1159, doomq1zl.png [View same] [iqdb] [saucenao] [google] [report]

Still making a horror themed wad with a shit load of Quake 1 textures and some new monsters.

>> No.3867451

I'm really disappointed that Kaiser didn't put in some self-insert multiplayer skin goofs like Quake 3 Arena had.

There's already some weirdo in there! Where's Nightdive?

Also there should have been Quake 3 Arena style bots for offline skrimishes. I just want to run and jump and shoot and not have to find more enemies to continue shooting. Just give them to me.

>> No.3867452
File: 678 KB, 1916x1161, doomq1zv.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3867453
File: 1.11 MB, 1855x955, doomq1zw.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3867459
File: 1.42 MB, 1849x952, doomq1zy.png [View same] [iqdb] [saucenao] [google] [report]

Last time I posted, Anon said it was too dark. I tweaked the lighting to be a little brighter, hopefully it'll strike the right balance between not too dark to fight, not too bright it spoils the atmosphere.

>> No.3867461

>After this operation, 666 kB of additional disk space will be used.

uh oh

>> No.3867463

uh oh

>> No.3867464
File: 156 KB, 680x678, 1468052119759.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3867471
File: 18 KB, 326x284, 28d.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3867474
File: 10 KB, 320x320, temp.png [View same] [iqdb] [saucenao] [google] [report]

Editing sprites and trying to do like 4-5 sounds.
Going to walk the dog and eat lunch now though.

>> No.3867475
File: 430 KB, 1600x900, Screenshot_Doom_20170310_172104.png [View same] [iqdb] [saucenao] [google] [report]

I've added a metric fuckon of polish since the last version, but performance may have suffered a bit.

Notable additions that can be toggled in the options menu:
- Autosave
- More particles and blood (especially on cybie and the spider)
- muzzle flashes with Dynamic lights

Notable gameplay additions:
- Hell nobles now reduce fear with their attacks again
- Pulse Rifle now has a 1/2 chance to force gibbing
- Tons of random tweaks, to be honest I kept very poor track of them
- Cacodemons will make a sound and project particles (if particles are on) when dodging to better show what's happening
- Archvile summons will show a tracer path our from the vile before summoning so you know where they're going to appear

- All monsters/weapons rewritten to use anonymous functions where possible
- SMG sprite edited to look way better

I've also included the Plasma SMG and Hellfire Revenant addons, which are meant to serve as example wads to help people make compat patches for their favorite stuff (since Babel will also have a Monsters-only version and can be patched to add fear/sync to custom monsters on mapsets). Obviously this is a bit early for that kind of thing but if you know how to mod stuff take a look at them and give me some feedback on the comments in the files, I want to ensure they're as readable as possible.

I'll be in and out of the discord but I should get back to you, or post in the thread if you have feedback or questions.

>> No.3867476


>> No.3867478


>> No.3867479
File: 79 KB, 407x243, [Spanish REEEEEEEEE Noise].png [View same] [iqdb] [saucenao] [google] [report]

I like it, but I have one big issue with it.


>> No.3867482
File: 248 KB, 400x1900, So you want to play some BLOOD.png [View same] [iqdb] [saucenao] [google] [report]

Here's the original, Had to comb through my old hardrive to find it. Even though it's shit it feels weird having a contribution by me be talked about here every now and again.

>> No.3867484

And of course I use an image with the old SMG sprite :^|

>> No.3867486
File: 59 KB, 1088x64, who.png [View same] [iqdb] [saucenao] [google] [report]

Who are these people I found in the files? They aren't in the skin select menu.

>> No.3867489
File: 1.67 MB, 720x360, long ball.webm [View same] [iqdb] [saucenao] [google] [report]

Working on the next tier bomb upgrade, I think if the player somehow finds a THIRD chainsaw during a mapset, I'll just give them a pack of missiles because I can't think of a way to upgrade the bombs any more past this point without going full retard.

>> No.3867493

I think he's implying that's the sound your enemy appears to be making

>> No.3867496
File: 182 KB, 326x327, 5cbe0f537cb8f4c4f51fe0b62ed35d13.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3867503

maybe the programming team?

>> No.3867507


>> No.3867510

Hey I remember you, map looks cool. When do you think you'll release it? I'd love to play it.

>> No.3867514

That shield dude better not be able to block stuff, anon. Is this just gonna be a unique map and monsters or are you bringing some weapons too?

>> No.3867520

When I'm done placing monsters into map 2 I'll upload it to /vr/. All the level layout is done on the first two maps, I just need to tweak monster encounters which I feel is my weakness point.

Hate to break it to you... The raise the shield when they take a hit. They're identical to their Strange Aeons appearance, weaker Hell Knights with a minor gimmick.

>> No.3867521

Just as long as they don't go full centaur. I'll accept it

>> No.3867524
File: 11 KB, 250x240, 324.jpg [View same] [iqdb] [saucenao] [google] [report]

>people still talk about zblood like its a remake and not just a blood themed doom wad

>> No.3867537

>new weapons
I've considered doing all new weapons as it feels like a logical next step now that I've replaced all the monsters, but I also kind of want to keep that "Doomguy trapped in Lovecraft world" feel.

>> No.3867539

Never go full centaur

>> No.3867545

>With the success of Turok 2 EX I'm proud to announce Blood EX is coming early 2018!


>> No.3867550


>> No.3867553


...You know, you're not limited to making an actor invincible when it's holding up a shield.

Instead you can have the monster spawn an invisible actor with the +SHOOTABLE and +THRUSPECIES flags. Make sure to give the monster & the spawned actor the same Species property, too. Set the monster to be the master of the spawned actor through SXF_SETMASTER, and have the spawned actor constantly A_Warp to a few mapunits in front of its master.

>> No.3867556
File: 13 KB, 325x255, 532.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3867557

Fucking epic, bro! Upvoted!

>> No.3867559

DRLA monsterpack w/ legendoom
armageddon difficulty
enjoy your excrutiating pain

>> No.3867562
File: 83 KB, 600x365, 1486559099778.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope you stub your toe on something in the near future.

>> No.3867564
File: 4 KB, 148x134, 1489869064.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3867565

you sir need to kindly fuck right off

>> No.3867567

Sounds like technical wizardry of the highest order. I had no idea this sort of thing was possible. Feels like every time I open up SLADE and the Zdoom wiki I learn something new.

The original point of my mod was just to teach myself modern mapping techniques and learn the UDMF format. Map 3 will be themed around a sewer / flooded cave because I'm learning self-referencing sectors and water effects.After that I'll do maps themed around wacky portal effects and 3D floors

>> No.3867569

Was as unlikely as ever that Nightdive Studio would EVER post about it since obviously Kaiser's going to have to do it the same way he did Doom 64 EX and Powerslave EX.

>> No.3867571
File: 476 KB, 800x800, 1467696604504.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3867572

>try to register on Doomworld forums
>every time it says "You have failed the security checks" even though I was greenlit for everything

What the fuck is happening?

>> No.3867575

You have to delete your 4chan and Doomworld cookies

>> No.3867582

>4chan cookies checked by New DW
I sincerely hope you're kidding.

>> No.3867583

Ling being a full retard.

>> No.3867592

The game has two main problems. One, it rarely has scenarios where both civilians and cops are present, most of the time you're just possessing one cop to possess another cop. Two, you rarely have to assume any roles and do any tasks specific to the person you're possessing, most of the time you're just running around corridors or dealing with mediocre platforming segments.

>> No.3867619
File: 1.63 MB, 720x360, remember to take breaks when playing with your balls.webm [View same] [iqdb] [saucenao] [google] [report]

and now there's an ammo limit to make sure players can't spam bombs or the morphball.

>> No.3867632

The entire shebang is being overhauled, Linguica probably fucked something up when trying to make it all work, try again in a couple of days when he might have unfucked it.

>delete system32

>> No.3867654

I feel like mines haven't been used often enough as a theme. I remember one in Alien Vendetta but that's it.
Does anyone know any other wads with mines?

>> No.3867658

Russian Overkill

>> No.3867665

yeah real funny jackass, he means maps with coal mines or whatever, not weapons that lay proximity charges

>> No.3867668

blood has some mimes

>> No.3867675


>> No.3867684
File: 294 KB, 720x360, unsheathes balltana.webm [View same] [iqdb] [saucenao] [google] [report]

and now I have a few simple frames to show the player his ball is ready to be shown to the world.

>> No.3867747

>Another Screenshot Saturday rolls around
>I'm still not working on anything

Looks cozy.

>> No.3867757

>early 2018
how can they guarantee that? was he already working on a blood remaster?

>> No.3867758

You Dig

>> No.3867764


>I'm proud to announce Blood EX is coming early 2018!

How the hell did they fool Atari into doing something potentially RIGHT for once?

>> No.3867767
File: 120 KB, 434x400, 1337337866577.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3867771
File: 459 KB, 1440x900, 1460511263958[1].png [View same] [iqdb] [saucenao] [google] [report]

You got half punked, anon

>> No.3867785
File: 402 KB, 588x598, 1479500681908.png [View same] [iqdb] [saucenao] [google] [report]

>Little doomguy curled up in your hand

that's adorable

>> No.3867795
File: 782 KB, 1920x1080, Screenshot_Doom_20170318_185145.png [View same] [iqdb] [saucenao] [google] [report]

How classic is Alien Vendetta?

>> No.3867797

Extremely classic, right up there with Scythe 2.

>> No.3867804

misri halek sure was an adventure and a half

>> No.3867805
File: 11 KB, 585x415, 1489877965.png [View same] [iqdb] [saucenao] [google] [report]

agreed but shame it has a black outline that makes it clash horribly with the style of the hand

sorry i know you're stubborn about the outline and it's generally fine on your sprites which are entirely in that style but you can't combine black outline sprites and non black outline sprites at a completely different scale into one sprite without it looking bad. in my opinion of course.

>> No.3867809

it's one of the few compet-n PWADs megawads, that means the original hardcore Doom speedrunner community considered it good enough to be worth playing obsessively over and over again without getting bored of it.

>> No.3867810
File: 2.86 MB, 1280x720, msxtest01.webm [View same] [iqdb] [saucenao] [google] [report]

Recoded the MSX pulse rifle with new behaviour and zscript code to avoid all those awful inventory checks. Loaded as a separate pk3 with vanilla MSX.

The idea is that high mass mode shoots high dps projectiles and high velocity modes shoots less efficient rail beams that work better against crowds or something.

I'll try remaking the grenade and running code as overlays on the player actor next.

>> No.3867813

And my opinion.

>> No.3867814

That seems way less effective than the original. I dunno why people underrate that weapon so much, it absolutely shreds anything that isn't immune to explosions.

>> No.3867817

>That seems way less effective than the original
Haven't spent any time at all fiddling with the damage values and such yet.

> I dunno why people underrate that weapon so much, it absolutely shreds anything that isn't immune to explosions.
They do? I think it's the best weapon in the whole mod.

>> No.3867823

It's an undisputed top tier weapon

>Tapping the standard shot leaves a little damage aura that stunlocks anything and makes it very ammo efficient
>Full charge shot we don't even bother with because it will never amount to the same kind of damage and control of the tap shot

Seems interesting

>> No.3867826

>Full charge shot we don't even bother with because it will never amount to the same kind of damage and control of the tap shot

Full charge shot is invaluable against large crowds though, especially if they surround you. A full power straight up jump where you fire at the peak.

Also very useful for packs of cacodemons which is the second most dangerous monster after diabloists in MSX.

>> No.3867862

Wait wait, someone's expanding Project MSX?

>> No.3867864

Project MSX is updating?

>> No.3867865

Not promising anything will finalize, but yeah I'm tinkering with it. Still looking for suggestions if you have any.

>> No.3867867

Yes. Project MEX from Nightdive Studios, coming 2018

>> No.3867869

Project SMEX

>> No.3867870

Project ManSEX

>> No.3867872

Not official at all and I'm not the original author, its just a patch/mutator to run along with the last release.

>> No.3867875
File: 39 KB, 249x191, TiAT7aC.jpg [View same] [iqdb] [saucenao] [google] [report]

ugh misquote

>> No.3867876

Why does this map look like it's from a Quake game to me?

>> No.3867879

Back To Saturn X Ep1 has a fair bit of inspiration from Quake 2 I think.

>> No.3867889

BTSX E1 is basically a hybrid of KDITD, Doom 64's early levels and Quake 2 in terms of visuals.

>> No.3867895

Project MlpSEX by Major Cooke and joe-ilya

>> No.3867902

fucking kek

>> No.3867903

currently building an old computer just for /vr/ vidya what other old school fps would you recommend?

>> No.3867907

Dark Forces 2

>> No.3867915

Here's a suggestion, add an option to remove the waste of screen space at the top, bottom, and bottom corners of the HUD. They look awful and don't make any sense (if this is a super-advanced super suit, it wouldn't be obscuring your vision). Keep the rest of the HUD though. Maybe push the energy meter a little lower and the weapon icons higher.

>> No.3867934

I think I want to experiment with new hud inspired by that of modern fighter jets and quake3 competitive huds, with non-intrusive info mostly near the center of the screen. That will have to wait until ZScript actually supports hud stuff though.

Another thing I'd like to try my hand at is more advanced movement, perhaps with mantling and ninja moves like wall jumping and slide tackles or whatever.

>> No.3867942

Also DEFINITELY particle effects and decals that change with the texture of the wall you hit if/when zscript gets support for that.

>> No.3867949

I don't see how mantling would be a worthwhile addition.

>> No.3867987

Not him, but: Would make 3D platforming more forgiving, so you can climb up onto something if you undershoot it a bit at first.

>> No.3868001

But the mod already has Super Jumps. Mantling would just slow it down in an nonconstructive way.

>> No.3868025
File: 141 KB, 894x503, wip.png [View same] [iqdb] [saucenao] [google] [report]

wip overdesigned glock thing

>> No.3868043

Yholl x Shivers OTP

>> No.3868047

What about dash punches and dash jumps?

>> No.3868067

Kegan x Term x Kinsie love triangle

>> No.3868075

Term: Oh yeah Kinsie finish my project...
Kegan: No Kinsie, help me. I've got a HUGE update over here and nobody to help me out with it.

>> No.3868083

Kinsie: quits and makes angry internet posts instead

>> No.3868090
File: 338 KB, 1280x720, 1489815993_f96b.png [View same] [iqdb] [saucenao] [google] [report]

Almost late because I was asleep all day.
Added a homing rocket launcher upgrade and mail system.

There's a few ideas I had for large systems in the mod a year ago when I started working on it that I want to visit now that I'm more happy with the balance and general feel. One is your computer brain having more importance, where it has a CPU and RAM and etc. that you must upgrade to use more intensive upgrades at once.
Another is robo companions that shoot for you and stuff, which would have a very similar system (same tech) and have scrapping like DoomRPG's turrets.

>> No.3868094

>and mail system
...You gotta explain this.

>> No.3868097
File: 317 KB, 1280x720, 1489827026_251b.png [View same] [iqdb] [saucenao] [google] [report]

You get mail from people sometimes. Lore bullshit because I like writing stuff nobody will read, even though I suck at writing.
It took a fair amount more effort to implement than I thought it would, but that's alright.

>> No.3868102

it tells you what weapons are avaliable on the map?

>> No.3868106
File: 249 KB, 1280x720, 1489890055_e553.png [View same] [iqdb] [saucenao] [google] [report]

No, it's just a message you receive on the start of the game. There's also messages for when you complete clusters of Doom 2.
Also someone gave me a sprite and it was cool so I added it for the gauss rifle.

>> No.3868135

>What are some shitty wads to learn what not do do when creating levels?

It's not shitty by any means, but Knee-Deep in ZDoom is...probably what you should avoid when making ZDoom maps.

>> No.3868145

your sperging was more than worth it.

>> No.3868150

*Anon carves another notch into his bed post*

>> No.3868154


>> No.3868160

I posted this on doppelchan because no one here seems to be giving it much attention.

Anyways, definitely plays well to me but the performance is a bit mixed on my old HP laptop even with all the effects turned off. Also it seems like the performance settings don't work for stuff that's already spawned.

>> No.3868161

you're forgetting your free 'I replied to a post' pin.

>> No.3868194

Performance is gonna be a bit iffy on older stuff yeah. You're also right, right now it's best to set the settings and leave them but in the future they'll work better. I just haven't implemented that yet due to performance concerns.

>> No.3868204
File: 55 KB, 534x443, Hmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

I might actually remove the outline from the morphball, I could argue it's not a projectile but like. A character, technically.

I've also had someone mention the doomguy morphball might be a little jarring tone-wise, saying my mod is a serious project based off a serious game, but I always felt the first Metroid had more of a lighthearted, adventurous tone compared to the other Metroid games.

Though I am kinda serious about this project, I'm making it out of love for Metroid and the NES version

>> No.3868225

Does Yholl post here? He seems like a breddy cool guy

>> No.3868228
File: 999 KB, 250x251, 1410873322587.gif [View same] [iqdb] [saucenao] [google] [report]

Not often, he's very reclusive and kinda flighty

>> No.3868239

what is this joke about yholl being a bird?

>> No.3868245

>Don's Challenge
What is it with people and putting in smoking/drinking to gain health/armor in their mods?

>> No.3868254

Like a trapped animal.

>> No.3868264

I think the Iggy skin in the original version would randomly pick a dev's face? I don't remember.

>> No.3868271

Best wad made by /vr/?

>> No.3868274

/pol/.wad, easily

>> No.3868275

Charge grenades fill that role better and the plasma rifle rapid mode can deal with crowds better while using less without heating issues.

>> No.3868276


>> No.3868279

>ded wad for ded port
kek, if we're gonna include Term's shit then Demonsteele easily surpasses Push.

>> No.3868282

I like Samsara.

>> No.3868283

>It's not shitty by any means
>Knee-Deep in ZDoom

You're generous.

>> No.3868284

I know you like balls, but I think this is going into the "I go overboard with features in my mod" territory.

>> No.3868289

I only added it for the sake of keeping multiple chainsaws relevant. Though I guess the odds of a player getting that many chainsaws through a mapset are pretty slim.

I could just trim it down to one charge attack.

>> No.3868301

This seems incredibly useless

>> No.3868302
File: 22 KB, 647x600, duck fuckem.png [View same] [iqdb] [saucenao] [google] [report]

What a piece of shit

>> No.3868309

I thought the throw-able bomb was the chainsaw weapon? Then the upgrade was throwing the bouncing Ballguy. Either way, multiple chainsaws were never relevant to being with I thought, just there for pistol starts or if you hadn't picked one up already.

>> No.3868339
File: 144 KB, 100x100, 1489713646486.gif [View same] [iqdb] [saucenao] [google] [report]

Just here to remind you all that this was a thing

>> No.3868343

What did KDIZD fuck up, again? I never played it but I saw a streamer play it. I seem to remember it being full of a lot of bullshit where a switch changes something on the other side of the map, which might be what you're referring to.

>> No.3868346

Classic overdetailing and underdesign. If it wasn't for the insanely complex detail the mapset would have been panned for shitty switch/key hunts and boring overall encounters.

>> No.3868347

Term please make a redneck version of Nocturne in Yellow that's just called Nocturne in Yeller

>> No.3868350

Ahh, so THAT's what you were trying to prevent SArais from doing. That makes a lot of sense.

>> No.3868354

Nah the player starts with bombs, the player starts with a shit range so to compensate they'll have bombs and some missiles to start them off with too. Just in the off chance someone plays through a map set where they don't get a shotgun early on.

>> No.3868358

Actually I'm not that guy but he would do well to consider gameplay before visual style.

>> No.3868363

For wads that were only developed solely because /vr/ exists? iirc we got GMOTA guy started, so probably that. Term was already making stuff before this thread. If I'm wrong about GMOTA guy, then FKER or Fractal Doom maybe? I'm not sure if these folks were active beforehand. 200 minutes of /vr/ was a purely /vr/ project...

We've put out some decent shit, really.

>> No.3868367

Yeah, GMOTA became a thing here first. I made a random post years ago pondering a gameplay mod idea about how the player has weaker weapons and builds ammo for stronger variants by hitting dudes.

Then it just kinda snowballed from there. I have BURL_TUMD to thank for starting me on that path too, the sword there is so much fun to use.

>> No.3868370

Would BURL TUMD count as well? Not sure if Eric dabbled in making mods before /vr/

>> No.3868372

Forgot about that. Is there a complete /vr/ wadlist somewhere? The "so you wanna play" thing had a few, but I don't remember if it was complete, and more were made since.

>> No.3868374

I can't wait for the next version of GMOTA

I don't think any of GMOTA Guy's mods have been unsatisfying to play

>> No.3868376

BURL TUMD got me going too, before that I never thought to try to understand how a Doom mod worked inside. Thankfully it was really easy to read.

>> No.3868378

Blastmaster isn't very good.

>> No.3868380

There are the two 'OUR WADS' pastebins in the OP, but they have not been updated in a while. Though nobody has really taken up that mantle again, I started a news archive to help catch some of the links at least.

>> No.3868382

What is Blastmaster?

>> No.3868386

A mod I banged together in the span of month or so for a contest on the ZDoom forums where you had to make a mod under 64kb


The controls are really bad, and I'd say it's probably the most convoluted mod I've made.

>> No.3868390

The rocket has its face pointing to me as it flies backwards when i add A_CustomMeleeAttack
Why? :(
> Spawn:
> MISL A 1 Bright A_CustomMeleeAttack(ACS_NamedExecuteWithResult("rocket", 0, 0, 0), "", "", "Melee", false)
> Loop


>> No.3868395

A missile fired with A_FireCustomMissile (or any other such function) will have the thing that fired it as its target, so it'll try to attack you. Use A_Look to make it try and acquire a target.

>> No.3868396

Man whaaaaat the fuuuuuuck, this is weird.

>> No.3868397

wait til you find the climbsaw.

>> No.3868401
File: 157 KB, 1258x1353, 1485574171631.jpg [View same] [iqdb] [saucenao] [google] [report]

>choose to boot up playthrough of Hideous Destructor after a good 7 months of my interest in doom in general fading away
>do excellently in e1m1 of PAR, leave it for the day
>resume today, as of five minutes ago
>*actually* finish map1 this time around

>boot up map2
>filled to the brim with soldiers and imps at the very beginning, but find myself surprisingly capable of pushing back by taking potshots/guessing by poking my head in and out of the water puddle I'm in
>eventually only 1 imp remains in the distance
>decide to save
>game freezes

>load game back up
>game makes it .5 seconds prior to freezing again
>ZDL is blank again

I underestimated this game's ability to kick me in the goddamn nuts whenever it feels like it.

>> No.3868403
File: 23 KB, 830x322, Sword screenshot.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3868404


What are some good medieval themed maps to go with this mod?

>> No.3868408


>> No.3868410

how would i go about making a weapons only version of accessories to murder? i know nothing about what to delete while using slade

>> No.3868413

This'll work, but there are some non-critical errors. Basically I just deleted the enemies from the actors folder.

>> No.3868425

thanks mate

>> No.3868430

Actually, the BFG might be broke, test it to make sure.

>> No.3868432

From the name I expected a Blaster Master weapon set.

>> No.3868436

just tested and nothing seems to be broken. like you said, seems to just be non critical errors

>> No.3868439

Alright good, just wanted to be sure.

>> No.3868440

I should do that do, one of these days. Though admittedly it'd be especially gimped given how weapons worked in Blaster Master

>> No.3868446
File: 70 KB, 641x431, 9999999.jpg [View same] [iqdb] [saucenao] [google] [report]

Yo, any room for Tribes in this bih?


Been binge watching this channel. Idk why, but Tribes 1 demos are always so comfy for some reason, to me at least.

>> No.3868467

MISL A 0 A_Look
MISL A 1 Bright A_CustomMeleeAttack(ACS_NamedExecuteWithResult("rocket", 0, 0, 0), "", "", "Melee", false)

And it fucking disappears upon seeing a monster :----DDDD
The whole thing for the rocket launcher is here https://spit.mixtape.moe/view/3001394e

>> No.3868473


>> No.3868486
File: 990 KB, 600x3275, soyouwanttoplayblood.png [View same] [iqdb] [saucenao] [google] [report]

i made this edit. its outdated now.

>> No.3868528

>The whole thing for the rocket launcher is here
I can't see the code you put just above in there. A_Look goes to the See state when it spots something.

>> No.3868538
File: 2 KB, 101x140, heh.png [View same] [iqdb] [saucenao] [google] [report]

>French Meat

Why did I start laughing

>> No.3868545

Just noticed that A_CustomMeleeAttack does not do any damage (to monsters), it was A_Explode all along, sorry for wasting your time guys. ;_;

>> No.3868562

Tribes 2 was my jam and had fantastic music and aesthetics. Vengeance was such a piece of shit.

>> No.3868564

I was reminded of that Blood reimagining that's gonna be a Dreamcast exclusive.

>> No.3868565
File: 1.39 MB, 1920x1080, quakespasm-sdl2 2017-03-19 02-56-54-32.png [View same] [iqdb] [saucenao] [google] [report]

>playing through Arcane Dimensions, brought over old save file but can't remember which single rune I got corresponded to which map
>slog through Crucial Error AGAIN
>already have the fucking rune
>play OBD and have a lot more fun despite the map specifically warning you about its difficulty when playing on hard
>forgot enemies can jump off ledges now
>ogres and knights doing fucking mctwists off platforms to swipe at me
>[muffled screaming mixed with HUHing and crying]

Still not a huge fan of the new Shambler model though.

>> No.3868576
File: 288 KB, 540x540, crop.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3868581

Wrong thread, or..?

>> No.3868582

SetHudClipRect (plague be upon it) or a parser that inserts /n's?

>> No.3868590

It already uses SetHudClipRect, the text drawing function ZDoom has just sucks so much that it keeps rendering text that can't be seen.
The scrollbars in Lithium (ab)use SetHudClipRect so scrolling down doesn't look strange.

>> No.3868595

It's just something I really enjoy in ever game I've played that has it. Makes movement feel more tactile and dynamic.


>> No.3868598

Oh, sorry, I just realized that was a question and not a suggestion. Yes, it uses SetHudClipRect for wrapping.
I do have a custom font renderer that can insert newlines for wrapping but I don't need it for Lithium, so I haven't used it.

>> No.3868605
File: 452 KB, 800x600, shot0003.png [View same] [iqdb] [saucenao] [google] [report]

Oh man, Don's Challenge.
I remember playing that.
Did anyone port it to ZDoom yet?

>> No.3868606

>I do have a custom font renderer that can insert newlines
I have one as well, and I'd use it for wrapping even when not strictly necessary because I just hate almost all the current message functions in zdoom.
Also, having exact control like that means I can keep track of the size of lines and words for clicking on.

>> No.3868607

>At the end of the day, though, all the true 3D in the world doesn't save Quake from the fact that it is hollow as a game, and merely a shell supported by its technology. Gameplay and content are king, and that's why Duke outsold Quake by a hefty margin. When it gets right down to it, most people don't notice true 3D when they are playing the game, they only notice whether they are having fun.
Does /vr/ agree?

>> No.3868610

That is definitely one thing I'd like to use it for, being able to click on text in info pages to bring you to relevant things.
But that's not really high on my priority list, and the rest of the mod is not designed in a way that needs it.

Mind sharing your font renderer?

>> No.3868615

Shit, I would but I don't have the file (the point and click adventure thing) its inside on hand. I could post it here later or pm when I have it if you wish.

>> No.3868616


Also Game VS Game battles are fucking stupid, especially when they're over 20 years old.

>> No.3868634

Quake has stellar gameplay, its not just supported by the engine.

But it IS wasted potential. The atmosphere is incredible, but it never goes anywhere. There's no pay off, and many maps feel unconnected and without a strong theme ("Oh, is this another castle level?" instead of "This is an outpost on a world where Shub Niggurath fought other Outer Gods")

There are only two bosses and only one could truly be called a boss fight. The other episodes just end on an anticlimax. Feels like each rune should have its own guardian, maybe even a Great Old One. Something Shub's forces would also want to battle to take the runes.

>> No.3868643

Quake The Way Id Should've when?

>> No.3868645
File: 183 KB, 450x450, quake_s_shambling_horror_by_desolc-d86vihj.png [View same] [iqdb] [saucenao] [google] [report]


Quake is unfinished, Quake is cobbled together, and Quake is simplistic, but I'll be damned if it's hollow. It's one of those games that winds up being way more than the sum of its parts just by how unique the mish-mash ends up. Duke is a literal meme-game; Quake doesn't need pop-culture references or BALLS OF STEEL to be enjoyable, just a nailgun and some things that should not be who want you dead.

>> No.3868648

>meme as an adjective

and you were so fucking close

>> No.3868650

I think what held back Quake the most was that its development wasn't quite as smooth as it could've been.

>> No.3868652

Well if Quake is hollow then Duke is shallow :^)

>> No.3868654
File: 20 KB, 120x120, soulsphere.gif [View same] [iqdb] [saucenao] [google] [report]

smooth/feather the inner edges and add a subtle white highlight for that glassy sphere look

>> No.3868657

It's true, though. In general, no one talks about Duke or remembers it for its gameplay or engine- it's remembered for throwing money at strippers, shooting pig cops, and running out of bubblegum. Dick Kickem Forever only helped to reinforce that with its years of waiting for fucking nothing. Doom has its comic (RIP AND TEAR RIP AND TEAR a few thousand times) and all its mini-memes (caco petting, agitating skeles, what have you). Quake has literally nothing to work with beyond "boy, that game was really brown" and is almost always forgotten (along with Q2, Q4, ET:QW) in favor of Q3A and its status as supposed best shooter ever made by anyone in this dimension.

>> No.3868659
File: 498 KB, 1600x1523, you tried 1280p.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3868660

where is this from?

>> No.3868662

So what you're saying is doomguy is part marble?

>> No.3868663

debate me

>> No.3868665

Old dev interview for Blood.

>> No.3868667

no? it was just a suggestion to make the black outline look more natural in the palm of the hand

>> No.3868668

IIRC, Romero found developing Quake to be very stressful compared to Wolf 3D and Doom.

>> No.3868671

Wasn't Romero the one who made most of the tools to make Quake itself (map creation, texture importing, enemy scripting) along with all the maps he made while Carmack did the engine? I'd imagine it would be stressful as hell, especially with the jump to full 3d and brush-based mapping instead of Doom's sectors/ceilings/floors/walls.

>> No.3868673

>add a subtle white highlight for that glassy sphere look

>> No.3868676


>> No.3868685
File: 765 KB, 1920x1080, Screenshot_Doom_20170319_120139.png [View same] [iqdb] [saucenao] [google] [report]


now ingame

also 3D bullets made entirely out of sprites
with the help of code which was totally nicked from D4D
also hand sprites nicked from TSP

>> No.3868691

>BD64 won mod of the year award at SXSW.
>Mark actually remembered to credit Kaiser for the original mod.

There is hope.

>> No.3868692
File: 2.30 MB, 1920x1080, Screenshot_Doom_20170318_020739.png [View same] [iqdb] [saucenao] [google] [report]

i did math again
and now weird things are happening

these were grenades
and they just kept going in a circle

>> No.3868695


>> No.3868697

You asked permission for those sprites, right?

>> No.3868709

and i wasn't going to
placeholders for something that might that was never planned to be released and might be abandoned the next day

>> No.3868712

Finally started playing Ancient Aliens. Up to map08 and having a blast.

>> No.3868714

I'm still waiting for the Final Doomer weapon pack before I really get into that. Looks gorgeous though.

>> No.3868716


>> No.3868728

I prefer to play mapsets without gameplay mods first.

>> No.3868743

decrease the gamma value a bit, please

>> No.3868749
File: 85 KB, 301x375, The+su+staff+have+seriously+outdone+themselves+with+that+episode+_8fa0dab0ce09e597adbba3c43ee21561.png [View same] [iqdb] [saucenao] [google] [report]

>three new bosses based on Great Old Ones like Dagon and Cthugha
>redone Shub with totally overhauled final level
>Shalrath wizard
>Super Thunderbolt
>stronger implied narrative within each dimension at the very least
>same haunted atmosphere

>> No.3868752

>spawns that don't totally suck enormous dicks

>> No.3868759

Spawns are fine, they give you a reason to learn how to bunnyhop

>> No.3868910
File: 702 KB, 1366x768, Screenshot_Doom_20170319_100246.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3868913
File: 788 KB, 1366x768, Screenshot_Doom_20170319_100254.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3868914
File: 502 KB, 1366x768, Screenshot_Doom_20170319_100300.png [View same] [iqdb] [saucenao] [google] [report]

& so endeth my run, you folks weren't kidding about these things.

>> No.3868916

Where do you even find it? I looked for it for years but it seemed to have disappeared.

>> No.3868917

Yes, to a point anyway.

I like Quake, it's cool, and it's fun, but Duke Nukem 3D ultimately is a much more lively and exciting game to me.

>> No.3868924
File: 1.36 MB, 1280x720, msxtest02.webm [View same] [iqdb] [saucenao] [google] [report]

Holy shit, using StateLabel Somename; and Return ResolveState(SomeName); instead of goto in zscript is amazing. I can put all the damn reloading and checking code in a single parent weapon now.

Recoded pistol here, with fancy tracers and slight offset and scale adjustments for the animation. Puffs and decals not yet included.

>> No.3868926

may i ask who is doing this? or would you prefer to remain anon

>> No.3868927


>> No.3868928

Don's Challenge 1

Don's Challenge 2 demo

DC2 has no maps, Cory never got around to making them

>> No.3868932


>> No.3868951

Does Xaser ever post here?

>> No.3868957
File: 417 KB, 427x465, 1489281889028.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3868958
File: 170 KB, 964x526, 1489921524_3e64.png [View same] [iqdb] [saucenao] [google] [report]

Suggestions for color themes?

>> No.3868970

Gray on gray with small details in FFAA00 and FF5500 orange?

>> No.3868992

ah nice, someone who knows what they're doing
i doubt regularly but wouldn't be surprised at once or twice
if you call the blue one umi please call the orange one honoka

>> No.3869002

You don't really know what you're talking about and I don't think you were even around when Duke3D came out.

>> No.3869060
File: 252 KB, 1280x1024, current.png [View same] [iqdb] [saucenao] [google] [report]

This dumb thing.

>> No.3869068

Ooh can we have the umi borders with the dark black background from ender?

>> No.3869101

>ah nice, someone who knows what they're doing
..I just find increasingly more complicated ways to fail.

Pistol has burst fire mode and new sounds(not final) now. Way less accurate but more DPS up close.

>> No.3869110

modest, too

>> No.3869132

>Recoded the MSX pulse rifle with new behaviour and zscript code... Loaded as a separate pk3 with vanilla MSX.

So you can mix and match traditional DECORATE lumps and ZScript? Neat.

>Still looking for suggestions if you have any.
What I'd love to see in a remastered MSX is a revamp of the dodge/sprint system.

I tried looking at the dash code from Trailblazer, but I suck at ACS.

What I wanted to do was the following:
>Double-tap any movement key to dash.
>Double-tapping Forward, but holding it after the second press, causes you to sprint. Release Forward and/or press another movement key to stop sprinting.

>> No.3869135

Double tapping for dodging and dashing can fuck you over something fierce on doom though, seeing as on small bridges or when dodging a lot of projectiles you'll find yourself tapping directions a few times for small adjustments, and then you'll go flying off into a clusterfuck of projectiles or fall off the bridge you're on because you triggered a dash input.

>> No.3869150


...Uh, if you need a missile that homes in on enemies, is there some reason you're not using +SEEKERMISSILE and A_SeekerMissile?

>> No.3869151

True, but Trailblazer allows you to adjust the input delay.

>> No.3869152


>So you can mix and match traditional DECORATE lumps and ZScript? Neat.
Zscript actors can inherit from Decorate actors, but I'm making entirely new ones using only the sprites, sounds etc. defined in the main pk3.

Some of it is a pain to port over to zscript because there's so much co-dependency with inventory checks and stuff. Also frame skips in state jumps which I really hate. The grenade throwing code in particular is a mess.

>Double-tap dodge
I almost invariable fuck up when that's turned on in any game. It should be easy to code though so I could put it in but make it cvar-dependent.

>> No.3869162

>Also frame skips in state jumps which I really hate.

Agreed. It really doesn't help that the ZDoom Wiki STILL erroneously states from where an frame offset starts counting from. The Wiki says it starts counting from the first frame after a state label, when in fact it actually starts counting from the second frame after a state label. This drove me absolutely bonkers when I was first learning decorate.

I am so glad decorate got anonymous functions. Frame offset jumps are a lot simpler now, since you can just wad up a bunch of action function calls on one frame.

>> No.3869167

Term why are you so sugoi I want to marry you

>> No.3869171

>It should be easy to code though so I could put it in but make it cvar-dependent.

Awesome! Thanks for this. Maybe now I can learn what I was doing wrong.

>> No.3869187

>It really doesn't help that the ZDoom Wiki STILL erroneously states from where an frame offset starts counting from
Shieet, I didn't even know. I personally thought it was so messy I never wrote a single frame offset ever, preferring instead to use a shitload of states. And no state fall-through either.

>I am so glad decorate got anonymous functions.
They're indeed a thing of beauty. In zscript I also love how an actor can run any action function on a pointer like tracer.A_explode and how there are *finally* custom user variables that work well.

This is how I do reloading these days for example:

int reloadamount = min(invoker.ammo_mag_cap - invoker.ammo_mag_cur, countinv(invoker.ammo_type_cur));
invoker.ammo_mag_cur += reloadamount;

>> No.3869219
File: 777 KB, 1050x684, 1489913044169.png [View same] [iqdb] [saucenao] [google] [report]

Samurai doom when?

>> No.3869224 [DELETED] 


>> No.3869227

>The Wiki says it starts counting from the first frame after a state label, when in fact it actually starts counting from the second frame after a state label.
Wait wait wait, what?
When I use A_Jump(256, "state") it starts at the first frame after the label.

>> No.3869231 [DELETED] 


>> No.3869235

>>3869231 >>3869224
Test that shit on /s4s/ or something.

>> No.3869269


No, no, we're not talking about *state* jumps, we're talking about *frame offset* jumps.

Goto Reload+4

That's a frame offset jump.

>> No.3869271

Yeah, I've never had any issue with state offsets, like "goto See+1" goes to the second frame.
And remember these are frames, not things like "loop", "stop" or "goto".

No idea what Anon's issue is.

>> No.3869276

Imps aren't spawning you nonce

>> No.3869281

>Zscript actors can inherit from Decorate actors

Can they? From what I understand, DECORATE is loaded/parsed *after* ZScript.

>> No.3869283

Welp, I dun fucked it up. Lemme fix real quick.

>> No.3869291

Alright, fixed it, same link. My bad, but it was like 2AM when i did that :^)

>> No.3869294

What is it with yuros keeping old games alive? I'd be happy except the ping is usually shit and I'm playing against people with decades of experience and no mercy so I get brutally assraped.

I really wanna play some old school Quakeworld with OP rockets and all, I was never around for its prime so the only chance I really got was when PCGamer hosted anniversary servers about a year back. The only time I felt like I was playing against real people. Now it's just a bunch of bots and some 20XX-tier yuro savants.

>> No.3869308


So, to illustrate the erroneous nature of the Wiki's explanation as outlined in >>3869162

BOOM A 4 BRIGHT A_Explode(64,128)
Goto Kaboom+2

If the Wiki's explanation was correct, this state would loop frames B, C and D. What *actually* happens is it loops frames C and D. When Goto has an offset specified after the state label, it starts counting at the frame *after* the first.

>> No.3869312

Oh, that... I guess kinda makes sense but they should really be more specific about it.

>> No.3869316
File: 6 KB, 779x138, offset.png [View same] [iqdb] [saucenao] [google] [report]

Just looked at the wiki explanation, never looked at it before due to learning goto from other mods. Yeah the example's wrong, contradicting what was just said, even.

>> No.3869330

How do frame offsets handle things like
BOOM AAA 3 and such?

>> No.3869335 [DELETED] 

Which doom babby made this? Blood's source code is not lost and BloodCM is an abomination. It does not 'recreat' Blood, rather it shits down its face and claims to be the same thing.

>> No.3869337

Just the same way. It doesn't matter how many you collapse on to one line, as long as you don't exceed the limit of 256 frames per line.

>> No.3869348

Is there an unofficial sequel to TNT?

Also any wads featuring egypt and/or aliens?

>> No.3869356


>Also any wads featuring egypt
>and/or aliens?
Ancient Aliens.

>> No.3869357

>Blood's source code is not lost
It's as good as lost because of Atari.

>> No.3869364
File: 168 KB, 479x730, Quake1Rangerette[1].jpg [View same] [iqdb] [saucenao] [google] [report]

How can I play as a girl in Quake?

>> No.3869367

>Is there an unofficial sequel to TNT?

TNT: Revilution and TNT Devilution, two separate community projects to make a TNT 2. Both have demos available but the Revilution deadline is 31st of this month so its essentially complete

>> No.3869369

Take the sound files for the "HURH" and "OOMPH" sounds and pitch them up a couple times.

>> No.3869370

use Audacity to pitch-shift HUNH to HYNH

>> No.3869372
File: 66 KB, 462x459, Rangeur.jpg [View same] [iqdb] [saucenao] [google] [report]

>cat ear helmet
>sword instead of an axe
>that gun

I'm fine with this

>> No.3869385

Demonsteele exists, and you can turn off guns.
So there you are.

>> No.3869398

>try and play pirate doom
>won't load because of a DECORATE error, supposedly a certain sound isn't compatible.
What gives? I'm using the latest version of GZdoom.

>> No.3869405

>What gives? I'm using the latest version of GZdoom.
That's probably why, newer versions of GZdoom are starting to break older mods.

>> No.3869407

A week or so ago I came here asking about playing gzdoom on linux and a nice anon talked with me. Today I found a working repository so I came back to share it:
For ubuntu derivatives 16.10

There is also a version for 16.04 LTS:

>> No.3869412
File: 357 KB, 567x354, demonsteeleold.png [View same] [iqdb] [saucenao] [google] [report]

>implying Hae Lin is anything related to a samurai

>> No.3869420

In anime terms she could be. But I guess you're right, the mod is more DMC/MGS: Revengeance than a samurai game.

>> No.3869423
File: 1.91 MB, 1275x714, latest[2].png [View same] [iqdb] [saucenao] [google] [report]


>> No.3869425

Well, shit. Its the first mod I've found any issues with so far, but I have mostly been playing the newer stuff so I guess it checks out.

>> No.3869446

Is that "For Honor"?

Why the flying fuck are there sandbag emplacements in a game about medieval warriors?

>> No.3869448
File: 297 KB, 668x531, 1489849212234.png [View same] [iqdb] [saucenao] [google] [report]

So, is there any way to use Skulltag anymore? Or is it entirely dead and only Zandronum works now? Asking because some of the old WADs me and my buddies used to play only work on Skulltag, probably because Skulltag pulls assets from a bunch of other build engine games.

>> No.3869454

Is there a Star Trek wad?

>> No.3869456

It's probably grain. Probably.

But let's be frank, sandbags in YE OLDE MEDIEVAL TIMES wouldn't be surprising from a Ubi-developed game

>> No.3869459

Lets not forget this is a game with crusaders, samurai and vikings all duking it out- I'm sure the game is fully aware of its anachronistic nature

>> No.3869475

there are several

>> No.3869476

There's only so much bullshit I'm willing to take at a time, anon.

>> No.3869482

>Is that "For Honor"?

>Why the flying fuck are there sandbag emplacements in a game about medieval warriors?

For Honor is only semi-historically accurate, and much of that is in armor design and fighting styles.

I really wouldn't mind a gameplay mod that let me play as a Kensei.

>> No.3869492

Scratch that, the latest Ketchup version doesn't work either. Something about it expecting a different line of code at a certain point. Oh well, the other WADs sem to work fine.

>> No.3869504


>> No.3869517


This is a whole thing and I want it.

Let's cut all funding to Quake Champions and pour it into this.

>> No.3869518
File: 99 KB, 800x800, 2861cb2fcc2b36c24c3e541098d386213c0146c0a66ebffb2667b3780cf71dc8.jpg [View same] [iqdb] [saucenao] [google] [report]

did she died?

>> No.3869520
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google] [report]

It's disturbing how well that works

>> No.3869524

>other build engine games
What the fuck

>> No.3869527

Soul Calibur style pitch slider for player sounds in GZDoom WHEN

>> No.3869528

I'd love to but I have a really shitty monitor so what looks normal on my screen is probably completely blown out on yours.

>> No.3869535

She was a rookie. Was totally unprepared for otherwordly fur horrors.

Some "lines" don't pitch shift well, but most do though at different percentage. Audacity however has it pretty rough. Mixing with other sounds hides some of the issues.

>> No.3869540


This but in Doom.
A R63 version of Doomguy or something.

>> No.3869541

It doesn't even sound bad at all.

>> No.3869543

Please forgive my retardation, I mean DOOM engine.

Anyways, I'm a fucking dumbass and didn't read the readme, apparently those WADs work just fine when you load them alongside skulltag_data.pk3 and skulltag_actors.pk3

>> No.3869546

No, he's going to make a remaster of Witchaven next.

>> No.3869548
File: 875 KB, 1920x1080, Screenshot_Doom_20170319_220553.png [View same] [iqdb] [saucenao] [google] [report]

Working on a prolog map of sorts.

>> No.3869549

and what wads would those be?

>> No.3869563
File: 1.08 MB, 720x360, animations added to the missile gun too.webm [View same] [iqdb] [saucenao] [google] [report]

Took that advice and removed the outline from the morphball. Removed the altfire ability from the charged morphball but I also buffed the bouncy one a little, now it scatters out bombs when it ends, though I think I'll make them throw out further than what's shown in this webm

>> No.3869564

As voiced by Trentina Reznor

>> No.3869565

He IS working on a BloodEx in his spare time but it's obviously illegal and shit

>> No.3869567

What mod is this again?

>> No.3869568

Looks like I'm a retard, after browsing the archives I found the fix.

>> No.3869573

Space Hunter, it's a little mod I'm working on loosely based off the NES Metroid

>> No.3869581

What are the chances the legal heads are snooping around? Better keep hush hush.

>> No.3869625

i had this and now its lost

>> No.3869651
File: 288 KB, 682x496, Kawaiik Gun.png [View same] [iqdb] [saucenao] [google] [report]

A lot of these are probably beyond my skill set but I think I'll give this one a try.

>> No.3869654 [SPOILER] 
File: 1 KB, 296x258, 1489960081078.png [View same] [iqdb] [saucenao] [google] [report]

Let's leave them something to read.

>> No.3869670


Interesting. Some of those monster designs look very Oddworld-like.

>> No.3869671

Some obscure horror WAD by the name of The Hotel, by some guy named Thiny93. So obscure I can't even find a download link anymore.

You basically just run around a dark "hotel" being chased by Grudge-like ghost things. Pretty fun, although you really can't see shit unless you use the flashlight and me and my friends never figured out how to actually use it.

>> No.3869684

One of the people that worked on it goes by Hevn Demonic now and is in Angel_Neko_X's ZDoom Discord server that's on the Zandronum forum.


Ask them about it.

>> No.3869685

I think Colourful Hell is from here

>> No.3869696

isn't lithium as well

>> No.3869697

Lithium's by Marrub, who posts on ZDF but did frequent /vr/. I'm not sure by what standard something is "from" /vr/ but it probably qualifies.

>> No.3869704
File: 306 KB, 707x1000, Chadsmarkers_Doomed.jpg [View same] [iqdb] [saucenao] [google] [report]

So what are the chances of a JPCP 2?
I really enjoyed what I saw in the first and want to see what other amazing things those nips have up their sleeve.

>> No.3869708

What mapset should I play Demonsteele on?

>> No.3869718

obvious answer is scythe 2

>> No.3869721

I suppose it depends on if the mappers are interested in doing more, or if they bring in new people from the JP community.

>> No.3869726
File: 14 KB, 296x194, Z59Zm.png [View same] [iqdb] [saucenao] [google] [report]

What's Ranger's default weapon model supposed to be? The regular shotgun? Or some nondescript gun like the Doom rifle?

>> No.3869727

It's a laser rifle like the grunts carry

>> No.3869728

i remember samsara started on /v/, so if we wanted to be really nitpicky that wouldn't work
demonsteele and gmota definitely started on /vr/

>> No.3869729
File: 244 KB, 1920x1080, tracers.jpg [View same] [iqdb] [saucenao] [google] [report]

The autoshotgun is now a 5.56 carbine. The scoped rifle will be a strong semi-auto battle rifle.

In the pic the difference between the fat, slow pistol tracer and the smaller and faster carbine one is shown. Have to really exaggerate tracers to make them look cool when fired almost out of the camera I've found.

>> No.3869735

Deus Vult

>> No.3869736

>Autoshotgun is now a rifle
And dropped

>> No.3869740

>stop funding quake remake and fund moeblob souls

>> No.3869745

>The autoshotgun is now a 5.56 carbine
Hmmm, not sure what to think of that. I'm aware the autoshotgun was easily the least popular weapon in the mod for various reasons, but on the other hand I always found the fully automatic spread shots useful for hitting fast moving targets, (like Kabros) trying to flank you.

And it was so much fun to use it to play Duck Hunt with the fairies in Gensokyo.

>> No.3869746

Anon I said Quake Champions

>> No.3869747

did you even read his post

he wants the Overwatch-wannabe mobashooter Quake Champions dropped in favor of a proper FPS.

>> No.3869748

man why aren't there any cute mods for dark souls

>> No.3869752

Too many assets and polygons, not even sure if you could replace models.

Best possible option is a texture replacement what puts the uguu eyes on fire keepers.

>> No.3869756

>I am Heavy Buzzwords Guy
>And this is my Shitpost

>> No.3869759

I just think autoshotguns are generally mindless and boring to play with. If I decide on multiple ammo types (which are already built into the base weapon actor) one could effectively be included as rare and overpowered flechette ammo for the autocannon.

>but on the other hand I always found the fully automatic spread shots useful for hitting fast moving targets, (like Kabros) trying to flank you
It's certainly useful for some things like killing kabros or lone mancubi in close proximity, but it really falls behind after the first couple of maps in a megawad.

>> No.3869760

this isn't even remotely true anymore

even if it ever was to begin with

>> No.3869768

then that other guy is lost, all that good art wasted on absolutely nothing

>> No.3869769
File: 40 KB, 528x423, crosseyed.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3869772

have you even watched the gameplay videos?

also, m

>> No.3869774

Really want to see what this ends up looking like. Love the design of the gun.

>> No.3869775

Quake Champions does look pretty lackluster. I'm not keen on the F2P they're going with and the microtransactions. The gameplay seems alright, it moves at a brisk enough pace and the time to kill seems about right for Quake, but I don't see this reigniting the arena shooter genre, nor do I see longtime Quake players picking this up.

Shoulda make single player Lovecraftian Quake game, damn it

>> No.3869781

F2P model*
shoulda made*

I cannot type today.

>> No.3869783
File: 35 KB, 332x108, uguu.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3869789

plenty of oldfags in the QL community played it at PAX and said they enjoyed it and planned on picking it up tho??

>> No.3869791


I think as long as the game is fast, doesn't have some dumb bullshit like Doom's MP did, and if you can set the unique character abilities to off, then I think we could see a decent resurgence in Quake. But Doom MP was such hot trash that I'm not sure how much faith I have the company at this point.

>> No.3869793

But how long will they stick with it?

There's most likely going to be an option to turn character traits off, but I don't see that being very populated. So it'll just boil down to the old quake diehards again just doing their thing.

>> No.3869794


>> No.3869797

I just feel that the autoshotgun deserves a buff/improvement rather than outright scrapping. I liked it's concept and how it didn't feel as OP and simply utilitarian compared to other automatic shotguns in mods and games. Maybe alternate frag rounds could help it stay a bit more competitive in the suppressing role later on, while being safer to use at close quarters than the autocannon?

Another thing, have you thought about giving the nailshotgun an alternate attack/function? I had the idea of maybe being able to use suit energy to pump the weapon faster.

>> No.3869805

It's easy to make the autoshotgun satisfying just by changing the sound effect to something that isn't shit.

It's not a bad gun, but it lacks oomph due to sounding so bad
It may need a bit of damage or more ammo from drops, MSX badass monsters fixes the ammo issue at least

Autoshotgun is a staple to my fighting despite the lack of firepower. It's great against marines and kabros and making space while backing up

But making it a rifle feels like a waste, especially with the rifle in slot 4 around

>> No.3869808


It also comes down to, I think, how those traits are balanced, and how they play into the game. If they keep things fresh and interesting, maybe. But if they pull a doom and do a "weapon loadout" and don't let you pick up every gun in a map, it'll fail instantly.

>> No.3869810

I'm not sure how a dump of concept art depicting equal parts animu inspired trash and designs that suspiciously resemble both a kawaii-fied dark souls and bloodborne more than they do quake registers as 'a proper FPS'.

>> No.3869812

But it fills the same niche as Overwatch while offering no reason to move from Overwatch unless any of them want a faster game and less reliance on Ultimates and are sick of the rigged matchmaking system keeping win / loss around 50% and the gachapon skinner's box loot crates.

Maybe I'm pessimistic but I don't think the average videogamer gives a shit about any of that and is content with suckling at the shitting dick nipples of Blizzard.

>> No.3869815

Everything on that page predates the entire Souls series.

>> No.3869819

As far as I've heard, there's no loadouts, but you can choose what weapon you start with between a machinegun, shotgun, or nailgun.

>> No.3869829

there is nothing to lead you into believing both games are of the same branch other than the character selection and the fact that both are online shooters.

especially when you yourself have literally named all the reasons people would want to play this over OW, regardless of how long.

I don't really see the reasoning behind the attempt at some people covering ears and eyes when they so much as approach a conversation about this game. like, everyone gets you're paranoid about the whole Doom MP deal, but this game is actually close to being finished, and the isolated fact that microtransactions are pretty much absent and that it is PC centric is more than enough of a good reason to drop any concerns about the overwatch audience leaking off of their game and into quake.

>> No.3869835
File: 4 KB, 186x143, temp.png [View same] [iqdb] [saucenao] [google] [report]

Well that's a new one for me.
Guess no saving the game.
Didn't even know this was a thing that could happen.

>> No.3869836

I thought they said the only microtransaction involved was buying all the characters and skins outright.

>> No.3869839

>just feel that the autoshotgun deserves a buff/improvement rather than outright scrapping.
I understand that. It's a cool weapon. But I'm still not too fond of playing with them. If this gets released and there's a demand for a change back then sure.
> I liked it's concept and how it didn't feel as OP and simply utilitarian compared to other automatic shotguns in mods and games.

>Another thing, have you thought about giving the nailshotgun an alternate attack/function?
The pump shotgun is something that I'll spend a lot of time on to make it feel great to use. I think a relatively tight spread but damage that decreases with distance (from obscene to merely strong) and a gut kicking recoil would perhaps be fun.

> had the idea of maybe being able to use suit energy to pump the weapon faster.
Using suit energy to boost weapons is a great idea. For the pulse rifle and the gauss cannon it's easy to figure out how to handle it, but not sure how to implement it for anything else. If there were frames for it, slam-firing the shotgun like an ithaca 37 by holding the fire key and tapping alt fire would be pretty awesome.

>> No.3869848

Is there a way to estimate save file size in Doombuilder? Wonder if my other maps have this issue.

Apparently BTSX has similar issues.

>> No.3869849


It sounds innocuous, I'm waiting to see how shitty it is in reality though, like the cost of the full game is a few hundred dollars not including skins or something.

>> No.3869852

>Using suit energy to boost weapons is a great idea. For the pulse rifle and the gauss cannon it's easy to figure out how to handle it, but not sure how to implement it for anything else. If there were frames for it, slam-firing the shotgun like an ithaca 37 by holding the fire key and tapping alt fire would be pretty awesome.
Well, it wouldn't be quite like channeling energy into the shotgun, but more like using your super strength to pump the heavy shotgun really fast, at the cost of suit energy.

>> No.3869857

I'm assuming it's gonna be the usual 60 bucks to get the "full" game with all of the characters, but you'll still need to pay for skins

>> No.3869860
File: 264 KB, 980x784, 1477935237124.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you think we'll see NuDoomguy in Quake Champions? What would his special abilities be? Glory kills?

>> No.3869864

Isn't there a guy who already gets armor drop from kills? Or is that just a new mechanic?

>> No.3869865

Unavoidably. I mean they could make thousands of dollars off of selling the skin and they just have to port pre-existing assets over so maybe.

Now a cooler question is... Will we see the real Doomguy? I mean they could make thousands of dollars off of selling the skin and they just have to port pre-existing assets over so maybe.

>> No.3869868

there's an in-game currency system to unlock characters and skins for a certain period of time iirc

>> No.3869870

Demonsteele was mostly tested on Scythe 2 from what I've read, so I guess that's to best mapset to use.

>> No.3869871

berserk mode, increased movespeed and gauntlet power goes way up

>> No.3869876

please no discussion of games that aren't even out yet on /vr/. we know how this ends.

>> No.3869879

>Autoshotgun is a staple to my fighting despite the lack of firepower.
Only for the first couple of levels in custom maps with lots of high tier monsters.

A toggle key that decreases recoil and/or reload and recovery time depending on the current weapon at the cost of suit power perhaps? That would give you something to use your power for when you can't or don't need to use it for movement.

>> No.3869882

This, desu.

>> No.3869884

>'doomguy head skin for $29.99'

>well let's see this shit

>click 'try on'

>doomguy slowly but surely brings his geared hands towards his combat helmet, as if wary of his surroundings and potential onlookers

>taps safety caps

>lifts helmet in a cautious manner
>it's a fucking screaming revenant head.

>> No.3869887

>combined arms
>secondary fire for the shotgun
>Doomguy carelessly rams a handful of shells at the bottom of the gun, dropping half of them and firing the shotgun so hard he's sent flying backwards
I love this stupid shit so much.

>> No.3869890


>> No.3869893

Combined arms shotgun is by far the best shotgun I've ever seen in a video game. That fucking altfire never EVER gets old.

>> No.3869903

>Only for the first couple of levels in custom maps with lots of high tier monsters.
With lots of high tier monsters I feel only the pulse rifle, nail shotgun and charged grenades can really keep up

Nail shotgun could get boosted to fire the nails at a ridiculous speed and in a tight spread

>> No.3869910

would fool me

>> No.3869916

and that's where I got the inspiration for it, I'm kinda sad how few people know about that animation.

>> No.3869918
File: 18 KB, 260x260, mordesweat.jpg [View same] [iqdb] [saucenao] [google] [report]

>boot up HD
>load my game
>press W
>doesn't work
>fire gun
>doesn't work

>check out controls menu
>it's all gone


>> No.3869921

I've had that happen to me before. Just type "binddefaults" in the console.

>> No.3869925

Benellus bless you dude.

>> No.3869928

The real Hideous Destructor starts here.

>> No.3869937

>With lots of high tier monsters I feel only the pulse rifle, nail shotgun and charged grenades can really keep up
Yeah, and the autocannon becomes your general purpose weapon. The gauss cannon was only really useful for diabloists and picking of masterminds/cyberdemons. I think I'll make it BTFO everything in a straight line and additionally cause moderate explosive damage around that line as well, as if shockwave behind the slug was powerful enough to kill. And it should make a loud reverberating CLANG sound.

>Nail shotgun could get boosted to fire the nails at a ridiculous speed and in a tight spread
Yeah, something like that. With anonymous functions it's also possible to make inaccuracy (from moving, jumping or whatever) to affect the direction of the cone of pellets rather than simply increase the radius like in a typical video game as well.

>> No.3869948

>All this talk of Project MSX
>Load it up for old time's sake
>3's are scattered about on the HUD
>Turns to 15s if I do IDFA
Well shit

>> No.3869949

Wait, wait bro! I recognize this game blowjob!

>> No.3869961

Weird. Works For Me (tm)

>> No.3869973

Well I have a few versions of GZDoom but it does the same thing across each of them

2.4 something
1.8 something

Not sure what's going on with it but this was a real kick in the dick today unfortunately

>> No.3869995

I still need to get around to figuring out what the last version Pirate Doom worked on was.

>> No.3870017

Could you post a screenshot?

>> No.3870028

In my case, the crosshair turns into a big green square. Happens too in other mods with custom crosshairs like Lasting Light.

>> No.3870030

Finally figured it out, it was a resolution issue and I had to swap around a lot and forced aspect ratio to make it not show those numbers

>> No.3870112
File: 89 KB, 767x601, Miserable.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3870120 [SPOILER] 
File: 27 KB, 316x333, 1489973376370.jpg [View same] [iqdb] [saucenao] [google] [report]

I know i'm gonna get bashed but does anyone want to play some DM in Doom 3 BFG for the PS3? Mostly on Doom 1 & 2

>> No.3870125

You looking to test quirks in the netcode or something?

>> No.3870130

make the main meat of the gun first
bother with the details later
and the smaller details can be textured on later

>> No.3870132

No, i just want to play and have fun (:

>> No.3870140
File: 74 KB, 400x400, 1488354199025.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3870150
File: 479 KB, 426x267, 1369788083616.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3870152
File: 1004 KB, 720x360, explosions.webm [View same] [iqdb] [saucenao] [google] [report]

alright got the missile explosions in

>> No.3870153 [DELETED] 
File: 52 KB, 750x562, columbine-investigation-video.jpg [View same] [iqdb] [saucenao] [google] [report]

I know, crazy right?

Well, at least i tried.
Good night.

>> No.3870154

Does it have the classic NESplosion sound?

>> No.3870156
File: 13 KB, 400x400, i don't keep reaction images but i don't want to break the chain.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3870157

Actually the missile didn't make an explosion sound. Just bombs.

>> No.3870159

*dialup noises*

>> No.3870165

Is this a reference to something? The hud and sprites feels familiar for some reason

>> No.3870169

Metroid. The NES version

>> No.3870185

Vanilla doom's savegame size limit is very difficult to avoid when making maps for vanilla, unfortunately. Chocolate Doom has an option in its setup to disable such limit, though.

>> No.3870186

It has been nearly 13 years since I played NES Metroid

>> No.3870187
File: 156 KB, 1041x776, 2017-03-19-214821_2560x1024_scrot.png [View same] [iqdb] [saucenao] [google] [report]

apparently he version of doom 2 i've been playing all my life is some kind of bastard version.

on my friends computer, this guy isn't in a cage.

>> No.3870191

Looks like you have the 1.666 version.

>> No.3870192

I'd get a lot more done if I did the main shape and worked down on the detail levels, I tend to get caught up in details. I'd like to think it's helped me get better with topology but probably not as much as continuing with the video lessons would.

This is all that'd show up in a sprite though, but I think I'd like to have a full gun model so I can have something completed.

>> No.3870201
File: 159 KB, 720x360, explosions 2.webm [View same] [iqdb] [saucenao] [google] [report]

slowed the explosion down a little, not sure if that helps or not.

>> No.3870218

I want to play final doom on PC. How do I go about this? I tried doing some TC thing but it threw up some null error in Gzdoom.

>> No.3870221

why is the explosion so small

>> No.3870225

They're supposed to just go outwards then vanish from what I see.

>> No.3870234
File: 223 KB, 720x360, explosions 3.webm [View same] [iqdb] [saucenao] [google] [report]

They don't have a very big blast radius. But here.

I've played the animation again and again in slow motion on the actual game, it goes in and out like this

>> No.3870236

>Is there a way to estimate save file size in Doombuilder?

I personally wouldn't bother trying to keep vanilla maps within it. The size can vary a lot depending on the amount of things, the size of the level itself, and the current state of the map that the player is saving, that its kind of a hopeless endeavor if you're making big maps. Not even 90's megawads like Hell Revealed and Requiem bothered to make every map "savable" in vanilla.

>> No.3870237

i like it

>> No.3870240

I'm not overly fond of it though, it doesn't match up with the radius of the explosion on these, I've made the missiles have a very tight, small explosion but the individual projectile hits fairly hard.

>> No.3870243

Give me some good/interesting Gameplay Mod and Mapset combinations

>> No.3870247

i guess if the explosion matches the blast radius then its all good as it was before

>> No.3870250

realguns and pokemon doom

>> No.3870256
File: 344 KB, 1315x643, temp.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, it's too late for 2 REKKR maps at this point. It's crazy that there's always something about Doom that I don't know about, despite being at this for so many years.

I might make an effort in the future to make maps vanilla-save compatible, but probably not. Since it can't, at this point, be 100%...

>> No.3870267

Give simple, one-day time map request.

>> No.3870271


A map with things.

Lots of things.

Also the player must kill a few computers

>> No.3870272

Sweep and clear a UAC base with allied marines.

>> No.3870283

Anybody? There has gotta be a way.

>> No.3870284


>> No.3870286

Doesn't vanilla doom hate lots of midtextures in a row like that? Or am I thinking of something else.

>> No.3870287

REKKR when?

>> No.3870297

>I tend to get caught up in details. I'd like to think it's helped me get better with topology
Considering you had yet to actually make the main shape, it doesn't. It's best to block out a low poly model of the entire shape first, the more detail you go into the harder it is to make large adjustments or fix mistakes.

>> No.3870305

>>3870297 (me)
That same line of thought works for doom mapping, too.

>> No.3870310

>Good night.

and goodbye,

>> No.3870313

> deleted posts
okay who's doing what shenanigans now

>> No.3870319

Get Plutonia and TNT
That's Final Doom

They aren't mod files, they are IWADs

>> No.3870328

School shootings are generally not okay here.

>> No.3870330


or anywhere, for that matter.

>> No.3870332

Especially not schools.

>> No.3870343

It's fine with it. It has some arbitrary limit, but I've never hit it.
Later tonight.

>> No.3870348
File: 22 KB, 157x262, bleedingHeart.gif [View same] [iqdb] [saucenao] [google] [report]

Just kidding.

>> No.3870350

Revae pls don't toy with my heart.

>> No.3870352

You mean the PSX version of Final Doom?
It's a complimation of TNT, Plutonia, and Master Levels for Doom, so if you want to go through the original versions, including ones not in the PSX version, play through those.
If you still want to go for the PSX Final Doom, what version are you using? Might want to try updating your GZDoom to the latest devbuild, and if that doesn't work, try a stable build instead.

>> No.3870371

Demonsteele is pretty fun. Just fought my first Devil Driver.

>> No.3870374

>bleeding heart gif

dude, i didnt come here to listen to all this liberal bullshit from you

>> No.3870376
File: 330 KB, 306x366, nirdAnim2.gif [View same] [iqdb] [saucenao] [google] [report]

It'll definitely be released here first when it is released, and we can all play coop together (whoever wants). Then the next day doomworld and all get it.

Pic unrelated really, but I keep thinking about my next project and it's definitely gonna be low-poly fun. Gotta get this done first tho... Keep on truckin.

>> No.3870380

Oh, Final Doom is just Plutonia + TNT?
Whatever then. I thought there were a completely different set of maps.

>> No.3870382
File: 113 KB, 864x1200, tumblr_oml8xsMVVO1qz64n4o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3870383
File: 2 KB, 56x30, TROOS0.png [View same] [iqdb] [saucenao] [google] [report]

Dude, I'm a little worried. Every day Bernie's path to the white house get's narrower and narrower... :-/

>> No.3870389

Somebody stream gogogo

>> No.3870390

Again, it includes Master Levels for Doom in the mix as well, so if you play through Plutonia and TNT and don't see some maps that were in the PSX version, you can try those out.
Though I believe they aren't in an actual Megawad for PC, they're just separate levels.

>> No.3870391

How many enemies per encounter and per map must there be to be defined as a slaughter map?

>> No.3870394


3 heures d'agonie III release

>> No.3870403

too many

>> No.3870417

The general for most maps to be considered "slaughter" is 1000.

>> No.3870426

300+ in one room / area also really makes it seem like a slaughtermap.

>> No.3870430


What do you want streamed?

>> No.3870436

New Touhou Doom with a gameplay mod of your choice.

>> No.3870438

a brand new shock video that will make quake popular

>> No.3870440
File: 36 KB, 502x610, latest[1].png [View same] [iqdb] [saucenao] [google] [report]

>make an enemy called the Vore
>there's no vore

>> No.3870441


>> No.3870442

CraftyTitan's DOOMHACK.

>> No.3870448


Or, if you don't map, some cool gameplay mod with some obscure but good mapset.

>> No.3870452

The Gauss Rifle does pierce enemies in a line, it's multiple projectiles of FUCK YOU and pierces weaker enemies and just hits strong enemies all at once

It's basically a shotgun of sex

>> No.3870472

New thread has came a bit early.


>> No.3870496

Despite what some may say, Its not really as simple as just reaching a certain monster count. A map with 1000 enemies total could very easily just be a huge map with standard encounters. Just look at some of Mechadon's maps.

>> No.3870563

B-but where is ancient aliens???

>> No.3870880
File: 39 KB, 625x651, 1484406963870.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3870884

You can thank me for that now if you like, took me bloody ages to figure it out.

>> No.3870929
File: 337 KB, 1310x750, doom.png [View same] [iqdb] [saucenao] [google] [report]

Help! Latest GZDOOM gives me this monstrosity.

>> No.3870937

>help desk jockey
>Year of our lord 2017

>> No.3871069

Resolved by using ZDOOM.

It's /g/ approved.

>> No.3871881

Why does Doomworld look like a shitty 90s site with fire everywhere?

>> No.3871887

Does anyone watch Doom streams on Twitch? Desktop shat out on me but I want to stream games and Doom appears to be my only option.

>> No.3871908

You know, assuming the site had proper functionality, I could get behind a faux Angelfire motif.

>> No.3871934

It's just a railgun attachment

>> No.3872194


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