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>> No.3878049

=== CURRENT EVENTS ===

[Highway to Hell] Second phase of mapping currently extended to the end of March
>>https://warosu.org/vr/thread/3852524#p3855512

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

=== NEWS ===

[3-24] ZDoom LE 2.8.1a released; a fork for older computers
https://github.com/drfrag666/ZDoom-LE/releases/tag/2.8.1a

[3-23] First SLADE dev build released in over a year
https://devbuilds.drdteam.org/slade/
https://forum.zdoom.org/viewtopic.php?f=44&t=24955&p=986207

[3-20] GZDoom 2.4.0 and QZDoom 1.3.0 released
https://forum.zdoom.org/viewtopic.php?f=1&t=55739

[3-20] French speedmapping project 3 Heures d'Agonie 3 has been released
https://www.doomworld.com/forum/topic/93359-3-heures-dagonie-3-rc1/

[3-16] Turok 2 EX released
https://www.gog.com/game/turok_2_seeds_of_evil
http://store.steampowered.com/app/405830/

[3-16] Lithium 1.3 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904

[3-15] Freedoom v0.11.2 released; minor bugfixes
https://github.com/freedoom/freedoom/releases/tag/v0.11.2

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

[3-13] GZDoom map release; UAC Vinur Prime Research Base
https://forum.zdoom.org/viewtopic.php?f=42&t=49163

[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
>>https://warosu.org/vr/thread/3847428#p3849380

[3-10] Anon Release; 'Discharge' map pack beta
https://www.doomworld.com/vb/wads-mods/93151-discharge-4-maps-beta-test-feedback/

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

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

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

>> No.3878129
File: 1.03 MB, 1280x1024, Screenshot_Doom_20170323_125836.png [View same] [iqdb] [saucenao] [google] [report]
3878129

Dear god. It's a S'Arais post.

>> No.3878130
File: 1.44 MB, 1280x1024, Screenshot_Doom_20170323_125849.png [View same] [iqdb] [saucenao] [google] [report]
3878130

>>3878129

>> No.3878138

>>3878130
>Doomguy visits the Wax Museum

>> No.3878140
File: 20 KB, 300x347, 1407213771069.png [View same] [iqdb] [saucenao] [google] [report]
3878140

>>3878129
>>3878130
S'Arais post or not, that shit looks dope

>> No.3878143

How does one take screenshots with EDGE?
I tried printscreen and it did nothing

>> No.3878147

>>3878138
>Ranger visits the Ax Museum

>> No.3878153

>>3878140
https://www.dropbox.com/s/ek1y1h6a3q86u4b/e1m8.wad?dl=0

Knock yourself out lad. Tear it a new one. I need the feedback. (keep in mind some bits (mainly the temple-y stuff and initial techbas'in' aside from that red room) are done by someone else in this thread.
please keep your pants on

you need the base.pk3
it's still not done yet.

>> No.3878154
File: 799 KB, 168x199, melting.gif [View same] [iqdb] [saucenao] [google] [report]
3878154

>>3878130
>that hell knight

>> No.3878158

>>3878153
Okay, I'll play it now and again when the .pk3 is done, cheers

>>3878154
How the hell do you do that?

>> No.3878160
File: 3.29 MB, 319x215, [autistic rattling].gif [View same] [iqdb] [saucenao] [google] [report]
3878160

>>3878158
>How the hell do you do that?
it's called OECake

>> No.3878162

>>3878158
Yeah (it's the map that's not done. I'm pretty sure term has no need to update the H2H base.Pk3)

>> No.3878165

>>3878160
Make some of the parts fall off until he's just a head

>> No.3878167

I don't know if this counts as a stupid question or not, but can I rename the map wads I download, or do they need to have original names in order for them to work?

>> No.3878170

>>3878162
Where do I get the unfinished base.pk3?

>> No.3878172

>>3878167
You can; but don't. It will usually cause inconsistencies in multiplayer and/or dependancies

>> No.3878173

>>3878154
>>3878158
>OECake

acid death sprite sheets when

>> No.3878178

>>3878170
The pk3 is finished, though?

either-or, give me a moment to rip my junk out of it in slade.

>> No.3878180

>>3878178
oh wait, it is?
I'll have that then. Sorry

>> No.3878185

>>3878180
Eh, whatever.

The old version of the map with only my initial works and not a random anon's attempts to salvage it is still on this version of the PK3 though. I will need a couple of moments to ensure it's purity.

I had started building this thing at the near-end of Phase 1.

>> No.3878191
File: 2.41 MB, 262x256, gibbing.gif [View same] [iqdb] [saucenao] [google] [report]
3878191

>>3878165

>> No.3878194

>>3878185
wow i'm fucking dumb
https://www.dropbox.com/s/6c4v7qubap7ktnz/base.pk3?dl=0

>> No.3878196

>>3878172
>inconsistencies in multiplayer
I only play singleplayer though.
>and/or dependancies
Yeah, this is what I was worried about. Guess I have to make individual folders for ever map pack I download I guess.

>> No.3878197

>>3878196
I mean that if a wad calls for another wad, you're going to have issues.

>> No.3878206
File: 769 KB, 1920x1080, Screenshot_Doom_20170324_063934.png [View same] [iqdb] [saucenao] [google] [report]
3878206

I'm liking it so far

>> No.3878210

>>3878206
is jumping and crouching allowed?

>> No.3878213

>>3878185
Also for convenience's sake:
https://www.dropbox.com/home?preview=MAPwaytohell.wad the h2h basic room that you can build off of if you wish.

>> No.3878214

>>3878206
The barrels are staring at you.
The corpses are staring at you.
The walls are staring at you.
The FIREBLU is staring at you.

>> No.3878219

>>3878210
It is allowed (but not inherently designed for) any areas where you can't get up to or can only jump up into are not intentional and will be fixed. I need to tweak the bits of tan marble rubble/rocks that are floating in that one room; as it does require jumping that seems a bit finicky.

There are a lot of sectors rigged up to the same tag 6 as the rest of the floaters in the map. I will need to work on that later; but FOOD ANALOGY first.

>> No.3878221

>>3878214
THEY KNOW.

>> No.3878223

>>3878214
When you stare into a FIREBLU, the FIREBLU stares back

>> No.3878241

>>3878223
summon evileye

>> No.3878248
File: 755 KB, 1920x1080, Screenshot_Doom_20170324_065954.png [View same] [iqdb] [saucenao] [google] [report]
3878248

Very nice void areas too

>> No.3878251
File: 550 KB, 1920x1080, Screenshot_Doom_20170324_070252.png [View same] [iqdb] [saucenao] [google] [report]
3878251

>>3878214
>>3878221
>>3878223
>>3878241

>> No.3878262
File: 800 KB, 1920x1080, Screenshot_Doom_20170324_070514.png [View same] [iqdb] [saucenao] [google] [report]
3878262

>>3878251
SeEeEeee!~
Thats the sound that eyeballs make

>> No.3878265

>>3878262
I'll need to align those better later on. I see you found our "Familiar Faces Rugdemon"?

>> No.3878274

>>3878265
I'm probably gonna have to look for Familiar Faces, but the Rugdemon is awesome

>> No.3878280

>>3878274
Oh, you must not of been here when the joke was made about it. "Kegan's a nerd.png" should be in the archives somewhere.

>> No.3878289 [SPOILER] 
File: 28 KB, 128x128, 1490293390725.png [View same] [iqdb] [saucenao] [google] [report]
3878289

>>3878280
https://desuarchive.org/vr/thread/3772465/#q3773748

Found it ___ 4u.

>> No.3878295
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google] [report]
3878295

>>3878289
image in question.

>> No.3878306

>>3878265
After looking at >>3878295
I think they should be left misaligned as part of the joke. Plus, if anyone asks about it, that'll be our explanation.

>> No.3878314
File: 2.22 MB, 512x384, aniOomtedwall.gif [View same] [iqdb] [saucenao] [google] [report]
3878314

>>3878306
I like you.

>> No.3878317

>>3878314
I had a very quick idea to leave that image in the map somewhere nearby as a secret/easter egg (with the possibility of a Cacodemon version of "all around me are familiar faces" playing when you find it/the switch for it, but that would need to be done by somebody else) because it made me laugh like the idiot I am.

>> No.3878323
File: 6 KB, 80x80, 1399103409942.gif [View same] [iqdb] [saucenao] [google] [report]
3878323

>>3878317
It needs to be done

>> No.3878325

yo.

I've been eyein' turok 1 & 2. They released some remasters two years ago.

I've been told that the remaster for 2 is necessary due to FPS problems and the original PC ports being subpar but I'm not convinced on the remaster for 1.

Which one should I get? are they even retro?

>>3878160
>OECake

is this a modern version of the falling sand game? NICE

>> No.3878329

Hey /doom/, I need some help.

How do I make certain floor textures make a watery splash? I've got some new water textures that I want to behave like water.

The wiki has confused me. How do I into splashes? Will the water still splash if I make it a fake floor?

>> No.3878332

>>3878329
I think you define that in the TERRAIN lump.

>> No.3878336

>>3878317
>>3878323
Other "jokey" bits in the maps involved an older joke pertaining to the lift sound (greatly exaggerated with additional GNRNNRNNRNGNRRNGRRNGNRRNGNRRNGNRRN) and 20th century revenants, as if doomguy was some sort of Hell-Celebrity,

I mean, the pedestal in the original e1m8 is the basis for such a joke of course.

>> No.3878340

>>3878336
Also the animdefs doesn't like to play nice when I try to import the animated faces out of Shadowcastertex.

>> No.3878347
File: 939 KB, 1920x1080, Screenshot_Doom_20170324_072245.png [View same] [iqdb] [saucenao] [google] [report]
3878347

>>3878336
This seems interesting~

>> No.3878348

>>3878070
Made me think of

https://youtu.be/idvB-58uKjE?t=55s

>> No.3878350
File: 899 KB, 500x281, tumblr_n0fcuux8fW1t329aoo1_500[1].gif [View same] [iqdb] [saucenao] [google] [report]
3878350

>>3878160
>bonenology

>> No.3878351

>>3878325
The cutoff for /vr/ is a game or system released before 1999, usually. However, you can bring up remakes and non-/vr/ content as long as the context has something to do with /vr/ material.

For example, we can technically talk about Doom 4 in here, or at least compare it to the originals.

>> No.3878354

>>3878348
Hah, I could actually make an enemy do that. You know like the mech in district 9.

Would be really cool if there was a sprite set for some kind psychic power dude somewhere.

>> No.3878357

Lastly; I need to figure out if there's a reliable way to make a texture look like it's expanding and contracting.

It's for the sk_right/left/sloppys in the Red/Blackmarb room, make the dudes on the texture look like muscles.

>> No.3878358

>>3878332
I've got that bit, and I've been playing with stuff like warping textures. I'm just not sure what I need to add to TERRAIN to make stuff splash.

>> No.3878361

>>3878336
what map

>> No.3878368

>>3878358
>floor [optional] <flatname> <terrain name>

>> No.3878370
File: 162 KB, 475x421, 572.png [View same] [iqdb] [saucenao] [google] [report]
3878370

>>3878350
[sudden realization]
Is cyriak going to add CUSTOM MONSTERS to his next wad?

>>3878347
Implication will be better understood when I get the detail going in some of the better parts.

Basically, a small splinter of hell decided in exchange for not getting it's face inevitably blown the fuck off by YOU, they'd give a little bit of a nudge with some of their research; to give the UAC an actual edge/chance. I'm probably going to swap that for a knight, though. These guys may be given an area to appear in later, as part of a semi-slaughter gimmick.

The marines still have friendly fire on you though, which sucks (not really wanted for the design)

The UAC are idiots; but by damn should you never underestimate them.

Shame that the rest of hell found out about this little base/outpost.

>> No.3878372

>>3878361
The e1m8 that I'm working on.

>> No.3878374

>>3878370
Cyriak should make sprites for /pol/2.wad

>> No.3878376
File: 1.35 MB, 1280x1024, Screenshot_Doom_20170323_145855.png [View same] [iqdb] [saucenao] [google] [report]
3878376

>>3878357

>> No.3878382
File: 35 KB, 354x664, J8Ihm[1].png [View same] [iqdb] [saucenao] [google] [report]
3878382

>>3878354
Found this on a decade old Z-Doom thread. Not sure if it fits with the rest of what you're doing.

>>3878370
>Basically, a small splinter of hell decided in exchange for not getting it's face inevitably blown the fuck off by YOU, they'd give a little bit of a nudge with some of their research; to give the UAC an actual edge/chance.

LUCIFER'S GONNA FREAK

>> No.3878386

>>3878382
>Found this on a decade old Z-Doom thread. Not sure if it fits with the rest of what you're doing.
Thanks! What thread? I've been looking for various sprite custom made sprite sheets in the spriting carnival one, but it's really hard to search in it since some posts are just like "i made a thing" *posts amazing artwork*

>> No.3878387

>>3878368
So for <terrain name> I'd need to put "water" right?
something like "floor newwatertex water"

>> No.3878393

>>3878370
in the e1m8 area, one of your baron's is stuck

>> No.3878397

>>3878387
The most foolproof way is to open TERRAIN.txt in gzdoom.pk3 for reference.

You can use gzdoom.pk3 to find examples of lots of things.

>> No.3878398
File: 27 KB, 200x374, synd_cover_agent_c128_mq[1].png [View same] [iqdb] [saucenao] [google] [report]
3878398

>>3878386
This here: https://forum.zdoom.org/viewtopic.php?f=3&t=15080&start=5805

I was looking for sprites from Bullfrog's Syndicate and ended up finding that instead.

>> No.3878403
File: 1.26 MB, 1280x1024, CONSUME THE UNWORTHY.png [View same] [iqdb] [saucenao] [google] [report]
3878403

>>3878393
Dammit. I'll have to fix him again.

>> No.3878449
File: 124 KB, 283x280, meq.png [View same] [iqdb] [saucenao] [google] [report]
3878449

>>3878403

>> No.3878457
File: 25 KB, 398x300, ankhek.png [View same] [iqdb] [saucenao] [google] [report]
3878457

>>3878403

>> No.3878471 [DELETED] 

http://culture.vg/reviews/videogame-art/not-art-doom.html

Damn...

>> No.3878472

>>3878471
Please don't post this criminal's work, even ironically.

>> No.3878474

>>3878397
That did it, thanks Anon.

>> No.3878501

>>3878398
There should be rips of Syndicate and Syndicate Wars on TSR.

Remember to not credit the ripper.

>> No.3878502
File: 214 KB, 1314x477, skyy.png [View same] [iqdb] [saucenao] [google] [report]
3878502

I have a wad that needs to be loaded with cc4-tex but I can't think of a way to have the sky in the wad override the one from cc4-tex.
MAPINFO will only work for zdoom and I'm shooting for boom compatibility.

Anyone know how to do this? I couldn't find any tutorials or whatever on it either.

>> No.3878504

>>3878471
>Doom was a huge step up from Wolfenstein — almost a proper game. (...)

No. I will not read any further.

>> No.3878510

>>3878502
frustratingly harder than it should be, sorry to say, because boom will only look at one set of texture definitions, the latest in the wad order loaded.

thus, you need to copy the TEXTURE1 and PNAMES lumps from cc4-tex into your wad, then edit the relevant sky texture definitions therein.

then all your users must remember to load cc4-tex first, then your wad, so your wads texture definitions override cc4-tex's.

this is probably why a lot of clowns end up pulling the whole of cc4-tex into their own wads, rather than faff about with this shit.

>> No.3878512

>>3878502
Shouldn't loading your wad last fix that?

What if you copied in the CC4 textures, and then use the "delete all unused textures" in SLADE? That would sidestep the issue.

>> No.3878523

>>3878501
Unfortunately, the only rips are of the SNES port. I'd prefer the Jaguar ones.

>> No.3878540
File: 84 KB, 644x483, skyy.png [View same] [iqdb] [saucenao] [google] [report]
3878540

>>3878510
wasn't a lot of effort at all actually, thanks for the help. I guess I only need to specify cc4-tex must be loaded first.

>>3878512
now this sounds like a lot of work, cc4-tex is massive and I only use a handful of textures in comparison.

>> No.3878541

>>3878471
>mfw dead link
>so is everything insomnia.ac
Holy shit, it's the end of an era. Rest in RIP Anthony "Alex 'icycalm' Kierkegaard" Zyrmpas

Give me the gist of the article?

>> No.3878542 [DELETED] 

http://culture.vg/reviews/videogame-art/not-art-doom.html

There's nothing wrong with not liking your game, there's nothing against the rules that says I can't be critical towards it.

>> No.3878546

>i posted it again guys!

Figured it was a shitter.

>> No.3878547

>>3878471
>>3878542
Dude. Stop.

>> No.3878550
File: 34 KB, 640x427, 1490230389899.jpg [View same] [iqdb] [saucenao] [google] [report]
3878550

>>3878542
Is it not loading for anyone else? None of the icycalm-verse seems to work on my browser

>> No.3878551

>>3878546
in the last thread i assume you missed he was arguing it go into the OP

so yeah.....................
............................................
...

>> No.3878557
File: 27 KB, 720x576, 490635-resident-evil-director-s-cut-playstation-screenshot-french.jpg [View same] [iqdb] [saucenao] [google] [report]
3878557

>after all this time, he's STILL doing this shit
Kinda makes you think, don't it?

>> No.3878560
File: 51 KB, 640x684, 1490296275_b78b.png [View same] [iqdb] [saucenao] [google] [report]
3878560

Working on a dynamic enemy spawning system for DRLA, for those who like to live vicariously entrusting their life to the RNGods.

>> No.3878567

>All these gameplay mods with loads and loads of new weapons and no new enemies
>Barely any mods with just new enemies
Why

>> No.3878580

>>3878540
Select all, copy paste, and then click "Delete all unused flats/textures" doesn't sound like much work.

>> No.3878584

>>3878567
>tfw no quality mapsets with extra monsters that aren't just secret level guys replaced with boring bullshit that's kaizo for the hell of it like invisible plasma marines, flying blocks that shoot millions of revenant missiles and explode on death or efreets with a gorillion hitpoints

>> No.3878591

>>3878560
vicariously? i don't see how that word fits there, what did you mean?

>> No.3878592

Where do you guys get Textures and similar shit? Realm667 has some interesting ones but I'm interested on knowing if any other sources for them exist?

>> No.3878596

>>3878580
I wasn't aware of a button like that, good to know.

>> No.3878606

>>3878560
newer GZDoom support when? Why not, if it's not planned?

>> No.3878612

>>3878567
It's a little tougher to make new enemies balanced around the old weapons without completely breaking shit. Vanilla Doom has a very good harmony going on with its weapons and monsters.

>> No.3878627

>>3878606
GZDoom outright broke too many things for any of us to handle, and far too many to file any bug reports. So Yholl's decided to just drop support. Sorry.

>>3878591
Delegating your death to the dome of the doomed, the destructive, the RNG. By MAP30, your prayers will not be heard.

>> No.3878632

>>3878627
Well, that sucks. That really sucks. Maybe one day someone will unfuck DRLA for Yholl and make it compatible with the newest GZDoom and QZDoom.

>> No.3878635

>tfw was so sure I'd have my H2H map finished by the end of the first phase
>only just finishing up now ~2 months later

christ I'm a slow mapper

>> No.3878641
File: 62 KB, 699x699, 1475602974694.jpg [View same] [iqdb] [saucenao] [google] [report]
3878641

>>3878047
>People who use HD texture mods for Quake.

>> No.3878642

>>3878632
It would be nicer if someone would unfuck GZDoom, honestly. I'm certain other mods probably broke from recent changes.

>> No.3878643

>>3878635
I'm even slower. It's the end of phase 2 and I still haven't quite finished my map.

>> No.3878647

>>3878642
I think GZDoom will more or less unfuck itself when the zscriptification of everything will end.

>> No.3878650

>>3878191
>source_physics.gif

>> No.3878669

>>3878584
the AA monsters are great though.

>> No.3878684

Hey /scaly/, how many secrets in one map is too many? If I just keep adding secrets to my maps will the secret-finding experience be cheapened somehow?

>> No.3878687

>>3878684
A) I prefer fluffy
B) Depends on the size of the map and the quality of your secrets (as in, do they make me feel like indiana jones). I fucking love lots of secrets in general though.

>> No.3878694

>>3878687
>A) I prefer fluffy
At least it's not furry

>> No.3878698
File: 1.89 MB, 2000x1333, 8457dcee0855fc566e130920b09981e70f296b74.jpg [View same] [iqdb] [saucenao] [google] [report]
3878698

that's what i meant

>> No.3878701

>>3878698
And yea did anon's anus split.

>> No.3878709

>>3877408
>>3877410
Okay what map

>> No.3878724

I want to listen to acapella version of the Doom music but all the videos on YouTube suck!

>> No.3878728

>>3878701
I think you're confusing me with someone else
>>3878724
I'd like to hear a violin cover of E1M8.

>> No.3878729

>>3878728
I was joking about the potential reaction of the person you were responding to.

Also seconding the violin cover.

>> No.3878736
File: 124 KB, 642x272, qTKPoAu.png [View same] [iqdb] [saucenao] [google] [report]
3878736

What is the best texture and why is it fireblu

>> No.3878745

>>3878736
the best texture is ashwall3/flat11 because it has no discernable repeat width so you don't have to align it

>> No.3878747

I had intended to do another run of Doom II but I'm feeling burnt out. The levels aren't really doing it for me compared to the first game.

I'm wondering if I should bother with Final Doom or just start playing PWADs from now on.

>> No.3878749
File: 64 KB, 417x431, 236346.jpg [View same] [iqdb] [saucenao] [google] [report]
3878749

>> No.3878750

>>3878729
The closest is this:
https://www.youtube.com/watch?v=O95vqQTWCMM

I really like orchestral, acoustic and classic renders of very modern tracks and musical styles. There's a really good piano cover of tool - schism on youtube for example, and "The Showhawk Duo" make some nice electronica-sounding tunes on acoustic guitars.

>> No.3878752

>>3878709
ad_swampy from the Quake mod Arcane Dimensions. Very good mod other than the two maps discussed there, go play it.

>> No.3878753

>>3878747
Have you played E4 of the first game? It's pretty good.

>I'm wondering if I should bother with Final Doom or just start playing PWADs from now on.
You can do both. Play some top tier boom maps then try final doom once you feel like it.

>> No.3878758

>>3878747
Play E1M4b, E1M8b, NERVE.WAD then move on to Quake

>> No.3878763

>>3878753
Already played E4, I really liked it.

>>3878758
I should probably get around to playing Quake, yeah.

>> No.3878767

>>3878763
All this time and you haven't played motherfucking Quake yet? What the hell anon, give it a shot.

You won't like it, though, because you'll go into it expecting the shotguns to be rampaging slaughterers of the masses and low-tier enemies to die if you sneeze on them, and will get nothing like what you expect.

>> No.3878768

>>3878763
>Already played E4, I really liked it.
I find it pretty underrated.

Anyway, both the final doom mapsets are leagues better than doom2 but are in turn overshadowed by many of the excellent wads the community has produced over the years, as should be expected.

>> No.3878771

>>3878767
I haven't played much of Duke, Unreal, or anything like that.

Except Marathon, inexplicably. For some reason I played that.

I will address this problem as soon as possible. I got some catch-up to do here.

>>3878768
Isn't there that Final Doomer weaponset? I could try that on my run, I suppose.

>> No.3878774

>>3878771
> I could try that on my run, I suppose.
I haven't tried those, but using Smooth Doom (turn on SSG gibbing, its amazing) and perkristian sound mod will make anything feel cool with no change to balance.

>> No.3878782

>>3878774
That'll come in handy. Thanks.

I've been stuck in a strange rut where I just sort of played Doom I & II on a loop without ever actually changing anything or playing anything else. That sense of "why the fuck am I doing this, there's other shit I could be playing" only just now set in.

Autism's a hell of a drug, I guess.

>> No.3878801
File: 1.04 MB, 2048x1152, DSC_0050.jpg [View same] [iqdb] [saucenao] [google] [report]
3878801

>>3878698
I printed the red version.

>> No.3878805

>>3878801
Nice wood paneling.

Doom's really made me appreciate tiled floors and wood/marble panel walls.

>> No.3878813

>>3878801
fucking hell, look at this bourgeoisie

>> No.3878816

>>3878801
You're cool and you should feel cool.

>> No.3878820

>>3878805
Not that guy, but I live in an area of my country that has a large pale green marble quarry, so there are apartment buildings with staircases entirely bedecked in the stuff.

>> No.3878821
File: 1.21 MB, 2048x1152, DSC_0051.jpg [View same] [iqdb] [saucenao] [google] [report]
3878821

>>3878805
>>3878813
>>3878816
I also printed this one. Sorry for the glare.

>> No.3878826

>>3878821
jesus christ are you royalty or something

>> No.3878839

>>3878826
I'm actually a Nigerian Prince.

>> No.3878842

>>3878839
niger please

>> No.3878843

>>3878821
That one is great as well.

>> No.3878845
File: 204 KB, 2048x1152, 15025220_10207489523743886_2697007946941949268_o[1].jpg [View same] [iqdb] [saucenao] [google] [report]
3878845

>>3878826
It was like $5 on groupon to print them. Frames were $10. I also have these.

>> No.3878850
File: 472 KB, 1243x987, 56120.png [View same] [iqdb] [saucenao] [google] [report]
3878850

>>3878839
Actually being the prince of nigeria has to be an immensely frustrating experience.

>> No.3878854
File: 111 KB, 540x960, 16473709_10208160459636864_1904328991476324238_n[1].jpg [View same] [iqdb] [saucenao] [google] [report]
3878854

>>3878845
Here's a better look after I finished framing them.

>> No.3878858
File: 368 KB, 1920x1080, Screenshot_Doom_20170323_200558.png [View same] [iqdb] [saucenao] [google] [report]
3878858

>when a map have only a couple hundred enemies is a breather episode

>> No.3878863

>>3878542
is there a tl;dr version
I'd rather not have to wade through, what I assume is a bunch of drivel

>> No.3878864

>>3878850
What's this for?

>> No.3878869

>>3878864
that is the assault tripod, aka freedoom's cyberdemon

>> No.3878894

What's the best modern Descent revival thing?

>> No.3878897

>>3878845
Where'd you get the fucking Doom 4 one? I want one.

>> No.3878902

>>3878897
http://www.ebay.com/itm/DOOM-4-New-Game-Art-Silk-Fabric-Poster-Print-13x20-24x36inch-004-/322172923468?var=&hash=item4b0300ae4c:m:m7XWmDyVJHk2XTlsS1K-BGQ

>> No.3878903

>>3878767
It took me until the second play through to appreciate Quake for what it is. My first run made me feel exactly as your spoiler described.

>> No.3878917

>>3878902
That's pretty fucking cheap.

Shipping seems like it'll take a while.
>as late as 5th of May

>> No.3878927

>>3878729
>>3878750
https://www.youtube.com/watch?v=IumtfeLun1g
This is the closest I could find off youtube

>> No.3878932

>>3878917
Yeah it's because it's coming directly from China. But that's the same link I bought it from.

>> No.3878958

>>3878932
Oh well, at least I didn't give a LOT of money to communists.
And it probably won't come with a colony of spiders embedded in it.

>> No.3878968

>>3878894
Overload, because it is made by the same team that previously worked in Outrage/Parallax Entertainment.

Stay away from Descent: Underground as that game is trying hard at cashgrab and being more PvP centered, they begun developing the Campaign only now and pretty sure it will suck.

>> No.3878997

>>3878698
>No one edited a itty-bitty chaingunner shooting at you into this pic.
Feels bad

>> No.3878998
File: 175 KB, 279x340, HOW.png [View same] [iqdb] [saucenao] [google] [report]
3878998

Another update to my H2H Map. This time we've a silly crusher, the Crimson and Obsidian Man-Muscle Octagon has it's first five monsters added, and there are a bunch of additional tweaks across the board.

Give her another go and chew me out. Suggestions/Recommendations/Criticism extremely appreciated

https://www.dropbox.com/s/xpxrir5mzh04g09/e1m8.wad?dl=0

>> No.3879006

Anyone here have any Doom headcanons, perhaps some from their childhood? (Doomguy's real name, etc.)

(Made this one up a couple of years ago)
A friend and I came up with Michael Cloud as a name for Doomguy, based on Kevin Cloud (who provided the arms of Doomguy in his first person view) and Mike Dopud (the grunts and screams of Doomguy)

>> No.3879012
File: 129 KB, 248x238, Screenshot_175.png [View same] [iqdb] [saucenao] [google] [report]
3879012

2 questins.
1 where did the carmack MMMM meme come from
2 how would i go about getting a shirt like pic related
also can i just say that i hate how noclips 45 MINUTE interview with john romero doesn't mention his new doom maps ONCE?

>> No.3879013

>>3879006
I once tried to go through all of the Top 100 Doom WADs on Doomworld and make up a storyline in my head explaining why every level happened

eventually I had an entire cast of characters I made up whenever I clearly couldn't be Doomguy in a mod; most of them were based on the deathmatch bots from Zandronum

what the fuck was wrong with me

>> No.3879017

>>3879012
The MMMM meme comes from the book Masters of Doom which mentions John Carmack saying Mmm after nearly every sentence.

I suppose you could get a quake shirt like that one from RedBubble
https://www.redbubble.com/shop/Quake

>> No.3879023

>>3879017
fuck i gotta read masters of doom sometime

>> No.3879025

>>3879012
John Carmack had a verbal tic. Hence the "MMMM"

It's a brain neuron thing, basically.

>>3879013
Nothing. I think it's perfectly fine to do this, hell Demon Eclipse's protagonist is canonically female.

>> No.3879029

>>3879025
a love triangle between Doomguy, Orion and Crash is not perfectly fine

I made mistakes

MISTAKES

>> No.3879031

>>3878998
Also, I would appreciate anybody being able to slap the animated texture (second one pictured here) out of the wad out of the same name into this map. When I try to define it in the Animdefs; it doesn't like to play nice (either not showing AT ALL or not animating)

Does anybody have any ideas on the "stretching and contracting" for the Sloppy1/2 / SK_LEFT/RIGHT? I intended to make them look like moving muscles.

The Archviles are meant to be spawned in later, but I needed them for a reference's sake.

>> No.3879035
File: 172 KB, 500x240, ShadowCasterTex.png [View same] [iqdb] [saucenao] [google] [report]
3879035

>>3879031
JESUS FUCK

>> No.3879046
File: 1.72 MB, 1920x1080, quakespasm-sdl2 2017-03-23 21-25-27-41.png [View same] [iqdb] [saucenao] [google] [report]
3879046

>neat underwater theme
>fantastic detailing with lots of unique textures for keycard consoles, laser doors, animated screens, etc.
>no bullshit secrets
>spiders and scorpions fucking shit up everywhere and grunts, enforcers and firebugs going full IF IT BLEEDS, WE CAN KILL IT
Oh man, Terror Fuma is so much better than Crucial Error it isn't even funny.

>> No.3879050

>>3879023
You don't even have to read MoD, you can hear it yourself in most older Carmack interviews.

>> No.3879067

>>3878642
It is a little fucking weird that nobody has managed to make splitscreen doom, or that GZdoom doesn't have MP support.

>> No.3879068

>>3878845
This motherfucker is the doom general in a nutshell

>> No.3879071

>>3878869
Working on Freedoom must be fun.

>> No.3879073
File: 1.00 MB, 2048x1152, DSC_0052.jpg [View same] [iqdb] [saucenao] [google] [report]
3879073

>>3879068
I also have these bad bois. I want the Pinky figurine though. Way too expensive right now.

>> No.3879075

What role does zion fill in the sea of doom 4-replacement mods?

>> No.3879080

Are there any cyberpunk / used future mapsets? I need something to play Psychic on. (and possibly Lithium)

>> No.3879081
File: 3 KB, 100x100, Romulus is disgruntled at missing the Keg o' Health again.jpg [View same] [iqdb] [saucenao] [google] [report]
3879081

>>3879046
>it isn't actually underwater, you just go through a tunnel that looks like it is
fuck, how retarded am I

>> No.3879082

>>3879073
>umaru
"no"

>> No.3879083

>>3879073
Is that the original dakota shotgun that was used in doom?
if so, fuckin 10/10

>> No.3879085

>>3879073
Oh hey, that's the mancubus from the DooM 3 special edition isn't it? I got the same one.

>> No.3879086

>>3879083
It technically is not the original. You really can't get the original anymore. But yes it is a Dakota. It's a couple years newer than the one they used.

>>3879085
I'm pretty sure it is. I got it from eBay though and not from the release.

>> No.3879089

>>3879013
That's a really cute kind of autism, anon.

>> No.3879093

>>3879086
You know, i've always wondered what that thing looks like from doomguy's point of view, could never find any images online. I know it might be obvious but i'm curious if they shopped any parts out or something.

>> No.3879094

>>3878968
>Overload
Thanks m8 this is exactly the kind of thing I'm looking for.

>> No.3879095

>>3879086
Dakota more like Dacote, am I right

>> No.3879096

>>3879089
Aye.

Nobody's stopping you from making a story-themed WAD; just do it nicely and don't bog down the player (See Dimension-Time-Space-Traveller, It's storyline-themed, but it's got a lot of dubious meat quality)

>> No.3879103

>>3879093
Not for the regular shotgun. The original Dakota version was not modified at all. This I guess I would say is a "2nd gen" and that's all you can find on eBay now, at least for me. The super shotgun was just a repaint of the regular shotgun's sprite.

>> No.3879109

>>3879103
It's important to remember these were almost certainly all just crappy dollar store toys, almost all of which just disappear at some point because they are so disposable.

>> No.3879112

>>3879073
>dakota pump
Nice.

>> No.3879115

>>3879109
Yeah they were all Toys R Us according to staff stories. They actually had the very original shotgun at Quakecon I believe, in a glass case.

>> No.3879118

>>3879115
Why don't we have an image of this?

>> No.3879119
File: 284 KB, 1280x853, tumblr_mkcr6ePSYW1r2to8go1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]
3879119

>>3879118
We do, though.

>> No.3879125

>>3879118
They had the thing (along with a bunch of Punchatz's latex models they used to make the monsters) on display in their lobby some time ago, glass cases and all.

You can probably find photos of this still.

>> No.3879127
File: 38 KB, 640x480, SlimeSampler.png [View same] [iqdb] [saucenao] [google] [report]
3879127

Is the red texture supposed to be blood? Why can no one decide whether it should deal damage or not? It can change from map to map when playing a wad.

>fiery lava texture is safe
>blue water texture hurts you
This shit should be illegal.

>> No.3879130

>>3879127
It's blood, yes.

>> No.3879132

>>3879127
>tfw quake never has a problem with this due to defining what property a brush has by its texture, so water is always water, slime is always slime and lava is always lava

>> No.3879134

>>3879132
So it's more limited?

I jest; but 3d floors that can move and/or have slopes on them would be dead useful for DOOM

>> No.3879136

>>3879134
>So it's more limited?
No, all it takes is changing one character in the file name to make your water act like lava, but thankfully that's beyond the point most people will go.

>> No.3879137

>>3879127
It is blood. But people use it as lava for some reason in some wads.

>> No.3879138

>>3879127
Well... some of the blood has AIDS in it...

>> No.3879140

>>3879138
>>3879127
It's simple.

There's SOMETHING in the LIQUID.

>> No.3879141

>>3879080
>https://forum.zdoom.org/viewtopic.php?f=19&t=36152&p=684249

>> No.3879142

>>3879140
Yeah. Just be happy they didn't pull a dark forces or w/e and have a monster in it.

>> No.3879148

>>3878845

even from this distance I still can see that dark bar in the ultimate doom poster

>> No.3879152
File: 534 KB, 1917x1083, WP_20170323_003.jpg [View same] [iqdb] [saucenao] [google] [report]
3879152

>wandering around in my father's workshop
>checking some boxes with some old PC parts and other electronic stuff
>find pic related
>a Pentium III with 128mb RAM and a ATI Rage mobility m1
>everything in mint condition

I tested it barebones, just a monitor and a keyboard to boot it and checking the BIOS. Tomorrow I'm putting this inside a case, connecting a IDE HDD and CDROM and installing some pirated win98. Wich retro FPS can I run with this? I was thinking of trying out Unreal and Quake II wich I have never played (only Quake 1)

>> No.3879156

>Lithium
Holy shit. And people think Guncaster has too many features. What the fuck do I do in this menu?

>> No.3879157

>>3879148
Dark bar?

>> No.3879158

>>3879157
It's like the white bar but its patrons only count as three-fifths of a vote.

>> No.3879160
File: 3 KB, 134x104, Sans_trombone.gif [View same] [iqdb] [saucenao] [google] [report]
3879160

>>3879158

>> No.3879161

>>3879152
You probably won't be able to run Unreal with it solely because of the card. Quake II should be fine but I'm not sure if it's the Mobility version. Try to slap a Geforce Ti4200 in there and you should be set.

I have my Pentium II 400MHz rig under my desk with a GeForce 4 MX440SE (just had it laying around) and I still can't play Unreal at an acceptable framerate.

>> No.3879169
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170323_223812.png [View same] [iqdb] [saucenao] [google] [report]
3879169

>>3879142
Are you SURE about that?

>> No.3879170

>>3879089
>>3879096

Thanks guys. I once thought of "retelling" my batshit insane story as a WAD series but never got around to learning how to map. I forgot most of it, but I suppose I could just make a mod either way someday.

I'm actually a huge Sonic fan, and Robo Blast 2 is how I got into Doom. The Sonic thing kind of explains the autism, now that I reflect on this.

Speaking of doing weird shit I also once tried to play Ghouls Vs Humans in singleplayer by using Zandronum's regeneration rune. Barely worked at all but seeing all the different ways things would react to Sjas's reflector screen was a lot of fun. If you did it at the last second you could "parry" an Archvile's flame attack and not take any damage, and a reflected Revenant missile would actually select and home in on a new target. Sometimes it would even go after the rev that shot it.

>> No.3879171

>>3879152
>>3879161
Actually, I forgot Unreal has a software renderer so you might possibly be good with that because of your P3.

>> No.3879172
File: 1.66 MB, 2711x4093, UltimateDoomPoster[1].jpg [View same] [iqdb] [saucenao] [google] [report]
3879172

>>3879157

i'm assuming he's talking about a very tiny but noticeable line in the M of DOOM that absolutely nobody bothers to fix in photoshop before uploading the doom cover to make a quick buck of it

>> No.3879173
File: 27 KB, 358x344, ss (2014-12-08 at 10.15.09).jpg [View same] [iqdb] [saucenao] [google] [report]
3879173

>>3879169
you guys are the best general.

>> No.3879174

>>3879172
Oh yeah I know exactly what you mean now. It's in pretty much every poster though.

>> No.3879176

>>3879156
As a person that always ignored or didn't research guncaster. What is the purpose of it and Lithium?

>> No.3879179
File: 28 KB, 250x307, 1294987578366.jpg [View same] [iqdb] [saucenao] [google] [report]
3879179

>>3879170
Hey, it can't be as bad as my planned story thing

are you me?

>> No.3879184
File: 636 KB, 1917x1083, WP_20170323_004.jpg [View same] [iqdb] [saucenao] [google] [report]
3879184

>>3879161
>Try to slap a Geforce Ti4200 in there

Except finding one of those is imposible, and if you do it will cost you an eye. I actually found pic related in that box too, but apparently it doesn't work

>> No.3879185

>>3879172

why am i seeing this until now

my t-shirt was made using one of those

oh no

i'm retarded

>> No.3879186
File: 147 KB, 452x477, Tails_Doll77.png [View same] [iqdb] [saucenao] [google] [report]
3879186

>>3879179
Perhaps.

>> No.3879190
File: 87 KB, 1920x1080, Screenshot_Doom_20170323_224547.png [View same] [iqdb] [saucenao] [google] [report]
3879190

Level 20 really stretched my ammunition. I've never been so out of ammo before...

>> No.3879191
File: 2.26 MB, 1606x2425, UltimateDoomPoster.jpg [View same] [iqdb] [saucenao] [google] [report]
3879191

>>3879174
>>3879172
It's a compression artifact, and someone here did fix it a few years ago, hol up.

Here you are lads, Ultimate Doom poster without the compression artifact on the title.

>> No.3879192

>>3879184
>cost you an eye

http://www.ebay.com/sch/i.html?_from=R40&_trksid=p2380057.m570.l1313.TR11.TRC1.A0.H0.Xgeforce+ti4200.TRS0&_nkw=geforce+ti4200&_sacat=0

>> No.3879193
File: 840 KB, 1920x1080, DOOM.jpg [View same] [iqdb] [saucenao] [google] [report]
3879193

>>3879191
And here's the lone logo, that fine friend fixed that too.

>> No.3879197

>>3879050
He's moved onto "on there"

>> No.3879201

>>3879186
It makes sense.

Let's turn tails blue, that'll really be original right guys! it technically is

>> No.3879202
File: 28 KB, 640x480, latest[1].png [View same] [iqdb] [saucenao] [google] [report]
3879202

How are you supposed to properly put this item into your maps?

>> No.3879204

>>3879176
for being stronk as fug

>> No.3879205

>>3879202
What do you mean by that? Are you having trouble with something?

>> No.3879206

>>3879202
However you like.

>> No.3879209

>>3879050
https://www.youtube.com/watch?v=SzWQUlbMhwA

>> No.3879210

>>3879206
>>3879205
I think he means "when's a good time to give these to the player"

>> No.3879213

>>3879205
What's the real point of it? Show the player where they haven't gone yet? The secrets they've missed? What lies ahead?
Should it show up early or late?

>> No.3879216

>>3879184
>impossible

literally any card (even Voodoo) that gives the performance needed for whatever rig someone wants to build from that time period can be found on ebay for less than $80 which is nothing if you truly enjoy the hobby. A very large number of them are coming from Latvia and Russia right now.

>> No.3879217

>>3879213
Small bossfight levels to let them know the killbox and where they can/can't go.

I don't like them much elsewhere.

>> No.3879218

>>3879213
I think all of these are valid.

The beauty of Doom is that there's so many creative ways to make a level.

>> No.3879219
File: 89 KB, 600x450, 1442293097820.gif [View same] [iqdb] [saucenao] [google] [report]
3879219

>>3879190
>still using the gross default map for GZDoom

>> No.3879223

>>3879219
what would you recommend?

>> No.3879225

>>3879213
It would be better if a wad rigged in it to work like the scanner, showing enemy/item positions when you pick it up/multiple.

Otherwise, make it inaccessible/a prop until you want the player to be able to use it.

The point is to show the player the entire map except for what you have tagged as "dont show on automap" so you can sort of do what you like there.

>> No.3879231

>>3879223
Something that makes you uncomfortable in favor of catering to my own personal tastes, because I believe my autism is superior to yours.

>> No.3879232

>>3879219

Of all the goddamn things to care about, this is probably the stupidest.

>> No.3879235

>>3879223
The default black, yellow and white doom map desu.

I think it's menu_automap in console and you never need to change it again.

>>3879232
It is genuinely shit brown and shit tan with purple.

>> No.3879240

>>3879235
And so what?
Was your mother murdered by a guy wearing brown and purple?

>> No.3879241

>>3879235
>It is genuinely shit brown and shit tan with purple.
i don't really see how this is a problem unless those colors trigger you

>> No.3879242
File: 86 KB, 206x207, Whathe.png [View same] [iqdb] [saucenao] [google] [report]
3879242

Going to start quake, and honest opinion here: If I start on hard will the natural difficulty curve hit me on the ass midway into the game?

I didn't like the fact that the default difficulty on Doom was pretty much piss-easy half the time, but there was a point midway into Doom 2 where the difficulty cranked up a notch and it never seemed like I had enough ammo because the game intended me to find secrets from having beat the game on normal.

>> No.3879243

>>3879202
Never because I keep forgetting it exists.

>> No.3879246 [DELETED] 
File: 28 KB, 342x336, 1428807997862.jpg [View same] [iqdb] [saucenao] [google] [report]
3879246

>>3879240
>>3879241
of course the doom general would know nothing about color.

>> No.3879247
File: 94 KB, 1920x1080, Screenshot_Doom_20170323_230738.png [View same] [iqdb] [saucenao] [google] [report]
3879247

It looks better but

>> No.3879249
File: 332 KB, 500x375, But_Why.png [View same] [iqdb] [saucenao] [google] [report]
3879249

>>3879247
told ya.

You can even enable an overlay if you want so you aren't blind when checking your map. If you're into that kinda thing...

>> No.3879251

>>3879247
Jesus christ that looks awful.

>> No.3879253

>>3879247

brb stabbing my eyes out

>> No.3879254

>>3879246

You're a dumbass.

>> No.3879256 [DELETED] 
File: 338 KB, 539x523, HeeeySquidward.png [View same] [iqdb] [saucenao] [google] [report]
3879256

>>3879251
>>3879253
That's the default doom map you fucking brown and black, quake-shader loving cunts.

>> No.3879257

>>3879249
I like the one that lets you see flats/floor textures and sector lighting, like Duke Nukem 3D.

>>3879251
>>3879253
That's how it looked in the original .exe
But yeah, it's not the prettiest to look at.

>> No.3879258

>>3879247
OH BOY
RED ON BLACK

IT'S JUST LIKE GEOCITIES ALL OVER AGAIN

>> No.3879262
File: 235 KB, 1147x775, difficulty.png [View same] [iqdb] [saucenao] [google] [report]
3879262

>>3879242
Nah. The difficulty curve in Quake is pretty even- so if you start on hard you'll start getting your ass kicked exactly three levels in.

You could always play on Medium, if you're "most people," but you're tough enough for Hard, ain'tcha?

>> No.3879263

>>3879141
Oh thank you.

I realize this is probably Zaneion shilling his own map at me but it looks pretty cool so I'll give it a try.

>> No.3879265

>>3879256
cool, i'm glad we've established the default doom map colors fucking suck.
you're seriously suggesting someone uses red on black and then get uppity when people suggest something else?

you're a goddamn lunatic.

>> No.3879269

>>3879242
I've never played it on hard. I played it on normal, then skipped to nightmare.

But, I'd recommend playing on normal first. It has a nice balance to it, and you probably won't be bored or find it too easy.

>> No.3879270
File: 486 KB, 256x192, 6Mv1qfh5jj.gif [View same] [iqdb] [saucenao] [google] [report]
3879270

>>3879263
>not shilling your own map

>> No.3879271

>>3879242
Doom II's really fucking weird all around no matter what difficulty you play on. It starts out strong and then out of nowhere the game is just like "oh no hold on, sorry, I'm supposed to suck"

>> No.3879273
File: 85 KB, 454x453, 1466206983507.jpg [View same] [iqdb] [saucenao] [google] [report]
3879273

>>3879265
the default colors look like something you'd see on a computer terminal or minimap from aliens, something which was an influence to doom. The brown just looks like it's from a fucking game mod.

>> No.3879274 [DELETED] 

>>3879265
You all have autism.

People complain about brown. And others reply saying "y it matter what color map" then right after bitch about default colors.

So much autism.

Brown/nigger colored sucks. Default is meh but usable. We need a person to make a better map now.

>> No.3879276

>>3879263
Shit, i've been discovered.

Not that i even tried to hide from here since i started to post

>> No.3879278

>>3879269
Nightmare can be easier than Hard due to the broken Ogres and Shamblers.

>> No.3879279

>>3879247
I recommend changing the colors to various shades of green. Not terribly bright green, mind, but it's very easy on the eyes against a black void.

Change your arrow to something striking against all that green, like a vivid red. Maybe make teleports and exit sectors a solid white so that they pop out among all the other linedefs.

>> No.3879280

>>3879273
good thing absolutely none of that matters in terms of readability

which red on black is terrible at

>> No.3879281

>>3879274
Someone should make a Fallout green version. Because fallout is superior shooter than doom.

Triggered replies below.

>> No.3879283
File: 29 KB, 193x177, buttcaster.png [View same] [iqdb] [saucenao] [google] [report]
3879283

>>3879176
Guncaster: Being a draaaaagonnnnnnnn
Lithium: For being a hacker. A pathetic creature of meat and bone. Panting and sweating as you run through my corridors. How can you challenge a perfect immortal machine?

>> No.3879284

>>3879269
I was a bad enough dude to beat Doom 2 on Ultra-Violence my first time through Granted it took me a few months

>> No.3879285

>>3879273
>AVP3
>Due to the extreme problems of Xenoborgs, an effective means of disabling them had to be invented. What wasn't anticipated was that trying to make their systems run DOOM effectively locked up the unit. It is not known why; the systems appear to be undamaged, only denied service.

>> No.3879286

>>3879280
You might be colorblind/blind if you think the highest contrast map is hard for readability.

>> No.3879287

>>3879286

That's okay, you might be blind and retarded if you think red on black is good.

>> No.3879289

>>3879190
Is this Alien Vendetta?

>> No.3879290
File: 726 KB, 1920x1080, Screenshot_Doom_20170323_231751.png [View same] [iqdb] [saucenao] [google] [report]
3879290

>only 62 enemies

Thank the stars

>> No.3879292

>>3879280
To be fair the vanilla Doom maps are a lot simpler in design. Your screen wasn't being flooded with hundreds of red and yellow shapes inside of other shapes.

>> No.3879293

>>3879286
Not An Argument

>> No.3879301
File: 5 KB, 344x308, 1490152770160.png [View same] [iqdb] [saucenao] [google] [report]
3879301

Found a Shadilay midi for anyone who wants it
http://www.file
dropper.com/shadilay
https://soundcloud.com/pok-mon-clover/pepe-shadilay

>> No.3879306
File: 91 KB, 429x297, c64.jpg [View same] [iqdb] [saucenao] [google] [report]
3879306

>>3879270
>implying I finish maps

>> No.3879309
File: 12 KB, 545x523, Screenshot_Doom_20170324_002232.png [View same] [iqdb] [saucenao] [google] [report]
3879309

>>3879279
Yeah i use my automap that way and it looks good, everyone whose play Doom in Newschool Source Ports should customize the automap like this, we're not in 1993 anymore anyway.

>> No.3879310

>>3879273

Whether or not something "looks like something you'd see on a computer" is probably the worst justification for something that affects gameplay.
Let the dude pick the colors he wants. If he wants brown and tan, let him fucking have brown and tan. Hell, let him have green and purple.

This is torridGristle-tier autism, really.

>> No.3879312

>>3879279
Change the colors to green and purple so that you get your daily dose every time you open the map.

>> No.3879317
File: 2 KB, 150x84, koso.jpg [View same] [iqdb] [saucenao] [google] [report]
3879317

>>3879287
Ow the edge.png

>> No.3879319

>>3879310
He didn't pick brown and tan, the point was that Gzdoom defaults to this shit brown and most people don't know you can change it or care.

>> No.3879321

>>3879317
yeah, red on black does that

>> No.3879327 [DELETED] 

There goes doomworld.

S'Arais will be voted best newcoming mapper at this rate.

>> No.3879330

>>3879301
Somebody already made Trump Doom and somebody already made /pol/.wad, you're too late for your memeing to be effective.

>> No.3879337

There goes Doomworld

>> No.3879340

Is it just me or are Quake's weapon anims fucking lazy?

>> No.3879342

>>3879312
I can get my daily dose by finding secret sectors

>> No.3879347

Did they just gut Doomworld and replace it with the forums? What the hell happened?

>> No.3879349

>>3879340
Quake 2 and 3 have good animations but 1's viewmodel anims are pretty simplistic

>> No.3879360

>>3879340
>literally the first fucking game to even HAVE fully 3D viewmodels and enemies, animated frame by frame
>fucking lazy
Explain your reasoning.

>> No.3879363

>>3879360
is Quake 1's environment true 3D or some sort of approximation?

something about how choppy everything looks and moves in vanilla always felt weird

I'm that anon who confessed to having not played Quake yet, for context; wanted to know more about it before playing

>> No.3879365

>>3879360
hold it motherfucker

it may be the first fps but not the first game.

>> No.3879368

>>3879330
I didn't make it, found it on /pol/

>> No.3879369

>>3879360
>what is descent

>> No.3879372

>>3879340
They're all very low poly and have high rates of fire, there's not much room for animations.

>> No.3879375

>>3879360
Doom's anims for most weapons, especially for the time were incredibly nice and felt satisfying for every single gun, even the rocket launcher.

Quake is clearly capable of weapon model animation as the nailgun sides rock back and forth and still... still for no reason the double barrel shotgun simply moves in and out of view because I guess that's supposed to be "reloading"?

Given their pedigree for this kind of stuff, and the fact that it was pretty clearly possible given what else they did with the tech it does come off as a bit lazy that some, hell most of the guns have fairly limited animation.

>> No.3879383

>>3879369
Despite Descent being the real first true 3D world game with models, the HUD was 2D and the models were pretty much static, the few animations the enemies do is just a simple movement in their cannons, while Quake 1 had animations, full 3D world AND HUD (Weapons).

Descent only had full 3D on everything in Descent 3 in 1999 alongside Quake 3.

>> No.3879385
File: 203 KB, 540x421, 1476347959279.png [View same] [iqdb] [saucenao] [google] [report]
3879385

whens the final doomer update

>> No.3879386

>>3879363
True 3D, no rendering tricks going on here other than culling what the player can't see to increase performance. Everything in the maps are made with brushes (basically any sort of convex polygonal shape used in mapping) of varying shapes and sizes that then have textures applied and are sometimes defined with extra bits telling it to move like a door or float like a platform.

>something about how choppy everything looks and moves in vanilla always felt weird
The enemies move very choppily, yes, aside from the actual animations themselves. Most every sourceport fixes this by interpolating their movement- enemies jumping around a foot at a time is acceptable on a 320x200 screen with auto-aim, not so much at modern resolutions and framerates with no aim assist where the jerkiness is much more apparent.

>>3879365
A non-first person shooter wouldn't have viewmodels, would it? You doofus.

>>3879369
Used a 2D overlay for the vehicle cockpit and sprites for pickups, not to mention very simple enemy "animations" and the less advanced- yet reasonably faster- map format.

>>3879375
Quake's weapons fire much faster, you don't have time for a meticulously paint-over'd shotgun break and reload. Aside from the game being rushed as hell, they went for gameplay over visuals and figured who honestly cares about that type of thing?

>> No.3879391

>>3879386
>Aside from the game being rushed as hell, they went for gameplay over visuals and figured who honestly cares about that type of thing?

I do. Weapon feedback is part of what makes a game like Doom so memorable and have such a lasting impact. Hell, you'd probably call the guns in Doom "wimpy" if not for Trent's sound design.

>> No.3879396
File: 18 KB, 214x317, HI_IM_JUSTIN_ROILAND_AND_I_HAVE_UNDIAGNOSED_WEAPONIZED_ADHD.jpg [View same] [iqdb] [saucenao] [google] [report]
3879396

>>3879391
>call the guns in Doom
I meant quake.

>> No.3879398

>>3879391
That's actually one of the biggest complaints about Quake from Doom players, and the fact you specifically mentioned the super shotgun in >>3879375 makes me reinforce my theory that Doomers are just spoiled by their nuke-in-a-tube shotgun, shoddy overall balance and waves of enemies that exist to do nothing more than get gibbed and inflate the level's enemy count.

>> No.3879403

>>3879386
Interesting, thanks for teaching me. I'll go pull up that "wanna play some quake" chart in a bit, I suppose.

>> No.3879404

>>3879398
>waves of enemies that exist to do nothing more than get gibbed and inflate the level's enemy count.
have you ever considered that maybe they're there because it's fun to gib them? That having fun is the most important part of the gameplay?

>> No.3879405
File: 14 KB, 499x368, YesYou.jpg [View same] [iqdb] [saucenao] [google] [report]
3879405

>>3879398
I'm not.

I completely understand the point of Quake's gameplay with the feeling of fighting a tougher enemy than you and besting it through mobility and smarts rather than pure firepower and holding M1 like Doom has.
However, that doesn't mean the weapons need to look like absolute shit and basically could be animated with a "move forward and back" slider.

You can jerk off your own opinion on Doom all you want, but that's not what I'm saying, and that's not where I'm coming from on this.

>> No.3879407
File: 179 KB, 432x504, 1465824244513.png [View same] [iqdb] [saucenao] [google] [report]
3879407

>>3879404
have you considered that you're having artificial fun

>> No.3879410

>>3879405
>>3879398
https://www.youtube.com/watch?v=a33qR4B392E

>> No.3879413

>>3879407
>artificial fun
have you considered that you're a fgt

>> No.3879428
File: 32 KB, 499x368, YesYouQ.jpg [View same] [iqdb] [saucenao] [google] [report]
3879428

>>3879407
I repeat...

>> No.3879432
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]
3879432

https://www.youtube.com/watch?v=lvaU9CaSeCE

>> No.3879434

>>3879407
good thing the chemicals are real no matter the source of the trigger that released them ey?

>> No.3879440

>>3879432
I'M GONNA HUH YOUR HEAD OFF AND HUUH DOWN YOUR NECK

>> No.3879443

>>3879403
Remember to get Quakespasm for singleplayer. Don't fall for the DarkPlaces sham.

>>3879404
So you have more fun by mindlessly mowing down a bunch of cannon fodder than actually having to navigate around, often involving heavy vertical movement and aiming, and use weapons other than your super shotgun?

Do you also enjoy visual novels?

>>3879405
>weapons need to look like absolute shit
Now that's an opinion. Personally I find early 3D way better looking than anything sprite based as it scales infinitely to your resolution and isn't nearly as limiting as sprites. Plus, it's more interesting to see how the developers worked around limitations, using low polycounts and textures that suggest detail rather than try to make a 256x128 texture map so detailed it becomes an ugly blotch of pixels- and certainly more interesting than taking a picture of a toy gun and/or clay model, shrinking it down and pasting it on the screen.

>basically could be animated with a "move forward and back" slider.
Even though that also covers most of the weapons in Doom? The shotguns stand out with their intricate animations- the pistol, rocket launcher, and plasma gun would all be a simple 'move forward and back' slider in 3D, the minigun is a simple spin (which is done better by the SNG due to having more than two frames of animation to work with), and the BFG doesn't even have an animation other than some lights blinking.

>>3879407
FUN IS A BUZZWORD

>> No.3879448

>>3879276
Holy shit this is the best looking Doom map I've ever seen

>> No.3879450

Come on. I come here to get away from /v/

>> No.3879454

>>3879443
I'm >>3879404
And there's obviously place for both. I happen to love VNs but that's UNRELATED.

>> No.3879459

>>3879450
>saying quake is superior to doom is /v/
what universe is this
I mean i get that it says DOOM THREAD but come on

>> No.3879462

>>3879398
Quake 2 super shotgun isn't OP like Doom 2's yet it's infinitely more satisfying than anything in Q1.

>> No.3879468

>>3879462
Nothing in Q2 is satisfying in any infinite aspect, the total lack of muzzleflash on ANYTHING fucking kills it for me.

>> No.3879471

>>3879443
>Even though that also covers most of the weapons in Doom?
Not really. The pistol still has an animation, the plasma gun has a recharge/cooldown animation that gives it personality, even the rocket launcher which I already mentioned in my first post as an example of doom's worst anims being better than quake's best, still has an actual muzzle flare to it.

The BFG has real feedback to it anyways, although the anims are small, the plasma ball is what you think of with the BFG. The minigun is also simple but it actually freaking moves. The Doom animations even at their laziest aren't just moving an image back and forth.

>> No.3879472

>>3879462
Actually I take that back fragging people in QW with rockets and lightning gun spam with instant switching is quite satisfying.

>> No.3879474
File: 29 KB, 671x673, ranger.gif [View same] [iqdb] [saucenao] [google] [report]
3879474

How is QUMP going along?

>> No.3879480
File: 70 KB, 640x480, quake215.jpg [View same] [iqdb] [saucenao] [google] [report]
3879480

>>3879468
Stay pleb (and wrong)

>> No.3879482

>>3879480
>le 1-click-kill face that ruined quake mp forever

>> No.3879485

>>3879480
>screenshot message
>999 ammo
haha what

>> No.3879489

>>3879443
>So you have more fun by mindlessly mowing down a bunch of cannon fodder than actually having to navigate around, often involving heavy vertical movement and aiming, and use weapons other than your super shotgun?
Jesus christ, get the stick out of your ass.

>> No.3879494
File: 681 KB, 1360x768, PvwCtC8.jpg [View same] [iqdb] [saucenao] [google] [report]
3879494

>>3879448
Thanks, one thing that i am proud to make in the Doom community is that style of mapping, though those in the Mapset are kinda outdated and still doesn't have so many lightstripes and stuff of the kind besides specific rooms, unlike my maps from 2014 to now.

>> No.3879497

>>3879459
No, just general shitposting and "hurr hrr artificial fun". Why can't things be civil?

Also anybody who doesn't like both games has no soul

>> No.3879498

>>3879485
beta screenshot maybe? ranger's face in the lower left too

>> No.3879504

>>3879482
Quakeworld makes Quake 2 look balanced.

>> No.3879505

>>3879498
I just find it amusing how they couldn't bother getting rid of the capture message

>> No.3879506 [SPOILER] 
File: 38 KB, 518x640, 1490330619015.jpg [View same] [iqdb] [saucenao] [google] [report]
3879506

>>3879497
>Also anybody who doesn't like both games has no soul

Not only both games, it needs another one too.

>> No.3879507

>>3879506
Liking or disliking Hexen is a litmus test for someone's age.

>> No.3879508

>>3879506
heretic for me is one of those games I find are completely unpalatable outside of the original maps.

>> No.3879516

Duke MEGA? Easy to download all the other guys.

>> No.3879517

>>3879482
>implying you even play mp if you think this

>> No.3879534

>>3879506
>that feel when snuck in a nitromummy in an obscure closet in one of my maps

>> No.3879542

>>3879507
Hexen wasn't really very good back then and it isn't very good now.

>> No.3879549

>>3879542
case in point

>> No.3879580

>>3879516
https://mega.nz/#!cIQEUCqR!76OTZpLgzcEq6hVC6L0eEDxkOy37BisvglimZYHGyEA

all the grp files you need just for you anon

>> No.3879584

>>3879549
Yeah, tell yourself that 60 levels of monotonous keyhunting and switchhunting makes it a forgotten gem that didn't sell as well because the masses just didn't understand it.

It tried to be "Heretic but sophisticated" except it turned it was "Heretic but boring"

>> No.3879597

>>3879584
further proving my point

>> No.3879606

>>3879210
id say, middle, usually in a secret?

>> No.3879616

>>3879309
ooh that does look sexy

>> No.3879627
File: 44 KB, 374x252, hoppishipic.png [View same] [iqdb] [saucenao] [google] [report]
3879627

>>3879067
Splitscreen: Adding proper splitscreen to the old software renderer is difficult because it really wasn't programmed for the task. Throw in the many, many years of changes ZDoom made, and it becomes quite a feat! The QZDoom folks are working on cleaning the old renderer up under the hood, and splitscreen is on their to-do list. It's just... gonna take some doing.

(yes i know doom legacy had splitscreen, but lol doom legacy)

Multiplayer: GZDoom has the same ol' crufty peer-to-peer netcode as ZDoom had. The netcode rewrite in Zandronum is its own set of crimes, and the massive amount of work required to merge the two together is why Zandronum lags so far behind GZDoom feature-wise. Network play hasn't been forgotten (ZScript menus have to do things in specific ways to be properly networked) but I suspect there are bigger fish to fry right now with scriptifying anything and everything.

>> No.3879628
File: 97 KB, 1704x2463, ugglugg.png [View same] [iqdb] [saucenao] [google] [report]
3879628

I forgot I had this

>> No.3879631

>>3879262
>WE ARE SO GOOD WE PLAY ON HARD

Then the author of E1M3 had you encounter a Shambler in a very tight space and spawn another if the first one dies.

I'm sorry, this all sounds like something a prick would say and do.

>> No.3879636
File: 7 KB, 320x240, 1349628-edg194_s_id_wilits[1].jpg [View same] [iqdb] [saucenao] [google] [report]
3879636

>>3879631
Sounds like you need to get good.

>> No.3879640

>>3879636
Getting good at managing annoying design choices unforeseeable to the player doesn't make those designs any better.

>> No.3879643

>>3879640
You can just run by them, you know.

>> No.3879646

>>3879643
>doesn't go for 100% kills

Pshaw!

>> No.3879649

>>3879646
Kill them, then. You've got a nailgun, it should be easy!

>> No.3879650

>>3879494
>though those in the Mapset are kinda outdated and still doesn't have so many lightstripes and stuff of the kind besides specific rooms, unlike my maps from 2014 to now.
You make it sound like a bad thing, like in your picture related that's overkill with the lights for me. The Doom Reinforced images in the thread are a more balanced amount.

>> No.3879654

>>3879649
I prefer the double barreled shotgun. Shamblers are relatively easy to bait into their melee attack.

>> No.3879657

>>3879654
No matter what you use Shamblers are easy to bait, the shotfuns just take longer. Either way at that spot a bigger deal is the twenty floating kidney fuckers that will chip damage you to death and/or float up behind you and prevent you from moving so you get tagged by the Shambler's claws.

>> No.3879659

>>3879657
Oh and don't forget you're free to retreat into the hallway before the bend (where the zombies spawn in) because Shamblers are too tall to fit inside so you can peek it to death with ease.

>> No.3879661

>>3879584
>"Heretic but boring"
something about what a generic 90's cereal blend would call an Ox if they had one as their mascot and a synonym for stupid.

>> No.3879669
File: 1.18 MB, 1360x1536, k4FLoRJ.jpg [View same] [iqdb] [saucenao] [google] [report]
3879669

>>3879650
I wouldn't say "bad" but still not in a good pattern to fit the Industrial part like i do with the recent maps, the picture i linked is from Industron CTF, it represents the apex of the style in terms in light detailing, but in my newest map (currently in-dev) the visuals returned to something more like what you see in Doom Reinforced, with most of the rooms having at least fine details with the lightstripes.

>> No.3879695

Dumb question out of pure curiosity.

Has anybody been able to make a wide open area without walls as of yet in any of the older raycasting engines like Doom and BUILD? I know BUILD is technically still being worked on (because Bombshell's "BUILD PREQUEL" which seems to be on hold), but still, just something that popped into my head as I remember that was one of the big limitations of those engines.

>> No.3879712

>>3879695
By "without walls" do you mean an open area that eventually cuts off and stops, but without walls? Or an area that stretches into infinity?

We can do the former, definitely. As for the latter I'm not 100% sure. You can render horizons that stretch on forever but they aren't actually playable fields.

I don't know if you can make an endless field you can walk on, though. At least not without some trickery like using teleporters to wrap the player around. I'm no expert in the end, so I imagine someone else has a better answer.

>> No.3879719

>>3879385
When Shivers is no longer of maximum irl things

>> No.3879763

>>3879719
Never mind apparently I just have to yell at him at the correct time.

>> No.3879771

>>3879763
we should organize a schedule to dictate when we yell at him

that way he'll work constantly

>> No.3879783

>>3879669
Hey, have you ever made any small-ish DM maps in that style?

>> No.3879784

>>3879771
yes good

>> No.3879785

>>3879784
a few years from now we should also criticize duke builder's interface

with any luck the guy will flee to make an editor for another game, and we will repeat this cycle

decades from now, in a fit of pure insanity, my hope is that he will recreate the blood source code out of pure rage

>> No.3879795

>>3879785
This is an excellent and well thought out plan.
I approve completely.

>> No.3879816

>>3879507
>>3879507
You mean a game with excellent design and feel to it ruined by boredom that is 4 weapons per class, slaughtertaurs and circlejerking around hubs?

>> No.3879820
File: 28 KB, 317x317, liquid.jpg [View same] [iqdb] [saucenao] [google] [report]
3879820

>>3879785
is this the beginning of a plan to engineer an artificial army of kaisers, and if yes can we start them on marathon or the dark forces/outlaws engine

thanks

>> No.3879830

>>3879820
At least one of the KaiserKlones need to work on a PC port of TimeSplitters 2.

>> No.3879836

>>3879136
hmm... Now you just gave me an idea.

>> No.3879837
File: 77 KB, 1280x720, timetosplit.jpg [View same] [iqdb] [saucenao] [google] [report]
3879837

>>3879830
There is a rough, two-level demo of a multiplatform HD port done by a five person team, hidden as an easter egg in Homefront: The Revolution.

It's a little rough and all the sounds have a reverb effect like it's being played in a sewage tunnel, but it's more than the nothing we had before.

>> No.3879840

>>3879837
Holy shit, I had no idea. I really hope it gets completed and released stand-alone.

>> No.3879842

>>3879840
Given that the development team was sold off to another publisher during the development of Homefront on account of one of CryTek's many many battles with financial cancer, I wouldn't hold out hope of a full release. It's just nice that SOMETHING is there, right?

>> No.3879851

>>3879842
>It's just nice that SOMETHING is there, right?
Absolutely. But I still want everything! Would be cool if some other dev team bought the rights, code and assets of off crytek to finish it, or maybe if they delegated it themselves in-house.

>> No.3879861
File: 1.06 MB, 1280x1024, stuff3.png [View same] [iqdb] [saucenao] [google] [report]
3879861

More stuff. I need to sleep. Mostly glows and voodoos, some texture changes.

https://www.dropbox.com/s/2obptowjg30o8hl/e1m8.wad?dl=0

>> No.3879863

>>3879861
*anomalous

>> No.3879873

>>3879863
anonymalous

>> No.3879874

>>3879863
It's a temp name anyway (probably)

>> No.3879881

>>3879202
At end, preferably as secret so people can use it to figure where other secrets are.

>> No.3879895

>>3879474
we're finalizing our maps, got a discord, discussing things, learning stuff, frantically speed mapping (or not).

I had to start from scratch about a month ago but I'm almost done and doing things right this time (no "degenerate edge" errors..)

So yeah we should have a thing at some point.

>> No.3879898

>>3879405
>besting it through mobility and smarts rather than pure firepower
nah its about blowing shit up with the rocket launcher and quad damage. No brains involved, just run and gun, same as doom. Just has better atmosphere and music.

>> No.3879904

>>3879071
the stuff i do for it, i find fun. otherwise i wouldn't do it!

>> No.3879913

>>3879202
several ways

[0. small maps don't really need them, except see 5. below. they're objects more for large maps.]

1. an early secret in a large, labyrinthine level, that is extremely hard to find unless you already know it's there, as an aid to replay value.

2. a late secret in a large, labyrinthine level, relatively easy to find, so when the player reaches the end he can check if he's missed anything and go back for it if he wants.

3. bonus points for combining 1+2 into two sides of the same secret

4. somewhere in the middle, as a random secret in a large level, like somebody else said (cf. e1m7)

5. an obvious pickup right at the start of a simple layout, as a subtle indication you're not meant to go exploring here, since it is, for example, a boss level (cf. e1m8)

6. combine it with careful attention to the automapping linedef flags to produce something out of the ordinary. in other words, grove.wad.

>> No.3879915

>>3879783
Actually i haven't tried, my experience with PvE maps, the last times i tried map for PvP it was CTF and ended by nobody playing them too much because they had certain design flaws.

>> No.3879918

>>3879915
Ah, okay. Anyway I asked because if you had made one, it'd probably be suited for rocket jumping and such and would work well as a testing ground for my project.

>> No.3879928
File: 82 KB, 720x810, 1490350437_a6b3.png [View same] [iqdb] [saucenao] [google] [report]
3879928

Die, die, time to die.
The math I put into this will probably make some people want to stab me.

>> No.3879936

>>3879928
At least explain what we're looking at.

>> No.3879937
File: 40 KB, 720x479, Pmwa8J7.jpg [View same] [iqdb] [saucenao] [google] [report]
3879937

Some words for the two and a half people who play MetaDoom...

1.) I've updated the GitHub version to transition a core piece of code shared by every monster, as well as the entire Lost Soul family of monsters, to ZScript. Nothing SEEMS to have broken judging by a quick play of a couple of Master Levels, but I'd appreciate it if some folks grabbed the Github version (https://github.com/TheKins/MetaDoom) and kicked it around a little bit.

2.) I'm trying to figure out what to do about this gross motherfucker, and I'm at a loss. I have all the cool crazy sounds from Doom 2016, and some ideas about what to do for gameplay, but the art side of things is a real problem - there aren't any applicable variants of the Spiderdemon's design I can borrow from like I could with the Doom 64 Cyberdemon, hacking together my own sprites for new moves will be painful, and the character is frankly too big and detailed to ask any pixelart friends to pull a favour and draw a new version. Any ideas on how to handle this?

maybe i'll just poorly resize and recolour the doom 64 arachnotron...

>> No.3879938
File: 184 KB, 1280x720, 1490350456_f59d.png [View same] [iqdb] [saucenao] [google] [report]
3879938

>>3879936
Example distribution of DRLA's new adaptive difficulty mode. As you progress further onward, it gets harder and harder, spawning more nightmare/cybernetic/armageddon enemies.

>> No.3879941

>>3879938
I hope it resets on death exits!
What's the danger stuff about? does it count the amount of monsters in a level and distribute a certain amount of "danger"?

>> No.3879943

>>3879938
How did you manage to do all that? Also this new HUD is pretty gud.

>> No.3879945
File: 263 KB, 573x482, skulldertron.png [View same] [iqdb] [saucenao] [google] [report]
3879945

>>3879937
Just please don't do this

>> No.3879946

>>3879941
Yeah, don't worry, the danger level is an inventory item on the player. When you die, it clears.
The danger level is an internal balancing mechanism in DRLA, triggered by various things like completing a map, which increases the difficulty over time with various means.

>>3879943
MATH
also ryan is a frisbee

>> No.3879950

>>3879938
Ammo counter should be larger 2bh

>> No.3879954

>>3879928
>>3879938
>>3879946
this is the sort of thing i like to see. i want to encourage it as much as i can. keep up the excellent work.

>> No.3879967

>>3879945
That was the joke! Except I forgot about the skull face bit. God bless Morkus.

>> No.3880002

>>3879627
Doom Legacy's splitscreen is broken AF. I've tried basically every doom splitscreen option available except for someone who said it was available in doomseeker with a console command. The one time I got it working, the max FPS I got seemed around 20 regardless of the PC.

>> No.3880018

>>3879938
There's wad for the Complex Survival servers on Zandronum that does exactly that called "Replacer", might want to take a peak at the code if that helps

>> No.3880043

>>3880018
We already finished, thanks though.

>> No.3880050

Hey, if anyone here knows zscript: why does the following code not work? It randomly get stuck in the loop even when I'm not holding alt fire, and then a seemingly random amount of seconds later it may register that I've released the button and break the loop.

zoomhold:
ARZI A 1;
ARZI A 0
{
statelabel zoomstate = "unzoom";
if(getplayerinput(INPUT_BUTTONS & BT_ALTATTACK))
{
zoomstate = "zoomhold";
}
return resolvestate(zoomstate);
}

>> No.3880086

>>3879945
Just replace it with the Devil Driver from Demonsteele and all will be well.

>> No.3880178

>>3879075
Being shit

>> No.3880185

>>3879075
Being the first, for what extremely little that's worth in the grand scheme of things.

>> No.3880190

Just finished the sticky's DB2 tutorial.

What next? Are there other tutorial resources I ought to check out, or do I get mapping now?

>> No.3880193

>>3880050
Never mind this, I figured out the issue was that the second to last parenthesis should be before "&".

webbum coming shortly.

>> No.3880225

>>>/wsg/1607591

Scope isn't a toggle; you hold altfire to stay zoomed.

>> No.3880248

>>3880225
> auto shotgun sound on assault rifle
you know there's like 5 different rifles in the kf sound pack you could've chosen from

>> No.3880260

I just liked the sound.

>assault rifle
It's a semi auto battle rifle now.

>> No.3880292

>>3880260
>>3880225
hey kodi will this be a mod to load with MSX or are you editing MSX itself?

>> No.3880304

>>3880292
Goes along with it since MagSigmaX is AWOL and I wouldn't be able to upload the mod on ZDF without permission if I modified the mod file itself.

Haven't figured out how to replace/disable the ACS yet though.

>> No.3880349

>>3880190
Reading guides is boring.
If you never tried it out before, go wild and when you want to do something but don't know how, google it. Learn that way, otherwise it's boring.
Let your creativity flow!

>> No.3880362

>>3876272
Any notable examples of this? I've recently noticed that demonsteele's rocket launcher has a bit from the duke nukem's gun but thats about it

>> No.3880364
File: 4 KB, 184x184, 1463452634511.jpg [View same] [iqdb] [saucenao] [google] [report]
3880364

>>3879669
>this is a DOOM map

>> No.3880378

>>3879494
I worked on the Tron Evolution game, and yours looks better.

>> No.3880393

>>3880362
the pistol is too IIRC
a lot of the stuff in MetaDoom / DRLA
also pretty much everything in dead.air, with a LOT of tweaking
also anything that's not a single model rip in Russian Overkill (the gun that shoots ROTT rockets for example is clobbered from multiple modelrips + shadow warrior shotgun)

>> No.3880418

>>3880362
The BFG is just a fatter plasma rifle with a giant silver piece slapped on top

>> No.3880450
File: 147 KB, 750x852, 00rSy5B.jpg [View same] [iqdb] [saucenao] [google] [report]
3880450

>spent $1000 on a new computer
>the only game I play on it is Doom 2

>> No.3880461

>>3880364
Kek, i hope delive that one this year yet.

>>3880378
Oh man that's awesome, i've played that game and it is has awesome lore, my problem only with it was it having too much platforming, the rest was fine, sad that Disney closed the studio after the release of the game but thanks for the compliment o/

>> No.3880481

>>3879067
>It is a little fucking weird that nobody has managed to make splitscreen doom,
nigger there have been several splitscreen doom ports. most recently https://www.doomworld.com/forum/topic/91789-splitscreen-branch-downloadable-builds-v011/

>> No.3880509

So I'm making a retool of Project MSX. It's something to do while I'm super-burned out on making Nevermore. For anyone who wants to know the status of that, right now I've been porting the Heretic monsters into Hexen and vice versa. Hopefully sometime after that I can get the new version out.

Anyways, my MSX retool. It started as an addon, but I've come to the conclusion that the sheer amount of things that need to be changed necessitates just remaking the thing. My retool isn't like kodi's; all weapons will work like they did in the original MSX. Most of the changes will be stuff that isn't obvious to the player, like making the grenade functionality overlays that are accessed through inheritance rather than having a separate weapon.

Implemented/planned changes so far:

-The 'Reload', 'Alt Weapon Function' and other keys now use ZDoom native binds! No more having to change your bindings when playing other mods!
-Compatibility for Heretic, Hexen & Strife! Normally if you try to run MSX in those IWADS, the default item pickup sound will play constantly, making the mod unplayable.
-Some options to tweak visuals and gameplay. For example, you can turn off the helmet graphics in the HUD, and make it so the 'Orion' Gauss Rifle's scope can be exited w/o melee'ing with the weapon.

If you have any suggestions, let me know.

>>3880304
>I wouldn't be able to upload the mod on ZDF without permission if I modified the mod file itself.
Fuuuuck. I forgot about that. Guess I can only release it here.

>> No.3880515

>>3880450
are you me?
The only thing i've been playing with my new rig is project brutality since it lagged on my toaster

>> No.3880519

>>3880509
>muh permissions
And people wonder why everything I release is MIT. Looking forward to your remake. Also it really sucks that so few people here looked at Nevermore, because it's a pretty neat addon.

>> No.3880525

>>3879584
Hexen tried its hardest to not be Heretic and its biggest strength was just that, it wasn't Heretic and thus not following Doom; it became its own game.

>> No.3880529

>>3880509
>So I'm making a retool of Project MSX.
Hah, you as well? :D

I'd love to compare notes if you're okay with that.
>like making the grenade functionality overlays that are accessed through inheritance rather than having a separate weapon.
Especially this. The grenade code looks like kind of a nightmare at first glance.

I'm currently looking at redoing the gore actors to reduce their rather extreme performance-intensiveness so fastballing a horde of kabras won't fry your PC as much.

>> No.3880558

>>3880529
>I'd love to compare notes if you're okay with that.

Sure! Though, I'm lousy with ACS, and I know jack about ZScript, just so you know. I dunno how much help I can be.

>The grenade code looks like kind of a nightmare at first glance.
It's not... so bad... Okay yeah, it's actually a complete pain in the ass. First thing I did was actually just copy it 1:1 into another actor (that the weapons and then replace the Offset keywords with A_OverlayOffset, and now I'm sorta regretting it. There are actually *two* separate overlays; one for the actual arm and then another for the glowy effect on top if you use suit energy to charge the 'nade.

>I'm currently looking at redoing the gore actors to reduce their rather extreme performance-intensiveness
There's also the fact that the gore sometimes ignores gravity. Go into the room with the green armor in MAP01 of Doom II, gib the enemies, then lower the platforms to see what I mean.

>> No.3880560

>>3880558
>(that all the weapons inherit from now) and then replace

>> No.3880568

>>3880461
>lore
It wasn't bad. I never beat it though. Our team was an outsource and only worked on the multiplayer. I did a bunch of the set decorating for the multiplayer levels, plus some model cleanup and blah blah. Disney and our producer fucked us over on our last paycheck (general incompetence and Disney capitalizing on it, can't blame them really).

The platforming and beat-em-up style combat set the multiplayer apart, and it ended up being pretty fun. Plus lightbikes.

>> No.3880569

Why is Doom 2's soundtrack worse than the first game? I always was curious about this.

>> No.3880573

>>3879938
Awesome, that's a much better format for the monster swap than just a random chance for every monster.

>> No.3880579

>>3880558
>Sure! Though, I'm lousy with ACS, and I know jack about ZScript, just so you know. I dunno how much help I can be.
Even if I don't end up using much directly, any code cleanup you do will make it much easier to port stuff over.

>It's not... so bad... Okay yeah, it's actually a complete pain in the ass. First thing I did was actually just copy it 1:1 into another actor (that the weapons and then replace the Offset keywords with A_OverlayOffset, and now I'm sorta regretting it.
I'd planned on doing the grenade with A_OverLay as well, but activated from a CustomInventory item so implementing different kinds of grenades later on would be a breeze.

>There are actually *two* separate overlays; one for the actual arm and then another for the glowy effect on top if you use suit energy to charge the 'nade.
Yeah I've noticed that. If/when we get additive blending for overlays that will allow some interesting effects.

>>3880558
>There's also the fact that the gore sometimes ignores gravity. Go into the room with the green armor in MAP01 of Doom II, gib the enemies, then lower the platforms to see what I mean.
Huh, wonder why I've never noticed that.

The most senseless part of the gore system though is the cascade of actors spawning actors spawning actors rather than state jumps within the same actor.

>> No.3880601

>>3880450
>spent $10000 on a new computer
>mostly plays Doom 1, refuses to touch Doom 2 due to it being too new school
>lives exclusively in the time before Doom 2, refuses to play any modern PWAD
>Can't really play a game without DOSBox, which bottlenecks your speeds intentionally since DOS would do whatever the max your rig could do.

I am, by definition, the most insane man on the planet.

>> No.3880603

>>3880568
Uhh, even with that still it ended by being a good game, i loved that Lightbikes since i watched the teaser trailer Kosinski did for the Legacy movie in 2008.

I have to be honest that i am not a real fan of the original visuals of the 82' film, though i started to like it from the ol' Tron 2.0 game and almost fainted to what Legacy had in the screen (ultimate futurism fanatic here).

I like the fact that Evolution worked well in link both movies explaning how C.L.U became mad and how Tron ended by being reprogrammed by him to become Rinzler, bonus for modelling the actors of the movie into the game to keep consistency.

Well with all this being said, Tron Legacy and Tron Evolution are two of my sources for inspiration when mapping and using examples of futurism for Doom.

>> No.3880604
File: 416 KB, 435x502, Doomguy did 9 11.png [View same] [iqdb] [saucenao] [google] [report]
3880604

https://youtu.be/BdZzNtFa74w?t=37s

>> No.3880606

>>3880601
or just a liar

>> No.3880610

>>3880606
You can only hope. I sadly know the truth. Never get the dual hobbies of wanting the best rig you can get to play Dosbox games.

>> No.3880612

>>3880606
it's just a joke

>> No.3880617

>>3880612
Instead of a sense of humor, God gave me Aspergers. Yet, my mom and the pastor wonder why I'm Atheist.

>> No.3880628

>>3880617
Sorry to hear that. I don't have any mental condition. I don't get why everyone treats me like I am some sort of psychopath.

>> No.3880651

>>3880603
Also since we touched in the Tron subject, i made this as project for my game development course: https://www.youtube.com/watch?v=EIDRqfGIrY0

It has the flaws and good points, i had to do everything alone because the 3 other persons who were working with me left the course before finishing it and with that i had to reboot the project to something that i wanted to work with more passion than what they have planned.

Now on-topic of the thread, i'm experimenting Black Holes in Doom engine: https://www.youtube.com/watch?v=LOp-z8WJFhs

>> No.3880656

>>3880617
I have aspergers too. Don't feel bad.

>> No.3880678

>>3880603
>82' film
Yah. The original is a bit niche. Technically impressive at the time though. And it created a platform for a bunch of fun video games (Richochet :-p).

I remember Evolution being a bit boring in the "go here, beat that up, go here" sense, but the platforming was well executed and some of the special moves were pretty keen. I also could've just been burnt out on it by the time it released from testing...

Always wanted to play Tron 2.0 but never did for some reason. If it goes coop maybe I'll do that...

>> No.3880683

>>3880651
Fancy. Both your gamedev project and the Doom black hole.

>> No.3880705

>>3880651
>Black Holes
I'd suggest having the smoke effects and any actors caught in the radius spiral inwards like the accretion disc instead of a real black hole instead of pulling them right in.

The smoke ones will only require a bit of trig, but for monsters you'll need veridion to have a unique TID and utilize A_RadiusGive with script-executing custom inventory items to warp/thrust them with ACS (since you can't use zscript).

>> No.3880706

like the accretion disc of a real black hole*

>> No.3880725

>>3880705
Oh yeah, i wanted to do that, but as you already pointed it would require a bit of hackery since i can't use ZScript until Zandro has it, for now i'll leave it this way because it uses few lines of code and no hacks to work properly, when Zandro starts supporting ZScript, then i'll go Interstellar with this shit, lol.

P.S: That's not Veridion, it's Zanieon, Veridion is the Tamer that uses a Scythe, Zanieon a Sword, there's also Ranerion that is female and uses a Cannon, i still have to introduce Kadrenon that is the bulky and biggest one.

>> No.3880743

>>3880725
>Oh yeah, i wanted to do that, but as you already pointed it would require a bit of hackery since i can't use ZScript until Zandro has it, for now i'll leave it this way because it uses few lines of code and no hacks to work properly
I totally get that. The motivation for doing gross hacks when a way to implement it nicely is on the horizon gets pretty low. Still think you should have the smoke spiral though, since it won't require any more hacks with decorate than with zscript and will look even more fucking amazing.

Side note: it would be possible without hacks if A_Blast had passed pointers to caller and victim to the puff actors it spawns. The fact that it doesn't pisses me off because there's no other native "RadiusSpawn" function in the engine to my knowledge.

>That's not Veridion, it's Zanieon
Oh, I didn't know zaneion was also the name of one of your bosses.

>Ranerion
Got a render on hand?

>> No.3880753

>>3880579
>I'd planned on doing the grenade with A_OverLay as well, but activated from a CustomInventory item so implementing different kinds of grenades later on would be a breeze.

It's not a CustomInventory item. All the grenade code is in a new weapon actor, that all of the MSX's weapons inherit from.

Also the healthstim- and shield booster-using code is contained there too, because that's handled by ZDoom's User# keys now.

>> No.3880767
File: 834 KB, 640x480, Vn53z.webm [View same] [iqdb] [saucenao] [google] [report]
3880767

>>3880753
>It's not a CustomInventory item
I didn't mean to imply they were in your remake but that they (probably) will be in mine.

CustomInventory overlays used as weapons open up some fun possibilities by the way.

>Also the healthstim- and shield booster-using code is contained there too, because that's handled by ZDoom's User# keys now.
User# support for decorate truly is a godsend.

>> No.3880773
File: 307 KB, 1293x497, RanerionReference.jpg [View same] [iqdb] [saucenao] [google] [report]
3880773

>>3880743
>Still think you should have the smoke spiral though, since it won't require any more hacks with decorate than with zscript and will look even more fucking amazing.
Yeah i have few ideas in mind on how i would do the spiral effect with the smoke, and it wouldn't require too much hack.

>Got a render on hand?
Sure.

>> No.3880782
File: 40 KB, 591x716, 6204986+_cbd906cd93f6b5b71776566c203205c4.jpg [View same] [iqdb] [saucenao] [google] [report]
3880782

>play 3 megawads with project brutality
>never find autoshotgun upgrade, minigun upgrade or the railgun, at all
still. i think i'm finally getting tired of it

>> No.3880789

>>3880773
DAS NOT A GUN
DIS A GUN

Anyhow, the big legs thing actually works on that one. Balances with the size of the weapon and makes a recognizable silhouette together with it.

>> No.3880807

is there a good shadow warrior source port
i cant take this shitty mouse in the redux

>> No.3880808

>>3880678
>Richochet
Eh..

The "hacking" gameplay in the source mod/game Dystopia did it way better. Really underrated game by the way.

>> No.3880812
File: 11 KB, 250x240, 324.jpg [View same] [iqdb] [saucenao] [google] [report]
3880812

>>3880808
>tfw they literally released a paid """""""""patch""""""""" for the game and it killed the community

>> No.3880827

>>3880812
I found out about that way after I stopped playing.

I really liked a lot of the gameplay concepts. Especially one minor thing among all the cyberpunk gadgetry and gimmicks; that the guns were balanced in unexpected and innovative ways. Like the laser sniper rifle that forced you to time your shots with the charge, or the ion beam "railgun" that lost damage over long range. Melee was also really satisfying.

>> No.3880836

https://www.youtube.com/watch?v=7wAD4C1QkgU

>> No.3880846

>>3880808
I was just kidding about Ricochet. I did get like 2 hours of fun out of it when it came out.

>> No.3880852

>>3880846
Kidding or not, you were absolutely right about it's aesthetics and their relation to Tron.

>I did get like 2 hours of fun out of it when it came out.
Precisely my own experience. Playing DM in HL or OpFor was way more fun.

>> No.3880858

>>3878325

i finished and enjoyed 1. Playing 2 now and its pretty good as well. even had fun with the deathmatch

>> No.3880874
File: 80 KB, 617x692, CQBnmM5UcAAQpA6.jpg [View same] [iqdb] [saucenao] [google] [report]
3880874

>MFW you can survive kill exits in Trailblazer by drinking an entire bottle of Pisskey

>> No.3880887

>>3878191
>>3878160
i'm always surprised by how few people know about oe-cake

>> No.3880896

>>3880874
or any mod with enough portable healing items

> heretic and hexen players would completely break the starts of scythe 2 fake episodes

>> No.3880905

>>3880617
Autism is a gift from god.

It allows you to spend 4000 hours fiddling with tiny sectors and making actually good maps I hope

>> No.3880906

>>3880905

But it also requires you to get a dedicated PR man because there is no way you'll be able to interact with others about your project properly.

>> No.3880914
File: 39 KB, 320x240, 1485829873563.jpg [View same] [iqdb] [saucenao] [google] [report]
3880914

>>3880906
>there is no way you'll be able to interact with others about your project properly.

>> No.3880949

>>3880569
DOOM I's OST had some conflict between the artist and the staff who wanted just heavy metal covers.

DOOM II had many more original compositions and edger way more on ambient than the first DOOM.

Even then, Running From Evil is by far the best DOOM song.

>> No.3880956
File: 417 KB, 760x900, f49.jpg [View same] [iqdb] [saucenao] [google] [report]
3880956

I love you guys.

>> No.3880963
File: 192 KB, 1920x1080, bestlevel.jpg [View same] [iqdb] [saucenao] [google] [report]
3880963

>>3879046
Terror fuma is the best level of the pack. I love the flow of the map.

>> No.3880967
File: 183 KB, 988x816, blaztan.png [View same] [iqdb] [saucenao] [google] [report]
3880967

>>3880956
The feeling is mutual.

>> No.3880972

>>3880569
It's not. The first game is just a bunch of ripoffs of metal in midi form.

>> No.3880973

>>3880949
that's not how you spell Dave.D.Taylor Blues

>> No.3880979

>>3880569
Because Doom 2 is worse than the first game. Soundtrack fits the game.

>> No.3880980
File: 68 KB, 720x836, hentaipics.jpg [View same] [iqdb] [saucenao] [google] [report]
3880980

>playing quake 2 stuff on BTSX E2 MAP01
>demons randomly replaced by parasites that take a whopping 3 seconds to drain your health from 120 and above
>armor vests randomly replaced by radiation suits
>light gunners randomly replaced by gunners
>grunts take 6 blaster shots to die

I don't think randomizer mods that are literally 'this game but in DOOM' are that hot of an idea anymore

>> No.3880983

there are songs in both games that like and ones i dislike

>> No.3880986

>>3880980
Randomizer mods need an actual structure to them, that's the trick

You are talking about a very bad example of randomizers

>> No.3880994

>>3880980

>I don't think randomizer mods that are literally 'this game but in DOOM' are that hot of an idea anymore

Nah man, you just need to find randomizers that are coded by people who aren't shit at making them, and who actually get people to playtest.

>> No.3881008

>>3880980
quake 2 stuff is garbage.

mildly impressive from a technical standpoint but most of its design choices are pretty bad. ammo boxes are barely noticeable, enemy behavior is odd and off as fuck, weapons are poorly balanced.

it's one of the worst instances of HAHA HOPE YOU LIKE YOUR USEFUL WEAPON REPLACED BY A SHIT PEASHOOTER FAGGOT I've seen in a randomizer mod ever.

by all means, if you want to play original games, don't try amateur recreations of them for 20 year old ones. surprise: they don't work as intended.

>> No.3881019
File: 189 KB, 1024x768, D1CE8E542EF4DE52E8D03CAE4D8F72BD066689F2.jpg [View same] [iqdb] [saucenao] [google] [report]
3881019

>>3880980

I hate it when people make monsters like this.

Go look at the code for some of the monsters on Realm667, it's insane. Like that Hellsmith for example. Attack damage in the fucking THOUSANDS.

>> No.3881025

>>3880980

>randomizers

I am so glad this fad in modding blew over. Most of them were lousy. I think 667 Shuffle might have been the best.

>> No.3881053

>>3881008
>quake 2 stuff is garbage.
I see it as a modders' resource with a playable preview honestly, and for that it's pretty good.

Not that I ever want to actually make a Q2 mod.

>> No.3881057
File: 2.25 MB, 640x360, alphys lab.webm [View same] [iqdb] [saucenao] [google] [report]
3881057

Any updates on Undertale.wad?

>> No.3881061

>>3881053
Q2 had the best mods. A Q2 mod in Doom is the worst of both worlds though.

>> No.3881070

>>3881061
>Q2 had the best mods.
Shieet, now I remember playing Action Q2 and Weapon's Factory in elementary school. Good times.

>> No.3881071
File: 599 KB, 2016x786, Comparison.jpg [View same] [iqdb] [saucenao] [google] [report]
3881071

>>3880789
Anyhow, the big legs thing actually works on that one. Balances with the size of the weapon and makes a recognizable silhouette together with it.
But bruh... she doesn't has it, she is the only one which i don't used this thing exactly to make her look like a female character.

>> No.3881078
File: 2.00 MB, 246x404, giphy-156.gif [View same] [iqdb] [saucenao] [google] [report]
3881078

And shit i typed too fast that

>> No.3881089
File: 21 KB, 142x107, whrrzzzz.png [View same] [iqdb] [saucenao] [google] [report]
3881089

>>3880963
>my fucking face the first time the robots activate

>> No.3881103

>>3881078

Fuck me, that is so hypnotic.

>> No.3881105

>>3881071
>But bruh... she doesn't has it
She does. She really does.

Your frame of reference is just tilted by your personal taste.

>> No.3881114

>playing through Back to Saturn X on Ultra Violence
>using Weapons of Saturn
I'm in two minds about this. Firstly, I'm terrible at Doom so I'm still getting slaughtered occasionally
But WoS guns feel overpowered sometimes and it feels like I'm cheating, even if they're really satisfying to fire.

>> No.3881123
File: 65 KB, 494x316, SkippedLegDay.jpg [View same] [iqdb] [saucenao] [google] [report]
3881123

>>3881105
That comparison image is not to compare this thing, it is more to compare their overall sizes and height with a regular human, hence why Crash is there.

And well, she could have smaller feet for sure, but the original proportion of the model is the common gorilla one so i had to scale it up to reach a fair size with the torso.

>> No.3881134

>>3881123
>That comparison image is not to compare this thing
I just meant the relative leg to body size compared to basically any living creature.

>And well, she could have smaller feet for sure,
But I think it really fits with the large cannon. It makes it look like something created to carry and fire a big gun and nothing else, like a biological war machine.

>but the original proportion of the model is the common gorilla one so
Wait what? Is that image really the base model?

>> No.3881142

>>3881114
I find BTSX suffers the usual issue of "Hey lets dump a fuck ton of Revenants everywhere" many WADs have.
Weapons of Saturn isn't that overpowered, if anything I think its super shotgun is weaker than the original.

>> No.3881145

>>3881134
>I just meant the relative leg to body size compared to basically any living creature.
Nah there's the Macropodidae, all what i did is thicken it more to the legs not stay in pure bones with skin, lol.

>But I think it really fits with the large cannon. It makes it look like something created to carry and fire a big gun and nothing else, like a biological war machine.
That's the intention, i used a bit more scale than what would be the "best" for her to make her look a bit more of a warrior.

>Wait what? Is that image really the base model?
Ironically, yes, lol.

>> No.3881162

>>3881145
>That's the intention, i used a bit more scale than what would be the "best" for her to make her look a bit more of a warrior.
Well it worked well. The "heroic scale" of the model brings tabletop wargame miniatures or rts/3rd person rpg character design to mind.

>Ironically, yes, lol.
It looks.. kind of awful like that. Enormous pelvis and tiny legs.

>> No.3881171
File: 218 KB, 351x960, CockplexDoum.jpg [View same] [iqdb] [saucenao] [google] [report]
3881171

>>3881162
>It looks.. kind of awful like that. Enormous pelvis and tiny legs.
Now i think you got why i call it "INVERSE Concept", kek.

Btw, Zandronum in a nutshell.

>> No.3881173

>>3881114
Shotgun = stronger
Chaingun = Way the fuck stronger
Rocket launcher = More effective
Only thing worse is the BFG

>> No.3881175

>>3881071
The problem is the arms don't seem to quite go with the legs. Scale up the arms a bit.

>> No.3881179

How do you feel about MAP19: The Citadel in Doom II?

That was right around the point when I realized I'd rather just be playing the first game.

>> No.3881182

>>3881175

Agree.
I get you have a fetish for big legs, and I mean sure that's okay? But you don't have to build literally all of your character designs around it.

>> No.3881186

>>3881182
I don't mind. I just think the arms' proportions look a bit off as a result.

I've got a fucking headache. HK Room worked on, as well as various item placements based on various deaths. https://www.dropbox.com/s/bc7iggrv9epitgp/e1m8.wad?dl=0

>> No.3881197

>>3878049
Stewboy released a bunch of his midis apparently free for anyone to use with credit
https://www.doomworld.com/forum/topic/93428-releasing-some-midi-files-ancient-aliens-resurgence/

>> No.3881204
File: 83 KB, 388x447, Nutsmash.jpg [View same] [iqdb] [saucenao] [google] [report]
3881204

>>3881175
You mean like what i did with Berserk Hunter?

>>3881182
>But you don't have to build literally all of your character designs around it.
Ikr, i tend to do this now only if the character has dinosaur feet, otherwise i will kinda do it the conventional way.

>> No.3881215

>>3881204
Yeah, kinda. Maybe not as much as you did in this example, but it seems more feasible.

Also it looks mighty proper if they're lugging around massive, heavy pieces of equipment.

>> No.3881278

>>3879347
>>3879363
>>3879372
>>3879375
Smooth Quake when?

>> No.3881282

>>3881179
The Chasm was the worst level.

>> No.3881284

>>3881278
turn on animation interpolation

>> No.3881289

Is it possible to do vendors/merchants in decorate? Any examples?

>> No.3881305

>>3881278
https://www.youtube.com/watch?v=60wQD1u4VZg

>> No.3881309
File: 229 KB, 532x679, FutureZanieonSideSword.jpg [View same] [iqdb] [saucenao] [google] [report]
3881309

>>3881215
Hmm, i dunno, the idea is exactly keep the arms at default proportions while the legs goes mad in size due to the things i listed in the explanation image i linked in the last thread.

About equipment, they are mostly medieval creatures,all what they do is at certain times reforge their weapons to something new, in Ranerion's case she tried a Cannon in the age that the mod passes, but before it she used an Axe, and Zanieon started to use some kind of light armor after the events of the mod, it is something like this you mean?

>> No.3881313

>>3881309
Yeah, somewhat like that.

I saw that prior image; and that's why I mean "still somewhat default but slightly larger to compensate for taking helium to the legs"

I don't know. It looks a bit funny to me, but the reasons you listed for large legs/feet makes perfect sense to me.

>> No.3881316

>>3881309
Not that guy, but I think it'd be really cool to see one of your creatures deploy a large energy shield from a wrist device. For example from a short hunkered down non-moving regen state because lol multi-actors

>> No.3881330

>>3881313
Ah, well then, i will take that into account when trying some new creature because those will remain as they are now due the animations.

>>3881316
Like Quake 4's Gladiator does? Yeah that would be amazing, i may try make it in one of them to see how it goes, though dunno if it will be an energy shield, makes more sense a magic shield but at this point they are using Technomagic, so both would fit depending which weapon they are holding.

>> No.3881334

>>3880349
Alright, thanks a lot!

>> No.3881336

>>3881330
>Like Quake 4's Gladiator does? Yeah that would be amazing
Yes, just like that!!

>though dunno if it will be an energy shield, makes more sense a magic shield
I couldn't care less if it's science-energy or wizard energy.

Do you have any experience with writing shaders by the way?

>> No.3881343
File: 14 KB, 441x344, tumblr_inline_o8lot1asSo1s8e7vd_540.png [View same] [iqdb] [saucenao] [google] [report]
3881343

>>3881305
>non-centered viewmodels
>"redesigns" that look worse than both the original and Deathmatch Classic as well as the high-def world models in Arcane Dimensions
>turning the SNG into a fucking pew-pew-pew peashooter

>> No.3881345

>>3881343
>Deathmatch Classic
The guns in that look amazing desu
Especially the Lightning Bolt.

>> No.3881347

>>3881336

>science energy or magic energy

La quenos los dos?

Magi-ence?

>> No.3881351

>>3881336
Alright then.

Unfortunately not, i only started to poke GLSL very recently and toy with already existing shaders, never tried something heavier than change few variables or add a simple instruction line to see what happens.

I would love to try make a shader for the distorted background a Black Hole leaves behind it so that way i could perfect that effect i made visually.

>>3881347
Magi-Tech
Meta-Tech
Mystechnology
Technomancy
Technomagic

In the end everything refers to the combo of Science + Magic.

>> No.3881357
File: 2.97 MB, 1048x644, Desktop 03.31.2016 - 18.57.31.31.webm [View same] [iqdb] [saucenao] [google] [report]
3881357

>>3881345
The grenade launcher looks wonky but the rest are fantastic, yeah. I especially like the normal nailgun, as well as the LG's hastily-assembled-together look with the exposed wires on the sides and the rotating coil- making it look less fantastical while keeping the same silhouette as the original.

>> No.3881358

>>3881289
I need to know this. I know Black Warrior has a shop, don't know if it's decorate, but if it is it's still not what I want.

>> No.3881365
File: 41 KB, 581x263, DatFace.png [View same] [iqdb] [saucenao] [google] [report]
3881365

>>3881357
How about that fapping Shotgun?

>> No.3881367

>>3881365
>lol rocket launcher is a penis!
>change the RL
>now the shotgun jerks off
just can't win

>> No.3881371

>>3881347
wat

>I would love to try make a shader for the distorted background a Black Hole leaves behind it so that way i could perfect that effect i made visually.
I've tinkered a bit with shaders, but I can only write them for the old GZDoom renderer currently present in zandybam 3.0. Which will soon be deprecated, and the new renderer is VERY much not backwards compatible with those. For example, you can no longer use the alpha of a texture (wall, monster sprite, hudmessage) as a generic argument. It was fun being able to smoothly rotate stuff or smoothly shade monsters depending on health and such.

Anyway if you want I could try writing something for the black hole if you describe how you want it to look, keeping the limitations in mind.

>>3881357
Yeah the GL was kind of weird. I think something resembling the original + an animated drum mag would have been super cool. The designers knew what they were doing at any rate.

>>3881358
Vendor/merchant mechanics are built-in into the strife conversation system. If you want something really complex you'll have to stock up on aspirin and ACS HudMessages though.

>> No.3881372
File: 1.43 MB, 1280x1024, stuff.png [View same] [iqdb] [saucenao] [google] [report]
3881372

So, somebody cracked together the stretching textures; but I'm a literal retard who cannot understand scripting.

If anybody can rig up the script so that it functions on the waggle (i have the nessasary map that triggers the script, will rig it up to a new linedef and all the other stuff myself) give me a shout, as once again, Ass-Burgers/Hawwtism/Parasitic Cysts in my brain make it a problem for me.

The e1m8.wad is posted earlier in the thread. That's where the script needs to be plonked into and modified to work on a floor/ceiling waggle basis.

>> No.3881379

>>3881371
The most-hated SArais, which would be myself, attempted to make a god-awful Portmanteau of "Magic" and "Science"

also "Los quenos los dos" is a reference to that taco bell "Why don't we have both?" girl

aka why not be both magic science or science magic?

>> No.3881382
File: 7 KB, 250x160, new_classic_doom_weap_rl.gif [View same] [iqdb] [saucenao] [google] [report]
3881382

>>3881367
>lol rocket launcher is a penis!
It's all dicks.

>> No.3881385

>>3881371
I just want an activatable actor that allows you to trade a set amount of ammo for healthkits or unique weapons. No currency systems or overheads are required for that, right?

>> No.3881386

Quick question, DooM RPG/RLA through the launcher. I have definitely made sure not to use anything turret related but after using the level transporter to go back to level 1 during a Hell Unleashed event and spending nearly an hour and a half on the map killing, I got the runaway script error trying to change level and could not teleport. Had a backup this time and ran the level at speed while still picking up the legendary, worked fine.

Is anyone aware of bugs to do with monster count/time spent on a map or items/secrets that can cause the error? I have noticed that once the error occurs, your teleporter will give you an error from that point onward but I can't pinpoint what caused the issue.

TL;DR RPG/RLA runaway script, any ideas?

>> No.3881390

Can somebody pls stream?

>> No.3881391
File: 714 KB, 240x192, Black_hole_lensing_web.gif [View same] [iqdb] [saucenao] [google] [report]
3881391

>>3881371
>Anyway if you want I could try writing something for the black hole if you describe how you want it to look, keeping the limitations in mind.
Hmm that's the point, i don't think GZDoom by now is capable of handling a Gravity Lensing, because that is the only remaining effect the Black hole needs.

>> No.3881394

>>3881379
>The most-hated SArais, which would be myself
I have no idea who you are.
>attempted to make a god-awful Portmanteau of "Magic" and "Science"
It's called "magitek". It's a fairly well-established term in RPG circles.

>>3881385
Yeah there's native support for just that. Check out DIALOGUE on the zdoom wiki - there are like two or three modernized versions of the original Strife system included, but I've no personal experiences with them so I can't give you any specifics. WolfenDoom: Blade of Agony is the most recent mod that makes use of it if you want something to dissect.

>> No.3881398

>>3881391
Yeah, that's impossible. The best that can be theoretically done is hacking in a skybox environment map that gets refracted off of the surface, and that's a bit beyond my level.

>> No.3881401

>>3881394
I can't edit in UDMF, editor is limited to Boom compatibility.

>> No.3881406

>>3881379
>The most-hated SArais, which would be myself,
thanks for letting us know

>> No.3881407

>>3881401
Wait what? What editor are you using?

>> No.3881409

>>3881407
Eureka. I like making simple maps then putting Decorate aspects in as replacers for objects I don't use, or the dead lost soul.

>> No.3881410
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]
3881410

>>3880509
So while kodi is making an expansion, your work is more akin to a Smooth MSX, so to speak? Neat!

These are good times for Project MSX fans.

>> No.3881412

>>3881382
It's dicks all the way down, man.

>> No.3881413

>>3881406
you lookin' for a figt there?
let's have a go you mug.
pick a zandro deathmath

>> No.3881416

>>3881409
Okay then. I'd use GZDoom Builder myself, but anyway: "ZDoom Strife Dialog Format" or "Universal Strife Dialog Format" might not require UDMF. Or even "KSSC".

>> No.3881424
File: 1.22 MB, 1920x1080, Screenshot_Doom_20170324_220618.png [View same] [iqdb] [saucenao] [google] [report]
3881424

I got fed up with it and skipped to the final level. Good WAD but I burnt out

>> No.3881425

>>3881305
the objective of this isn't to be the improved vanilla.
As the title says, it's about giving the weapons a quake 2 feel, and I think it does that very well

>> No.3881435

>>3881425
It's the closest I know to a gameplay mod that just changes how it looks rather than gameplay.

>> No.3881440

>>3881424
That pistol sprite is fucking disgusting

>> No.3881441

>>3881440
it's a cropped and resized screenshot, what did you expect?

>> No.3881443
File: 40 KB, 239x256, FUCK.gif [View same] [iqdb] [saucenao] [google] [report]
3881443

>>3881441
At least fucking sprite over it and clean up the quality a bit you fucks.

>> No.3881448
File: 167 KB, 351x960, Q3Expanding.jpg [View same] [iqdb] [saucenao] [google] [report]
3881448

>> No.3881450 [DELETED] 

Now that D4t is out, the other Doom 4 mods are completely useless, huh? I know this will come off as edgy but I don't give one shit about Major Cooke, he can die for all I care. He is useless to society and therefore his existence is pretty much over

ZION's pretty gay as well

>> No.3881451

>>3881424
it reminds me of this
https://www.youtube.com/watch?v=8DKgaRyt2ag

>> No.3881453
File: 289 KB, 1140x851, iTViMjO.png [View same] [iqdb] [saucenao] [google] [report]
3881453

>>3881450
Oh hai mark

>> No.3881463

>>3881450
>I know this will come off as edgy but I don't give one shit about Major Cooke, he can die for all I care. He is useless to society and therefore his existence is pretty much over
xD

>> No.3881468

>>3881463

if you think you're helping at all by posting that, then you're as bad as him in every single way.

>> No.3881471
File: 65 KB, 604x340, oscuro.jpg [View same] [iqdb] [saucenao] [google] [report]
3881471

>>3881468
Not him, but at least try to be funny about it with his macropony vorefetish.

>> No.3881484

>>3881471
This, basically. There's so much to make fun of about Cooke - his lust for morbidly obese women, his bizarre obsession with horses eating other horses, the fact he's worse at writing in English than people from former Soviet countries, etc. etc. ad infinitum - that ignoring all that to just go "I WISH HE WAS DEAD JUST LIKE HOW I ALWAYS WISH MY DAD WAS DEAD WHEN HE YELLS AT ME FOR LISTENING TO MSI" is just... kind of a waste.

>> No.3881491

>>3881471
Pretty much.
Making jokes and having fun is cool.
Talking about how someone should be dead isn't cool.

>> No.3881494
File: 64 KB, 600x400, kangaroo.jpg [View same] [iqdb] [saucenao] [google] [report]
3881494

>>3881145
>Nah there's the Macropodidae, all what i did is thicken it more to the legs not stay in pure bones with skin, lol.
What? if you're talking about kangaroos and wallabies and the like, their legs are quite normal length, they're just very muscular/wide with big plantigrade feet. (see rabbits and hares)
Also Ranerion and company have cankles.

>> No.3881495

>>3881484
Quick, let's make fun of the guy with a matching last digit to this post.

we get to make fun of sarais when?

>> No.3881503 [DELETED] 

>>3881491
>Talking about how someone should be dead isn't cool.

I'm sorry, SJW, but you got the wrong place
>>>/tumblr/

>> No.3881512

>>3881448
Dreamcast Q3 was good though.

>> No.3881513
File: 1.98 MB, 480x360, PkgJSev.gif [View same] [iqdb] [saucenao] [google] [report]
3881513

>>3881503
>this makes them a sjw
WHAT

>> No.3881523

>>3881495
...you need an *excuse* to mock sarais?

>> No.3881526

>>3881503
>using the term SJW
Please leave

>> No.3881537
File: 119 KB, 503x512, References.jpg [View same] [iqdb] [saucenao] [google] [report]
3881537

>>3881494
Yeah, but don't forget that as i listed in the explanation image, platigrades suffers from mobility, Kangaroos and Wallabies in case are a obvious case, due to that they have to make their iconic jumping.

Though, talking about this here, now i remember what started my fetish when i was a kid...

>> No.3881543

>>3881523
No? I'm just wondering what and when we can mock.

>> No.3881547 [DELETED] 
File: 438 KB, 639x958, 2010DecadeFail.jpg [View same] [iqdb] [saucenao] [google] [report]
3881547

>> No.3881567

>>3881513
Such is the mind of the edgy retard.

>> No.3881571

>>3881570
you can stop now

>> No.3881572

Anyone remember Take No Prisoners? I think the shareware demo came preinstalled on certain brands of computers alongside Duke Nukem.

>> No.3881584

Why are people in this thread so violent and angry? Playing too much violent games like Doom must be the cause.

>> No.3881585
File: 38 KB, 500x608, orrinhatch.jpg [View same] [iqdb] [saucenao] [google] [report]
3881585

>>3881584

>> No.3881589

>>3881584
FUCKYOUFUCKYOURSELFFUCKYOUSELFGETOFFCUMFUCKYOUFUCKMEFUCKUSFUCKFUCKFUCKOHHHCHRISTMASCOMESEARLYTHISYEARCRISTMASCUMCRISTMASCUMCHRISMASCUMAAAUUUUUUGH

yeah no.

awaiting people's postan

by the way it's SCREE-NSHOT SATURDAY

>> No.3881614
File: 299 KB, 1024x682, emu.jpg [View same] [iqdb] [saucenao] [google] [report]
3881614

>>3881537
We were talking about leg to body size, but alright.
This image, right? http://i.imgur.com/ocfjlKU.png
>platigrades suffers from mobility
Okay that's just not right. Plantigrades don't really have mobility problems - humans are plantigrades after all - but I think any animal with proportions and weight as seen in that image would have trouble walking, not to mention their centre of gravity causing them to fall backwards.

Don't let me stop you though

>> No.3881630

>>3881585

whatever the fuck is he up to these days?

>> No.3881634

>>3881630
Still the Senator for Utah, became the President pro tempore of the United States Senate in 2015.

>> No.3881636
File: 27 KB, 500x375, 500-x-375.jpg [View same] [iqdb] [saucenao] [google] [report]
3881636

What in the fuck is keeping people from finishing up a good wild west mod?

There's been, like...five? Attempts at it. Why does nobody go through with it?

>> No.3881639
File: 930 KB, 1600x900, Screenshot from 2017-03-25 00-32-54.png [View same] [iqdb] [saucenao] [google] [report]
3881639

>>3881589
So the idea is you reach a teleporter hub area, teleport up to the marble towers, lower the demon cubes, then go to the next teleporter until you get to the baphomet cube, which teleports you to the central tower so you can climb up and win the map.

>> No.3881643

>>3881589
>this incredibly low effort post

Come the fuck on, dude.

>> No.3881647

>>3881636
I'd assume the gameplay really not going well with the theme. Cowboys don't go well with projectile-based gameplay, so unless you're gonna take the Pirate Doom route you're gonna end up with a bunch of shitty identical hitscan enemies.

>> No.3881651

>>3881647
Not him, but you could go with hitsca-***USER WAS BANNED***

>> No.3881652

>>3881651
?????????

>> No.3881653

>>3881651
what did he mean by this

>> No.3881661

>>3881636
Old west doesn't have a lot of weapon variety + Enemies wouldn't be very different from one another unless it's Cowboy vs. Demons

Then we go back to the first problem of lackluster weapons

>> No.3881663

>>3881614
Well if you take 100% science on this, the first problem with this would be the thigh muscles not being able to move the leg normally as i animated such creatures in the mod, it surely would cause such lack of mobility if taking biology and weight of bones/blood inside the member into account, second would be cardiac problems, i think even a binary system wouldn't be enough to pump the blood from the feet back to the torso, also the brain alone wouldn't be able to have sufficient motor control over the lower limbs without having to develop a neural system like the Kaiju have in Pacific Rim where a second brain serves as an amplifier, i know the flaws but i prefer not take them into account much when you have many things set by magic already.

But what i do refer about plantigrades is that when simply executing the step movement, the foot would drag against the floor instead of taking some height from it to move in forward.

About their center of gravity, i think that is a matter of getting used to it, a human adapts with ease in this circunstance, when wearing stilts or driving a bike, for a creature like that, cleary it will not move essentially the way i animated them with a normal walk cycle and the kind but certainly it would adopt some way to get enough mobility and having normal balance.

And that's fine, in this discussion you can see that i may have a fetish for this thing, but we are talking about it in a serious way because as i said, my logical side is stronger than my emotional side, in fact i like to have discussions like this one without going weirder like furries would do because stomp, crush, hug and ehh you know, is their priority rather than actually ponder about such thing, the advantages and disadvantages of it.

>> No.3881668
File: 377 KB, 657x917, ss+(2017-03-25+at+12.54.14).png [View same] [iqdb] [saucenao] [google] [report]
3881668

>>3881661
>unless it's Cowboy vs. Demons

This could be cool, actually. Like some kind of immortal lawman.

>> No.3881683

>>3881661
>>3881668
That's basically Pirate Doom but cowboy themed. It's not a bad idea but making it sufficiently different from Pirate Doom might be difficult.

>> No.3881687 [DELETED] 

>>3881639
Whoa dude. I like to use fireblu too, but you've got way too much fireblu tiling going on there..

Gonna need more screenshots tho

>> No.3881693

>>3881639
Fireblu is cool. Fuck the rest of em.

Need more screens tho.

>> No.3881706

>>3881057
Working on it Marty.

>> No.3881708

>>3881668
Gunslinger 2.0 kinda has what you want but the replacements it added are kinda shit

>> No.3881760
File: 132 KB, 283x288, ThThanks.png [View same] [iqdb] [saucenao] [google] [report]
3881760

>download latest Hideous Destructor version to test out what changes were made

>it's fast as fuck
>it's actually playable
>rifle doesn't fucking spaz out anymore
>doomguy is no longer a fat fuck who can barely work his way into a hallway three meters away from him
>monsters seem less aggressive
>it resembles the very first versions of HD that were released instead of the bloated unfair garbage we got now
yep, something's off.

>there's a constant wall hitting sound effect playing in the background and doesn't go away
yep, something's definitely, *definitely* off.

I knew this was way too playable for it to be working as it should.

>> No.3881762

Hey zaneion, your guys are pretty huge.
Do they have huge guts?
Any new designs since then?
Is there any survivors?
Am I crashing this VISPLANE?

>> No.3881767

>>3879309
Can you post the colors for that and how you did it?

>> No.3881783

>>3881386

Bumping my question

>> No.3881816
File: 33 KB, 1152x1024, macambubmancubabmancububusnam.png [View same] [iqdb] [saucenao] [google] [report]
3881816

>he didn't accept the challenge
dat's wot i fot

>> No.3881828

>>3881816
???????????

>> No.3881830

>>3881828
see
>>3881413

i'm not serious. tho a game would be nice

>> No.3881835

>>3881760
getting this on my end too.

can anyone else please confirm? already left a post on the official thread on the forums.

>> No.3881836

>>3881830
you're weird, anon

>> No.3881847

New thread.

>>3881840
>>3881840
>>3881840

>> No.3881848

>>3881836
I have brain problems.

>> No.3882279

>>3881614
oh god this is so retarded it triggered me

first of all the creature literally lacks the abdominal muscular strength to lift it's legs. And the legs themselves look like they will touch each other just by walking.

>they can fall long distances without talking damage

yeah it just turns every tissue in the leg that is not bone into mush, chips the bone itself on the surface because bone simply isn't strong enough to withstand that amount of force without damage, then damages your internal organs and brain due to the force of the fall being bluntly stopped by the cavity walls.


stop trying to justify your fetish. We have no problems with it, just say it turns you on.

>> No.3882624

Term's streams with Shivers and Yholl and all those guys are waaaaay funnier than most Let's Players I've seen. So, why don't more people watch this stuff? Is it just because Doom mods are too obscure?

>>
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