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/vr/ - Retro Games

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3886819 No.3886819 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3881840

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.3886823 [DELETED] 

cancer thread

>> No.3886826


[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] Poharex: Second Invasion alpha released: https://forum.zdoom.org/viewtopic.php?f=19&t=55797

[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]Waterlabs GZD Released: https://forum.zdoom.org/viewtopic.php?f=42&t=55741

[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

=== 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.3886840
File: 52 KB, 729x260, 1410058305925.png [View same] [iqdb] [saucenao] [google] [report]

Listen here, buttmonkey

>> No.3886845

To whoever posted the link to the ACS guide; it was still no use.

Script 1 ENTER
Thing_ChangeTID(0, 1000 + PlayerNumber()); // This assigns the TID

Did not work.

>> No.3886848

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

Sure is!


Put PSPF_ADDBOB into the second parameter, then zero into the third parameter. This will disable bobbing for the specified overlay.

>> No.3886851 [DELETED] 

/vg/ or here, you'll still be a cancerous little shitter doom babby.

>> No.3886854

How do you know it didn't work?

>> No.3886858 [DELETED] 

>Responding to DKG

Sorry that you have cancer anon

>> No.3886863
File: 48 KB, 1280x1024, doesnt do shit son.png [View same] [iqdb] [saucenao] [google] [report]

Because it won't even launch nor compile.

>> No.3886864

Managed to figure it out in the meantime, but thanks man. They work really well as crosshairs.

>> No.3886868

#include "zcommon.acs" at the top senpai

read the guides

>> No.3886872

Wait a second, I may be choking on my own chode. I tend to miss REALLY OBVIOUS shit.

#include "zcommon.acs"

>> No.3886874

Perhaps its unrelated
but this steam game is free for today only

>> No.3886876

That's Professor Layton, the main character of a series of puzzle games for the Nintendo DS handhelds. They are fairly infamous for having puzzles and riddles with obscure or trick answers. Hexen is not nearly as bad, but it's puzzles are interlevel switch hunts.

>> No.3886879


>jetpack in MSX

A jetpack would be necessary for Heretic & Hexen compatibility.

I'm not looking forward to modding one in, though.

>> No.3886883

Well at least you sorted it out.

>> No.3886893

is there a way to make it so I don't have to reload my damn weapons in project brutality?

>> No.3886898

>Heretic & Hexen compatibility.
Huh, that didn't cross my mind. I'll do that last when everything else is more or less finished.

>> No.3886903

I did read the guides. I was just too dumb to notice the missing .acs

Works for targeting the player though for mapspots, which is what I needed. Excellent.

I'll probably need to tweak it so it targets allied demons/scriptedmarines, but for now, it's what I needed. Cheers.

There's a line to change the colors on some of the scriptedmarines and/or playercorpses, right? Just for the sake of variance. Grey marines everywhere eh?

>> No.3886910

SetTranslation("MyTranslationName", tid);

>> No.3886917


What? Dude, Ranerion is a Tamer of The Dark, Tamers by the mod's lore comes from the place (or no-place desu) where all creation is nested in, heaven, hell and mutliverse, in fact they were supposed to have no physical form but they got one since certain universes in multiverse has properties that obliges creatures like them to assume a physical form and stay bound to it until they return to their origin place, so what happened to them is become that things that is something between Dragon/Dinosaur and Demon you see me often posting here, lol.

Oh man i really should keep writing the prequel texts of the mod so everyone whom are interested on it can actually get their explanations.

>> No.3886921

Also i have no idea why that guy related that mod with my characters though, also why T B H is replaced with "desu" here?

>> No.3886927

stupid joke from the mods, to silence a particularly overdone meme phrase which ran across the boards a year or two ago. has never been removed despite wearing its welcome out shortly after it was introduced.

>> No.3886928

They're word filters and various phrases have been filtered to counteract spam or just mess with users since forever.

>> No.3886934

Oh, alright, i'll keep that in mind to not type that verb in the short form here then.

>> No.3886948
File: 669 KB, 800x600, animu cannon.webm [View same] [iqdb] [saucenao] [google] [report]

By the way, how do you do that thing where you resize body parts on a rigged 3d model? I wanna try rendering some soldier sprites from blender, and need to make them fat and with large heads etc. first for the sprites come out right in low res.

>> No.3886954

i think f a m gets replaced with something too

>> No.3886956

the full filtered phrase was "s.m.h t.b.h f.a.m". it turns into "baka desu senpai", suitably japanophile for this website.

>> No.3886962


Just so you know, if you try to run MSX in a non-Doom IWAD, you'll hear that game's item pickup sound constantly playing.

It can be fixed by adding Inventory.PickupSound "" to the inventory actors that are given to the player when the shield is auto-recharging.

Also, you'll have to stick MSX's PLAYPAL into 'filter/game-doom', but you probably already knew about that.

Also also, if you want Strife compatibility, keep in mind that MSX's blood replacement makes use of a state that Strife's blood uses, so the blood splats that appear when a bleeding enemy is shot in Strife will appear much larger.

>> No.3886971

>It can be fixed by adding Inventory.PickupSound "" to the inventory actors that are given to the player when the shield is auto-recharging.
Ah, I've heard about the issue. Interesting to hear what causes it. I will be rewriting the shield in ZScript though (hopefully with the shield effect actor and visibility filtering for multiplayer/chasecam purposes)

>Also, you'll have to stick MSX's PLAYPAL into 'filter/game-doom', but you probably already knew about that.
I had absolutely no idea.
>Also also, if you want Strife compatibility, keep in mind that MSX's blood replacement makes use of a state that Strife's blood uses, so the blood splats that appear when a bleeding enemy is shot in Strife will appear much larger.
That's also really useful info. Thanks anon.

>> No.3886972

To simply scale you just press S with a bone selected and you resize it at will.

Now to make them look fat you may need use the Displacement modifier in certain bones to make the vertices they have influence shape more like a sphere creating that effect.

Ah i got it, makes perfect sense here.

>> No.3886990

Hi guys, I need a tiny bit of MODELDEF help because the ZDoom Wiki hasn't been updated in ages.

There is a flag that makes a model always face the player, no matter what. I remember that the DS-Models pack used it for the spheres. I looked everywhere on the modeldef page, however it still hasn't been added after so many years.

Could someone please tell me what flag it is? Thank you!

>> No.3886997

Oh hey cool, thanks anon.

>> No.3887000

Wait, why use a model then?

>> No.3887009

I want to experiment with combining it with other flags and whatnot.

>> No.3887013

Only thing I can think of is +FORCEXYBILLBOARD in decorate, but I've never tried it with a model.

>> No.3887027

"ALIGNANGLE" is what you look for, though this was Skulltag exclusive feature AFAIK, it does nothing in GZDoom and Zandronum, i didn't test recently but that gets ignored in those Source Ports IIRC.

>> No.3887035


I tried to use it in Zandronum 2.1.2 to see if it's still supported, and it works well! Thank you very much! :)

>> No.3887048

If Doom is so great, why does everyone turn it into things that aren't Doom?

>> No.3887049

maybe because it's relatively easy to do? At least more so than other game engines?

>> No.3887082

because its fun

>> No.3887119

Experimenting is fun

>> No.3887127

The opening of Brutal Doom 64 with Johnny Doom is a fascinating experience.


>> No.3887130

>Experimenting is fun
In doom just as at summer camp

>> No.3887143

Fucking Dinosaur Doom

>> No.3887147

not everyone does. fortunately, the community is large enough to cater to all tastes

>> No.3887153



>> No.3887157

doesn't look like freedoom to me?

>> No.3887159

>tfw you plan to make an indie game in GZDoom but somebody talks you into doing engine-dev in Rust (the language) instead

>> No.3887160

how did they manage that? are you just a pushover or what

>> No.3887168

The base game is great, and you can do things to use it as a foundation, either just a basic gameplay mod to try out new things, or if you have the energy for it, making an entirely new game out of it.

>> No.3887171

I also think it would be cool to make a game engine in this language. I just know better than to think this will ever result in a videogame.

I might still fuck off and develop that game idea with GZDOOM, desu. Then the engine would be a separate thing, for the group project.

>> No.3887190

What's your game idea?

>> No.3887195


>> No.3887196

If I've never played any thief games, but love stealth games in general, is Thief Gold the best place to start?

I've played and liked Hitman 2, Contracts and Blood Money, as well as Tenchu, Tenchu 2 and Wrath of Heaven. I've played a little of the first MGS and Splinter Cell and didn't like either of those.

>> No.3887203

..are you serious?

>> No.3887205

Thief is amazing. You'd be hard pressed to find a more atmospheric game than that, or a more interesting setting/mythos for that matter.

>> No.3887206

i'm amazed you even consider he might be.

>> No.3887213
File: 622 KB, 1024x724, primed_for_doom_ii_by_mrbfox-dato6ri.png [View same] [iqdb] [saucenao] [google] [report]


this has to be the cutest shit ever!

>> No.3887216
File: 225 KB, 947x858, tumblr_n222lvg2Ed1sqamcpo1_1280.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3887220

They're by the same guy who's making Memoirs of Magic

>> No.3887225

I'm only asking because if someone was asking about Hitman I'd say skip the first game, just play 2 onwards. I was only wondering if there's any reason to skip the first Thief or if there's any reason to track down the original version rather than Thief Gold.

Thanks though, I'm looking forward to some sneakan and stealan.

>> No.3887230

The only thing you can/should skip is a mission called Thieves Guild in the first game.

>> No.3887261

>Memoirs of Magic
What ever happened to it? Is it ded?

>> No.3887282

What would an Angband TC play like?

>> No.3887306

It's still in full development

>> No.3887316

I couldn't find a hexen thread so I guess I will post this here.
I recently got wrathofcronos1.9 to work cause version 2 was not working at all.
Only thing is now that I can run it I can't select anything in the rpg menu, like i cannot move to select different options.
Also the game wont save so i have to reset resolution, player, colour, ect.

Can somebody help me, is there a working link for 1.8?

>> No.3887318


id be glad if he could remove the watermark from this and his other Metroid doom drawfaggotry

both are great

>using the 1st one on my shitter background

>> No.3887354

why does this look like porn

>> No.3887356

i want to fuck the imp

>> No.3887360

i want to pet the cacodemon

>> No.3887362


>> No.3887363

>skimpy underwear
>twink design
it's borderline cheesecake.

>> No.3887365

Minor update on the Win32/Fuery.B Trojan for Ultimate Blood, if anyone is interested. I tried scanning it with the most up to date Microsoft Security Essentials and now it says Blood Chronicles Volume 1 and 2.exe and Blood Chronicles Volume 1 and 2.lnk have tested positive.

>> No.3887368


it's the pentagram-emblazoned banana hammock isn't it

>> No.3887391
File: 178 KB, 1280x720, age restrictions.jpg [View same] [iqdb] [saucenao] [google] [report]

demons are pure you sick fuck

>> No.3887397

>tfw no cute twink baron bf

>> No.3887402

>UAC Vinur Prime Research Base
>pick up blue keycard
>entire giant hanger fills with imps and pinkies who start having a massive fight with each other
>using ketchup so random explosions of blood erupt from the crowd
Is this what slaughtermaps are usually like? Because that was really entertaining.

>> No.3887404

Barons have weird legs and you have shit taste.

Lord Blaz is mai hasubandu.

>> No.3887408

Can someone help me?

>> No.3887410

glad i wasn't the only one who thought so

>> No.3887414

>shit taste

>> No.3887418
File: 109 KB, 450x520, tumblr_inline_nsiajduQy31tvslpp_500[1].png [View same] [iqdb] [saucenao] [google] [report]

>Lord Blaz is mai hasubandu.

He has eyes for another.

>> No.3887426

I want to hug the imp and go on cute dinner-dates with him.

>> No.3887428

isn't he canonically asexual, or at least so repressed by "chivalry" that he doesn't even think about that kind of thing, even when women are throwing themselves at him?

>> No.3887431

Whaddya expect from a thread made by a /doom/ hater?

>> No.3887443

Even if that were the case, BJ had to come from somewhere.

>> No.3887447
File: 63 KB, 948x535, U-Blaz.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh I'll win him over.

>> No.3887449

Not really, Legit Slaughtermaps needs that amount of imps and pinkies in the same ground as you are WHILE there's a wall with the top of it having 300 Revenants then there's other wall opening and throws you 200 Cacodemons, and in the far plane you will find some structure in a pyramid shape which serves to make 40 Cyberdemons as turrets and finally after you beat this all, when you press the first switch you find after all the slaughter, 10 sectors of 1024x1024 will raise having 200 Barons and Hell Knights on it, and that wall with Revenants now have 400 Mancubus and Arachnotrons, the wall which the Cacos came opens a second time throwing pain elementals and the map finally spawns 50 Arch-Viles to resurrect everyone you killed previously.

>> No.3887453
File: 1.61 MB, 1280x1024, Screenshot_Doom_20170327_193004.png [View same] [iqdb] [saucenao] [google] [report]

Cool, thanks. Time for some variance.

>Demons are pure


Got the room modified again (see upper left) with it's timers and crushers rigged up. Will need to rig the turret-things to fire independently and only when you're near them so they don't kill themselves, and also need to make the central Sloppys' texture stretch up and down when they move, I also need to rig up the turrets to raise the central walkways when killed.

I have a script that operates the stretch textures on a Switch Platform-Lower-Wait-Raise basis, but I need to have it converted to a Floor+Ceiling Waggle function so I can attach it to the sloppy.

>> No.3887458

your taste palette has a tinge of feces in it.

>> No.3887464
File: 25 KB, 200x200, baron.gif [View same] [iqdb] [saucenao] [google] [report]

>he doesnt want the 10 inch baron dick

>> No.3887471

Well I want to fucking die

cheer me up with nihilism and cute shit and cute nihilistic shit

>> No.3887474

As you can see he doesn't even have one. Also their legs are still stupid and they look silly.

>> No.3887478
File: 197 KB, 1280x1024, current.png [View same] [iqdb] [saucenao] [google] [report]

Oh, right. I used the actual room instead for the screenshot.

>> No.3887479

are you me?

>> No.3887480

They're SUPPOSED to be backwards. They're GOAT demons.

Also looks like they're wearing pants due to the matted fur.

>> No.3887486

>They're SUPPOSED to be backwards. They're GOAT demons.
Goats don't have fucking "backward legs" missing a whole joint, they're just ungulates.

>> No.3887493

I used to think they were wearing brown pants

>> No.3887494
File: 27 KB, 236x360, tumblr_inline_o6mz3fw1rK1tgsjao_500.gif [View same] [iqdb] [saucenao] [google] [report]

>what is a sheath
also don't talk bad about my demon boyfriend's fuzzy legs

>> No.3887501

are your boyfriends legs muscular hydrostats? because they're (only one of them really) bending at the middle of his "thighs" in that animation

>> No.3887505

>missing a whole joint
I don't think that's the case. they're just /fit/ like that.

>> No.3887510

Is it a fist?

Or a Keyhole, perhaps?

>> No.3887523

Which part?

>> No.3887527

He means the outline of the whole map ya dingus

>> No.3887528

for digitigrade legs, the knee is in the middle of the "thigh" while the "calve" is the foot, with the hoof being the toes

>> No.3887531

actually I meant ungulates, not digitigrades

>> No.3887586

Ah. I'm liable to patch up the lines once everything's sketched out. I should have the vast majority of it ready by the deadline; but it probably won't be done/touched up yet.

It's not really any aimed shape or outline. If you look at the skybox and it's sector, I was attempting to make it seam into the play sector a bit there but the connection to the larger building in the backround was problematic and the smallest I could make it.

The idea had been posted countless times in the thread; it was sort of started near the deadline of mapping stage 1. Somebody else modified the initial areas, modifying them from mine; I built upon the rest. Many people in the joy of mapping discord and this thread helped me figure out some things and made some things to help contribute that i have asked for.

It's the concept of "UAC does it's usual teleporter bullshit and it goes awry again" bit, with the idea however of this being a "anomaly" map. UAC is researching hell's various zany bullshit maneuvers (flesh growth on everything, non-elucydian geometry, antigravity bullshit, some of the powerups, etc.) however as par usual, hell has none of that shit. There's a secret involving a splinter of hell breaking off and aiding the UAC specifically because these demons don't want to be slaughtered by YOU. There's a bit of a infested medbay/techlab replete with the rugdemon and other fleshbeasts a major computer/tech area involving crystals and the plasma rifle/bfg that had hell impact it too, with the implication of being where such things are researched and built, charging them and so-forth. Hell assaults with a sort of anomaly similar to one in the original e1m8, but replete with some sort of cybernetic abomination. This turns out to be the frontal force for something bigger to come, which would be the icon of sin fight that also hides monsters inside of walls/textures and also using these targeting mapspots, plus the keens, to make a massive, destructible boss (1/?)

>> No.3887597

(2/2) These mapspots would also be used in another area in the map for the goat hierarchy tree along with the cybernetic whatsits to make an area where it appeared to be constructing a cyberdemon (Optimally, this would also include some textures/actors? Not skilled enough for this yet), and also one for the spider mastermind and it's kin. There are a metric fuckton of inspirational queues from other doom maps.

>> No.3887605
File: 94 KB, 500x360, tumblr_n5i7mbz8SE1t1fkc4o1_500.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3887607
File: 692 KB, 1280x1024, 1.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3887612
File: 410 KB, 1280x1024, 2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3887618 [DELETED] 
File: 439 KB, 640x360, heh.gif [View same] [iqdb] [saucenao] [google] [report]

>baron-kun will never let you gently massage his hooves as he bleats softly
>his steaming breath moisturizing the walls surrounding the entire sector, his heartbeat audibly slowing down, occasionally letting out some slight blissful groans and guttural noises throughout
>you will never incredulously seize his strong, furry calves in your hands, creeping about with your palms, feeling up his rough veins and the occasional warts on his skin, all the way to his battle scars among scorched skin tissue
>slowly but surely making your way towards his massive, thick thighs, and up to his dark, musky, ludicrously bushy groin

>just as he gets hit by an imp fireball on the back
>instantly turns around to wreck his shit
>your gasp wakes up a nearby cyberdemon
>partial invisibility wears off
>realize this is Hideous Destructor
>you're in Mutiny.wad

>> No.3887623

Just make sure to add in more pistol ammo drops. That was my biggest annoyance with the mod, never had any ammo for the damn pistol.

>> No.3887627

Very Cute but slightly suggestive with a little bit of lewd mixed in-Doom when?

>> No.3887639

>for digitigrade legs, the knee is in the middle of the "thigh"
No it's not. For an ungulate the thigh is the thigh and the calf is the calf just like on a human. They have elongated metacarpals and walk "on their toes" however.

The Heretic minotaur has legs that make sense as opposed to the Baron and Cyberdemon.

>> No.3887653

>Just make sure to add in more pistol ammo drops
I'm going with either pistol-wielding enemies or having some of them randomly drop pistol clips on death (or have some "officer" type dude be guaranteed to drop them).

>That was my biggest annoyance with the mod, never had any ammo for the damn pistol.
Agreed - I also would have liked for the pistol to be a bit more useful. In my addon it's a guaranteed instant kill against weak humanoids and has an inaccurate three-round burst to use as a poor man's shotgun. With nearly instant weapon changing, it's also viable to switch to it instead of reloading whatever you were using before to finish of an enemy.

>> No.3887659

>There's a fucking wall of revenants under the floor
>There's only one archvile in the entire bunch
>Instead of killing you, they turn you into a monster closet.

>> No.3887670


Awesome dude, I'm getting stoked now. MSX didn't deserve to die like it did.

>> No.3887680
File: 101 KB, 650x668, 1290836849.tydrian_digitigrade1.jpg [View same] [iqdb] [saucenao] [google] [report]


inb4 "ew furry"
Its relevant, shut up.

>> No.3887690

ew furry

in all seriousness, that is pretty neato, speaking as an art student whos struggling with anatomy and just in terms of anatomy in general

>> No.3887713

check out a now defunct blog called "anthro anatomica"
it has some some deep insight that will serve you well for biomechanically sensible fantasy creature design in general

>> No.3887714

> In my addon... has an inaccurate three-round burst

Well shit. My retooling of MSX has this too.
Next thing you're going to tell me you made a third more for the chimera that fires a spread of projectiles at a lower fire rate, but overheats faster

>> No.3887715

>what is an ANKLE
furries get it wrong again

>> No.3887719

Also wrong. Look at the sprite. It's a backwards knee. Don't fucking tell me their foot goes up to their thigh.

>> No.3887726


I eagerly await the release of this and Touhou Doom Remake Episode 3.

>> No.3887727

Did anon finish the frog demon?

>> No.3887732
File: 1.52 MB, 635x457, 1481935220088.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3887741

There's some awful gameplay with the pistol.

>Next thing you're going to tell me you made a third more for the chimera that fires a spread of projectiles at a lower fire rate, but overheats faster
Nah, the chimera is retooled as an LMG/medium range burst damage weapon depending on fire mode. Pulse mode shoots projectiles at a moderate fire rate from a large "magazine" that do extra damage against shields, and secondary fire mode is a rail shot that does decreased damage the farther away your target is.

>> No.3887742
File: 52 KB, 197x190, 1488222909403.png [View same] [iqdb] [saucenao] [google] [report]

Where are you guys finding this cute shit.

>> No.3887747

Did you replace the cool looking blue crosshair with a green one? I liked the blue one better.

They're all by porn artists, anon.

>> No.3887748

I think it's from doomchan or something. Some sparkledog looking motherfucker.

>> No.3887749

>have DEMONS FROM HELL in a fucking alien planet
>they're not anatomically correct
>call the navy

>> No.3887750
File: 158 KB, 500x416, tumblr_n5b7auaOtn1t1fkc4o1_500.png [View same] [iqdb] [saucenao] [google] [report]

All me, my friend.
I forget where I found them
The artist has a tumblr which I forgot the name of

>> No.3887752
File: 520 KB, 1080x1101, we serve guts here, sir.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.3887761
File: 33 KB, 320x240, SORRY SIR, DOING MY BEST!.jpg [View same] [iqdb] [saucenao] [google] [report]

This is exactly what I expect the UAC's train of thought is.

>> No.3887768
File: 324 KB, 860x772, tumblr_n4s9g9kdZz1t1fkc4o1_1280.png [View same] [iqdb] [saucenao] [google] [report]


Found the tumblr, yes, its nsfw.

As for these ones and the one I just posted, I'm not entirely sure.

On an unrelated note, I sure do love clicking on pictures of mountains and store fronts ¬_¬

>> No.3887769
File: 43 KB, 169x156, sdfsadf.png [View same] [iqdb] [saucenao] [google] [report]

I'm surrounded by assholes

>> No.3887778

>play duke nukem 3d
>think its alright
>play it again several years later, pistol starting
>its one of the best games ive ever played
really makes me think

>> No.3887779

Are there any midis that have a brutal death metal vibe to them?

>> No.3887781

>Did you replace the cool looking blue crosshair with a green one? I liked the blue one better.
I can make it blue in a second or two, and/or provide options eventually so certain colorblind people can use bright pink or whatever.

MSX uses different crosshairs for all it's weapons and only some of the weapons get spread counters when you fire though. I prefer a simple and unobtrusive for everything (colorwise, blue is a better default though.)

>> No.3887786
File: 103 KB, 922x2978, 1407523440490.gif [View same] [iqdb] [saucenao] [google] [report]

Duke 3D IS one of the best games ever anon.

Shame you can't get the lizard trooper laser pistols

>> No.3887795

there's a lot of stuff in demonsteele's midi jukebox

>> No.3887798


you could even have the crosshair change color when you hover it over shootable actors


I'm not sure if/how you could make it change colors based on properties of the targeted actor, like +FRIENDLY, +NOBLOOD, etc.

>> No.3887805

>Lizard Trooper Laser Pistols

If I remember correctly, DukePlus had them too

>> No.3887820

Midget Samus?

>> No.3887827

Nah that's someone else, though they're likely helping with it.

>> No.3887828
File: 978 KB, 1280x1024, Screenshot_Doom_20170327_215532.png [View same] [iqdb] [saucenao] [google] [report]

Who made that man a gunner?!

>> No.3887840

>Is this what slaughtermaps are usually like? Because that was really entertaining.
Really boring more like, wandering around and waiting for the monster count to stop going up was a snore. Until then it was just let the monsters infight since the area's so gigantic.

>> No.3887845

>you could even have the crosshair change color when you hover it over shootable actors
I don't really see how that'd typically be useful, but yeah it's possible and easy.

>I'm not sure if/how you could make it change colors based on properties of the targeted actor, like +FRIENDLY, +NOBLOOD, etc.
All easily possible as well. Your post gave me an idea - for flavor more than anything else, the scope of the gauss rifle could display bunch of target data for whatever you aim at like health, armor, class name, friend-or-foe ID etc.

>> No.3887857

No, you're surrounded by furries.
Purge the heresy, etc.

>> No.3887862 [DELETED] 
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170323_223812.png [View same] [iqdb] [saucenao] [google] [report]

No anon, the furries ARE INSIDE YOU

>> No.3887864 [DELETED] 

Fuck off, Sarais.

>> No.3887868
File: 169 KB, 900x900, singularitan memes.jpg [View same] [iqdb] [saucenao] [google] [report]

Why didn't anybody tell me that 3D floors are so easy and comfortable to work with? Holy cow.

>> No.3887871

Just finished playing Plutonia.

What next?

Poor S'Arais.
What'd he ever do to you?

>> No.3887876

>arms on the left
Fucking secondaries.

>> No.3887878

>Found the tumblr
>yes, its nsfw

>> No.3887887

Where do we go to play co-op with map makers on their work in progress mods?

Where do we go to play co-op in general?

>> No.3887891

Ask someone in one of the many Doom related discord servers?

>> No.3887894

I don't make an aheago when I'm sleepy. Do you do that?

If you're going to poll us for map choices, why don't you just stream already?

^- That was meant to be a response to this -v

>> No.3887896

I don't know man.

>> No.3887901

Bitch at zandro fuckers to update zandro to latest GZDoom.

>> No.3887906

pls somebody stream ;~;

Mapping, playing modded Doom, anything. Just no Brutalshit though.

>> No.3887909

Plutonia revisited is more consistently good, but Plutonia 2's highs are a lot higher because Gusta is a beast.

>> No.3887913

Wouldn't even mind Brutal if the streamer had a chill voice

>> No.3887918


>> No.3887926

what is Zandro 3.0 at?

anything for GZDoom that 3.0 can run which 2.0 couldn't?

>> No.3887935
File: 1.47 MB, 1716x720, its true.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3887943

why niggas so demanding of someone to stream recently

>> No.3887948


Don't tell me you don't love those new Tche- I mean ARCHVILE sprites. And how about those random chaingunner replacements? Work of genius! But best of all? Coding the ceiling lights to be like monsters so that the lightamp goggles cause the sprites to go inverted.

Truly, this is Doom 64: The Way It Was Meant To Be Played™

>> No.3887983

Would be nice if there was some nanosuit-type sprites out there for MSXGuy, as well as possible allies.

>> No.3888014

Didn't someone here say they were going to be making something in the same vain as Cory Whittle's "Don's Challenge"?

Where can I find more info about this?

>> No.3888049
File: 3 KB, 96x132, 13yhuo6.png [View same] [iqdb] [saucenao] [google] [report]


Closest thing to that was this thing I frankensprited together years ago from some Strife pickups.

>> No.3888071


You could probably hack something together from Strife's rebel sprites; color it black, change the helmet, etc. It'd be easier than starting from scratch.

>> No.3888134
File: 211 KB, 578x694, tumblr_nvh480dAU11u31gr1o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

I don't remember the name either.

>> No.3888139

>put ammo for a weapon thats not even in the episode the ammo's in
what did they mean by this?

>> No.3888140

wow this general's full of literal faggots
so much for being about retro FPS games

>> No.3888147

Whats an example of this? Also, do remember that backpacks give you ammo for every ammo type.

>> No.3888149
File: 38 KB, 245x280, 1368657414825.jpg [View same] [iqdb] [saucenao] [google] [report]


I just wanted talk about Doom.

Not furries talking about how much they want a Baron to fuck them in the ass.

>> No.3888150

second episode of blood, the haunting map has tesla batteries but the tesla gun isnt in that episode

>> No.3888158
File: 80 KB, 712x671, peco.png [View same] [iqdb] [saucenao] [google] [report]

>Learn lesson from using that Shambler crop
>Skip out on being OP for this one time
>Different OP starts with cheesecake and collectively shits itself

For fuck's sake.

>> No.3888164

I never knew that. Cool.

>> No.3888169

does it make a difference for you, DKG?

>> No.3888174

go away

>> No.3888176

literally who
i don't care who your boogeyman is keep your faggotry in /trash/ not the FPS thread

>> No.3888180

thats a suspiciously sore response

>> No.3888181 [DELETED] 

That guy's Animal Crossing porn is amazing.

>> No.3888184


This. Please.

>> No.3888197

What are the best mapsets of the 2010's that arent too hard?

>> No.3888219

I liked Bloodstain a lot.

>> No.3888232

did you seriously see the OP and expect people not to talk about it

>> No.3888236 [DELETED] 

Boo fucking hoo, go back to your christian imageboard, cuck.

>> No.3888240

and you go back to u18chan

>> No.3888261


Not even a little bit of heterosexual porn.

I didnt expect that.

>> No.3888271

I felt the author of bloodstained couldn't into monster placements. Doesn't really show much thought, and can get a bit cramped on UV.

>> No.3888279

remember, it isn't gay if its solo.

>> No.3888280


shit, mean bloodstain.

>> No.3888282

The mapset is set up in such a way that you're meant to run for cover from fire, which isn't how most people play I think.

>> No.3888284

Problem is, some maps have monsters in multiple directions, so you can't even do that at times.

>> No.3888290

I managed just fine, do you run from cover to cover too?

>> No.3888306

My point was that some maps have no cover.

>> No.3888317

>Waiting for Final Doomer 2.0
>Waiting for D4T 3.0
>Waiting for Q BETA7
Don't want to start anything if these could come out any day now

>> No.3888318


Eh. I didn't like bloodstain personally. Unless I'm playing on skill 2 or 3 (depending on map), It punishes run n gun play very harshly, forcing me to take a much slower cover based playstyle, which gets very boring fast.

>> No.3888321

just me or does sam hayden's robot face look like a gamer mouse

>> No.3888324
File: 476 KB, 699x529, mpeealw4ug1s1v6bdo8.png [View same] [iqdb] [saucenao] [google] [report]

new dev diary for brutal doom v21


- no longer zandro 2.1 compatible, now needs 3.0
- script which detects what map is being played and modifies it by spawning more actors and "pretty" effects. this is begging to break in so goddamn many ways.
- can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps.
- flashlight for all weapons. not even a good flashlight. the "gldef on a bulletpuff" style flashlight.
- rocket launcher now has backblast. wow, an actually cool feature. gj.
- script detects when many barrels are exploding and spawns more explosions. enough and they kill the player. so basically barrels o' fun is now impossible.
- hud now has an obnoxious timer telling you how much time is left on a powerup.
- purist mode is now able to use kicks, taunts, and grenades. just in case purist mode was any more of a laughable afterthought.
- no reloading option is in. handled in the stupidest fucking way. you give an inventory item via console and the magazines refill instantly. ??????????????
- plans on remaking psx doom levels. OH BOY, IN CASE BRUTAL DOOM 64 WASN'T ENOUGH QUALITY

>> No.3888326
File: 239 KB, 500x472, 1369792033290.png [View same] [iqdb] [saucenao] [google] [report]

>purist mode is now able to use kicks, taunts, and grenades.

>> No.3888328

>purist mode is now able to use kicks, taunts, and grenades.

>> No.3888329
File: 27 KB, 356x200, 200_s.gif [View same] [iqdb] [saucenao] [google] [report]

>purist mode is now able to use kicks, taunts, and grenades.

>> No.3888330

>purist mode is now able to use kicks, taunts, and grenades.

Then it's not a fucking purist mode, is it?

>> No.3888335

>can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps
Fucking autistic huemonkey

>> No.3888336
File: 6 KB, 380x210, 1459982256041.png [View same] [iqdb] [saucenao] [google] [report]

>purist mode can taunt, kick, and throw grenades
>Mark forgets what the term purist means

>> No.3888338

>Sam Hayden
I know it's supposed to be S Hayden, but I wonder if Sam Hayden was also on purpose, to go with Samhain. It'd fit, since Samhain is when it was easiest to move from otherworld to the real world.
>- script which detects what map is being played and modifies it by spawning more actors and "pretty" effects. this is begging to break in so goddamn many ways.
>- can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps.
Thankfully you can disable these, so as dumb as it is, it shouldn't get in the way.

>> No.3888343

>script which detects what map is being played and modifies it by spawning more actors and "pretty" effects.
The only way I can think of this being done in Zandro 3.0-tech is by reading the map's lumpname, which...yeah, is begging to break in so many fucking ways.
Isn't Brutal Hell on Earth supposed to be a redo of the Doom campaign, to where he bragged would be better than the iwad maps? Just fucking work on that instead.

This is just a feature for the sake of having a feature.

>purist mode is now able to use kicks, taunts, and grenades.

>> No.3888354


>> No.3888357

does he know the difference between 1 and L yet?

>> No.3888367

(old school style fan here)

>> No.3888371

he knows about it and has fixed it but doesn't want to put out a whole new release just for fixing one thing

>> No.3888376

from a former threadmaker, i thought you were doing a great job

>> No.3888437
File: 962 KB, 1280x1024, Screenshot_Doom_20170328_050250.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3888453 [DELETED] 

>/vg/ communities are commonly stagnated.

And this general isn't? It's the same circlejerk over and over.

>> No.3888458

Sam Hyde did UAC

>> No.3888462

except we also develop wads

>> No.3888463
File: 292 KB, 478x478, 1447721228365.png [View same] [iqdb] [saucenao] [google] [report]

yeah, I don't see people occassionally commuting to send feedback on modding, posting progress screenshots of ongoing projects, or having continuous discussion on popular doom mods and maps on a regular basis. nope, none of that.

we live in a permanent state of depression over not being half as good and productive as those epic console war threads.

>> No.3888469

it's true, i only post about unpopular wads

>> No.3888472 [DELETED] 

I wanna fuck that cyberdemon's boipussy

>> No.3888473

> cyberdemon

>> No.3888475
File: 176 KB, 1920x1080, Screenshot_Doom_20170228_220845.png [View same] [iqdb] [saucenao] [google] [report]

I don't have as much time these days but I still like to play Doom once in awhile, even if I always go back to the same wads and servers.

>> No.3888480

>I don't have as much time these days
sorry to hear it. something bad happen?

>> No.3888482

WEW saved

>> No.3888485

babe saved

>> No.3888486

its clearly a pinkie faggot

>> No.3888487
File: 249 KB, 480x270, bdv21statbar.png [View same] [iqdb] [saucenao] [google] [report]

>hud now has an obnoxious timer telling you how much time is left on a powerup.
You're not bothered by the weapon slots having clip ammo plastered over them for no reason and the widescreen-only grenade counter?

>> No.3888491

to be quite honest, i actually went to the fridge partway through the video and picked up a beer while it was playing, so i missed that part

perhaps for the best, because that's quad tarded

>> No.3888493
File: 771 KB, 640x320, Pfffhahaha.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3888502

>hud now has an obnoxious timer telling you how much time is left on a powerup

that actually sounds useful, esp. for invulnerabilities in the typical places they're found in harder maps, when you need to plan your movements carefully, achieve certain goals, and be in the right place when it runs out. it would help to not have to mentally count down from 30 as it distracts from concentrating fully on the fight.

presumably by "obnoxious" you mean it looks ugly, since i haven't seen screenshots, but the feature itself sounds beneficial, as explained. perhaps source ports could be persuaded to implement it.

>> No.3888504

lol that does look pretty bad. lets hope its just a temporary placeholder to demonstrate the feature, not final.

>> No.3888514

that is fucking great

>> No.3888536

>31 arms
and he's still unable to hold his spaghetti.

>> No.3888537
File: 342 KB, 640x768, ZanieonWTFPC.jpg [View same] [iqdb] [saucenao] [google] [report]

>flashlight for all weapons. not even a good flashlight. the "gldef on a bulletpuff" style flashlight.

Why this hurt me so much as if i hit a toe in a wall? This is so GoldSrc or Descent 3 and nobody uses that type of Flashlight in any mod anymore.

>> No.3888540

it's a painfully simple system to implement

in fact, I wouldn't really be surprised at all to find out he had 'borrowed' code for it from another mod like he did for thousands of other features in BD

thing is, it looks incredibly shitty the way mark implemented it

>> No.3888542
File: 2 KB, 342x282, Keys.png [View same] [iqdb] [saucenao] [google] [report]

I made keys for space hunter.

>> No.3888546

the reds don't contrast enough
the right is teal and purple

>> No.3888549
File: 5 KB, 342x282, colorblindness is a bitch still.png [View same] [iqdb] [saucenao] [google] [report]

I got some help and it's better now

>> No.3888550

much better

>> No.3888551

very nice

>> No.3888556

Great suggestions. Thanks!

>> No.3888562
File: 451 KB, 1600x900, Screenshot_Doom_20170328_054653.png [View same] [iqdb] [saucenao] [google] [report]

This is pretty much a complete HUD, you guys think this is fine? I don't want to make shit feel too cluttered or anything.

>> No.3888563

I hope ZZYZX does DoomBuilderGL sooner rather than later. The name "GZDoomBuilder-Bugfix" is driving me even more nuts than "GZDoomBuilder" already did.

>> No.3888564


>> No.3888567


>> No.3888614

other than energy being 1 pixel off of the keys and health i think it is fine

>> No.3888617


>> No.3888623


>> No.3888627

...2017 Final Build (Copy (2))

>> No.3888638 [DELETED] 
File: 351 KB, 1200x900, 1440715656120.jpg [View same] [iqdb] [saucenao] [google] [report]

>some dumb tripfag said it was ok four years ago so it's allowed

>> No.3888643

I really like the outdoor environments from the original Doom, grass and trees and rock and so on. I think I'll make a map that mostly takes place on grass outside, some streams, rocks, small caves, etc.

>> No.3888646
File: 94 KB, 340x443, MoarLandscape.jpg [View same] [iqdb] [saucenao] [google] [report]

Just don't end by doing something like...

>> No.3888649

I think that looks quite nice. This would also be my first real map, so it'll be pretty bad anyway.

>> No.3888705
File: 144 KB, 640x480, Caleb Blood.png [View same] [iqdb] [saucenao] [google] [report]

>playing through some of the upcoming qump maps to test them

holy shit you guys are in for a TREAT!

>> No.3888724

Oh shit I forgot QUMP was even a thing.

>> No.3888749

I used to play this certain weapon mod frequently until my computer was formatted and I didn't make a backup.

I remember it was your generic weapons mod: the weapons were well made, and there was a good amount of them, at least 5 per slot. The weapon/items that gave the mod it's unique feeling were four "Elemental Rings": you could pick them up and use them as weapons singularly. Each ring could fire a stream of projectiles in a single line and, if you had all four rings and used the Secondary Fire of one of the rings, all of the four would merge into a single one, that could fire 4 streams of projectiles at same time.

The mod had also a flame thrower, a few BFG-style weapons, a blood orb, a few magic wand-style weapons, and if I'm not wrong, the ZIP had a secondary WAD along this mod, which was for monster replacement.

Anyone have any idea of what mod is that? I can't find it anywhere.

>> No.3888787

Would be a lot better if the guy decided to agree to nerf shotgunner damage. His excuse that it does the same damage as in Quake doesn't work, because you could easily dodge most of the damage there. Not so much with the hitscan system in Doom.

Also would be really good if he would buff the Laser Rifle damage a bit, because right now it is just a Quake 2 blaster that actually uses precious cell ammo.

>> No.3888802

More Quake around here is always a good thing.

>> No.3888812
File: 445 KB, 640x960, vortex2-2016_10_19_19_41_10_661.png [View same] [iqdb] [saucenao] [google] [report]

I unironically like that style of flashlight, welp.

>> No.3888825
File: 964 B, 39x137, doomskullssmall.png [View same] [iqdb] [saucenao] [google] [report]

> I don't want to make shit feel too cluttered or anything.
Well the keys and skulls are huge, take up necessary space and are squished over each other, they could be smaller.

>> No.3888841

What does mark think of project brutality?

>> No.3888845

every map I make always has big outdoors parts because those are my favorite too.

>> No.3888873

but they look cool

>> No.3888917


they both share the same size
though the doomguy is 2,10m while sammy is 2,00m

>> No.3888918
File: 439 B, 84x48, spacehunterkeyshrink.png [View same] [iqdb] [saucenao] [google] [report]

I was thinking of something like this. (I am not Kegan)

>> No.3888925

>tfw had a dream about receiving a cacoward
>whole ceremony was happening in a doom level
>mine was for assistance in some bigger project
>suddenly thousands of insect appear
>crowd tries to kill them with rockets
>bugs keep resurrecting
>everyone starts to running away
>i stare at a huge obelisk in the center
>it now my name on it

>> No.3888943
File: 38 KB, 1078x794, 1465694680538.png [View same] [iqdb] [saucenao] [google] [report]

Here's that (You) you asked for

>> No.3888959

>update to the latest version of GZDoom
>now it crashes every other time I try to save
Weird. It plays fine, it just freaks out every other time I hit "save".

>> No.3888992

>Descent 3
But that's good nostalgia though

>> No.3889116

Sounds like a thrilling map idea.

>> No.3889126

Sounds like a premonition.
Make sure to playtest your map.

>> No.3889130


I had the thought of making a CACOWARDS ceremony map once too.

>> No.3889143
File: 88 KB, 644x332, ShitshitshitDowngradeAgainPls.jpg [View same] [iqdb] [saucenao] [google] [report]

Lemme speak the truth about Doom in the last 10 years, this is not going nice and even simple limit removing maps are getting way too much detail.

>> No.3889152

Imagine 20 people online using flashlights with 30 or so dynamic lights.

>> No.3889154

but they look so nice tho

>> No.3889162

why would you need 30
you could cut it down to like 10 and it would still look fine

>> No.3889169

play mano laikas

>> No.3889171

Well they ARE professionals.

>> No.3889225
File: 996 KB, 1911x1075, tasteless filters for tasteless maps.jpg [View same] [iqdb] [saucenao] [google] [report]


What are the most ornate Doom maps? Like the modern equivalent to Gothic99.

>> No.3889226

wtf is ultimate doom 2007

>> No.3889229

Has anyone ever ported the Marathon textures into Doom? I would love to work with them.

>> No.3889235

Putrefier by ed_c

>> No.3889271

>What are the most ornate Doom maps?
Everything Tormentor667 has made in his career, no jokes, he even assumed the meme of "Needs more detail" which is something i liked on him despite me not agreeing that overdetailing is a nice thing.

Knee-Deep In Zdoom, a.k.a Ultimate Doom detailed at super crack levels with you getting lost in E1M1 while Shooting Stars plays on background.

>> No.3889286


That looks neat.

>> No.3889290


>> No.3889291


So you fucking clientside it.

>> No.3889349
File: 714 KB, 574x422, Video games are the work of the devil.webm [View same] [iqdb] [saucenao] [google] [report]

Can Blake Stone run in gzdoom or a wolfenstein source port?

>> No.3889361



>> No.3889362

implying anyone liked KDiZD

>> No.3889372
File: 65 KB, 823x617, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Any idea why music isn't working for me? I'm using Quakespasm

>> No.3889375

what game is in that webm?

>> No.3889393
File: 1.34 MB, 1900x1792, kdizd.jpg [View same] [iqdb] [saucenao] [google] [report]


Knee-Deep in ZDoom was exactly the over-the-top detail wad I was looking for. New enemies are a bit shit, though.

>> No.3889402

KDIZD looked nice but it played like complete ass

I miss that over detailed style.

>> No.3889413

the AM is armor. but holy shit I think you're right. I thought I lined that shit up right

>> No.3889417

This is excellent. Gonna use these

>> No.3889429

That's exactly what happens every time, actually. We return to our homeland to revisit the obelisk, risking our lives against the space bug menace that drove us off our planet.

>> No.3889434

>Can it run in GZDoom
>Can it run in a Wolfenstein Source Port
Not yet.. ECWolf will soon have BStone support.
In the meantime, however, Blake Stone has it's own source port
It gets a little uppity when running custom levels though

>> No.3889436

It's not a real game, just an animation some dude on Twitter made

>> No.3889535
File: 90 KB, 957x621, 1490572849371.jpg [View same] [iqdb] [saucenao] [google] [report]

>secret is required to progress

>> No.3889539

Make sure the option "External Music" in the in-game options menu is set to On. You have to load a new map or restart QS for the option to take effect.

>> No.3889546

wait nevermind I think the music actually is working, I just thought it would start with the first track on level 1 but I guess not

>> No.3889550
File: 5 KB, 197x174, 1489601581037.jpg [View same] [iqdb] [saucenao] [google] [report]

>find a secret
>it's full of murderous fuckers
>the reward is one box of bullets

>> No.3889554

>things that never happen
You're making that up. Post the map you found that in.

>> No.3889565

mein leben
mein leben
mein leben

>> No.3889571
File: 519 KB, 500x715, AAA.gif [View same] [iqdb] [saucenao] [google] [report]

>somehow get lost for like 10 minutes
>finally think you found out how to progress
>"You found a secret area!"

>> No.3889583

you know you can press Tab and it'll show you a picture of the map layout you've explored already? it might be in a horrible shade of light brown, or ugly pink lines, but it's there

>> No.3889584

You underestimate how stupid I am.

>> No.3889585

>hes never played serious sam

>> No.3889586

Goddamn, the shift down in quality between the first quake mission pack and the second is insane.

The first I enjoyed as much as the original, the second was just beyond awful.

>> No.3889595
File: 4 KB, 300x57, image.jpg [View same] [iqdb] [saucenao] [google] [report]

sorry I thought we were talking about Doom.

>> No.3889604

doesnt help with switchunting tho

>> No.3889613

yeah i guess

>> No.3889628

>Find ammo/boost/weapon in a small/medium room
>Pick it up
>Enemies teleport in/walls open up
>End up using up the boost/ammo/weapon

I love Doom, but map tropes like this have made me unreasonably paranoid

>> No.3889750

it's worse when nothing happens and you're left wondering if it's released half a dozen archviles on the other side of the map

>> No.3889754

>Knee-Deep In Zdoom
Alright, I tried it and it's kinda shitty.

>> No.3889817

Is anyone else here having issues with the latest GZDoom update? I keep getting crashes now when either saving or loading.

>> No.3889834

Its early days into the latest update. It'll probably be fixed soon.

>> No.3889837
File: 759 KB, 1280x1024, Screenshot_Doom_20170328_210253.png [View same] [iqdb] [saucenao] [google] [report]

More updates and work on the map.

>> No.3889843

I'm legitimately considering the possibility that doomguy in Hideous Destructor might be autistic

>> No.3889850

What makes you say that?

>> No.3889853

Some of the detail it brings to the table is useful, though.

>> No.3889860

not him but he controls like a barefoot fatfuck walking on gravel

>> No.3889865

Sweet! Don't forgot to credit m- nah it's fine.

>> No.3889868

Gimme a name. I always show gratitude to people who help me

>> No.3889880

I just feel it's a really minor thing but alright. Turret49

>> No.3889881

Done and done, thanks again friend

>> No.3889903
File: 716 KB, 1600x900, Screenshot_Doom_20170328_194024.png [View same] [iqdb] [saucenao] [google] [report]

Eyyyy this looks really nice

>> No.3889906

I like it!

>> No.3889913

Oh right I forgot about the 1:1.2 ratio doom does to sprites, ah well. Looks good with the keys/skulls smaller! They're strangely aligned at the moment but you probably know that.

>> No.3889916

I lined the keys points up with the crease in the skulls, I'm probably gonna leave it like this, though I might move them a few more pixels to the left

>> No.3889930

They're fine against each other. I was referring to how they were horizontally lined up with the EN and AM yeah, also the black border of the skulls is touching the EN's black border. Though the whole black border stuff is a bit wonky due to how it's just an extension of the base sprite (the skulls are 8x8, the border makes them 10x10)

>> No.3889934

it does though
t. guy who got lost in memento mori

>> No.3889941

I'm pretty sure it was either Sunlust or Unholy Realms. There was a secret with two pinkies and a revenant in it, for one box of bullets.

>> No.3889943
File: 34 KB, 473x527, 1396232617190.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3889948

If Barons and Hell Knights are hell nobles, then why is the Cacodemon the one with blue blood?

>> No.3889954

Really explains their feud seen in E2M9.

>> No.3889975

Maybe there used be a Caco-king that the Cyberdemon over threw

>> No.3889981

Does anyone else have sporadic dreams about Doom levels? For at least 10 years or so, I have been dreaming every once in a while about some kind of Doom Level I'm in. They always seem to be badass (though frightening, at times). But that might only be me thinking that about my dreams. If only I kept on mapping for Doom...

On another note, regarding the detailed maps: In my opinion, people tend to forget what made Doom so great: Gameplay, supported by Levels which were pretty ugly, but had style. I miss shooter which do not want to be realistic, but have a idea behind them, culminating in absurd and awesome battles.

>> No.3889984
File: 1.42 MB, 1600x900, Screenshot_Doom_20170327_124006.png [View same] [iqdb] [saucenao] [google] [report]

A girl I'm really into plays this mod all the time and I don't know wtf it is, can anyone help me?

>> No.3889989

Me again. Just wanted to add some examples: Map08, Tricks and Traps was awesome. E4M2 was awesome in its absolutely furious opening. Map13, Downtown and Map15, Industrial Zone are burnt in my memory because they did (in a obscure way) engage my fantasy as a child and teen.

>> No.3889991

> a.k.a Ultimate Doom....
But it was only E1. And Doom didnt get the Ultimate title until E4 was added, so its even more wrong to use Ultimate Doom in this case.

>> No.3889996

Project Brutality with UDV

>> No.3889998

is """"""'she""""""" cute

>> No.3890000
File: 758 KB, 1270x1424, wolfenstein.png [View same] [iqdb] [saucenao] [google] [report]

So is Doomguy a manlet, or is BJ a giant?

>> No.3890006

goddd you do the hell aesthetic so well

>> No.3890008

They made the Wolfenstein maps bigger to better suit Doom's gameplay.
That or hell twisted the levels to make them truly huge, to emphasize the maze designs of Wolf 3D.

>> No.3890013 [DELETED] 

I think so, shes super nice, totally drama free, she is SUPER into Doom, Quake, Hexen...
She is trans though.

>> No.3890015 [DELETED] 
File: 35 KB, 404x404, 1481226142206.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3890018 [DELETED] 


>> No.3890021 [DELETED] 


>She is trans though.

Thread derailed.

>> No.3890025 [DELETED] 

Janitor pls before it gets out of hand.

>> No.3890028 [DELETED] 

and you keep drawing attention to it

i wonder who's in the wrong here

>> No.3890029

This isn't /v/
We're fine

>> No.3890031 [DELETED] 

muh glass masculinity is threatened!! better stop talking about doom

>> No.3890038

Where can I get it? I want to play it so we got shit to talk about, is it multiplayer?

>> No.3890040

>They made the Wolfenstein maps bigger to better suit Doom's gameplay.
Possibly due to the size of the original textures and 1 texture pixel = 1 unit.

>> No.3890045
File: 3 KB, 169x181, 1444251830026.png [View same] [iqdb] [saucenao] [google] [report]

>there are no sound rips for Metroid 2
Well there goes that idea out the window, you guys have any ideas on what I can use for enemy shot sounds for Space Hunter? I was thinking about cheating a little and grabbing some sound effects from another NES game maybe, or do you think I should just use the same gun sounds the player has?

>> No.3890046

>Where can I get it
Google for both names will have it as first results
>Is it multiplayer
Zandronum 3.0 can handle both together, there's servers of it up already on Doomseeker as well so you can download it through that too

>> No.3890047

Perhaps he's a
Doom Babby :^)
Nice quads btw

>> No.3890049
File: 245 KB, 582x1073, Doom Engineer.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3890051

because it's drawn by someone who does gay pokemon and animal crossing porn

>> No.3890054


>reverse image search it
>besides /vr/, the only site that has it is e621
>there are 44 entries for "cacodemon"

>> No.3890058

Yes. We suck cocks.

>> No.3890059

Why does the MBF helper dog have so much god damn health? I'd love to use it as an enemy in a Boom map but 500 health is fucking absurd, especially for a dog.

>> No.3890060
File: 3 KB, 60x60, oHDITVU[1].png [View same] [iqdb] [saucenao] [google] [report]

so apparently *this* particular sprite edit someone made is making people uneasy?

i better stop working on that The Thing TC then, people would lambast me and put me in ten thousand blacklists over it

>> No.3890061
File: 3 KB, 60x60, mN9Mqsm[1].png [View same] [iqdb] [saucenao] [google] [report]


red version because i'm a good ol' stupid fuck that thought both versions were in the same pic

>> No.3890064

Just do it anon.

>> No.3890065

looks neat

>> No.3890073

What is this?

Also don't let people stop you for some shit, especially if it's something that makes no sense

>Zombies exploding into gibs? Meh
>Giant monsters falling apart and coming insideout when dead? Feh
>Doomguy's hudface explodes when gibbed? Yawn
>Mortal Kombat X? What's that

Fuck them

>> No.3890084

How do you achieve this volumetric lighting? Is there some kind of translucent middle texture there? Is it a special linedef or is there just an alpha layer on the texture? That's pretty cool and I want to try to achieve the same effect.

This looks like Complex Doom with.... some kind of HUD? I dunno. When you figure it out, tell us.

>the rest of the thread is on-topic talking about videogames and goodposting
>you do this shit

/pol/, ladies and gentlemen. Not even once.

>> No.3890093

The Hell on Earth Starter Pack is pretty detailed. Yeah, I know,
>Brutal Doom
and all that, but you can play the mapset with a different gameplay mod. It's really fucking good with Trailblazer and DRLA monsters. Some anon in this thread told me to try that, and it's fun.

>> No.3890097

I'm so glad the Doom community hasn't fallen for the "modpack" meme.

>> No.3890102

Like what Minecraft does?

>> No.3890104


As much as it hurts to say, age comes into play on this one.

>> No.3890106

I'm dumb, what's a modpack?

>> No.3890109

Is Frankenspriting acceptable or is it considered lazy / amateurish?

>> No.3890112

The only communities that fall for the modpack meme exclusively is heavily server based multiplayer games that require the users to install the mods on their own first; i.e. where it's kind of needed

>> No.3890120

In the context of say Minecraft, there are many various pre-configured packs of mods often designed for multiplayer use. More often than not these packs rely on an older version of the game due to Mojang not bothering with a modding API and so modders need to update their shit every time the game does, so said packs use their own launcher to simplify the process.

>> No.3890121

this isn't that huge a deal, but if at all possible different sounds for enemies is best

in co-op, that way you can tell who's involved in a firefight you hear before you see

>> No.3890124


Isn't this credit to Zdoom and shit being awesome rather than falling for a meme?

>> No.3890126

considering how many frankensprited monsters I've seen over the years I have to imagine it's alright

>> No.3890127

I do it all the time, the trick is to make the frankensprites look nice.

That's exactly what I was sweating over, but I'm REALLY straining on NES Metroid sound effects, so the plan was to jack the sounds from Metroid 2, but no one has ever done it so I'm kinda up shit creek right now

>> No.3890129
File: 992 KB, 1600x900, Dem FX.png [View same] [iqdb] [saucenao] [google] [report]

Heres another screenshot a mutual friend sent me.
He doesn't know what its called even though she has mentioned it to him.

>> No.3890132 [DELETED] 
File: 7 KB, 420x420, b36.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3890141

Actually it's wadseeker being awesome.

If you had to manually download the correct version of each individual mod on a server in order to join it, people would probably have to put together Doom modpacks, because otherwise actually joining a Z& server would be a pain in the ass.

>> No.3890145
File: 147 KB, 400x300, 1490752993125.png [View same] [iqdb] [saucenao] [google] [report]

This came out funnier than I hoped.


>> No.3890147

i haven't played in a long time but i'm pretty sure that's project brutality, probably 3.0

>> No.3890149

I tend to prefer detailing thats more about texture usage, architecture, lighting, and color palette over millions of sectors, yeah.

>> No.3890150

I believe it's a dynamic light+Glow that I used.

Why thank you. This is just a small sample; so you ain't seen nothin' yet.

>> No.3890153

Oh, also; there's a FADE being used in conjunction. Those are annoying to set up, but it's what the fog is.

>> No.3890154

Will there be a cvar for the walking sound

>> No.3890156

I thought about it but I've ultimately decided to just not do a walking sound. I'd have to do some fuckery to make sure the sound only plays while the player is moving, and most would probably shut it off

>> No.3890159



Latest revision of the H2H map; so it's likely not going to be done before the deadline. Added a bunch of lighting and shit, as well as trying to get the damned mixed sksnake+tekwall to look good. (There's a reason I'm trying to avoid using tan flesh outside of the quick THE THING refrence; it'll be used later on to indicate friendly shit) plus some differing wagglerigs and all sorts of nonsense.

Requires the Highway 2 Hell base.pk3 and was generally tested in GZDoom.

gibe feedback/suggestions/reccomendations. Feel free to modify it; that's what i understood was going to happen anyway from the rules.

>> No.3890160

forgot to tag you too, what are you doing, rogue linedef?

>> No.3890162

>Requires the Highway 2 Hell base.pk3 and was generally tested in GZDoom.

Where do I get that?

>> No.3890167


Also has the old version of the map because i can't be arsed to pull it out of that pk3.

>> No.3890176

What's the best shit on Realm667?

>> No.3890182

Why do I have to pick and choose WADs? Why can't I just run everything at once?

>> No.3890187

Because there is a good chance a lot of things will clash with eachother.

>> No.3890205

>why can I not just run these two mods which replace E1M1 at the same time?
>why can I not just run these two mods that replace the shotgun with something else at the same time

>> No.3890212

>why can't two entities occupy the same space at the same time causing a telefrag

>> No.3890215

If theres one thing I hate, its tiny little sector details that could've easily been conveyed well enough through a texture or flat.

>> No.3890226

Isn't that playable, though?

>> No.3890231

>Like the modern equivalent to Gothic99.

A modern equivalent wouldn't just be highly detailed, though. It would need to be completely unplayable. Gothic99 very deliberately had no regard for gameplay quality.

>> No.3890281


>> No.3890282

So again, Knee Deep in Z-Doom

>> No.3890284

Thats not unplayable. Just boring.

>> No.3890286
File: 719 KB, 480x320, 1379250122539.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3890292
File: 83 KB, 896x540, thisis.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3890295

I could try streaming something.

Though I hope it's okay if i'm not playing doom, i'm more of a dick kickem man myself.

>> No.3890301

someone needs to use this in a map

like an invasion level or something

or maybe the ending/cast roll screen

>> No.3890318

becvause it's meant to be used as a friendly and help you attack the demons. if it had low health it would die too easily and be useless.

>> No.3890321

>Gothic99 very deliberately had no regard for gameplay quality
i doubt "deliberately"

>> No.3890325

>>3890321 me
i mean what you're implying is that it was a troll wad. this seems unlikely. i think the designer just got carried away, and probably a lack of real gameplay testing before release.

>> No.3890336

Whats the best Random Level Generator?

>> No.3890338

I'd imagine it would have to be Oblige, if only because for the life of me I can't think of anything else except Slige, which Oblige is based on anyway.

>> No.3890347
File: 168 KB, 1000x1000, visualpoop.jpg [View same] [iqdb] [saucenao] [google] [report]

I sure do love my grays and browns

>> No.3890358

To be fair, they look pretty nice with orange stuff mixed in.

>> No.3890368
File: 50 KB, 640x480, 134647534.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of loving a certain sound.. (also I love that "blat" NES sound too)

>> No.3890369

Welcome to Stroggos

>> No.3890371

Funny enough I'm using Descent into Cerberon as it's placeholder BGM

>> No.3890380

I never said it was a troll wad. What I meant was the point of the wad was solely to make detailed artsy maps and nothing else.

>> No.3890402

that's still an assumption. you're still assuming the author didn't intend for his maps to be played, just to be looked at, which i think is likely incorrect.

>> No.3890408

Oh shit did you get the splatter kill sound from Turok 2? NICE

>> No.3890429
File: 1.15 MB, 1280x1024, Screenshot_Doom_20170329_045522.png [View same] [iqdb] [saucenao] [google] [report]

You go and kick those dikes.

>> No.3890434
File: 927 KB, 1280x1024, Screenshot_Doom_20170329_045433.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3890437
File: 847 KB, 1280x1024, Screenshot_Doom_20170329_045738.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3890439


>> No.3890440

looks like the mapper was more interested in using zdoom ~*~technology~*~ over making a nice layout

>> No.3890447

Like I said, the fades are a bitch to make look right.

>> No.3890450

that doesn't have anything to do with what i said, but okay

>> No.3890452

I know.
I clearly have my weak points.

>> No.3890461
File: 158 KB, 461x749, current.png [View same] [iqdb] [saucenao] [google] [report]

And yes; the map layout does look like a bunch of cancerous tumor growths coming out of that other guy's map parts

>> No.3890464

I think he was playing Project Brutality and used UMX HUD(I think that's what is called).

>> No.3890475

Yeah, I exported a heap of sounds from an N64 ROM (couldn't find my PC disc), however with Turok 2 EX out now the sounds are a lot easier to obtain.

>> No.3890495

Its not an assumption. Its actually what some of the devs behind it said

>> No.3890497


>> No.3890503

> placeholder descent into cerberon
better make it final

>> No.3890514
File: 753 KB, 800x600, msx_sg01.webm [View same] [iqdb] [saucenao] [google] [report]

Spent an autistic amount of time keeping track of whether a shell is chambered and if there are any remaining in the tube.

Gonna work a bit more on the firing/recoil frames though.

>> No.3890525

please, dont be a scrub

>> No.3890530

oh. wow. i stand corrected. my apologies for quibbling. thanks for the link.

>> No.3890551
File: 35 KB, 640x480, 243257-wolfenstein-3d-macintosh-screenshot-blue-uniformed-ss-soldier.png [View same] [iqdb] [saucenao] [google] [report]

The Doom 2 secret maps, for whatever reason, use the Macintosh versions of the Wolfenstein textures, which are double the resolution. I'm not sure why, seeing as they clearly had the PC assets right there, but whatever!

>> No.3890564

That's retarded. No one has ever used the dog feature, probably because of the fact that it's half as strong as a baron.

>> No.3890570

they're also very small

i've seen helper dogs chew cyberdemons to death, the latter unable to hit its attackers

>> No.3890579

>I'd love to use it as an enemy in a Boom map but 500 health is fucking absurd, especially for a dog.

You can change how much hp it has through dehacked.

>> No.3890581

I'm pretty sure they used the original sprites, or at least I don't remember them being double resolution.

However they definitely have no alternate direction shooting animations, which I noticed only because they can and will infight with each other.

>> No.3890582

I'd say this is all because they wanted the height of the wolf textures used in Doom to be consistant with the rest of the textures, alongside having an entire map of 64 high rooms would feel too claustrophobic in doom.

>> No.3890589

How much in real-world measurements is a doom map unit approximately?

>> No.3890592

Where are D_DOOM, D_EVIL and D_MESSAG?

>> No.3890594

I've always seen 32 units a equating to 1 metre

>> No.3890595

highly up to interpretation. my own is: 32 units is the smallest gap doomguy can squeeze through. i imagine a large man carrying an inordinate amount of ordnance being just about able to get through my front door, which is two feet wide. i thus conjecture 16 units is about a foot.

>> No.3890596

I heard a bit of D_EVIL myself.

>> No.3890603

>5 years of doom
>John Romero on the top 10 mappers
>some of the pictures are of MAP01 Entryway
>a map he had nothing to do with

>> No.3890608

Thanks. Since projectile speed is (I assume) distance traveled every tic, one could almost directly use meters/second stats from real world weapons right?

>> No.3890632

That's nice, but I think I preferred that weapon when it fired flaming shrapnel, as opposed to just being a shotgun.

>> No.3890640

who even worked on which maps in doom 2?

>> No.3890649

Sandy Petersen: 1, 7, 8, 9, 10, 12, 13, 16, 18, 19, 21, 23, 24, 27, 28, 30
American McGee: 2, 3, 4, 5, 6, 7, 14, 22
John Romero: 11, 15, 17, 20, 26, 29
Tom Hall: 10
Shawn Green: 25

>> No.3890659
File: 216 KB, 1000x1000, Underdoom.png [View same] [iqdb] [saucenao] [google] [report]

>not John Romero Flowey

>> No.3890661

That is literally John Romero's severed head as the flower in >>3888134.

Look at it. It's even bleeding.

>> No.3890662
File: 297 KB, 1000x1000, 1- Toriel.png [View same] [iqdb] [saucenao] [google] [report]

oh damn, i thought it was the true child or som e shit

i'll post more underdoom

>> No.3890663
File: 260 KB, 1000x1000, 2- sans..png [View same] [iqdb] [saucenao] [google] [report]


>> No.3890664
File: 365 KB, 1000x1000, 3- PAPYRUS.png [View same] [iqdb] [saucenao] [google] [report]

s'all i got

>> No.3890665 [DELETED] 

? But he is, right there.

>> No.3890667

i thought it was the fallen chid

>> No.3890668

>"On days like these, kids like you...Should be burning in......well here."

>> No.3890672

>you get the cacosans boss fight by befriending everyone
>everyone tries to kill you on sight and pacifist is the hardest route
>the fallen child is John Carmack

>> No.3890675

On the subject of NuDoom monsters in old Doom, are there sprites for the Cyber Mancubus?

Because i wonder if it would be basically a regular Manc but with the metal parts attached to him and maybe a different skin tone since the Revenant was the old one with red bones.

>> No.3890687

It doesn't fire anything at all there, it's just the animation and the states. It will have fancy tracers.

>> No.3890691
File: 4 KB, 84x68, ssxkIaQ.png [View same] [iqdb] [saucenao] [google] [report]

I haven't seen any sprite sets. Just single-frame mock-ups.

>> No.3890695

Looks weird, those parts don't even look like they fit with the monster

>> No.3890701

>Instead of threatening to kill you, he bores you to death by going on a tangent about utilizing quantum mechanics in lighting engines

>> No.3890703

>Let's destroy this world, partner.
>Just who do you think is running this program?

>> No.3890892

> single-frame mock-ups

>> No.3890927

Maybe email that guy who made the Metroid 2 remake a few month ago ? He might have some good sounds.

>> No.3890939


>- no reloading option is in. handled in the stupidest fucking way. you give an inventory item via console and the magazines refill instantly. ??????????????

Odd choice it is kind of wish it was in the CVAR.

>> No.3890943

Sauce on that map

>> No.3890959
File: 92 KB, 1203x180, 1490534799625.jpg [View same] [iqdb] [saucenao] [google] [report]

Check OP Links

>> No.3890970
File: 4 KB, 204x247, 2345542.png [View same] [iqdb] [saucenao] [google] [report]

>american mcgee's the catacombs
>peterson"s chasm

>> No.3891014 [DELETED] 

baron twinks are for ____

>> No.3891034 [DELETED] 
File: 239 KB, 800x600, 1490427267275.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3891035 [DELETED] 

...rejecting in favor of superior imp twinks.

>> No.3891037

Wait what.

>> No.3891041

This man knows what's up.

>> No.3891048

put that time machine away before you hurt yourself

>> No.3891049
File: 948 KB, 200x200, 1490400850950.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3891062

How do I allow a weapon function that shoots several projectiles or hitscans at once to overkill and gib an enemy instead of passing through to whatever is behind it?

>> No.3891074

Time is a myth

>> No.3891079

Would you upload the sky texture? Looks pretty cool.

>> No.3891081

>can also replace entire maps this way, just in case you wanted to randomly skip from a stock iwad map to one of mark's own maps.

It was already able to do this, there are Super Cyberdemon and Super Mastermind e2m8 / e3m8 for Ultimate Doom in the older releases.

>> No.3891086
File: 85 KB, 640x641, avatar234.jpg [View same] [iqdb] [saucenao] [google] [report]

check out this buff dude

>> No.3891090
File: 2.19 MB, 680x521, LUL.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3891095

no seriously i wish i had a physique like that, he must have worked hard between modding sessions

>> No.3891096

I hear you, but man is that pic cheesy as hell

>> No.3891101

wait thats actually him?

>> No.3891103

Is Mark what happens when you mix /vr/ and/fit/?

>> No.3891110




>> No.3891123


Down this path lies madness, friend.

>> No.3891126



>> No.3891142

I'm a fairly mad person.

>> No.3891148
File: 1.02 MB, 1280x1024, Screenshot_Doom_20170329_152916.png [View same] [iqdb] [saucenao] [google] [report]

hurr i'm staring at fucking april.

>> No.3891164

not enough colored lights

>> No.3891173

Reflectiveness looks weird on that gritty metal floor texture

>> No.3891234

Current state of the remade msx pump shotgun compared to the original. I want it to feel quick and crunchy like in F.E.A.R, but I'll give it custom flaming projectiles eventually I think.

Pretty happy with the "new" firing and pumping animations.

>> No.3891261 [DELETED] 
File: 183 KB, 900x866, 855dcf3e5893326856e3e946eab3a345.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3891261,1 [INTERNAL] 


>> No.3891269

>slow repetitive one-cartridge-at-a-time reloading
not a fan.

>> No.3891276
File: 126 KB, 1024x720, C8GpzIJXwBURQoo.jpg [View same] [iqdb] [saucenao] [google] [report]

An episode jam "coming soon". It's a classic Quake episode and looks nice

>> No.3891280

Slightly faster than the original like you can see in the latter part of the vid, and I'm not a good enough spriter to draw a speed loader reload like such:


>> No.3891285

oh well. fair enough.

>> No.3891301

Any good batman .wads other than batman doom?

Any other DC comics related?

>> No.3891315

Vanilla, Quoth or Arcane Dimensions

>> No.3891347
File: 846 KB, 1600x1024, NIYIpOD.png [View same] [iqdb] [saucenao] [google] [report]

Vanilla. I'll paste the original post

ey guys, it's time for another mapjam.

This time we're looking for 6 to 8 mappers, so get in early ^_^

Our target release date will be the 26th of March. But this will be flexible as I want the maps to have a polished quality.

The theme is a vanilla-like episode for quake. In the discussion thread I mentioned a possible map flow of the following:

M1 Base map (as per id convention) ->
M2 polluting into a swamp map ->
M3 entering into a ruins map ->
M4 which enters a lost "lovecraftian" city ->
M5 which has a maze like cultist church ->
M6 that has a boss battle.
Secret map -> whatever really.

If you'd like to change one of the map themes for whatever reason, that is fine, but it must make sense for the "narrative".

Pick a map you'd like to contribute. I'd like to encourage mappers to make their own textures to use alongside the original id textures. I say this because I'd like to have new textures to contribute to the community at the end of the jam.

If you feel like you'd like to use other 3rd party textures then I'm open to this, but please make sure they fit the theme and work alongside the id textures.

Maps will exit to the next map in sequence rather than a hub, so we're looking for scaling difficulty over the course of the episode. Please keep this in mind when choosing your weapon loadout.

Ideally I hope this will be a highly collaborative process. Conceptually, the flow and the feel of the maps should mesh well together. As such I'll be encouraging iterative build processes. Feedback from other mappers should also be shared during this process

>> No.3891351
File: 27 KB, 372x338, batkek.jpg [View same] [iqdb] [saucenao] [google] [report]

>purist mode is now able to use kicks, taunts, and grenades
Well, I guess Project Brutality 3.0 is the way to go for Brutal Doomers. It's basically a straight upgrade at this point.

>> No.3891352

if m1/m2 is some crucial error bullshit i am going to shit a tin house in anger

>> No.3891354

Literally nobody plays Brutal Doom to use purist weapons

If they're really interested in that they'd play BD Lite

>> No.3891363
File: 110 KB, 1920x1080, AD.jpg [View same] [iqdb] [saucenao] [google] [report]

What if it's like Terror fuma?

>> No.3891368

Then I will be considerably happier.

>> No.3891370

>i am going to shit a tin house in anger
i'd like to see that, out of morbid curiosity.

>> No.3891397

isnt 3.0 still in alpha?

>> No.3891425

Is the Doom info .jpg from the sticky up to date well? It lacks Trailblazer, which I liked, for instance. I'm looking for good megawads, maps, and gameplay mods. Where should I look to find them?

>> No.3891430

PB 2.03 and 3.0 has a "traditional" mode that's pretty neato. You can turn off the new enemies/enemy abilities through the options as well, or leave them on for a challenge. No fatalities or reloads so it doesn't break the flow of the gameplay. New weapon sprites as well, along with the BD viscera.
Unlike BD lite or "purist mode" in v21. Which are really just tacked on modes that sgtmkiv threw in to pretend he actually cares about his mod.

>> No.3891434

It's a thing, check out the Project Brutality discord, should be in the pinned messages.

>> No.3891438
File: 1.18 MB, 1280x1024, Screenshot_Doom_20170329_182118.png [View same] [iqdb] [saucenao] [google] [report]

I was looking for a better one that would suit the "infested medbay/techlab" theme for that room.

>> No.3891441

Then you want a dirty/faded pastel, beige or gray linoleum mat texture.

>> No.3891451
File: 70 KB, 540x442, 6AZAo1r2cxcy_540.jpg [View same] [iqdb] [saucenao] [google] [report]

>that shitty sans in the bottom right

>> No.3891457
File: 969 KB, 312x213, e6e.gif [View same] [iqdb] [saucenao] [google] [report]


Purist mode has always confused me.
It was Mark's way of trying to address one of the biggest criticisms of the project, for one aiming to be "doom-plus" or an upgrade to vanilla Doom, it plays remarkably unlike vanilla Doom in all aspects. It plays more like a Doom-themed skin for an unrelated game. Hey, that's what Doom 4 was. I guess they were right, Brutal Doom is what id software would make now!
And for a project, that's perfectly fine, we've had lots of wonderful projects that play absolutely unlike Doom.

But for Mark to address the criticism and try and introduce this class that plays like traditional Doom, not actually make it play like traditional Doom, and then continue to make it deviate more from traditional Doom...
What even is purist class anymore? Why is it there?

Brutal Doom has become a bloated mess of nonsense features, with no aim or goal. It's spinning its wheels, continuing on as Mark's flagship project because he can't do anything else but there's nothing else to really do with it.

>> No.3891458

What's the best way to batch-render sprites from Blender?

>> No.3891463

Most of his sound effects come from Zero Mission though

>> No.3891571
File: 276 KB, 427x600, B69SXNXCYAANpN6.png [View same] [iqdb] [saucenao] [google] [report]

Is there an easy way to clear a translation after I change an actor's color with A_SetTranslation?

>> No.3891572


>> No.3891580

sure gave me a visplane overflow in the humor lobe

>> No.3891607

>Heretic and Hexen fans complain about a lack of Heretic and Hexen maps and mods
>when Strife exists

>> No.3891643

no thanks

>> No.3891645

Thanks, goodbye!

>> No.3891672
File: 1.22 MB, 1280x720, chrome_2017-03-29_19-00-26.png [View same] [iqdb] [saucenao] [google] [report]

What are the best 3D renditions of the original Doom enemies?

>> No.3891678


A difficult question, having to pick the best out of a pile of awful.

>> No.3891679

There are fewer maps and mods for Strife than there are for Hexen or Heretic. I have a feeling you didn't understand the point being made.

>> No.3891689


Strife and Chex Quest have roughly the same amount of completed mods for it.
Which is ironic, when you think about it, since Chex Quest is infinitely easier to mod.

>> No.3891706

Around 1/3rd of the DOOM 2016 bestiary.

>> No.3891720
File: 46 KB, 994x900, federico-spissu-boh4s16.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't see why there's no good models of the monsters
I'd image a good model set would be well received

>> No.3891727

That's a Quake mod, isn't it. That's horrible.

>> No.3891735

OK, Once upon a crap load of time, W95/98 time, I played this shareware game that was made in either the doom engine or something similar, I remember you were moving trough dark levels with a water constantly rising, and you have to find some pumps to drain the level and continue to the next. I cant remember if you actually fought anything... But i remember playing a lot of that game. Anyone know what game I am talking about? I would love to try it again

>> No.3891736

the same reason why there's very few unique, original, and good spritesets for monsters, really.

art is hard.

>> No.3891745

Kinda reminds me of one of the early levels for Marathon 2.

>> No.3891747


Well, many people along all this 6 years requested me to split the monsters from Hunter's Moon to them play with any weapons mod, after denying every time explaining my point i'm actually thinking in do that, at least for the Doom 3 monsters.

>> No.3891751
File: 119 KB, 404x675, current.png [View same] [iqdb] [saucenao] [google] [report]

S'been changed since.

Because everyone keeps making super-realistic demon monsters and that's not right. They're supposed to be slightly cartoonish/exaggerated but still something you'd take as a serious threat.

Case in point; Revenants, Barons, Cacodemons and maybe Pinkies.

>> No.3891756

Those guys at facepunch are doing the SFM models right? I don't know how far they've gotten, but if one wanted nudoom demons, I don't think it would be too hard to take those and digitize them.

>> No.3891769

Can you give us an example of how you are to use the translation?

I'm more busy working on the map >>3891751
itself than worrying about the coloration of the individual marines.

>> No.3891797

I want to make the actor flash a color for a few frames, then change back to their regular color.
What I'm trying to do is recreate the effect an enemy freezing, then unfreezing in Super Metroid.

>> No.3891805
File: 1.48 MB, 575x538, AAAAAAAHHHHHHH.gif [View same] [iqdb] [saucenao] [google] [report]

There aren't any.

>> No.3891818 [DELETED] 

Well, first I'd have to go to a simplistic transition. There IS a built-in "ice" transition in g/zd, however I'm presuming you're speaking of replicating the actual ice effect, In such a case, kegan. I would therefore also reccomend trying to find one of those zandro/skulltag chaps. Some of them run a script that lets them change their player color in a chain of commands/sequences (ae, blue-greenblue-green-redgreen-red, loops). You can therefore likely reverse-engineer from there.

Sorry, I haven't actually put the transition into effect on the map yet; nor am i certain how the transition on scripted-marines actually works.

TL;DR, we should have "SO YOU WANT TO MAP SOME FUCKING DOOM" full o' tips & tricks and how tos./"please stop making garbage maps" guide

>> No.3891823


Well, first I'd have to go to a simplistic transition. There IS a built-in "ice" transition in g/zd, however I'm presuming you're speaking of replicating the actual ice effect, In such a case, kegan. I would therefore also reccomend trying to find one of those zandro/skulltag chaps. Some of them run a script that lets them change their player color in a chain of commands/sequences (ae, blue-greenblue-green-redgreen-red, loops). You can therefore likely reverse-engineer from there.

Sorry, I haven't actually put the transition into effect on the map yet; nor am i certain how the transition on scripted-marines actually works.

Unrelatedly; We should make a "SO YOU WANT TO MAP SOME FUCKING DOOM" full o' tips & tricks and how tos for the clueless beginner to the "even the wizards think this is fucking wizardry"

>> No.3891871
File: 692 KB, 1280x1024, Screenshot_Doom_20170329_215115.png [View same] [iqdb] [saucenao] [google] [report]

Awful secret

>> No.3891882

>along all this 6 years

Hunter's Moon has been in development for a very ling time. Huh.

>> No.3891929

If I remember correctly, the Cyberdemon had a fall over backwards death in the doomsday model pack, complete with a damaged texture with a few bulletholes in it or something.

Anyone got the image of the Zombieman model looking like a fuckin grandma or something?

>> No.3891942

>Try to import textures from shadowcastertex
>They don't even show in the gzd texture picker
What gives?

>> No.3891997
File: 696 KB, 1280x1024, huh.png [View same] [iqdb] [saucenao] [google] [report]

I need suggestions for this theme. (transition from command hub to caves+techbeast)

Alternatively, apply confused rangers.

>> No.3892005

New thread.


>> No.3892006

This is somehow worse than seeing an UE1 map made with grid snapping off.

>> No.3892125


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