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3896236 No.3896236 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3892002

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.3896237


[Highway to Hell] Second phase of mapping over?

[Til 4-17] QUMP mapping deadline currently extended to the 17th of April

=== NEWS ===

[4-1] BTSX Episode 3 beta

[3-31] Kinsie has released MetaDoom 3.2

[3-31] Doom 64 Retribution released; a port of D64 to GZDoom that isn't dogshit

[3-31] Quake Champions beta to begin on April 6th

[3-30] Intermission E2M1 released

[3-25] Poharex: Second Invasion alpha released

[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

=== 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.3896242

I hope you have a good day.

>> No.3896250

I hope I can defeat frieza with my current power level!

>> No.3896253

Would you guys play a game that was essentially XCOM just in the Doom universe? UAC Marines that aren't lucky enough to be Doomguy just barely scraping through encounters against the Hellspawn, shit like that.

>> No.3896256

I totally fucking would. I'd pay full price for it.
I also wouldn't mind a mod that was the other way around. Even if it was an enemies-only gameplay mod.

>> No.3896260

>tfw tarnsman's maps in the fake BTSX E3 could actually be proper maps with a little tweaking.

>> No.3896267


I've dreamed about it more than once.

>> No.3896268

I wonder if a hybrid mod is possible, looking at shit like Doom RPG.

Like a bunch of marine operations in different maps where you have to clear out Hellspawn infestations, and the Marines are all already there getting their asses beat. You deploy Doomguy and he fucks everything up and saves the day.

You could stock up and tweak your loadout at HQ, and XCOM's time and resource management is at play because Doomguy can only be in one place at a time.

Maybe this way too complex for its own good. I don't know how to mod, I'm just wondering out loud. You can steal this idea if you're crazy enough to try, I don't mind.

>> No.3896269
File: 638 KB, 1280x1024, he's your handyman.png [View same] [iqdb] [saucenao] [google] [report]

Yeah. I'd love a XDOOM spinoff as long as it retains classic artstyle.

Unrelated; initial sketching of the ICON OF SIN for my Highway 2 Hell map.

>> No.3896274

The Icon has giant hands?

What's your plan with this fight? How's this going to work? You've got me curious.

>> No.3896279

It's a collossus climb

I plan on mixing map geometry with wallstashed monsters (see the rest of the map) and mapspot turrets and the like. The idea is to make it all destructible in peices and shit. It would also spawn cyberdemons and spider masterminds.

Intend to have liberal use of flesh textures, marble textures, and other things.

>> No.3896280

The closest we have is the original DoomRL fan game. If only the modding support for that was finished before he moved onto Jupiter Hell.

>> No.3896283

Yes that would be lovely. You have to carefully write the lore about the demons so they're neither too cliched nor "they're just aliens lol".

>> No.3896285

Interesting. Hope you pull it off!

>> No.3896287

Will be using mixed CompOHSH6 and marbles for the shell, tech-y stuff for the cybernetics, and the various flesh textures for, well, flesh bits.

Also SP_Face

A revenant might steal your truck in the final version of the map

>> No.3896289

>interrogate Revenant by agitating it

>> No.3896293

>medkits in doom heal you for 25 instead of 20
now I don't want to bring up the Mandela effect bullshit but what the fuck.

>> No.3896295

>Doctor Vahlen with a Berserk Pack
Intimate Surgey

>> No.3896296

Think it was the first few Unreal games that healed you for 20%.

>> No.3896298

"Doctor, you're clear to pet the Cacodemon."

>> No.3896304
File: 79 KB, 670x411, check out all that voodoo magic.png [View same] [iqdb] [saucenao] [google] [report]

Aye. Might not be done in time for the deadline/H2H; but I know it's entirely possible. T'think this is a first map.

There's a whole bunch of Sector-Linedef turrets planned for later on; there's 5 of them in the archvile room but I haven't rigged them up to be independant of eachother and the like, so they're currently just projectile-blocks to make sure that the turrets don't kill their holding keens, and they're currently all set to blow at the same time instead of independently, which isn't the intent. Voodoos are part o' the work.

I don't understand scripting worth a fuck, even after looking at the guides.

Still asking for that vertical Black-Red SKSPINE.

How does one do "set 3d midtex" proper? I did it once by accident and can't seem to replicate it.

Anticipate 3d Floor slope shenanigans somewhere. Now if only I could combine 3d floors and polyobjs, or have vertically rotating polyobjs.

>> No.3896314

i remember your map was explicitly rejected, so worrying about the deadline is a bit of a non-issue at this point

>> No.3896318

It was rejected? (not that guy)

>> No.3896320

yes. when the first deadline came around, he posted it and it was pretty firmly rejected for being trash. then he kind of threw a fit, posted about it on doomworld, blanked the topic, posted it again in another topic, and then...went back to work on it?

>> No.3896321


It was.
He's still working on it though, which is good for him I guess?

>> No.3896325

>Highway 2 Hell
Why can't I find info about that anywhere? I think Term complained about lack of submissions at some point, but he hasn't really advertised it at all. Can't even find the rules for it since it was in an old post in this thread somewhere.

>> No.3896327

it's literally been in the news post ever since it was announced
iirc the complaint was lack of people fixing their maps

>> No.3896330

I think he hasn't really advertised this at all, because he didn't want this project end up like DUMP2 and 3 which took a lot of time to release, because there were so many submissions.

>> No.3896331

>but he hasn't really advertised it at all.
Considering the fucking deathsplosion that DUMP 3 was and the people throwing a fit when it wasn't released in a month?

>> No.3896332

"explicitly rejected"
"threw a fit"
It was rejected at the time and this was an earlier version.

>> No.3896334

thank you for agreeing with me?

>> No.3896335
File: 11 KB, 128x128, poor quality skspinecrimsidian.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of such spines, this is a piss poor quality one

>> No.3896336

I'm not sure what I'm agreeing with.

>> No.3896341

>it's literally been in the news post ever since it was announced
What the fuck I'm blind

>> No.3896353

Or holding it down to stick a usb cord in a slot on it's neck

>> No.3896358

where is this from? Looks familiar.

>> No.3896360

Why is it squished like that? It looks like shit that way and it can't be used as a flat either because it's not 64x64.

>> No.3896380

It was an attempt to get a black and red spine texture. There's the horizontal one, but the vertical one is rather rare and/or part of an animated set.

>> No.3896383

it's fake??? aw

>> No.3896385

>Why is it squished
ingame it would be stretched vertically a bit, 20% taller

>> No.3896394
File: 23 KB, 640x480, 1491045379.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3896406

That still looks pretty squished.

>> No.3896408

Yep. They decided to do an April Fools joke
That said, it might mean E3 actually is coming this year

>> No.3896409

The classic maps available in Doom 4 come across as an extreme afterthought, everything is sloppy here.

>> No.3896412

They still did it better than Shadow Warrior 2013, IMO.

>> No.3896413

That's a frightening thought considering I just fell through the map stepping onto an elevator (after fudging for a long time trying to make the "linedefs" to actually trigger that secret passage)

>> No.3896429

There was an older version of that old skeletal unmaker (De-Maker?) sprite that was animated and shit, was pulsating and the like. Anybody got it?

The weapon's wad in general.

>> No.3896434

I didn't seem to have that while playtesting.

>> No.3896451

SW2013 was really bipolar with its secrets, it had both really easy to find and pretty much impossible ones

>> No.3896474

I just went out of hybernation to ask, is REKKR out yet?

>> No.3896478

It spawns an invisible (because the IWAD isn't loaded) Heretic golem some time after death.

>> No.3896489

Decorators/Zscripters, what is the best way to make time-limited status effects on the player that don't fuck everything up if you leave a map while they're active?

>> No.3896519
File: 488 KB, 1598x902, mape1.jpg [View same] [iqdb] [saucenao] [google] [report]

duke nukem best game

>> No.3896539
File: 174 KB, 800x585, 1366810869340.jpg [View same] [iqdb] [saucenao] [google] [report]

>This year's April Fool's

mlpol.wad when?

>> No.3896580


A Lot of people just clear status effects at the end of a level.

>> No.3896584
File: 2.46 MB, 2460x1514, nobody?.jpg [View same] [iqdb] [saucenao] [google] [report]

>24 years of fucking around
>not a decent WH40K or mundane medieval mod
Please tell me I'm wrong.

>> No.3896592


I can't speak for the former, but the latter would be rather unpopular in dooms engine wouldn't it?

>> No.3896601

Making that shit on insufficient level would only anger people
Making this shit on sufficient level would require tremendous ammount of work, much more than any other mod, and would have very minor auditory.

Basically put, it's not worth the effort.

>> No.3896607

Some time ago I've seen someone posting a Virtual Machine in here with Blood installed on it. Problem was that it did not support music in any way.

Does anybody knows any VM that can do sound and music in games like Blood and Daggerfall, and work on modern systems?

>> No.3896624

> BTSX Episode 3 beta

>> No.3896639

I mean, how are they best defined? As invisible actors with pointers, as A_Overlays with IDs stored in an actor array or what?

>> No.3896645

sadly not

>> No.3896647
File: 19 KB, 348x270, hdoom.png [View same] [iqdb] [saucenao] [google] [report]

inb4 april fools

>> No.3896649

>Good for purchasing!
>This is GO AGAIN TO SATURN : Please Leave My House!
>Engage with Booming Compatibuiltity!
>Hope you have enjoy!
>For more of the Doom rooms, please proceed to

>w w w . D o o m w o r l d . c o m / A l f o n z o n e
I can tell.

>> No.3896657

wow not gona lie that purple slime girl is cute as heck

>> No.3896658


>april 1st

you monster

>> No.3896669
File: 196 KB, 557x605, Pachadoom.png [View same] [iqdb] [saucenao] [google] [report]

>Nailing a Metadoom Shotgun secondary in a crowd of zombies

>> No.3896674


>> No.3896675
File: 56 KB, 455x650, 1489212275663.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd bang that Violet.

>> No.3896682
File: 264 KB, 640x1440, 1491060573.png [View same] [iqdb] [saucenao] [google] [report]

are the palette errors part of the joke, or am i doing something wrong? i genuinely can't tell :(

>> No.3896686

you'd be going round shagging the monsters in front of your wife (the barrel). sorry, but netorare isn't my thing.

>> No.3896690

I think the mod is for shagging your wife while protecting her from thots and sluts.

>> No.3896691

Yes.They added the BTSX playpal, but not any of the converted sprites.

>> No.3896694

More cool mod news - GMOTA to include Doom Slayer.

>> No.3896703 [SPOILER] 
File: 23 KB, 152x288, 1491061282149.gif [View same] [iqdb] [saucenao] [google] [report]

found this on zdoom.org <3

>> No.3896706


>> No.3896713
File: 55 KB, 408x465, 1482884452671.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3896717

hello, guys. I'm new to this thread and I want to play some Doom. I have years without playing it and I really don't know what to do with the IWADS download. Could someone explain me how do I play? I also would like to know how to play with a friend. Thanks in advance!

>> No.3896730


>> No.3896735

that's a nice sword sprite

>> No.3896740


>> No.3896743
File: 1.91 MB, 1280x1024, Screenshot_Doom_20170401_114649.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3896748

On second thought, maybe I should use sloppys and face3s instead of horizontal wires?

>> No.3896758

dooms gay, call of duty is so much better
april fools lol i got u xdddd

>> No.3896763
File: 1.60 MB, 1280x1024, unkn.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3896806

Afraid, that's april fools joke too =\

>> No.3896810

of course it is. that's the problem with april fools. everyone falls over themselves trying to post the most obviously fake ridiculous bullshit. the art of the hoax has long been lost.

>> No.3896817

Why did nuDoom make the plasma rifle so shit, anyway? The original looked and sounded like a broken accordion, but at least it killed things.

>> No.3896820

>baiting this hard
nigga plz, this is /vr/ not /v/

>> No.3896823

Ah shit, meant for >>3896817

>> No.3896825

Not baiting, I just tried the new game earlier and thought it was dumb.

>> No.3896827

or autism enough for not adding a OGG compatible loader like Quakespasm or Havok's DP

>> No.3896828

I suppose with the gatling gun makes a strong plasma rifle redundant since they would be quite similar? I'm not too sure although I was quickly disappointed after finding the plasma early on

Its a reasonable question, not everything is bait

>> No.3896834

>it's just /pol/.wad with any new assets replaced with pony ones

>> No.3896835

And the bronies from Reelism

>> No.3896836

Man, I read that already and nothing.. What am I supposed to do with the .wads I downloaded from OP?

>> No.3896840

Then rant on /v/, 'cause it's not retro

>> No.3896843

Put the IWADs (DOOM.WAD, DOOM2.WAD etc) in the same fodler as your sourceport exe, (Zandronum, Zdoom etc), then to play custom levels drag the necessary wad onto the exe itself

If you're running multiple wads at once you might want to consider ZDL

>> No.3896848

>btsx ep3 beta release

I cautious about this today

>> No.3896858

>two sentences are a rant

>> No.3896861

April 1st. Its best to wait a day or so before believing anything today, too many chucklefucks are posting their oh-so hilarious apirl fools jokes right now.

>> No.3896874
File: 146 KB, 260x725, yyWTpos.png [View same] [iqdb] [saucenao] [google] [report]

you and your horrible filters

>> No.3896929


>> No.3896930

Inheriting from Powerup.

>> No.3896952



>> No.3896963

Thanks - this will work well. I looked up the internal zscript functions for Powerup and they seem easy to override.

>> No.3896974

I wouldn't have had an issue with it myself if it was beefier and meatier in presence.

like, I get the doom 3 plasma rifle is an iconic design in the franchise, but thing is they managed to make it feel like a proper demon mowing machine, despite its slower firerate and pewpewy sound effect. in doom 4 it's way too weak, the design is way small and slick, way too thin, lacks proper kickback, and the projectiles are awkwardly tiny. it feels more like a fucking gumball electrically operated machinegun than a superheated death volley launching cannon.

my guess is they had intended for it be on par with the HAR in terms of firepower (it is supposed to be a more modern replacement according to the codex) but thing is, the rifle actually gets the job done.

>> No.3896979

> the rifle actually gets the job done.
Yes, as a reload-less rocket pod with the infinite ammo perk. It's really satisfying to use.

>> No.3896992

you know the plasmagun is gonna suck when you get it before the SSG

fucking gauss cannon stole the show completely
atleast the chaingun (and i'm going to keep saying this) is fucking amazing

>> No.3897002

I could never find a use for it besides going to turret mode and blasting away at bosses for 4 seconds

>> No.3897003

stock up on bullets
pull out gun, press button
all bullets vanish into the dude you're looking at

>> No.3897006

Is there a version of Russian Overkill that turns off that fucking screaming when using the equivalent of hastesphere?

>> No.3897007

>Like a bunch of marine operations in different maps where you have to clear out Hellspawn infestations, and the Marines are all already there getting their asses beat. You deploy Doomguy and he fucks everything up and saves the day.

This is almost starting sound like some kind of DOOM: Peace Walker mod. Instead of Fultoning out rival marines, you recruit the survivors as staff. They have their own set of stats like Peace Walker/MGSV, and you can deploy them on operations across the solar system or play as them in Doomguy's place.

>> No.3897008

Nope, but I'd imagine you can open it up in Slade and delete the sound file, right?

>> No.3897009

no you have to edit it out of the wad.

>> No.3897017

>fucking gauss cannon stole the show completely
Juggling the gauss cannon and the ssg between every shot was fucking great. Gave you a retarded damage output.

>> No.3897071

there's more overlap there then you'd think

>> No.3897098

Where can i see the monster count of every individual map in a megawad listed in one spot?

>> No.3897112


I made something like that for DRLA just because I wanted to count how many friggin' Revenants were in Plutonia 2.

It turned out they're the second most-used monster behind the imp.

>> No.3897116

well since you made it, mind sharing or something?

>> No.3897124


Don't have it on me. Also, it was handled in a really sloppy way. Each enemy just gave the player(s) two inventory items on death; one for in-map monster count, the other for monster counts across a whole wad.

>> No.3897125
File: 1.02 MB, 1920x1080, Screenshot_Doom_20170401_211941.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3897141


>> No.3897172

Doesn't seem to do anything. Am i supposed to use it with a command line or something?

>> No.3897174
File: 69 KB, 600x897, shit just got real.jpg [View same] [iqdb] [saucenao] [google] [report]

>That BTSX april fools

got me good

>> No.3897184

I'd make a Dickgirl mod for HDoom

>> No.3897187

forgot to reply to this
Make a mapset specifically designed for project MSX

>> No.3897217
File: 3.38 MB, 480x270, vomiting.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3897218

Was dump3 ever fully released, guns and all?

>> No.3897224

id rather have traps and twinks desu

>> No.3897227

Dickgirl Crash when?

>> No.3897249
File: 182 KB, 1136x640, 4 de animootionz.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3897250
File: 53 KB, 528x219, Bloodfaces.png [View same] [iqdb] [saucenao] [google] [report]

also saved from an ancient post on zdoom forums

>> No.3897260

shit taste
boys > girls, real and fake

>> No.3897274


>> No.3897294

There's a joke here but I fail to understand it.

>> No.3897301

just a bit of referential meme humour for you mate, don't worry about it if it doesn't tickle you none

>> No.3897302

That's Dr.'s isn't it? I used that one for the canned 'terrible temple'

>> No.3897316

I think there is one. Called something along the lines of "Anatomically Correct Demons" or something.

>> No.3897320
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3897323

Yes; made by leilelol (OA3 dev)

>> No.3897335

wow gay

>> No.3897360

new cyriak megawad WHEN

>> No.3897372

Whenever he feels like it. Maybe he'll make a gameplay mod where all the creatures fuck up when they activate.

>> No.3897373

has he even been active recently? can't say i've seen much of his posting

>> No.3897385
File: 1.51 MB, 1920x1080, Screenshot_Doom_20170401_181926.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3897392
File: 1.34 MB, 1920x1080, Screenshot_Doom_20170401_181934.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3897394

those models look kinda 3d... pretty high quality stuff there, is this what the engine is capable of?!

>> No.3897396
File: 430 KB, 1024x600, 3MonthsHavePassedAndIStillHaventStartedMakinAGoddamnQumpMap.png [View same] [iqdb] [saucenao] [google] [report]

Doing a small 'warmup' map before I start tackling QUMP.

>> No.3897397

Is this a sprite?

>> No.3897406

Yea, it was.

>> No.3897408
File: 91 KB, 507x507, lesmugxeno.jpg [View same] [iqdb] [saucenao] [google] [report]

Had to do it

>> No.3897414


>> No.3897438

Those are just males though, and they're not fuckable, I want Dickgirls

>> No.3897441

Jesus Christ, I've seen some footage of this before, didn't realise it was actually 'Doom'.

>> No.3897447

Any particular reason that's being made on the GZDoom engine, or is it just for the challenge?

>> No.3897451

>any particular reason
Did you watch the video? The whole thing is the particular reason.

>> No.3897470

Maybe I should get high.

>> No.3897474

I actually smoked some stuff like 10 minutes ago
feelin p good
fun to play doom on it

>> No.3897483

The curse about playing russian overkill is that by the time I find a map worthy of the weapons I've got, My computer pretends to be a potato.

>> No.3897485
File: 1.31 MB, 1280x1024, methamphetamine.png [View same] [iqdb] [saucenao] [google] [report]

Seriously uncertain if I'm going to keep these Maephistos.

Working on the Goat Heirarchy temple

>> No.3897493

doom 3 plasma rifle had low RoF but was still one of the most effective weapons for slow moving targets
also the rocket launcher was a beast online

>> No.3897497

>slow moving targets
so every monster in the game then?

>> No.3897507

Flew under my radar

>> No.3897513

How bad would it be to "borrow" (steal) a bit of decorate code from Doom Roguelike Arsenal for my own unimportant, basic mod?

>> No.3897515


What are you trying to do?

>> No.3897516

Bah, code is/should be free for all with a courteous credit mention.

>> No.3897518

Storage chests/crates that can be smashed or "picked" open for their treasure, which is either a random weapon, a piece of armour, some ammo, or a health pickup.

>> No.3897524


Hell,that's easy. Give your actor the +SHOOTABLE flag, give it a value for its Health property, a Death state, and then in the Death state, have it call A_Jump to jump to a frame where it spawns what you want.

>> No.3897527

I agree, pretty much.

>> No.3897529

Alright. How would I make it openable with only a certain kind of weapon?

>> No.3897536

what about Quake 4 weapons tho?

everything felt like it had a use
other were obviously higher tier than others
but unique ammo for each weapon made sure you wouldn't have the SSG/shotgun, pistol/chaingun, plasma/gauss dillemma
weapon upgrades came in at a steady pace with some of the earlier weapons getting arguably more useful upgrades
also the nailgun becomes a beast

>> No.3897550

>that teleport flash

Thanks doc.

The screaming is my favorite part. I would do nothing but throw that screaming gun that explodes at people.

>> No.3897552

Probably give your weapon a damage type, and make it so the chest or crate only takes damage from that damage type?

>> No.3897554

They were rather well designed gameplay-wise, but they didn't *feel* particularly good. The grenade launcher and nailgun were pretty satisfying but the rest weren't.

>> No.3897558
File: 15 KB, 144x252, tumblr_omh4ulnxBH1tlb4xko1_250.gif [View same] [iqdb] [saucenao] [google] [report]

Literally his mgq3d slimegirl

>> No.3897565


I'm fine with the screaming gun, but it's the several minutes of screaming when I pick up a Ultrasphere that annoys the fuck out of me.

>> No.3897582

i havent been here a while, but why did mike and mark stop posting here?

>> No.3897590

t. babby that didn't play deathmatch

>> No.3897602


>Doom 3

As fun as it is to watch whales reproduce...

>> No.3897606

Doom 3 deathmatch is actually a lot of fun and still has an active community. I played with some guys a few days ago and in a lot of ways its faster with its tight maps and lower item times. Nice meme though.

>> No.3897658
File: 74 KB, 285x582, current.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3897691


Neat, I still got my hard copy of Doom 3 I bought over 10 years ago. Should fire up the bad boy again and give it a go. Just a tad unrelated though, I liked the deathmatch in DNF too, shame that game is completely dead.

>> No.3897698

Prepare to get curbstomped if you do. Also by active I don't mean Q3 levels of active but if you hop on a Deathmatch server a few vets might join. Strafe jumping takes a bit of getting used to in Doom 3 as well. Also unrelated but I managed to play on a populated Tribes 2 classic server yesterday and got hit with a massive wave of nostalgia.

>> No.3897701
File: 111 KB, 557x482, Funzone.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3897727

did you somehow get lost in your way to posting without realizing we were discussing single player

>> No.3897729

SP wasn't mentioned once in the discussion

>> No.3897731

>a more modern replacement according to the codex

>> No.3897732

really reaching there
and that's unrelated to what was being discussed later

>> No.3897741

you were the only one to bring up discussion on doom 3's multiplayer without being asked to

>> No.3897742

try and stop me

>> No.3897745


>> No.3897746


>> No.3897747


>> No.3897749


>> No.3897756


>> No.3897758

*double jumps over you*

>> No.3897762
File: 246 KB, 1600x900, Screenshot from 2017-04-01 21-37-56.png [View same] [iqdb] [saucenao] [google] [report]

What's causing this issue in ZDoom? It isn't present in GZDoom.

>> No.3897763


>> No.3897764

*teleports into you*
Unf, nothin personnel, hellspawn.

>> No.3897765

What's the difference between bunny hopping and strafe jumping?

>> No.3897767
File: 382 KB, 1600x900, Screenshot from 2017-04-01 21-39-08.png [View same] [iqdb] [saucenao] [google] [report]

GZDoom shot for comparison.

>> No.3897770

One involves air control while the other one doesn't. They're also done differently.

>> No.3897774

*gives autistic rant*

>> No.3897779

To what games are each of them restricted? I see people using both terms interchangeably and it's driving me nuts.

>> No.3897807

Software renderer? Sprites don't clip on walls.

>> No.3897856

What's stopping you from asking them, if you're capable of asking here?

>> No.3897882

Quake 1, Hexen 2, CPMA, and Half-Life have bunny hopping
Quake 2 and 3 have strafe jumping
it's easiest to do in quakeworld in my opinion

>> No.3897902
File: 1.60 MB, 800x600, 1488881720150.webm [View same] [iqdb] [saucenao] [google] [report]

Where can i track this?

>> No.3897907

It stopped dev.
It was being made by kodi, though, so PM him on the ZDoom forum.

>> No.3897910

That fucking sucks, thanks though

>> No.3897942
File: 1.18 MB, 1280x1024, Screenshot_Doom_20170401_230421.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3897946

That's a lot of jumbled-up stuff going on in that screenshot. I really have no clue what the map's supposed to be.

>> No.3897954

cave type segment

I need a good transition from the prior room

>> No.3897957

basically sewers-thing to a techbase looking at the crystals to the cybernetic hell-thing in the middle.

>> No.3897961
File: 25 KB, 641x530, 1491049709179.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing map
>progression items and buttons feel more like finding secrets than the actual secrets

>> No.3897969

Remember that less is more, don't fall into the usual community project trap and bloat your map
(Although I do admire your dedication to some of these concepts you have but that cyber mouth thingy still looks as terrible as the first iteration)

>> No.3897970

what are some good serious sam custom maps

>> No.3897975

i'll be honest, can't see that at all

>> No.3897983

Give me a good cartoon wads

I already played Adventure of Square and Golden Souls, don't recommend those

>> No.3897986

Simpsons total conversion and I recall briefly seeing a Lego themed wad on suitepees stream that looked decent

>> No.3897990

I said good wads.
I love Simpsons but replacing enemy skins with simpsons characters is boring

I'll look for lego

>> No.3897994

I'm still trying to find some good textures and stuff for it. The lack of a Skintek that's of Skin2 or Sksnake2 makes it a bit problematic

>> No.3898000

Why are you even still using Zdoom? Its no longer updated anymore.

>> No.3898004

Yeah, the Simpsons wad had some novelty back in 95, but nowadays, its pretty much ugly and annoying.

Ultimate Simpsons from early 00's is a little better, but I hate that it replaces some stock textures, and it still isn't really all that remarkable.

>> No.3898014

initiate scan

>> No.3898015

I don't. I'm using it for testing. Some people still use dead ports long after they've died, like Skulltag. ZDoom is just a recent death, so there will be a number of people still playing it.

>> No.3898038
File: 2 KB, 98x100, hoh.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3898054

>I'm using it for testing.
There isnt really any good reason to do this, though.

>Some people still use dead ports long after they've died, like Skulltag.
People who still use Skulltag are a very small minority, and are usually people who haven't figured out that you can actually use skulltag's maps, weapons, and skins on Zandronum.

>> No.3898090

>GZDoom refuses to read a save

>> No.3898096
File: 2.49 MB, 1280x720, motherfuckingportals.webm [View same] [iqdb] [saucenao] [google] [report]

I discovered my new favorite line action today.

>> No.3898103

what if you go in backwards

>> No.3898104

airstrike standing by...

>> No.3898107

There is. Some people just plain like ZDoom better than GZDoom because of its simplicity. Others are uninformed, and use it because they don't know it's not getting updated. Still others use it because of habit. Considering it only recently ended development, it's not massively out of date like Skulltag is.

>> No.3898113

Reading is for nerds.

>> No.3898114

>because of its simplicity
What simplicity?

>> No.3898125

ZDoom is the Chocolate Doom of Decorate-utilizing source ports.

>> No.3898127
File: 1.61 MB, 1280x720, reverseportals.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3898128

>Some people just plain like ZDoom better than GZDoom because of its simplicity.
Err what?

>Others are uninformed, and use it because they don't know it's not getting updated.
>Still others use it because of habit.
You have no obligation to cater towards these kinds of people.

>Considering it only recently ended development, it's not massively out of date like Skulltag is.
I'll give you that. But it will be overtime.

>> No.3898131


>> No.3898132


>> No.3898136


>> No.3898140

So I see that there's a Direct3D version of Quake, is D3D supposed to be better than OpenGL or something?

>> No.3898141

GZDoom and QZDoom are going to become more and more complex as they continue. There's going to be more and more graphical features, and we'll be getting more and more quality filter screenshots. ZDoom will be the closest of the Decorate-Ports to Vanilla. I'm surprised no one has made Boom with Decorate support.

>> No.3898142

UDMF has Set Line Portal, which does as shown. Ended up using it as a secret entrance to my first ever map for shits n' giggles.

>> No.3898168

>I'm surprised no one has made Boom with Decorate support.

PrBoom+ is more concerned with demo compatibility than bringing in drastic new features.

>> No.3898172

>point & click mods stopped


>> No.3898173


>> No.3898182

I know that. It could be forked though, to add in simple Decorate compatibility. I know I'm not the only person who has ever thought about this. PrBoom+ with Decorate support would be amazing, giving way to new mapping features like traps, new powerups, items, new weapons, etc. and so on for mappers who make Boom-format maps.

>> No.3898186

never, because modding doom is significantly more complicated than playing doom

>> No.3898191

Mapping is pretty simple. The problem is making levels that stand out.

>> No.3898192 [DELETED] 

>hit up almonds and MSPR to check up on shadow of the woolball 2
i-is it even april fool's day

>> No.3898205

Yes. A valiant attempt in your end, but we've had several "sorry guys I'm cancelling my mod :(((" posts before.

>> No.3898206

I'd prefer to see a boom port with mapinfo first. Map, Episode, and Cluster definitions support would be greatly appreciated in particular.

>> No.3898208

it's 2 am where I live is why im asking

>> No.3898213


>> No.3898215


>> No.3898220
File: 233 KB, 828x866, demons are quick to recognize lewdness.png [View same] [iqdb] [saucenao] [google] [report]

>Doom Delta
>mfw functioning automap in the hud

>> No.3898226

why did you post steve from blue's clues, Anon?

>> No.3898229
File: 43 KB, 169x156, sdfsadf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3898239

>I'm surprised no one has made Boom with Decorate support.
they have, it's called Eternity

>> No.3898240

Eternity is a lot more than just "boom with decorate"

>> No.3898247

is it something to do with Sprite clipping?

>> No.3898261

This was a pretty good idea. I wonder if a Doom dating sim could work

>> No.3898264


>> No.3898285
File: 14 KB, 312x318, 1429553355054.png [View same] [iqdb] [saucenao] [google] [report]

They're on the ceiling like Lionel Richie

>> No.3898289

>dating sim
or just a normal point-and-click, you degenerate.

>> No.3898309

john pls go

>> No.3898329

I haven't completely given up on the idea. It'd be easy to remake it in zscript if/when string formatting and printing functions become available.

The code for that thing is just absolutely nightmarish to work with.

>> No.3898421

honestly I think a "dating sim" done ironically could be pretty funny

like something in a Turbocharged kind of WAD

>> No.3898426

>a "dating sim" done ironically

>> No.3898430

yeah, like Hatoful! that's what I meant

>> No.3898467

>trying to draw animated sprites
wake me up
>having to sign up for a site to download a mod
save me

>> No.3898473

>Wolf3D's """"""secrets""""""
This is not OK.

>> No.3898475

Check out the Aardwolf maze

>> No.3898479
File: 901 KB, 1280x1024, Screenshot_Doom_20170402_062713.png [View same] [iqdb] [saucenao] [google] [report]

The eyes have it.

>> No.3898481

Is there an animated version of these eyes that blink?

Would probably fit this map fine if it did.

>> No.3898484

more like "the eyes had enough of it"

>> No.3898487

>finally make account and download it
>it's a joke wad
damn i haven't been involved in doom for a long time, forgot about this stuff

>> No.3898514



>> No.3898516
File: 2 KB, 101x140, heh.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3898528
File: 148 KB, 466x359, a marine prepares against the invasion from hell (colorized).png [View same] [iqdb] [saucenao] [google] [report]

>HDoom Baroness & Commander Keen
>Megasphere replacing the apple

Lost it

>> No.3898531
File: 2.22 MB, 512x384, aniOomtedwall.gif [View same] [iqdb] [saucenao] [google] [report]


I would love to get such an animated texture. Likely wouldn't be too hard to set up.

>> No.3898567

I eat my own words like the fat cunt of a character I possess.

texture SKEYE1 range SKEYE2 tics 3 | rand 1.5 3 | Oscillate

Not sure why it's causing a bad syntax crash

>> No.3898574
File: 830 KB, 1280x1024, Screenshot_Doom_20170402_074651.png [View same] [iqdb] [saucenao] [google] [report]

Bingo. Winking/Blinking eyes. Knock yourselves out.

>> No.3898580

That's the uncanny valley of music

>> No.3898597

I think he's shy.

>> No.3898602

You would be too if you were an amorphous pile of hell-flesh with the doomguy nearby you.

>> No.3898612
File: 1.32 MB, 1280x1024, Screenshot_Doom_20170402_081818.png [View same] [iqdb] [saucenao] [google] [report]

>These are actually peices of map geometry that are rotating, and will stop and look at you if you're nearby

Fucking wizards, I wish I knew how to do this shit.

>> No.3898620

Voxel monsters

>> No.3898621

How to not fuck up a hud message? Development commentary switches and secret messages abound.

>> No.3898623

I can view these models with animations and everything in noesis, but whenever I try to export them the bones collapse into pick related. same thing happens in the 3d view window if I press middle mouse button and clicking play animation makes it look normal again.

What gives and what do I do?

>> No.3898625
File: 137 KB, 691x662, noesis example.png [View same] [iqdb] [saucenao] [google] [report]

Forgot file

>> No.3898626
File: 857 KB, 1280x1024, Screenshot_Doom_20170402_083406.png [View same] [iqdb] [saucenao] [google] [report]


Also attempted my best to parallax the eye to make it look like it was following you around.

>> No.3898629

Can you make it so that if you shoot him in the eye he sinks into the floor?

>> No.3898630

I'll see what I can do. I'm not sure how I would set it up to do that on a floor texture though.

>> No.3898632

Breh, Romero released a bunch of cut alpha and beta content nobody had seen before, if you can go find it, there's a lot of stuff which hadn't been seen until recent years, including many cool textures.

One of them was frames for the eye switch looking left and right, on top of many, MANY other things.

Someone should really compile a set out of all the good and useful Alpha & Beta resources together with the Useful Textures pack and make it a standard hallmark in Doom mapping.

>> No.3898653

>tfw no Color Doom Rouglie RPG compatibility

>> No.3898664

Oh? This would be most enjoyable for use. I'll have to find it; keep me posted if you do first, huh?

>> No.3898685

No sign of the looking switch.

>> No.3898691
File: 24 KB, 170x120, 1429709075520.gif [View same] [iqdb] [saucenao] [google] [report]

Got you covered fäm:



One is textures, another has a bunch of sprites.
Might have been more stuff, might not even be in here.
Pic related was an early invulnerability sphere.

>> No.3898702

Maybe it was this one actually: https://www.dropbox.com/s/luq2xe8ybq87pft/doom-textures.zip?dl=0

>> No.3898712

Retard questions: i feel like recording myself playing Doom wads, not using my voice or even editing them with unfunny jokes or effects, just random gameplay footage.

Is there a good program for it?

I have Windows 10, in case anyone is curious about this.

>> No.3898714
File: 13 KB, 640x400, wall60.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3898717

OBS works well and is generally easy to use

>> No.3898720

I'll try it, thanks

>> No.3898721

OBS is gud, from what I heard.

>> No.3898723
File: 871 KB, 1280x1024, Screenshot_Doom_20170402_101304.png [View same] [iqdb] [saucenao] [google] [report]

I made the little duder receed into the floor. Did what I could.

If anybody finds that looking switch, that would be lovely. Too unobservant to find it in all the rest of the resources.

>> No.3898734

Not him but when I try recording something in GZDoom it doesn't tend to capture footage properly, instead being stuck on a still of when the game was last alt-tabbed.

>> No.3898738
File: 1.84 MB, 1280x1024, Screenshot_Doom_20170402_102053.png [View same] [iqdb] [saucenao] [google] [report]

Little duder's inspiration brother

>> No.3898739

Play windowed then?

>> No.3898743

Which youtuber is /ourguy/

>> No.3898746

Some kind of industrial hell smokestack from the same map

>> No.3898747
File: 2.03 MB, 1280x1024, Screenshot_Doom_20170402_102716.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3898750
File: 1.50 MB, 1280x1024, Screenshot_Doom_20170402_102935.png [View same] [iqdb] [saucenao] [google] [report]

Kinda looks like an evil face.

>> No.3898751

gggmanlives, clearly

>> No.3898757


>> No.3898763
File: 10 KB, 701x123, X.png [View same] [iqdb] [saucenao] [google] [report]

I can run the highlighted stuff as Custom Commands in the Doom RPG Launcher, but what about the rest? Where does that go? What does it even mean? It launches with just the highlighted stuff but I dont know if the rest is needed.

>> No.3898764

https://www.youtube.com/watch?v=u8s4DhpXyhA this will never not be my favorite midi.

>> No.3898767

What about non-midi though? Can anyone possibly top this?

>> No.3898768

Meh. Just sounds like 90's gabber.

>> No.3898769
File: 56 KB, 720x450, codpiece.jpg [View same] [iqdb] [saucenao] [google] [report]

Guys I'm a retard that last one wasn't converted to useful formats:


Pic not related.

>> No.3898772

But it's probably the best non-midi song used for a doom level, so far.

>> No.3898773

The rest of that is the DoomRPG files. Those don't come packed up in wad, that command just tells gzdoom to load the folders themselves.
It's unconventional, but gzdoom has no problem with it.

>> No.3898776


Nice Skybox.

>> No.3898779


The cave system threw me for a loop when I realized all the rock wasn't just skybox trickery

>> No.3898780
File: 9 KB, 320x200, console1.png [View same] [iqdb] [saucenao] [google] [report]

I know I've seen it, in the meantime here's the computer terminal flats in the complete set (I don't get why a bunch of these were excluded, they're incredibly useful for mapping).

>> No.3898792
File: 3 KB, 320x200, icons_h.png [View same] [iqdb] [saucenao] [google] [report]

Berserk Stim, maybe all medkits were black before or something.

Or maybe it'd make you punch hard for a little while, when the normal Berserk Pack lasts the level. Or it'd only give you a little health and hard punches, while the normal pack restores your health up to 100 while giving you hard punches for the entire level.

>> No.3898795
File: 8 KB, 320x200, switch2.png [View same] [iqdb] [saucenao] [google] [report]


It has this weird oval green marble border, but who gives a fuck, look at it, you could easily cut it out and paste it on the normal one, touch it up very slightly, and there you can have an animated eye, blinking intermittently, sometimes looking left or right.

>> No.3898812 [DELETED] 
File: 258 KB, 642x481, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Why cant I see my HP in DoomRPG?

>> No.3898813

Is hadeophobia any good?

>> No.3898826

It sounds like something out of Ridge Racer.

>> No.3898874

>Start playing Marathon 2
>No music

Who at Bungie thought this was a good idea? The music in Marathon 1 was really good.

>> No.3898876

Has anyone bothered to cut this shit up and put it into an actual wad already? or do I have to do it myself?

>> No.3898883

>(I don't get why a bunch of these were excluded, they're incredibly useful for mapping).
I suspect a lot of this kind of shit was in their master files but they just erased everything from the finished game that they didn't use so that they could save space

Cutting things like the zombieman rotations is proof that they were very concerned with how much space the game could use, and for good reason to begin with

>> No.3898891
File: 157 KB, 1366x768, Screenshot_UrbanBrawl_20170402_090150.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3898918
File: 173 KB, 1366x768, Screenshot_UrbanBrawl_20170402_090212.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3898919

What is with Kinsie and his insistence on having hundreds of weapons in his mods?

>> No.3898929

Nothing too remarkable, but it does have it share of decent fun maps. I'd give it a 3.5/5

>> No.3898934

how to create custom vis data files for quake 1?

>> No.3898940

run vis

>> No.3898946

wut? i have vispatch and id1.vis but i want to create one for a couple rocket arena maps.

>> No.3898950

you're running the bsp/light/vis trio when compiling, right? what's wrong with what vis gives you that you feel you have to set up a custom visibility set (which will run worse)

>> No.3898958

not sure if we are talking about the same thing. i just want to make the water look transparent and i thought vispatch was the only way to do that.

>> No.3898963

oh, that type of vispatch
in that case: http://quakeone.com/forums/quake-help/general-help/4604-vispatching-guide.html

just remember if you connect to a server running the same map and their copy isn't patched, you'll have transparent water but still won't be able to see anything under the surface from outside (so no cheatings)

>> No.3898972
File: 325 KB, 1366x768, Screenshot_Strife_20170309_160619.png [View same] [iqdb] [saucenao] [google] [report]

hehehe what a meeess

>> No.3898976

thanks a lot for the link!

i'm not playing online, just trying to make omicron a bit more fair. :)

>> No.3898981
File: 453 KB, 1366x768, Screenshot_Doom_20170103_223823.png [View same] [iqdb] [saucenao] [google] [report]

i bet it smells bad

>> No.3899019

whose floating turd is that

>> No.3899032

what part of the picture are you referring to?

>> No.3899037

the black thing where the roof should be

>> No.3899049

oh right, heh. that's in the level, i thought you meant some piece of gore, or even the player weapon, silly me.

>> No.3899082
File: 461 KB, 1280x800, gzdoom_2017-04-02_18-33-34.png [View same] [iqdb] [saucenao] [google] [report]

How do I finish MAP01 of BTSX E3?
Stuck here, I feel like I'm missing something really obvious.

>> No.3899083
File: 164 KB, 800x844, 1486389879831.png [View same] [iqdb] [saucenao] [google] [report]

Stupid question: I'm currently going through the directories of my computer in DOSBox and I've come to my zDoom folder (zdoom-2.8.1).
Funny thing is: it's displayed directory name is longer than eight characters; the tab auto-complete gives the full name (cd zdoom-2.8.1), to which DOSBox promptly tells me to shorten it; and it won't accept the shortened name (cd zdoom-~1).
I don't know how to proceed.

>> No.3899094
File: 276 KB, 1366x768, Screenshot_Doom_20170402_094633.png [View same] [iqdb] [saucenao] [google] [report]

mad pink man

>> No.3899101

it is obvious.

you've been had

>> No.3899103

Actually I figured it out immediately after posting. That happens a lot with me for some reason.

>> No.3899106

Hindsight IS 20/20, I suppose.

>> No.3899109

so, you're not a clever man

>> No.3899113

I dunno dude
I guess not

>> No.3899116

what's the weapon wad?

>> No.3899128
File: 513 KB, 1366x768, Screenshot_Doom_20170402_094623.png [View same] [iqdb] [saucenao] [google] [report]

so with smooth doom were these new death animation originally going to be in the games or are they just fan made sprites? I know there are full rotation sprites of the player and former human characters.

>> No.3899136

well ppl, i decided to make a server for Hunter's Moon: https://discord.gg/V9caq6W
There was people who was asking me some way to organize matches and since i was thinking for a while to make this, i decided to do it once for all, this way i hope the loner players actually have a decent Coop experience with the mod.

>> No.3899154

Quit dosbox and run it normally.

>> No.3899156


ENGLISH, young man. I can't understand ONE word you said.

>> No.3899158
File: 46 KB, 320x229, image.gif [View same] [iqdb] [saucenao] [google] [report]

what kind of weapon is this?

>> No.3899165

stop posting

>> No.3899183 [DELETED] 

How about you go research your doom, bastard. Fuck outta here.

>> No.3899189

They're just fan made. Not uncommon.

>> No.3899195

I wish we had the real BTSX E3.

>> No.3899198 [DELETED] 
File: 258 KB, 1366x768, Screenshot_Doom_20170402_113849.png [View same] [iqdb] [saucenao] [google] [report]

Crazy, some of them are actually believable.

>> No.3899209

it'll happen one day and it's not like there's a shortage of other wads to play

>> No.3899216

>>3899116 (same guy)
I know its a QLZ-87
but I don't know where its from

>> No.3899218

Wait what am I playing right now then

>> No.3899221


>> No.3899227
File: 115 KB, 599x478, ULTIMATE Facepalm.jpg [View same] [iqdb] [saucenao] [google] [report]

What day was yesterday bruh?

>> No.3899236


>> No.3899237

I get that it's just a prank bro
What I meant is where are those levels from then

>> No.3899248

Most levels in the fake BTSX E3 were from speedmapping sessions. Though apparently a couple of maps, like map01 and 14, are scrapped maps.

>> No.3899252


Depends. How are they fucking up?

>> No.3899259


They got some new animations from Romero's dump but the majority of animations are fan-made.

>> No.3899264
File: 1.06 MB, 800x600, shuriken.webm [View same] [iqdb] [saucenao] [google] [report]

Made that "boomerang" thing someone here mentioned MagSigmaX planned to put in the mod.

This thing is fucking evil, both in function (still heavily WIP of course) and implementation. It does unspeakable things with bounce states.

>> No.3899275

never played it so might be wrong but i think its trailblazer

>> No.3899286

I also noticed that some maps in the fake BTSX E3 aren't even vanilla compatible, in that they either rely on boom functions, or exceed the limits.

>> No.3899294

that's the one, thanks!.

>> No.3899310

Trailblazer, I think.

>> No.3899363

Is Kinsie still even working on Samsara anymore?

>> No.3899371

do you believe in gravity?

>> No.3899392

So are there any /vr/ approved servers on Doomseeker? I need my fix.

>> No.3899396


We used to host servers a while ago, not really anymore.
Join whatever looks interesting.

>> No.3899407

Fan-fuckin'-tastic. Any way to make these randomly be called in an animation set, rather than always being called?

They, much like anything else I attempt, doesn't play nice.

>> No.3899415

Could be worse. There was one guy who was very insistent early on that MetaDoom should totally have every version of every weapon as a separate weapon. Because we need 4+ versions of the Shotgun.

I haven't touched it in a while because other projects and IRL, but I haven't dropped it. Is there something specific you're wondering about? I'm still not adding Caleb.

>> No.3899427

>They, much like anything else I attempt, doesn't play nice.
That explains absolutely nothing.

>> No.3899436

looks OP as fuck

>> No.3899438

Just curious, haven't heard anything on the front.
Most paranoid tinfoil hat scenario, it seemed like you wanted to pick it up to get a free slice of its popularity, then when it didn't come to pass you decided not to bother with it.

>> No.3899443
File: 18 KB, 200x200, slot2-tank.png [View same] [iqdb] [saucenao] [google] [report]


But that's the best thing about Reelism, anon.

>> No.3899445

It will empty the entire map given enough time right now. This will of course change.

>> No.3899459

I'm getting a weird bug in the latest version of GZDoom. Somehow I can clip "underneath" closed doors and platforms without activating them. Is this happening with anybody else? What could be causing it?

>> No.3899484

Was strafejumping/bunnyhopping introduced in Quakeworld or normal Quake? The same technique gives a noticeable speed boost in QW engines (i.e. ezquake) but does nothing noticeable in Quake engines (i.e. quakespasm). Am I just doing something wrong?

>> No.3899504

Quakeworld has more air control than Quake. It's still possible though.

>> No.3899527
File: 839 KB, 1280x1024, Screenshot_Doom_20170402_170749.png [View same] [iqdb] [saucenao] [google] [report]

Either or. The sprite probably needs touching up but here it is.

>> No.3899536

That's not a hud message.
What are you even talking about?

>> No.3899551

Does anyone have a folder of the Master Levels for Doom 2 and No Rest For The Living?

>> No.3899556

Would it be jarring if you were playing a map filled with normal enemies and suddenly happened upon Wolfenstein SS?

Not in a secret, but part of the main map. Would it ruin your immersion?

>> No.3899561


>> No.3899563

If it was anything other than a Nazi base, yes.

>> No.3899564


>> No.3899565


>> No.3899580


>> No.3899581

>Visual Mode shows perfectly textured Door
>In-game, Sky shows through, missing textrues


>> No.3899587

Random question. Is there anywhere one can actually get the levels made by the columbine shooters?

>> No.3899595


They're all utterly unremarkable, except for UAC Labs. And even then, it's fun for a romp but not something you'll be playing again afterwards.

>> No.3899610

You could get away with it if you tied them to an interesting gimmick like in that plutonia 2 map, but why would you want to use them anyway, aren't they very similar to chaingunners?

>> No.3899614

Are you the MetaDoom dev? Did you play both Doom RPGs or are you combing through them for assets they had a lot of neat things and managed to combine classic Doom with Doom 3.

>> No.3899629

see >>3898795 >>3898632

>> No.3899631

Slightly. They're more accurate but they have a sharp vertical recoil or something.

>> No.3899638
File: 1.59 MB, 1280x1024, Screenshot_Doom_20170402_181638.png [View same] [iqdb] [saucenao] [google] [report]

Has a couple of things that stand out. Like this sucker.

>> No.3899639

So why were you responding to me? That has nothing to do with hud messages.

>> No.3899640
File: 2.61 MB, 1600x900, 1472928736271.png [View same] [iqdb] [saucenao] [google] [report]

metadoom so good
also synthdoom for music replacement

>> No.3899643
File: 2.76 MB, 1600x900, 1471976467381.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3899652

I like to think of MetaDoom as a fanfiction that should be canon.
It's like the Doom equivalent of Sonic Generations.

>> No.3899678
File: 278 KB, 868x896, JustCacoThings3.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3899681

>Any way to make these randomly be called in an animation set, rather than always being called?
No idea how, but if you define a really long chain of frames, it'll probably look good.

If you want them to not sync up, make two or three copies of the set that's offset or something.

>> No.3899697

Seems termyboy hasn't made the call for h2h maps yet.

All the same, have another version.
Feel free to copy things for use in your own maps


>> No.3899701

>Seems termyboy hasn't made the call for h2h maps yet.
I guess it's because there are still not enough submissions, because mappers don't think their builds are good enough for submitting.

>> No.3899704

Forgot to mention "gzdoom" and "needs base.pk3"

>> No.3899705

Still doing my best to make something worthwhile though.

>> No.3899724

>immediately forget to disable a linedef horizon at the start
wew lew

>> No.3899728
File: 1.09 MB, 980x600, man messes with the wrong frog.png [View same] [iqdb] [saucenao] [google] [report]

are slaughter wads supposed to be retardedly hard to the point of being unplayable and unfun or do I just suck

>> No.3899734

What would be some good wads to use Doom Delta with? Some Vanilla Styled wads?
Already know about DTWID 1 and 2.

>> No.3899739

No End In SIght

>> No.3899745

I don't really like large excesses of monsters for the sake of excess, but there's a logic and way to play slaughtermaps and the like, it involves a specific playstyle.

You basically need to git gud at herding monsters and putting infighting to good use.

>> No.3899752

slaughterwads are for the most hardcore of the doom crowd, really

>> No.3899767
File: 640 KB, 639x887, 1483057508402.png [View same] [iqdb] [saucenao] [google] [report]

Slaughter is a niche genre really. Whilst some see it as the pinnacle of gameplay honing and skill refinement, and enjoy the process of dying repeatedly to figure out a movement pattern for a combat puzzle. Others see it as unenjoyable monster spam for the sake of monster spam and maps that are deliberately designed to be infuriating.

What is an undeniable fact is that slaughtermaps often have had the most thought put into the fights themselves, and have also had the most rigorous testing before release. Obviously there are maps/wads that dont follow this rule.

If you dont like being abused til you figure a scenario out then thats an entirely subjective thing. If you simply arent good enough to carry out a strategy after youve worked out what you need to do then you are objectively bad and need to Git Gud anon

>> No.3899770

It's like any other genre of map, there are hard ones and easy ones, good ones and bad ones.

>> No.3899803
File: 148 KB, 250x400, tumblr_inline_n9qz8dDOhJ1r95fgm.gif [View same] [iqdb] [saucenao] [google] [report]

>manage to make it to map 7
>gets rick rolled
feels great

the levels aren't that bad so far, music is nice

>> No.3899816

Do I need more than just The Ultimate DOOM WAD files to enable Thy Flesh Consumed in the freeware version? Switching the WAD changes the title screen to say The Ultimate DOOM and allows me to play the full retail game but Thy Flesh Consumed is not added. I am using DOSBox.

>> No.3899824
File: 392 KB, 1600x900, Screenshot_Doom_20161026_172110.png [View same] [iqdb] [saucenao] [google] [report]


Yup, outside of a handful all of the folks I've talked to have said "Looks like I won't be able to do a map after all, sorry".
So what I'll probably end up doing is closing it and filling in all of the empty holes myself. I've been meaning to work on a "full" mapset and this one's already nicely en route. I've even got five additional STARTAN-filled monstrosities of my own to slot right in (pic totally unrelated), the big thing left for most of them really is that of decorating/detailing.

We'll see how the dice roll, I suppose.

>> No.3899826

>We'll see how the dice roll
I hope they roll a natural 20. That would be really nice

>> No.3899843

>a camera is watching a voodoo
This sort of bug is anticipated but WEW

>> No.3899868

does looking up/down in maps feel like cheating, and if so, when specifically? When does a map feel like so much bullshit that you just dont care anymore?

>> No.3899873

Looking without jumping is fair outside of strict vanilla, though if you are playing on an icon based map, using mouse aim lowers the difficulty of the fight by magnitudes.

>> No.3899898
File: 636 KB, 1511x856, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Trying to use a server list in ezQuake, any idea why it isn't showing up?

>> No.3899909

Is <Iwad> redone/redux/fan sequel a genre of wad? Things like Doom The Way Id Did, Plutonia 2, D2INO, etc.?

>> No.3899910
File: 1.34 MB, 1280x720, doom the way it was meant to be played.png [View same] [iqdb] [saucenao] [google] [report]

"Doom the way it was meant to be played" is becoming realer by the second

>> No.3899916

Doom the way it was meant to be played sounds like a community project that can be done for an easily won Mockaward.

>> No.3899919

wish i saved that webm of of the pinky flying around like a deflated baloon
you know the one

>> No.3899924


>Shoot a cyberdemon with a pistol
>Instantly die with the game calling you stupid

>> No.3899936

I was thinking a set of maps that are like the originals, but streamlined, simplified, and uglified with HD textures, profuse usage of sector effects like light flash 1/2 hz, and truly brutal instant death traps, topped off with loud as fuck gun and hit sounds and shitty .mp3 renditions of the soundtrack.

>> No.3899950

it would depend on what the map was like

a ZDoom mod could probably tag the nazis as friendly and we could pretend they're civys or militia or something

>> No.3899956

Any port that has features from MBF could do that. I did that with my first true set of maps, Baal Hadad.

>> No.3899963


I shouldn't have said ZDoom, my bad

>> No.3900023

damn, didnt think there was that much thought put into it
what are considered the best

>> No.3900075
File: 128 KB, 640x753, 1396488763616.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know of a a doom-like RPG or survival game? A game where you fight off hordes of demons/something similar?

>> No.3900080
File: 1.89 MB, 1250x895, 1488874300547.png [View same] [iqdb] [saucenao] [google] [report]

In no particular order Sunder, Sunlust,Stardate 20x6/20x7, Slaughterfest 2012, New gothic movement, Deus vult 2, later maps of Scythe 2, Speed of doom, Toilet of the gods, Resurgence, Swim with the whales, Swift death

Holy hell or nuts and the like are memewads full of mindless room clearing with no real strategy or threat involved

>> No.3900082

I vaguely remember a fun RPG mod that let you play fantasy classes coop. But damned if I can remember what it was called.

>> No.3900140

Oh, well alas.

I'm not of any quality means, but I'll try and help out any way I can.

>> No.3900148

Wrath of Chronos?

>> No.3900151

Its possible you're using the non-ultimate version of doom.exe which does not support the 4th episode.

>> No.3900152

That's the one. Thank you anon. I should see if any server still runs that.

>> No.3900201
File: 210 KB, 1366x768, Screenshot_Doom_20170402_113838.png [View same] [iqdb] [saucenao] [google] [report]

absolute evil.

>> No.3900203

>They got some new animations from Romero's dump

>> No.3900232


>> No.3900252

Yeah it was called Doom RPG and came out like 10 years ago

>> No.3900262
File: 61 KB, 3200x2000, death_1.png [View same] [iqdb] [saucenao] [google] [report]

Doom man was originally going to be decapitated in chest?

>> No.3900282

Sounds awesome, but I have to say that you should probably just rename everything slightly and sell it for money.

I'd buy it.

>> No.3900286

Is duke 3d world tour nice?

>> No.3900306

Probably a special animation for being killed by a melee attack.

>> No.3900312
File: 122 KB, 237x242, local harkonnen jew.png [View same] [iqdb] [saucenao] [google] [report]

>HUGE guts

>> No.3900318

"Decapitated" is not the word when it's anywhere but the head.

>> No.3900324

there's a lot of mods on what you mentioned, but that's a cute pupper and I hope more anons post more puppers.

>> No.3900327

Have those legs and torso ever been used before in a wad as decorations?

>> No.3900339
File: 93 KB, 814x487, mage boss.png [View same] [iqdb] [saucenao] [google] [report]

Daedolon, this is your Master speaking, and I forbid you to go after Korax y'all come back here young man

>> No.3900342
File: 16 KB, 1600x900, screen001.png [View same] [iqdb] [saucenao] [google] [report]

There is a mod that features Doom enemies as one of the possible enemy factions.

>> No.3900346

I was thinking of X-COM enemies in Doom while keeping it a FPS.

>> No.3900354
File: 382 KB, 724x1024, 1451247606702.jpg [View same] [iqdb] [saucenao] [google] [report]

Chryssalids in a Doom wad would be incredible. Especially if they can lay eggs inside the human enemies. Or maybe inside of a helpless human civilian NPC class.

>> No.3900368

Yeah, and if you used Babel's fear system you could think of it as XCOM's panic system.

>> No.3900424
File: 187 KB, 376x354, 1476309900232.png [View same] [iqdb] [saucenao] [google] [report]

For a melee weapon, would it be viable to something like a voxel worldmodel in order to help the player gauge its effective distance?

>> No.3900446

I have trouble distinguishing how far lightning guns go sometimes, so maybe some indicator of how far the attack went, that goes to the ground. Maybe a shadow or something.

>> No.3900452

Lightning guns seem like a fair equivalent. What if the effect placed lower or on an angle? Different particle effects or SFX depending on distance?

>> No.3900454

I feel you. When playing as Zarya in Overwatch sometimes it takes a moment for me to realize I'm not even actually in range to hit anyone yet.

Fixed distance shit in shooters is always kind of tricky.

>> No.3900456

That example was exactly what I had in mind anon

>> No.3900460

>Archviles are the new Chryssalids
>they run around really fast, nuke your soldiers and reanimate them as zombies

The egg thing doesn't carry over but instead they can reanimate other demons.

>> No.3900465

I'd go for a visual swipe effect that appears in 3d space for 1 or 2 tics, like when using a sword in Symphony of the Night. Unless that's what you meant.

>> No.3900469

I was thinking for something like a lance or other polearm.

>> No.3900474

It wouldn't make much sense but maybe some kind of puff sprite or particle appears wherever the weapon "hit" to let you know exactly where it is and why you missed

>> No.3900475

Will have to give it some more thought. Suppose working with melee weapons in Doom is a bit tricky to get right.

>> No.3900478

An after-image of the weapon tip's strike might work. A small flatsprite that moves forward a bit then fades away.

>> No.3900484

Melee attacks in shooters are always a little weird as is. Doom compounds the problem by using sprites so now it's that much more difficult to understand how it works.

>> No.3900489

Whats everyone's favorite modern mappers?

I really like Joshy (Speed of Doom, Resurgence), cause his mapping style very much feels like love letter to mapsets like Hell Revealed 1&2, Alien Vendetta, Scythe 1&2, Plutonia 1&2, and Kama Sutra, which were all my favorite mapsets back in the day.

I also am starting to appreciate FranckFRAG's maps (Swift Death, 3 heurs d'agonie series contributor). Love me some challenging bite sized maps that push me to my limits. Would certainly love to see a sequel to Swift Death in the future.

>> No.3900493

I really like Lainos and Pipicz.

>> No.3900501

I made the "Vile Temple" I think you called it on the first test build. I'm still working on it daily so you'll definitely get a map from me, I'm just being a picky fucker with texturing so it's taking longer than expected

>> No.3900507

What are the requirements for the levels? I have a few levels I could submit right now. I've just started to get confident about my mapping ability and I'm on two week vacation.

Currently have a desert base thats pure Doom 2, and a CC4tex Downtown remake.

>> No.3900509

Same thing, what >>3900478 said.

>> No.3900530
File: 159 KB, 677x407, Roland-at-the-tower-roland-deschain-28556533-677-407[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Has anything Dark Tower ever been made for doom?

If not, then Mid-World would make a killer megawad, I wot.

>> No.3900532

The word you meant to use was "bisected".

>> No.3900534
File: 28 KB, 636x671, 1363398762072.png [View same] [iqdb] [saucenao] [google] [report]

It would be, if it weren't for the price, lack of expansions, and low sound quality compared to source ports and the megaton edition.

Without being a filthy pirate (guilty), then megaton edition is your best bet (also guilty) for solid duek action. You have to go to a site like G2A or something for it, or you can just priate that too.

>> No.3900545

It'd probably be best as an inspired type of wad, not a full-fledged dark tower adapatation.

Like, we're talking using Mid-World as a setpiece for a hellish invasion, and you play as Doomguy.

>> No.3900549


Requirements for the levels are pretty simple.
Should be runnable in ZDoom 2.8.1 (which is the last stable build so really easy to get), should allow jumping/crouching, uses tracker music for music (which I can easily grab), and be all right with someone else tweaking the map a bit in case something fucks up engine-wise.
I'd be interested in seeing them, if you wouldn't mind. Is there a way I can contact you on a messager? IRC, Steam, Discord?


I'm happy to hear that, I really enjoyed that map.
Even if I do end up closing submissions, I'll keep a slot open for you.

>> No.3900556

Does Retro Shader not work on GZDoom 2.4.0 for anyone else?

>> No.3900557

I am even less social than most anons, so I have none of those. Give me a bit, I'll get Discord.

>> No.3900559

tried running qzdoom yesterday, couldn't get the software style lightning render to work either.

>> No.3900595

Retro Shader is kill. Thanks, Graf!

>> No.3900603

here, reach me on Discord #6129

>> No.3900613

lots of mods, maps and special triggers break considerably more every gzdoom update.

one of the main reasons I don't play doom as much these days.

>> No.3900634

What's the most up to date version of GZDoom that isn't in OpenGL 4.0 and which doesn't break fucking everything?

I like being able to adjust dynamic lights to my liking, and I like the idea of the retroshader (but I've never tried it).

>> No.3900635


>> No.3900639
File: 121 KB, 800x450, psx2.jpg [View same] [iqdb] [saucenao] [google] [report]

Nah, I picked it up because I was pissed off about the last patches being Zandro-only when I primarily play single player. A resurgence on Zandro servers would have been niiiice, but it wasn't really expected.

>> No.3900650
File: 241 KB, 640x480, d2rpg_gzd.png [View same] [iqdb] [saucenao] [google] [report]

I beat Doom 2 RPG on two different platforms (a shitty J2ME phone and an iPhone), and I've been grabbing assets from them where it makes sense - basically anything in the "3D world" is in some fucked up custom file format that only one person seems to have cracked, and they're not talking about it until they finish their port of Doom 2 RPG to GZDoom. Which is hugely ambitious, but is proooobably gonna take a bit.

>> No.3900656


Name? Sorry, I can't send with just a number.

>> No.3900658

Oh, sorry.

>> No.3900694

When you get killed in Strife by fire damage, you get this animation.

>> No.3900697

Just tested my QUMP map on deathmatch mode - pretty hilarious.

If anyone wants to play bots in quakespasm on any map, use reaper bots - very easy to install (foolproof) and run. No need for any special waypoints they just do their thing.

>> No.3900706

You know what would have been a great Samsara April Fools?
Turning it into a MOBAFPS

>> No.3900708
File: 5 KB, 225x225, index.jpg [View same] [iqdb] [saucenao] [google] [report]

>[ZScript] Breaking the ice for non-programmer DECORATE users
>cool, maybe this can help me learn what zscript is
>go through the tutorial step by step
>follow every step
>mhm, done
>mhm, done
>mhm, done
>reach the end
>i still don't know a single goddamn thing about this code, what it does, or how it works

>> No.3900715

Vaecrius is some horrifying math-golem.

I might do a simpler tutorial to showcase automating things that are a forest of copy-paste in DECORATE, to gently poke people into the potential of the system without throwing them in without water wings.

>> No.3900728

No, that's not quite helpful here. I should've explained that I was trying to run a mus-to-midi converter which I put in my zDoom folder.
It turns out that the mus-to-midi converter was made in 1996 and only runs in 16-bit, hence DOSBox.
Anyway, I changed the folder name to simply "zDoom" and now it works; the program I wanted to use, on the other hand, not so much.

>> No.3900772

>Tracer and that ugly girl from Battleborn are announced for Samsara

>> No.3900778

>One of the maps has a Dead Caleb cameo

>> No.3900779

what the fuck are they gonna call the sequel to doom 2016 tho

>> No.3900782

Give it a subtitle?

>> No.3900787

Doom Jam VII Xrd: Fight for New York 2

>> No.3900790

Doom II: Hell on Earth 2019

>> No.3900793

>+prt of Doom 2 RPG to GZDoom

Is the first D RPG getting ported too or is it unnecessary since all of it's enemies are recolors and dogs from Wolfenstein?

>> No.3900819


Also I hope they revisit the idea of Final Doom in some manner. I'd really like both but I could settle for either, or even a mix.

Just imagine it, Doom : ReEvilution, or Doom : Argent Plutonia

>> No.3900835

If they ever to a Doom 5 based on D2, i want the earth levels to look colorful and detailed like Duke Nukem 3D but with a twist of hell and sci fi, so you know it's Doom.

Then the hell levels take multiple elements from both classic Doom (flesh and bone, eyeball switches, walls of souls, fireblue.. ) and Doom 64 (gothic arquitecture, torture related tools, gargoygle statues)

>> No.3900836

A tribute to D64 would be pretty sweet

>> No.3900839

They could give the chainsaw a double saw upgrade and add the Unmaker as a new weapon, although i can imagine the demon keys being easier to find compared to the original game.

>> No.3900842

If Id Software manages to look at MetaDoom and the stuff in it, they could acknowledge the RPG games to the point they could put a holy water pistol in Doom 5 as a secret weapon.

>> No.3900883

I guess not many people here play maps.

>> No.3900895

Maps are constantly discussed here dude, it's probably just that not everyone knows who they're made by
I'm playing speed of doom right now and i don't know who fuckin made it

>> No.3900919

Speed of Doom is by Joshy and Darkwave0000.

>> No.3900924

You guys sure know who made which gameplay mods all the time, so...

>> No.3900929

Only the major ones, really. Same goes for maps.

>> No.3900931

Speed of Doom was a major mapset, dude.

>> No.3900935

im playing oblige generated maps mostly

shameful webm test with loud music and gzdoom 2.5

>> No.3900939

There is someone making a UFO: Enemy Unknown mapset on ModDB, slated to come out this month.

>> No.3900956

I play OBLIGE maps with DRLA and a playlist of Eurobeat FLACs

>> No.3900965

That would be an easy enough solution for implementing, but not quite true enough to the original for my tastes.

>> No.3901003
File: 233 KB, 400x359, blursphere.png [View same] [iqdb] [saucenao] [google] [report]

>Seems termyboy hasn't made the call for h2h maps yet.

I've been in contact with him, he's waiting for map submissions. Will change the news post to reflect this next thread.

>> No.3901006

What are you using for the headbob?

>> No.3901008
File: 716 KB, 1364x768, qzdoom 2017-04-03 16-24-05-28.png [View same] [iqdb] [saucenao] [google] [report]

That's not true, I love Sunlust. First few maps at least.

>> No.3901012
File: 1017 KB, 1920x1080, Screenshot_Doom_20170403_142715.png [View same] [iqdb] [saucenao] [google] [report]

goddamn waterlabs was really fun

>> No.3901073


>> No.3901106

Uugh, feels like I'm watching someone play the Grand Vomitorium..

I didn't realise the Enjay icon was a pickup until my 4th playthrough when I accidentally stepped into it at the end. Thought it was just decoration.

>> No.3901107

ribbiks for aesthetics, dannebubinga for obnoxious macroslaughter, benjogami for straight up dickishness.

>> No.3901115

Nicolas Monti is my hero. His taste in dangerously cheesy MIDIs is impeccable and his maps are fun as fuck.

>> No.3901118


>> No.3901142

is the map also from metadoom? if not, what is it?

>> No.3901157

He said it was Oblige, which is a program that randomly generates maps

>> No.3901163

that's why there are two identical gibbed player things 10 and 12, they were originally top half + bottom half

>> No.3901181

source please

>> No.3901196

New thread.


>> No.3901886

The real problem here is people don't get together, host servers, and play. Those were the good old days.

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