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3910520 No.3910520 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3905430

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.3910521


-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.3910547

First for too tired to rip and tear

>> No.3910552
File: 23 KB, 128x103, UT99b.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3910556

Why is blue taking back their own flag?

>> No.3910568

MetaDoom v3.666

>> No.3910578
File: 138 KB, 218x303, laughing tansgender nazi girl.png [View same] [iqdb] [saucenao] [google] [report]

>MetaDoom v3.666


>> No.3910598


It is dark, You are likely to be eaten by a Fireblu
All around me are SP_FACES

>> No.3910615

First for fucking Dooooooom yeah!

>> No.3910643

I regret losing the version with Parias and the Centaur, I should remake it

>> No.3910647
File: 50 KB, 244x190, Red_Pikmin_Brawl.png [View same] [iqdb] [saucenao] [google] [report]

>tfw you are still waiting for mod updates

>> No.3910649

What mods? I'm waiting for Final Doomer myself

>> No.3910651

being a psychic fan is suffering

>> No.3910653

>waiting for TNT2: Revilution

>> No.3910654

Dergla arsapnal

>> No.3910657

That and D4T 3.0.

>> No.3910660

TNT2 is Devilution. Revilution has no 2.

>> No.3910662

So regarding D4D, I'm assuming thanatos dropped in favor of developing D4T exclusively?

>> No.3910665

Yeah, but D4D is updated by other people working on it.
I prefer D4T, even if I'm conflicted on where I prefer D4T or D4D's upgrade system.

>> No.3910668

I prefer D4T's straight forward gameplay and more arcadey method for the subweapons.

>> No.3910675
File: 322 KB, 605x705, Flynn Taggart.png [View same] [iqdb] [saucenao] [google] [report]

So i'm playing Project Brutality 3.0 with the ultimate doom visor addon and I was wondering if anyone could help me.

I disabled movebob because motion sickness but then I found that I think UDV adds this weird drunk wobbling as you walk which is probably why the regular movebob seemed strangely nauseating.

Does anyone know if there's a command or something to disable the extra wobbling? It also fucks with my aiming since with movebob off it's even more obvious.

>> No.3910686

I'm still waiting for BTSX E3

>> No.3910689

I think I prefer D4T's simplicity, but not quite happy with how I can miss out on my favorite upgrades for a long while.
I'm also glad that D4T's going to add all the multiplayer weapons. I vastly preferred the Repeater to the Heavy Machine Gun, which was my least favorite gun in Doom 4's singleplayer, worse than the "Why would I use it if I have the Gauss Rifle" Plasma Rifle.

>> No.3910695

Something like this?
I downloaded the standalone UDV and looked at it's manual, but it makes no mention of console commands to turn it off.

>> No.3910706

type sv_ on your console, press tab

a list of all variables starting with 'sv_' should appear

one of those should go 'sv_movetilt' or something along those lines, if I'm not mistaken. type the corresponding command you want to disable and accompany it with a 0 at the end

think 'sv_movetilt 0', that should disable it

>> No.3910721

I'm working on Final Doomer right now, hehehe. We've almost got two sets done, working on the BTSX BFG right now.

>> No.3910749

i think its the realistic aiming or inertial aiming thing, where it moves your viewport in an opposite direction a bit when you move your mouse fast.

>> No.3910751

Because I'm too lazy to change shirt colors. Maybe tomorrow. Didnt honestly consider it

>> No.3910773
File: 246 KB, 1280x720, Screenshot_Doom_20170408_180444.png [View same] [iqdb] [saucenao] [google] [report]

How do I make my bouncing projectiles disappear upon hitting a sky wall? Seems there's never been a flag made for it for some reason (not one for disappearing on sky flats either, but that can be worked around).

>> No.3910780


>> No.3910794

Though I said disappearing, not exploding, strangely that flag that isn't working with bouncing projectiles anyway, go figure.

>> No.3910807

>There will never be high-quality pinballs of Doom I & Doom II


>> No.3910825

Doom Pinball?
I like it

>> No.3910840

Has anyone else had a weird bug with ZDoom player classes where you start the game as a class you didn't choose? It's happened to me before with Samsara where I chose Ranger and spawned as Duke, and just happened to me again with the mod I'm working on.

>> No.3910845

There's a Nu-Doom table available in that Pinball FX2 game, but that's all I know of

>> No.3910853

Are you using a launcher to warp directly to a map? ZDoom remembers the last class you spawned as, and if that class isn't selectable it'll typically default to "Random".

>> No.3910858

On that note, is it possible for ZDL to not transport the player into a map straight away?

>> No.3910860

Yes, just leave the "Map" field blank.

>> No.3910863

Tried, but it still transports me into MAP01 right away instead of something like the title screen.

>> No.3910864


Linguica made a heavily modified version of entryway through savegame trickery. Requires a vanilla savegame compatible engine.

>> No.3910868

Make sure both map and difficulty fields are blank.

>> No.3910870
File: 94 KB, 474x741, 1432153595888.jpg [View same] [iqdb] [saucenao] [google] [report]

That did the trick, thanks.

>> No.3910879

I wouldn't have any clue how to pick a class using a launcher to begin with. I'm just starting up (G)ZDoom, picking a player class, then difficulty, and sometimes it just stuffs up and starts me with a different class. If I go and start another new game, the cursor on the class select menu is sitting on the class I originally picked.

Both Ranger and my class are at the very bottom of the class list, if that means anything.

>> No.3910898
File: 26 KB, 384x239, Gee.png [View same] [iqdb] [saucenao] [google] [report]

I'm not the guy that usually asks for servers..
but can we have a deathmatch server with Classix.wad?

>> No.3910904

>there is no time, your pistol is enough

>> No.3910906
File: 28 KB, 500x333, Riptearmahboi.jpg [View same] [iqdb] [saucenao] [google] [report]

Mah boi
Rip and Tear is what all marines stride for

>> No.3910909
File: 28 KB, 386x530, laughingelfguy.jpg [View same] [iqdb] [saucenao] [google] [report]

How bout a invulnerability sphere for luck
>you've got to be kidding

>> No.3910919

So, as someone who doesn't know shit about shit regarding programming, what is the magic here?

>> No.3910940
File: 2.48 MB, 1920x1080, SamHD_TSE 2017-04-08 12-53-22-32.png [View same] [iqdb] [saucenao] [google] [report]

Here's a lil' mod idea.

>> No.3910949

You know these "hang out" maps on TF2 were they're meant to look like cities, malls or even happen to be themed after Super Mario while having a bunch of features like discos, minigames and a bunch of random shit?

Do some like that exist for Doom? because i think the closest thing there is might be that old school map with the arcades and shit.

>> No.3910952

well there's doomcenter
>that old school map with the arcades and shit.
aye, that's the one

>> No.3910953

Kinda wish there were more, specially since those Mario themed maps in TF2 were kinda comfy, even if some had meme shit.

>> No.3910956


What will that versiom be about?

>> No.3910959
File: 469 KB, 700x1985, 1491554942946.png [View same] [iqdb] [saucenao] [google] [report]

Sorry for going kinda quiet, I got a new job that's not bullshit and I also may have gotten banned for a short time during April Fool's. I don't have anything particularly new or exciting to show because I'm just working on the slow, slightly boring process of adding gib deaths to all the monsters

I recently gave all weapons autofire because I was getting sick of clicking. I also amped up the wave beam's rate of fire to make sure it still has a unique quirk. Might need to tone down the offset effects.
I also wanted to share how fucking satisfying it is to fire a plasma beam into crowds of wimpy enemies, like goddamn.


>> No.3910973

>never tried D4D
>last night see a dream where I'm going to play D4D with BTSX E1
Well I guess I'm going to play D4D with BTSX E1 then

>> No.3910975

i guess he loaded map01, saved the game, then hexedited it until it was completely different. either that, or he modified map01 in a "save-compatible" way in a map editor, loaded the resulting wad, saved the game, checked it loaded "correctly" over the top of the original map01 due to sufficiently matching geometry. this is more likely as it would be easier and also i just noticed it says "gzdb" for editors used in the textfile.

>> No.3910976

naughty boy

>> No.3910984

The feedback firing those weapons must be amazing

>> No.3910985

how portentious

>> No.3911016
File: 9 KB, 189x234, 5lnbxx.jpg [View same] [iqdb] [saucenao] [google] [report]

how do you go from this

>> No.3911017
File: 23 KB, 365x373, JUST.jpg [View same] [iqdb] [saucenao] [google] [report]

to this

>> No.3911019

at least it's being held the right way round lol.

>> No.3911021
File: 3 KB, 379x97, p9l9aH2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3911027

lol that's fucking garbage

>> No.3911036
File: 53 KB, 353x315, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3911042

yeah, i kinda agree. It was a fine mapset, but there was nothing really memorable about it, aside from the zdoom scrpts and stuff

>> No.3911085


You going to add in chargeable weapons?

>> No.3911087

The only thing that has a charge attack is the bombs when you get an upgrade, that one is a slight ass pull, but I'm mostly sticking to NES Metroid rules here, so no charge shots.

>> No.3911107

>the final boss is just a giant advancing wall of FIREBLU

>> No.3911115

I know I'm late to the party but I just wanted to say you guys made some good shit. I'm in the last stretch of TNT with Final Doomer added.

>> No.3911126

there's several HQ wads that can be used that way

Shadow Mavericks is especially amusing if you want a huge place to get lost in, but there is some fucking weird shit in there.

If you really hate anime and furries stay the hell away from SMHQ, though. It would only bring you suffering.

>> No.3911164
File: 39 KB, 274x644, terra.png [View same] [iqdb] [saucenao] [google] [report]

>Look up Gloom sprites out of curiosity after their use in Surreal Killer
>Robo ass

>> No.3911169
File: 30 KB, 320x240, intrpic3.png [View same] [iqdb] [saucenao] [google] [report]

Gloom has the best art.

>> No.3911176


For how long has this project been going?

>> No.3911218
File: 19 KB, 224x262, THICKER.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3911234


>> No.3911238

>dicking around with Brutal Friends because no friends
>at the start of a new map everyone immediately runs into a crusher and dies

Glad I can count on them

>> No.3911242

It looks like a second rate Mutant Chronicles knockoff.

>> No.3911245
File: 34 KB, 320x240, intrpic4.png [View same] [iqdb] [saucenao] [google] [report]

Nonsense! It's the most photorealistic artwork the Amiga ever did see!

>> No.3911251

>Post says May 2016

>> No.3911256
File: 181 KB, 2560x1440, dd04.png [View same] [iqdb] [saucenao] [google] [report]

Not retro but an FPS with a lovely aesthetic

Any gents here tried Devil Daggers? Any post 500 second runs?

>> No.3911263

Much like a woman, the longer you ignore Arch-Vile, the more increasingly difficulty he becomes to deal with it. I don't think that's a good strat desu famalam.

>> No.3911268


Clan HQ wads are built for this sort of shit

>> No.3911269

The date of the post doesn't have to mean when the project itself started and the title mentions how people knew what they're doing.

>> No.3911271

Chaingunners so tiny, you can barely hit them (or even see them on screenshots) with convenient weapons.

>> No.3911273

What the fuck happened in TNT: Evilution's ending? Why did everything turn blue? Why'd the Icon light up?

>> No.3911279
File: 1.95 MB, 480x480, SQUID_III.gif [View same] [iqdb] [saucenao] [google] [report]

I'd love some of the enemies and whatnot to be converted to doom. There's one in particular that makes it look like it would be an awesome decoration

Pic related.

>> No.3911290
File: 717 KB, 1280x720, Screenshot_Doom_20170409_014426.png [View same] [iqdb] [saucenao] [google] [report]

I haven't heard of Toward the Hell before, but it's been pretty fun so far, except halfway through the second level I realised it wasn't meant to be in pitch black darkness. It seems the mod's dynamic lights aren't working in the latest GZDoom or something, which is a shame.

>> No.3911296
File: 47 KB, 219x241, huuhrah.jpg [View same] [iqdb] [saucenao] [google] [report]

How would a phone call between Doomguy and Ranger go

>> No.3911298
File: 619 KB, 640x480, tumblr_nzfu72Sk3O1ugsx1xo1_1280.gif [View same] [iqdb] [saucenao] [google] [report]

Some of the visual effects the game uses are pretty great too.

>> No.3911302
File: 593 KB, 1280x720, Screenshot_Doom_20170409_014359.png [View same] [iqdb] [saucenao] [google] [report]

Doomguy can understand him apparently.

>> No.3911317

very carefully

>> No.3911320

Holy shit, I've been waiting for this for years.

>> No.3911326

Years before it was publicly posted, IIRC. So... don't expect anything.

>> No.3911329

For a first timer would you recommend playing DOOM II before Thy Flesh Consumed?

>> No.3911346

Eh. Flesh is technically part of the first game at this point. You might as well just play it with the first.

There's the two Final Dooms after II anyway.

>> No.3911354

yes i would. i disagree with the previous responder. my recommended order is e1,2,3,doom2,e4,tnt,plutonia.

>> No.3911357

Fair enough. I suppose either order is fine.

>> No.3911360
File: 819 KB, 1600x900, Screenshot from 2017-04-08 12-28-31.png [View same] [iqdb] [saucenao] [google] [report]

Here's a demo copy of a dungeon crawler mod I'm working on. Includes map01. While it is marked as .zip, run as a normal .pk3.

>> No.3911412


>> No.3911414

Most people recommend Ep 1-3, Doom 2, Ep 4, TNT, Plutonia in that order.

Personally, I played Ep 1-4 then Doom 2 and thought it was fine. Episode 4 does have a tough first level though, and some close quarter Baron fights on level 2.

>> No.3911428

are they going to be the actual proper grid based RPGs or no? if not who gives a shit

>> No.3911438

Yeah, those blood splatters make me hard.

>> No.3911445

Fuck that. Have the chaingunners ride chaingunner scorpions as mounts.

>> No.3911450

Reminder that one of the bosses of Oom is the dreaded FINAL BONER; a revenant riding a kleer chariot with two Bonewheels.

>> No.3911491

>I recently gave all weapons autofire because I was getting sick of clicking.
what a casual

>> No.3911504

They said they will be, i think

>> No.3911529

>he's never worn out an expensive mouse from playing Minesweeper

>> No.3911535
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.3911537

was it made out of biscuits or something

>> No.3911542

Why are there so few full conversion mods for Doom? It's mostly level and weapon stuff.

>> No.3911550

making weapons takes time,
making maps take time,
put those together & it'll take eons

>> No.3911554

it's a superlative adjective with redundant adverb for emphasis amount of work. ask the rekkr guy.

>> No.3911556


Yeah but there are so many full conversion mods for Half Life for example and that takes even more time.

>> No.3911558


Half Life was strange, So many people put effort into TC's. So many people vanished off the face of the planet.

>> No.3911560

The best part of MetaDoom is the rotating sprites

>> No.3911567

70% of those are unfinished

>> No.3911604 [DELETED] 
File: 22 KB, 1335x695, ss+(2017-04-08+at+03.11.29).png [View same] [iqdb] [saucenao] [google] [report]


I've been studying ZScript.

>> No.3911610
File: 22 KB, 1335x695, ss+(2017-04-08+at+03.11.29).png [View same] [iqdb] [saucenao] [google] [report]


I've been studying ZScript.
Kodi wrote up some actor-on-fire stuff that I've been modifying/studying to learn how to get things done. I actually kind of understand this, now!

>> No.3911619
File: 100 KB, 250x250, Doom Guy Towel.png [View same] [iqdb] [saucenao] [google] [report]

This is what i'm referring to btw.


Even if you do "Movebob 0" there's still this weird drunken wobbling when you walk.

It makes me feel a little woozy at times if I focus on it.

>> No.3911621

Is there a collection of recommended TPS wads/mods out there?

>> No.3911629

That's probably RealAim, which tries to make your view and aim sway to convey not keeping the gun straight 100% of the time.

>> No.3911638
File: 35 KB, 514x358, SNES_Doom_Box_Art.jpg [View same] [iqdb] [saucenao] [google] [report]

Not going to lie, I think the SNES doom is an excellent port in its own right, mostly because I love the music.

>> No.3911640

I'm amazed the fucking thing even works at all

>> No.3911641

Half-Life and Quake is when the modding community really exploded. Sven Co-op is still getting new maps for it.


>> No.3911643

Sure the graphics took a hit, but it has more levels than the consoles that technically are better than it. It has the most levels of any other port, next to the playstation and I also think the GBA.

>> No.3911648

The levels also have accurate design despite the texture problems, compared to every other port at the time using Jaguar levels. I think SNES version was mainly made as a labor of love by like one or two people.

>> No.3911671
File: 24 KB, 320x180, cube2sauerbraten.090113.jpg [View same] [iqdb] [saucenao] [google] [report]

How do you think the 'Cube' series (Cube 1, Sauerbraten, Red Eclipse, AssaltCube, Tesseract, others) handle the style of retro FPS? Obviously the real-time editing is the core feature but they're centered around a quake-ish type of classic shoot em up gameplay.

While it's quite generic and basic, I can have a lot of fun with it.

>> No.3911680

Death Illustrated was the shit for me, back in the day. The combination of melancholic acoustic black metal, black-and-white visuals, and comic book art really appealed to me.
I was so broken-hearted when I learned it died and they never got to include half of what they wanted.

Now that I'm older and know how2dev, been thinking of making my own take in either Dark Places or GZDoom.

>> No.3911686

I legit can't tell, is that a low-res 3D model or a high-res animated sprite?

Or voxels?

>> No.3911693

What again is the timeline for all of the console releases? The jaguar was first and that was for the playstation, 32X, GBA, and 3DO doom. The playstation was used for doom 64 and saturn doom and SNES was its own separate thing, right?

>> No.3911695
File: 7 KB, 992x614, Map03.png [View same] [iqdb] [saucenao] [google] [report]

Current layout for the 3rd map of my project right here.

>> No.3911704

There was one game whose name I couldn't remember, Death Illustrated was it. All the other games in the list I played, but never Death Illustrated - I don't think the DL links I found worked. It seems worth a go, though the playerbase is probably long dead.

Good luck if you try to make something similar. I also hear eihrul is slowly working on a new release of Sauerbraten, we'll see how that goes.

>> No.3911738
File: 1.75 MB, 1600x900, Screenshot from 2017-04-08 16-34-19.png [View same] [iqdb] [saucenao] [google] [report]

Shot of one of the areas, detailed and expanded.

>> No.3911741
File: 1.05 MB, 1280x1024, gof.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3911742

I know how pointless it would be, but honestly I want to see this being made by someone.

>> No.3911745

Trying to make a projectile that would heal the player periodically until the player is at full health

how do i access player's health within the projectile's actor state? If i do

a_jumpif ( "health" <= 100 )

it assumes that projectile's health, not the player's one. Is it at all possible through decorate scripts?

>> No.3911746
File: 850 KB, 1920x1080, gzdoom 2017-04-08 16-37-00-17.png [View same] [iqdb] [saucenao] [google] [report]

Some Heretic stuff.

>> No.3911759

Don't forget to press U to taunt.

>> No.3911779


>> No.3911781


Projectiles, by default, have the actor that shot them as their target.

So, just A_GiveToTarget("YourItemHere",str amount) or A_GiveInventory("YourItemHere",int amount,AAPTR_TARGET)

The simple way to make sure that the item given only heals to 100 would be to have it inherit from Health, and give it the desired value in Inventory.MaxAmount.

>> No.3911785

I love how some of the console ports would actually just cut out the Cyberdemon and Mastermind.

You'd think the final boss would be a given but in a lot of ports the game just suddenly.... ends.

>> No.3911786

I could never really dig Cube 1 but 2 seemed much better. Doom might as well be free so I never really had much of an incentive to play these, but I might try them again someday.

>> No.3911798


>> No.3911817


>> No.3911825


>> No.3911828


>> No.3911830
File: 28 KB, 640x640, 199547-doom.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3911838


>> No.3911839 [SPOILER] 
File: 9 KB, 123x200, 1491687457260.jpg [View same] [iqdb] [saucenao] [google] [report]

*presses wall a bunch of times*

>> No.3911840

Apparenlty, the Quake 3 wikia mentions Crash having some relationship with Doom

>> No.3911842

>that one taunt on the complex zandro servers

>> No.3911846

Yeah, she often mentions him in chat during quake 3

>> No.3911847

i dont get these

>> No.3911848

which one is that?

>> No.3911851

do you mean


>> No.3911852

thanks, ill look into this inheritance thing

>> No.3911856

Dunno about the first one
Second one is Doomguy's Quake 3 taunt where he just bellows. Also Orion's taunt from Skulltag

>> No.3911862

Would Doomguy fuck Crash?

>> No.3911863

It looks like the original sprite. That's why. Could be done better though.

>> No.3911865

How annoying would a First Person Metroidvania made in the Doom engine be, since there isn't a 3D map?
Using portals, I could split the floors up into separate sections on the automap, but it'd still be only an aerial view.

>> No.3911868


>> No.3911870

Yes, she was his teacher.

>> No.3911872
File: 1.27 MB, 1920x1080, Screenshot_Doom_20170406_140818.png [View same] [iqdb] [saucenao] [google] [report]

Wad I am playing.

>> No.3911873

>The PS2 version of Q3 had voiced lines for Doomguy that make him sound a bit like Caleb

>> No.3911878


Honestly there is a 2d map. You just have to design rooms as such that players can recognize where they are by landmarks and do route memorization the Metroid Classic way.

>> No.3911879

but is it something you're working on?

>> No.3911880

Here they are

>> No.3911883


i think crash

is a dude


>> No.3911887
File: 128 KB, 990x949, gZSBDzZ.jpg [View same] [iqdb] [saucenao] [google] [report]

Will we have a QUMP trailer? I'm kinda hyped

>> No.3911890

Either a bug/glitch thing or her helmet can change her voice, which might be also why her visor looks like tv static

>> No.3911893

I can't unhear Anarki's taunt as "STAN LEE".

>> No.3911903
File: 499 KB, 1600x900, Screenshot from 2017-04-08 18-01-04.png [View same] [iqdb] [saucenao] [google] [report]

Here's how I would do something like that. Every platform is another floor.

>> No.3911904

If I remember right, her taunt was left out from the base game but was re-added in QL

>> No.3911910

By floor, I mean another set of rooms above another.
I want it to have verticality.

>> No.3911965


>> No.3912002

warning: could not find sounds/player/crash/taunt.wav using default.

The default taunt sound is Sarge's taunt sound.

>> No.3912004

I decided to turn this demonstration into its own gimmicky level.

>> No.3912094
File: 777 KB, 1024x1469, doomgirl_by_necroceph-d9yvbj6.png [View same] [iqdb] [saucenao] [google] [report]


In fact Crash and Slash shares the same voice actress, but crash's voice is a slowed down version of it

>it would be ironical if Tara Strong ends up voice crash in QC, since she already does a harley quinn voice for slash, or Jeniffer Hale or feed up the SamusxDoom meme

>> No.3912103
File: 91 KB, 955x712, temp.png [View same] [iqdb] [saucenao] [google] [report]

Workin on "hell" maps.

>> No.3912105
File: 49 KB, 955x712, temp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3912126

Same happened with Samsara. Guess that's Kinsie's style.

>> No.3912128

hell is blue and purple, it seems

>> No.3912137


That's some low resolution there anon, what engine is this?

>> No.3912145


>> No.3912162

Give me some good underrated/unknown gem maps /vr/.

>> No.3912175
File: 13 KB, 955x561, temp.png [View same] [iqdb] [saucenao] [google] [report]

chocolate doom. that's what doom looked like back in the day, anon. Either that, or if you set it on low-detail, like pic related.
Yeah, it's not really hell, per-se. It's abstract land of the dead... thing. It's supposed to look (ambiguously) colder and more isolated in this level in particular too.

>> No.3912194

Well, we have FIREBLU

>> No.3912213

Waiting for those Project MSX addons.

>> No.3912260
File: 1.09 MB, 1920x1080, Screenshot_Doom_20170409_102141.png [View same] [iqdb] [saucenao] [google] [report]

Just finished the BTSX BFG, the X-Spark Cannon.
Is of much kil

>> No.3912261
File: 305 KB, 563x780, brick.jpg [View same] [iqdb] [saucenao] [google] [report]

Are any maps balanced for pic related?

>> No.3912265

>are there any maps balanced around [gameplay mod]?

>> No.3912271
File: 452 KB, 631x344, 1483153943850.png [View same] [iqdb] [saucenao] [google] [report]

I love you.

>> No.3912276

Colorful Hell?

>> No.3912280

>can't run in a straight line
Wow that's pretty damn awful.

>> No.3912312

starter pack tho

>> No.3912314

(sounds of ceilings and floors lowering and raising)

>> No.3912319


Maps made for Brutal Doom are an exception that, honestly, prove the rule.

>> No.3912323
File: 65 KB, 640x400, STAND INITIATED.jpg [View same] [iqdb] [saucenao] [google] [report]

Voxels are cubes and anyone who says they're not needs to be punched in the face.

>> No.3912331

voxels are points in space on a 3d grid with graphics assigned to them

>> No.3912332

I made 3 maps for this one gameplay mod called Aracnocide.

>> No.3912340

What HUD?

>> No.3912341 [DELETED] 
File: 536 KB, 381x512, You're huge, that means you have huge guts! RIP AND TEAR!!!.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3912342


>> No.3912347

>this is a video from the same channel

>> No.3912350

report and ignore

>> No.3912374
File: 529 KB, 350x180, SkeletonPilot.gif [View same] [iqdb] [saucenao] [google] [report]

Surprise speedmapping session! Make a map that uses the Helper Dog from MBF. Dead line is Midnight.

>> No.3912387

But I'm coding tonight.

>> No.3912391
File: 32 KB, 640x400, gatf172.jpg [View same] [iqdb] [saucenao] [google] [report]

fuck off eat my fist

>> No.3912394
File: 7 KB, 250x160, new_classic_doom_weap_cg.gif [View same] [iqdb] [saucenao] [google] [report]

How would you fix the chaingun?

>> No.3912396

I wouldn't. I would snipe people like you with it.

>> No.3912397

Make the Pistol a better long-range alternative via accuracy, while the Chaingun is better at close-range with more damage and a lot of spray.
But honestly it's already good as is,
don't underestimate it.

>> No.3912402

Make the sprite actually match the hud sprite, which I do in all my mods.

>> No.3912405

You gotta do it anon. Or else boner will get you.

>> No.3912408

Is there a sprite that does that, that's still the original style?
I think the Project Brutality Chaingun is close, off the top of my head, but it's still not quite the Vanilla Doom style.

>> No.3912409
File: 4 KB, 328x448, Doomguy-color.png [View same] [iqdb] [saucenao] [google] [report]

Reskinning it as the player model rifle. Because gameplay-wise, it IS pretty much an assault rifle.

>> No.3912415

its been a while since i've played doom 1, is the chaingun useful while playing it, due to it being being better damage-wise than the shotgun with no ssg overshadowing it?

>> No.3912417

Er, all you need to do is add the extra missing barrels to the end. It's not hard.

>> No.3912420
File: 335 KB, 600x323, CPDY8I9WcAUyhSA.png [View same] [iqdb] [saucenao] [google] [report]

Oh, I was thinking of making more of it visible, including the brown part.

>> No.3912431

It cleans up zombiemen like a weedwhacker without having to waste Plasma Rifle cells, can snipe enemies if you just pick at it rather than hold the shot, and if you lack a chainsaw it's excellent for early-game painlocking enemies. The damage output may not be the greatest, but it's an entirely valid weapon early-to-mid game and renders the pistol pretty much pointless.

>> No.3912434

But the original Doom chaingun is meant to be held like a rifle, not Ol' Painless style.

>> No.3912442

I was going off of memory, and now that I have a picture, obviously it's not as accurate as I remembered.

>> No.3912493

it needs to be much bigger than that to match the pickup sprite

>> No.3912513

As the guy who started this session, here's my map. Demons are friendly here, dogs are bad.

>> No.3912540
File: 84 KB, 1280x720, You're a big demon.jpg [View same] [iqdb] [saucenao] [google] [report]

>Autistic people posting on 4chan.

What were you expecting?

>> No.3912564

im bored give me a gameplay mod and a map pack for doom

>> No.3912573

BURL TUMD and Speed of Doom

>> No.3912575
File: 18 KB, 320x240, Doom32X-Menu96Proto.png [View same] [iqdb] [saucenao] [google] [report]

The SNES version was developed without Id's knowledge or supervision, and presented to them for licensing upon completion. All the other official versions used Id's cut-down "console mapset" made for the Jaguar version as a base.

There is evidence from leaked prototypes that the 32X port was going to at least try to have the PC mapset... but that port was incredibly rushed to hit the 32X's launch. Such is Sega.

>> No.3912660

look out he's shilling his shit map again

>> No.3912664

I remember seeing some basic Doom 64 ports to the 32X version, but i'm curious if it could run fully vanilla mapsets and not just the Jaguar sets that were in the final version
after people actually fix the soundtrack without simply leaving it to theoretical Genesis soundfonts

>> No.3912665

I've played Devil Daggers for around ~70 hours or so and I'm convinced it's one of the best games I've ever played desu

Not post 500 sadly :'(

>> No.3912672

You can port vanilla maps to 32X, but
a.) masked textures like fences aren't supported
b.) the framerate's gonna suck
c.) you have very little memory to work with - PC E1M6 will crash on trying to load, for example

There's probably a bunch of other limitations, but I can't remember them

>> No.3912696
File: 668 KB, 1024x768, sshot064.png [View same] [iqdb] [saucenao] [google] [report]

interesting take on hell - a deserted land of the dead with stone and blue fire everywhere - I like it. Good to see you're still working away on REKKR, look forward to its release!

One day I will go back to my hell maps for Doom64 (although I still have a final techbase map to complete before I should start them...) - pic related. This is from the Earth mod for doom64EX I made a while ago - its on the doom64 forums if anyone is interested

>> No.3912697

Oh shit thats a great idea... I should totally make one.... I am a composer after all and have done a bit of film editing

>> No.3912763

You don't, the chaingun is great, instead when you get get the chaingun, the pistol gets an upgrade that allows it to hit harder, so you have the rapid fire rooty tooty point n shooty of the chaingun, and the pistol becomes a better sniping weapon.

also let the pistol fire at reduced damage even if you run outta bullets, but only after you upgrade it. At least this is what I have planned for an update of my mod later down the road

>> No.3912786

This reminds me of that one that was supposed to be like Metroid Prime, though I've never got to try it and have since forgotten what it was even called.

>> No.3912792


>> No.3912798

Looks nice. I might steal that sort of aesthetic for some areas.

>> No.3912809

>also let the pistol fire at reduced damage even if you run outta bullets
Oh man, Jet Force Gemini on N64 actually does this.

>> No.3912810
File: 1.37 MB, 1280x1024, Screenshot_Doom_20170409_023722.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3912814

>jet force Gemini

>> No.3912817

What the fuck does that filter think it's doing?

>> No.3912819

I need the pistol fire sound from JFG.

>> No.3912821


>> No.3912824

Is that revenant drooling?

>> No.3912825

>also let the pistol fire at reduced damage even if you run outta bullets
Are you me?

>> No.3912826
File: 30 KB, 150x300, boner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3912827

I can't really do much for you, but you might be able to strip if out of this TF2 mod for the JFG pistol, though I don't think it has the weaker pellet shot sound effect in it.

>> No.3912830

Probably not, I'm me.

I grabbed this one before, it has a clank sound because whoever recorded it was shooting a wall

>> No.3912842
File: 105 KB, 254x243, ddemon.png [View same] [iqdb] [saucenao] [google] [report]

Whoa, I'm me as well!
Really though I was thinking of implementing something like that for my mod as well.

>> No.3912846
File: 19 KB, 75x75, 1365923033229.gif [View same] [iqdb] [saucenao] [google] [report]

What's your mod? I got this mechanic planned for a Vanilla/alpha/boxart Doom inspired weaponset for Combined_Arms

I'm gonna name the weaponset "F-U to the UAC"

>> No.3912852
File: 6 KB, 178x219, 1469167510600.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3912862

It's the mod with the Unreal-like HUD and weapons that pops up every so often, doesn't have a name yet (besides a placeholder name of "Unrok"), but I feel like the recharging blaster weapon could be beefed up to deal more damage, while also allowing shooting without ammo using weaker shots, at the cost of halving the max ammo and recharge rate or something.

>> No.3912865
File: 82 KB, 175x173, 1409340161246.gif [View same] [iqdb] [saucenao] [google] [report]

Oh yeah I've been following your mod. I've been rooting for your project this whole time.

>> No.3912873
File: 622 KB, 1024x768, sshot109.png [View same] [iqdb] [saucenao] [google] [report]

I was just going for a traditional hell look - rivers of fire, fire everywhere, cracked ground, no recognizable buildings or anything, just irregular ground and people hanging from rocky outcrops in cages or by hooks.

Another Idea I had for a hell map was a WWI trench map - a nightmare maze of mud, artillery, corpses and probably zombies. Oh an machine guns if you poke your head over the top. Pic related was my quick sketch - made some rain using animated linedefs too. Doom64EX modding is somewhat limited - no decorate. But means that you can have a lot of rain and no slowdown whatsoever...

>> No.3912878

Oh, thanks! You're more productive than me that's for sure. I spend most of my time doing theory.
I really, really want to use the entire 10 weapon slots but it's been really difficult to design weapon niches while also making them fun, balancing them against each other while also sticking to Doom's gameplay (the plasma ammo pool is horrible, the difference between having a plasma gun and having a bfg is so massive), I don't want the player to feel "ugh I have to use this weapon", I don't want weapons to be left in the dust over others, it's hard.

>> No.3912880

>Another Idea I had for a hell map was a WWI trench map - a nightmare maze of mud, artillery, corpses and probably zombies. Oh an machine guns if you poke your head over the top.
The Darkness actually did something of a similar setup; a literal hell inside of the Darkness of sorts populated by eternally-fighting zombies in a pseudo-WWI purgatory

>> No.3912881

You could always make the BFG not consume cell ammo, make it some weird utility thing, or a passive item. That's what I've done with past projects

>> No.3912890

I meant more the silhouetted monsters against the sky. Looks nice.

>> No.3912898

That's the thing though, the space the BFG fills is quite big, and its use is based on how much plasma ammo the mapper tosses at you, and sometimes.. they give you it before you get a plasma gun. I was going to have it be a 3x damage usable battery item or something, but turning on and off a damage boost with vague usefulness periods is too much management/tedium for the player, I think. Maybe I should change it to usable charges rather than an on-off button, like extra damage for 10 seconds, hmm..

>> No.3912901

>The Darkness
is that the name of the mod? I can't find any info on it

>> No.3912902

That's a game for PS3 and 360 based off of a comic book series of the same name, not a Doom mod. Should've clarified that, sorry. The sequel is quite a bit different from the original, but it's something to look into if it sounds interesting.

>> No.3912903

he's talking about another video game

>> No.3912913

Is animation interpolation a natural part of Quake 2's engine or is it another sourceport thing? Cause in particular, this hyperblaster idle looks jank as hell.

>> No.3912916

It's part of the vanilla engine. And yes, all Quake 2 models are jelly-vision due to it + low vertex accuracy.

It's even worse in Kingpin, which uses lower vertex accuracy in favor of packing in more animation data for the dismemberment states.

>> No.3912927

Kingpin? But isn't Soldier of Fortune the Q2 engine game with the most dismemberment states?

>> No.3912931

SOF replaced the Quake 2 model system with an entirely new, Raven-authored one called GHOUL. That name might ring a bell, because Raven and Activision used it a lot in marketing in relation to the gore stuff it enabled.

>> No.3912939

Was it skeletal animation?

>> No.3912943
File: 47 KB, 543x702, mrskeltal.jpg [View same] [iqdb] [saucenao] [google] [report]

I think so? I know the Quake 3-engine iteration used in SOF2, Voyager, Jedi Knight 2 etc. used skeletal, I'm just not hugely aware of the details on the Quake 2 iteration.

>> No.3912954

It gets worse if you start sprinting too.

>> No.3912965

I love every single one of you for being so goddamn dedicated to still be playing and modifying such an old title

>> No.3912968
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]

we're just carrying the flames of passion of those who came before us, and the original devs.

>> No.3912976

I don't even like Doom, I'm just here for the occasional Quake discussion.

>> No.3912979

yet somehow you're here all the time

>> No.3912982

Auto update is a wonderful thing, as is having far too many goddamned tabs open.

>> No.3912998

3d model with shaders I believe.

>> No.3913007
File: 37 KB, 116x178, 1410683833849.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3913017

So, uh, how can I make music in my Doom sound like in SNES Doom?

>> No.3913025

.mp3 or .wav recordings of the SNES music

>> No.3913027

Look for a Doom SNES soundfont for Fluidsynth?

>> No.3913028

ZDoom supports the SPC dumps fine.

>> No.3913032

how would you be able to tell?

>> No.3913162
File: 25 KB, 460x215, Final Doom.jpg [View same] [iqdb] [saucenao] [google] [report]

Red pill me on Final Doom.

>> No.3913169
File: 28 KB, 320x320, Revenant.jpg [View same] [iqdb] [saucenao] [google] [report]


TNT Is pretty fucking good and is still one of the more beloved map packs to this day. It does have a couple of shit levels but the soundtrack is godly.

Master levels is just retarded and I don't know what ID was smoking when they released them

Plutonia is pic related.

>> No.3913179
File: 111 KB, 500x269, tumblr_inline_ombthagTLU1r95fgm_500.png [View same] [iqdb] [saucenao] [google] [report]

What is the casual filter of Doom PWADs?

>> No.3913197

>Master levels is just retarded and I don't know what ID was smoking when they released them
There are some pretty good maps in there, IMO. I particularly love the ones by John Anderson, Jim Flynn, and Sverre Andre Kvernmo

>Plutonia is pic related.
IMO, Plutonia's usage of Revenants isn't that bad outside of like two or three maps. Its mainly the chaingunner usage that grates on me. But regardless, Its a very good challenging mapset, and probably the more popular out of the two among mappers.

>> No.3913201

BTSX E1M05, judging from last months DW ironman league thread.

>> No.3913204

Is that the one with the cyberdemon on the podium in the center of the half-circle walkway and they teleport an archvile behind you?

>> No.3913215


>> No.3913218


Ancient Aliens.

>Map 01 Cyberdemon
>Map 02 Spiders

>> No.3913223

Spiders was map03

>> No.3913227

Two 30-map sets in the vein of Doom 2. Evilution is more explicit scifi/techy and Plutonia is more conceptually abstract, as well as difficult.

>> No.3913239

TNT = One of the earliest community megawads. id Software bought it out before it had a chance to come out in 1995. Slightly more difficult than Doom 2.
Plutonia = Id software wanted TNT to have a companion megawad, so the Casali brothers put this together. Designed specifically for expert players.

>> No.3913242


It was quite an impressive feat on ID's part to cause internet wide autistic screeching during the early days of the internet before any of the boards existed.

>> No.3913248

Before there was much of an internet at all, really.

>> No.3913258
File: 59 KB, 526x300, What_am_i_reading.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3913260

Compared to today, anyway. A lot of the screeching was archived on newsgroups, I believe?

>> No.3913262

You mean World Wide Web and even then you're wrong.

>> No.3913276

32X was so rushed that it apparently came out before the Jaguar version id was developing themselves.

>> No.3913279
File: 72 KB, 600x528, blenderpic01.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, does anyone here know blender? I'd like to make the untextured famas follow the animation of the m4 in some convenient way and I don't know how. I've tried messing around with copying frames in the Dope Sheet editor but I can't seem to get it working.

>> No.3913314

This is a pretty sweet flamethrower sprite, did you make it?

>> No.3913318
File: 513 KB, 1920x1080, 1490591036822.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3913320

It's the hyperblaster from quake 4

>> No.3913325

It's a low-res 3D model run through a homebrewed software renderer, I'm pretty sure.

>> No.3913330

This looks like Arachnophobia with some kind of rendering glitch.

>> No.3913331

Seeing the porn on the map probably fucked my brain

>> No.3913337

Voxels were originally this:
>voxels are points in space on a 3d grid with graphics assigned to them
...before Minecraft made everyone all retarded.

>> No.3913341
File: 1.06 MB, 1280x720, youtubescreencap.png [View same] [iqdb] [saucenao] [google] [report]

I yoinked it from DBThanatos' Quake 4 Lightning Edition mod as it was a decent enough placeholder, it's not going to stay, especially since I didn't ask.

>> No.3913349

>I yoinked it from DBThanatos
At least you didn't borrow from pillowblaster :^)

>> No.3913357

What do you mean, did someone else do that?

>> No.3913362

>we're just carrying the flames of passion of those who came before us

This. I'm more inspired by playing Scythe 2 and Alien Vendetta co-op on Skulltag in like 2006 than I am by the original Doom experience.

>> No.3913369

Can somebody get me a download for Shadow Mavericks HQ? The official links are fucking broken.

>> No.3913375

I mean he's extremely sensitive about anyone basing anything of something remotely related to him.

>> No.3913383

But that's wrong faggot. Minecraft isn't voxels either.

>> No.3913394
File: 196 KB, 600x400, angryBones.png [View same] [iqdb] [saucenao] [google] [report]

You're getting pretty fucking semantic-y about it after a point. Minecraft is voxels, but not voxel rendering, the way voxels are stored or shown doesn't have to be along a grid, and there's no reason to be upset by any of this.

>> No.3913431

Why are weapon upgrades like the SSG loading speed disappearing on level exit in D4D? What the hell is going on

>> No.3913448

you know, for a guy not mainly known for being able to look up or down, jumping or crouching, doomguy sure excels at skyrocketing atop of goddamn rails of all things.

>> No.3913459

reminds me of doom 3 but with less floating rocks

>> No.3913464


When he fixes the crick in his neck, things are good.

>> No.3913469
File: 2.58 MB, 800x450, classic_soulcube.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3913472

sorry i only modded half-life with milkshape 3D

>> No.3913481

You have my attention.

>> No.3913482

Kinsie, is that you?

What will version 4 be about?

>> No.3913494

Reminds me of that throwing disc thing in Predator Concrete Jungle

>> No.3913506

longer version https://my.mixtape.moe/avelll.webm

im not the author of metadoom, just some anon who wanted a more classic soul cube experience, since i found walking back and forth to collect souls and pinatas was pace breaking

>> No.3913509

Anyone else fed up with paying for maps? Anyone really, really want to stick it to the guys at WizardWorks?

>> No.3913510
File: 9 KB, 134x145, testrend3.png [View same] [iqdb] [saucenao] [google] [report]

I actually just figured it out.

>> No.3913512

>Anyone else fed up with paying for maps?

Can't say I've ever felt that way, no.

>> No.3913514
File: 81 KB, 640x480, voxelsblood.png [View same] [iqdb] [saucenao] [google] [report]

They're not voxels you faggot. They're cubic models with sprite textures.

THESE are voxels

>> No.3913516

I see you read the same doomworld thread as I just did.

>> No.3913518
File: 82 KB, 620x465, C_C_Tiberian_Sun_ss1.jpg [View same] [iqdb] [saucenao] [google] [report]

THESE are voxels

>> No.3913520

>They're cubic models with sprite textures.
...being used to represent voxels.

>> No.3913523

Neither of you are wrong.

>> No.3913524
File: 3 KB, 101x111, autistic block.jpg [View same] [iqdb] [saucenao] [google] [report]

These are not fucking voxels.

>> No.3913525 [DELETED] 

I see you've played pixey-voxey before!

>> No.3913526

Any soundfont recommendations, fellows?

>> No.3913527

But they are, anon.
I'm sorry this pisses you off somehow? But you have to accept it and move on with your life.

It's all right, anon. There are other things in this world to be angry about. Other, more worthy things.

>> No.3913530

OPL-3. Both for composing music and listening.

>> No.3913564

Filthy GDI scum detected.

>> No.3913571

u lost NOD, give it up

>> No.3913587
File: 77 KB, 800x600, CNCTS_Nod_soldier_closeup.jpg [View same] [iqdb] [saucenao] [google] [report]

>NOD losing

>> No.3913607
File: 6 KB, 200x150, Tsing Tao.jpg [View same] [iqdb] [saucenao] [google] [report]

Time to put on your lead underwear.

At least it's a dry heat, Generals.

Melt! everything must melt!

>> No.3913612

Fuck I think I figured out what's going on with missing upgrades

BTSX is split into 2 wads that have to be loaded in at the same time, and D4D is tracking your upgrades and credits independently between the two of the combined wads or getting confused by the split or some shit.

I don't know why in the name of fuck would D4D be made in a way that matters but
>fucking vanilla compatibility REEEEE

>> No.3913625

must admit first thing i did with btsx after download was join the two wads together.

>> No.3913637

what music is that?

>> No.3913651


>> No.3913660
File: 1.22 MB, 300x225, ohkane.gif [View same] [iqdb] [saucenao] [google] [report]

>Fearing nukes when there's demons and tiberium just laying around

>> No.3913668

What was that one Hexen mod that added new swing animations and some other nifty things to the weapons?

>> No.3913670
File: 12 KB, 181x94, 8ARhudH.png [View same] [iqdb] [saucenao] [google] [report]

Here's some unfinished thing someone made.

>> No.3913675


>> No.3913679

How have we gone so long without a C&C mod for Doom? Hasn't anyone had a go at remaking Renegade in Doom? I think I remember a Quake or Unreal Renegade mod long long ago

>> No.3913684

Yeah, that's the one. Thanks.

Would it be weird to make a Hexen map in a limited level editor, like Eureka?

>> No.3913690
File: 1.75 MB, 1600x900, soulcube_test2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3913692

All out War is the closest we have.

This would be ever so useful if it was finished and used in the way it was intended to be introduced to the player in DOOM3ROE

>> No.3913697

>Renegade in Doom
All out war is literally that

& this is a thing http://www.moddb.com/mods/casual-moddoom-craft

>> No.3913704

If only somebody combined ZDWars, Shotgun Frenzy/Stronghold and AOW into one neat RTSFPS for DOOM

Demons vs UAC of course.

>> No.3913710

i'm sure there's a weapon in Russian Overkill that works just like that

>> No.3913721

havent played it, but oh well, would probably make it a lot easier for me

>> No.3913726

It sucks when someone starts to work on something cool and then drops it.

>> No.3913734
File: 42 KB, 96x96, oom onsters.gif [View same] [iqdb] [saucenao] [google] [report]

Experimental Units:
The Plutonia Experiment
see pic related

Skullking & Final Boner: see >>3902503, final boner is second form. puts him on kleer mount with two wheel skeletons from dark souls instead of normal kleer legs.

Demon Eclipse:

Literally the cybran monkeylord but it's a mastermind with a microwave laser gun sticking out of it's brain

SO YOU WANT TO KILL YOURSELF: Gives all revenants and chaingunners a jetpack.

GO FUCK YOURSELF!:Upgrades all existing demons to T2 versions, and unlocks T2 units/equipment/demons


DO NOT PET!: Cacodemons gain additional spikes and grin wider. Projectile size increased; may split into baby cacodemons on death.

Don't get it wet: Cacodemons spawn additional cacodemons when nearby fluid or void sources, four times as so when near FIREBLU

Don't feed it after midnight: Cacodemons absorb the first attack they are hit by, and adapt into sub-species accordingly.

Y O U:Replaces ALL lost souls with DRLA The Hungry; which also serves as a "wall of flesh" superweapon

>> No.3913746

where is this "oom" i see mentioned anywhere anyhow? google aint helping

>> No.3913757
File: 33 KB, 320x200, oomgun.gif [View same] [iqdb] [saucenao] [google] [report]

It was a joke made when one person fucked up the OP and forgot the D

It became one of the most legendary jokes of the thread. OP was a fag and got Rootpained about it.

Apperantly, somebody came up with "JETPACK CHAINGUNNERS" and it spurned up again from there.

>> No.3913765
File: 197 KB, 320x200, oompunch.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3913768

whats the source for all these gifs? a gameplay mod or a bored anon?

>> No.3913771

a bored anon?

I made the joke once when somebody made altfires and basically just said "shoot gun" "punch fist"

>> No.3913785

holy crap this is super useful to know, thank you!

>> No.3913795

Quick, somebody post a nightmare cyberdemon and a mechstrocity.

So I can mock up something that will look like shit.

>> No.3913821
File: 985 KB, 320x287, 1370984551208.gif [View same] [iqdb] [saucenao] [google] [report]

>GZDoom adds new ZScript.
>Newer mods use it, so they won't work in the older 2.2.0 version that I use and have meticulously set up all the settings just right.
>Old mods are fucked in the future because their stuff might get deprecated.
>Have to install 2.4.0 and reconfigure all the settings again.

Doom, a game that is over 20 years old and fully complete, yet still has a modding environment that is unpredictable and any work done today may be broken due to a new version.

Truly, this is worst suffering.

>> No.3913825

>Have to install 2.4.0 and reconfigure all the settings again.

Why? you can just save your gzdoom.ini and use it with the new version

>> No.3913829

Ebin :^D

>> No.3913830
File: 2.99 MB, 2200x1600, LCB5.png [View same] [iqdb] [saucenao] [google] [report]

its me or the newest GZdoom update pretty much killed Metroid Dreadnought?

>> No.3913836

Just use the same ini as before?

I've never had that problem dude.

>> No.3913845

>It became one of the most legendary jokes of the thread.

>> No.3913848

They're by Sgt. Shivers, posted on his tumblr, co-opted for someone's forced meme.

>> No.3913849

>Have to install 2.4.0 and reconfigure all the settings again.

Just copy your .ini, dude.
This is, like, a five-second inconvenience.

>> No.3913850

How so?

>> No.3913857
File: 490 KB, 230x230, 1395979544522.gif [View same] [iqdb] [saucenao] [google] [report]

>weak joke

>> No.3913860


uh, guys.....

>> No.3913862

yes, we know about it, shit article, shit writer

>> No.3913864

Old news, friend.

>> No.3913865


>> No.3913867

kinda sounds like the samurai jack theme to me

>> No.3913881

While it is kind of dumb, Decorate is inherently limited compared to ZScript in a lot of ways. I highly doubt Decorate will be entirely phased out, but seen more as a faster and higher level scripting language to run alongside ZScript, which could work more as a lower level, more technical scripting language.

It's kind of stupid, but there's really not much you can do if you want to both expand engine limits and promote backwards compatibility.

>> No.3913882

It's posted that same article three times. Report it on sight.

>> No.3913914

agreedo, i copied my zdoom 2.8.1 ini to gzdoom 2.4.0 and it just weurked

>> No.3913919

These are two very different things.

>> No.3913921

Why are the revenants in PS1 Doom slower than any other creature, save John Romero?

>> No.3913928


This isn't like the OpenGL upgrade where it's barring out a whole ton of users. This isn't an issue at all.
Deprecated isn't removed, just means it won't be updated any further. Dehacked is super-deprecated but so many maps nowadays still use it, and REKKR is even being made entirely in Dehacked.

It's all cool, man.


Just loaded up v1.1c, werks for me.

>> No.3913931



>> No.3913935

palette tonemap + software light sectormode
accept no substitutes

>> No.3913941

I did and I loved it but i had to get a refund since it started to crash on me constantly.

I want to get it again but i just can't

>> No.3913952


>> No.3914018
File: 85 KB, 550x445, ss+(2017-03-23+at+04.03.44).png [View same] [iqdb] [saucenao] [google] [report]

>new GZDoom build allows you to scale up different parts of the UI independently, such as HUD, text size, console size, and more


>> No.3914019
File: 432 KB, 1600x900, MAYBE IF I GIVE THIS FUCKING PICTURE A DIFFERENT FILENAME IT'LL UPLOAD.png [View same] [iqdb] [saucenao] [google] [report]


God dammit Hiro that's not the fucking picture I uploaded.

>> No.3914036

When do we get the marble screen overlay with the alternative or fullscreen hud?

>> No.3914039
File: 442 KB, 1600x900, Screenshot_Doom_20170410_014343.png [View same] [iqdb] [saucenao] [google] [report]

neat indeed

>> No.3914047

what's the map you're playing there?

>> No.3914048

best mod?

>> No.3914051

The one i like

>> No.3914053

not your favourite

>> No.3914058

The one you like playing the most, probably.

>> No.3914060

Modding peaked like a decade ago anyways just replay Memento Mori with wildweasel's weapon mods.

>> No.3914085
File: 646 KB, 1920x1080, Screenshot_Doom_20170409_173425.png [View same] [iqdb] [saucenao] [google] [report]

How long ago were the truecolor/customizable software rendering options added? It feels weird playing the Doom 64 Absolution set with software on.

>> No.3914102


>> No.3914103
File: 475 KB, 1920x1080, Screenshot_Doom_20170409_174450.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3914104

meant for >>3914048

as for map - its oblige

>> No.3914107

that's not a map.

oh. i see. never mind.

>> No.3914108

>It became one of the most forced jokes of the thread.

>> No.3914126 [DELETED] 
File: 194 KB, 557x605, 1458240398639.png [View same] [iqdb] [saucenao] [google] [report]

>all this rootpain

>> No.3914175

you're quite hasty to defend your forced meme

>> No.3914186 [DELETED] 
File: 8 KB, 62x62, 1487081921820.gif [View same] [iqdb] [saucenao] [google] [report]

You're quite quick to jump to getting pissed over what's just a "forced meme"

>> No.3914191 [DELETED] 

try again, friend
perhaps a little less transparent this time

>> No.3914192 [DELETED] 


Damn, dude. Chill the fuck out. All he did is say you're being jumpy.

>> No.3914197
File: 43 KB, 285x72, Carbine Dioxide - BigOl'BFG10K.gif [View same] [iqdb] [saucenao] [google] [report]

Sometimes it's nice going through the Spriting Carnival.

>> No.3914220

That looks like it could be the hood of a sci-fi vehicle.

>> No.3914224

Alright hold the fuck up. I tested it with an another mapset and it's still randomly eating my upgrades, and now there's some kind of a problem where armor either does nothing or my armor capacity is approximately ten trillion for some reason because the bar barely moves when I pick it up.

Fuck this mod I have no idea what could cause it to randomly delete stuff.

>> No.3914228 [DELETED] 
File: 326 KB, 1020x562, 1381004280884.jpg [View same] [iqdb] [saucenao] [google] [report]

>Chill the fuck out
I couldn't be more chill. The only one mad here is him.

>> No.3914239

Wtf are you doing nigga? Just download the stable build of D4D and GZDoom 2.2.0 dude. Don't play with dev builds if you aren't ready for shit to fuck up.

>> No.3914241 [DELETED] 

>i-i-i'm not mad! i'm not mad!
>over an unrelated statement

Let it go, dude.

>> No.3914250 [DELETED] 
File: 1.31 MB, 300x300, 1455976130_f333dea7ce4a234d.gif [View same] [iqdb] [saucenao] [google] [report]

Somebody's projecting

>> No.3914256

Speaking of D4D, what mapsets work well with it? I tried it in Scythe 2 and it was fun, but I'm sure there are better maps to play on.

>> No.3914259

If you're playing the latest build then there's your problem. The latest build is admittedly really buggy, for instance I can't even get some of the weapon upgrades to work once I've bought them. It'll get ironed out later on.

>> No.3914274 [DELETED] 

i would say you're projecting harder with the constant insistence that i'm mad.
you're being strange, anon.

>> No.3914293 [DELETED] 


>> No.3914296

>and Plutonia is more conceptually abstract
Doesn't it have a sort of jungle theme?

>> No.3914302

More like ancient ruins.

>> No.3914312

>BTSX is split into 2 wads that have to be loaded in at the same time, and D4D is tracking your upgrades and credits independently between the two of the combined wads or getting confused by the split or some shit.

I kinda doubt that. Only one of the two wads includes maps.

>> No.3914315

I always saw it as the decaying ruins of earth. Like as if Plutonia is set thousands of years after Hell took over.

>> No.3914371
File: 80 KB, 576x768, 1479346280470.jpg [View same] [iqdb] [saucenao] [google] [report]

Do Boom map only use defeault textures and sprites, or is it compatible with custom stuff? asking for a silly friend of mine.

>> No.3914372

Pretty sure that's not what's in the plot.

>> No.3914374

>implying the plot of Final Doom even matters

>> No.3914378

Alright, let's settle this. Smooth Doom vs. Beautiful Doom, and why?

>> No.3914384

I don't care for either, and just use Doom 2 Minor Sprite Fixes.

>> No.3914389

Is there any way to prevent Quake 2's music from stopping after you finish the main objective?

>> No.3914407

Custom textures are fine, dehacked is how you add new things by replacing old things.

>> No.3914408
File: 1.41 MB, 1920x1080, Screenshot_Doom_20170406_140754.png [View same] [iqdb] [saucenao] [google] [report]

I actually play Doom here. I don't make wads (yet, I have a great idea).

It's BTSX Ep 1 with Colorful Hell and Legendoom.

>> No.3914413
File: 301 KB, 1116x896, 1491784820286.jpg [View same] [iqdb] [saucenao] [google] [report]

say that to my face and not online see what happens

>> No.3914415


It's a white arachontron from Colorful Hell. Whites are god monsters, and that one in particular is one stinker of a demon.

>> No.3914430

Jokes on you, I'm the Butterfly

Nobody ever suspects the Butterfly

>> No.3914435

It's not that bad of a level, if you ask me.

>> No.3914437

Its mostly a pretty easy level, yeah. Some people just get tripped up by the final area.

>> No.3914443

tnt is really boring save for a few maps
plutonia is really good but its pretty hard, especially if you're new

>> No.3914469

>tnt is really boring save for a few maps

I enjoyed TNT a lot, myself. It does have a couple bad maps like Metal, Habitat and Mount Pain, though.

>> No.3914497

>playing Plutonia
>line up a rocket shot
>revenant spawns in my face and I gib myself

Maybe I should just not play this

>> No.3914506

>play plutonia as a kid, it's super hard
>play scythe, going down, ancient aliens even alien vendetta .
>go back to plutonia, it's the fucking easiest shit ever, even go2it is pretty underwhelming

>> No.3914508

I'll try again but like what were the fucking odds of that incredibly specific thing happening

jesus damn

>> No.3914538

Plutonia is the introduction to "difficult" mega wads and their tropes, learn them well.

Walk around with your chaingun or plasmagun is the number one advice i can give(for hitscan closet traps)

>> No.3914541

I'll take another crack at that map, thanks!

I have this rule where I start on UV and have to pistol start on a lower difficulty whenever I die on one map. Plutonia dropped my level sooner than the other three main campaigns, so obviously this shit doesn't fuck around.

>> No.3914549

I'd even go as far as to say that Plutonia's Revenant spam is massively overstated at this point, because of modern pwads. Even BTSX E1, a wad thats generally considered medium difficulty, has a larger total count, and thats not even a full 32 level set at that.

>> No.3914553

I remember some chart that compares overall enemy type counts between vanilla Doom 1/2, TNT and Plutonia, but I can't exactly remember what the counts were.

>> No.3914554

Perhaps Revenants are a form of currency in Doom, and we are undergoing inflation?

>> No.3914558

>BTSX E1, a wad thats generally considered medium difficulty
I need to watch some videos of people playing the ones considered to be hard in that case. BTSX is great but the sheer number of enemies in some places means I go through it at a snails pace. I do insist in playing on Ultra-Violence though, that probably doesn't help

>> No.3914561

I find playing WADs with shit tons of Revenants has made me much more effective at dealing with them. Its when a mapper shoves a ton of Archviles somewhere that I get pissed off. They aren't fun to fight, why do you do this?

>> No.3914567

You can find this information on the doomwiki pages for each monster
Doom 2 has 90 revenants
TNT has 233
Plutonia has 422

BTSX, I calculated the totals, by looking at each individual map on doomwiki.
BTSX E1 has 502 revenants

>> No.3914570
File: 91 KB, 640x813, SHIT.jpg [View same] [iqdb] [saucenao] [google] [report]

>Invasion maps have a separate counter for how many Arch-Viles are in the wave just because of how incredibly dangerous they can be

>> No.3914572

I need this as a Skin texture.

>> No.3914590

BTSX isn't quite consistently in hard territory until the mid-late maps of E2. E1 has the occasional hard moments, but unless you're inexperienced and new to doom, most maps shouldn't be too demanding as long as you play intelligently.

>> No.3914603

>They aren't fun to fight, why do you do this?

I'd rather fight 5 barons in a enclosed space than a single vile tee bee aitch

>> No.3914606

I like fighting Arch-viles. They can turn any boring map into a fun an interesting one.

>> No.3914607

I think he meant isolated ones, the type where you take cover and pop out to shoot

that's the epitome of bland

>> No.3914614
File: 64 KB, 483x798, CbOH4bvUcAARVsP.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3914616
File: 36 KB, 480x360, 1491710350276.jpg [View same] [iqdb] [saucenao] [google] [report]

>MAP08: Dead Simple
>Level 09: Even Simpler

>> No.3914631

Then why is Arch-Violence the best map in P2

>> No.3914635


>That one map in GD that has a shit ton of arch viles with Pain Elementals.

>> No.3914654
File: 414 KB, 949x510, HRMAP23exit.png [View same] [iqdb] [saucenao] [google] [report]

Not saying this wad is any bit fun in general on UV, but this room is shit

>> No.3914660

... I never really noticed how much I disliked the design for the original mancubus.

just a fat lardy piece of shit with no discernible body shape that stands and walks about awkwardly.

>> No.3914664

the black stripes do look pretty dumb.

>> No.3914665

Nah, the epitome of bland is fighting barons.

>> No.3914670

no, it's fighting an archvile

>> No.3914679

Pretty sure those are shadows cast by rolls of blubber.

>> No.3914683
File: 56 KB, 720x599, ZkOL5N4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3914691

it looks like a Diablo monster

>> No.3914692

No. Barons are far more boring in isolation because they're basically just an imp with 1000 hp. Arch-viles in isolation can actually still be interesting if placed well.

>> No.3914693

>still be interesting
they aren't most of the time

>> No.3914695

I beg to differ

>> No.3914707

Barons are an unpopular monster among mappers, because their high HP and imp-like behavior does not make for entertaining gameplay most of the time. This is why you rarely see them in mapsets compared to most other mid-high range monsters.

Arch-viles on the other hand, are often used nowadays, because mappers generally acknowledge that they can turn most average encounters into fairly dangerous ones.

>> No.3914710

we're talking isolated cases.

>> No.3914712

Barons in isolated cases are still less entertaining than Arch-viles in isolated cases.

>> No.3914716

Even an isolated case is hard to fully judge unless it's a straight-on fight with no cover. And that's just not fair against an Arch-Vile unless you abuse its finicky pain chances.

After all, a mapper can make any encounter annoying, awful or brilliant depending on how clever they are, like teleporting a baron around to throw the player off repeatedly or having a couple of Arch-Viles pursuing you in an area filled with broken sight lines.

>> No.3914720

both take about five SSG shots/five rockets.

one takes standing still in a same spot avoiding LOS and taking potshots until it's done, the other can be run past and deal with later, or you can dispose of him at about the same rate.

I personally would rather be fighting several hell knights than a sole archvile, running for a column just isn't the tightest experience there is.

>> No.3914723

>go back to Plutonia
>listen to that anon's advice and keep the plasma weapon out instead of rockets
>revenant spawns in front of me again
>fucker gets mowed down


>> No.3914724

>the other can be run past and deal with later

Heres exactly why Baron's are less entertaining. You can basically ignore them.

>> No.3914735

you can also easily herd them and have them infight archviles while you take care of them, among other minor monsters in groups due to their high resilience

i don't see how being forced to poke in and out of a corner just to down some lone guy is more entertaining

both are equally valid in the context of combat, it's more that barons are more streamlined and can be used as meatshields

>> No.3914756

>you can also easily herd them and have them infight archviles while you take care of them, among other minor monsters in groups due to their high resilience

But I thought we were talking about them in isolation?

>i don't see how being forced to poke in and out of a corner just to down some lone guy is more entertaining

Because the fact that you're forced to means the enemy is actually a threat to you otherwise

Baron's being ignorable means I'm not being threatened either way, and thus, don't enjoy having to kill what is basically a prop.

>> No.3914760

I was exaggerating. but reading this discussion I figured I legitimately would prefer facing a large bunch of them in a single room in place of a sole archvile. at least there's a slight chance they'd hit me if I get too assured or too cocky, a vile would never blast you as long as you've got minimal cover at hand (obligatory in map design) and aren't terminally retarded.

>> No.3914775

I'm sure you would find a bunch of arch-viles in a single room more threatening than a bunch of barons in a single room, though.

>> No.3914782

>Because the fact that you're forced to means the enemy is actually a threat to you otherwise
but that's the language every monster in the game carries. archviles are as easily ignorable as barons, and then some due to the charge up nature of their attack, meaning you can literally close the door behind them or keep doing what it is you have to do as long as they don't have to face you.
>Baron's being ignorable means I'm not being threatened either way and thus, don't enjoy having to kill what is basically a prop.
it would depend on the type of space you're facing them in. a mapper would never let you face to face with a vile with no cover whatsoever, but a baron could pose a serious threat to you if you're, say, in a narrow corridor.

archviles' means of attacking implies they have to be resorted to be used in a specific situation so that they don't become gimped, and in the case of there being a lone one in a room with tons of pillars to stand behind, you're only hindering the pace of the map.

the way I see it, barons behave more like heavy issue guardians regardless of the situation they're in while archviles are a means of having the player use their speed to their advantage.

>> No.3914786

both are unfun as fuck to 1v1

the deal is having them alongside other monsters for max efficiency

seriously this whole discussion is on the same level as 'rice of noodles'

both are bland without proper sides

>> No.3914793

if I had to go with one though I'd defs like to have a baron, that death animation and that scream get me hard

viles death sfx is weird and I never made out much sense from it, and the body sprite is a mesh of weird skin and shit

>> No.3914807

Fighting any monster 1v1 is boring as fuck, honestly. I don't know why the whole "isolation" part was even part of the argument.

>> No.3914841
File: 287 KB, 1364x768, pcsxr-pgxp 2017-04-09 23-43-51-21.png [View same] [iqdb] [saucenao] [google] [report]

Why doesn't Gzdoom's infrared mode have cool visual effects like Syphon Filter has?

>> No.3914852
File: 333 KB, 1364x768, pcsxr-pgxp 2017-04-09 23-43-54-49.png [View same] [iqdb] [saucenao] [google] [report]

If NO nigga wants to do it, then I'll do it myself. I don't know much about making doom wads but I want do the best I can to replicate the syphon filter 2 effect.

>> No.3914853

Probably couldn't be perfect, unless you planning on doing some filter.
Nash can't even get duke-styled shadows to appear BEHIND the monster.

>> No.3914858

the demonsteele man tried to do it? I haven't played Demonsteele yet but did he try to do it on that? Or some other wad he made before?

>> No.3914863

Uh, no.
One, Terminus made Demonsteele, not Nash. Nash made stuff like Nashgore.
Two, I mean that Nash tried to make sprite shadows, but couldn't get them to appear behind the player. Getting an effect like you have in the OP could be similar.
Though, I guess people have done after-images before? Just make them only show up in the Infared mode and I guess you could get something close.
Not that I know how to do that, just seeing what's been done by other people.

>> No.3914887

It didn't look like it could potentially look anymore hideous than it already had.

>yellow eyes = kawaii desu

>> No.3914902


If I recall correctly, he might have fixed that functionality considering he has updated it to 1.3 -- but I'm not 100% sure.

I peered into the .pk3 and found his comments in his ZScript to find that he explains that his code is just an ugly hack and that at present - there is simply no method to make classes/actors selectively draw behind or in front of another because the engine simply doesn't support it. Considering Nash is pretty experienced with ACS and ZScript, it's somewhat of an oddity for him not to position the shadows accurately especially if he utilized the method of making the shadow an actor exclusively.

>> No.3914904

I use DukeShadow, he hasn't fixed it.

>> No.3914905


I haven't made anything like shadows or Syphon Filder's night vision.
Closest equivalent is a greenmap powerup.

>> No.3914979

which map number were you on, out of interest?

>> No.3915021
File: 18 KB, 456x236, QuakeMod.jpg [View same] [iqdb] [saucenao] [google] [report]

How would I install a Quake mod from here into Quake? specifically I'm looking to install the Ninja Quake one.

>> No.3915032

Make a new folder in your Quake directory (the base directory, not \id1), name it whatever you want (let's say 'ninja' for the purposes of keeping it simple, stupid), extract the contents of that zip into that folder, then launch your Quake exe or sourceport with the "-game ninja" option.

>> No.3915072
File: 39 KB, 224x312, skeledeath.gif [View same] [iqdb] [saucenao] [google] [report]

I made a death animation.

>> No.3915078

Eh, the head floating in the same spot for a second just seems iffy. If you want to go for a sort of consistency kind of thing, try having the head raise up/down or something to make it seem like the head isn't just Looney Tunes-floating in place for a moment and actually got flung off the body.

>> No.3915080

I want it to be cartoonish and goofy though.

>> No.3915086
File: 5 KB, 282x264, apologizing_megaarmor.png [View same] [iqdb] [saucenao] [google] [report]

Then all the power to you, anon.

>> No.3915131
File: 126 KB, 1175x1034, QUMP.png [View same] [iqdb] [saucenao] [google] [report]


QUMP.... coming.... soon.....

>> No.3915139
File: 76 KB, 640x640, 1462309798486.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3915142

Mapping deadline is 17th so hopefully not long after that!

>> No.3915143

I never wound up making a map because I'm lazy, unskilled and stupid but goddamn I'm gonna find every fucking secret and pet every fucking Shambler.

>> No.3915145

awesome! you won't be disappointed, there are some pretty outstanding maps and plenty of secrets and shamblers!

>> No.3915148

Which build of D4D is stable? There's V2, V3 alpha and "cutting edge" whatever that means. And the V3 requires the latest supposedly stable gzdoom or something, and not 2.2.0.

>> No.3915150

HNGHHH. Did a hub map end up getting made for it? Hub maps are fucking cool.

Also, difficulty: per map, in the hub, or do you have to set it by the console? I have skill 2 in my autoexec anyway but it's worth asking.

>> No.3915159

There are 2 hub maps, 1 in which you select difficulty, and 1 for levels - just like original quake. They are made by a more established mapper so will look great and be functional

>> No.3915165

Sweet (even if the difficulty/episode select in Quake is actually one level, just two separate rooms). Now I've got something to look forward to other than my continued inability to download the Quack Champs beta.

>> No.3915174
File: 788 KB, 720x360, dead boner.webm [View same] [iqdb] [saucenao] [google] [report]

This is amazing

>> No.3915192

They're watching you.....

>> No.3915201

>D4D old versions have been removed from moddb
>have to download it from some shitty 4th party website

>> No.3915212

Pay for maps?!? Have you been buying a lot of Laura Beyer's levels lately?

>> No.3915215

The skulls should look less pleased somehow

>> No.3915225

Design a new monster using only GREYTALL, FIREBLU and DOORTRAK as bases.

>> No.3915237

An archvile
But instead of fire

>> No.3915242

doomguy wearing the biosuit and the light amplification goggles would look fucking hilarious

>> No.3915245
File: 652 KB, 620x1108, 1479998475693.png [View same] [iqdb] [saucenao] [google] [report]

first thing that came to mind

>> No.3915256
File: 1.26 MB, 1280x3600, Screenshot_Doom_20170410_2313162.jpg [View same] [iqdb] [saucenao] [google] [report]

Playing Enjay's old 90's mapset is kinda surreal.

>> No.3915303

he would look like a conspiracy theorist

>> No.3915319

I am here for the same reasons. I like Doom, but everyone here talks about their latest PWAD, when I am more the type to appreciate old levels on the shovelware CDs. Makes it quite lonely when people aren't talking about Doom 1994 but Doom 2017.

>> No.3915343

Don't you mean it's..........Unreal?


>> No.3915395
File: 62 KB, 142x286, wed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3915405

>doomguy kicking demon ass in his ghostbusters suit

>> No.3915410

>have kickass tech uniform granted by old warriors to kill demons with bare hands, avoid deaths from large drops and breathing on alien planet surfaces
>lava and slime still kill you

>> No.3915417

>have an ancient suit blessed my angels and shit, fueled by argent energy and demonic blood
>cant whitstand more punishment than a guy with naked abs and hands

>> No.3915418

>Wear high tech environmental suit that protects from sheer lava and deadly acids
>imp fireballs still hurt you

>> No.3915421

you mean him at the beginning of the game?

>> No.3915434

He only uses the boots, no time to put on the rest

>> No.3915437

Can you actually die at the start of D4>

>> No.3915441

funnily enough, it is called pw_ironfeet in the source.

>> No.3915442

he means og doomguy/himself/w/e

the suit is supposedly a powerful, all purpose battle aid from ancient warriors and it's hard as a tack

thing is demons can still kill you using normal attacks as they always have done

tell me about doomguy
why does he see green?

I have once in my older rig. a 2016 game running at a whopping 10 fps isn't the most optical way of doing it, you know

>> No.3915458

I forgot the exact number, I think maybe Map09?

It was this part where there's a platform surrounded by a moat that the exit is on. Platform's blocked by a blue skull gate. Monsters start warping in while you return there with the key.

>> No.3915487

The Mancubus being a fat and grotesque piece of shit is what makes it a good monster.

>> No.3915493

Mancubus sucks though, its attack pattern feels very random. Its only good in very open spaces.

>> No.3915496

>its attack pattern feels very random.
strafe left
strafe right
left again
you couldn't have written anything more wrong.

it's a fucking dumb design, same as the revenant

if they weren't so retardedly strong I would laugh at them all day long

>> No.3915503
File: 5 KB, 86x73, IMYOUROOM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3915505

am I the only one that thinks hexen > doom, also where the hell are the hexen wads, are people not smart enough to do hexen style mapping?

>> No.3915506

>strafe left
>strafe right
>oops the projectile already hit the ground and did splash damage
Archville is literally the only well designed monster in Doom2

>> No.3915513

>fire hits ground
>splash damage
stop playing shitty mods.

>> No.3915515

There are plenty of Hexen maps. You just haven't found the 16 switches necessary to unlock them.

>> No.3915521

I'm learnding sprite rendering ATM and according to
it seems it's possible to write the hud code now so it shouldn't be too long.

>> No.3915523

Any chance to disable MSX monsters? I can play MSX with Brutal Dooms monsters to go around it but they take little and do little damage making shit boring unless you spam cast fist

>> No.3915526
File: 107 KB, 640x480, 1491843219.png [View same] [iqdb] [saucenao] [google] [report]

ah you mean here, the end of map08? i saved up rockets and hid behind the walls to the north.

>> No.3915528

No, he just forgot the ambiguity quest puzzle item.

>> No.3915535

that's a shit haiku

>> No.3915538

Fuck you!

>> No.3915546

Archvile attacks.
But instead of yellow flame,
Fireblu comes out.

>> No.3915547
File: 3 KB, 44x106, Priest1.png [View same] [iqdb] [saucenao] [google] [report]

From Alien Breed 3D apparently

>> No.3915548
File: 205 KB, 1280x869, weird al.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a beast if it has a clear field to blast you in, and from longer distances it's nearly like artillery barrages, Plutonia Map 29 shows good use of them.

It also takes a beating while being good for starting infighting from it's large volume of fire.

Also I just like how grotesque and fiendish it feels, it's size and demeanor is imposing.

>> No.3915550

Mancubus does not do splash damage in the standard gameplay.

Though I'll say it'd kind of fit with the way it lays down large volleys of bigass fireballs.

>> No.3915551

Too bad that, just like the Archville and Revenant, it is never used properly.
Also, which Serious Sam Enemies would be really fun in DOOM? Kleers?

>> No.3915554

>Also I just like how grotesque and fiendish it feels, it's size and demeanor is imposing.
not sure how fiendish would define a mancubus.

>> No.3915559

we serve vanilla here, sir.

>> No.3915560
File: 4 KB, 140x112, imagees.jpg [View same] [iqdb] [saucenao] [google] [report]

Not sure how FAT FUCK would either.

>> No.3915572

It's got a mean face and it growls in an intimidating manner. It probably smells, too.

Also it packs lots of firepower while taking lots of beating.

How would you say is a correct way of using one?

We serve lots of things but without added context we should all assume that we're talking about vanilla or unmodded gameplay in sourceports.

>> No.3915575

Usually they should be
>confined to a single space of movement so they dont go somewhere else annoying
>elevated at least a little bit, the more the better id say, but should be noticable so that you can expect them firing
>a decent distance away from your expected field of movement, it depends on the area as you can get away with having them close by if there is cover or if they can only be seen through openings. Either theyre far away or their firing area is very limited so you can plan around it.

>> No.3915585

>Revenant turret cliche

>> No.3915595

>six nipples
And it can't pinch any of them.

>> No.3915603

>Any chance to disable MSX monsters?
Maybe the other guy doing the light fix kinda mod will make the possible, but I wanna make new set of monsters (mechs, drones and humans). There's also a custom damage system that requires monsters to inherit from a custom base actor.

>> No.3915609

holy shit, never design a map.

>> No.3915612

never noticed it had a open mouth, always thought it sort of blended together

>> No.3915632

beautiful doom doesn't have screenshake and ssg gibbing which are the best parts of smooth doom anyway, so

>> No.3915636

smooth doom>beautiful doom
smooth doom weapons only>beautiful doom weapons only
smooth doom monsters only>beautiful doom monsters only

>> No.3915642

Why did Arcane Dimensions turn the Shotguns into projectile weapons

>> No.3915651

how difficult is QUMP gonna be?
I havent played quake as much as doom so i'm not as used to difficult maps

>> No.3915684

I definitely think that placing a fatso in the distance is a good way to have them lay down barrages of heavy fire, it can really make for a good encounter if done right, BUT, it's hardly the only good way to use one, if you have one at the end of a long halfway where you have run between alcoves to avoid being roasted, that's a twist on that.

Then there's the fact that they can be good door guards (as long as you plan for it and make sure that there's appropriate firepower for this, whittling away with a shotgun or chaingun can be tedious).

Revenant turrets is worse because their fire will frequently home.
Also it's a waste of their boney punches, fast movement, and imposing height, the revenant is a multitasker and I think the encounter is just cooler if he can move about.

>> No.3915697

Yeah, that was exactly where I was.

>> No.3915726

this could be a good read given the topic at hand


>> No.3915732
File: 745 KB, 912x604, He's now more doomguy than the movie.png [View same] [iqdb] [saucenao] [google] [report]

I think irs rime to call john carpenter and remake Doom movie with Karl Urban again


>> No.3915754

But will it have demons?

>> No.3915762


Ghosts of mars already had Demons on it

>> No.3915779

The last release build of D4D can be found here:

It only runs on GZDoom v2.2.0, which can be found here:

I've tried a bit of V3 alpha and it seemed relatively stable so it might be ok to use that. Bleeding edge will likely be unstable as fuck since "bleeding edge" means untested new features or code changes have been added.

>> No.3915780
File: 708 KB, 1856x958, streets of fire 18.png [View same] [iqdb] [saucenao] [google] [report]

Frigging finally, I finished my map. Here's Streets of Fire, made for submission for Highway To Hell. Not sure if it'll be accepted yet, might be some tweaking to do.

This was the roughest gestation of any map I've done. Next one will have to be a nice small indoor base.

>> No.3915783
File: 1.64 MB, 1858x954, streets of fire 19.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3915786
File: 1.95 MB, 1858x946, streets of fire 20.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3915787
File: 1.77 MB, 1844x949, streets of fire 21.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3915790

>oops the projectile already hit the ground and did splash damage

>> No.3915792
File: 29 KB, 482x800, 1363861658168.gif [View same] [iqdb] [saucenao] [google] [report]

would murder demons on

>> No.3915795

Fucking hell, dude, this looks amazing.

>> No.3915796

Honestly, Karl Urban is pretty good, he was hardly what made the Doom movie bad.

I mean he's excellent in Dredd, for instance.

>> No.3915816

I don't know what MetaDoom V4 will be about, but it better introduce Quad Damage

>> No.3915824
File: 196 KB, 557x605, 1463400760723.png [View same] [iqdb] [saucenao] [google] [report]

The first person besides me to play it has given some very positive feedback. I'm very excited to send in my first submission to a community wad.

Thanks to everyone in /vr/ who complimented my screenshots. You helped me stick with a really frustrating to build level.

>> No.3915886
File: 19 KB, 480x360, Jontron dabs forehead.jpg [View same] [iqdb] [saucenao] [google] [report]

>Karl Urban in another, better Doom movie

Yeah OK I can get behind...

>directed by John Carpenter
>Doom with a catchy synth theme, actual demons this time, and huge amounts of practical effect gore

>> No.3915889

That was, fast, I didn't expect a trailer/teaser now.

Too much text

>> No.3915892
File: 18 KB, 320x240, 1367380119740.jpg [View same] [iqdb] [saucenao] [google] [report]

Hell yea nigga.
You done any mapping before? I'd like to play your levels.

>> No.3915950

Because everything else was a projectile.

>> No.3915956

It feels weirder to not have any hitscan than it is to have only two guns with hitscan.

>> No.3915960
File: 3.77 MB, 2300x2000, When the model rips are just right.png [View same] [iqdb] [saucenao] [google] [report]


i know nigga

>> No.3915967


this movie is going to be the tits

strange was done right because they went full Ditko, this time they went full Kirby with Crakles


>> No.3915989

Total newbie that never done scripting in his life, need help here.

#include "zcommon.acs"

script "Omnish" ENTER
GiveInventory("OmniShield1", 1);

How do I do this right?
The idea is to simply give an inventory item for every 20 kills on any level.

>> No.3916019


Define a variable outside your scripts called MKillCounter (or whatever), and have your kill script add to it. In a separate ENTER script, do something like

if(MKillCounter >=20)
MKillCounter -= 20;
GiveInventory("OmniShield1", 1);

Use the force kill script mapinfo thing as well.

>> No.3916020

LG is not projectile

>> No.3916025

Which is why lots of AD maps use the mod's own Plasma Gun instead, which is projectile.

>> No.3916030

Sounds shit why do they think making everything projectile automatically makes it better?

>> No.3916032
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]

Because it's fun. The shotguns do more damage to make up for being projectile and the Plasma Gun has way longer range than the LG, and is easier to use without burning through your whole cell supply.

Have you tried aiming better?

>> No.3916035

Ahhh, so have a seperate variable to track 20 kills, then reset it. Thank you, that helps a bit.

My mind is currently melting from trying to understand how code works, but that definitely gave me some good ideas to move forward, thanks. I really need some sleep first.

>> No.3916045

second for too tired to do anything related to my computer.
I should go outside.

>> No.3916074

With simple Decorate, is there a way to make a weapon alert enemies when the weapon it inherits from doesn't?

>> No.3916079


>> No.3916159

I dream that one day, there'll be a fork of GZDoom that integrated Oblige into the engine, allowing a new mapset to be made every time you press New Game.

>> No.3916164

zandronum server

>> No.3916225

New thread.


>> No.3916302
File: 32 KB, 1600x900, Screenshot from 2017-04-10 20-12-46.png [View same] [iqdb] [saucenao] [google] [report]


Updated my Dungeon Crawler mod with a couple changes and a new map: The Library. Pickup quotes have been changed. The most powerful bow has been changed to a magical artifact that shoots red and green glowing arrows that do slightly more damage, but isn't as fast now. The knife and machete/shortsword have been downgraded, now slower, but the machete has just enough range to hit a goblin before he hits you.The mummies can now one hit you with no armor, and two hit with either kind of armor. Crossbow is now slower to load and shoot and no longer silent.


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