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3958097 No.3958097 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>3952523

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 (dead)









>> No.3958098

-Second phase of map submissions closed

-Mapping deadline reached(?)

=== NEWS ===

[4-30] GZDoom 3.0.0 released; FMOD out due to GPL compliance, all QZDoom features merged

[4-29] Wraith Revenant released; an asset extraction tool for Nu-Doom

[4-28] Evolution of the WAD Episode 3

[4-24] New gameplay mod; osjc's Major Crisis

[4-23] Adventures of Square updated to 1.4

[4-21] REKKR Soundtrack released

[4-17] Latest episodes of both Intermission and Evolution of the WAD podcasts

[4-14] Lithium 1.4 released

[4-14] gdxBlood Progress

[4-14] Anon release; a dungeon crawler mod with three maps

[4-12] ZDoom.org has had a complete redesign

[4-12] Omni Shields: consumable invulnerability inventory items

[4-8] Linguica's Antrywey released; a strictly vanilla map created with savegame trickery

[4-8] MetaDoom v3.666 released; pistol ammo cvar and some rebalancing

=== 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.3958105 [DELETED] 
File: 1.27 MB, 300x225, itstrue.gif [View same] [iqdb] [saucenao] [google] [report]

Reminder that Doom is overrated and the creator is so small minded he thinks stories in games have no importance.

>> No.3958107 [DELETED] 

It depends, at times i've appreciated games for cutting the bullshit and having no story. Other games have amazing stories and would be nothing without the story.

I like both. They both have their places.

>> No.3958113
File: 17 KB, 200x192, 1458796104088.gif [View same] [iqdb] [saucenao] [google] [report]

i want to program multiplayer part of fps game. How much things change since quake,hl ?

>> No.3958117
File: 576 KB, 1920x1080, gzdoom 2017-04-30 21-52-36-30.png [View same] [iqdb] [saucenao] [google] [report]

Man, playing without the taller HUD feels weird.

>> No.3958123 [DELETED] 

In a "Game" GAMEplay>story every single time.

There's a crapton of games with terrible stories but good gameplay.

Games with any kind of story, no matter how good, and shit gameplay get forgotten fast simply because nobody's playing them.

>> No.3958125 [DELETED] 

Story over gameplay gave us walk-sims.

>> No.3958129 [DELETED] 

>Games with any kind of story, no matter how good, and shit gameplay get forgotten fast simply because nobody's playing them.
Undertale called.

>> No.3958132 [DELETED] 

>Undertale doesn't exist
What are you smoking? Strip out all the story, what's left? An ez mode bullet dodger with light rpg elements and bad graphics.

Strawman, the point is he said it wasn't important.

This is simply untrue.

>> No.3958134 [DELETED] 


Undertale had decent gameplay + decent story. Not the "best of the best", but definitely not the worst either.

Too bad most people are on the extreme points of faggotry spectrum about the game.

>> No.3958137 [DELETED] 

The gameplay was trash. Resident Evil Gaiden did what it tried to do with combat but did the attacking portion far better.

>> No.3958139
File: 547 KB, 1024x1198, 58b6ec6766c0d94c7201b92660f81add.png [View same] [iqdb] [saucenao] [google] [report]

>Rage tried to give the feeling of open world and that's why you face so many invis walls around
Are you fucking serious? There's nothing more breaking the feeling of open world than invisible walls absolutely fucking everywhere. One of examples of dumb invisible walls is right in the first "village". It's possible to build enough speed with sprint bunny hopping to get up on a fence and... there's an invisible wall in front of your face. And such shit is pretty much anywhere you go.
I agree, DEU is the hottest editor around.

>> No.3958141 [DELETED] 

>This is simply untrue.

Explain how Tetris and other games with no story and no coherent ways to attach one are still popular to this day?

Explain early Castlevania, Mario, Megaman or Sonics that are regarded as best in the series - their stories are even simpler than what is there in Doom

>> No.3958148 [DELETED] 

>Decent gameplay
Look, let's face it, there are visual novels with slightly more than a page turner to the mechanics that get lots of following.

Carmack was wrong, I get where he was coming from, but saying story isn't important, is retarded. It doesn't HAVE to be important is way different than saying it isn't important.

>> No.3958149

i sure do love talking about undertale on the retro video games forum

>> No.3958152 [DELETED] 

VN is basically "chose your own adventure" book with pictures. Good story is a good story, no matter the medium, however if you are making a game with good gameplay, story would not be important, as long as gameplay is worth it.

>> No.3958158 [DELETED] 

Again, it's kinda a toss up because a good story transcends the medium if that makes sense. A good story can be a good story regardless of the gameplay, and good gameplay can't always save a bad story.

>> No.3958162 [DELETED] 

Good gameplay does not save a story, but it saves the game.

>> No.3958167 [DELETED] 

And once again this is all Strawmanning avoiding the original comment, the guy thinks story isn't important. Which is different than doesn't have to be. And as noted we've already seen with other games with good stories and nothin special in the gameplay department that did amazing...because of the story.

>> No.3958170 [DELETED] 

Those do not excel as a game. They excel as a story, not as a game. They couldve been anything else if not a game.

Also I dont think you know what strawman is.

>> No.3958174 [DELETED] 

It's like you intentionally pretend to not understand a point.

However you might also be too stupid to understand it, which is also likely.

>> No.3958176 [DELETED] 

>introduces a rebuttal to an argument never put forward
>gets called out
>lolol u dunno wat a strawman is
Anyway, I never said good gameplay can't save the game, I said story can absolutely be an important factor. I don't think Undertale would have worked as anything else because there's no interaction with the characters, I mean shit some of the story is TOLD through the gameplay.

Okay tell me as clear as you can your point and I'll tell you why you're either using a fallacy or are just wrong.

>> No.3958182 [DELETED] 

If story would've been important, then a good game would be impossible without a good story, but that is not true as there are numerous examples to the contrary.

Therefore story is not important.

Good game can made with a good story.
Good game can be made without a good story.

>> No.3958192 [DELETED] 

Strawman, again, his original quote is story is not important, which is different than story doesn't have to be important. Saying it's not important implies story is not important, it does not ever add anything useful to the game, it bears no consideration, it is fluff, always.

This is objectively false.

>> No.3958205

It's not as bad as it sounds desu. But these could be fixed by adding a bit more space to move.

As far as the map design goes, it's obvious why the player is blocked from accessing some parts of the map. Rage uses the same type of "openworld" design as wolfenstein 2009. There's a big open map where stuff happens (random spawns and settlements) and linear mission maps. Rage just added hub maps into the mix (Wellspring, Subway Town). If you look at it from that perspective, the game is a semi-open world that just gives a feeling everything being part of something bigger. Imo, it worked, but the linear mission maps could've been a bit more open like in nuDoom.

>> No.3958207 [DELETED] 

Doesn't that just mean story doesn't have to be important? Story is not important is like saying food options beyond your basic health needs are not important.

They don't HAVE to be, depending on the person, yet it's still an enormously large industry that many do consider vital.

>> No.3958213

how does one use soundfonts with openal?

>> No.3958214

boy you are really, really intent on this, huh

>> No.3958216

By using them like you would before.

>> No.3958217

The process doesn't really change, I believe.

>> No.3958218 [DELETED] 

Well when you're right you're right you know? Really, there's just a difference between sayin somethin isn't important, and something doesn't have to be to have a successful game.

>> No.3958223

What does the tall hud look like?

>> No.3958264
File: 23 KB, 730x384, giggicox.jpg [View same] [iqdb] [saucenao] [google] [report]

Basically, in vanilla Doom pixels were 20% taller than a typical square pixel. G/ZDoom until recently kept this stretch for the HUD elements in general, for now at least you can turn it off like in some other ports so the status bar looks shorter, which now seems to be the default in this new version of GZDoom.


I assume the pixel ratio for actual play has gone untouched, Term did a video on that and it would seem pretty noticeable if it did change.


>> No.3958337

>hud stays the same size regardless of pixel size
pretty interesting though. I like the 10.0 pixel ratio - damn weird effect.

>> No.3958392
File: 1.09 MB, 800x600, msx_plasmareplica.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.3958430

Why give the option of unscaling the HUD specifically? Seems kinda pointless.

>> No.3958507

>Playing UAC Ultra
I really like this. The map design is great and feels like an actual base and the enemy placement is good and fair without relying on hundreds of revenants ambushing you twice a level.
The part in the first map where you're out on the Martian surface and need to use hazmat suits to breathe was a really cool touch too.

The only shit part is the new enemy. Fuck that thing, it isn't even animated well and basically functions as a combat shotgun Mancubus. Any encounter with more than one becomes a weird Bullet Hell mingame.

>> No.3958513
File: 629 KB, 1366x768, Screenshot_Doom_20170430_100450.png [View same] [iqdb] [saucenao] [google] [report]

r8 my crew

>> No.3958538

Unless the maps are really easy like episodes 1-3 of Ultimate Doom, I almost always feel the need to take at least a half hour break between every map, especially after beating my head against a wall trying to beat a single map. It makes megawads take a really fuckin long time to beat. I have fun when I play them, but I often end up not completing them before I just start playing something else.

Anyone else have this problem? There's probably not really a "solution"; no save pistol start UV is pretty much guaranteed to make every map take a while, especially in wads like Plutonia that are based on traps that are almost guaranteed to kill you the first time you see them, but I guess that's what I signed up for.

>> No.3958543

Are you starting every map with just the pistol?

>> No.3958545

>no save pistol start UV

>> No.3958557

Don't. You can carry weapons over when playing pistol start. Pistol start only means that you have to start with the pistol if you die.

>> No.3958593
File: 485 KB, 465x646, 68f[1].png [View same] [iqdb] [saucenao] [google] [report]

Im looking for a wad that has maps for the E6M1 - E6M9 namespace...
The only one that i know if is the DTWID-LE mapset. Is their a single other episode 6?

>> No.3958610

I did not know this. I just assumed you needed to start every map with just the pistol.

>> No.3958618

>Pistol start only means that you have to start with the pistol if you die.

Where did you hear that? Every time I've heard people discuss wads designed with "pistol start", it means that all the maps are balanced around, well, starting with the pistol.

With maps designed for pistol start, I think carryover is just too much. Enemy encounters are set up assuming the weapon, ammo, and health limitations of the map, creating a pattern of tension and release that get totally diluted when you're coming in with ordnance that gives you a clear advantage. Coming into E3M8 with a BFG that kills the Mastermind in one hit is the quintessential example.

I know that vanilla behavior is what you're describing, but once I started pistol starting every map, I started realizing the dynamics of resource management and limitations (not to mention how vital secrets are) that I was completely missing over by starting maps with a plasma gun and 200 health, and I never wanted to go back.

>> No.3958619
File: 128 KB, 570x864, ZHoxhJf[3].jpg [View same] [iqdb] [saucenao] [google] [report]

What I dispise about the BIA mod is that the radios spawn inside of the armor bonuses, and it irks me because it just looks unseemly. I wish I could modify that behavior. I rate your crew 8/8. How did you spawn the mecha? By console, are you using a special map, or is there a mod with the ability as a powerup?

>> No.3958625

Duke Nukem for the win. Allen Blum was the king of mapping. Derelict is better than any Doom map between 1994 and 2017.

>> No.3958636

What are the hottest wads of 2017 lads?

>> No.3958659

looking good, nice stuff

>> No.3958663

As varied as the quality is of The Birth, I do agree in that Derelict is a really fucking good map, probably the best in the original 3D Realms releases.

>> No.3958672

On the contrary I think that pistol starting can bring a sense of negligence and carelessness to resource management, especially as you approach the end of a map.

I always play a megawad doing pistol starts first and have done since SOD released, and then if I revisit I'll do continuous. Recently during my first AA playthrough whenever I noticed there were ~50 monsters remaining I'd abandon my conservative nature to both ammo and health and just exhaust my most expensive ammo, and, it wouldn't even matter if I carelessly lost most of my (usually) superhealth because there is no punishment to weak finishes in pistol starts, in fact it almost encourages it.

Sure, pistol starting is still much more interesting and intense than continuous play but I wish there was a middle ground where, perhaps, all cells, most rockets and super health/armour don't carry over.

>> No.3958681


>> No.3958697

there's no such thing as carelessness when you're almost always going have more ammo, weapons, and armor at the start of each continuous map. And the only reason you'd want to save up on rare and powerful ammo is if you want to cheese a part of a future map that expects you to have much less firepower.

that middleground thing sounds sort of like what heretic did with items and that still led to item hoarding. Saving items for when they'd be useful and realizing you went through the entire map without using them.

>> No.3958724


I actually liked Romero's new maps. Especially the alternate e1m8

>> No.3958735

I'd say that the big blowout at the end is part of the dramatic arc of a pistol started level: you start out a map at your lowest point, scrounging for ammo and running from monsters because you just can't afford to fight them, slowly building an arsenal up that lets you take the fight back to the enemies that once overwhelmed you, and then burn it all for the grand finale. In easy maps, it's a catharsis of wiping out enemies that once had the advantage over you; in hard maps, it's a hail of enemy fire that forces you to use everything you've got to earn your exit.

With carryover, that rising action to the climactic finish gets inverted: you start out already having the upper hand against your enemies, and it descends into a conservative finish where you hold back on using everything you've got so you can keep that advantage heading into the next map, or even worse, running around an empty map searching for secrets to bring over.

Of course, the nature of tension and feelings is that they're subjective, and not everyone shares the same idea of what a good arc feels like, or if even an arc is necessary at all. But for me, pistol starting is what Doom is all about.

>> No.3958831

In Heretic, yes. In Doom, not that I know of.

>> No.3958839

anyone have a download link to burl tumd?
my hard drive broke a couple of months ago and I can't find a working link

>> No.3958848

Uploaded it.


>> No.3958872

The vertical aiming in that video is disgusting.

>> No.3958884

Yeah, he's still got it

>> No.3958898

lots of children have only ever played ports that didn't bother properly scaling the HUD and now they demand it be wrong

>> No.3958912
File: 357 KB, 1597x901, thumbnail.png [View same] [iqdb] [saucenao] [google] [report]

Have there been any notable wads that use portals for non-euclidean geometry in gameplay that aren't tech-demos?

I've worked on this short proof of concept for the last couple of days. However short it may be, is the gameplay is interesting or just annoying?

Only works with GzDoom (Tested it with 2.4.0)

Intended for keyboard only, no looking, no crouching, no jumping. It is able to be run in software, but hardware works fine. Ambient occlusion tends to lag a bit with the portals, though.

>> No.3958919

I'd make them A_FaceTarget while they can see you, I dunno. Them skulking around in plain sight looks odd.

>> No.3958941
File: 368 KB, 1366x768, Screenshot_Doom_20170430_092502.png [View same] [iqdb] [saucenao] [google] [report]

the tank is spawnable by radio

>> No.3958967

Neat. Too maze-like for my liking. Having the portals be one-way means monsters pop out of nowhere occasionally, and there's not enough defining features to keep track of what portals go where.
The portal pillars looked neat though.

>> No.3958971

non euclidean geometry is one of the dumbest evergreen gimmicks in FPS level design. everyone thinks it will allow for OMG INCREDIBLE MIND BENDING levels but it never does because, guess what, human brains just aren't equipped to properly keep track of four-dimensional nonsense and it's never actually fun.

>> No.3958974
File: 105 KB, 879x680, despair for it is the map of days.png [View same] [iqdb] [saucenao] [google] [report]

Nearly done. Just have to rig up the last few teleports, decide the route to unlock the red card, and then do the exit hall.

>> No.3958975
File: 745 KB, 600x900, 1366365946172.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3959001 [DELETED] 
File: 29 KB, 220x312, 220px-Tsathoggua.jpg [View same] [iqdb] [saucenao] [google] [report]


samefag detected.
>hating non-elucydian geometry
also a fucking moron-retard.
get bent in every way that should not be possible

>> No.3959003

Glorious. I wish to see more maps in this manner. Get to work fatso.

>> No.3959007

>Have there been any notable wads that use portals for non-euclidean geometry in gameplay that aren't tech-demos?
Not many.
Most people who want that just make something for the build engine, what with it being it's most notable feature.

>> No.3959020

I wonder if Duke Nukem developers have the balls or motivation to remake/replace some of their original maps. They should start with Stadium, a crappy level to end the 3rd episode.

>> No.3959025

Alright, in 3 Hours I'll make a post announcing the theme for the first /vr/ Sunday Speedmapping Session. You'll have two hours to make a map following the theme. I will compile the maps together and post it here. Any questions?

>> No.3959035
File: 476 KB, 800x800, 1434073933565.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some of the best boss maps in a wad you've played?

>> No.3959038

What are the guidelines?
May we use custom THINGS? (maybe not monsters, but decorations/props?)

>> No.3959042

Whitemare 2 doesn't really count for it's map20, but there's that.

There was this one Hexen jokewad which was Korax's birthday, with a hand-drawn second phase/stage for Korax, that was pretty cool.

Zen Dynamics had one too.

Asbestos Queen's Asbestos queen?

>> No.3959051

>Having the portals be one-way means monsters pop out of nowhere occasionally
I understand this gripe. I really only realized how annoying it was once it was too late to turn back, same for how incredibly tight the map is.

I'm not trying to be pretentious about muh mind bending only for geniuses map. I'm aiming for intentionally disorienting-- fitting with the whole quake nightmare realm theme I tried to make.

Thanks luv <3

The issue with Build is that overlapping sectors on the same vertical plane tend to clip into one another at random. You also lack the ability (to my knowledge) of being able to shorten distances between points; you can overlap, but you can never create long and short hallways that traverse the same Cartesian distance.

>> No.3959060

Ive tried that before. Issue is that it get's all fucked with corners. Besides, there's currently no sane way to have moving-while-shooting sprite monsters.

>> No.3959062


I want to make sweet sweet love to the Build engine someday. Standardize its features, if you will, from all three of the Triad.

Except the groady way Shadow Warrior does RoR. That can stay in the 90's. Blood had a much more elegant solution for that.

>> No.3959072

>non euclidean geometry is one of the dumbest evergreen gimmicks in FPS level design
It can be done in a fun manner. You just need to limit your use to prevent frustration. If your goal is to make something "mind bending" you're doing it wrong. Mazes aren't fun.

>> No.3959073

Can we get an editor that is actually on accessibility par with w/ GZDB first before working on engine standardization? As pretty as Dos is, mapster is an eyesore.

>> No.3959082
File: 170 KB, 500x700, tumblr_n5kz5vqGzJ1r2inbto1_500.gif [View same] [iqdb] [saucenao] [google] [report]

Should I get GZDoom 3.0 yet?
Or should I wait for a bit?

A few people are reporting sound issues since FMod's removal, so I'm not sure.

>> No.3959098

Looking good.

Will any of these new assets be available to pinch for other creators? I feel like replica rips could come in handy for a lot of stuff.

Also I love your effects.

>> No.3959101


>> No.3959102


Plutonia Map30
> its an iwad
> its in a wad file

which I just found out is unplayable in my mod even though the anti-tank rocket can one-shot the romero head, because the book cases that you lower to get the spare ammo crush all of that ammo the instant they go back up to the cieling

> also somewhat unrelated, as it is in some maps, replacing the SpiderMastermind with Arachnorb Queen means they can get up from where they are and chase you around the map.

> although having two spider masterminds sitting out there provides barrage fire against you, having them come up to visit you means you have to deal with them first otherwise get ganked by them when you least expect it. Thus you've got to dump 10,000+ damage before you can really attend to anything else. And given that each one can potentially self-resurrect one time that could be as high as 20,000+ damage necessary to attend to them, before you can start working on the Cyber+Romero Head

>> No.3959108

I'm working on one right now, but so far I've only used the portals for fake 3D and towers.

I'm 3 levels in, and level 4 or 5 is going to be a mindfuck non-euclidean portal thing.

>> No.3959114

>>3959108 (me)
My first attempt will probably be a homage to that Duke3D level where you run around a 720 cylinder.

It was a good primer for non-euclidean level design. It was almost confusing despite being essentially linear. Like the other anon said, mazes aren't fun, so I'll stick to simple designs.

>> No.3959126

Seems fine to me so far.

>> No.3959132

No, Boom format only this time.

>> No.3959138

The Abyss in Duke.

>> No.3959141

If I may add, I just got this idea about having a portal set up at a vertical height away from the player, which forces the player to get up there. But monsters will come out of it.

Put simply this is a good way to make a Monster Teleporter that the player can also get into and thus explore more terrain. But each time they trip something more monsters will teleport into that other area, and be drawn to come through the portal at some random point giving the player unexpected company.

>> No.3959147


Anyone knows how to show the player a wrong automap?

I've want to make a tower with several floors, but trick is floors have more than 360 degrees in them and once player goes beyond normal space the map goes wrong - he sees one thing on the map, yet another thing in reality. Also he only ever sees one floor, so even if he goes to floor 4 he will still see map for the first 360 degrees of floor 1.

There will be landmarks for navigation ofc, and the overall architecture is not labyrynthian

>> No.3959163

If you're using GzDoom wall portals, try eternity based / static portals.

>> No.3959164

build it in Quake
> the player doesnt have an automap

>> No.3959169

It also doesn't have seemless non-euclidean geometry.

>> No.3959175

That's what I'm using, but they still show what's going on on the Automap, and even if you hide the lines, it would still appear that player is not in the original first floor anymore.

>> No.3959178

Are there any good Quake 2 single player maps?

besides the official expansions id like to play some newer expansive content in Q2

>> No.3959208


I'm not having any issues, but I'm just a random anon.

>> No.3959218

How big is this central circle? Is there a lot going on in it, or could you get away with having the circle be identical at any rotation, but have different rooms at North South East and West positions?

>> No.3959225

What mod is that? Looks cool.

>> No.3959227
File: 1.34 MB, 1785x2400, 1464635299199.jpg [View same] [iqdb] [saucenao] [google] [report]

QUMP when

>> No.3959246


>> No.3959247

After WSTWUMP is released.

>> No.3959263

wont that come out after TSUHNMWUMPADUMPAPUMP comes out tho?

>> No.3959269

You're making shit up. There's no fucking way that's an abbreviation of a classic FPS.

>> No.3959285

Come on dude, you seriously don't remember TSUHNMWUMPADUMPAPUMP? It was the spiritual sequel to YZJGGRUMPPUMPFUMPGARLOOPLELUMPFIZZLEZUNK

>> No.3959286

In and of itself a sequel to ZORK.

>> No.3959289

If you ask me you'll get 'em.

>> No.3959292

Have you found the rare and elusive CACOBLU yet?

>> No.3959309

>finished UAC Ultra
Okay, that new monster wasn't so bad. With only about five of them in the game on UV I wonder why they even bothered with it when any of the other high tier monsters would have worked in its place.
The second to last level was essentially a slaughtermap and that can fuck off, but otherwise that was really good.

>> No.3959319

Also, the final boss sucked. I didn't even know that thing was the boss until I activated it, and by then everything else was dead.

>> No.3959349


>> No.3959350

What classic FPS genuinely makes you happy to play it?

>> No.3959353

Take No Prisoners

>> No.3959361

excuse me I got it confused
I meant Memento Mori 1's Map30

>> No.3959364

In their original form? None.

I mostly get my enjoyment from the new mods, maps and other community content that come out today.

>> No.3959387
File: 1.83 MB, 500x281, 10 outta 10.gif [View same] [iqdb] [saucenao] [google] [report]

You're a bro.

I have no actual project lined up that needs them, but I think they look super cool

>> No.3959392

Doom shareware in it's original form.

The original ultra low res graphics and synth sound reminds me of when I was a kid.

>> No.3959395
File: 776 KB, 1920x1080, Screenshot_Doom_20170501_092644.png [View same] [iqdb] [saucenao] [google] [report]

*vomits chunks*

>> No.3959410

Thanks, but I've only only converted stuff other people made so far. I'll need to animate death frames myself however, which'll probably be the hardest part of it all.

I strongly believe in sharing assets and code in the doom community. Wouldn't have learned anything myself if it weren't for all these wonderful and helpful people.

>> No.3959464

>wouldn't have learned anything myself if it weren't for all these wonderful and helpful people.

Same here. I can't wait to see your release because I want to open that shit in SLADE and see how you did it.

You're the guy who made the fancy shield effect for MSX right?

>> No.3959468

fixed it.
Was something in my autoload folder.

If you have a Santa skin, check in the wad to see if it has a modified status bar. If it does, get rid of the wad, or get rid of the modified status bar within the wad.

>> No.3959472
File: 11 KB, 201x219, 1430809334768.jpg [View same] [iqdb] [saucenao] [google] [report]

glad you feel that way

>> No.3959475

>tfw when your dumb pic makes it to OP
I don't have a face, but I'm pleased.
Going to ask again, any good gameplay mods for small maps? Thinking of trying 2048 Unleashed.

>> No.3959490
File: 31 KB, 320x240, VRSSS1.png [View same] [iqdb] [saucenao] [google] [report]

/vr/ SSS #1

The theme: Techbase Arena maps.
The port: Vanilla, limit removing or Boom.
The timelimit: 2 Hours
Timer begins now.

Yes, this shitty image will be the titlepic.

>> No.3959491

Oh for fucks sake, why do so many of the popular WADs start off amazing and then devolve into slaughtermaps later on? Having to beat off 30 boners at once is not fun.

>> No.3959513

why do so many of the amazing sloaughterwads start so slow? Having to beat 15-20 boring levels before things get real is not fun.

>> No.3959531

Because the mapper (in most cases there's only one) gets burnt out and just wants to finish making the megawad, subconsciously substituting substantial monster placement with just plonking more monsters into the map

>> No.3959550

Are there any widely used ports/renderers that break self referencing sectors? GZDoom, Zandronum, GLBoom, PRBoom, Chocolate, Crispy, etc?

>> No.3959581
File: 91 KB, 500x422, 1454565208215.png [View same] [iqdb] [saucenao] [google] [report]

>Life's a Beach
>level called The Wavemistress
>giant crushers that come down from the ceiling
>can't for the life of me get past the second one

>> No.3959585

shoot the bad guys

>> No.3959590

Stop being a little bitch and you'll get past it.

>> No.3959595

I'm stuck at 10:48 https://www.youtube.com/watch?v=PFReuTmosAE

These giants things come down from the ceiling and I can't get past the second one.

>> No.3959597

Speaking of I could never get the WizardWorks expansion packs to work with Eduke, the instructions I found seem to assume you'll be using the HRP, which I'm not.

>> No.3959620

Anyone who says Videogames aren't art is full of shit.

Doom is fucking art.

>> No.3959623

Because normally most people aren't scrubs and can handle some minor slaughter.

>> No.3959629

walk past it

>> No.3959640

Because the mappers behind those wads enjoy the variety of the playstyles doom has to offer. People always think a wad they like was made for them, then they feel betrayed when it switches tracks, but the simple truth is that Gusta, Alm, skillsaw, Joshy, mouldy and many others simply embrace even the styles you don't like, they see it as a natural progression to the difficulty curve. The 3rd episode slaughter in non-slaughter megawads is almost always tame compared to the heavy shit the hard core produces.

Oh and ignore the other guy, I've seen end-stretch maps done long before the entire set was filled. There's definitely such a thing as uninspired slaughter placement, but it's a rookie mistake to treat all slaughter placement as uninspired.

>> No.3959646

What was the name of that old doom-esque shooter that had you play in a kid's nightmare? It was quite disturbing.

>> No.3959656

I finally got past it.

>> No.3959664


Every single one. Even the bad ones.
I just fucking love video games.

>> No.3959667

>Having to beat off 30 boners at once is not fun.

>> No.3959683
File: 293 KB, 1280x720, Screenshot_Doom_20170430_131819.png [View same] [iqdb] [saucenao] [google] [report]

Finished another level for my Boom mapset, now there's 5 total. Still looking for playtesters!


pls respond

>> No.3959698
File: 217 KB, 1024x768, 1362766298476.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm looking for some open battlefield maps (large open areas, a small army of monsters + a boss enemy).

Are there any mapsets that focus on this concept?

>> No.3959718
File: 626 KB, 1020x763, THREEDEE.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3959732

soon anon, we still have 2 guys building maps, and this project is all about helping them out and keeping them motivated!

>> No.3959736

Nice! 3D floors in vanilla - how do they do it

>> No.3959742

Its an instant lift with invisible walls. Basically same way as fake bridges.

>> No.3959745
File: 89 KB, 943x715, ElementalGimmickChain.png [View same] [iqdb] [saucenao] [google] [report]

By capitalizing on 2 visual glitches and sticking them in areas where the player can't ruin the effect.

Looking up breaks this illusion and like half of my other vanilla bullshittery.

>> No.3959746

Are mancubules and arachnotrons overused outside of Dead Simple clones? I'm making a map that has them, but isn't a Dead Simple clone.

>> No.3959752

WRONG. This actually has less utility than that. But looks more solid.

I'm trying to stay away from instant elevator bridges because I can't imagine them working properly in coop. (someone correct me if I'm wrong. Also the "chunk chunk" noise they make betrays their design.

>> No.3959761

They do not make a sound.

I assumed you use same way it's described in the old doomworld tutorials. I tried to look them up again but the site got buttfucked.

>> No.3959764

It'd be really nice if someone would've somehow made a video tutorials with Doom map making basics and gimmicks explained in an orderly manner (as well as most common mistakes)

>> No.3959769

holy hell
> its a map pack

>> No.3959773
File: 34 KB, 400x400, REKKRGUY.gif [View same] [iqdb] [saucenao] [google] [report]

>They do not make a sound.
Maybe I'm thinking of a different method then. I'm not super familiar with every trick. I didn't even make a self referencing sector until today, just to see how it was done exactly, and if it had any other utility besides waist deep water. It's kinda useless as far as I can tell though.

Why is GLBoom crap and break everything?

>> No.3959786

Can't wait for Doom 4 Model Extraction tools to lead into centered Doom 4 weapons.

>> No.3959791


>> No.3959814

can anybody recommend me an engine that's similar to chocolate doom but lets you customize the keybindings

>> No.3959823

You can customize the keybindings in the setup program for Chocolate Doom

>> No.3959837

Thanks, that looks crazy af.

Also, will call them map packs from now on, cheers.

>> No.3959845

Does anyone even have a computer that can run NUTS smoothly once the monsters are triggered?

>> No.3959847

Well, it's safe to say that this was a failure. I may or may not host another one next sunday. Here's the compiled wad, literally just my own submission, the titlepic converted to Doom pallete and an Axel F midi for the title music.

>> No.3959851

PrBoom+ can actually run it pretty well, (G)ZDoom just chokes like a bitch.

>> No.3959913

UAC Vinur Prime Research Base is what i have in mind if you want an open field with fair amount of monsters instead of the pic you related: https://forum.zdoom.org/viewtopic.php?f=42&t=49163

There's also Equinox, almost all maps are huge and the amount of monsters is pretty fair, though turn off music this wad have real shitty MIDIs on it: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/equinox

Half of the maps of Whitemare 2 is also very open: https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/white2

>> No.3959932
File: 1.35 MB, 960x720, feelingdoomy.png [View same] [iqdb] [saucenao] [google] [report]

Fun game, what version am I playing, and on what hardware.

Hard mode: what level.

>> No.3959937

GBA on a gamcube adaptator?

>> No.3959938

GBA Thru gameboy player on gamecube

>> No.3959939

Thank you, these are helpful!

I'm mainly trying to find some sort of replacement for MAP30 while I'm playing oblige map packs. Something that is epic, yet short and challenging, with roughly less than 200 monsters.

I tried making some through oblige itself, but most maps tend to be cramped or have an uninspiring location for the level end switch or some other problem. Now I'm hoping to find a candidate in existing custom map packs.

>> No.3959941
File: 25 KB, 200x303, 1387653792677.png [View same] [iqdb] [saucenao] [google] [report]

>The Gamecube can play Doom, just with the GBA Player

That's a clever way of putting it.

>> No.3959942

gameboy version on the wii

>> No.3959951
File: 619 KB, 1280x1024, Screenshot_Doom_20170430_211722.png [View same] [iqdb] [saucenao] [google] [report]

What's going wrong here?
I'm trying to make it so that it looks like the marine there is standing foot-to-foot with the other marine; but the ceiling and floor reflectivities are misbehaving; either showing through map geometry (rendering nothing) or not having the marines show proper.

>> No.3959956
File: 20 KB, 320x240, titlepic2.png [View same] [iqdb] [saucenao] [google] [report]

Here's the titlepic for the 2nd Sunday Speedmapping Session if I do host it. Slightly less shit, but still bad.

>> No.3959979
File: 17 KB, 276x268, 1487036641474.png [View same] [iqdb] [saucenao] [google] [report]

>Wipe out a huge clusterfuck of enemies.
>Immediately find an invulnerability sphere I could have used that entire time.

>> No.3959981
File: 45 KB, 208x208, destroy.png [View same] [iqdb] [saucenao] [google] [report]

>not feeling like a beast for getting through an encounter the mapper planned on you for being invulnerable for

>> No.3960000
File: 12 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>liking video games

>> No.3960006
File: 2.07 MB, 347x200, 1395792915413.gif [View same] [iqdb] [saucenao] [google] [report]

>finally get around to doing plutonia 2
>get to map11

>> No.3960023

Played em. Good, fun maps. Map04 leads to Map04 for some reason.

>> No.3960039
File: 92 KB, 1162x550, The_Art_of_DOOM_(2016)_-_HAR_(Heavy_Assault_Rifle).jpg [View same] [iqdb] [saucenao] [google] [report]

This thing just can't be fucking .50 BMG. Wouldn't that make it quite more powerful shot-per-shot than the shotguns? Or are those of xbox hueg caliber too?

>> No.3960048 [DELETED] 

There's a perfectly reasonable and scientific explanation for this. You see, _______________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________it's a fucking video game_________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

>> No.3960052 [DELETED] 

There's a perfectly reasonable and scientific explanation for this. You see, ________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________it's a fucking video game___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

>> No.3960059


Good job, gaylord.

>> No.3960062

Do they ever say it's .50BMG? It doesn't look like it is, and it certainly isn't that powerful.

I'm just assuming it's like 7.62mm NATO or 5.56mm NATO and the demons are just robust as shit.

>> No.3960080
File: 86 KB, 947x440, Heavy_Assault_Rifle_2016.jpg [View same] [iqdb] [saucenao] [google] [report]

All what it says it is FMJ rounds, but from what can be seen in the weapon, it indeed seems to be .50BMG.

>> No.3960083
File: 3 KB, 158x152, slap.jpg [View same] [iqdb] [saucenao] [google] [report]

Lore discussion is fun, shush.

>> No.3960090

Well they do say it is a .50 caliber weapon. I always assumed it was just a futuristic version of something like .50 Beowulf, which frankly is something I'd like to have with demons around.

>> No.3960106

Well what a fucking stupid game. Tell us if we're wrong or right or this is a shit.

>> No.3960132

It really looks way too small to be .50BMG though, that'd be the size of a carrot or something, or a bottle of tabasco.

>> No.3960136

I was joking

>> No.3960137
File: 178 KB, 444x444, 1490141001828.png [View same] [iqdb] [saucenao] [google] [report]

>tabasco bullets

>> No.3960143
File: 299 KB, 479x479, 1355342545007.png [View same] [iqdb] [saucenao] [google] [report]

Just finished System Shock 2, and what in the fuck happened because those last two levels are genuinely terrible.

The return to Citadel Station was cool but it lasted all of 5 minutes, and Body of the Many is just atrocious

>> No.3960162

Is that Portalus?

>> No.3960163

I just spent two hours getting through the refueling station.

>> No.3960164

They ran out of time and money.

>> No.3960165
File: 203 KB, 639x299, cyberpunk city 4.gif [View same] [iqdb] [saucenao] [google] [report]

>that one mod you love that is getting an update "soon"

>soon was ages ago

>still waiting but you know it'll never happen even though its not officially dead

What's her name?

>> No.3960171

Death Foretold
Final Doomer too, but D4T is crack, and now I'm trying to hold back on playing it so when the new update comes out it'll be even sweeter.

>> No.3960174
File: 61 KB, 540x429, 1454317176842.jpg [View same] [iqdb] [saucenao] [google] [report]

>project msx
just let me die

>> No.3960176

>what in the fuck happened because those last two levels are genuinely terrible.
Body of the Many is okay imo. The only part I dislike is the final boss, really... Super missed opportunity.

>> No.3960186

Whoa there Bobby Boy, that ain't retro.

>> No.3960198

Not yet at least. People are making centered variants of that gun

>> No.3960212

>there's currently no sane way to have moving-while-shooting sprite monsters.
I've been thinking about that actually, I think it's doable with a trick I thought of that would only work in singleplayer and with sprites. Have all sprite rotations show the monster facing the player, but walking in the direction the actor is actually facing. So if you viewed the monster from its side it would look like its strafing, if you view it from behind it's backpedalling, etc.

>> No.3960215

>Not yet at least.
See you in 20 years, then.

>> No.3960227
File: 54 KB, 320x200, JhilerO.gif [View same] [iqdb] [saucenao] [google] [report]

Speak of the devil

>> No.3960247
File: 36 KB, 322x256, calico-doom_2017-05-01_13-13-17.png [View same] [iqdb] [saucenao] [google] [report]

Quasar backported Jaguar Doom to PC with a source port, Calico

>> No.3960259

is this compatible with brutal doom?

>> No.3960262
File: 93 KB, 790x1053, 1474726466726.jpg [View same] [iqdb] [saucenao] [google] [report]

Jesus christ this is either one of the worst things I've made or one of the best.


>> No.3960263

Oh man, I've got two with these things I want:

*Performance boosts, memory leak fixes, cleaner code, mechsuit, stormtrooper nazis, punch/kick with saw, better titlepic and having the ally radio marine randomly have a different gun.

Project MSX
*BFG replacement

>> No.3960268
File: 221 KB, 400x324, let go of my camera you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3960286

Is there a doomthread list of total conversions worth playing for Quake 1? I'm trying to get an idea of what all can be done with the engine.

I know there's Quake Rally and that chess mod, but what about stuff that's just singleplayer with new enemies/guns?

>> No.3960303

>That resurrect sound effect

Sounds... moist.
Its both appropriate and disgusting at the same time. I'd say thats a good result.

>> No.3960317

DoomRL Arsenal
Regular Day
RTC 3057
Total Insanity: It Always Gets Better
the Shadow Mavericks HQ wad

and a few others

>> No.3960320

Fuck it, I'm gonna buckle up and make this a thing for real. If anyone has any feedback or suggestions, I'd love to hear them.
[/vr/ - SSS]
Every Sunday at 6:00 PM EDT there will be a speedmapping session hosted on /vr/. Games that we will be mapping for include Doom, Doom 2, Heretic and Hexen, and on special occasions we may decide to make maps for certain gameplay mods. Maps are collected by the host and sorted by difficulty, and will be posted here. For certain themes, custom textures and other resources will be provided by the host 10 minutes before the theme is provided.

>> No.3960325

Could be interesting, I'll add it to the news post next thread.

>> No.3960337

> play btsx
> fun but hard
> play aaliens
> almost every level is a 30-40 minute slog

i-i guess everything is for doom autists that have play nonstop for 10 years huh

>> No.3960351

people have been discussing doom 4 at random intervals for the last year or so, bud.

it's fine as long as it doesn't take over the thread subject entirely.

>> No.3960358

Did that one guy who was making the frog-like pinky die?

>> No.3960369

Could Quake be in the mix too? I really enjoy mapping for something in 3D for the vertical aspect.

>> No.3960370

I'm not well antiquated with Quake's level design tools or how levels and the such are stored. Someone who knows more could host their own thing though.

>> No.3960424
File: 51 KB, 566x531, myshittuv.png [View same] [iqdb] [saucenao] [google] [report]

>You're the guy who made the fancy shield effect for MSX right?
>I can't wait to see your release because I want to open that shit in SLADE and see how you did it.
It's a 3d sphere that's unwrapped like this (front side right circle, back side left), and a whole bunch of progressively expanding ring textures I drew with GIMPs awful gradient feature.

It's spawned upon impact with something shielded by the base bullet actor all bullets inherit from, comparing it's position with that of the the victim to get pitch and angle data for the shield.

>> No.3960439

I felt the same way for Ancient Aliens, and I have been playing doom since forever.

It's a bit much after a while.

>> No.3960440


I appreciate all of you. Keep the dream alive.

>> No.3960502

does the new doom tool allow for importing too or is it all extracting?

>> No.3960523

I can appreciate the progress, even though I like off center weapons better myself

>> No.3960526

>I like off center weapons better
spotted the heretic

>> No.3960529

looks like it'd be a high tier weapon in roguelike arsenal/legendoom or combined arms. neat.

>> No.3960537

if centered weapons are so good, why isn't there a centered fist?

>> No.3960542

but there weren't any non-centered weapons in heretic

>> No.3960548 [SPOILER] 
File: 47 KB, 147x124, 1493622437912.gif [View same] [iqdb] [saucenao] [google] [report]

But there is.
Speaking of Heretic...

>> No.3960557

Guys, is this real?


Did the 32x really sound like that, or is that a joke version?

I honestly can't believe someone would seriously make music sound like that. It's just farts. And I can't stop laughing at it.

>> No.3960561

Yeah, that whole channel is full of joke rips.
It doesn't sound MUCH better than that, but that is an altered version.

>> No.3960573
File: 24 KB, 450x330, Doom 32x soundtrack.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a joke edit, but not far off the mark.

>> No.3960590

Okay, I'm assuming this


is what it really sounded like? Better, but not much, just like you said.

>> No.3960617

there are a lot of dead links in the OP

fix your shit niggers

>> No.3960618


>> No.3960639

>6:00 PM EDT
Seems kinda late for some who doesn't live in USA.

>> No.3960647 [SPOILER] 
File: 230 KB, 1360x768, 1493625568055.jpg [View same] [iqdb] [saucenao] [google] [report]

Just exporting. Might change in the future, but don't hold your breath.

>> No.3960661

Where did you get that pics? Are they yours, or are they being posted somewhere?

>> No.3960665


>> No.3960670

kinsie a best

>> No.3960675

Man, I'd love to get Doom 4's weapons and enemies in Serious Sam. Whether it be just be porting over one of the best weapons of all time, the Gauss Cannon, or giving us small new campaigns with a Doom-style, I'm looking forward to the possibilities.

>> No.3960750
File: 1.09 MB, 1360x768, Screenshot_Doom_20170501_112007.png [View same] [iqdb] [saucenao] [google] [report]

>Make a trap with a floor that lowers into 3d swimmable lava
>It doesn't work in Zandronum.
>Zandronum does not support multiple tags on one sector.
That took way too long to figure out.

In other words, I finally convinced myself to try mapping for doom.

>> No.3960762


Megasphere's done, give or take a couple tweaks on the sprites. Now the only item left is the Berserk.
I can already see a couple ways this can open up avenues for crafty players. I'd imagine picking up one Megasphere, then picking up another and running off into battle, letting the souls follow you. Then you can pick them up a bit at a time to stay topped off, rather than absorbing them all at once.


Welcome to mapping, mate. It's gonna be really rough. But it's also gonna be worth it.

>> No.3960770

Are there any mods that portray The Titan battle mentioned in Doom 4? Part of me thinks it was referencing Doom 2's Icon of Sin fight but that's unlikely considering the IoS was named as a seperate entity later in the game.

>> No.3960779

neat, what mods did you make prior to this one ?

>> No.3960780

>Russian Overkill
>that one gun that alt fires a hologram of an Imp in a bikini and starts playing dance music
I love it.

>> No.3960783

Doom's sprite system doesn't handle massive monsters all that good. Even the Spiderdemon is pushing it. And seeing as The Titan is literally level-sized, it's a no go.

>> No.3960785

>Zandronum does not support multiple tags on one sector.
I didn't know *any* port supported that.

>> No.3960786

You can make him a model and/or use Half-life like skyboxes to place him in.

There is a game called Intrusion 2 and the final boss there literally picks the level apart while you're still inside. I wonder if you can emulate something like that in Doom.

Also one can use LWM's example of multi-sprite enemy.

>> No.3960787

Models are an option, but they have their own limitations that need to be worked around, like wonky lighting, a Quake 1-style lack of animation smoothing, and the simple truth that making such a huge monster would require the kind of 3D art and animation knowledge that the Doom community is sadly sorely lacking.

>> No.3960794

Honestly you'd be better off segmenting different parts of a level to be going through different phases rather than one straight up battle.

>> No.3960810

BTW the fight Im talking about


I think you can kinda emulate that via segmented level altering and excessive skybox messing.

>> No.3960883

what is this mod going to be exactly?
quasi old-timey, judging by the lever action shotgun

>> No.3960890

i think it's literally "australian fights hell"

>> No.3960895

He's a cowboy though.

>> No.3960902

better yell 'cunt' on many an occasion

>> No.3960908
File: 1.45 MB, 900x871, feelingcuby.png [View same] [iqdb] [saucenao] [google] [report]


Sorry, went to bed after posting that. It's indeed the GBA version on the NGC extension. It's quite surprising how complete the add-on is really, with settings for sharpness, border styles and such. The game itself is a shit port though, amazing what can be done on a GBA but it's pretty bad in general.

Since I've only gotten this game so far I can't really say how well it holds up for other games, but I'm looking around for some at any rate.

>> No.3960910
File: 15 KB, 413x439, WhosWhoKronk1.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's a 3d sphere that's unwrapped like this (front side right circle, back side left), and a whole bunch of progressively expanding ring textures I drew with GIMPs awful gradient feature.

Space magic

>> No.3960913

There are mods where you go inside the Icon of Sin and have the traditional IoS battle internally.

Whitemare 2 also tried a colossal titan battle with Map 20 Gloominarch's Realm but that might as well be a troll map with all of it's design choices.

>> No.3960915

Hell on Earth Starter Pack and the "Real Icon of Sin" battle.

>> No.3960935

Yes, this is the actual 32X song. Believe it or not this is the best song in that version of the game.

The "farts and zippers" might sound silly, but they're miles better than the ear-splitting shrieking noises in the other tracks.

>> No.3960949

That isn't the real issue though, the problem are the firing frames. I rendered a variant of each walking frame with and without muzzle flash effects, but combining an 8 frame(3 tics each) walk animation with 1 tic variant firing frames in a system where sprites can not be changed without state jumps is an absolute nightmare. Until a zscript feature that force-selects a sprite becomes available (there isn't one right?) I'm not even going to try.

>> No.3960953


id wasn't Konami to master that Yamaha

and this is because the Genesis Sound Chip was OP

>> No.3960964

DoomED is better. DEU is just because all of you guys are afraid to use Windows.

>> No.3960969
File: 141 KB, 828x813, map5.png [View same] [iqdb] [saucenao] [google] [report]

Oh dang I made a dumb mistake while updating mapinfo so the progression was fucked on ZDoom based ports. It's fixed now so you can reach map05 without warping.


>> No.3960975
File: 124 KB, 1280x848, 1367999638457.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm pretty handy with DECORATE, but I'm not sure how to do this:

Give the player an item that damages them?

Which action function would I use for an item to damage the player? is that even possible?

>> No.3960980


>> No.3961003

yep that works. Thanks! I'm tweaking my radiation for a submission to realm667

>> No.3961015

Demos, recorded in GLBoom+2514, complevel 9: puu dot sh slash vC3qs slash 699839aa02 (dot) zip
E4M2 map really kept me in my toes until I found some secrets. Cyberdemon was very easy to cheese out.
Fucked up texture alignment on majority of stairs is still here, sadly.
And probably the fake 3D bridge in last map doesn't work as intended as I managed to fall through it somehow.

>> No.3961116

I've never recorded a demo or used PRBoom+ before (I've only used G/ZDoom for single player), so this is new for me. Here's your first map recorded in the latest PRB+, mostly blind. If it's useful, I'll record the rest and zip them together.


>> No.3961265

Nothing compared to the unholy things revae is doing to the software renderer.

>> No.3961285

Neat. I had the Doom 2 port, and it seemed okay for the most part. Green blood, but other than that.

>> No.3961286

Sounds like Freedoom's DSSLOP reversed and with extra stuff added

>> No.3961296


Well this one's missing at least half of the textures, there's a lot of stuff in the levels missing since the GBA can't cope, and the music's constantly skipping through the tracks. I'm unsure if it's the actual interpreter to blame for the latter. If that Doom II port is better I'll look around for it, need to get me some list of essential GBA games anyway.

>> No.3961297
File: 8 KB, 80x160, struttin.gif [View same] [iqdb] [saucenao] [google] [report]

>Nothing compared to the unholy things revae is doing to the software renderer.
I'm not doing anything too crazy. Just little vanilla tricks and spriting/texturing... Nothing that would impress the old heads in the community.

>> No.3961304

Doom 1 uses a rough port of the Doom 1 engine with the Jaguar IWAD.

Doom 2 uses the GBA-centric Southpaw engine (Duke Nukem Advance)

>> No.3961335
File: 996 KB, 800x600, dogmonster.webm [View same] [iqdb] [saucenao] [google] [report]

Spritified these guys from Prey if anyone wants them. They won't be in the mod.

It all looks extremely impressive to me at least. The textures, palette, fancy linedef use combined makes it look way more realistic than anything I've seen the vanilla executable do.

>> No.3961362


Oh wow you're kidding me? I was just reading up on the Jaguar because it's still a fascinating machine and I really want one. Didn't expect this, thanks for that bombshell anon. Pretty amazing stuff.

>> No.3961365
File: 78 KB, 954x1007, variantfiringsprites.png [View same] [iqdb] [saucenao] [google] [report]

Doesn't sound that bad to me, just have each walking frame's A_Chase go to a different 0 tic state with the frame you want and set a user variable to represent what the next frame is (what frame to jump to when the firing is done), then jump to the real missile state from there, and use "####" "#".. ah fuck it I'll make an example for you in pastebin.
SPCM is the movement sprites and SPCF is the firing sprites.
This was more complicated than I thought it would be due to not being able to state jump with an expression. If someone knows a cleaner way to do this, please tell.

>> No.3961367

Damn, some of the DoomKrakken random monsters are pretty ridiculous. Nothing like meeting one of the revenant replacements that has the axe and shield, who are super aggressive and can kill you in seconds the moment they see you when i'm only at The Crusher on Doom 2.

>> No.3961395

Apparently it was originally made for Guncaster, so...

>> No.3961398

Wow, thanks man. Looks like a much cleaner solution than mine. It'll still be tricky to make the guy burst-fire without interrupting the walk cycle, but more manageable than with the mess I'd made.

>> No.3961407

Any reason to use GLBoom over PRBoom+ ?

>> No.3961421

>want to buy a new powerful PC
>realize I'll probably just play doom and baldurs gate

Nevermind I guess, what should I play next? Just finished
Scythe 2
going down
ancient aliens

>> No.3961427

If you're gonna run mods for Doom, you will actually need a beefy computer. Guncaster is horribly taxing due to its particle effects, while some mods chug to a crawl with bigger monster counts.

>> No.3961429

Quake II

>> No.3961435

I'm probably going to get in alot of trouble, but I don't really like quake. you're fighting 3-4 enemies at a time. I like going down where you're running around an arena fighting 100's of enemies and making them infight

>> No.3961436

Speed of Doom
Zpack to see what it looks like when everything goes wrong

>> No.3961438

>I'm probably going to get in alot of trouble, but I don't really like quake
no it's okay, it's a common opinion here
i know fighting enemies that can actually kill you easily and aren't defeated by running around a room in circles at mach 5 until they all kill each other is difficult

>> No.3961440

Really? I find quake far too easy compared to doom.

>> No.3961443

>burst-fire without interrupting the walk cycle
Uh, well.. that's a lot more complicated yeah, wouldn't know how to do that one.
Also I just realised the shooting frame is 1 tic while the walking frames are 3 tics, oops. Thankfully fixable if you do this in the MissileFire state, I think:

"####" "#" 1 A_CustomMissile("rifleshot")
SPCM "#" 2

>> No.3961448

Buy a PC that can run Total Chaos at 60.

Bet it will be able to run anything else modern at 60 too.

>> No.3961449

Hell just skip "####" altogether.

SPCF "#" 1 A_CustomMissile("rifleshot")
SPCM "#" 2

>> No.3961451

im not going to buy a PC for novelty mods that i'll get bored of in 10 minutes

>> No.3961453

I beat Doom on Ultra-Violence playing on a laptop, with keyboard controls only, while pooping.

Ask me anything.

>> No.3961454

well yeah id hope you'd be able to. Doom 1 has like max 3 low tier enemies on the screen at any given time.

>> No.3961457

Well, running all the visually impressive mods that's gonna come out in the following years (damn, even Winter's Fury does not go above 120 FPS on my rig, and I run Arkham Knight at 60) you actually need a good rig. At least i5 and GeForce 660

Also if the current trend continues (GZDoom 3 does not run on P3 anymore) you need to upgrade your toaster anyways.

>> No.3961461

It's hardly a toaster, it's close. But it's still not a toaster

r9 280x, fx 8350.....8gbram running at 665Mhz....honestly I think the ram is the only thing holding my PC back

>> No.3961462

>Uh, well.. that's a lot more complicated yeah, wouldn't know how to do that one.
It's what made me give up for a while. I *think* I can do it with your stuff as a base though. Or do it the dirty way by turning the actor invisible and spawning 1-tic firing frame actors on top of it when it fires :^)

>> No.3961471
File: 181 KB, 1600x900, Screenshot_Doom_20170501_213930.png [View same] [iqdb] [saucenao] [google] [report]

Gee, I don't know.
3d room in the game throws 8 mobs at you. Next one has 5.

E1M1 starts with 11 mobs in a room and then branches to 2 paths with 17 and 21 mobs.

Relatively low enemy count in Doom 1 is a misconception - levels are smaller than Doom 2, but monster density is actually compareable.

>> No.3961472
File: 975 KB, 1593x932, Screenshot_Doom_20170501_213957.png [View same] [iqdb] [saucenao] [google] [report]

hud scaling is weird, the hud im using now used to scale just fine with old settings, but now is stuck on this size no matter what i do through console or new scaling settings.

>> No.3961474

there are different cvars now

>> No.3961479

press shift to sprint

>> No.3961481

talking about RAGE and the recent doom4 ripping tools, was there ever anything like that for rage?

>> No.3961486

thats a seriously good mod

>> No.3961491

hows the progress on bloodoom/doomborne?

>> No.3961509

Why is there no mod randomly adding monsters to the vanilla rooster from realm667 and whatever other resource where you can CHOSE WHICH REPLACEMENTS TO ENABLE at a time. So many monster randomizes either are unbalanced or contain too much this would fix it all since one could just enable whatever they liked and fitted the play style or mapset adding some spice to the game without making it ridiculous.

If I had enough free time to learn how to make one I would do it myself, I just find it so odd its not a thing already it would be so great.

>> No.3961514

Well, health bars above monsters, which are OpenGL only. That and the software I've had to use to record PrBoom+, Taksi, couldn't record that in fullscreen with software renderer. They're identical otherwise.

>> No.3961525

Because no one who knows how to do it is interested in doing something like that

>> No.3961531

is there some cvar for pistol start or whatever starting loadout of the player actor?

>> No.3961604

I feel like monster replacements in general have a bad rep, mainly cause of how low quality most of the ones available are.

Shame since the stuff that's actually good like Nazis! is very fun

>> No.3961605

does anyone know where I can find the download for the zandronum project msx port? the downloads on the zandronum forum dont seem to work

>> No.3961606
File: 203 KB, 750x531, f46c79a6a387685176dfae127d65aab4.jpg [View same] [iqdb] [saucenao] [google] [report]


Quasi-old-timey, yeah.
It's 90% a test bed for me to learn how2ZScript and anonymous functions, with a hodgepodge assembly of weapons. I really want to learn ZScript, but other programmers haven't exactly been helpful or encouraging about it, so I've decided to take matters into my own hands and Just Do It.
I started up a slew of weapons, and once I got to the rocket launcher replacement I'd noticed "hey, these weapons would be pretty good for a sort of low-tech-themed weaponset". So I decided to finish up the set with that theme in mind.

It's part gunslinger, part ruins explorer; some magic artifacts with hellpowers, low-tech guns a gunslinger would use, and a couple antiquated pieces like boomerangs, bows, and whips. If you're familiar with the "weird west", or Deadlands, that's the general aesthetic.
I don't really have a name for it, yet. A friend was suggesting Sunset Drifter, which is neat if not slightly nonsensical.

>> No.3961621
File: 85 KB, 900x484, 50alaskan.jpg [View same] [iqdb] [saucenao] [google] [report]


Probably something like .50 Beowulf, the big pistol robocop used in the 2014 was chambered for it.

Also there's the .50 alaskan which is kinda inbetween a .308 and .50bmg.

Lots of mass with abit less velocity than a full blooded .50 and let me tell you son, its still going to pack alot of penetration. It dont have as much range and it does a shade less damage but its more potent than an assault rifle round.

> as a larger bullet its also a prime candidate for explosive tipped rounds, such as the magnum pistol in halo, who the fuck cares how fast its going if its packing explosive fragmenting projectiles.

>> No.3961632

Well it's not that there aren't various .50 caliber rounds, it's just that the cartridges in the belt on the Doom 4 machinegun doesn't look even close to being 12.7mm in diameter.

>> No.3961638

nvm I got it. the charged fists dont seem to work. that's gay

>> No.3961648

the ammo for the venom gun in RTCW didnt exactly strike me as being .50 caliber either, even though it says its 7.92mm sabot rounds in a .50 case. They caused the -same- damage as the MP38 too.

Just don't seem like the best option for a belt fed gun that small and the (blue) ammo boxes didn't look big enough for it either. How much could you carry... like 1000 rounds?

Some descriptions like this doom4 machinegun thing, like the assault rifle in halo being 7.62mm (x39 russian, ill buy that but not x51)... I think they do that just to make it sound impressive when they actually have no idea what they're talking about.

Compared to doomguy's stature a .50bmg machinegun would just be too big and its not drawn that way. The dude isnt 8 feet tall, he's only 6 something.

The triple barrel machineguns in Avatar movie were .50cal, and they were huge weapons.

>> No.3961651

I know not retro, but Immortal Redneck is fun.
big focus on player mobility and positioning (similar to Tower of guns and Doom 4)

>> No.3961674

i'm down for a lighter deadwatch weaponset

>> No.3961723
File: 2.95 MB, 1280x720, 1486646339952.webm [View same] [iqdb] [saucenao] [google] [report]

A .50 bmg machinegun could be man-portable if you disregard the ammo weight. Mr. Miculek here fires his semi auto .50 as fast as it can cycle, so making it select fire would be relatively trivial.

>> No.3961757


>> No.3961761

Maintaining control of that is another issue, you could probably do it, but it would be an even heavier gun.

Also with a brake like that, it would be even more uncomfortable to fire, especially full auto.

>> No.3961771

n e a t

>> No.3961778
File: 1.03 MB, 500x281, I want Moar of your shit.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3961783

>Even the MP monsters were added

By the way, how long until they get proper sprites?

>> No.3961786

>MP monsters
consider me hype
hope the power up will be in single player too

>> No.3961812

Oh I'm not say it's a good idea, only that it's physically possible. With powered armor it's more than possible. But again, weight and bulk of ammo makes it stupid.

>> No.3961834
File: 480 KB, 1600x900, Screenshot_Doom_20170501_235218.png [View same] [iqdb] [saucenao] [google] [report]

am i the only one who doesnt understand the hype behind this?

it seems way overdone, with all the gizmos and gimmicks and big arsenal of weapons that make it feel like something stuck between brutal doom and russian overkill

and these hands are just ugly, they don't look like handdrawn sprites, more like they were cut from screenshots of the real game

also filtering...

>> No.3961848

The video does have some bad video settings, I have to admit.
I'm sure it'll look better when we get our hands on it and don't use filters and bright settings.

>> No.3961880

No. You'll need a wad to do that.



There was someone working on a more robust pistol start wad, but I don't know if he ever finished.

>> No.3961884

I'm not too sure I like DTWIDD. The maps feel a bit off and the secret areas are too numerous and large. I found a rocket launcher on the third level and that feels like overkill at this stage, even on UV.

>> No.3961885

yea i tried that stuff but it doesnt work with any mod that changes weapon actor's names

>> No.3961887
File: 1.84 MB, 1920x1080, gzdoom 2017-05-01 16-21-44-54.png [View same] [iqdb] [saucenao] [google] [report]

FINALLY after at least 100 scraped levels I finished my Heretic level. It's nothing really special and is very short. If you have a chance check it out and give me shit over how bad it is. I also couldn't think of a name, but it's not a big deal I guess.


>> No.3961891

Welp, idclev is the best I can recommend.

>> No.3961896

I'm also using Jonny's Jukebox and the randomizer add on always seems to find a way to play the most annoying track possible. There's a time and a place for a giant banjo solo but being surrounded by hellspawn isn't it.

>> No.3961902


Congratulations, mate.
I'll check it out once I get home.

>> No.3961925

I'm slightly disappointed because I thought it was doom 4 modding at first but it's just that dumb 4 dumb mod

>> No.3961969

I got bored at work, so I've decided to give up WorldCraft 3.1 for Trenchbroom, move to the modern age and all that. Are the compilers on Quaddicted the best available map compilers for Quake, or should I find some somewhere else? I still have my original ones from like '98 or so, but surely someone's released something better since then?

>> No.3961973

So is it just me or is Quake much shorter than both classic Doom games? I beat Quake in around four hours but both the original and sequel Dooms took about ten. This is going by Steam hours. Relax, I'm still using source ports.

>> No.3961983
File: 969 KB, 1920x1080, Screenshot_Doom_20170501_205543.png [View same] [iqdb] [saucenao] [google] [report]

Played the first two maps since i had a little free time
Really enjoyed them, the visuals are very nice for my taste with nicely paired textures and the maps feel memorable layout wise. The only texture misalignment I noticed was on the side of the stairs in the outside level of map 1.

On UV pistol start difficulty is good for early maps, not hard but you can still die. Map 2 I feel is overloaded with ammo though, I didnt even use the plasma gun from the secret and continued rather liberally using RL but still finished with 15. A few of the medkits could also be replaced with stimpacks and maybe distributed a bit more evenly across the level, often I was at either 100% or very low % health rarely in between. The baron in the area with the lift going down after the yellow key could also be moved a little further away from the entrance to the lift so he doesnt jump in and block the player in it straight away.

Also a tiny suggestion regarding the monster placement, you could add some monsters to come into the final room maybe cacos as the player crosses the bridge and also make the monsters on these columns teleport in as you cross said bridge. I think it would be a cool dynamic to push the player a bit forward and put him in a tight spot at the end. As is you just kill the mobs on the columns without problem at an angle before crossing.

>> No.3961995
File: 1.85 MB, 500x281, 1493319042927.gif [View same] [iqdb] [saucenao] [google] [report]

>gifty will never finish the 64 plasma gun and BFG for smooth doom

>> No.3961997

that hand is dangerously close to the barrel end

>> No.3962005 [DELETED] 

So what's this "Sgt. Mark" guy I keep hearing about?

Oh, and I am I seeing things or did ZDoom just lose its primary dev?

>> No.3962006 [DELETED] 

yeah it's easier too a significant casualization

>> No.3962007 [DELETED] 

Doom's own YandereDev

>> No.3962017 [DELETED] 


I don't get it. :/

>> No.3962020 [DELETED] 

Sgt. Mark is the creator of Brutal Doom.
He's got a reputation for not crediting people properly when he uses their resources, some real lazy and shoddy work with both graphics and code alike, some random racist commentary in his code because he thought it was chuckleworthy, and has some excessive fascination with gore to the point of experimenting with photos of real gore turned into optional sprites for BD at one point before the community got so squicked out that he relented.

Also he complained that Doom 4 was ripping him off without credit.

>> No.3962029 [DELETED] 


Oh. OK. Thanks.

Not missing anything with Brutal Doom then, right?

>> No.3962035 [DELETED] 

he made brutal doom, people here on 4chan hate him they say that he's an autist and spazz, i've played with him a bunch of times on z& and gave him some criticism on brutal doom 64 and he was pretty graceful and thankful. It's probably just the 4chan babies wanting to hate successful people usual.

>> No.3962041 [DELETED] 

it's okay, but kinda meh. a lot of mods stemmed off of Brutal Doom as a basis, like Project Brutality (which is a bit of a clusterfuck).

it's a neat gameplay enhancer, but at this point it's just sort of "there"

>> No.3962043 [DELETED] 

honestly dont listen to these guys, i've met the guy and he's NOTHING like 4chan makes him out to be. I was really confused when I met him because he turned out to be really chill. And brutal doom is actually decent for an hour or so. Not much more than that tho.

>> No.3962046 [DELETED] 

oops meant dont listen to this guy >>3962020

>> No.3962049 [DELETED] 

I used to like BD but before i've heard of any other mod, there are plenty of better mods out there, whether or not you even care of the Mark related drama

>> No.3962053
File: 417 KB, 1366x768, trenchbroom.png [View same] [iqdb] [saucenao] [google] [report]

Also, I think this thing is ok so far, I don't know how to auto-center textures though. Guess it'll just take some getting used to.

>> No.3962059 [DELETED] 

Really? I played hundreds of mods before i finally made myself play brutal doom. and shortly realized it is the best mod by miles. I think you fell for 4chan contrarianism.

>> No.3962068 [DELETED] 

The mod itself is centered around a gimmick of being edgy and more difficult to the point its concept becomes a problem because it makes balance less of a priority.
Not only that but the coding itself even had problems, which is part of why Mark has a Patreon.

>> No.3962076 [DELETED] 

>The mod itself is centered around a gimmick of being edgy
Sounds alot like a game i know of that came out in 1993.
You're going to need a different criticism

>> No.3962076,1 [INTERNAL] 

Like flies on shit.

>> No.3962080 [DELETED] 

don't listen to this guy, either


>> No.3962082

come on

the fact that he's saying "4chan contrarianism" and "4chan babies wanting to hate successful people" should make it obvious

>> No.3962083 [DELETED] 

>best mod by miles
I'm not one to shit on BD and I don't really have anything against Sgt Mark, but this is just not true.

>> No.3962089

I don't think animations of fatalities and reloading are part of Doom's core gameplay.
What the mod tries to do is push Doom's edgyness to a higher leve to the point there's even Doomguy saying "fuck yourself" and doing a middle finger.
People defending Mark and BD are the video game version of "Islam is a religion of peace, you're just an islamaphobe"

>> No.3962090

>Death Foretold
>Final Doomer too, but D4T is crack, and now I'm trying to hold back on playing it so when the new update comes out it'll be even sweeter.
The dude behind the mod just released a trailer and release date for version 2.0 senpai.

>> No.3962094

I know, I posted that before it came out, and I was the guy who posted the trailer here.

>> No.3962095

So this will probably sound like a stupid question, but when Quake was new, how could people (other than the devs ofc) tell that it was true 3D rather than Doom's 2D planes that were angled to look like 3D? I'm wondering if there were some people back then that legit thought Quake was somehow "fake" 3D.

>> No.3962096 [DELETED] 

fucking nazi mods taking down posts discussing ON TOPIC fucking mods and mod authors. What is the banter not "meaningful discussion" ?? Well sorry but 4chan is literally the joke of the internet there's no such thing as meaningful discussion here.

This place is a god damn joke

>> No.3962102

that escalated quickly

>> No.3962103


Played your hand a little too early there, friend.

>> No.3962104 [DELETED] 

the mods literally just dont like Sgt. mark, so they deem anything pro sgt. mark as trolling.

The same shit that SJW's do.

>> No.3962105
File: 979 KB, 500x375, 2fykg3.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3962109

>almost exactly one minute apart
Geeze, you could at least not be so blatantly obvious.

>> No.3962110 [DELETED] 

>Ask legit question for first time ever in /vr/ general
>every single post gets annihilated

'kay, sorry for intruding upon your secret club guys. I'll show myself out.

>> No.3962116
File: 137 KB, 320x200, tumblr_nxh40mFXMl1s3uhtzo1_400.gif [View same] [iqdb] [saucenao] [google] [report]

Shivers is a fucking madman.

>> No.3962121

There should be more mods/games in general with unrealistic and funny reload animations.

>> No.3962124

GZDoom supports 16 sided sprites i believe. Since it's already a model rip, couldnt you do that? or would it look out of place?

>> No.3962134
File: 229 KB, 320x200, tumblr_njcc9dPrVs1s3uhtzo1_400.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.3962135

Well, Quake made use of legitimate 3d architecture. It was obvious in the first level already. Also, actual 3d models instead of sprites.

Here's a playthrough of e1m1:

The 3D is very much apparent

>> No.3962153

Fair enough, but again, I've always wondered if someone saw Quake when it was new and somehow thought "Nah bro, they just upped their 2D plane tech lmao this isn't real 3D." If that makes sense, anyway.

>> No.3962162
File: 2.32 MB, 900x900, houndrend.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, it'd be extremely easy to do since the batch render plugin is so doom-friendly. I think it'd look fine, but the chase function would have to be changed to turn 45 degrees instead of 90. Which isn't hard in zscript.

>> No.3962170

Ofc, I'm only saying this cus when Quake came out, 3D graphics were basically new at the time so I wonder if there were people out there who doubted the fact that Quake was actually 3D.

>> No.3962173

those colors, actual blue sky

>> No.3962181

literally coming out on my birthday

>> No.3962192

it was pretty obvious the character models were 3d

some of the graphical performance was reduced in quality as a result, but the increased dynamic nature (plus being able to aim up and down, though it was cumbersome) was well worth it

as a fanboy back in the 90s I didnt pick up Quake for a long time, I heard about it but didnt know what it was, and many people kept on marching playing doom and making doom wads (its all you'd find on BBS services and free software disks/game sections).

Duke3D was bigger than Quake from what I could tell - and what made it better was multiplayer was available for it on Kali/Ten just like it was for warcraft 2

however I caught the quake bug when at a local tech demonstration I got the chance to play Quake 2 (not just normal sp, but a multiplayer match), that was '97 I think.

I was more into the sci-fi aspect so Q2 was really cool for me. Didnt have a good enough computer to play either one though for several years.

Ended up playing alot of Xcom/Xcom2, Doom, and Warcraft in my afternoons when school was over.

>> No.3962236

People back then probably thought the opposite - that Doom already was full 3D, but Quake was even better 3D.

>> No.3962246

Is the shotgun in Lithum supposed to have infinite ammo?

>> No.3962247

Use tyrutils, it's the best compiler nowadays.

>> No.3962252

I was 8 back in '96 and was a big fan of Doom already.
However I remember that my first mmory of playing it is of a level I could not find anywhere later. It started off with player on a wooden bridge over water, but the door on the opposite side was barred so you had to swim into the underwater section. Underwater there was a thin corridor just enough for you to move through, and whne you emerge, you are greeted by the sight of yellow armor and a grunt.

I remember that because that grunt was the first Quake enemy I saw and it scared the shit out of me, so I put the game down and resumed playing Doom.

I completely forgot about quake for about a year, playing Duke and waiting for Unreal instead, and only came back to it in '98 when Quake 2 was released - I could not find that level.

>> No.3962254

Yes but it needs reloads if you get the gauss upgrade, which last I checked was completely useless as an upgrade

You will also have infinite rifle ammo and infinite rifle grenades

>> No.3962262

Forgot to post the link:

>> No.3962264

He's probably in this thread right now.

>> No.3962265
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google] [report]

That's actually an interesting point there.

>> No.3962268
File: 1.72 MB, 360x360, press b.gif [View same] [iqdb] [saucenao] [google] [report]

Did Space Pirate ever update or...

>> No.3962283
File: 55 KB, 289x474, 55247467e6.jpg [View same] [iqdb] [saucenao] [google] [report]


Wolfenstein was marketed as 3D, hence Wolfenstein 3D.
Doom was also 3D.
Quake is true 3D.

2D was flat, 3D was not-flat. It was that simple.

>> No.3962287

Well, I judge by reaction of my own and my friend and our families back then (games were a novelty, everyone played them). Everyone caught on that Wolf3D wasn't really 3D, but Doom was just enouhg to fool us.

Also I remember liking Duke 3D more than Quake and thinking it was more realistic looking. Fact that it run better probably helped.

>> No.3962290

It's incredibly dead Jim

Marty said so himself and he's doing movie stuff now

>> No.3962298
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google] [report]

>but Doom was just enouhg to fool us.
there's not much to fool
doom is 3d

i know some internet celebrities like to say to the contrary, but it really is 3d, even carmack and romero have confirmed it

>> No.3962313
File: 82 KB, 610x357, confuse.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there any reason why people who drop things altogether but don't disappear or die don't put everything they did online for someone else to continue just in case?

>> No.3962318

the reason is twofold

1, you don't want to let it go. by having it there, hopefully that can serve as a motivation to come back and continue it, because if it just keeps dangling there it'll be a constant reminder to you.
2, the correct assumption that people generally want to work on their own ideas rather than pick up someone else's idea
3, historical precedence. people picking up other people's works have rarely turned out well. see the innumerable terrible add-ons for different mods, or the ghouls vs humans continuations, or the going-nowhere attempts at picking up dreadnought which always baffled me since there's nothing really much to continue on from dreadnought, and how releasing all of the resources for demon eclipse has done nothing for it.

>> No.3962320

From the sound of it thats possibly the secret map for episode 2. Either that or the second map in episode 1.

By technicality it is 3D because despite the level archetecture being limited to a 2D wireframe, each level incorporates varying levels of height. Height is another axis of movement, therefore its 3D.

Doom is 3D, but then again Rise of the Triad is by the same definition. Each one has their own flaws and limitations when it comes to 3D but they are both 3D.

> flame shooters are tossing fireballs back and forth, I bounce on the jump pad and move over them, im executing a maneuver that requires a third axis of movement.

>> No.3962326

Well, I somehow STARTED from that level

>> No.3962334

Thanks guys, I'll try to take all this into account in the next update.

I'd post the wad on Doomworld too but the site isn't letting me register, anyone know what's up with that?

>> No.3962335

It was probably a savegame, you may have played it on someone else's computer or got a pirated copy that had the savegame already on there

None of the first levels of any of the 4 episodes have ogres in them (slipgate complexes only have human enemies and dogs)

Though who knows it may be possible that you got a version that had maps installed, usually those take extra work and know-how (back then) to be able to reach them though.

>> No.3962345
File: 710 KB, 1920x1080, bad screenshot.png [View same] [iqdb] [saucenao] [google] [report]

I've never actually posted here but I have lurked for awhile.

You guys mind trying out the weapon I made and telling me what you guys think?


>> No.3962349


>> No.3962350

how the fuck does this work

this is incredible

>> No.3962352
File: 549 KB, 360x359, 1367787668355.gif [View same] [iqdb] [saucenao] [google] [report]

>wow, these are some iffy graphics, how does it work
>press fire

>> No.3962356

Hey, I really like Beautiful Doom, but it seems a bit buggy. Like monsters and barrels are sometimes stuck in walls whereas they're fine in vanilla. Playing with the latest GZDoom. Is this a known issue or what?

>> No.3962363

holy fuck is this cool

>> No.3962368

needs textures

>> No.3962405


shit ton of code thats how

it would probably be a good candidate for game programmer portfolio

>> No.3962423

Alright, here's something to start the project off "early" in a way. Taking polls for the .wad theme and game. Polling should be complete by thursday.

I will take it into consideration while picking the theme, but I will choose the second most popular choice if the first isn't able to be properly implemented within a 120-300 minute limit, like a Hexen Techbase. If you vote and don't participate, I'm going to be mildly disappointed with you.


Yes, if Somemong gets the most votes by Thursday, we're sticking with it. Somemong theme is just a map featuring Carnevil's face in a reachable or viewable location without disabling collision, it's a themeless option for psychopaths. You'll have to supply yourself with the Somemong texture though because you're the ones who brought it upon yourselves for allowing such pure evil to transpire upon Earth.

>> No.3962425

So, we can do proper Cerebral Bore now I guess.

Also if you manage to draw the reticle onto the HUD that would be great.

>> No.3962435

Neat. Add blast damage to the player, I guess.

>> No.3962440

I looked at the code and it does 20 points blast, you're probably not right up against your target to take that. 120 points total so it probably splatters imps.

>> No.3962476

Thanks anon, I'll check it out.

>> No.3962519

>Also if you manage to draw the reticle onto the HUD that would be great.
This is what I really want.

>> No.3962524

I still haven't seem him outright say it, though.

>> No.3962649

Thought he posted it here months back

>> No.3962681

the most challenging part of demonsteele is figuring out where to go while your meter ticks down

>> No.3962724

GZDoom 3.0.1 fixes a crash on some sounds in 32bit and other bugfixes (read github commits)

>> No.3962751

Linguica here. How is it not letting you register? Is the captcha failing? Are you using IPv4 or IPv6?

>> No.3962753

> weird west

yes, yes, and yes

>> No.3962759

nhb captcha isn't getting accepted no matter what i put in, ipv6

doubt you're actually ling, but might as well answer

>> No.3962760
File: 42 KB, 442x547, despair for it is the map of days.png [View same] [iqdb] [saucenao] [google] [report]

Dropped the ROTT-style spinning crusher polyobjs. Too much setup for four of them in the cyber room.

which leaves me to figure out a neat gimmick to kill cyber without proper weapons.

>> No.3962762

Ling, the captcha there is still broken AF, it denies everything you try on it no matter if you were correct.

>> No.3962773

Known issue. For some stupid ass reason the web server literally forgets how to connect to google.com but only for people on IPv6 and only randomly. I thought I had resolved but but I guess I will have to turn off IPv6 for the whole fucking server which is ridiculous but I have no idea what else to do.

>> No.3962783

pain in the ass

strange stuff, thanks anyway for looking into it

>> No.3962846
File: 544 KB, 1280x720, Screenshot_Heretic_20170424_015629.png [View same] [iqdb] [saucenao] [google] [report]

So I'm making a revamp of MSX. I'm not the guy making a version with 3D model shields, new enemies and changing the weapons. My version aims to keep things working as they did, but add options to let the player modify the experience. Actually, a lot of the changes are under the hood; stuff like making all the weapons inherit from one base weapon to reduce repeated code, use of reserved frames, anonymous functions and 'for' loops, etc.

What's done or is being worked on:
-Support for Heretic, Hexen & Strife
-Option to return to a weapon's scope after using sprinting/grenades, if you were in scope
-Option to double-tap directions to dodge on ground or in air
-Option to holster weapon to use health stims & shield boosters
-Options to set opacity independently for HUD elements
-Low accuracy three-shot burst altfire for 'Golam' Pistol

Let me know if you think of an option that you want in. Keep in mind there are things I can't do, like properly fix the ACS-driven HUD. The fact that it doesn't work on many resolutions ticks me off, but it's beyond my ability to fix.

>BFG replacement

...But that's already in. It's the Orion.

>> No.3962850

>-Option to double-tap directions to dodge on ground or in air
oh, it's an option

okay then

looking forward to another msx update

>> No.3962854

How can I record Doom video in 256 color mode and will it improve encoding?

>> No.3962865


Took a look at your code. A little tip; not super-important, but I thought I'd mention it. If you need to check for the maximum amount of an inventory item, you can use 0, rather than the actor's defined Inventory.MaxAmount. Like this:

TNT1 A 0 A_JumpIfInventory("Magazine",0, 2)

This should come in handy if you ever make a reloadable weapon with a magazine capacity that can vary, like if you give it an upgradable magazine capacity through SetAmmoCapacity.

>> No.3962901
File: 52 KB, 320x240, raystorm-ps1.png [View same] [iqdb] [saucenao] [google] [report]

Could use some "delayed tracking, 1 second after launch" feature as an alt-fire. Also, it might need some form of limiter, so that you don't waste all 5 lock-ons on a single zombie (limiting the lock-ons to just the number of rockets it takes to kill a target)

>> No.3962926

blue sky is severely underused in Quake because it only shows up in the idbase levels (as those are the only ones on earth) and everywhere else you get the typical purple hell-sky or the black starry sky

>> No.3962929

>(plus being able to aim up and down, though it was cumbersome)
it has always been in quake

>> No.3962934

he probably meant using keyboard

>> No.3962940

actually it's the DSSLOP by itself. It's easily the best gibbing sound ever

>> No.3962958

What about splitting up the player part and the monster part of the mod?

Oh and please fix the reload code for the Orion.

>> No.3962973

Wouldn't the player basically trivialize everything since their values are so much higher and better than anything most enemy sets will offer?

>> No.3962976

look at it from the other side
we could always use more monster sets

>> No.3962979

Actually, the MSX monsters are total wimps. The caco for example has *half* the HP of the vanilla one.

>> No.3962981

The damage and aggression/attacks more than make up for it though

But the slow imp fireballs of vanilla don't really impress and the regenerating shield would also really contribute to that

I suppose so

>> No.3962984
File: 79 KB, 192x192, Animated_Übermutant.gif [View same] [iqdb] [saucenao] [google] [report]

Would any of you guys happen to know what's with Nazis with chainguns in their chest?
The Ubermutant has one, SMT's artist drew one, and apparently Jojo has one.
Anyone more knowledgable in this stuff know? Is it based off some propaganda?

>> No.3962993

It's based on artistic laziness and

>> No.3963007

All he really said was he lost motivation to work on it after something happened with someone. Didn't say he was dropping it.

>> No.3963014

Something something about machinegun tits.

t. Freud

>> No.3963028

That's base values. The difficulty settings in MSX multiply enemy HP.

>> No.3963165

Am I the only one who finds a gun WAY more satisfying if I like it's design?
Doom 4's and MetaDoom's Machine Guns feel like shit to me.

>> No.3963180
File: 428 KB, 1920x1080, podcast_e1m9.jpg [View same] [iqdb] [saucenao] [google] [report]

From what I've seen, he's very busy working on other, non-Doom things nowadays. MAYBE he'll pick it back up some day, or do another Doom thing, but don't hold your breath.

Really, really don't.

Just kind of assume it's dead forever and act surprised when a fist bursts dramatically out of a burial plot.

>> No.3963184

We need a BFG-ier BFG replacement.

>> No.3963189

do it yourself
put the sprites in, change the "PLSG A-Z *" to whatever the 64 sprite name is

>> No.3963210

Where will you release the finished product? zdoom forums, moddb, doomworld, wad archive or other?

Really excited that this is being resurrected and finally getting an update.

>> No.3963217
File: 50 KB, 511x306, SFG9000.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3963226
File: 76 KB, 320x240, bc9137f69707750ebd06c99a1555649ffc038fcc.png [View same] [iqdb] [saucenao] [google] [report]

D4D or D4T.

Which one do you prefer?

>> No.3963232

I'd need to play them side by side again, but I stuck with D4T. Feels faster and smoother. Like how the Shotgun's Triple Burst doesn't require you to hold down the alt-fire and then press the primary-fire.

>> No.3963238

but then you can't make it go

like the HAR missile pod

>> No.3963240


>> No.3963241


>> No.3963242

DECORATE is still pretty reasonable for now

>> No.3963243

Look for tutorials.
as for your second question

>> No.3963272
File: 171 KB, 452x235, ImmortalRL.png [View same] [iqdb] [saucenao] [google] [report]

By the way the Quake 3 rocket launcher is in Immortal Redneck as well for some reason, along with a few other retro FPS references

>> No.3963275
File: 72 KB, 400x275, Marathon Skins v1.0.png [View same] [iqdb] [saucenao] [google] [report]


Updated the Marathon Skins at long last. Count has nearly doubled, bringing 16 now to 31 skins! Will they all be used? Probably not! I hope you all enjoy anyway.

Have a v1.0 changelog:
• XDeath sounds corrected for the M2 Bob, M1 Trooper, and M2 Trooper.
• Crush sounds removed - they weren't playing anyhow.
• Spaces removed from all skin names. No more quotations needed in the console!
• Mugshot added to the Security Officer skins, donated by TerminusEst13.
• Edited translations for M2 Hunter and picked better standing frame. Renamed sprites to reflect source.
• More Bob and Vacbob lines added, reworked their melee sounds, added subtitles to SKININFO. Fixed vacbob/traitor0 breakage.
• Changed the blue-ish shades on the M2 Enforcer to gray.
• Added *Pain25, *grunt, and one extra taunt to the S'pht Compiler skin.
• F'lickta, Wasp, Cyborg Tank, S'pht'Kr, Pfhor Drone, Juggernaut (M1 and M2), Drinniol, Looker, Syphon Tick, Admiral Tfear (donated by TerminusEst13), and 4 hidden skins (3 are cheat skins). Count is now at 31 skins.
• Flavor text added to SKININFO because why not.


Zandro Thread:

>> No.3963301

i heard the guns aren't very satisfying to use at all
and that it's a bit of a slog

>> No.3963315

Don't take TotalBiscuit's opinion as gospel

>> No.3963317

Not that guy, but I'm wary of procedural generated grind 2 win games, and there's a definite grind to be had in that immortal redneck game, those random scrolls that dick you over seem not fun either.
and how does that rogue legacy thing where it offers you certain classes with no choice for others is kinda shitty.

>> No.3963324

nice stuff

>> No.3963327

Truthfully there isn't much challenge to be had when you grind out the skill tree anyway, I spent most on attack damage and defence instead (the two you start with), pretty much ignoring everything else except for gaining other classes.

I'd say wait until they implement a fallback weapon though, early on is tough with ammo.

>> No.3963339

Playing MetaDoom. I was put off of it at first for personal taste reasons that didn't deal with how it plays, but now that I gave it a real chance, I'm digging it.
However, I have to ask, is the Lightning Gun supposed to be so ammo efficient? I sped-run a level using almost exclusively it because it tears through enemies and it's primary fire barely uses ammo. It's like using the Metal Blade. Playing on GZDoom 3.0.0.

>> No.3963382

all i know is that the revolver goes quite literally 'pap pap pap'

>> No.3963410

Gggmanlives is a decent second opinion on the game compared to TB, in my opinion.

>> No.3963529

If I had to guess, more firepower available probably, but it's probably just video game logic. Someone should make sprites of the Wolfenstein mutants armed with Hitler-tier rotary cannons in adition to their chest gun.

>> No.3963532

gggmanlives played through desync without even pressing the right mouse button and dismissed the game entirely. he's a retard, don't listen to either of those youtube retards.

>> No.3963536

what's RMB do?

>> No.3963557

> i will dismiss all of someones opinions because one of theirs didn't coincide with mine

>> No.3963558

The guns indeed aren't all that good - they look, sound and feel like a wimpy peashooters, and that's a common complaint. I told the dev about it a few days before TB's review.

Response I got was "well we already tweaked it in the newest patch (which is the version I played), and we are not going to do anything else about it, cause it'll require a major do-over"

>> No.3963561

>gggmanlives actually talks about the game and the positives and negatives instead of spending 18 fucking minutes whining about gunplay and the game genre he's playing

>> No.3963564

"Sonnyjim" speaks favourably about anything 1st person that is not obviously complete trash. If it's trash, but it is not apparent at the first glance, he will try and find as much redeeming qualities as he can (or invent them on the spot).

>> No.3963568


Too bad it's room-per-room randomgen.

This shit is killing FPS.

>> No.3963574

>He says enemies with aim prediction aren't a fair way to attack the player and it won't let him circle strafe cheese everything
Never fucking mind

>> No.3963592
File: 2.43 MB, 1360x768, qzdoom 2017-05-02 14-40-29-95.webm [View same] [iqdb] [saucenao] [google] [report]

so good

>> No.3963604
File: 730 KB, 1920x1080, Screenshot_Doom_20170502_082037.png [View same] [iqdb] [saucenao] [google] [report]

>> No.3963605

I find it hilarious on how all the TNT weapons in Final Doomer are branded as such, like a good chunk of its home mapset

>> No.3963631

someone make a mod that makes enemies with projectile attacks lead their target
and hitscan enemies be very accurate, but have slight 'aim lag'

>> No.3963648
File: 788 KB, 1366x768, trenchbroom2.png [View same] [iqdb] [saucenao] [google] [report]

Slowly coming along. Figured out how to do cliff walls and other natural terrain. And for some reason, when I create a group of brushes, they won't compile as part of the map, despite showing in Trenchbroom. Anyone have any idea why?

>> No.3963676
File: 1.02 MB, 1600x900, Screenshot_Doom_20170502_170702.png [View same] [iqdb] [saucenao] [google] [report]

this new shit is pretty fucking cool

> shadows for dynamic lights
> ambient occlusion
> anti aliasing

>> No.3963759

So why the huge jump from GZDoom 2.4.0 to 3.0.0 anyway? Is it because of the merge with QZDoom and GPL?

>> No.3963785


Hopefully raked over and got everything. mostly done aside from balance and setting up secrets, but I'm done. dont want to work on it anymore.

GZDoom, bright sector lighting.

>> No.3963829
File: 28 KB, 1023x767, latest[1].png [View same] [iqdb] [saucenao] [google] [report]

What the fuck good are these? If they just functioned like a temporary berserk pack, it'd make sense, but why does it double the run speed? Just trying to line up a kick at an enemy becomes a hassle, let alone trying to do anything other than sprint for the exit. Why bother?

>> No.3963830

You can more or less write "normal" decorate in zscript and throw in some of the new neat features slowly as you learn.

I absolutely fucking love the AO

>> No.3963831

because when it comes to enemies toting explosives or projectile weaponry, rushing an enemy-laden area, or you need to get the hell out of dodge from enforcers and pigcops, it's a great way to put up a heavy evasive strategy

>> No.3963840

yes. it's a huge jump under the hood, a lot of stuff was rewrote.

>> No.3963853


Was this intended to be loaded with something? I'm getting a lot of unused texture errors.

>> No.3963894

CCtex 4, sorry. forgot to mention it.

It was originally going to be vanilla only; but I figured the red-and-black lighting scheme wasn't as good without it.

>> No.3963896

But Duke is already fast as fuck, faster than RPGs and most projectiles. And he's squishy enough to get torn up if he rushes enemies, which is why two of his weapons let him kill enemies out of sight and four of them are explosives to thin out numbers from a distance. As for escaping hitscanners, I guess, but then what's the point of the kick damage increase?

As much as I'm usually against gameplay mods, I think Duke Plus turning the speedup into bullet time makes the steroids way more useful -- you're absurdly faster than everyone else, but still have enough control to actually use your boot without wasting time.

>> No.3963897

Also I seem to switch theme for no reason for the cyberdemon but I was trying to think of something good to put there.

The transparent spface light sequence there was going to have the four polyobj killing pillars spinning around that track there but it was a pain setting one up so it would go in the right direction at the right time and not go off the track- let alone FOUR of them; so it was substituted with that instead.

>> No.3963906

TNT stands for "The New Technology", I'm told.

The entire base the game starts on is basically where UAC is building all its new and improved fancy tech to counter Hell. The accelerator thing in Plutonia's storyline was possibly engineered there.

>> No.3963913

It's definitely more stable for me. 2.4.0 had a habit of crashing every other time I saved, practically making saving RNG whether I'd lose all my progress or not. So far this build is working fine.

>> No.3963986

Has anyone made a shader to soften sector lighting? So it fades a skosh from dark to light.

>> No.3963989

probably a trick to it with pre-existing commands.

degrassi of sf2012 uses a really weird lighting trick.

>> No.3963996

Shit like this is why we need a "SO YOU WANT TO MOD SOME FUCKING DOOM!" with some neat tricks for beginners and masters alike. cover the basic stuff (3d floors, lighting, slopes, deep waters, ceiling-lowered skies, skyboxes, floor waggles, polyobjs, the like) and then get into the nitty-gritty like "how not to be seen being shit"

>> No.3964053

Maybe add an option for automatic reloads?

>> No.3964060

>basic stuff
>3d floors, deep water, slopes, polyobjs


>> No.3964105

Thats not how modern video standards work. All the modern video formats are essentially Jpegs for each frame, the quality of the video determines how good the quality of each frame is.

Only animations I know of that ran in 256 color mode were .FLI, .FLC, and .GIF.

This has never been a thing dude.

>> No.3964116

mlook was as obscure a feature as warping was, you had to be a pro user to even know it was possible.

For instance quake never had its own crosshair, it just overlaid the + symbol.

iD software still assumed that many people would play keyboard only, or possibly use a joystick.

Mlook was standard with quake2 though, it was available from the options menu, and as well it also had a limited set of crosshairs.

>> No.3964124


Damage and aggression only counts if you have to spend decent time plugging away at something.

Give the caco 300hp instead of 400 and then it makes up for it, because you still have to Two shot it with the SSG or rocket.

I havent played the mod but thats just my advice. Revenants are for example, amped up above cacos, but having more than 200hp counterbalances it just enough to make them equal. If it was less than that, they'd actually be easier to fight in some regards.

>> No.3964138


To copy the doom Berserk pack of course
> doom was the big thing back then
> duke3d had to appeal to the same audience
> shrink ray even looks like the plasma rifle

With added gore and chunks its easier to achieve the same fun without making it last the whole level.

That steroid kick is powerful enough to take out some enemies at close range that you'd need the RPG for.

>> No.3964141

Sure, and I'm totally fine with a temporary berserk pack. My problem is with the speed boost it comes with that makes the actual "berserk" part almost useless.

>> No.3964150

>All the modern video formats are essentially Jpegs for each frame
lmao jesus christ.

>> No.3964173
File: 879 KB, 1600x900, Screenshot_Doom_20170502_222323.png [View same] [iqdb] [saucenao] [google] [report]

would ancientaliens palette work in regular doom maps?

>> No.3964186

Experimental stuff i've been doing to improve the maps a bit: https://www.youtube.com/watch?v=Gv1-RL9oWkE

This white lock is the neutral one, there are others with respective key colors to indicate the player it needs such key to open.

>> No.3964187
File: 2.99 MB, 310x233, 1387104747315.gif [View same] [iqdb] [saucenao] [google] [report]

>discover Oblige, its really good
>the main download only endorses the latest version, while shrugging the older ones as old and inferior
>believe it and never try them until someone mentions the old ones make maps in a very different way
>get the second-to-latest version to try it
>holy shit all these cool features that are not in the latest version
>the maps are really good too, just different in flavor but certainly not inferior
>download even earlier versions
>wtf these have even more features that the new ones and the maps are amazing too
>even the 5.10 version that only has a WIP version released is superb
>the latest main download link is a direct download, while the rest you have to dig out in some clunky git repository that a normie would never find

I'm glad that the old downloads are available even in their obscure form, but man the developer of Oblige is certainly keen on stomping down his best works down the toilet.

>> No.3964192

You can record in raw output via something like Dextory. I think it's going to be too much data to handle though.

>> No.3964208


feels like a final boss arena

>> No.3964209

Which version of Oblige would you recommend?

>> No.3964210

I think you can just extract the palette and drag it into gzdoom.exe

>> No.3964219

All of them.
6.20 Glaice's Modded Edition
5.10 WIP

Then theres also OBHack, a fan made fork of the oldest versions, worth using too.

>> No.3964220
File: 1.15 MB, 1920x1080, Screenshot_Doom_20170502_135947.png [View same] [iqdb] [saucenao] [google] [report]

I wouldn't recommend that.

>> No.3964223

>Regular Day
mah nigga, but it's dead officially now

>> No.3964227


>> No.3964231

Well you asked and there's your answer.

>> No.3964252
File: 717 KB, 1920x1080, Screenshot_Doom_20170502_140615.png [View same] [iqdb] [saucenao] [google] [report]

The shadowmaps are cool and all, but the more I test maps with a lot of dynamic lights, the more I realize the shadowmaps are just generated according to light positions at the start of the map, and don't usually accommodate for movement or other factors. It's still dynamic, but it's faking a lot of it.

>> No.3964268

I could do with a tutorial for deep water and 3d water.

I've read the how-to on the wiki, but it's clearly written by someone who already knows how the trick works inside out and expects the entire audience to already know all about it.

>> No.3964269

thanks, thats what i wanted to hear

but it actually looks kinda interesting

>> No.3964272

Thanks, though the boss arena you mentioned is located in another part on that map.

>> No.3964280
File: 1.40 MB, 960x1400, doom_alternativecover.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3964287

That's the problem in general with the wikis. The wikis in general need a user-friendly overhaul

I keep following the polyobj door to the point, and it keeps breaking.

>> No.3964290

I chuckled.

Gotta say those old biblical images of demons are quite bizarre.

>> No.3964301

if thats the case then the ADVENTURE that doomguy goes on is quite BIZARRE dont you think?

>> No.3964312

fuck off

>> No.3964328

AND DBT assblasted PonyCooke with a Shotgun


>"Creative differences" between devs
>I felt it was becoming (ironically) too restrictive

>> No.3964339 [DELETED] 
File: 9 KB, 213x187, laughing obese xenomorphs.jpg [View same] [iqdb] [saucenao] [google] [report]

"why aren't you putting my disgusting ponyfetishshit in there?!?!?!" is probably what creative differences means

>> No.3964350

>"I did not want to take over D4D and morph it into my "focused" vision because people already knew what D4D was about, and it'd be unfair to force them into "my way". So that's why I went to make another, instead of remodelling the already existing mod"

What assblasting? The dude just forked his own version of a mod that would cater to his own desires, like:

>I wanted to play deathmatch with D4 weapons
>It was too heavy with the effects and all, needing a beefier computer, and i've always wanted to do things for the underdogs :P
>I wanted to play with D4 weapons in my phone (d-touch compatibility)

Stop stirring drama where there is none u fgt.

>> No.3964351


DBT i know that you're stalking here

its too much to ask, but...

could you please take a look someday on Metroid:Dreadnought, id love to see a D4T treatment on that, mainly because GZD3.0 is starting to hate that one faster than warhammer community with DoW3

>> No.3964357 [DELETED] 
File: 503 KB, 300x222, 165.gif [View same] [iqdb] [saucenao] [google] [report]


OK Cooke, we know that he didn't wanted your pony and now mark shit on D4D

>> No.3964357,1 [INTERNAL] 

Kill and rape all cringeposters.

>> No.3964365

fuck off with the cross-board drama

>> No.3964368

What assblasting?

Oh, you're an idiot. Nevermind.

>> No.3964379
File: 400 KB, 1583x883, dynamic.png [View same] [iqdb] [saucenao] [google] [report]

What does everyone think of GzDoom 3.0's light clipping. Does it make it work using dynamic lights for full map lighting?

>> No.3964382
File: 370 KB, 1589x891, literally not even dynamic.png [View same] [iqdb] [saucenao] [google] [report]

pic related before update

>> No.3964389
File: 311 KB, 1587x873, demonstratrion.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3964393
File: 829 KB, 1920x1080, Screenshot_Doom_20170415_014811.png [View same] [iqdb] [saucenao] [google] [report]

It's certainly neat, but has its limits as I said >>3964252
What map set is that, anyway?

>> No.3964401

The first two are my in progress non-euclidean wad that I posted a day ago. The latter is just a debug map.

>> No.3964432

DBT always struck me as a way more prickly person than cooke.

>> No.3964437

Any new WADs worth checking out? I finished Ancient Aliens and thought it was pretty great. Interesting choice in color palettes.

>> No.3964443


>> No.3964461

Ah shit, that sucks bad

>> No.3964473

The guy matured a lot throughout the development of it and eventually grew disgusted with the whole thing(not hard to imagine..). Too bad he up and left the community instead of starting a new project.

>> No.3964517
File: 673 KB, 1332x638, 3do.png [View same] [iqdb] [saucenao] [google] [report]

Behold, the next DOOM monster that MetaDoom needs

>> No.3964579

i would pay kinsie money if he put this in metadoom somehow

>> No.3964591

oh hey it's demon cooke

>> No.3964594

I imagine it's a mid-way point between a pinky and a baron; especially biologically, as if it goes "pinky, pinky grows into this thing, this thing becomes a baron"

>> No.3964604
File: 208 KB, 500x374, 1492573002556.png [View same] [iqdb] [saucenao] [google] [report]

>enable shadowmaps
>25fps on tnt map01

>> No.3964612
File: 347 KB, 1600x900, Screenshot_Doom_20170501_232338.png [View same] [iqdb] [saucenao] [google] [report]

time to upgrade that pentium 2, son

>> No.3964616

I sympathize.

>> No.3964629

I barely even notice a difference.

>> No.3964643

oooh whats this from?

>> No.3964661
File: 43 KB, 500x184, 1UAtsFM.png [View same] [iqdb] [saucenao] [google] [report]

What is the objectively BEST looking display settings

>> No.3964670

I wish I could upgrade my laptop

ancient aliens

>> No.3964728
File: 50 KB, 287x282, blendersphere_3.png [View same] [iqdb] [saucenao] [google] [report]

Remaking that shield effect model with a less retarded UV that will, unless I forgot something, allow me to do pic related in gzdoom. When the shield breaks down, I want to spawn a sphere with arcing lighting that expands quickly over a few frames while randomly changing angle/pitch/roll/mirroring each frame.

>> No.3964738


>> No.3964750

Dont you mean rattle his bone?

>> No.3964752

beat the meat
taste thy defeat

>> No.3964759
File: 11 KB, 353x459, tAOjP70.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3964780
File: 303 KB, 1920x1080, hU.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3964798
File: 23 KB, 326x326, 1491667449781.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you fell for the scythe 2 meme

>> No.3964826

holy shit black mesa sucks fucking dick.

>> No.3964834
File: 46 KB, 676x622, C5ssO39XEAM5jg2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.3964901

Map28 was pretty good and I really liked the Wanderlust midi

>> No.3964908

i hate the new enemies especially that cunt evil marine dude

>> No.3964920

funny, I'm playing it right now. got some mixed thoughts on it too.

while I wouldn't say it outright sucks, it's chockful of tweaks and peeves that the developers probably considered insignificant but can turn pretty annoying. there are a lot of them that stick out like a sore thumb in regards to balance, weapons definitely aren't as responsive or as empowering as they did in the originals and they feel very unnatural. the magnum taking a whole second to fire because Gordon has to place his finger on the trigger drives me fucking nuts. the SMG sucks, not much changed there. although it does feels way weaker and I can't even tell whether my shots are landing or not.

enemies in general are a mixed bag with the sole exception of the headcrab, because they simply took the HL2 one and slapped it into the game. most of them are unreasonably bulletspongy, soldiers especially. the bullsquid is an insufferable piece of shit as his attacks are AoE based now apparently.

>> No.3964980

Not him, but for me it drops from 800+ fps down to ~230 fps.

But Map01 is not even that complex - on maps with lots of dynamic lights I think I might go below 60 which for Doom is not acceptable.

>> No.3965004

Am >>3964629
I mean I don't really notice the shadows either way; so I don't know.

>> No.3965008

You're not using it with dynamic shadow objects. Use a mod like Smooth Doom that has dynamic light definitions for the props.

>> No.3965039
File: 17 KB, 100x100, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.3965065

m80... im still looking for an FPS limit control in gzdoom

I dont want it going above 30. Just like my movies.

>> No.3965076

cl_capfps 1 in the console will restrict the game to 35 FPS, which is what the original game ran at.

>> No.3965114

the revolver is garbage shit

vortigaunts might as well just fire as soon as they see you

soldiers are retardedly fucking durable even in comparison to the original game

most of your weapons are clunky, useless pieces of shit. you cant count on any of them to clear out a room or retaliate against a group of small fry, as AI in general has a ridiculously fucking small window of reaction time, and grenades deal fuckall splash damage

it doesn't feel good to play, it's not fun, and it's not rewarding

>> No.3965165
File: 1.14 MB, 300x200, hhhnnoooo.gif [View same] [iqdb] [saucenao] [google] [report]

guys i got public support for my mod and i'm worried it won't live up to expectations.

how do I stay positive

>> No.3965174

You keep on trucking, release the mod and listen to constructive feedback to improve your current project or carry that to heart when you work on your next one

Just don't shut everyone out or let your ego get ahead of you.
People genuinely want you to succeed because everyone loves new blood + new content

>> No.3965206

what mod?

>> No.3965219
File: 19 KB, 300x61, lots of traps.png [View same] [iqdb] [saucenao] [google] [report]


You dont say "ahh, fuckit" when its almost done and give the player a shitty slaughterfest for the last 6 maps.

You take a break, play Chrono Trigger, then comeback and make those last maps full of traps.

Player teleport death traps are okay, btw.

>> No.3965228

It doesn't account for sector heights or even closed doors, it still has a way to go.

>> No.3965235


>> No.3965249


>> No.3965260
File: 330 KB, 468x370, chronoTrigger.gif [View same] [iqdb] [saucenao] [google] [report]

>keep on trucking
probably the best advice. you don't really need motivation if you stick to discipline i suppose.
>Chrono Trigger
working through super mario rpg right now, but that's decent advi-
>Player teleport death traps are okay, btw.
i dont want to say since im just bitching right now

>> No.3965265

>and i'm worried it won't live up to expectations.

It won't. Someone will always be expecting something that it never had or that you never wanted it to have.
Release it anyway.

It will. Someone will always be willing to overlook the troubles in order to play it, because they're having fun.
Release it anyway.

>> No.3965371

What are some good co-op mapsets?

>> No.3965395

New thread.


Have you played the two Memento Mori wads?

>> No.3966112
File: 120 KB, 480x600, 48141791.png [View same] [iqdb] [saucenao] [google] [report]

no "20 pounds of Pussy and Ass"?

>> No.3966264

>dude, can you stop?
>it's gross

>> No.3966374

Any anons able to recommend a good tutorial to drawing up textures ranging from 32x32 to 256x256? I have no real experience with photoshop or gimp or anything, but I was hoping to learn a few things. I've used Wally a few times, but it was mainly for importing HL .wad textures to Quake.

>> No.3966374,1 [INTERNAL] 

i want to die

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