[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr / vt ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

/vt/ is now archived.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 81 KB, 500x371, tumblr_inline_oji47uJJYL1r95fgm_500.png [View same] [iqdb] [saucenao] [google] [report]
3905430 No.3905430 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3901193

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.3905431


-Second phase of map submissions closed

-Mapping deadline currently ends on the 17th of April

=== NEWS ===

[4-5] Kinsie's Consolation Prize project now covers Doom 64 Retribution; MetaDoom also to make use of it in v3.64

[4-1] DooW released

[4-1] April Fools: BTSX Episode 3 beta

[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

[3-20] GZDoom 2.4.0 and QZDoom 1.3.0 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.3905436

What is a doom?

>> No.3905439

A miserable pile of guts

>> No.3905442
File: 128 KB, 612x403, exploding-head-syndrome[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>every entity in quake can have properties applied to it that the entity normally doesn't have
>you can make basically anything work like anything else
>sometimes the engine has something hardcoded and shits a brick anyway
>thinks and uses and touches and programming shenanigans
>the entire existence of info_notnull
>my fucking face the whole time

oh god how the fuck do people do this

>> No.3905449
File: 137 KB, 530x250, CarmacksMad.jpg [View same] [iqdb] [saucenao] [google] [report]

Because reasons...

>> No.3905450
File: 1.91 MB, 1600x900, 1487668424502.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3905452
File: 3 KB, 436x88, undertheeditmenu.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905453



>> No.3905456


Doom is not for bloom.

>> No.3905457
File: 1.85 MB, 1600x900, 1475323625211.png [View same] [iqdb] [saucenao] [google] [report]

what bloom

>> No.3905472

And I thought I was the only retard. It's been on the entire time. Pay attention.

>> No.3905475 [DELETED] 

a good portion of doom 3's most remarkable, iconic, most doom like features are in, like the soul cube and the smg and the uh

the uh


spoiler]not a big fan of doom 3's anything in case you weren't able to tell, and I'm sure kinsie feels likewise[/spoiler]

>Q2 railgun replacement for the gauss cannon
few problems with this my dude
quake 2's railgun
>isn't part of the doom franchise
>would be redundant because the gauss cannon is already a railgun
>it's better than it in every regard due to its balls out AoE

>> No.3905481

a good portion of doom 3's most remarkable, iconic, most doom like features are in, like the soul cube and the smg and the uh

the uh


not a big fan of doom 3's anything in case you weren't able to tell, and I'm sure kinsie feels likewise

>Q2 railgun replacement for the gauss cannon
few problems with this my dude
quake 2's railgun
>isn't part of the doom franchise
>would be redundant because the gauss cannon is already a railgun
>it's better than it in every regard due to its balls out AoE blast damage

>> No.3905489

Wasn't it discovered a thread or two back that literally everything in your map was off-grid? Like, even at 1-unit grid?

Also, stop bringing up your brain worms at the slightest nudge. Everyone here is some kind of fucked up mutant, and they don't use it as an excuse or a badge of pride.

>> No.3905493
File: 6 KB, 129x80, RAILA0.png [View same] [iqdb] [saucenao] [google] [report]

I've actually considered a hidden Impulse cheat that'd give you one Quake weapon (probably the Q1 rocket launcher), but I don't think anybody ever found the existing Impulse cheats so I'd rather put my effort towards things that people see.

>> No.3905494
File: 753 KB, 1280x1024, gradual progress.png [View same] [iqdb] [saucenao] [google] [report]

It's been on in every single one of the images posted.

>> No.3905496

Then why is almost every vertex you made off grid? (starting to think those that aren't were done by that other Anon)

>> No.3905502
File: 177 KB, 1280x1024, carr.png [View same] [iqdb] [saucenao] [google] [report]

Because dicks?

This is one of the oldest iterations of the map before somebody came along and tried to salvage part of it, the earliest moment of connecting it to H2H, which was the recommendation of somebody in the thread.

>> No.3905504

yes please. I'd rather see things on hold for now and let you sort out your backlog, and investing time and efforts on features that are far more vital to balance.

that being said holy shit does that thing look off as fuck centered.

>> No.3905509

And the circled in green areas are what was done by somebody else, barring a couple of edits/tweaks

>> No.3905513
File: 1.11 MB, 1280x1024, stuff not done by me barring some tweaks.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905516

So with Consolation Prize being a thing, imagine Hideous Destructor with PSX/64 Doom.

Sounds incredibly unpleasant.

>> No.3905518

>Because dicks?
>I don't want to be helpful in sorting out my own problem/bad habit
In my version of GZDB, holding down Shift when creating lines just treats your grid size as 1 instead of what it currently is, but doesn't go off grid, ever. Even turning snap to grid off still snaps to the 1 unit grid.

However if you then move around your verts/ sectors/whatever while holding down shift it will ignore the grid completely. I don't know if this is what you're doing, but if it is, stop fucking doing that.

Yeah, the marble areas are what I was thinking of, they're all on grid.

>> No.3905532

HD MIGHT be more tolerable on PSX in certain circumstances, since the PSX's memory limitations reduce monster variety, potentially making certain sections easier. Or harder. It can go either way, really.

>> No.3905536

I was thinking the same thing, now.

The levels are simpler than the originals and the atmosphere of the TC fits HD's mood pretty well

>> No.3905557

should i play descent?

>> No.3905571

Yup, all of them, Descent 1, 2 ,3, Freespace 1 and Freespace 2.

>> No.3905585
File: 2.68 MB, 800x450, 1478730265991.webm [View same] [iqdb] [saucenao] [google] [report]

ffffuuking bugs

>> No.3905613


>> No.3905623
File: 2.65 MB, 800x450, 1475089375370.webm [View same] [iqdb] [saucenao] [google] [report]

trailblazer with brutal doom monsters

>> No.3905626
File: 693 KB, 800x690, 1458660069365.png [View same] [iqdb] [saucenao] [google] [report]

So I'm playing doom on linux, is there any soundfont that makes it sound just like zdoom on windows? If not which soundfonts would you faggots recommend?

>> No.3905627

Must be some anti-piracy thingy like that invincible scorpion machinegunner from Serious Sam BFE. But then again, brutal doom monsters, so yeah.

I'm having a guilty blast running it with Project Ironclad, though.

>> No.3905673
File: 2.09 MB, 1600x900, 1479638518228.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905675

why are you rendering the game to an olde-tymey parchment

is your monitor a wild west wanted poster

>> No.3905683
File: 792 KB, 1600x900, 1478911168991.png [View same] [iqdb] [saucenao] [google] [report]

i find the non-processed vanilla look too dark and if i raise the brightness and contrast it becomes too colorful.

>> No.3905689

wut mapset

>> No.3905694

oblige randomly generated
https://file.io/cn65Me the resulting megawad, map06 on screenshot

>> No.3905695

does it flow well? Last time i tried fucking about with oblige and trailblazer i found out i had to stop and look at the map more often than i'd like

>> No.3905697

That's why you enable textured automap and bind it to a readily-available key like Tab.

>> No.3905702
File: 1.85 MB, 1600x900, 1479167049368.png [View same] [iqdb] [saucenao] [google] [report]

the only time i look at the map is when im trying to figure out the secrets locations, so yea, id say it flows well and overall feels pretty solid. Perfect for when you just want to shoot stuff

>> No.3905716
File: 210 KB, 784x438, bDvJtlS.png [View same] [iqdb] [saucenao] [google] [report]

> Can we have a classic pistol option? It really bugs me to see all this FUCKING BULLET AMMO lying around during M1-M3 of a wad. Maybe a handcannon that eats triple pistol ammo or sumthin.

Added! Merry Christmas!

>> No.3905729

if your pc doesnt lag when looking at all the bodies, its not a slaughtermap

>> No.3905737

Kinsie, is that you?
Did you find any sprites/ideas for the new monsters yet?

>> No.3905743

DESU I haven't been looking too hard yet, I've been squashing bugs, doing balance stuff and adding features that don't require any new art or whatever. Sometime soon I'll knuckle down and start on v4, whatever that entails.

>> No.3905747

Ok, wasn't there a guy who did D4 demons sprites?
What happened to him?

>> No.3905749

but its march

>> No.3905754

actually i think you'll find it's august 2037. you were in a car crash 20 years ago and have been in a coma ever since. WAKE UP!

>> No.3905756

It's April, you goon.

>> No.3905759

One complaint i have about MetaDoom is how Hell Razers seem to require at least one more shot from the regular shotgun than just one like the regular zombiemen.

Do they have more health?

>> No.3905761

Sorry, the coma that >>3905754 mentioned made me delirious. For example, for the past hour, I thought that Brutal Doom was a quality mod.

but yeah its april

>> No.3905764

Yeah, Hell Razers have 80 health. I forget my logic on this one, so I'll probably change it to 50 to match the ZSec.

>> No.3905767

>for the past hour, I thought that Brutal Doom was a quality mod
Must have been mighty delirious then.

>> No.3905771

Ok, cool

>> No.3905779

if your pc lags because you're looking at a lot of bodies in a slaughtermap, then you are using a toaster.

>> No.3905783

That's not the worst of it......

I also thought using filters was justified

>> No.3905789
File: 1.33 MB, 1920x1080, Screenshot_Doom_20170405_180134.png [View same] [iqdb] [saucenao] [google] [report]

That or i'm running smooth doom with gibs

>> No.3905798

Filters can be easier on the eyes. I know I used them just for the text in the menus because trying to read them strained my eyes.

>> No.3905801

It could be worse, you could have also thought Complex Doom was good too.

>> No.3905802

Or you're playing Speed of Doom map28, which is known to lag for people just by looking at the central tower at any point of the map.

>> No.3905809


I think I did

I also thought Blood's source code was going to be released and that slaughtermaps were good.

>> No.3905824
File: 962 KB, 1600x900, 1479516952718.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3905825

>everyone using AO
It looks nice and all, but it's way too heavy most of the time... Tone it down just a tad.

>> No.3905857

Fuck off or talk like a normal human being. If kinsie played both Doom RPGs he knows about all the assets they share with Doom 3. My problem with the gauss rifle is it's an overdesigned and ugly piece of shit and I'd rather look at a slick railgun.

>> No.3905858

It's not meant to be completely centered
Some people play quake like that and it looks nasty

>> No.3905912

Doom 64 > Doom 2

>> No.3905916

Doom 1 >= Doom 64 > Doom 2

>> No.3905946

>that feel when you finally slog through building your level and you're on the home stretch

Fuck this detail work I'm never building an open city level ever again. How's everyone else doing?

>> No.3905965
File: 214 KB, 1920x1160, streets of fire 1.png [View same] [iqdb] [saucenao] [google] [report]

So here's my submission for Highway to Hell. I've been working on it for a few days now. Really wanted to try doing a big Hell on Earth style map. It' s been rough, and although I'm happy with the general layout and level of detail, I'm concerned that the gameplay isn't going to be that great. Big, fairly realistic cities are a fucking chore.

I might have to do another round of editing, breaking up the straight shapes of the road with cover or bends. The open roads could make for some good slaughter encounters though

>> No.3905968
File: 1.47 MB, 1920x1161, streets of fire 2.png [View same] [iqdb] [saucenao] [google] [report]

Currently the player has to go up, around, and back down the city streets fighting monsters in the streets (and some building snipers) before getting into the UAC lab and having some traditional close quarters shooting.

After they get the petrol can, I'm planning on having all hell break loose during the run back to the truck. Most of the garage structures on the map are rigged to open up, I'll probably fill them with a lot of monsters and swarm the streets.

>> No.3905972
File: 2.11 MB, 1890x1155, streets of fire 3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905974
File: 1.80 MB, 1920x1160, streets of fire 4.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905978
File: 1.89 MB, 1920x1158, streets of fire 5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905983
File: 1.85 MB, 1920x1158, streets of fire 6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905986
File: 1.68 MB, 1920x1159, streets of fire 7.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905989
File: 339 KB, 720x205, HAUf046.png [View same] [iqdb] [saucenao] [google] [report]

please name the next thread HAM LIKE GAMEPLAY GENITALS

>> No.3905990
File: 1.76 MB, 1920x1161, streets of fire 8.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3905994

No, the next thread is going to be called HUGE NUTS.wad

>> No.3906008

is Doom supposed to look like this

>> No.3906015

It depends

>> No.3906034

>Again; this was the old version that was denied. The current one isn't.
do you think that it just gets
un-rejected sometime if you keep pushing it hard enough

>> No.3906035


>> No.3906037
File: 54 KB, 324x289, 1365835792842.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3906041

Shit I don't know. I've been spending more hours on this map than sleep

>> No.3906045

It's been ported to near everything and people modded it and displayed it on gods know what even back in the early 90's.

If you wanted to play Doom on a projector on a big white canvas, you're literally not doing it incorrectly.

>> No.3906048
File: 428 KB, 760x900, ad2f04ad8a480cf822243cea9da0dc5d2dc0da35.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3906049

>tfw has pet rabbit
>it's awesome

It's like the cuteness of a cat without being a lazy boring fuck like a cat

>> No.3906052


>> No.3906054

Just gotta add the vehicles and I'm on the home stretch. Still can't find any decent car textures.

Where the fuck did Sergeant Mark IV get his from? I can't find any. Shadow Warrior only had a couple types of cars, and they had stupid Japanese jokes on some of the textures so I decided not to use them

>tfw could just lift the textures from Hell on Earth Starter Pack but then I would be a work stealing non-crediting faggot

Might have to use the voxel vehicles pack

>> No.3906057
File: 238 KB, 500x493, 1421108981140.png [View same] [iqdb] [saucenao] [google] [report]

Rabbits are amazing.

I get why Doomguy is so pissed at the demons.

>> No.3906059
File: 28 KB, 500x333, Riptearmahboi.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you sure?
I think it looks pretty.

>> No.3906061
File: 2.30 MB, 300x300, 1447974476087.gif [View same] [iqdb] [saucenao] [google] [report]


Yeah, dude. I've rejected it, like, twice. If you need a third time, I guess this would count as it.
I mean, kudos for continuing on despite that and trying to keep on working on it? But that sort of persistence is really only good if the map improves, which this...really has not.

I get that you want to contribute and help out, which trust me I do appreciate, but you really need to focus on the basics and keep practicing on getting a solid layout with clean lines and simple texturing.

>> No.3906063

So was the game always rendered at at least 640x400?

>> No.3906064


There's some cars in Ghostbusters Doom.
Batman Doom too, I think.

>> No.3906065

Sometimes it's better to just start a clean slate. Go back to basics. Start over and get some good simple layouts done. I'm sure Term wants more levels for his projects, if you start over and get something that's FUN it'll probably be accepted?

And gets some sleep FFS, I know I've done all kinds of stupid shit trying to make levels & stuff when tired.

>> No.3906071
File: 3.81 MB, 4032x3024, IMG_20161022_165041.jpg [View same] [iqdb] [saucenao] [google] [report]

Here's a pic of Doom at 320x200 resolution on my CRT monitor

>> No.3906073

I looked up Ghostbusters Doom, but they were just sprites. The only person I know whose added sector-based static cars is Sgt Mark. I did find that he credited Scuba Steeve for his cars in his old CityAssault wad.

Ack, I'll pull up GB Doom again, maybe there's alternate textures in their I can use. Or maybe I should get some sleep too.

>> No.3906074


Get some sleep, mate. Can't map when everything is foggy. You can always come back to it tomorrow.

>> No.3906075
File: 3.59 MB, 4032x3024, IMG_20170402_101827.jpg [View same] [iqdb] [saucenao] [google] [report]

Also a quick and dirty pic of Duke3D in DOSbox at the default 320x200 resolution.

>> No.3906083
File: 72 KB, 959x712, moe goodnight everybody.jpg [View same] [iqdb] [saucenao] [google] [report]

Found the right textures in the GB.wad. Can't believe I missed them the first time!

Yes... I think it is time for sleep...

>> No.3906084

That's what it looks like when I turn on double scanning. Is that what you're using?

>> No.3906091

By double scanning do you mean scaling the res to 640x400?

>> No.3906094

Yes. I'm using the Daum build of DOSBox so I have the fullscreen resolution set to 'original' and doublescan set to 'true' and then it outputs 640x400. Basically I'm just curious if massive scanlines were the norm or not.

>> No.3906097

That should be native 320x200 output but give me a sec to redownload the Daum build just to make 100% sure I'm not talking out of my ass.

>> No.3906143
File: 59 KB, 266x448, Clipboard01.jpg [View same] [iqdb] [saucenao] [google] [report]

In the end, i decided to bring him to Hunter's Moon, he will be the final thing i will be adding to Version 2.9, then i will just rework Cyclops vehicle and release the damn thing.

>> No.3906180

Anyone know what programs the Bobby of Princess used to make the musics?

>> No.3906196

Can anyone tell me why this doesn't work?

function void drawHUDelement (int id,int x,int y,int elementalpha)

And then, when I call the function in a script later...

drawHUDelement (1052,19.1-hdif,290.1,GetCVar("MSXA_HUDCosmeticOpacity"));

The above doesn't work, even if you restart after changing the CVar value. It's always full opacity (1.0).

>> No.3906205


>> No.3906219

Since there are models ripped from Doom 4, has anyone tried the same with Wolfenstein TNO?

>> No.3906220

on further inspection it looks like it's outputting at 640x400 even with the scaler off

>> No.3906225

kinsie stated he doesn't want to do it, your life is fucking over

>all the assets they share with doom 3
you mean the poorly done smg frankensprite? the two monsters out of the entire roster that actually are useful? the fuckugly textures that will never make the cut because the mod doesn't alter maps?

>My problem with the gauss rifle is it's an overdesigned and ugly piece of shit and I'd rather look at a slick railgun.
its design is supposed to mimic the original doom's BFG major tier weapon aesthetic. it's truly confusing that you complain about not being a fan of doom 4's look when it doesn't even look like the gun from the original game

did you play the mod for more less than five maps or some shit and just came here to shitpost

>> No.3906242
File: 562 KB, 1364x768, image.png [View same] [iqdb] [saucenao] [google] [report]

Is this the Baron of Hell?

>> No.3906270

Esselfortium a cute!


>> No.3906272

Has anyone made a mod where every monster in the game is replaced with their skeletons?

>> No.3906278

The fuck did you do to the saturation?

>> No.3906289

Do rabbits play?

Wait, this is off-topic as shit.

Can somebody give me a theme for a speedmap?

>> No.3906291

>If kinsie played both Doom RPGs he knows about all the assets they share with Doom 3
implementing doom rpg's elements would imply doom 3 content is already done for. both games didn't have much going on for them besides some references and one or two weird looking monsters, everything else was a copycat of doom's by now antique gun and monster rosters, with not much deviation from the original source besides the implementation of turnbased combat.

>My problem with the gauss rifle is it's an overdesigned and ugly piece of shit and I'd rather look at a slick railgun.
that's more of an issue you got with how *the author himself* handled it. the mod drinks insane amounts of inspiration from doom 4 because it's the only game in the franchise so far that dared venture further into doom's base gameplay mechanics and got away with much more than any other iteration in the franchise did. as such, doom 4's infinite ammo peashooter is in, the explosive shotgun is in, the aoe plasma gun is in, some sprites are even directly based on new guns from the game, because doom 3's garbage aesthetic had been done trillions of times before.

you don't like thing? stop working out that dragon dildo and work up a spritesheet yourself.

>> No.3906293


Dead Simple
Twisted Mainframe Core
TImed level enforced by way of a perpetually slow moving wall.

>> No.3906301


>> No.3906308

I created a custom resolution with my display driver. Or are you saying the thick scanlines are a result of this?

>> No.3906313

jesus, no.

>> No.3906314

i'm thinking about creating and going through an oblige megawad with some gameplay mods. Anything i should know about it? i heard it goes overboard with the cacos or something

>> No.3906315

even in original DOS, "320x200" actually meant the monitor would output 400 horizontal scanlines, it would just double up every two.

>> No.3906317

here's doom on original hardware

>> No.3906323

what's your custom resolution settings?

>> No.3906328

This is going to sound strange, but is there a function in doom builder to tell me my angles?

>> No.3906332

Not sure how Kinsie will represent Resurrection of Evil in MetaDoom but i wonder if the artifect, gravity gun rip off and tv mouth demon are enough for it, since there doesn't seem to be much else worth to put in.

>> No.3906338


Looks like you don't have SetFont.

>> No.3906343


No, when the function is called in a script, I'm calling SetFont first. I just cut all that out because the whole script is very long. The graphic renders, it just doesn't render with the opacity specified in the CVar, instead always rendering as 1.0.

>> No.3906346

not him but maybe there's some problem in the conversion to fixed point? no clue.

>> No.3906349
File: 1.26 MB, 1327x1077, 1480181190253.png [View same] [iqdb] [saucenao] [google] [report]

>mfw making my first map
and i thought playing this fucking game was a time sink

>> No.3906365
File: 49 KB, 374x358, ?.jpg [View same] [iqdb] [saucenao] [google] [report]

Try Scc1t2.sf2, but iirc it didn't sound correctly on fluidsynth, and timidity++ maps some of the drums rare (the power snare is more lower-pitched than it should).

>> No.3906384

>venture further into doom's base gameplay mechanics
we must've played different doom 4s because shoehorned rpg mechanics with skyrim like waypoints and closed off arenas are not what i think of when i play doom

>> No.3906391

I don't think you got the point. doom 4's base features in regards to weaponry and monster mechanics are the main attraction of the mod, whether you want to admit it or not. it's painfully obvious in how much of it the mod itself draws inspiration from for the most part.

>> No.3906397

Considering how most of D3's enemies were melee only and the guns had reloading, while D4 gave alt fires and more abilities to the enemies, i think i understand what you mean when it had more from D4 than D3.

>> No.3906448

any wad that uses marathon music?

>> No.3906470
File: 636 KB, 1511x856, Capture.png [View same] [iqdb] [saucenao] [google] [report]

Trying to play ezQuake but the server list isn't working, any idea whats wrong?

>> No.3906495


Well, I'm at least going to finish this map first (the last couple of areas and the icon are what needs to be done, but still playing around with what to put in them).because MUH AUTISTIC VISION/ARTSTYLE Learned a lot; some other projects to figure more things out would be nice. 3D Sloped floors were one of the things; but that puzzled me- and yes I saw the chubzdoomer video.

Any other useful linedef/sector definitions/tricks I should seek?

>> No.3906497

zandronum server when

>> No.3906509

Are there mods that involve walking on/climing walls and ceilings or flying to the point the camera can be upside down?

Think of like a mod based on some plane flying simulator or even something like Gravity Rush if you've heard of it.

>> No.3906510

>tfw to smart too play anything other than pika-giblets BRUTAL DOOM and AV LV Complex Doom [Randomizer/1 Life/UV/RUS/HOM/AYY]
>tfw two intelligento too post my face when

>> No.3906513


>tfw too intelligent to play anything but ZDaemon and face has transcended human limits of perception so can't post face

>> No.3906517
File: 310 KB, 1600x900, Screenshot from 2017-04-05 20-13-36.png [View same] [iqdb] [saucenao] [google] [report]

I usually hate the graphical effects from GZDoom, but the Palette tonemap in Playstation Doom TC is amazing.

>> No.3906518

Does anybody know why the fuck Strange Aeons didn't win a Cacoward?

>> No.3906521

Where's the latest link for Nevermore? I thought it was on ZDF but I can't find it.

>> No.3906524

Lots of use of Realm667 resources? I don't know. It's really good too.

>> No.3906526

Which Kamen Rider is that? Are any of the new ones as good as Gaim was?

>> No.3906534

I really hope that wasn't the reasoning. Who cares if it used some freely available sprites, it's what it does with them that matters.

>> No.3906536
File: 871 KB, 1280x1024, line fixing.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3906538

How much free time do you have?

>> No.3906552

You've sunk a lot of time into this map but I think it's time to throw it out and start anew.

>> No.3906562

Just finished Turok 1 for the first time. Is it safe to assume Turok 2 is just as good?

>> No.3906564

yea it was really good
my only issue was that a lot of the secrets were bullshit

>> No.3906567
File: 300 KB, 755x554, 1491268189281.png [View same] [iqdb] [saucenao] [google] [report]

>Run PSX Doom on software rendering
>Darkness everywhere
>Keep forgetting I'm not playing Doom 3
>No way to increase draw distance, sector lighting, etc.
>Weird map properties prevent me from running it in GZDoom because toaster computer won't let me run latest build
>QZDoom crashes in ZDL with no error log
What do I do, friends? I'm kinds SOL here.

>> No.3906571
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]


This is practically one of the last things I have left.

>> No.3906572

I like Turok 2 a lot more, honestly.

>> No.3906573 [DELETED] 
File: 85 KB, 1280x720, image.jpg [View same] [iqdb] [saucenao] [google] [report]

The Classic mode of Brutal Doom outclasses regular Doom in any way, and the only people who disagree are just mad that being a Doom fan isn't special anymore.

>> No.3906574

Not nearly as bullshit as the secrets in Sunlust.

Why not? It would be fun, as mapping is, and you could use all of your knowledge on the new map from the start?

>> No.3906575

Wizard. It was awful, as was Ghost. Drive was really good, in my opinion, it's biggest downside was "too many characters". Ex-Aid is...firmly on the side of "okay", but it's finally picking up like half a fucking season later.

>> No.3906578

Inferno has the best music in DOOM 1

>> No.3906580


Brutal Doom is fast-paced in a way that removes tactical thinking from the game.

>> No.3906601 [DELETED] 


Why would you play Doom for tactical gameplay? Doom was designed to be fast-paced, and nothing does that better than BD.

>> No.3906605

Yeah I tried to watch the first part of Ghost and couldn't stand it. Drive seemed a bit too silly but I have heard it's good so maybe I'll go back and watch it.
2nd Urobuchi Rider when? Or at least get the guy who made 555 back and make him not slow the lot to a crawl this time.

>> No.3906606

Burl Tumd?

>> No.3906608

it was fucking obvious just from the image used

>> No.3906612

You don't need the latest build, I'm running on 2.2 and probably will be for a long time.

>> No.3906615

Doom 3 isn't even that dark because every area is made with darkness in mind. I tried playing Doom 2 a few days ago with a fresh install of GZdoom and couldn't see shit because the default lighting setting makes everything dark as fuck for no reason.

>> No.3906616

Understand that by 'toaster', I mean my GPU does not support OpenGL 3.x, so this means that all builds of GZDoom 2.0 are meaningless to me besides envy and jealousy.

>> No.3906617

It's all silly, since they're kid's shows. Even Gaim was pretty silly. If you want another Urobuchi toku, though, look up Thunderbolt Fantasy. It's pretty fuckin' good.

>> No.3906618

go give that show another chance. it manages to keep the silliness balanced out

>> No.3906621

Well there's silly then there's *silly*. I feel like Gaim used the silliness to deliberately emphasize just how totally fucked up a lot of the show was. Fruit Samurai aside it was very mature in theme.

>> No.3906623

"Doom 3 is dark" is a running joke, a meme if you will. Do you not recall people posting pure black images and purporting them to be screencaps of the game?

If you are not aware for optimum lighting in GZDoom, I have ambient light at 100, sector lighting at dark, and some other settings I forget. Nice and moody and sometime comfy too.

>> No.3906625

I'm pretty sure it can run on 1.3 and up.

>> No.3906626

Hey Zanieon, is it easy to convert the build space's grid to Doom units (inside Blender or whatever you're using), or do you have to correct the size in MODELDEF?

>> No.3906636

I do recall but it went from a joke to something people unironically parrot. The alpha was legitimately dark though.

>> No.3906637

>1st is from 2013
>2nd is from 2015
>several of the links are broken
There has gotta be a better way to archive our shit than pastebin. I know theres been many, many more wads released here than that.

>> No.3906641

I've been honestly tempted to save up several of my next paychecks and start up a general wadhost service.
Kind of like DRDteam or early BE, upload a file and you get a link, no muss and no fuss.

>> No.3906645
File: 229 KB, 640x480, SEND HELP.png [View same] [iqdb] [saucenao] [google] [report]

I tried 2.2 and also 2.3. This is the basic result. I was trying to search the texture options for a fix, but all the text was arrows.

>> No.3906646

That could possibly be done for free though if limited to here, with wads compacted into .zip files.

>> No.3906648

>isn't part of the doom franchise
Neither is the BFG10k.

>> No.3906650
File: 11 KB, 350x235, GZDBGuidelines.png [View same] [iqdb] [saucenao] [google] [report]

Yes, sort of! in GZDoom Builder, while placing lines you can turn Guidelines on. "A" is the angle/direction of the line itself, starting with 0 as straight down and continuing in an anti-clockwise direction.

>> No.3906653

In Blender, rescale things is pretty easy so you can use any scaling from any engine you want there.

Scaling in MODELDEF i mainly use for minimal adjustments now, only very old models uses correct scaling from there.

>> No.3906658


>> No.3906659

It is, however, part of the Quake franchise, which has quite a few connections to the Doom franchise.

>> No.3906661

As much as I enjoy Strange Aeons, I do have some gripes with it.

Light amps were placed in maps because GZDoom's enhanced night vision allows the player to see the invisible monsters, but SA was purportedly made with ZDoom's software rendering in mind, and players using it get no benefit at all. The maps aren't even particularly dark, so for software players there's just totally pointless light amps everywhere. It actually starts to feel silly.

The second powerup-related problem is really more of a general Doom mapping gripe, but I didn't feel like there was much thought put into blursphere placement. I don't really remember any times they were placed as bonuses before a group of hitscan enemies, nor as traps before a batch of projectile-throwers. They're an afterthought: "I don't know what to put here, so have a blursphere."

>> No.3906662

Sound like an upset cat owner

>> No.3906663

Same with the railgun.

>> No.3906670

So if I were to make a model from scratch I could craft it to Doom's scaling? Hooray!

>> No.3906672

Sounds like an insecure rabbit owner.

Actually a dog owner. It just annoys me when people shit on other pets to justify their own choice of pet.

>> No.3906675

Rabbits are better than cats.

I wouldn't compare Dogs and Cats though, kind of a different category

As in Dogs belongs in the good category and cats don't fit in that

>> No.3906681


my rabbit chased your cat away so it's not shitting everywhere and leaving ripped-apart mice for me to clean up, deal with it

>> No.3906684
File: 105 KB, 604x612, NME.jpg [View same] [iqdb] [saucenao] [google] [report]

A multitude of reasons. One of them being needing to establish my own mapping/art styles and themes. I don't even know my own yet; so trying to mimic others may make a case of never having my own.

That and I need to get that icon of sin (practically the main attraction) ready to go. Two of the many spawn locations are set up. I would of liked to get the sloped 3d floors for the hands, but what I have will suffice. I need to think of the goat room and the spider room before rigging up the Icon.

Three, I need a mapping "pallet" or HQ to call upon, if you will, but that sort of ties into the first one. A sandbox of my bullshit, if you will.

tl;dr: [autistic screeching]

>> No.3906687


>> No.3906689

That was one bad scratch, eh?

>> No.3906690
File: 255 KB, 1280x1024, a good portion of the time was just rigging all this shit up.png [View same] [iqdb] [saucenao] [google] [report]

Also there's this shit.

>> No.3906694

t. angry Doomguy mad because Ranger's cat did manage to escape the monsters

>> No.3906697

What about Bitterman's dog?

>> No.3906703

I know, I'm just supplementing the discussion.

>> No.3906705

Ye, you can, this was some 5K experimental render i was doing by using a Quake 3 Team Arena map (MPTerra2) and the other models using the scaling of Doom engine: http://i.imgur.com/0QGoPsc.jpg

I was going to make a wallpaper thing for the mod with this but... dem legs, so i decided to keep it only experimental, i've been using the Tamers and Crash too much to promote the mod while certainly they aren't the only thing present in it.

>> No.3906712 [SPOILER] 
File: 6 KB, 185x185, 1491443171221.jpg [View same] [iqdb] [saucenao] [google] [report]

It wasn't pretty.

>> No.3906713

I'm aware there's likely more absurd examples of such a thing, but this is a lot from my experience.

>> No.3906725

What pet did Duke Nukem 3Dguy have?

>> No.3906727

>duke nukem 3dguy

>> No.3906734


>> No.3906738

Duke would have a parrot that would memorize all his lines. With the same voice too, of course.

>> No.3906740
File: 1.79 MB, 1280x1024, Screenshot_Doom_20170405_010537.png [View same] [iqdb] [saucenao] [google] [report]

Monsters currently spawn just below those pentagrams and drop down via gravity. Intents to have more spawn locations on the sides.

You would be up and climbing all over the top of this large marble-circutry-tentacle-etc abomination, circling around and shooting it from behind enemy lines on part of it's head. It spawned spiders and cybers, as well as the usual cast, and had many enemys and turrets stuck into wall textures.

>> No.3906741

what if hdoom had daisy as a rabbit monster girl

>> No.3906742

Even his greatest line yet, that only two people in the universe can utter?

>> No.3906743


Okay but why aren't your lines on the grid?

>> No.3906747

At least that gave us this, which is honestly fucking hilarious: https://www.youtube.com/watch?v=mO53c9A8StY

I have a thing for "every sound replaced with one sound" mods

>> No.3906752

You tell me. I don't have an answer, I think the grid bugged out somewhere around building the hexa-baron area, but don't know why, the settings for grid was never off;

Skull orbs are working though which is a plus.

>> No.3906767

>I think the grid bugged out
All I can think of is your GZDoom Builder "bugfix" version is fucked.

>> No.3906773

Yes, parts of the map liked to 'fold in' upon themselves at times, so during playtesting I needed to go back into the editor and fix it several times

>> No.3906778

>tfw every map you've done is shovelware that could be slipped into a D!ZONE pack and no one would notice

>> No.3906798

>see if H!ZONE is a thing
>it is

>> No.3906826

Were they not allowed to show screenshots of the game itself or something?

>> No.3906828
File: 986 KB, 1920x1080, dogg.jpg [View same] [iqdb] [saucenao] [google] [report]

There are some TNO model ports to Garry's Mod. Mostly enemies. I remember it being kind of a chore to port due to Megatextures, but in a different way to how it's a massive chore in Doom 4.

>> No.3906834

Of course not man. Not even the boxes had real screenshots half the time.

>> No.3906837

You know what, I'm gonna do this. I'm going to find a way to fool everyone into thinking one of my levels was on a D!Zone disk. I don't know how I'll do it, but I'll do it.

>> No.3906840

Go 4 it.

>> No.3906847


>> No.3906852

All I know is that Doom's music was made with an SC-55 in mind.

>> No.3906876

It won't be the actual D!Zone, because that's well known and decently documented.

>> No.3906921

Is there a reason why every time you press random file looking for a mod with no ratings it's some dude's personal deathmatch level?

>> No.3906947

you know what really gives me the diarreahs?
when shit that should be symmetrical isn't.
the "triforce" in >>3905494
the "star" in >>3905502
it's not that hard to make it symmetrical!

>> No.3906959

Been trying to play Quake 1 in Quakespasm but I get no music, like the most I can do is manually flip through the soundtrack but that ain't the same experience.

>> No.3906960
File: 11 KB, 232x197, 1376198741320.jpg [View same] [iqdb] [saucenao] [google] [report]

>mfw Gene-Tech has only one map

>> No.3906969

it's still not making it in, sorry.

>> No.3906975

oh god no please do not use the voxels please god no no no

We already have to take out the voxel truck, voxels are quite broken in software, sorry.

At any rate, your level looks super cool, I'm really looking forward to seeing it in action.

>> No.3906981

>voxels are quite broken in software, sorry.
Wait, what? What happened?

>> No.3907007

Basically, Shivers and I noticed that midtextures were randomly blocking out sprites behind them in software mode in our maps.

I figured we must've done something terrible, and a whole bunch of us tried to work out what the problem was.

Eventually we found out that due to some lovecraftian kencode used for voxels, they basically warp space-time in a huge radius around themselves, causing midtextures to have broken sprite rendering through themselves.

>> No.3907009

Is this new to QZ/GZDoom or has it been in ZDoom for a while now?

>> No.3907019

Wow! It's great! I'm shitposting in real-time!

>> No.3907020

Been in for a while.

>> No.3907021

Ah! Wow! Woah!

>> No.3907023

This has been around for a very very long time, and is still in even new versions.

>> No.3907024

>that screenshot

Wow, that actually looks pretty fucking cool.

>> No.3907036

Well damn, dunno why I haven't heard of it until now. I thought voxels in software were issue-free, people only complaining about them in regards to the Open GL renderer making them out of cubes.

>> No.3907043
File: 1.55 MB, 1280x1024, line fixing.png [View same] [iqdb] [saucenao] [google] [report]

More line refinements.

Thanks doc. You go through all the map yet?

>> No.3907045

Yeah, it was a big shock to us too, although I am glad that it's not my map going mad, haha.

We're not sure what we'll end up doing with the truck yet, maybe sprites with a model for OpenGL or something. Dunno.

>> No.3907085
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170406_012958.png [View same] [iqdb] [saucenao] [google] [report]

Here's that room refined.

>> No.3907092
File: 771 KB, 640x320, Pfffhahaha.webm [View same] [iqdb] [saucenao] [google] [report]

>that ending

>> No.3907105

redpill me on brutal doom

>> No.3907112

play it and after five minutes you'll learn whether you like it or not

>> No.3907139

You can either do the official version, Project Brutality, or Johhny Doom.
I miss Sperglord edition.

>> No.3907142

literally any submod is better than the official thing.

>> No.3907145

what if someone combined them?

>> No.3907151

Formerly a halfway decent-ish mod that has been plagued with most things surrounding it being bad, and it will never get escape its decline in quality.

>> No.3907160

Can I play that map?

>> No.3907207

Sure, Still working on it, was meant for highway 2 hell:


GZDOOM, doom 2

>> No.3907213
File: 1.02 MB, 1280x1024, Screenshot_Doom_20170331_220206.png [View same] [iqdb] [saucenao] [google] [report]

Previous revision of that room

>> No.3907216


>> No.3907217

Do you have the music in the right folder, is it the right format, and do you have load external music enabled.

>> No.3907218

don't know if this was posted earlier but

>> No.3907231

you've already been barred, just let it go dude

>> No.3907279

He said WAS meant for H2H. Nothing is stopping him from releasing it on his own.

>> No.3907280

>finally find decent sector cars in Action Doom, with permission to use them
>spend hours rigging them up
>in the end have to not use them because they don't match the voxel truck
>Voxel truck not being used any more

Well, now that I know ScubaSteve has given permission to use his textures, I can just lift the cars from the Hell on Earth starter and properly credit SS and Mark for their texture and sector work respectively.

Lot of hassle just to break up some boring straight lines.

>> No.3907282

if you had read the eula, when he submitted the wad for review it become property of the respective owners of h2h, so no, he may not release it on his own

>> No.3907283

Who cares?

>> No.3907286


>> No.3907289


I wasn't really following this project very much, I had no idea.

>> No.3907290

they always tell you to read the fine print huh

>> No.3907291

Just to clarify, it is totally worth it to make the streets less of a boring straight line run to the UAC building.

>> No.3907297

What are they gonna do, hold him legally liable?
He can tell them to fuck off with that shit and they can do nothing.

>> No.3907298
File: 251 KB, 500x375, VEKAapc.png [View same] [iqdb] [saucenao] [google] [report]

There is no EULA

>> No.3907302

well his maps definitely wont be accepted into any more events and we'll have to discuss on what further action to take and if we'll really need to enforce it

>> No.3907303
File: 67 KB, 722x725, 1480700431506.png [View same] [iqdb] [saucenao] [google] [report]

This is excellent

>> No.3907305

delete this now

>> No.3907306

Everybody shut up, I have an erection.

>> No.3907307

Oh man, sorry to hear that. Yeah, it disrupted a bunch of stuff, I'm glad we caught it when we did. Later on could've been horrible.

>> No.3907308

I can't man It was in the EULA

>> No.3907310
File: 356 KB, 537x806, I never read the EULA.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3907323

It's not too bad, I didn't get round to placing them before heading to bed. Plus now I've rooted around in all these mods I know exactly who to credit to make the sort of cars found in other mods. So I'll grab cars from Hell on Earth, write a credit list and call it a day.

Then I get back to what really matters - encounter design and ammo placement.

>> No.3907326

We have a squad of highly trained, highly agitated skeletons for hunting dissenters down.

>> No.3907327

>implying we can't beat those nerds to the punch

>> No.3907328

Resisting arrest only agitates them further.

Look at the OP image. This is what you're dealing with.

>> No.3907335
File: 158 KB, 1920x1080, plop.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm the reason that Revenants have no eyes.

>> No.3907338

it is a joke

>> No.3907340
File: 21 KB, 600x338, Horatio.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks like that dude is boned

>> No.3907346

Anybody got a working download for Wrath of Chronos? I never played Hexen Deathkings and want to chuck in a gameplay mod to make it more interesting.

>> No.3907350
File: 8 KB, 643x311, Music.png [View same] [iqdb] [saucenao] [google] [report]

You need to set it up like pic related. Sounds like you already have the music files, convert them to .ogg and name them like pic related, and put them in a folder called "music" in your "id1" folder in your quakespasm folder.

Pretty sure this is covered in the quakespasm documentation. I certainly didn't learn this by trial and error.

>> No.3907362


You'll need the latest Zandronum dev build to run this. Supposedly GZDoom 2.2 also works.

To find its addons and compatibility patches, go to http://allfearthesentinel.net/wads
and search for Thetis

>> No.3907369

Just played Knee-Deep in the Dead through Inferno and saw The End screen for the first time

DOOM is pretty incredible

Time for Thy Flesh Consumed

>> No.3907383

Get your Preparation H ready because TFC isn't even remotely newb friendly.

>> No.3907394

Should I play DOOM II first? I didn't realize II came out before Ultimate.

>> No.3907395
File: 528 KB, 800x599, 1491290001000.gif [View same] [iqdb] [saucenao] [google] [report]

You're next, fuckboy

>> No.3907406
File: 1.73 MB, 1280x720, running start.gif [View same] [iqdb] [saucenao] [google] [report]

You're finished!

>> No.3907417
File: 14 KB, 342x168, doomguydisapproves.jpg [View same] [iqdb] [saucenao] [google] [report]

>Just found out A_SetSize exists
I don't know how I missed thi-
>The testpos check doesn't have a jump state so if the check fails your actor doesn't know about it

>> No.3907435
File: 1.93 MB, 640x480, wheee.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.3907439

I wonder what it'd have been like if Wolf 3D and Spear of Destiny had another sequel that used the Doom engine.

>> No.3907443

That was fucking cool. It's not often you see pick up and throw mechanics in doom.

>> No.3907460

>revenant builds up agitation for 12 hours

>> No.3907462


The only other examples I can think of are the Brutal Revenants, and I was told the Batman Doom TC had a guy throwing rocks? I'm sure there are more examples, but this all I can recall at this time.

>> No.3907463

Rofl, good job man, for something that is working under ACS/DECORATE instead of ZScript because Zandronum, the code must be pretty insane.

>> No.3907472

I didn't make it, it's by the Canion 3D guy, but yeah it's pretty dang cool.

>> No.3907491

Does GZDoom have like a record option for gameplay footage?

Just wondering.

>> No.3907506

You can record an in-engine gameplay demo, but you can't, like, dump out an MP4 or whatever.

>> No.3907507
File: 32 KB, 474x444, 1412138175701.jpg [View same] [iqdb] [saucenao] [google] [report]

>When the ass-punch is instantly lethal

>> No.3907508

Wolfendooms exist. Play them

>> No.3907561

guess you could say hes butthurt

>> No.3907607

I was more wondering what id software would've done.

>> No.3907631

Proper percussive prostate-pounding power, padre.

>> No.3907634

I miss Shotgun Frenzy, just a little bit

>> No.3907671

I kinda know that feel, but I also remember that anything but a good start was guaranteed to end with the base overwhelmed. So I don't miss it too much.

Plus the starting packages were unbalanced. Shotgun kit a best.

>> No.3907714

Perhaps one of us could host it sometime? Surely we can work together to defend a base, right?


>> No.3907819
File: 1.22 MB, 1890x1138, streets of fire 10.png [View same] [iqdb] [saucenao] [google] [report]

Update on my level.

Adding police cars and UAC trucks gives it a real Resident Evil 2 vibe. They also break up the pacing of the level and provide cover from chaingunner snipers.

>> No.3907821
File: 1.80 MB, 1889x1030, streets of fire 11.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3907841

>chaingunner snipers
How horrifying.

Looking good, mate.

>> No.3907848

It wasn't accepted nor integrated anyway, so i don't think it applies; and even if it does kissu my assu

>> No.3907863 [DELETED] 

>Ye, you can, this was some 5K experimental render i was doing by using a Quake 3 Team Arena map (MPTerra2) and the other models using the scaling of Doom engine: http://i.imgur.com/0QGoPsc.jpg
captain foot fetish at it again I see

>> No.3907865
File: 1.71 MB, 1920x1080, quakespasm-sdl2 2017-04-06 14-33-24-06.png [View same] [iqdb] [saucenao] [google] [report]

>start playing arcane dimensions again while waiting for quack champs to download

Holy shit Terror Fuma is fucking awesome. This is the best fucking map in the mod by FAR, leagues above Necrokeep, Brick Disorder and Lavamountain and possibly above Zendar and the other "new" maps.

>think I'm being sneeki breeki by climbing the pipes
>more enemies waiting for me
I love the various brush based models, too, reminds me of old HL1 custom maps.

>> No.3907868

it was a joke

>> No.3907869 [DELETED] 
File: 172 KB, 569x317, captain foot fetish.png [View same] [iqdb] [saucenao] [google] [report]

>captain foot fetish

>> No.3907871

I know.

>> No.3907872

>waiting for quack champs to download
Be careful anon, from what I hear the menu's FPS is uncapped, causing your GPU to put out as many frames as it possibly can, straining it and possibly overheating it.
Also, be ready for that long-ass queue.

>> No.3907879 [DELETED] 


>> No.3907881 [DELETED] 
File: 3 KB, 101x100, anal prolapse.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3907886

It's okay, it won't be done for hours anyway because my connection is preposterously shit.

>> No.3907890
File: 132 KB, 1280x1024, Screenshot_Doom_20170404_160535.png [View same] [iqdb] [saucenao] [google] [report]





who wins

>> No.3907894
File: 1017 KB, 1280x1024, Screenshot_Doom_20170406_145307.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3907906
File: 2.94 MB, 1280x720, Desktop 04.06.2017 - [View same] [iqdb] [saucenao] [google] [report]

>when you're not sure if you found an unlabeled secret or if you're just sequence breaking and getting there too early

>> No.3907920 [DELETED] 

foot fetish a shit
true patricians have a vore fetish

>> No.3907924 [DELETED] 
File: 550 KB, 1920x1080, 379720_screenshots_20160630234822_1.jpg [View same] [iqdb] [saucenao] [google] [report]

I bet titan's realm gave you a boner

>> No.3907932 [DELETED] 

go away

>> No.3907936 [DELETED] 
File: 322 KB, 294x233, SCREW YOU GUYS, I'M GOING HOME!.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3907937

What do these things even do? Can you take the key? Can you take the key later on?

>> No.3907939


Lmao, i know i know this shit is not the best stuff to see AGAIN but only few models i actually setup to properly have Blender shading like SSS and other mappings, even Crash there doesn't have them all.

It's a test afterall and probably the last i will be using a Tamer as main object in the scene, i really need promote the other Q3 characters as well the monsters in those renders.

Fuck off SArais.

>> No.3907946 [DELETED] 
File: 1.93 MB, 2079x2953, quake_1_vore_by_helios437-d8l0mwh.jpg [View same] [iqdb] [saucenao] [google] [report]


literally who

>> No.3907949 [DELETED] 
File: 897 KB, 1280x1024, Screenshot_Doom_20170406_153046.png [View same] [iqdb] [saucenao] [google] [report]

Anon please. That's not my post.



the foot fumes are getting to you.
i sadly do have a vore thing though.

They're just decorations to indicate which key is required; but I'm sure you can script them to do such a thing
protip: I want to do such a thing with them and the skull orbs: be able to insert and remove the key on a whim and have each pedestal function based on it's ON or OFF status.

Re-arranged the 'infested medbay-lab' a bit. Should look a bit more like a medbay now.

>> No.3907952
File: 3.75 MB, 1920x1080, quakespasm-sdl2 2017-04-06 15-31-10-36.png [View same] [iqdb] [saucenao] [google] [report]

[muffled crying and HUHing]

>> No.3907962 [DELETED] 
File: 31 KB, 462x235, sarais.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3907964 [DELETED] 
File: 892 KB, 1280x1024, Screenshot_Doom_20170406_154311.png [View same] [iqdb] [saucenao] [google] [report]

My thoughts exactly. Some things never change.

Not sure which of these two are better for what I'm trying to achieve.

>> No.3907967 [DELETED] 
File: 53 KB, 639x480, gran autismo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3907982 [DELETED] 

Sarais is a turbo-dumbass unparalleled in his faggotry, but at this point I'm fairly certain some people are just using him as an easy excuse to shitpost and it's starting to get really annoying.

I wonder how many otherwise-contributive denizens we have eager to yank on low-hanging fruit.

>> No.3907984 [DELETED] 

>Sarais is a turbo-dumbass unparalleled in his faggotry, but at this point I'm fairly certain some people are just using him as an easy excuse to shitpost
You say that like they're pretending to be SARais, but instead I'm pretty sure there are genuinely just a ton of furries in this thread.

>> No.3907986 [DELETED] 

and that's a bad thing how?

>> No.3907987 [DELETED] 

Oh probably, the community as a whole has been overwhelmed with furries. There was also that one anon that got really whiny about how posting furry was bad but anime was okay on an anime imageboard.

>> No.3907989
File: 13 KB, 585x635, huh.png [View same] [iqdb] [saucenao] [google] [report]

>play Enceladus next
>you can bypass literally the entire level and go right to the final arena fight (albeit with barely any equipment) by forcing yourself up the rightmost slope and just running along the roof and arches
>you can also fall into the center and totally fuck yourself by getting locked in and not having the key to get out

>> No.3907992 [DELETED] 
File: 29 KB, 193x177, buttcaster.png [View same] [iqdb] [saucenao] [google] [report]

Well, it's ____________not ;^)

>> No.3907996 [DELETED] 

>You say that like they're pretending to be SARais
Nah. What I say is that Sarais is a retard, and when he's a retard, people shit on him for it. But now it's gotten to the point where nearly anything he does is drowned out by nonsense.
I'm all for calling him a retard, because he is. But when it lasts for 100+ posts and disrupts even unrelated conversation, then it's just someone taking a stab at an easy target.

>> No.3907997 [DELETED] 
File: 188 KB, 620x775, 1187025029.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3908001 [DELETED] 
File: 437 KB, 1508x1493, 1434235533860.jpg [View same] [iqdb] [saucenao] [google] [report]

Did you do your homework before getting on the computer?

>> No.3908003 [DELETED] 

Hey, you got the wrong post.

>> No.3908004
File: 1.16 MB, 1920x1080, gzdoom 2017-04-06 16-03-11-95.png [View same] [iqdb] [saucenao] [google] [report]

Baker's legacy texture pack is pretty damn good.

>> No.3908008

Is Ancient Aliens best with vanilla Doom weapons or should I try it with for example Trailblazer?

>feel bad, go to delete my shitposts
>they're already deleted
>I'm somehow not banned?


>> No.3908010

So long as it doesn't replace Keens and SS guards you should be alright

>> No.3908013

Final Doomer's going to have a weapon set tailored specifically to Ancient Aliens

>> No.3908016


General rule of mapsets is play first time vanilla, then afterwards with whatever weaponset you feel is appropriate.
Ancient Aliens does lay on the monstercount pretty thick, though, so a stronger/more heavy weaponset would be ideal.

>> No.3908018
File: 303 KB, 1920x1080, hU.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3908019

>first time playing with fisheye quake.png

>> No.3908024

yesssss more heretic!

>> No.3908082
File: 158 KB, 873x613, dork nubem.png [View same] [iqdb] [saucenao] [google] [report]

After seeing Zanieon talk about adding Doom2016guy to Hunter's Moon I decided to see how difficult it would be to make lowpolys of modern models.

It's not the worst experience, it just takes a while to get the UVs and fine details right, which I haven't done since Duke Nukem is shit.

>> No.3908089

The shitpost version of Duke, Dubs Checkem

>> No.3908124
File: 192 KB, 1920x1080, bestlevel.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope these guys makes something as ambitious as AD. It's too good.

>> No.3908125
File: 80 KB, 500x498, 1361132414028.jpg [View same] [iqdb] [saucenao] [google] [report]

Considering the time of year and that the anniversary is coming up, I've gotten curious about the Columbine wad.
Does anyone know where I can find it, or does this make me an edgelord?

>> No.3908128

>I've gotten curious about the Columbine wad.
there is none
it was made up by the news to scare up controversy about a violent video game
this is almost 20-year-old knowledge

>or does this make me an edgelord?

>> No.3908129

>Dubs Checkem
This made me laugh harder than it should.

>> No.3908172

I want to get back into mapping (I suck at mapping) and since I recently played the Turok 2 Remaster and thought I could still draw the port of Adia from memory alone, I noticed how many details I missed and how off the dimension are - is there any feature to extract the automap data? Or have Turok 2 maps already been rebuild for Doom? Because playing this after almost 20 years again I noticed how the levels feel very doom-y.

>> No.3908187

You can set an image as the background in doombuilder to "draw" over, so if you can find a decent overhead image of the level you can easily draw over it to get similar dimensions

>> No.3908192

I want to find which track was used for ultimate simplicity map 20, and that kind of stuff is usually listed on doomworld, but it's not there. What should i do?

>> No.3908195


>> No.3908196


Have a link to the wad?

>> No.3908202

yeah, here it is. https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/sp_usimp
It uses some zdoom features so be advised

>> No.3908215


Don't worry, I like ZDoom features.
I recognize the song from somewhere, but I can't pinpoint where specifically. My knee-jerk reaction would be a JRPG of some kind, it sounds a lot like Chrono Trigger or Final Fantasy music.

>> No.3908226

shame. Really reminds me of time fcuk, hope someone recognizes it

>> No.3908228
File: 636 KB, 1280x1024, line fixing.png [View same] [iqdb] [saucenao] [google] [report]

Touched up lines and nodes a bit more for minimap readability

>> No.3908232

much appreciated, thanks!

>> No.3908245

Thanks, that should be doable.

>> No.3908263

>The artifact from ROE not only stops/slows time but also makes you invulnerable and increases the damage of your weapons

Obviously, if Kinsie were to add the artifact in MetaDoom, only the time ability would be ability.

Never knew about this until now.

>> No.3908268

Only if you've killed all 3 guardians.

First one is time only, second is the damage, third is invulnerable I think.

>> No.3908272

Holy hell. I never knew you could do that. I might draw out a basic map and scan it sometime.

>> No.3908273

I don't think the 3 guardians would appear in MD unless there were sprites for them.

Who would they replace?

>> No.3908274

The artifact bonuses stack, don't they? That's really weird.

Having to choose one power over the other would have made a lot more sense.

>> No.3908275

I kinda realized that the upgrades for the artifact kinda mirror the demon keys for the unmaker.

>> No.3908287

Random replacement for mid-late tier enemy. Probably find a case where a baron and a cyber are placed close together and have the script replace both of them in the nearest available spot.

>> No.3908310

except the unmaker was fun to use

the double barreled shotgun in doom 3 was already broken beyond repair to boot so it was pretty insult to injury

>quack champs

there's a download now?

>> No.3908313

>there's a download now?
Closed beta keys were sent out and if you're lucky and signed up there's one in your email.

>> No.3908345

It's Mist Ache from Rise of the Triad, I'd recognise it anywhere. Isn't Ultimate Simplicity full of RotT music?

>> No.3908380

I wouldn't know, i havent played rott, thanks for the music source though.
The only thing i hear about the rise of the triad is how great the music is which is why i havent played it

>> No.3908462

No verdict?

Also, the post was deleted: they're basically just key-indicating props and that's it, but i'm sure you could script it to do that/be able to take out and insert the key as you need it/it to be in the slot

>> No.3908463
File: 2.74 MB, 1065x1310, doom slayer daisy.png [View same] [iqdb] [saucenao] [google] [report]

I can't make an account at the doomworld forums. Any idea why this is happening or how might I get in contact with someone who can help me?

>> No.3908469

They overhauled basically everything a while back, could still be some kinks being worked out, try again tomorrow.

>> No.3908474

>>3908469I get the security check confirmed but the system says I didn't pass it. Will try again later, thanks.

>> No.3908554

Yeah it's all set up properly and shit, external music is enabled too but I still only get the ambiance playing. Maybe I just got a bad rip going and that's what fucks it up.

>> No.3908557

You're not confusing the music with the ambience, are you? Outside the title screen Quake doesn't HAVE full 'music' like Doom does, it's all ambience.

>> No.3908559

No it's definitely not playing the music for me, when I run it in GLQuake it's playing it just fine but I wanted to play in Quakespasm.

>> No.3908564

Weird. What format are your music files in? That's the only thing I can think that would be futching up.

>> No.3908567
File: 6 KB, 276x350, ss+(2017-04-06+at+07.24.01).png [View same] [iqdb] [saucenao] [google] [report]

ogg in all the music folders like it's supposed to. It may just be my rip of the game doing this, I'll try re-ripping it again to see if it fixes the problem.

>> No.3908569

Huh, weird. Instead of ripping it yourself, maybe try finding a download online?


>> No.3908582

There is one, but it's made by a fan of the Columbine RPG and it was actually leaked before completion, so the dude just gave up. The video where he posted this info seems to have disappeared.

>> No.3908592

Oh, they're just signposts demonstrating a door needs that key.

I thought they were containing an actual key inside them, and you had to deactivate the machine to grab it. In that context I liked the sphere one better as it looks more like the key is being contained and kept from you.... but that's not even what this prop is, so I'm not sure which one is best.

>> No.3908593

Now see, if this existed, why would Doomguy go for anything else?

>> No.3908601

You know, you can obscure part of the column or use a couple of scripts to do just that. It's an entity that spawns two (Three, incase of the sparkers) additional entities so it's a matter of giving the object the action, or surrounding it in 'use' lines or something.

>> No.3908602
File: 124 KB, 742x769, d4dc8f24bfea74a9552717e61f8f36e923684e160c0e1526fa73fb91930cf6c1.png [View same] [iqdb] [saucenao] [google] [report]

How would this guy be pulled off?

>> No.3908604

Coilgunner. It shoots a line of explosions at you.

>> No.3908609

Archvile's Attack, but it comes with a laser-sight so you can find where he is from long distances, making him a fair sniper, and instead of a fire sprouting beneath you, you see a crosshair locking onto you.

>> No.3908610

Boner gotta wear protection

>> No.3908619
File: 300 KB, 1559x1184, this_is_fine.png [View same] [iqdb] [saucenao] [google] [report]

Couple of questions since I didn't really get an answer last time I asked:

Is there a simple way to do SNES-style hit-flashes for enemies using ZScript?

>A_SetRenderstyle(1, STYLE_Stencil)
>A_SetRenderstyle(1, STYLE_None)

I'm thinking I can accomplish this with virtual functions, but I don't know enough about them. I don't want to use the pain state, since that means interrupting the monsters' attacks.

Also, can I remove a color translation after setting one with A_SetTranslation?

>> No.3908620
File: 2.53 MB, 2305x3126, Bes.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it strange to make Boom-format levels for a ZDoom/GZDoom gameplay mod? I want to create a 1-Episode Total Conversion, but I don't have access to Doombuilder/GZDoombuilder because lol Linux. Granted, my editor of choice got an update adding ZDoom support, but I dislike some of the differences between the outdated version I use and the newer version.

>> No.3908625

They don't need to be used just for doors. they're just a decorative key thing.

>> No.3908632
File: 15 KB, 128x103, UAC.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3908658

You could try applying a set of desaturated translations in ACS, but that's not ZScript.

>> No.3908668

Yeah, I've seen it done that way in HocusDoom, but I thought it might be easier using ZScript.

>> No.3908756

I dunno, ZScript is a bit of a pain for setting up that kind of weird async behavior. ACS is probably the better choice.

>> No.3908758
File: 338 KB, 442x686, archievile.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3908768

What's your guy's favorite gameplay mod, along with a WAD that complements it well?

>> No.3908769

I knew the story about them "training" by using a map they made of their school was a load of shit, but I though there was supposed to be one made years after the fact where after you kill yourself in the library, you go to hell and fight Satan.
That one's fake? I always though that was a fun idea.

>> No.3908772

I think that might actually be a rpg someone made.

>> No.3908775

12in1survival + DoomRLA + DoomRPG

>> No.3908781

That's an RPG, not a wad.

>> No.3908798
File: 70 KB, 814x487, the pain.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3908809

Gimme five, buddy.

>> No.3908813

I needed this.

>> No.3908820

>Afterlife with Archie prog 3

>> No.3908834

Adorable <3

>> No.3908867
File: 28 KB, 560x560, whachu jus holla at me you lil bich.jpg [View same] [iqdb] [saucenao] [google] [report]

A few months ago, I stumbled across one pastebin or another that listed recommendations on midi creation software and some tips for composing. I think MidiEditor was on that list.

Does anyone have a link to that, or even remember anything like it, or did I have some kind of hallucination?

>> No.3908872
File: 673 KB, 1364x768, qzdoom 2017-03-15 19-05-37-30.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3908873
File: 117 KB, 1274x909, 1490948109610.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3908874
File: 176 KB, 322x321, HUUH Resolution.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3908881

pretty great just going through the cacowards and having so many great wads in one place

>> No.3908884

artillery support?
it'd make you use roof covers instead of walls to block it's attacks

>> No.3908886

Fire skull missiles, throw bones, have sick ass punches, maybe some other tricks.

It's gonna be a slow process to rip all of these and make them into individual sprites for GMOTA later

>> No.3908898
File: 128 KB, 415x789, current.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3908927
File: 521 KB, 576x432, I Live Again.gif [View same] [iqdb] [saucenao] [google] [report]

I finally forced myself to actually play Quake and The Mission Packs and beat both
I think I liked the Mission Packs especially mission pack 1 better than the main game.

>> No.3908928

RGA2 with Alien Vendetta (and vrskins hurf)

>> No.3908930

Mission Pack 1 is great!
Mission Pack 2, well, it exists.

>> No.3908931

>Try to play Mission Pack 2
>Elevator breaks in one of the levels

>> No.3908935
File: 62 KB, 500x622, my0c29Kjng1r5sj59.jpg [View same] [iqdb] [saucenao] [google] [report]

Wads with ruins/jungle/natural themes?
Played Brotherhood of Ruin and Lost Episode, loved it, looking for more.

>> No.3908936

Are you me? I beat Quake for the first time last week and I share the exact same opinion.

>> No.3908939

I went into quake a bit more blind I did play I think a N64 port as a kid and it spooked me but now I played it on PC naturally
It's a good ride but yeah I had onetime where a silver key didn't show up and i had to no clip to the end (probably was the source port) Mission Pack 1 is great indeed.

>> No.3908941

There's Plutonia, of course, and then the Plutonia "sequels" made by the community

Action Doom 1 also has a segment in a jungle but it's just one level.

>> No.3908959
File: 477 KB, 640x480, pharaoh.png [View same] [iqdb] [saucenao] [google] [report]

Is it supposed to look like this? I'm worried I might have fucked up something.

>> No.3909050

Honestly, I've played with that exact idea, make a mapset in Boom format and then insert various Decorate actors for whatever.

It's easier to map for IMO and I'm not looking to do anything especially advanced.

>> No.3909060

Has anyone ever tried to make an Ape Escape inspired mod or any sort of wad in something related to AE in it?

>> No.3909065

Not that I'm aware of, no.

I would play Imp Escape if it existed.

>> No.3909069

>Doom mod where you have to capture demons with the pipo helmets using the gadgets from AE


>> No.3909072

Try capital M in your music folder name?

There's no reason this shouldn't work. I have mine set up exactly the same and it works fine

>> No.3909074

I'm kinda surprised it took this long for someone to make this

>> No.3909082

Ape Escape had standard monsters as well

What should be the generic enemies and what should be the apes?

>> No.3909083

I've had that image lying around for over a year, and posted it once to shitpost towards someone who mispelled Arch-Vile in either one of these threads or a doom thread on /v/ back in march '16
never really got another opportunity and felt bored yesterday so what the hey

>> No.3909086

Maybe the imps could be the apes?

>> No.3909101

Funnily enough, yes, that actually is how it looks, even in vanilla.

>> No.3909115

What the fuck is it even supposed to be?

The closest thing I can think of is I raised a grave full of flying skeletons, but the texture choice is so damn bizarre that I'm not even sure that's right.

>> No.3909121

Quake 2 takes place in the Doom universe

>> No.3909214

What is this?

>> No.3909257

>monster stun length animation on quake 1 is played randomly

so it's entirely up to the RNG to determine whether an ogre should drop to the ground from a point-blank SSG shot or swat it off like it's nothing?

because giving both ogres and knights ridiculous ranges on their melee attacks and having them deal damage before the blades even hit you wasn't fucking stupid enough.

>> No.3909259
File: 126 KB, 663x650, 5236-beach-head-2000-windows-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some good mods for tower defense and/or mowing down incoming waves.

>> No.3909263

Don't rely on stuns- you've got way more movement options than Doomguy, use them. You can backpedal just fast enough (or circle strafe) to get away from knights, with some practice you can get out of an Ogre's chainsaw range before he swings, or just stand back a bit and strafe around his grenades.

Four SSG shots with all pellets hitting will take down an Ogre. If you have a grenade launcher or rocket launcher, two direct rockets will also kill them every time, and you don't even lose ammo because they drop two on death.

>> No.3909270

thing is I've grown accustomed to speedrunning the original maps and simply consider the lack of a more consistent way of stopping monsters dead on their tracks to be confusing. I would expect a single SSG meatshot to bring down an ogre for a limited time, nothing more, nothing less. the stupid range on their chainsaws I can overlook since they need a means to retaliate against a player trying to bait them into meleeing forever, but it's so evident I couldn't help but make mention of it.

>> No.3909273

Go around them, then. Ogres are stupidly slow and- assuming you aren't using a sourceport/mod with Z-axis correction on their aiming- their grenades are rarely on target enough to hit you. Also, don't treat the SSG like Doom's world-ending rapegun, treat it like a normal shotgun and the single shotgun like a pistol.

>> No.3909286

funny enough, they rarely pose a threat alone to me when placed extremely high grounds. they do possess a certain amount of prediction though. I can clearly recall one or two runs on E2M2 where the ogre at the top of the stairs in the gold key door room would lob pills my way and I would run straight into them trying to strafe my way across the knights, or the one behind the bars in E1M3 as I dodged a fiend on my way to the nailgun crusher.

>> No.3909290

>>3909286 (me)
I'm also well aware of the gun hierarchy in quake and how it plays in contrast to that of doom. thing is, the early levels don't account for much use of the grenade launcher (since you don't have it until the third or so map on episode 2 which is the one I mainly run) so you'll rely on the SSG to stunlock ogres and fiends before they can take their hit and run past them. since E2M2 has plenty narrow corridors, an awoken ogre can slash you up for some nasty HP if he decided he didn't want to sit down for a while.

>> No.3909303

I think its just an oversight, and was intended to be fully invisible platform.

>> No.3909348

Actually, there is Grenade Launcher in E2M2 and of course no Ogres exist in the first map...

>> No.3909349
File: 2.25 MB, 800x450, 1479397317671.webm [View same] [iqdb] [saucenao] [google] [report]

such trivial gameplay

>> No.3909358

yeah, but I tend to go for it after I grab the gold key and jump out the window. by that time I already finished 3/4sths of my run and all I have left to do is make a run for the exit.

>> No.3909364

get the Alfred Spritesheet Unpacker. its what you have been looking for.

>> No.3909367
File: 1.31 MB, 1920x1080, Screenshot_Doom_20170407_115940.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3909406

There's nothing to defend, but Zandronum has various "Invasion" mapsets based on just killing hundreds upon hundreds of monsters.

They're generally meant to be played with multiple players, but I digress.

>> No.3909412

Shotgun Frenzy?

>> No.3909420


>> No.3909424


>> No.3909425


>> No.3909432


>> No.3909434

Yeah there is still no music happening for me. I guess I'll just play it through GL instead.

>> No.3909437


>> No.3909439
File: 153 KB, 366x366, 1480687777640.jpg [View same] [iqdb] [saucenao] [google] [report]

i think you're talking about this one, somehow managed to find it after a long search in google

this should be added to the OP FAQ pastebin >>3905430

>> No.3909440

You have something fucked up, then. You included all the dlls when you unzipped Quakespasm, right?

>> No.3909443

stronghold: on the edge of chaos
bring friends, get ready to give you back 3 lives between missions using cheats.

>> No.3909473

>I've seen anime.jpg

>> No.3909480

I wanna run through castles or cathedrals and pretend I'm Simon Belmont with a gun.
What are some good mapsets for that?

>> No.3909485


>> No.3909489


And for Doom?

>> No.3909491


>> No.3909494


So you have no idea, gotcha.

>> No.3909503

Quite the detailed level, anon. Very good if you want to get immersed while playing Doom.

>> No.3909509

Good shit, thanks m8

>> No.3909510
File: 16 KB, 697x617, untiled.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3909515

Lucifer rising is one.

>> No.3909526
File: 58 KB, 298x288, tiled.png [View same] [iqdb] [saucenao] [google] [report]

not anymore

>> No.3909534
File: 697 KB, 1920x1080, Screenshot_Doom_20170407_133158.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3909547

this looks interesting

>> No.3909548

Name of map?

>> No.3909560

it's map02 of the Brutal Doom starter map set. Pretty sure it's one of the ones repurposed from a Freedoom map, not entirely sure. I know map03 certainly is.

>> No.3909583

It is a Freedoom map, but one that's no longer in the current rotation the last time I checked.

>> No.3909590

quake is the only fps ive played where i have more fun not pistol starting
everything is way too tanky for it

>> No.3909601

Ironically Quake is the only FPS where I find it fun to shotgun start :P

>> No.3909609

Quake isn't meant to be played from a pistol/shotgun start anyway. That's why when you die in a level, you don't restart with nothing, you restart with whatever gear you had when you entered it.

>> No.3909618

Take it from someone who does it for fun, it isn't exactly designed with it in mind definitely. So many maps just lack any potential way to kill the Zombies due to lack of explosive weaponry. There is only one Quad Damage in E2M6, but a massive hoard of Zombies, including some in all three sections of the map. How do you defeat all in the water and all at the end by the Vore with only one Quad Damage and no guns beyond a Shotgun?

>> No.3909656

In any old FPS, what is your favorite power up?

>> No.3909657


>ranger is voiced by Liam o'Brien
>slash is voiced by tara strong, also she has a Zarya palette skin with her 3rd skin
>Nyx is FINE ans she is, she has the hottest ass and legs in game
>the game is still Q3A+Q4DM+QW Mixed into one bag, and abilities are "useless" in most parts
>and its awesome to the point that they didn't missed any detail on the old Quake games

>> No.3909661

>she has the hottest ass and legs in game
that's disappointing, that means they won't add hunter or crash

>> No.3909662

>Ranger is not voiced by Trent Raznor

Dumb motherfuckers

>> No.3909664

You forgot to mention that you cannot play as everyone and can "buy" heroes using game cash for the limited time, instead of this being permanent. And the only one who's permanent is Ranger.

>> No.3909667

That would have been too perfect for this world.

>> No.3909668

>a zarya palette skin
Is that those things from Unreal or am I thinking of some obscure N64 shit?

>> No.3909669

Zarya is an overwatch character.

>> No.3909670

There's no Crash, no grenade launcher, no Trent Raznor, just cancel this fucking game.

>> No.3909671
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3909676

It's just a swap of the character's colors to look like zarya.

>> No.3909678

Well just fucking end it then

>> No.3909681

They made anarki sound like shaggy from scooby doo but I guess that's to be expected.

>> No.3909683

Anarki is the guy from New Vegas who won the lottery.

>> No.3909685

The only thing I want from a new Quake is a Quake 1 style campaign. Eldritch horrors shambling through castle halls. If I can't have that, I pretty much want nothing else from it.

>> No.3909690

same. never been that into multiplayer

>> No.3909692

>a new SP Q1 without Romero, Petersen, and McGee's level design

>> No.3909693


>> No.3909695
File: 156 KB, 680x678, 1474768834045.png [View same] [iqdb] [saucenao] [google] [report]

Oh fuck me, I want it so bad

>> No.3909697

Oh wait, you said "without"

>> No.3909763
File: 68 KB, 512x512, rng.png [View same] [iqdb] [saucenao] [google] [report]

How do you like your Oblige maps? There's a ton of options for variety.

>> No.3909774

I haven't tried them. Is there an option for pieced together levels using random, prefabricated parts?

>> No.3909775

It usually depends, i feel like somethings there should be more options in certain stuff for control like bridges, shapes of rooms, different types of traps or even copy pasting areas from official wads while tyring to make them fit because of stuff like keys, switches or teleporters.

Maybe i'm expecting too much from it

>> No.3909779

ah, and crash is probably coming, but they will probably reveal it during E3 or QuakeCon

she and the doomguy are too important to be left alone

ALSO, Visor has a Sektor/Cyrax Skin

which i liked it, also its fucking easy to farm the daily points for "rent"

in 2 matches i went from 2.5 to 20k

everyone is playing slash and she is awesome

>> No.3909786

Do you have any leaks of Crash and Doomguy?

>> No.3909790


>> No.3909795
File: 934 KB, 800x787, disbelief.png [View same] [iqdb] [saucenao] [google] [report]

>Root Pain 3

>> No.3909796


>> No.3909797

How did you get 10k from a single match? Even if you were doing really well you get maybe 3.5k.

>> No.3909798


its logic, id/bethesda will probably add them with him playing as Classic Doom/Doom3 gameplay DM, and Crash being Doom 4 DM gameplay with double jump

>> No.3909803

Will any of them have faces?

>> No.3909807


Did well on the 1st match, and even with a unholy lag and spikes i manage to survive on the 2nd one

also the "1" died its 12.0k

im sitting on 12000 atm, and i'll play only later today, i'll wait until My ISP decides to stop fucking with me for a bit

and its running without problems here, its far more polished than Doom Beta.

660gtx, a well rounded i3-4130 and 16gb ram

>> No.3909812

I have a 2500k overclocked to 4.6Ghz with a 1060 3GB and it has insane stuttering problems and periodic freezes before and during matches, even during menus.

I have a friend who has an i5 4460 and 960 2GB and quit mid match because it wasn't tolerable supposedly. I feel bad because I made them install the game and insisted that the recommended requirements were trivial. I don't know what to believe.

>> No.3909847

yeah i had some stuttering and freeze problems on the nameless place map, aka match 2

>> No.3909864

So it looks like because the sprite sheet was made so tight in some areas, the unpacker is taking out big chunks of several frames at a time, I guess the only way to fix this is to manually cut them out. My interface for the unpacker is squashed for some reason too

>> No.3909868
File: 202 KB, 977x559, well shit.png [View same] [iqdb] [saucenao] [google] [report]

woops, forgot to post the image

>> No.3909878

There's no death animation, so I guess he'll just blow up?

>> No.3909880

I'm gonna try to make a collapse death like how Stalfos crumple into a heap of bones in ALttP, but when gibbed, THEN they explode into bones

>> No.3909897
File: 49 KB, 368x557, C8QL-ozXUAYhbBC.jpg [View same] [iqdb] [saucenao] [google] [report]

>registered for quake champions beta as soon as the website wasn't fucked
>search "quake"
>0 results

>> No.3909904


>> No.3909925


QC leddit is giving a way a lot of keys

also this will be a short beta, april 9th its over

>> No.3909941

zandronum server W H E N

>> No.3909952
File: 25 KB, 300x300, smug kot.jpg [View same] [iqdb] [saucenao] [google] [report]

What would you like to play, anon?

>> No.3909956

russian overkill slaughtermeme map

>> No.3909981

>>3909952 (me)
nvm, I can't host right now.

>> No.3909985
File: 175 KB, 539x612, 1491172374458.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3909992
File: 562 KB, 1528x1080, rm3_concept_003.png [View same] [iqdb] [saucenao] [google] [report]

That being said, someone should upload a Zandronum compatible version of Russian Overkill to TSPG.

>> No.3910120

I can't tell if you're serious or not and that's amusing

>> No.3910167

Why wouldn't he be serious?

>> No.3910174

More linework fixing. Looking cleaner yet?

>> No.3910176
File: 1.10 MB, 1280x1024, line fixing.png [View same] [iqdb] [saucenao] [google] [report]

break out the sander for my face

>> No.3910186

regardless, it makes me feel giddly. like people have to scrutinize every little thing and it's funny.

>> No.3910190

Speaking of Ultimate Simplicity, I don't see its appeal, I played through it but it's mostly just nondescript, boxy rooms and corridors with almost zero use of height variation and "fuck it" enemy placement, along with Tormentor tier copy-paste detailing. It was really stale and boring.

>> No.3910193

I feel it's a lost cause, to be honest. You still have that grid issue anyway.

>> No.3910242

The grid issue can kissu my assu.

>> No.3910253



>> No.3910327

I'm sure Hunter will be in, and simply isnt announced yet.

>> No.3910376
File: 7 KB, 733x39, soundchannels.png [View same] [iqdb] [saucenao] [google] [report]

Is there any downside to raising this I should be aware of?

>> No.3910382

Putting it at max can potentially have incredibly loud and unpleasant results, when multiple instances of the same sounds stack together.

>> No.3910389

Though I believe GZDoom already combats this by limiting each individual sound to a certain number of instances, so you should be fine, actually

>> No.3910401

Yeah I've just been wondering about it after having played quite a few ZDoom maps that make use of constant ambient sounds, causing lots of sound delays.
I'm unsure if that I put ambient sounds in my stuff that I should cater to people still using the default 32 channels, too.

>> No.3910403

I think the point of Ultimate Simplicity was that its a zdoom mapset with the gameplay mostly sticking to basics. So things like custom monsters were usually limited to bosses, and no custom weapons. And I can't remember if Jumping was even required (been like 10 years since I played it, so I could be wrong).

>> No.3910426
File: 23 KB, 128x103, UT99.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.3910434
File: 4 KB, 218x150, STRONG.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3910481
File: 486 KB, 1920x1080, Screenshot_Doom_20170407_234221.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3910491

The limbs and skull would have to go flying, of course.

>> No.3910523

New thread.


>> No.3910554

This is 2 Doom screenshot slapped together to form a trippy 3D looking gif. Nevermind that Doom is already 3D.

>> No.3910562
File: 5 KB, 100x94, 2248.png [View same] [iqdb] [saucenao] [google] [report]

I'm new here, sorry if this is something Everybody Knows About, but since when is D4D ran by a fucking clown?

>> No.3910564

the above question may summon the cringeshitters. please be careful.

>> No.3910571

dbthanatos quit because he didn't like where the project was heading
with the head designer gone, major cooke has taken the reigns

he is...eccentric.

>> No.3910597

Since DBT left they have a vore-fetishist brony as project lead.

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.