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3881840 No.3881840 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3878047

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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent






>> No.3881846


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

[Til 4-1] QUMP mapping deadline within one week

=== NEWS ===

[3-25] Stewboy released some of his MIDI files

[3-24] ZDoom LE 2.8.1a released; a fork for older computers

[3-23] First SLADE dev build released in over a year

[3-20] GZDoom 2.4.0 and QZDoom 1.3.0 released

[3-20] French speedmapping project 3 Heures d'Agonie 3 has been released

[3-16] Turok 2 EX released

[3-16] Lithium 1.3 released

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

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

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

[3-12] Quake Champions to be F2P; Ranger provided as the default character

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

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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.3881852 [DELETED] 
File: 2.27 MB, 1280x1024, Screenshot_Doom_20170322_050415.png [View same] [iqdb] [saucenao] [google] [report]

Screenshot saturday. Be sure to bully everyone in the thread.

>> No.3881854
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]




>> No.3881857

for fuck's sake, stop declaring yourself

you dumbass

>> No.3881858
File: 122 KB, 237x242, a cretin.png [View same] [iqdb] [saucenao] [google] [report]

Thank you, oh master.

>> No.3881859 [DELETED] 
File: 88 KB, 322x224, lesserformidableshit.png [View same] [iqdb] [saucenao] [google] [report]

Sure thing, Pod Mutant.

>> No.3881868
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]

>> No.3881871
File: 535 KB, 1920x1029, map.png [View same] [iqdb] [saucenao] [google] [report]

Only took twenty years but I've finally started taking up mapping.

>> No.3881872

good ruck

>> No.3881873

Eyyy that's a good start, much nicer looking than my first effort, can we have a screenshot of what it looks on the inside?

>> No.3881874

Oom 3: Potato Panic

>> No.3881875
File: 1.20 MB, 1280x1024, Screenshot_Doom_20170325_035452.png [View same] [iqdb] [saucenao] [google] [report]

Still plugging away at this thing.

>> No.3881878


Now with 8% more Putrid Bloated Cunt stains on your %666 more Rugdemons!

>> No.3881879
File: 1.29 MB, 1280x1024, Screenshot_Doom_20170325_035514.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3881880

Has anyone ever made a mod based around summoning/controlling demons? Like in a single player campaign, not ZDoom Wars.

What I mean is something like Shin Megami Tensei, just with the Doom bestiary.

>> No.3881882
File: 1.27 MB, 1280x1024, Screenshot_Doom_20170325_035606.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3881883

that's my favorite room in the doom wax museum

>> No.3881884
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]

Oh damn son

>> No.3881885
File: 797 KB, 1920x1080, Screenshot_Doom_20170325_090132.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3881887

> my logical side is stronger than my emotional side, in fact i like to have discussions like this one
I'm glad you're not too offended by my criticism/opinions about something you've worked on so long, really. People can be verrrry defensive about their creative works.

>> No.3881889
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170325_035628.png [View same] [iqdb] [saucenao] [google] [report]

Satanic sort of has this

I'd love a mod based off of Triumph's Overlord, though.

>> No.3881890

Nice lighting effects dude.

>> No.3881892

Thanks. Nothing more than brightness gradient tool application though.

>> No.3881894

Interesting. Glad to hear there's something even kind of close.

Now in my head I'm picturing demon fusing in Doom. Fuse the stock monsters together and they turn into custom shit from Realm667 or whatever.

why am I doing this

>> No.3881895

Because vidyagaems. And it sounds fine and dandy.

>> No.3881896
File: 3.71 MB, 1906x1600, Screenshot_Doom_20170325_185749.png [View same] [iqdb] [saucenao] [google] [report]

Sure. Still decorating/texturing/lighting etc. And ignore my testing SSGs

>> No.3881897

Hideous Destructor's thread is 10 years old, whoa

>> No.3881898


what did he mean by this?

>> No.3881902

what if like

when you have a fusion accident you create commander keen

>> No.3881908

filters presumably

>> No.3881910

ooh that mid nineties look. looking forward to it (assuming it doesn't require zdoom).

>> No.3881915

yeah it was about the filters

I don't mind them, I just thought it was funny

>> No.3881917

same, i got the joke.

>> No.3881919

How do I git gud? Vanilla Doom 1 and 2 are easy enough, but most wads feel like they're tough as hell.

>> No.3881920

Just tried it on Chocolate Doom, seems to work. I'm not planning on using any zdoom specific crap.

>> No.3881921


>> No.3881924

I have a problem.

Using this code with "Demon" (pinkies) makes it so that killing them all will end the level, but the same code with a custom monster does not work. The custom monsters spawn, but the level ends immediately after it, like it is either not assigning them TIDs of 60, or not counting them with the ThingCount.

Any suggestions?
#include "zcommon.acs"
int coolvar = 1;

script 1 (void)
GiveInventory("Shell", 100);

script 2 OPEN {
while (ThingCount(T_NONE, 60) > 0||coolvar == 1)


>> No.3881925


>> No.3881931
File: 959 KB, 1280x1024, Screenshot_Doom_20170325_042455.png [View same] [iqdb] [saucenao] [google] [report]

I didn't get the joke but i still laughed.

>> No.3881934
File: 1.23 MB, 1280x1024, Screenshot_Doom_20170325_043751.png [View same] [iqdb] [saucenao] [google] [report]

hey look its an old friend

>> No.3881935
File: 830 KB, 1280x1024, Screenshot_Doom_20170325_043815.png [View same] [iqdb] [saucenao] [google] [report]

hidden impse

>> No.3881936
File: 1.73 MB, 1280x1024, Screenshot_Doom_20170325_043651.png [View same] [iqdb] [saucenao] [google] [report]

mancubi and revenants shooting their hot load in my face, screwing the shot.

>> No.3881938
File: 1.87 MB, 1280x1024, Screenshot_Doom_20170325_043858.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3881939

blowed if i can see it

>> No.3881940
File: 2.10 MB, 1280x1024, Screenshot_Doom_20170325_044632.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3881942

the cacodemon in its natural fireblu habitat, where it blends in with the surroundings.

>> No.3881943

I always thought cacodemons and Fireblu went together like peanut butter and jam.

food analogy.

>> No.3881949
File: 1.06 MB, 1280x1024, stuff3.png [View same] [iqdb] [saucenao] [google] [report]

Closer look at those fiddly doo-dads in the secret room

>> No.3881950

Leftmost: Fiddly "GO FUCK YOURSELF"/Saturnine inspired "PILLARBUILDCRUSH/PILLAROPEN" thing.
Mid: Lighting rotation thing.
Right: Crusher thing.

>> No.3881954

should of mentioned floatrand's lighting shennanigans are what inspired the middle one

>> No.3881963

Oh dear, be wary of using those ceiling light textures so liberally because it looks awful to be blunt

Also for the tech lights, you could draw a couple more circles around them to give a more gradient light effect (ctrl + scroll in visual mode to quickly change brightness)

>> No.3881976

Already changed out most of the ceiling textures. Thanks for the advice.

>> No.3881979

I just figured out how custom functions work in zscript, and made a counter-strike type recoil/inaccuracy system.

>> No.3881986

i still don't understand zscript at all
how do you combine functions into one?
a_setinventory(num) = {a_takeinventory(all); a_giveinventory(num);}

>> No.3881994

If you want to use int on a weapon or inventory item it'd look like this:

action void Z_SetInventory (int num)

>> No.3881996

use it*

>> No.3882008

and just slap that into any decorate file?

>> No.3882014

No, you have to make a file called "Zscript" instead of Decorate.

There are some minor changes you have to make in your code to make it compatible:

Basically, you have to cap every frame definition and "loop", "stop" etc off with a ";" and put all your flags and properties in a block called
Default{ }. Open up gzdoom.pk3 and check the zscript definitions for the standard doom monsters if you want a reference.

>> No.3882016
File: 1.23 MB, 1280x1024, Screenshot_Doom_20170325_055749.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3882019

I love little details like that myself. And SS2 references are always welcome

>> No.3882024

Works if you think that nazi == demons.

>> No.3882026
File: 54 KB, 197x190, comfyguy.png [View same] [iqdb] [saucenao] [google] [report]

Thanks anon.

>> No.3882068

This is cool but check if it works without no filters and isn't some pixelated mess.

>> No.3882089

Is that a blood or carpet texture? Honestly can't tell with filters

>> No.3882093

It's [CURRENT YEAR] and GZDoom still doesn't have a feature to view actor collision boxes ingame!

>> No.3882128
File: 72 KB, 534x443, 1489894082311.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any megawads that are very straightforward? Maps that have no backtracking or exploration, pretty much a straight line of massacre from room to room.

>> No.3882137
File: 116 KB, 892x485, lostsoulzscript.jpg [View same] [iqdb] [saucenao] [google] [report]

Working on things that are invisible to the player but make things less terrible under the hood.

>> No.3882141


>> No.3882142

I just came here to say I never heard of or played strife before, but those were some of the worst sound effects and music I've ever heard in a videogame. I'm gonna play this shit and see if it's actaully playable either.

>> No.3882163


I read that the maps or smaller, but I don't know if they're linear or not.

I will try it out anyway, thanks for the suggestion. I thought I had it in my library but apparently not.

>> No.3882194

Hey other guy modding MSX, I have a suggestion: Adjust the concussion rifle 10-20 pixels to the right so it points to the middle of the screen and change the horizontal projectile offsets accordingly.

>> No.3882209
File: 707 KB, 1920x1080, gzdoom 2017-03-25 08-16-14-05.png [View same] [iqdb] [saucenao] [google] [report]

haven't done much recently, but it's whatever

>> No.3882238
File: 353 KB, 1280x720, gzdoom 2017-03-22 10-53-10-790.png [View same] [iqdb] [saucenao] [google] [report]

Unfortunately I don't have any screenshots of anything actually new since I'm currently working on refactoring the upgrades system, which is entirely just code stuff.
So, here's a screenshot of something else I added a few days ago.
A setting that teleports in stuff you buy. In left to right order: Extra upgrade, weapon upgrade, body upgrade, shop item.

>> No.3882297

what is this

>> No.3882302

Its the Icon of Sin without a nose
Without a nose, would the Icon of Sin sound more honky?

>> No.3882305

I mean, what it's made for

>> No.3882308

I managed to get the Don's Challenge 2 demo to work in the latest version of EDGE. You gotta add the command line -v129.


Heres a link to it if anyone wants it.


>> No.3882312
File: 102 KB, 250x250, 1417894452478.png [View same] [iqdb] [saucenao] [google] [report]


oh you are a cocky aren't you

>> No.3882323

judging by the wobbly-ass lines and weird texturing it's gotta be a S'Arais map

>> No.3882419

looks like it's trying hard to be going down desu

>> No.3882436

Kinsie is that you?

Your mod is great, i want you to succeed

>> No.3882538
File: 456 KB, 1920x1080, Screenshot_Doom_20170326_030645.png [View same] [iqdb] [saucenao] [google] [report]

I mean, all I did was put it in after it was done by someone else, but eh. I did rewrite some stuff to do it though.
Everything I've been doing lately is not stuff I can take screenshots of, so you get this.

>> No.3882540
File: 536 KB, 1920x1080, ShitmapPartDeux.png [View same] [iqdb] [saucenao] [google] [report]

Working on my second map, after putting my first one here and getting advice. Still not finished, but I'm getting close. Nothing to get hyped over, desu

>> No.3882551
File: 1.39 MB, 1280x1024, Screenshot_Doom_20170325_132238.png [View same] [iqdb] [saucenao] [google] [report]

>filters meme
It's sprite smoothing y'know?

I don't even know. The desire to construct such a thing popped into my head; I wasn't certain if I should use the mouth texture or not. Some sort of overridden computer though.

even then I'll fix those lines and textures up as I go along, they'll need to be shifted around again and there's also the sectors deciding to warp in upon itself.

you got that right
(and hadephobia and eye and a wide variety of others. I like those weird hell fleshbeast things, so I like to try and incorporate them)

>> No.3882554

It's a carpet texture used as blood when there's already a pre-existant carpet texture that could have been used for blood.

Basically I just think using blood1-4 on still/dried blood is a bit odd. If it's a very recent death, sure.

>> No.3882556

yeah that's the thing. the colour of the bloodstream can match the one on the body, then it'll look good. Just keep it simple; I mean that's what doom is in the end, ironically.

>> No.3882557
File: 847 KB, 1280x1024, what did he mean by this.png [View same] [iqdb] [saucenao] [google] [report]

Huh? Sorry, I'm a bit of a blithering idiot.

>> No.3882560

>half way through Back to Saturn part one
The music in this wad is wonderful. Its the only time I haven't felt the need to listen to something else while playing Doom. That eerie, calming theme in the hub area is especially nice.

>> No.3882562
File: 674 KB, 1100x702, 8060370.jpg.png [View same] [iqdb] [saucenao] [google] [report]

Trust me, filtering, smoothing, whatever it is, the game will look better if you turn it off. Check it out and if you don't like it, that's fine.

>> No.3882570

i think you should post babel more often dude
every time i see your map i hate you more

>> No.3882579

i think you have two different posters confused

>> No.3882580

wait sarais isn't the one doing the e1m8 replacement as well as babel?

>> No.3882582

hmm, as i understand it, sarais is doing this e1m8 thing with the carpet demon, but babel is being done by the poster formerly known as "fker guy". i believe they are two different people but both visibly returned to posting at a similar time.

>> No.3882586

Hey guys, I'm Gordon Grand and I'm a Doom fan. I just got in this community. I have played lots of Doom levels, WADs and mods. They are so good and so awesome! I have learned a little bit about mapping in Doom Builder and I am trying to remake the first level of Doom II. When I finish, I'll share it for you guys to try and leave me some comments.

>> No.3882596

You forgot to act like Brutal Doom is the "true" Doom experience and that nothing else is worth playing.

>> No.3882597

>Act like
But it is, tho?

>> No.3882602

don't. not even "ironically"

>> No.3882605
File: 525 KB, 1920x1080, Screenshot_Doom_20170325_181150.png [View same] [iqdb] [saucenao] [google] [report]

Playing with Illumination is so much fun.

Too bad this is so far the only part in the level with illumination that doesn't suck dicks.

>> No.3882606

please, let this post be ironic

>> No.3882608

congratulations, you're an enabler.

>> No.3882610

I've had it on prior my friend. It's why it's still on.

He does. I'm not babel/fkerdude, but I did pitch the "use some spface as a particle maybe?" idea their way.

>> No.3882614

i suppose you think that means you deserve co-authorship of the entire mod

>> No.3882625

How did you get to that conclusion?

>> No.3882626

Oh shit I posted it in the dead thread. Whoops.

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?

>> No.3882627

Mmm. Looks nice.

>> No.3882629

Considering the modern state of FPS' and video games in general, Doom's modding scene tends to be obscure to the point Brutal Doom is the only popular mod

Which is why i like to go out and shill MetaDoom when i feel like it

>> No.3882635

>Watch a video of someone playing a mapset or mod that isn't Brutal Doom.
>There's always at least one faggot bitching about the uploader not using that shitty mod.
I'm torn over Brutal Doom, on one hand its got a bunch of new people into Doom, but on the other a big chunk of the fanbase are retards who think it's the only acceptable way to play the game.

>> No.3882636 [DELETED] 
File: 2.38 MB, 480x270, UwU.gif [View same] [iqdb] [saucenao] [google] [report]

tfw you will never lovingly lick every inch of SArais's scaly xenomorph feet while he blushes and gets all flustered -w-
This reminds me a lot of the techbases in the middle of Alien Vendetta. Lookin' good.

>> No.3882637

i was lolling constantly during JohnSuitepee's struggles and frustrations with Sunder.wad. the combination of bursts of anger amongst constant exaggerated sarcasm (reminiscent of Ray from The Mary Whitehouse Experience) all wrapped in a comedic speech impediment had me in stitches. A+++

>> No.3882638

Is Hideous Destructor fun?

What's the best randomizer mod right now?

>> No.3882641

because no one posts the fucking link?

>> No.3882645

Yo, I wanna paly with you guys, the doom "so you wanna play some" pic doens't mention how to.

Where do i start?

>> No.3882647


Co-op would be cool but Zandronum is kill

>> No.3882649

it was a joke, playing on the apparent relative triviality of the contribution which was nevertheless felt necessary to have full attention drawn to it. i meant no ill intent.

>> No.3882652

Never ever considered dried blood but now that you mention it, it makes complete sense

>> No.3882653

Doom multi isn't even that good, its better as a single player game.
Quake is where ID got multi right.

>> No.3882658

considering how many mods this has, i'm certain there's plenty of fuckaround potential

what happened to zandronum?

>> No.3882662
File: 787 KB, 1280x1024, Screenshot_Doom_20170325_145026.png [View same] [iqdb] [saucenao] [google] [report]

Brutal doom is pretty junk in my opinion, and there's by far better things to be playing.

Like Durla or the aforementioned metadoom.

>> No.3882663

At best, BD is more fun to think about than even watching it being played, even if thinking about it means imagination something completely different

>> No.3882667
File: 1.23 MB, 1280x1024, Screenshot_Doom_20170325_145105.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck, anon?
also xenos don't have scales, what are you doing?

Oh. Hard to pick up on if somebody's joking or not with text. Good to know it's not a case of the serious.

>> No.3882673
File: 1.45 MB, 1280x1024, Screenshot_Doom_20170325_145152.png [View same] [iqdb] [saucenao] [google] [report]

I still need to CARVE and CHISEL away at this room.

Which is funny I make such an analogy to compare mapping to; considering I've never done either thing.

>> No.3882683

I noticed a lot of the people in the Vinesauce wads using it instead of blood1-4 and it made sense to me.

Despite the dubious quality of some of it's maps, the vast majority of them- even the beginners and not-all-that-good maps had a bunch of interesting tidbits that make the mixed bag worth going through liberally. I haven't finished it all; but "randb" seems like it wouldn't be out of place in a Sunder-wad

>> No.3882684
File: 605 KB, 1920x1080, Screenshot_Doom_20170325_190803.png [View same] [iqdb] [saucenao] [google] [report]

I still need to play A LOT with the rest of the lightning for it to be spooky but not "FUCKING CHRIST I CANT SEE SHIT". Pic related, for example, looks like trash IMO.

>> No.3882685

How big a deal is it to make a map using the "Doom in UDMF format" option? Does that restrict maps to zdoom?

>> No.3882686

>Does that restrict maps to zdoom?
more or less, yes. although in fairness, i think EE can load UDMF maps now.

>> No.3882687
File: 14 KB, 317x591, temp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3882690

As a beginner mapper, should I use UDMF format? It adds a bunch of utilities, but I don't want to restrict my maps too much.

>> No.3882695

Use whatever you're comfortable with.

I used it because it had the widest bevy of features and helped me come up with the map. Most will just want to go with standard/hexen, udmf is mostly an advanced format.

>> No.3882697

Looks comfy

>> No.3882702

youre asking the wrong person for an honest opinion. i am biased and would immediately say "no" because i dislike wads that require zdoom because i can't run them in my preferred engine. listen to other people who are more neutral on the subject.

>> No.3882716

So is Hexen a good trade-off between functionality and availability for different sourceports? Would you say Hexen adds a lot, if not as much as UDMF, while still not restricting the sourceport options too much?

>> No.3882727
File: 303 KB, 1024x768, Screenshot_Doom_20170325_203358.png [View same] [iqdb] [saucenao] [google] [report]

Just started this 2 days ago, I'm planning to make an episode. Using mostly stock textures with some few custom stuff.

>> No.3882749


>> No.3882763

is there any mod for changing enemies that would go well with ancient aliens?

>> No.3882771


>> No.3882779

I think that anon means that brutal doom is better in concept than execution?

>> No.3882782
File: 60 KB, 500x697, 1485475481840.jpg [View same] [iqdb] [saucenao] [google] [report]

I made the plasma beam thunderous, removed the outlines on the missiles and their explosion, and I've started work on the missile upgrade


>> No.3882795

nice. very good. sounds are improved. perhaps come up with better phrase than "after enough travel time".

>> No.3882796

Metroid Fusion.jpg

>> No.3882798

flight time?

>> No.3882801

I started with the bare basic original Doom format to learn basic level design. After several KDITD-style maps, I started to make things more complex. As I got more confident and started adding lots of extra detail I switched over to UDMF

>> No.3882807

How long does the development of one episode(8-9 levels) usually take?

>> No.3882809

I like the look of it. Any particular theme for the episode?

How long is a piece of rope?

It depends on how big the maps are and how detailed you want them to be.

>> No.3882818

no i mean the whole popup phrase is a mouthful. i think it would be better shortened, like "Long-range rocket boost!" or some such.

>> No.3882821

erik alm coughed out a 32 map megawad -- all right, 31, torn did one map -- in 25 days and it remains a classic which is constantly spoken of.

conversely, i've ground out 5¼ maps for my unreleased megawad, since 2005. what year is it now? i forget.

>> No.3882837

25 days? seriously?

>> No.3882849


Can somebody convert this to an easy floor/ceiling waggle? I can't understand script/code at all. It's like hieroglyphs or someshit.

>> No.3882865
File: 1.47 MB, 1920x1080, Illumination.png [View same] [iqdb] [saucenao] [google] [report]

I have been experimenting with Illumination further. I havent made a WAD since I was like 10 and back then this kind of cool shit dint exist. Also Back then I just made slaughter maps without any effort put into them.

>> No.3882872

that's what i'm sure i recall reading, but now i'm not sure of the source. was likely a doomworld thread from years ago that i have little hope of finding again.

the doom wiki says it took "a few months"

>> No.3882880

Disjunction took me some months. 4 months is my guess ( I mean, first map was in june - I did keep break from mapping )

>> No.3882895

/v/ talking about nudoom sure makes me wanna kill myself

>> No.3882898

>going on babyrage: the board

>> No.3882902 [DELETED] 

there's a simple solution for that which is don't fucking talk about /v/ here

>> No.3882903


It honestly depends on whether you speedmap or take your time.

>> No.3882904

thanks for letting us know

>> No.3882917

It could take any amount of time. Sometimes single levels take days to finish, but there's cases of people finishing a completely playable and stable map in just a few hours.

>> No.3882937

>making a wad
>have to make dozens of sectors with varying brightness near every light source to make the lighting look right
>didn't realise I could just do that

>> No.3882938

I made 7 out of 9 levels in two weeks, but have since been sat on my arse for three months unable to think of any ideas for the last two, and not really feeling up to loading gzDoombuilder

>> No.3882939

dump 3 was finished in about three months, which has eighty maps and correlates roughly to 90 days

an unbelievable amount of time, really, even for a community project

>> No.3882949

Only for GZDoom and if you are using GZDoom Builder

>> No.3882971

where can I download the latest GZDOOM version? do I get the one from GitHub or the one from the devpage?

>> No.3882975

Stable: http://zdoom.org/
In-development: http://devbuilds.drdteam.org/

>> No.3882993

Didn't even know it exists

>> No.3882995

all i see on terms twitter is some dev streams? theres more than that?

>> No.3882998
File: 1.31 MB, 1600x900, Screenshot from 2017-03-25 18-26-08.png [View same] [iqdb] [saucenao] [google] [report]

Alright, finished the towers map. The demon cubes don't lower, but they still work. Tell me if the map is too easy.

>> No.3883000


where does 2.4.0 land then? is it a stable release?

>> No.3883001

Yes. It's literally the first thing you'll see on http://zdoom.org/

>> No.3883005


Sometimes I stream game nights, and sometimes my friends want to come along and chat about the games with me.
They're really nothing special, but I like having fun with the games (even bad ones) instead of going WHAT A PIECE OF SHIT ASS FUUUUUCK AAAAAAAAAA, so I suppose that's something good.

>> No.3883006

Wait, the baphomet-eleport is broken. Fixed.http://s000.tinyupload.com/index.php?file_id=83081748983325711729

>> No.3883008

ah, thank you.

>> No.3883047 [DELETED] 

please do so we don't have to read your shitty blogposts

>> No.3883093
File: 1.29 MB, 1920x1080, Screenshot_Doom_20170325_190357.png [View same] [iqdb] [saucenao] [google] [report]

Conceptually I'm liking this level

>> No.3883097

that sure was a real low blow, huh

>> No.3883125


lithium dead now, rip

>> No.3883130


>> No.3883132

rip. F.

>> No.3883135

May it someday return

>> No.3883141

>all those fucking Archviles
This is what I hate about most WADs, they just jam in as many of the tougher monsters in as possible because fuck you.

>> No.3883146

There's only 4 of them. There were 8 before.

>> No.3883157

I mean in general. Too many maps are just
>pick up weapon or keycard in a meduim/small room
>30 revenants, a bunch of pain elementals, a squad of chaingunners and two archviles teleport in

>> No.3883171

most wads were made in 1994-1996 and are quite, if not very, easy

>> No.3883179

same but progression is insufficiently obvious. i had no idea i was meant to push on the central column/box thing after teleporting, and died while running around looking for a switch.

vanilla first demo here (24hr link)

>> No.3883185

sorry should be a reply to >>3882998 >>3883006 as well

>> No.3883195

have you guys saw this?


>> No.3883210

that's the most 80's vidya review I've ever read

>> No.3883219

>most wads were made in 1994-1996


>> No.3883236

all right got a messy exit on this version of the map. observations:

- as i said before you need to make it more obvious that the central pillars on the outer towers are to be pressed

- you can jump to the central tower from the first outer one, you don't need to visit all four and use the teleporter on the final one. although it helps to have the BFG when ascending the central obviously.

- 100% kills is likely not achievable without excess tedium/frustration.

- this map is probably not designed for vanilla gameplay and in particular seems like it is made for non-infinite actor height and unlimited GL mode mouselook. the cacodemons are kind of annoying.

- it's also annoyingly easy to teleport into being surrounded by a crowd of imps. you have little control over this.

overall it's not difficult if you're lucky, but it's kind of annoying. i don't think it would be much fun to optimize. but at least, thank you for making it in a format that PrBoom+ can run.

demo of first exit:

>> No.3883247

oh yeah one last thing, the four teleporters to the outer towers are identical, so you end up guessing wrong and misteleporting a lot. it would be nice to colour-code the teleporters and outer towers somehow.

>> No.3883265

zips uploaded to idgames by timestamp:

% zgrep 'zip$' fullsort.gz | cut -c1-4 | sort -n | uniq -c | awk '{print $2,$1}'
1993 8
1994 1182
1995 3073
1996 3209
1997 1335
1998 1056
1999 632
2000 488
2001 394
2002 302
2003 496
2004 675
2005 965
2006 628
2007 417
2008 343
2009 363
2010 318
2011 332
2012 295
2013 311
2014 482
2015 332
2016 400
2017 107

do note the figure for 1994 is lower than it should be due to "oldstuff" uploads of missing files during later years. this information is available from a file named "fullsort.gz" in the root directory.

>> No.3883283

Someone mentioned if doom ever has a story it should be there for you to discover on your own, no cutscenes.

Finding logs and datapads stuff like that, and i'd be fine with that. But you know what would be fucking awful?

If randomly as you walked through the dark halls you'd get a voice on your radio after thinking everyone was dead.
Doomguy being doomguy doesn't say anything but simply listens to the distress call. Guy says where he is how everyone is dead and he needs backup. Buuut unfortunately you're nowhere near him and you have to listen to him as he screams from being fucking murdered by demons. Then the transmission finally cuts off when the demon's smash his skull which would destroy his helmet and the communicator inside it.

Now, THAT would be some fucked shit.

>> No.3883293

Yeah. I tried to modify it but have no clue. I have considerable use for it, but can't rig it up to do what I want it to.

>> No.3883296

sounds dumb desu

>> No.3883297

That's retarded

>> No.3883317
File: 20 KB, 400x400, mmmm.jpg [View same] [iqdb] [saucenao] [google] [report]

you have just described doom 3, good job numbnuts

>> No.3883323

Is the new version of Eureka worth getting? It supposedly has a new Zdoom definition file, and I'm not sure exactly what that means. Does that mean it can make complex Zdoom-style maps? Does it make adding in new things via decorate easier?

>> No.3883324

doom 3 doesnt do that

>> No.3883330


>> No.3883334

thats right at the start of the game

>> No.3883336

its the same fucking thing

>> No.3883339

he said walking through dark halls after you thought everyone was dead
he wants firewatch: doom 3 edition

>> No.3883351
File: 1.39 MB, 1280x1024, which.png [View same] [iqdb] [saucenao] [google] [report]

Not sure which sort of these I should go for. Brick-like SPFACE floor tiling or bands of SPFace? Should I go for trenches? How could these gazebo-like arches be improved?

>> No.3883437

Yeah that's pretty awful, don't do that.

>> No.3883505
File: 1.47 MB, 1280x1024, Screenshot_Doom_20170325_222117.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3883510
File: 408 KB, 98x132, 1470710416333.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3883516
File: 465 KB, 1600x900, Screenshot_Doom_20170325_205244.png [View same] [iqdb] [saucenao] [google] [report]


Oh arse I forgot to post today.
Character props are in, need to convert them to sprites. They stick out QUITE A BIT as drawings.
They have the ability to appear at random areas in the ships when you return so they're not always locked in one place.

...Or at least, that was the idea, but I learned very quickly that the problem with that is if you need something, they won't be where you expect them to be. So that got quickly scrapped.

>> No.3883521

>Moth girl

>Not likely to ever be playable

>> No.3883523

Why do you use that filtering or whatever the fuck. Everything looks smudged and disgusting.

>> No.3883524
File: 14 KB, 350x129, Oreo-Size-Variations.jpg [View same] [iqdb] [saucenao] [google] [report]

they form a stairway when put together

>> No.3883535
File: 51 KB, 1280x720, rightthen.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.3883537

i want to pat that boy on the head and tell him he's a good kid

>> No.3883543

>>3883523 Not him, but
>muh opinions

>> No.3883549

>have a map with ACS that spawns a zombie on switch
>works fine
>swap to GZDoombuilder for its new features and support
>everything is fine
>suddenly, everything is not fine
>when testing, can't get certain code to work at all
>trying everything, looking all over for errors
>code is exactly the same as Doombuilder code that works
>eventually figure out that dragging my wad onto GZDoom/ZDoom has the code working, testing the code with GZDoom/ZDoom through Doombuilder works, but testing the code with GZDoom/ZDoom through GZDoombuilder does not fully work

this shit has been driving me absolutely insane. Either I broke GZDoombuilder somehow or something is wrong somewhere within its own code.

>> No.3883551

you would never see the mothgirl
>only two arms
shit tier moth girl tbqhfam

>> No.3883572

Why do you love png image files for screenshots so much? Use jpg for in-game pictures and png for map diagrams you niggers.

>> No.3883583

Because it's Zdoom's default screenshot filetype

>> No.3883584

Because you're a fucking retard. The engine takes png, and JPG always has shitty compression artifacts.

>> No.3883589

Wait nevermind I am retarded, so is graf.

>> No.3883601

>muh artifacts
you are either a nigger or a newfag, jpg has much better compression than png for photos and screenshots, whereas png has better compression to show text and/or diagrams in image files.

>> No.3883605
File: 102 KB, 640x480, Screenshot_Doom_20170319_131200.png [View same] [iqdb] [saucenao] [google] [report]

try and stop me

>> No.3883615

Has science gone too far?

>> No.3883617

You never see powered armor MSX guy either yet it's still fun to play

>> No.3883624
File: 63 KB, 640x480, LOL ARTIFACTS.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3883639
File: 3.48 MB, 1920x1080, AoK HD 2016-12-21 03-30-40-29.png [View same] [iqdb] [saucenao] [google] [report]

Doom's case PNG screenshots are going to be pretty small in file size by comparison to many games, so what the fuck does it matter?

Here, have an unrelated 3.5 MB PNG.

>> No.3883647

Because 4chan's servers have been slow to load images since MONTHS already, apparently to save shekkles.

>> No.3883654
File: 1.12 MB, 2678x4000, hiroshima.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3883685

Does not change the fact that the servers are slow.

>> No.3883693

Why do you care?

>> No.3883697

PNGs generally load fine for me

>> No.3883698


>> No.3883701
File: 42 KB, 700x600, spoider moistermoind.png [View same] [iqdb] [saucenao] [google] [report]

>4chan is slow

When has that not ever been the case

>> No.3883727


I love it whenever saving money in a positive sense is brought up anon gotta bring up the Jews in a negative sense

Get over it, someone's gotta save money. It's not like 4chan is rolling nu-moot in the dollars. He's going to save some cash

Maybe if you spent less time complaining and more time chillng to some Pod-era Ween this thread wouldn't be in such dire straits

>> No.3883739

has anyone used any scripts/automation for any of the work of drawing sprites?

>> No.3883792

Fuck off with your paranoia janitor, shekel is a currency, synonymous with money, dosh, whatever your feelings prefer.

>> No.3883797
File: 13 KB, 350x75, what.png [View same] [iqdb] [saucenao] [google] [report]

Relax, Max.

>> No.3883816

Let me tell ya Metadoom is pretty good. It finds a middle ground in the Doomscape (that's a word)

>> No.3883820

shillpill me on metadoom
keep in mind doom 3 and doom rpg are the most interesting games in the series to me

>> No.3883821

I'm just trying to make sure people know what the fuck it does. I have a habit of confusing players.

Better to have a one time mouthful and make damn sure they know what the fuck it does.

>> No.3883838
File: 246 KB, 627x502, [Desire to know more intensifies].jpg [View same] [iqdb] [saucenao] [google] [report]

>Decide to try out Duke Nukem Time to Kill on PS1.

>Expect more first person duke action.
>I get this weird Tomb Raider starring Duke Nukem.
>Comes with all the clunkiness of the Tomb Raider controls at the time.
>Game visibly lags at certain parts because fuck you.
>The music literally stops every time Duke says a quip then starts up again.

Jesus, how did they fuck this up so bad? If I wanted to play Tomb Raider I would've just fucking played Tomb Raider.

>> No.3883840
File: 19 KB, 785x757, 876543.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom 3 ...the most interesting games in the series to me

>> No.3883841

then it should be obvious RPG3core,guy

>> No.3883842

To further add to the game just doesn't feel like Duke at fucking all.

Tank controls are NOT good for shooter games. When I think duke I think sort of like doom, being able to whip about and shot fuckers with ease. In this game you gotta slowly turn to hit that fucking pig cop that's strafing you like a dick.

>> No.3883851

>The music literally stops every time Duke says a quip then starts up again.

The developers for some reason decided to use the PS1's ".XA" audio format (think cd audio) to store all the voiceover. When it comes time for Duke or someone else to say their piece, the game changes from the music track to a XA track that's like six minutes of just voice clips with a few seconds of silence between them, then snaps back to the music track after an appropriate period of time.

It's a very weird system.

>> No.3883856

Oh boy, it's that map from Memento Mori. I think the revenant prison trap early on is off, but otherwise this was a fun romp.

>> No.3883865

Deal with it nerd Doom 3 motivated me to go out and buy the Doom collector's edition to finally play through Final Doom and then get into source ports. I loved the setting in Doom 3 and Doom RPG solidified that while still having the classic Doom look.

>> No.3883868
File: 700 KB, 785x757, 1479529585794.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3883879



>> No.3883881
File: 40 KB, 350x263, 1476766938222.gif [View same] [iqdb] [saucenao] [google] [report]

not an argument

>> No.3883882
File: 595 KB, 914x784, 994b30d3fea77d00bf1dc6c9896c0bb8a7ca3be2.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3883896

How do you do this correctly? Just a bunch of light things close to the ceiling?

Is there a list of what the different dynamic light things do?

>> No.3883901

I like that map from Memento Mori. Its one of the few Casali maps, too.

>> No.3883903
File: 1.59 MB, 1280x1024, Screenshot_Doom_20170326_015905.png [View same] [iqdb] [saucenao] [google] [report]

I'm stumped on what to do with this room.

Note to self: put a switch for the damned door so that the player can open the marbface if all enemies are dead in that section.

>> No.3883907

That looks really ugly.

>> No.3883912
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170326_020607.png [View same] [iqdb] [saucenao] [google] [report]

I know. That's what I'm trying to remedy, but I keep wiping the room back to it's prior state.

>> No.3883916

My sides

>> No.3883917

on the subject of fucking up, I played a PS1 port of DN3D that did not have an "inventory use" button.

Kinda fucked without it!

>> No.3883925
File: 1.21 MB, 1280x1024, Screenshot_Doom_20170326_021409.png [View same] [iqdb] [saucenao] [google] [report]

Fixed the fog too.

>> No.3883929

Eergh. I hate that kind of sector detailing.

>> No.3883956

Dude I love the Virtual Boy.

>> No.3883971


>> No.3883981
File: 102 KB, 188x273, homr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3883992

Would Doom even be able to run on Virtual Boy?

Maybe at least Wolfenstein 3D?

>> No.3884034


>> No.3884046

How good does an enemy-only mod that replaces the Demons with Robots who don't have pain chances sound?

>> No.3884048
File: 13 KB, 246x164, 1395423623667.jpg [View same] [iqdb] [saucenao] [google] [report]

>no pain chance
>vanilla weapons

They better have pretty big fuck off windups for their projectile attacks

>> No.3884050

I was thinking it'd be something you'd load up with weapon-only mods.

>> No.3884053

That might be a little tricky to balance unless they're gonna be robotic counterparts of the original demons

...That actually sounds kinda rad

>> No.3884101

Are Quake and Q2's official mission packs worth playing?

>> No.3884114

The Quake 1 packs are pretty fun, both of them have some new things to play with too.

Never played the Q2 ones.

>> No.3884116

I've tried making low painchance bloodless golem enemies and I found them very unsatisfying to fight.

If they're low HP with cool death animations that'd work OK, but the mid tier replacement'll need careful thought

>> No.3884145 [DELETED] 

my engine dumps screenshots in truecolor, portable pixmap format (PPM). i then use imagemagick, via a small wrapper script, to convert the ones i intend to post to 256 colour PNG with indexed palette (the rest are deleted). mostly, a paletted PNG at 640x480 is <100KB. i find this acceptable, as usually the 4chan servers can spew out data at ~100-200KB/s. i apologise if you do not, but likewise i do not intend to change my habits.

>> No.3884148
File: 88 KB, 640x480, 1490518127.png [View same] [iqdb] [saucenao] [google] [report]

my engine dumps screenshots in truecolor, portable pixmap format (PPM). i then use imagemagick, via a small wrapper script, to convert the ones i intend to post to 256 colour PNG with indexed palette (the rest are deleted). mostly, a paletted PNG at 640x480 is <100KB. i find this acceptable, as usually the 4chan servers can spew out data at ~100-200KB/s. i apologise if you do not, but likewise i do not intend to change my habits.

>> No.3884149

>my engine
get out kb1

>> No.3884157

hah, no, not quite. i had a fun conversation with him the other week about patch/texture composition. i do consider him a comrade in the field of unreleased source port development, but i don't think he sees me the same way.

>> No.3884163

I played with the automap colors until i reached this result, here's the dl link for a cfg containing it: https://www.dropbox.com/s/0b9l2n9j5zkuv1v/GreenAutomap.cfg?dl=1

>> No.3884184

Why the hell is making things so difficult? Or, I guess the more real question, why is my vision so vivid in my mind, but I'm such a retard when I try to actually create?


Yeah, sorry. But seriously this is nuts, it's like I'm selectively retarded.

>> No.3884186

What is a good quick screenshot tool anyway, I don't like internal ones

>> No.3884189

I actually had an idea involving SKSwitches firing off plasma bolts as a trap in a later room.

There are 5 monster spawnpoints on each of those pillars; culminating in a 5 archvile fight. I wasn't sure how to structure the room accordingly; wanting the player to have some cover from the viles, but wasn't sure if trenches would of been an applicable idea. There will be a multitude of projectile enemies, including the cacodemons which will be the only ones able to get over to you.

The idea is to have the player run around the ring trying to hit a couple of switches to raise some platforms so they can access the middle 5 at any point in the fight they like; but doing this is risky as it allows the monsters to have access to you; and the archviles to move around the room freely.

These 5 pillar things in the middle with the SLOPPY are what I was seeking the stretching textures for, so that I can rig that up to the floor-waggles, having the ceiling and floor move inward on each-other, hence looking like stretching and contracting muscles

Meanwhile, >>3883925 's pillars each have an imp inside them.

You're right. I'm not satisfied with it and still trying to tweak it.

You're still a funny man though, funnyman.

I can post the current version of the map, if anyone is intrigued. You require the Highway 2 Hell base pk3. I'm thinking of making a cargo/vehicle bay nearby.

>> No.3884202

I just use Shadowplay and Greenshot, but I don't publish a lot of content like that so eh.

>> No.3884205

Hey guys, looking for a single map wad that is fuck off huge and focuses on combat/exploration.

>> No.3884208

dv.wad map05

>> No.3884216

i think a vision is just that, a vision. you see the final product in your mind. you don't see all the little problems you had to overcome/workaround on the way, that are hidden underneath the shiny exterior your mind's eye is seeing.

>> No.3884218

I suppose it doesn't help that I'm inexperienced in every way besides basic Doom modding, and I'm trying to create a full-featured UE4 engine game... But fuck.

I'd say your statement is accurate, if not complete.

Still trying to model my first couple weapons and shit at the moment, nevermind making them actually work how I want.

>> No.3884227

>I'm inexperienced in every way besides basic Doom modding, and I'm trying to create a full-featured UE4 engine game...
What in the FUCK made you decide to make that huge a leap?

>> No.3884228

One that I can think of is void. But it has a lot of platforming too.

>> No.3884231
File: 362 KB, 680x768, MainUACHang01.jpg [View same] [iqdb] [saucenao] [google] [report]

That's fine, if this happened few years ago i think i would be defensive about it, but in the end i accepted that is my psychological problem, everyone have at least this tinny bit of disorder for something, mine is just not so common and there are others which are even more weirder.

It is triggering you because you want to be triggered by it, if i really wanted to talk about it as a fetish, i would reactivate my Furaffinity account (which is one of my internet regrets) just to talk about it the way you are complaining, also seems that you don't get my second post about it >>3881663

Anyway i resumed the mapping of "Main UAC Hangar", though i have to change few things on it like almost all dynamic lights because when i started this map dpJudas made them with attenuation and now that he separed the attenuated from the regular ones into new actors, i have to go into every bit of the map and replace them as well.

>> No.3884234

Sick of seeing shitty games flood the market, i'm unemployed and generally relatively intelligent, why not burn a few thousand hours on what will ultimately probably be a waste of time

>how this story actually ends
>find work
>stop giving a shit
>backburner it hard

>> No.3884237

>and generally relatively intelligent
want to guess how i know this is a lie

>> No.3884240

Because you project your own failings onto the entirety of 4chan?

Or, sure, let's get into an internet-IQ pissing contest.

>> No.3884248

swing and a miss

>> No.3884250

>want to guess how i know this is a lie
NHB nobody who actually is intelligent, believes they are? cf. Erdős' epitaph "I've finally stopped getting dumber".

>> No.3884263

>i would reactivate my Furaffinity account (which is one of my internet regrets)
Are you my clone but actually successful?

>> No.3884267

>You're still a funny man though, funnyman.

>> No.3884269

Xenobitch failed to quote >>3883956

>> No.3884279

Shared similar thoughts to that other anon that covered your map

You should have a switch or some unique texture for the marble faces to indicate that it needs to be pressed, with the arch viles right behind I just assumed it was generous cover

I like that you can take on the tower anytime you want with the weapon progression progressively making you better suited - plasma is fine but very risky to kill the viles on such a tight platform, the ssg allows you to camp corners and pray for pain chance, the rocket allows you to snipe from the surrounding towers and the bfg is the bfg. I love that ammo is fully stocked from the beginning and you never need to be frugal with your shots, just purely focused on dealing with the viles

I don't think the cyberdemons shot once and I forgot they were there but I'm glad you didn't have a cliche tower climb to face a cyberdemon, you could have them teleport atop each marble face but you'd also have to ensure that all the viles are killed first as I can imagine it being frustrating otherwise

>> No.3884295

What if we threw SArais and Zaneion in a blender?

>> No.3884309

Speaking of, not that this is really the place to discuss it - anyone know of "real" IQ tests online? Like ones that don't inflate scores and don't just take 30 seconds?

Preferably one that uses actual questions, but those weird logic puzzles would be cool too I guess.

>> No.3884314
File: 11 KB, 256x224, jakyou.png [View same] [iqdb] [saucenao] [google] [report]

One of them is pretty darn talented while the other one is very very not, so if you merged them you'd just get an incredibly boring, mediocre individual who only succeeds at never shutting the fuck up.

>> No.3884321


Also, my problem is just feet, otherwise i would be pretty normie for such case, keep mapping like Ed_C, Mechadon or Pyroscourge though, people knows them for their awesome mapping style as well, while my case if for that and also "oh that weird dude of the big feet thing", lol.

>> No.3884324

>"oh that weird dude of the big feet thing"
Only in this thread really.

>> No.3884327

Only in Doom community for now which is what i give most importance over other communities of the games i play in terms of contributing with maps and resources and stuff of the kind besides that shit.

>> No.3884335

puroscourge is like old tormentor on super crack
and i don't even know what to compare mechadon to
just way too good

>> No.3884338

mechadon is love, mechadon is life
mechadon killed the automap with a knife

>> No.3884347

Ed_C is the guy who does Quake2-like maps and also is Ed Cripps from BTSX, right? who is Pyroscourge? i don't know the name, can you post a link to one of his creations?

>> No.3884349
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

Haven't been in the loop for a while; has anything superseded GZDoom Builder as of late or is it still the go-to map making program?

>> No.3884350

winter's fury
also s.u.p.e.r. natural

> https://forum.zdoom.org/viewtopic.php?t=29304
> https://forum.zdoom.org/viewtopic.php?f=19&t=35879

>> No.3884351

zan is cool, sarais is a shit, so you'd just get someone average

>> No.3884357
File: 590 KB, 800x600, gauss 01.webm [View same] [iqdb] [saucenao] [google] [report]

Testing out a spark shower effect for the gauss cannon.

Yes, "GZDB Bugfix". Original dev left in a puff of drama.

>> No.3884365

If you want shorten my Nickname then try Zani or Zany, because Zan is another user in the ZDoom forums:
> https://forum.zdoom.org/viewtopic.php?f=3&t=21885&p=983166#p983166

>> No.3884367
File: 3.77 MB, 2300x2000, 1484014476807.png [View same] [iqdb] [saucenao] [google] [report]

>GZDB Bugfix
Cool, thanks. Got a little worried when my GZDB stopped updating itself frequently.

>> No.3884370

Hmm, makes sense I suppose.

More good stuff started coming around the 2000's as well.

I think a healthy couple 100 or so .wads a year is enough for the community on average and quality over quantity is always a thing.

I wonder also if more people are consolidating their single maps into packs and sets with others.

>> No.3884441
File: 3.17 MB, 200x150, beeg puke.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3884449

They're shit, but there is a point to be made in that Hiro is a master shitposter

>> No.3884458

give them varying velocity so it doesn't look like you're shooting an expanding brick wall out of the gun

>> No.3884459
File: 97 KB, 1203x180, OPLinks.jpg [View same] [iqdb] [saucenao] [google] [report]

Seems you don't often checks the OP links eh?

>> No.3884462 [DELETED] 

Let me guess, you are just angry because someone dared to tell you that you need to lurk that site moar for a couple os years? Or is it taste issues?

>> No.3884464
File: 82 KB, 700x396, 1476524961031.jpg [View same] [iqdb] [saucenao] [google] [report]

you're angry enough to be another unique IP and cry because someone insulted your home website

>> No.3884465 [DELETED] 

Nah, I am not angry. And I am not crying. Cannot say the same for you.

>> No.3884471
File: 608 KB, 800x600, gauss 02.webm [View same] [iqdb] [saucenao] [google] [report]

They had actually. Anyway I switched to a shower of 3d model tracers because they look better and require don't require a bunch of trig. Will be a bunch of smoke and stuff soon too.

Also looking for a really loud metallic clang sound effect to mix in with the firing sound. Something slightly reverberating.

>> No.3884476

where does MSX get the sprites from, anyhow? Who made them?

>> No.3884483

Is there a mod for Hexen that lets you pick up all the weapons regardless of your player class?

>> No.3884485

A mix of model rips and original/modified 3d models + manual sprite editing. The guy was kind of amazing at it.

>> No.3884489

Where did the babel guy go? He hasn't posted in a while.

>> No.3884492

He posts most of his work from the Discord server: https://discord.gg/YRTV6

>> No.3884531

thats an invalid invite.

>> No.3884540

It's expired, sorry.

>> No.3884547

>bitching about image loading times
>he isn't using 4chanX and the old image server
Seriously anon?

>> No.3884583

Basically I'm just really busy IRL right now, job interviews in a city 6 hours away and stuff. I'm still working on it when I have a few days in a row but right now I'm pretty much on break until after this whole "repeated road trip" thing is done.

>> No.3884637

Is the Slade editor good or should I just stick with GZDoom Builder for mapping and use Slade when I need to change textures or something?

>> No.3884640


>> No.3884652

https://discord.gg/ns5wt3m this is the perma link

>> No.3884656

I made it single use to avoid spamming, sorry

>> No.3884718

how do I get vsync to work in ioquake3? I have it checked in the options but still get tearing.

>> No.3884720

>should I just stick with GZDoom Builder for mapping
Probably yeah

>> No.3884765
File: 668 KB, 1920x1080, Screenshot_Doom_20170327_054941.png [View same] [iqdb] [saucenao] [google] [report]

Here's a neat little testmap that Cory Whittle made for Immoral Conduct, but I feel it works great as a general test map for gameplay mods and such. A very useful testing ground.


Its the original map01 but with one of each doom actor in it.

>pic related
Those are meant to be there as they are Immoral Conduct's very rare revolver and 9mm pickups. Don't pay them any attention.

>> No.3884801
File: 55 KB, 351x351, 1484027039864.jpg [View same] [iqdb] [saucenao] [google] [report]

johnny doom update never ever

>> No.3884802

Never played it. What sets it apart from other brutal doom spinoffs?

>> No.3884805

it knew it was ridiculous and over-the-top and relished in it instead of playing anything seriously at all

>> No.3884806

It's best you use "/com_fps 60" if you don't want tearing.

>> No.3884809

well i havent played very many of those, personally, but i just like the way it feels, i guess.
The guns sound and feel good to use, the upgrade things are fun to play with, and thats about it, i guess. enough for me desu. There's just some little things like the minigun and RL primary fire being a bit useless as well as the chainsaw that makes me want the author to update it

>> No.3884836

Thanks guys. I'll check it out some day.

On another note:
Is there a way to keep A_Overlay overlays from adjusting themselves according to weapon bob?

>> No.3884871

How much functionality does UDMF add over Hexen format?

How much does Hexen add over Doom 2?

>> No.3884874

It replaced the dumb taunting stuff with super-satisfying offhand grenades and fistfighting w/ combo system.

"Lots" and "Lots", respectively!

>> No.3884887
File: 766 KB, 800x600, xhair1.webm [View same] [iqdb] [saucenao] [google] [report]

Got the overlay flags working. (In)accuracy is based on a player actor variable and the crosshair is made of A_Overlays that spread out according to it. Weapons can also have their own accuracy stats.

>fistfighting w/ combo system.
That sounds like a lot of fun actually.

>> No.3884897
File: 1.26 MB, 512x288, miasma-wad.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3884918

>Yes, "GZDB Bugfix". Original dev left in a puff of drama.

What happened? Also explains why it stopped updating. What a bother.

>> No.3884924

>What happened?

Here's the simple version:
>here is change i made
>i don't like change u made ur change is dumb
>fuck u
>no fuck u

>> No.3884926

users didn't like his interface changes, asked for them to be reverted. he uttered now immortal phrase "i guess i'll better go make duke builder or something, see ya". end of line.

plot twist: he did actually start making duke builder.

>> No.3884928

I don't remember the exact details but it was something like
>new GZDB comes out
>"the texture selector looks a little bit weird"
>"no no there's nothing wrong with it, it looks fine"
>"please it would be very easy to fix"

Oh well, at least Duke Builder i coming.

>> No.3884936


Oh man, developers and their fragile pride.

>> No.3884938

>Oh well, at least Duke Builder i coming.
see above-- it seems to have ground to a halt.

>> No.3884941

I'm looking through doom2 levels and I'm finding some wasted sectors that can never be seen by the player.

>> No.3884943


>> No.3884947

Nothing interesting, just a couple behind scenery in MAP01.

>> No.3884951

those are so-called "sky hack walls".

>> No.3884954
File: 503 KB, 640x1152, My legs are OK.jpg [View same] [iqdb] [saucenao] [google] [report]

>I started to play E.Y.E Divine Cybermancy because friends told me it would inspire me for more Cyberpunk setting plus the game is good at being FPS + RPG
>Starts game
>Lot of stuff that i can't make in Doom without ZScript but that's fine
>Pick a quest and go see the maps and stuff
>You gain Brouzouf
>You gain Brouzouf
>You gain Brouzouf
>You gain Brouzouf...

Well at least a door can hack me back, that is something i will keep in mind when making a map that a door will not open with a key but rather with hacking.

>> No.3884964
File: 451 KB, 1282x724, f02e9ce099f8ec5085f4ddc0ba3dc4dd.png [View same] [iqdb] [saucenao] [google] [report]

I don't understand this bullshit
Maybe i'm too dumb?

>> No.3884967

E.Y.E is weird i hear
but all you need to know is this:

also ijon made a bunch of comics about it

>> No.3884971

i don't understand what you're not understanding

>> No.3884975
File: 25 KB, 640x400, 20 hours in photoshop.png [View same] [iqdb] [saucenao] [google] [report]

I made one for dual wielding two HS 010 when set to MAXIMUM OVERDRIVE

>> No.3884980

it says it's an unknown command:

unknown cmd com_fps

>> No.3884989
File: 30 KB, 543x515, 414.png [View same] [iqdb] [saucenao] [google] [report]

time to play vanilla

I've got four doomstuffs yet to play

Final DOOM

Let's start with FINAL DOOM

>> No.3885031

It's vid_fps IIRC

>> No.3885054

that's unknown too

>> No.3885072

/com_maxfps 60

>> No.3885085
File: 355 KB, 900x1164, 1482876165139.jpg [View same] [iqdb] [saucenao] [google] [report]

don't try to understand

>> No.3885089

>playing through a few recommended WADs from the "so you want to play some Doom" image
>constantly getting slaughtered
>having to save and reload certain rooms and areas when I die
Is this considered cheating? I feel that some of these surprise monster spawns are cheap as hell (especially multiple archvile encounters), but I can't shake the feeling that I'm being cheap myself for all of this.

>> No.3885095

there's no way to quicksave in zdoom?

saving often was recommended in all the official DOOMs. Much more so in the WADs

>> No.3885098

What difficulty are you playing on?

WADs are all over the place in difficulty, so sometimes there's no shame in playing on an easier setting. UV in one WAD might be perfectly fair and then fucking ridiculously crazy hard in another.

If possible you could also play co-op with a buddy, or use a weapon/gameplay mod to give you an edge.

>> No.3885105

not this again, what is it, third time in two weeks?

>> No.3885109

Ultra-Violence. It's the setting ID recommends and it's the setting I played Doom I and II on, but some of these WADs are a whole different game in terms of difficulty.

>> No.3885114

First time I've posted this, and it'll be the last, too.
Nice to know some others feel comflicted over it though.

>> No.3885116

If saving and reloading results in you having more fun then do it. If you feel like having a challenge then avoid it.

>> No.3885123
File: 952 KB, 1017x1508, Brozoufuck.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah i got it, so i guess i'll play it in a "ingore lore" mode while i farm Brouzouf for the rest of my life and my legs are more than OK.

>> No.3885135

that works but I still get tearing. Instead of multiple tear lines it's a single tear line going up the screen.

>> No.3885205

Ah yeah that's what I'm getting at.

UV is a tough, but fair challenge in Vanilla.

A lot of map makers think UV means "as many archviles as possible" so there's a HUGE jump in difficulty

>> No.3885220
File: 1.49 MB, 1280x1024, archvile room.png [View same] [iqdb] [saucenao] [google] [report]

How would one rig up a Mapspot+SpawnAimedProjectile to target the player?

>> No.3885226

Be warned if you're an active Zandronum user that someone has made a website that publishes the IP address of all Zandronum players. I don't know how useful this is because it doesn't include usernames but it's better to be safe than sorry.

>> No.3885240

Why though...

Also - anyone got a good link for the Doom discord(s?)

>> No.3885258

lots of crazy people willing to do insane shit play Zandronum online

I don't know why

>> No.3885261

Why would someone do that?

>> No.3885267

Hey I'm the dude that made that, it was more of a proof of concept and I took it down now. Anyone is able to do the same thing though. It's possible to collect all of the IP addresses of anyone who queries the master server (without being the master server) because of an inherent flaw in the launcher protocol.

>> No.3885307

Might be best if you keep all that to yourself. Don't want that info in the wrong hands

>> No.3885340

Is Back to Saturn X Episode 2 still in beta?

>> No.3885351

>really enjoying combined arms, mostly for that shotgun
What other weapon mods do you guys recommend? I've tried russian overkill but its too silly and overpowered for an actual play through.

>> No.3885354

Attempting to assign a TID to the player didn't seem to work. Anybody?

>> No.3885368

>I've tried russian overkill but its too silly and overpowered for an actual play through.
It was better when it had self-damage on all the weapons.

>> No.3885392
File: 863 KB, 800x600, gauss 03.webm [View same] [iqdb] [saucenao] [google] [report]

Gonna rectify the lack of a BFG with the rewrite of this gun. I had an idea of spawning explosions or shotgun hitscan blasts behind enemies hit by the rail slug to represent bits of their body and armor spraying out at high velocity, and base that damage on the armor and health of the victim. So shooting a big robot guy would BTFO any infantry behind it.

I'd use the function in an ACS script for simplicity and control. Just refer to the mapspot in the first TID arg and the player in the second.

>> No.3885414

>drla is finally getting adaptive difficulty

thank you jesus

>> No.3885423

>That Gauss Rifle rework idea
That sounds pretty fucking nuts, hope it looks good

>> No.3885436

By the way, is a jetpack replacement for the super jump toggleable with a cheat flagged cvar something you/anyone else would like to have?

>> No.3885438

Only thing I could think of would be a defense mode for the armor

I feel that super jump/dash covers pretty much all movement needed and keeps the high pace of MSX going

Or maybe a walljump? I guess?

>> No.3885452

Is there a mod or something that adds the Marathon 1 music into 2? It's so boring to play without any music.

>> No.3885456

>I feel that super jump/dash covers pretty much all movement needed and keeps the high pace of MSX going
>Or maybe a walljump? I guess?
I agree; the jetpack would only be as a fun extra sort of feature. If it's something I should bother with I mean.

>> No.3885462

You don't like the constant, endless sound of howling wind and flowing water?

>> No.3885463

Okay, now I want to know more.

>> No.3885465

there's been a couple, but i had them on my last computer and haven't been able to find them since

but i'm sure there are a couple out there

>> No.3885471

Final Doomer is pretty good, and if you like beefy weapons with satisfying sound effects, Plutguy's heavy machine gun is amazing.

>> No.3885485
File: 174 KB, 619x333, mad cow.png [View same] [iqdb] [saucenao] [google] [report]

Can someone upload the latest Zandronum version of Fractal Doom to TSPG, please? The old links are dead because they used BE.

>> No.3885493


>> No.3885536
File: 32 KB, 95x219, chrome_2017-03-26_19-13-51.png [View same] [iqdb] [saucenao] [google] [report]

Have a Hell Knight with a hammer.

>> No.3885596

Is this from a modded version of NuDoom?

>> No.3885598
File: 234 KB, 341x445, chrome_2017-03-26_19-57-51.png [View same] [iqdb] [saucenao] [google] [report]

Beta Footage from a documentary.

>> No.3885605

I wish ZDL had a bit more support for Chocolate Doom and demo playback.

With chocolate doom, some wads that replace some but not all sprites need the -merge command instead of the -file command that the external file select uses, but in order for -merge to actually work in the ZDL command-line, I have to include the entire path to the file (e.g. -merge ""C:\Program Files\Doom\addons\Doom 2\x.wad"). Any port also requires me to the the same with the -playdemo command for demos, as the external file select doesn't even bother recognizing that .lmp files need -playdemo.

>> No.3885618
File: 428 KB, 1280x1024, current.png [View same] [iqdb] [saucenao] [google] [report]

Sorry zanieon, I can't understand scripting at all (yet?) Tis why I was requesting the modified stretching textures wad and a way to make mapspots auto-target things (Extremely useful for the Baron-Knight-Cyber, Arachno-Mastermind, and Icon of Sin)

Getting late. Have another revision of the map if anybody wishes to play through it, If you've any suggestions, reccomendations, or catch any issues I've missed, please feel free to call me a faggot.

She's ALMOST done boys. At least, the initial rough sketching out of the gameplay/map from the car to the end. I'll have to work on the return trip and refining the map's properties after; but for now, you can have a gander on what I'm working on,

-More Voodooscript fuckery because I can't even comprehend actual code/scripts, and using Linedef+Voodoos is exponentially easier for my brain to manage
-Crimson+Obsidian room fight worked on, added monsters and changed the geometry a bit.
-Added some doo-dads (REMEMBER PHOBOS [should i change it to REMEMBER DEIMOS?), Pentagram, earthquake, etc)
-Initial work on another room in progress.
-Initial tweaks to what will be a sewer of sorts, not sure. just wanted an intermediate area between the tech-maw-thing and the Command Hub
-General refinements across the board.

Requires Base.pk3 of the Highway 2 Hell community project. Feel free to use anything within the map, and hopefully find out whoever that other guy was that changed the starting area.

>> No.3885625

Oh, oops. I forgot to remove the attempted "track player/player-friendly THINGS" fireball spawning mapspot. (fire at target was prior, currently intercept) Just ignore it for now.

>> No.3885628

>Doom Reinforced was designed for hard coop
>makes 0 use of multiplayer flags and difficulty flags are almost untouched

Has anyone tried out Waterlab GZD? https://forum.zdoom.org/viewtopic.php?f=42&t=55741

>> No.3885630


>> No.3885631

I'm thinking about started to make maps purely for fun. Anything I should know?

>> No.3885637

make a fun map

>> No.3885641

Look for a variety of themes that you enjoy, or try to think of a unique theme that has been done rarely.

Void-styled wads are becoming a bit more common, but they're a good place to play around with for beginners.

Try to remake your favorite DOOM map, but in your own way.

>> No.3885642

What's the best set of randomizer mods to play? I want to have the true RanDoom experience.

Don't use Doombuilder
SLADE and GZDoomBuilder-Bugfix are both way better.
Be careful with hitscan enemies (especially chaingunners and archviles) or your map will be bullshit.

>> No.3885645
File: 740 KB, 720x360, more like SCREWED attack, amirite.webm [View same] [iqdb] [saucenao] [google] [report]

So I've started work on the screw attack and I'm already seeing a few issues with this setup:

1) damage inflicted is inconsistent, there's been a few times I've lept at fucking zombiemen and they don't get hurt, the player's constantly emitting explosions and they sometimes get by unscathed, that's just unacceptable

2) I'm not sure how I'm gonna visualize this attack because I'm not about to somersault the player repeatedly while they're doing this or force third person, both are terrible

3) this isn't as cool as I hoped it'd be.

Might need to hit the drawing board to think of a different powerful BFG-tier utility thing

>> No.3885648

You could try putting effects at the side of the screen to give a sense of something spinning as you jump, and shocking nearby enemies.

>> No.3885651

That's what I was thinking, but I'm more concerned about how it works mechanically right now, and I'm not sure if I'm sold on it

>> No.3885652

>spawn in a voodoo box
Oh for fuck sakes. Third time's a charm. https://www.dropbox.com/s/dqscyty1esgt38s/e1m8.wad?dl=0

>> No.3885653

Chaingunners and Arch-viles are fine to use, if you actually intend on making something hard. But, I would advise against using chaingunners like Plutonia map15, and then using arch-viles behind their turrets to prevent them from being disabled. That shit is honestly the only thing I thought was truly bullshit about their use.

>> No.3885658
File: 136 KB, 283x273, fuck you doin.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3885661

Also, if you find yourself making a monster closet containing one or more chaingunners that opens up behind the player so they can shoot him in the back, maybe reconsider.

>> No.3885664

Nah, thats fine for hard wads.

>> No.3885682

I see a distinct lack of screwing in that screw attack.

>> No.3885684

I personally do not mind doing the Cha-Cha from behind.

Fuck, this "chaingunners crawling up your ass" is taken to it's logistical extreme by Yholl's Former Shocktrooper.


>> No.3885689
File: 1.61 MB, 720x360, local zombieman refuses to take modder's bullshit, news at 11.webm [View same] [iqdb] [saucenao] [google] [report]

I got the random moments where a zombieman just flat out refuses to die to this attack, I have no clue as to why in the everlasting fuck he takes no damage from it, but if there's a chance of this crap happening, I might try to make the screw attack something else

maybe some kinda crazy boomerang thing maybe

This ain't Hdoom anon.

>> No.3885691

>SLADE and GZDoomBuilder-Bugfix are both way better.
Does SLADE let you filter/hide things by their flags? I can't find any option for it.

>> No.3885694

At the very least it lets you double jump?

>> No.3885696

Mapping pet peeves?

Archviles in wide open areas with no cover. Fuck that noise.

Also massive switchhunts are horrible too.

>> No.3885697

Yeah, but at this rate I'm not gonna keep this attack because of the weird inconsistency as shown here: >>3885689

>> No.3885703
File: 885 KB, 716x1129, croppedImage_1488586837770.png [View same] [iqdb] [saucenao] [google] [report]

speaking of nudoom, something that's always bugged the living beejezus out of me and that I plan to fix in the future.

how would you go about rebalancing the plasma rifle to make it go on par with the gauss cannon? I've recently come to grips with the fact that the rifle fucking sucks tranny dick in terms of being a viable weapon in any circumstance and I'm planning on either merging it with the Gauss somehow (perhaps as a weapon mod), or outright shunning it in favor of the cannon and having both the original plasma fire and stun shot as modifiers.

it's balls hard to balance weapons properly without the mods getting in the way, so I'm not too sure on what to do.

>> No.3885712

I'm referring to the vision, not sex.

>> No.3885728

Well I ain't making the player somersault, I'd prefer people who play this not get motion sickness. I always wondered why the fuck the screw attack is named that in the Metroid games

>> No.3885734

Furthermore, contact me. I'd love to help out in any way I can, although I too am working on MY FIRST MAP

(of course, I did Midal, Sweep&Clear, Fleshcrystal and some other smaller things on the side but the point remains)

>> No.3885735

The old doom has the same problem. If you have the mass destruction weapon that shares ammo with the plasma rifle, there's no point using plasma rifle.

>> No.3885737

>Implying the plasma rifle is bad
Stun Bomb makes it instantly a viable weapon
It's not meant to be on par, it's meant to be a good weapon and it does well if you have it with Stun Bomb. Works on literally everything and you can get free headshots and ammo is so plentiful that you can't even really risk running out

If you put Stun on the Gauss Cannon then there's literally no reason to use anything else when you have Cells available

Doom 4's weapon balance is based around using whatever your favorites are.
There's no actually bad weapon in the set outside of trying to dedicate yourself to the pistol

There's just two guns that shine way the fuck harder than anything else, but that doesn't make any of the other guns bad

>> No.3885757

>There's no actually bad weapon in the set
Chaingun felt slow and garbage to me (ignoring mobile turret mod), I ended up using the HAR for my bullet needs instead.

>> No.3885760

one thing you could do is replacing the HAR and rebalancing the chaingun.

seriously, one of the main general issues with ID shooters is redundant weaponry, we've seen it since the days of quake, and doom to a lesser extent. there's always the one gun that is literally an enhancement of a preceding one, gimmicks aside. like how the chaingun in Q2 is outright better and more useful than the machinegun, the hyperblaster gets shunned entirely in favor of the railgun, and there is literally no point in ever using the standard shotgun over the SSG unless you want a straight up downgrade to your firepower.

it's clear that they wanted to deviate from that issue with the presence of weapon mods, but the presence of doom's standard gun roster meant they had to wrap up their creative minds and keep stuff in check. the Gauss Cannon is a fucking stellar addition to the arsenal in every regard, but they had to preserve balance.

>> No.3885763

Why don't they just suck Yholl's or the community's Dick? There's a lot of good weapon and monster wads out there.

>> No.3885768

Rotator is made specifically for if you don't want to use the mobile turret

It's actually pretty fine statistically and is a straight upgrade to the HAR outside of accuracy, unless mobile turret

>> No.3885826
File: 147 KB, 300x300, psycho_by_unbreakablebond-d4fdlgf.jpg [View same] [iqdb] [saucenao] [google] [report]

/doom/ HQ wad when

>> No.3885836

HQ wads are bad.

>> No.3885842
File: 33 KB, 320x200, rott84.gif [View same] [iqdb] [saucenao] [google] [report]

Is there a way to truly experience classic Rott's 11 player multiplayer nowadays?

>> No.3885867

I find them interesting. Somewhat a reflection of the people in a community. Like all those now abandoned worlds.com personal spaces.

>> No.3885869

Wasn't that image in [MAG] HQ?

>> No.3885879
File: 458 KB, 1920x1080, Screenshot_Doom_20170327_070000.png [View same] [iqdb] [saucenao] [google] [report]

>MAG HQ has an actual skybox
>they didn't bother giving the skybox a ceiling texture

>> No.3885887
File: 513 KB, 1920x1080, Screenshot_Doom_20170327_070335.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3885893 [DELETED] 
File: 625 KB, 1920x1080, Screenshot_Doom_20170327_070533.png [View same] [iqdb] [saucenao] [google] [report]

Talking about foxes.

>> No.3885903
File: 14 KB, 407x286, pikachu uncomfortable.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3885915

The second one is not from MAG HQ though.

It's from ACS Arcade.

>> No.3885919 [DELETED] 

Source of renamon image?

>> No.3885923 [DELETED] 


>> No.3885929 [DELETED] 

Niqqa, I aint about to sift through hundreds of Renamon images to find it. Gimme an artist name at least

>> No.3885949 [DELETED] 


>> No.3885961
File: 20 KB, 178x179, disgust.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3885980

speaking about nudoom, how come we don't have new/better weapon sprites?
i heard from some people that you can go out of bounds pretty easily and it looks like you can play with centered weapons, so...

>> No.3885992

thanks for the bad taste display

>> No.3885995


>> No.3885996

D4T is going to be getting Praetor hands in the next update along with even further touched up weapon sprites

It's better to have recreations instead of sprite rips from the game.

>> No.3885998

A while back a link to Blood: Ultimate Edition was posted. My Microsoft Security Essentials stated that Blood Chronicles Volume 1.exe had a Win32/Fuery.B!cl trojan. I tried this on another computer and it didn't find anything. It may be a false positive, but I just wanted to give you guys a heads up.

>> No.3886000

wasn't venice.wad anon' doing precisely this no problem

I'm confuse

>> No.3886001

linking furry porn on /vr/? no

>> No.3886003

the waifu posting thing, I mean

>> No.3886005

You're bad.
Aye. Quite interesting.

>> No.3886007 [DELETED] 

oh, it's because it's bad when furries do it

>> No.3886008 [DELETED] 

this, but unironically

>> No.3886014



>> No.3886015

Considering posting furry is against Global Rule 3? Yes. Yes, it is.

>> No.3886023
File: 46 KB, 320x229, image.gif [View same] [iqdb] [saucenao] [google] [report]

what kind of weapon do you call this? What kind of weapons is this?

>> No.3886026
File: 162 KB, 492x164, d4drl.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, the green penis gun needs to go.

>> No.3886027

Looks like a forced meme.

>> No.3886030

I think the centered weapons are held up a bit too high in Nu-Doom, but it's still a nice option

>> No.3886141

In hexen the weapons are spawned dependent on your class. If you are a fighter, only fighter weapons will spawn, etc.

You could probably make a mod that did this, but you'd be picking up 3 weapons at a time - all in exactly the same place and stacked on top of each other.

>> No.3886143

Try using Samsara, playing as Parias.
Instead of just getting 3 weapons at a time, you get 1 weapon pick up at a time, and the weapons that you don't get from that replace the pieces for the final weapon.

>> No.3886162

>when you first get into Doom and join a Shadow Mavericks HQ server having no idea what it is or what is about to happen

>> No.3886165

Hexen weapons are actually placed in different spots depending on the level and the difficulty you're playing. Most of them actually won't spawn on top of each other.

>> No.3886176
File: 121 KB, 850x395, EcgMZ2o.jpg [View same] [iqdb] [saucenao] [google] [report]

i knew he was into metal, but rap? ugh.

>> No.3886187

>Sorry zanieon
Oh, I'm not him.

>I can't understand scripting at all (yet?)
I think you need scripting to give the player a unique TID. I don't do much mapping so I may be wrong, but I don't think setting it on the player spawn point does anything. Anyway, the zdoom wiki has an excellent introduction to scripting guide here: https://zdoom.org/wiki/ACS

So anyway, what you want is a button that makes a bunch of mapspots shoot fireballs or whatever at a specific monster right?

>> No.3886190
File: 263 KB, 824x1030, Hexen weapons.png [View same] [iqdb] [saucenao] [google] [report]

They're mostly in the same place, but looks like they staggered them out for co-op play.

For example all the weapons in pic related are in this place for easy, medium and hard difficulty.

>> No.3886192


lmao, thanks for confirming that you don't have any idea of what hardcore rap is

>> No.3886198 [DELETED] 

large black men yelling into microphones about murder, robbery, assault, and misogyny, over sampled breakbeat loops at around 80-90 BPM?

>> No.3886202




>> No.3886204
File: 1.48 MB, 1280x1024, bone zone 2.png [View same] [iqdb] [saucenao] [google] [report]

Oh. I thought he was the one working on that gameplay mod as well as his maps.

I already tried the wiki. It's horribly outdated or i'm too dumb to figure it out without a guide.

I'm looking for a mapspot that shoots projectiles or whatever at the player and/or any player-friendly entities.

What I'm after is the inverse; a voodoo line outside the map that would rig up some areas to fire projectiles at targets ae; the player.

A destructible, hostile turret using sectors and linedefs, so to speak. So imagine something like this firing projectiles at the player.

>> No.3886207

By the by, that's one of the maps i ended up scrapping in favor of other projects.

Dark Crypt of the Skullking's gonna have to wait, lads.

>> No.3886209 [DELETED] 

smoke weed every day, retard.

>> No.3886214

>I already tried the wiki. It's horribly outdated or i'm too dumb to figure it out without a guide.

>I'm looking for a mapspot that shoots projectiles or whatever at the player and/or any player-friendly entities.
>What I'm after is the inverse; a voodoo line outside the map that would rig up some areas to fire projectiles at targets ae; the player.
In that case, I think using a custom Turret actor and controlling it with Thing_Activate and Thing_Deactivate would be the easiest way. I could write you one if you tell me how you want it to act.

>A destructible, hostile turret using sectors and linedefs
You'd kind of be reinventing the wheel like that.

>> No.3886220

>You'd kind of be reinventing the wheel like that.
Am I, now?

Because it's entirely possible. I can make a demonstration map to show you, if you'd like. Whitemare even displays this promptly with map20. Select your monster.

The mapspot way would be the most viable; I can tweak things with voodoos.

>> No.3886225

wow i come off rude in this post.
You can try and write a turret if you'd like; but I'll only bother you significantly if I can't find a workaround

The voodoos+UDMF also allow me to rig up each one to do whichever I like on a call, so that's been a lynchpin

>> No.3886227

that quietus piece sure wasn't there the last time i played

>> No.3886228
File: 220 KB, 1280x1024, some kind of voodoo magic.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3886229

I believe we have different Hexen IWADs. Example given: in my version there're no weapons in this place on hard difficulty.

>> No.3886236

I just seems like a terrible amount of work to me, but I'm not experienced with mapping and especially not vooodoo scripting so I'm probably wrong. Do please upload a demonstration if you get it to work.

>The voodoos+UDMF also allow me to rig up each one to do whichever I like on a call, so that's been a lynchpin
With a turret actor you'd use Thing_Hate trigger lines for exact control.

>> No.3886264

>Shared similar thoughts to that other anon that covered your map
pity the author fails to even grace either of us with a reply to our feedback. why do we waste our time.

>> No.3886278

>Doom Reinforced was designed for hard coop
>makes 0 use of multiplayer flags and difficulty flags are almost untouched

Since it explicitly says it is meant for Coop, why should i touch the actor flags when mapping with Cooprative in mind already, that wouldn't change nothing besides fuck the player who tries play it in SP.

Though this is not the case, the case is that this was my very first wad back in 2006, i stopped working on it by the end of 2010 and only made that Mapset because i like the maps too much to leave them in that fucking salad of messy gameplay at Grezzo 2 levels but even with that, my last maintenance in the Mapset was in 2013 and still i don't touched the actor flags because i'm lazy to do that on it since the structures of the maps themselves are made for Coop otherwise you can take a look into Hunter's Moon maps or even UACVPRB itself and see that when i want a SP experience i actually setup the flags for the map (which is pretty boring do to but it needs to be done).

>Has anyone tried out Waterlab GZD?
I do, if you played his last map, Gene-Tech, you won't be disappointed.

>Sorry zanieon
Welp, i think you confused me with kodi which is who actually are attempting to change stuff in PMSX, i'm just working in HM and a single-map atm.

>> No.3886279

>Making a wad with a bunch of community bantz and shoutouts
>...for an anonymous messageboard

I don't think you've really thought about this too hard.

>> No.3886283
File: 553 KB, 1179x2678, vr doom threads.png [View same] [iqdb] [saucenao] [google] [report]

You can still have a fair amount of content and shoutouts to gameplay mods and concepts within the /doom/ threads themselves.

>> No.3886290

Who would win in a fight between Jung Hae-Lin and the Trailblazer?

>> No.3886293

who cares?

>> No.3886294

I see. Would it be possible to sneak these actors inside of incredibly small/narrow spaces and make them fire whatever you like?

Voodoos have a variety of uses.

>> No.3886295

well which one has code to detect the presence of foreign bodies, and flood them with golden revenants? probably that one.

>> No.3886303

In terms of VS scenarios, Hae-Lin is overpowered because of invincibility frames and life tokens. Any seasoned DM player can tell you how easy it is to deal 100 HP or even 200 HP of damage with just the vanilla weapons, even with armor.

...but why would they even fight? They have no reason to.

>> No.3886304
File: 257 KB, 776x681, 1448935959575.png [View same] [iqdb] [saucenao] [google] [report]

Plot twist, they all go get a burger with Blaz, Shi-Hong, that dragon guy, and Zharkov

>> No.3886305

Holy fuck somebody draw this comic

>> No.3886306

imo vs debates are dumb and contrived and don't really do anything except measure e-peen, especially when it comes to ocs

but for the sake of being contributive instead of argumentative, hae-lin's dodge and sheathe alone provide a distressing hurdle for malcolm to overcome, which would require the use of explosives for a reliable source of damage. and explosives only take off one life token each, which breaks for invulnerability
it's an extremely uphill battle for malcolm, while hae-lin has nothing to stop her from nuking him twelve ways from sunday

>> No.3886307
File: 118 KB, 288x285, 2NEozSp.png [View same] [iqdb] [saucenao] [google] [report]

>those lines and gridsize

>> No.3886308

Spritenoob's Lydia should be in the background smoking outside a window or nursing some scotch at the bar.

>> No.3886310

>if you played his last map, Gene-Tech, you won't be disappointed.
I found the damage enemies dealt in Gene-Tech crazy high, even on normal difficulty. I mostly enjoyed it, though.

>> No.3886312

>later, malcolm gets kicked out of cacoburger for excessive smoking

>> No.3886314

It's worth pointing out Demonsteele DM doesn't work for this reason. Killing other players takes fucking forever.
The dynamics of life tokens just completely change how a VS scenario would play.

This is a better scenario desu

>> No.3886315

>It's worth pointing out Demonsteele DM doesn't work for this reason
Except there's a cvar for doom style health

>> No.3886316
File: 1.13 MB, 1280x1161, tumblr_nb33ntglJC1rb9b31o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

I think the better scenario would be

>Hae-Lin, Shi-Hong, Blaz, Malcom, Cygnis, Lydia, and Zharkov all team up
>how fucked is Hell

>> No.3886318


>> No.3886323

>Meanwhile the guys from DRLA are all in a corner jerking off on their rare weapons

>> No.3886324

>[distant 'aagh']

>> No.3886332

any good quake maps to play co-op?

>> No.3886340
File: 1.52 MB, 1280x1024, trash.png [View same] [iqdb] [saucenao] [google] [report]

Rough idea of what I mean


>> No.3886356

what exactly does "hard map" mean to you?

>> No.3886364

I think the better question is who's Space Pirate would win in a fight, Term's or Marty's?

>> No.3886365

good question. long answer. no time now. will get back to you.

>> No.3886372

I'm aksing the whole thread, not just you.

>> No.3886373

It challenges me and I die during the first play-through.

>> No.3886376

i know that, i'm just letting you know i appreciate the question as interesting to think about. would you prefer i had not replied and left you wondering if anyone cared?

>> No.3886396

Maps that focus more on higher tier monsters, and use precise monster placement and level design to specifically threaten the player.

>> No.3886398

One that's tight on ammo and health instead of relying on trial and error or monster spam.

>> No.3886406

Being tight on resources is not a fun way to challenge the player in an action game, IMO. It can lead to maps that have you spend half your time backtracking for possible resources, which can get boring fast. And funny you say "instead of relying on trial and error", when a lack of health pickups can already be enough to create trial and error situations that otherwise wouldn't be.

>> No.3886418

I don't mean starving the player. All I meant was encouraging smart weapon use.

>> No.3886458

You can easily do that without being tight on resources, though.

>> No.3886462

back to /v/reddit

>> No.3886471

>Eating cacodemon meat

I can't decide if that's disgusting or awesome.

>> No.3886475
File: 205 KB, 1280x720, Screenshot_Doom_20170328_010528.png [View same] [iqdb] [saucenao] [google] [report]

Fun map, too bad about Enjay not being able to do the water distortion effect.

>> No.3886478

All of those characters as a team would need a stronger opponent.

Hae-Lin, Shihong, Malcolm, Blaz, Cygnis Flaynithere, Zharkov, and Lydia vs WH40K Chaos

>> No.3886504

What about Doom OC teamfights?

>Hae-Lin, Shihong, Lord Blaz, and Guncaster


>Malcom, MSXGuy, Black Warrior, and Mel

>> No.3886515

hey! no teamups from the same author!
switch black warrior with shihong

but mel and blaz would get instantly decimated

>> No.3886548

who the hell is mel and lydia

>> No.3886573 [DELETED] 
File: 625 KB, 560x609, gay happy eraserhead.png [View same] [iqdb] [saucenao] [google] [report]

its like a mix of a klansman and a feminist cuck rolled into one

>> No.3886575

This is an 18+ board

>> No.3886586

>who the hell is mel
space pirate lesbian (C) marty kirra
>and lydia
stealth mod trenchcoat girl with hand mirror (C) spritenoob

>> No.3886589
File: 69 KB, 600x897, shit just got real.jpg [View same] [iqdb] [saucenao] [google] [report]

But where's Swan Fox

>> No.3886603
File: 643 KB, 1024x643, TSItitlecard.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone's dream of playing as a magical trex that fights aliens came true.

>> No.3886612
File: 139 KB, 459x570, 1485134981879.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3886617

isn't that everyone's dream??

>> No.3886619
File: 48 KB, 800x600, jhobrows.gif [View same] [iqdb] [saucenao] [google] [report]

>Dino Doom

Shit this sounds rad.

>> No.3886620

>The DSPLDETH Scream

>> No.3886623

It's like Nanosaur: The Doom Mod.

>> No.3886640

I don't know whether to hate TNT evilution for it's billion hidden monsters and symmetrical monster placements, or love it for it's billion hidden monsters and symmetrical monster placements

it does have an incredibly classic doom feeling to it

>> No.3886646

IMO tnt has a very wide quality range, about half the maps are excellent and often an enjoyable replay, others are awful slogs which i hope to never trudge through again

>> No.3886647

I'm sure we all have our aliases
Besides, even if we did use them in the HQ, nobody knows who is posting in the thread and when.

>> No.3886664

why is that dude in a hat stomping on my black brother hexen

>> No.3886685

I only outright dislike 5 levels in TNT. Prison, Metal, Administration Center, Habitat, and Mount Pain.

>> No.3886737

Mel's magnetic powers would make her a good disabler and utility support for the team, so long as she doesn't get shot. Blaz would get fucked up, but he'd go out in a glorious fashion.

With life tokens, it'd probably come down to Shihong v. Hae-Lin. With a universal health system, it's more iffy.

>> No.3886779

How do I run ZDoom through the command line? I've been using shortcuts with commands in them to run my mods because I understand what I'm supposed to be doing with those things, but I'm not sure how to specify game parameters because the syntax is different from the resources I'm looking at and I've no idea how to invoke parameters any other way than shortcuts.

>> No.3886793

So in this case a literal Turok: Dinosaur Hunter

>> No.3886810

>Dino Doom

I approve! Isn't Ranerion already a dinosaur though?

Let's hope it actually plays well.

>> No.3886825

Based on the video, this might be cacoward material

>> No.3886828


>> No.3887069


This is a much more interesting match-up, t b h.
Crimson Skull can fly around, but Mel can yank her around. Skull can dodge, but Mel has really good AoE weapons. Skull has a squad to back her up, but Mel's Wrath of God makes very quick work of squads. Both have ships with (currently unknown) combat capabilities. Both have swords. I'd tip things in Skull's favor due to the shoulder cannon and the shield.

It's all just rough foreplay for passionate lesbian sex afterwards, tho

>> No.3887861

What is this mod ? It looks cool.

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