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4026857 No.4026857 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4022182

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 Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
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/idgames/
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.4026858


-Mapping deadline reached; awaiting release?

-2016 torrent of idgames archive is gone; needs replacement?

=== NEWS ===

[5-28] Another Project MSfiX'd update; Doom monsters working again

[5-28] Hunter's Moon Version 2.9 released

[5-28] Anon release; an Arnold Schwarzenegger soundboard skin

[5-27] Call of Doom 0.85 released

[5-26] Runic Division by S'Arais, pre-release 1

[5-22] Shadow Warrior Classic updated with more prototypes, going as far back as 1994; asset rips also done

[5-21] Quickstart archived updated

[5-21] Intermission E2M4

[5-21] BloodGDX beta released

[5-20] D4T 2.0 released

=== PREVIOUS ===


=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, or want to contribute to the OP, please reply/backlink to the OP or this post.

>> No.4026859

discuss terry wads

>> No.4026863 [DELETED] 
File: 127 KB, 1230x283, 1495738419085.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4026868

lol casul hipster shitter detected

>> No.4026873
File: 586 KB, 1360x768, poo poo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4026875
File: 102 KB, 300x300, 1495860843988.png [View same] [iqdb] [saucenao] [google] [report]

Doomguy is pleased to meet you.

>> No.4026879
File: 1.50 MB, 720x360, slightly less retarded.webm [View same] [iqdb] [saucenao] [google] [report]

This seems a little more restrained compared to them just shooting ice beams all over the damned place, gonna make the gibs of tougher enemies do more damage but it's still a lot of fun watching crowds of monsters collapse from infighting and frozen bodies exploding all over the place

>> No.4026892

>This seems a little more restrained
With the side effect of ludicrous gibs.

>> No.4026926
File: 77 KB, 694x446, sawcubi.jpg [View same] [iqdb] [saucenao] [google] [report]

MetaDoom v4 is out!


>> No.4026927 [DELETED] 

Strafe came out on Steam.

>> No.4026941


>> No.4026948

not retro

>> No.4026956

My favorite meme post

>> No.4026957
File: 322 KB, 491x335, 3e1.png [View same] [iqdb] [saucenao] [google] [report]

Blood (1997)

>> No.4026958 [DELETED] 

It was kind of shit. All the nice ideas are overshadowed by really terrible ones.

>> No.4026965

Whats special with this mod?

>> No.4026967

reading is difficult

>> No.4026968

I hate reading, I LOVE SHOOTING.

>> No.4026969

Then you're going to hate my Doom Text Adventure game.

>> No.4026974


>> No.4026987 [DELETED] 

It's very apparent that the lead devs wanted to do more wacky marketing than actually making a product. There's a fairly good number of oversights in regards to user feedback, it's ridiculous. And what exactly happened in the two years between the 'banned commercial' and release? The game doesn't exactly have a lot of content going for it.

>> No.4026989
File: 155 KB, 500x514, MOOOOM.jpg [View same] [iqdb] [saucenao] [google] [report]

How can I tell if a mod works with Doom Touch?

>> No.4026990
File: 2.85 MB, 2359x1500, doomguy about to start a lan party but realizes he forgot soda.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4026995

Holy shit, awesome.

>> No.4027009

I hope he let's people use his assets, the Doom 4 mods should take a moment to use his mastermind, cybermancubus, and summoner sprites

>> No.4027018

Just trying.

>> No.4027030
File: 86 KB, 500x573, Alien-Xenomorph-movie-a[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any good wads based on Alien?

>> No.4027031


>> No.4027037


>> No.4027046

Could you name a few?

>> No.4027049
File: 488 KB, 1602x932, gzdoom_2017-05-29_17-38-23.png [View same] [iqdb] [saucenao] [google] [report]

This would be fun if I could properly secure the headset on my head.
But putting it on the table also works

>> No.4027056 [DELETED] 

brutal strafe dlc when?

>> No.4027059


>> No.4027060

Regarding previous comments made in the past thread:

I am genuinely not trying to sound like an asshole when I say this, but the fact that you can't load gameplay mods with certain maps shouldn't stop you from giving those maps a try without them.

Do not restrict yourselves from the experiences.

>> No.4027064

Uhh, that's kinda obvious, my dude. Why would you sound like an asshole while telling people that?

>> No.4027079
File: 50 KB, 500x357, gendo liking this.jpg [View same] [iqdb] [saucenao] [google] [report]

>My Fav
That was a ride.

>> No.4027109

What's the difference between D4D and D4T?

>> No.4027115
File: 3.79 MB, 4930x2754, 1457782255387.jpg [View same] [iqdb] [saucenao] [google] [report]

Same as the difference between DOOD and MOOM.

>> No.4027117
File: 17 KB, 247x179, HUUUH.png [View same] [iqdb] [saucenao] [google] [report]

The original mod, effectively the posterchild of current GZDoom modding.

A fork intended for D-Touch and Zandronum compatibility, taking its own direction on which you may or may not like.

>> No.4027118

Why does MOOM guy look like the autistic screeching guy?

>> No.4027120

That's what too much ripping and tearing does to a man. Regular berserker packs don't help.

>> No.4027131
File: 96 KB, 475x582, 1427406677094.jpg [View same] [iqdb] [saucenao] [google] [report]

DOOD guy looks like this

>> No.4027134

Are theit any wads where you play an evil character fighting angelic enemies? I'm looking for a sprite assets for angelic allies

>> No.4027135
File: 239 KB, 628x368, what.png [View same] [iqdb] [saucenao] [google] [report]

That's one thing, but what the fuck is happening above him?

>> No.4027136

Imps have to reproduce too man

>> No.4027140

Not that I know of, I can't remember where I got this image, it was some vroom meme at one point

>> No.4027141

Man I just need to learn how to make sprites... maybe I could rip some modles from diablo or beyonetta

>> No.4027146


though d4t feels a bit more rewarding, and is MP compatible

it lacks only a proper doomslayer skin

>> No.4027147
File: 1.03 MB, 1044x1366, tumblr_ooks6yf2kR1syrjl3o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Some dude is drawing demon redesigns
I think they're neat

The imp has a tiny flaccid dongus for some reason

>> No.4027148

The only one I've liked universally was the guy doing the doom 3 themed ones, most of the others get too fleshy and tumorus for my liking, I like this guy's archvile though

>> No.4027150

Where do classic cacos even sit on the hell totem pole, I mean they must be beneath the hell nobles, but they are the blue bloods

>> No.4027152

Definitely not petting this caco

>> No.4027162

I'd even pet the doom 3 and 4 cacos, not that one

>> No.4027165

dongus the cacodemon

>> No.4027168
File: 259 KB, 1366x768, Screenshot_Doom_20170529_131647.png [View same] [iqdb] [saucenao] [google] [report]

this framerate is completely haram, even playing in software mode in qzdoom, and for some reason the new version of of GzDoom crashes with Bulley Eye

having a shit PC is enfuriating

>> No.4027170

What's your favorite Half-Life mod?

>> No.4027174


>> No.4027182

I love the spooky ones.

>> No.4027184

Like paranoia?

>> No.4027185

Is there a download out there with all the cacoward winners and runner ups?

>> No.4027186

And Afraid of Monsters.

>> No.4027197

What's your mod?

>> No.4027198

Not in the OP.

There was a guy a few threads back who posted on though.

I'm also gonna include all the cacowards in the Doom Quickstart Archive v3.

>> No.4027202

Found it:

>> No.4027206


thanks anon



>> No.4027208

Alternative link to Cacowards folder only:

>> No.4027209

>replaying Quake
I love the music and atmosphere, but the guns just aren't satisfying to fire. They barely have any animations to them, they just recoil back a bit and settle.

>> No.4027213

what's the problem? it's over 35 isn't it?

although i don't know how it's got 43 frames per second from 35 milliseconds, that should be 29 frames per second i would have thought

>> No.4027215

I like it when I cause gibs from the double barrel shotgun.

>> No.4027221 [DELETED] 

Worst blunder of the century. Its absolute crap garbage.

>> No.4027227

Quad damage is a lot of fun, but the standard gunplay is shit until you get a rocket launcher.

>> No.4027236
File: 642 KB, 726x1040, 1495997014125.png [View same] [iqdb] [saucenao] [google] [report]

>43 fps
>in gzdoom

what the fuck happened?

>> No.4027270

Why did they put stuff like bloom, SSAO and tonemapping into GZ when they were just going to use the ugliest techniques for them?

>> No.4027271


it would not be much of a problem if it were stable, bun it dips to 30+ when things get hectic and you really notice it


shit old battered PC thats what happened

>> No.4027272

Nice job, Kinsie.
You even managed to add the Sawcubus.

>> No.4027279

Specs from PC?

>> No.4027282

I like the SSAO, but it's kinda bothersome on otherwise fullbright surfaces like lava, for example.

>> No.4027302
File: 23 KB, 634x393, speecy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4027307
File: 11 KB, 847x140, file.png [View same] [iqdb] [saucenao] [google] [report]

>trying to compile Zandronum from source code
>get this
What the hell am I doing wrong?

inb4 Just download official build. I just want to learn how to build programs, so I try to do it as much as I can

>> No.4027323

Ok, it's not too bad in comparison to other PC's I've seen (like the single-core Celeron a friend has), and most probably the iGPU is the limiting factor if using GZDoom, try using a lower resolution? I game on a laptop too, same generation with a better CPU (i3-2350M) but same iGPU, I can test the mod later to see if the problem is the CPU itself or the iGPU if you want

If the iGPU is the problem, then consider getting either a better PC entirely or those mini-PCIe eGPU adapters online and a budget GPU

>> No.4027326

hard to say, maybe a missing #include.

>> No.4027328

Oh, I see now, thanks. There is #include "network/servercommands.h" that leads to a missing file. Strange, I thought I've installed everything mentioned on Zandronum wiki.

>> No.4027341
File: 3 KB, 48x67, doomguy_think.png [View same] [iqdb] [saucenao] [google] [report]

I'm a fuckin' idiot who's never managed to get the Gravis Ultrasound patches to work in Zandronum and GZDoom. So I have Doom 3 BFG installed and there's a folder with the instruments and a gravis.cfg file, what the fuck do I do with it? 'Cuz I really like how BFG and XBLA's versions of the soundtrack sound (As seen here: https://www.youtube.com/watch?v=la7ymj94eyk

>> No.4027379
File: 657 KB, 1172x611, motion.png [View same] [iqdb] [saucenao] [google] [report]

I really wish I knew how to code. All these Aliens motion tracker implementations always end up looking nice, but fail to actually make the "beep" response vary with the distance of the closest detected object.

>> No.4027382 [DELETED] 
File: 97 KB, 520x600, walkinggarbage.jpg [View same] [iqdb] [saucenao] [google] [report]

>billed as an ironically edgy, '90s nostalgia retro FPS, actually looks kind of cool from the trailer
>is released as a neo-rougeliek with vaguely retro FPS aesthetics
>bugs out the wazoo, not even an early access release
>neither a good roguelike nor a good FPS
Strafe is a testament to everything wrong with the indie gaming scene today.

>> No.4027386 [DELETED] 

The best thing to come from it was the soundtrack

>> No.4027392
File: 18 KB, 477x480, Just rlly makes u think.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys what are some mappacks that go well with Project Brutality

>> No.4027421

mark's hell on earth mappack was designed for burt lamb and its offshoots

>> No.4027423

I've fucked up CMake step. Don't fuck up CMake step, guys.

>> No.4027428

Its soundtrack gives me a headache

>> No.4027431

oh hey guess ill use this opportunity to complain about how there isnt a jotaro kujo mod yet

>> No.4027438
File: 18 KB, 291x350, Blood_logo[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4027446

feel u man. my graphic card fried some time ago and now im stuck just with zdoom, cant run modern mods at all

>> No.4027462
File: 264 KB, 624x649, 960078.png [View same] [iqdb] [saucenao] [google] [report]

b-bbbut I thought Tom hated Doom !

>> No.4027465


>> No.4027470


>> No.4027471

quit screwing around

>> No.4027473
File: 41 KB, 615x409, tom hall makes a doom level.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh boy!

>> No.4027480
File: 21 KB, 778x127, ss+(2017-05-29+at+04.45.48).png [View same] [iqdb] [saucenao] [google] [report]

bzplasma confirmed full meltdown mode

>> No.4027485

I can't believe the guy who made a big spectacle about how he was going to quit Doom didn't actually quit Doom.

>> No.4027486

wasn't he quitting?

>> No.4027492

who the fuck is that?

>> No.4027496

the biggest literally who in doom

angry that he isn't a twitch partner for streaming brutal doom

>> No.4027502

>he didn't actually stop streaming

A Literally Who who thinks he isn't.

>> No.4027503

quitting streaming isn't quitting doom altogether

>> No.4027516

He didn't actually quit that, either.

>> No.4027525

oh never mind then.

>> No.4027539

quality terry map

>> No.4027545
File: 302 KB, 290x705, IMG_2808.gif [View same] [iqdb] [saucenao] [google] [report]

I'm anxious I'll be kicked off a project for taking too long with my contribution.
It's practically done but I keep running into issues I have with it.

>> No.4027547

do you consider it perfect?
do you consider it good enough?
is it done?

if you answered yes to any of those, you're good to go

>> No.4027570

Are you the QUMP guy?

>> No.4027576

keep in mind one of the TNT2 projects has been going on for seven years

you're all right

>> No.4027591

How much do the D44M nodding teams work with eachother, would love to see meta dooms latest sprites in d4t

>> No.4027592

i suspect about as much as the rest of the community

>> No.4027595

Didn't DBT said he wanted the sprites to be more than just pictures of models?
Not only that, but DrDySpy's version of the Mastermind is like a mix of both classic and NuDoom with a bit of D64 in it, so it fits more with a mod that tries to mash most games in a series than one with the older titles and the reboot.

>> No.4027597

Ah, yes, the classic "oh boy, this mod just came out, now I can use the sprites for something else!"

>> No.4027601

Yeah but I feel like his nu doom sprites are bit crushed enough to look like more then pictures

>> No.4027620 [DELETED] 
File: 76 KB, 470x531, keanu.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom babbies

>> No.4027657
File: 1018 KB, 629x752, 1495973957758.png [View same] [iqdb] [saucenao] [google] [report]

>that room in the pit with the rocket launcher that when you pick it up opens up the walls filled with shotgunners, lost souls and chaingunners

>> No.4027658

Straight model rips never really look good. I've seen the summoner and cyber mancubus sprites and they look out of place.

>> No.4027664

Oh, from the preview I saw I thought they had been changed a bit

>> No.4027763

>Do it with DoomRL Monsters/DoomRPG
>Shitton of The Hungry instantly swarm your ass
It's like playing a joke wad, only thing missing would be some extremely obnoxious sound clip

>> No.4027765

I don't think he ever outright hated it, it's just that his time at id then was very frustrating and difficult, ending with his departure. If I was him, I would still be proud of the work and thought of mine that ultimately did end up in the final game, even if a lot of it was disregarded, cut or altered.

I'm kind of excited by this though, because of the original Doom 1 and 2 levels, the ones based on his were always my favorites, Containment Area, Deimos Labs, Spawning Vats, Pandemonium, and Refueling Base, those I feel have the very best feel for Doom.
Come to think of it, I would fucking love an episode set styled entirely after his mapping style filtered gently through Sandy/Romero

>> No.4027767


>> No.4027816

Speaking of jokewads, I'm still wondering if I should try MLG Doom.

>> No.4027820

Just play one level. You've seen pretty much all content in a single level, since only new weapon is the quickscope sniper

>> No.4027829

Nah, I'm making a map for someone on here occasionally.
I'll quit being overdramatic and message them.
I just hoped to be more efficient.

>> No.4027838

*Who post

Sorry tired

>> No.4027839

Thoughts on lithium?
I think it's neat

>> No.4027848

I like it.

I tried playing with the >implying downgrade once.

>> No.4027850

It was fun, but the upgrade tree is something I'm willing to only go through once.

>> No.4027857

it's a nice tech demo

>> No.4027859
File: 343 KB, 768x777, file.png [View same] [iqdb] [saucenao] [google] [report]


Those things are notoriously bad for any kind of 3D, especially older ones that you have. Adding any kind of descrete GPU (Like GeForce 6 series) will boost your FPS dramatically. If you REALLY can't afford new PC - consider finding old GeForce - they go for 10-20 buck on ebay.

>> No.4027867

Wasn't there an option in DoomRPG or something to get your character across wads?

How did it work?

Is there any way to port the feature over?

>> No.4027879

Not the same guy, but some people act like if you commit some sort of crime if you don't PLAY AS THE DEVELOPERS INTENDED REEEE. Which I can understand to some extent, but there's no reason to get zealous over it, imo.

>> No.4027882

That's weird. I've been playing Bullet Eye a lot lately and with my 6yo PC (which wasn't even top of the line when I built it), I stay consistently at 60fps with cool effects enabled. The only thing that gives me a notable framerate hit is AO.
Gzdoom 3.0.1 here.

>> No.4027883

Look at the code for the Keymaster minimod, it should give you some pointers.

>> No.4027890

Lithium somehow makes gzdoom 3.0.1 crash at random for me, can't reproduce reliably enough to file a report, but it's annoying because it locks the mouse in gzdoom and it's a pain to kill the process.

>> No.4027891

How do computers like this still exist? I know it's a rude thing to ask but why?

>> No.4027895

I haven't looked at it in detail, but I *believe* it involves writing compiled data (think like a /vr/ game password) to a CVAR.

>> No.4027938

I have only played the original Quake and Doom demos and was thinking of buying Quake 3 on steam, but is it dead?

>> No.4027942

you got /arena/ on /vg/ sometimes
you got quake live
I don't know if steam has it's own thing or not though

>> No.4027945

the majority of laptops sold are $300-400 walmart shitboxes with specs just like that computer

>> No.4027961
File: 40 KB, 500x335, terry davis.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of terry wads, has anyone done a terry davis wad yet?

>> No.4027990
File: 11 KB, 242x208, 1470807421333.jpg [View same] [iqdb] [saucenao] [google] [report]


Heres the threadly reminder that you should get your Daily SLIGE Megawad, play it with a randomizer mod like DoomRL Arsenal for extra fun.


Remider that the wad in this website changes everyday, so tune in regularly for a new random challenge.

BONUS: Heres a doom font that I found for MS Word and LibreOffice.


Also, newbie question but how do I record demos in Doom? I want to attach a shrt webm preview of the first level of the SLIGE wads

>> No.4027991

quake champions is the hip new game
though it's in beta
but it's free

>> No.4028000

>classic mode is no abilities mode
>some character abilities are movement options that shouldn't be character exclusive
Please don't fuck it up

>> No.4028001
File: 235 KB, 800x600, Screenshot_Doom_20170528_222115.png [View same] [iqdb] [saucenao] [google] [report]

The stripped down version of PSX Doom has MUCH better lighting, it doesn't feel like I'm playing Doom 3 anymore.

Also does anyone else get a weird bug where the COMPWALL textures, 1 to 4 seem to cycle through each other like an animated texture? I checked the ANIMDEF lump but it doesn't have those textures defined in there.
I ended up just copying over the textures with one of them so I wouldn't get the senseless blinking.

>> No.4028004

What's stripped down about it?

>> No.4028007

>stripped down version of PSX Doom
which one is that?

>> No.4028013

Are you that anon with that custom version of Immoral Conduct? If so, when are you gonna put that out to the public?

>> No.4028020
File: 90 KB, 800x600, Screenshot_Doom_20170528_230011.png [View same] [iqdb] [saucenao] [google] [report]

Someone made a port of PSX Doom and faithfully recreated all the weapon and monster behavior with Decorate, as well as all the new/altered textures. Which is cool, but you can't play gameplay mods with it.

Someone made a second version of it which strips out all the Decorate actors (except for the meathook replacing the Arch-Vile), so instead of having say, a Revenant that acts just like the Revenant does in the Playstation version (as in, he's much slower), it's just the normal Revenant.

This way, you can play the Playstation mapsets (including the added Final Doom and Master Level PSX sets) with whatever gameplay mod you want. It also seems like the light levels are altered, because the original port mod was dark as shit.

>> No.4028024
File: 174 KB, 800x600, Screenshot_Doom_20170528_230213.png [View same] [iqdb] [saucenao] [google] [report]

He also made a version for the Doom 64 levels.

Don't expect it for a long while.

>> No.4028025
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google] [report]

Smooth Quake when?

>inb4 interpolation
You know it'd be more than just that.

>> No.4028026


>> No.4028029
File: 192 KB, 800x600, Screenshot_Doom_20170529_064131.png [View same] [iqdb] [saucenao] [google] [report]

Too slow: >>4028024

>> No.4028030

>ear outside the helmet
Every time I see this picture

>> No.4028060

A couple of weeks ago I tweaked this pistolstart mod that wasn't working that well, I tried contacting the original author but I couldn't get in touch with him so I'm posting it here in case someone is interested, I'm still in the process of tweaking it further though.
Also posting a compatibility patch to use it with Complex Doom weapons, one of the tweaks was making the whole thing more mod-friendly so it can be easily adapted.


>> No.4028083
File: 213 KB, 800x600, Screenshot_Doom_20170530_040925.png [View same] [iqdb] [saucenao] [google] [report]

Tactical night vision is great. I wonder has there ever been a thermal vision feature in any doom mod?

>> No.4028084

Hey /doom/, how do I begin making maps for Quake 1?

>> No.4028098

Download jackhammer or trenchbroom and begin looking up source mapping tutorials because Quake and Source are exactly the same.

>> No.4028106

To writ: Quake is a hell of a lot easier than Source because it's original id tech instead of "id tech with 17 years of Valve's smushed-together code crammed up its backside." It's less capable, sure, but the basics are all there just fine.

Also: you don't have to use fucking Hammer.

>> No.4028117

Hammer is the same thing as worldcraft / jackhammer, albeit Jackhammer is more stable. Thought desu, the only real simpler thing is the I/O system, which plainly doesn't exist in Quake1.

>> No.4028138

the CIA niggers shut it down

>> No.4028139

>Hammer is the same thing as worldcraft
Which has always been rubbish, and Hammer has so little official documentation that isn't total shit it's almost sadfunny.

>> No.4028143
File: 16 KB, 799x103, #1 blood fan.png [View same] [iqdb] [saucenao] [google] [report]

>you'll never be as big a fan of blood as this guy

>> No.4028152
File: 126 KB, 640x355, VIDEOGAMES.png [View same] [iqdb] [saucenao] [google] [report]

I have the perfect image saved just for this very occasion.

>> No.4028154

Quite the opposite.

The developer wiki is very helpful

>> No.4028159

>Welcome to the Valve Developer Community.

>> No.4028185

I remember trying to make Source maps for GO, and it's so retarded trying to find ways to do certain things when videos are older than shit.

>> No.4028186

>called a sawcubus
>it's an imp
I was expecting a fatso with chainsaws for hands.

>> No.4028189

The Doom RPG probably named it that solely for the pun.

>> No.4028191

you're a mancubus.
cus you're fat

>> No.4028197

I always presume they were of low intelligence; but smart enough to deal with any possible threats greater than humans. Presumably, they're a "domestic demon"; and in ancient egypt, humans worshipped cats, so I presume some of the lesser demons worship cacos in the same way.

>> No.4028204

I'd guess his maps would be very story line-oriented.


He's clearly a closet furry, then. They do the exact same thing.

>> No.4028214
File: 106 KB, 600x524, jEqtKXO.png.jpg [View same] [iqdb] [saucenao] [google] [report]

Eh, It's my awful Mary sue that's the fat one, but sure, I'll take it.

>> No.4028225
File: 427 KB, 1366x768, Screenshot_Doom_20170530_045438.png [View same] [iqdb] [saucenao] [google] [report]

What a lovely machine.

>> No.4028227

Demons clearly watch helltube videos of cacos frolicking about and go "awwwwwww look at the caco~ so pwecious~"

>> No.4028254

Normally I would agree, what with constantly changing implementations, methodology, and tools we here in a predominantly Doom thread are used to, but source is very... static. The way things are done rarely ever change on basis other than the release of a new game, so old tutorials, as 480p as they may be, still hold up to this day.

I, personally, learned from 3kliksphilip, and still recommend him even now. I believe he has updated videos.
But once you acquire a solid ground knowledge of the source engine from video tutorials, the community wiki becomes much more palatable and useful. Ultimately experimentation is the best teacher, though.

I don't care for the story as much as I do for the immersion. Hall maps always give me a giddy sense of, "Wow, this is a ~slightly~ convincing location."

>> No.4028260

what is the kitchen sink mod of Doom?

>> No.4028273
File: 5 KB, 136x150, fik.jpg [View same] [iqdb] [saucenao] [google] [report]

I need to stop namefagging.

They're surprisingly not that different than us; despite being LITERALLY MANIFESTATIONS OF EVIL

Which ones were his again?

>> No.4028274

grezzo 2

>> No.4028280

and MAP10
are the first ones that come to mind when I think of Hall, though he has more-- they're always finished by Sandy though.

>> No.4028285

>>4028280 to >>4028273
Don't know how I fuck that up.

>> No.4028306

>"Wow, this is a ~slightly~ convincing location."
Yeah, they're about the right kind of realism for Doom; just barely.

Throw in a couple of office rooms, a kitchen/diner, locker rooms and toilets and they're very convincing for Doom.

>> No.4028308

E1M4: Command Control (finished by Romero 1)
E1M8: Phobos Anomaly (finished by Petersen)
E2M1: Deimos Anomaly (finished by Petersen)
E2M2: Containment Area (finished by Petersen)
E2M3: Refinery (finished by Petersen)
E2M4: Deimos Lab (finished by Petersen)
E2M7: Spawning Vats (finished by Petersen)
E3M3: Pandemonium (finished by Petersen)
E3M7: Limbo (finished by Petersen)

Doom II level design credits

MAP10: Refueling Base (finished by Petersen)

Huh, turns out I like his maps.

>> No.4028312

I really wish Hall stuck around.

>> No.4028315

Yeah, judging by how they were finished by others, I think if he got into the right mindset for Doom, rather than the more realistic style he was asked and rejected for (or a midpoint of the two), then I think he could make some gold.

>> No.4028317
File: 25 KB, 220x259, Commander_Keen_cover_art.jpeg.jpg [View same] [iqdb] [saucenao] [google] [report]

Whoever the fuck is responsible for some of the platforming in these, though...

>> No.4028332

I think people don't generally realize just how insanely lucky id Software got with Doom. There were so many steps along the way where they changed course and every one turned out in hindsight to be the right decision

* ditching the Doom Bible plan in favor of a more "traditional" shooter
* ditching the "realistic" military base level design
* totally overhauling the rendering engine only 6 months from release to change from whatever weird thing Carmack was using to a binary space partition
* hiring a new designer THREE MONTHS FROM RELEASE who had to design or finish 2/3 of the maps in that span
* tearing out all the arcadey elements like lives, points, etc in the last month

>> No.4028334

That may be true, but we have to WONDER WHAT WOULD BE (teh ehmhfh)

>> No.4028336

the funny thing is that bzplasma is the only doom community member who explicitly got a shout out in Doom 2016 (his name is on a random texture somewhere)

>> No.4028360
File: 43 KB, 192x196, 1464553081115.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's an "Arch-Vile Maze" episode

>> No.4028365
File: 254 KB, 1280x747, 1493164329877.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's a a shitton of dead bodies and a closet with arch-vile episode

>> No.4028367

I remember playing an awesome level that was a maze of ruins and jungle with nothing but archviles. Is that what you're talking about? What WAD is it from?

>> No.4028368
File: 449 KB, 787x944, rekkrTemp.png [View same] [iqdb] [saucenao] [google] [report]

You're all gonna buy my metal album, right guys?

>> No.4028370

Arch-Vile mazes are a somewhat common level type after Plutonia's famous "Hunted."

>> No.4028387
File: 16 KB, 640x354, so you want to kill yourself.png [View same] [iqdb] [saucenao] [google] [report]

>it's a mapper thinks revenants are a good swarm enemy episode

>> No.4028390
File: 86 KB, 960x602, cacodeamon_vs_octabrain__by_ardathlilitu-da2x9yb[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4028394

>it's OBLIGE thinks that 20 arachnotrons in a big open space is a good idea episode

>> No.4028403

This. The hardest variant/pallete swap is called a Sawnobite, for pete's sake.

>> No.4028410
File: 657 KB, 500x281, 1437694311688.gif [View same] [iqdb] [saucenao] [google] [report]


thanks, i'll do all of these in one map

>> No.4028414

>doomguy's lines are just "..."
>duke is spewing obscenities for no real reason
it's the little things

>> No.4028449

I have doom (the app) on my iPhone. I'm supposed to be able to listen to music even when both are open on my phone,
Do any of you kind anons have a way I can fix this?

>> No.4028452

Doesnt Arcane Dimentions do that, kind of?

>> No.4028461

get trenchbroom.

Use this page:

and post on Func_Msgboard mapping help for any questions

>> No.4028464

HIMPatience when?

>> No.4028465
File: 207 KB, 800x600, Screenshot_Doom_20170529_090707.png [View same] [iqdb] [saucenao] [google] [report]

This map is a lot less awful without FIREBLU

>> No.4028474
File: 169 KB, 800x600, Screenshot_Doom_20170529_091758.png [View same] [iqdb] [saucenao] [google] [report]

But I think I like this level better without a visible sky, the enclosed nature of it made it feel more claustrophobic.

>> No.4028481

ive tried looking up what Rekkr is to no luck, what IS it going to be?

>> No.4028482

if memory serves right, it's a TC that is theorhetically compatible with like, chocolate doom. He's staying super strictly within the original limitations of the doom engine, and it's a hell of a feat

>> No.4028485

Oh fuck that looks good.

I'm listening to the rekkr soundtrack right now incidentally. One of the hell tracks (track 19) which fits this image quite well

>> No.4028486
File: 716 KB, 512x512, 1416089701472.gif [View same] [iqdb] [saucenao] [google] [report]

>without fireblu

>> No.4028494

>ive tried looking up what Rekkr is to no luck, what IS it going to be?
I should get better at marketing. Maybe random nighttime posts on a Chinese basket weaving forum isn't the way to go...
>if memory serves right, it's a TC that is theorhetically compatible with like, chocolate doom.
Your memory seems to work fine.

It's a vanilla TC (no original anything visible/heard)... So far it works with everything I've tested it on, but has some minor issues with GZDoom. Something about how gravity on projectiles works with autoaim... If you turn off autoaim, and turn on freelook it works fine, but breaks some visual things... Playable, but not ideal yet.
Thanks. It'll look a bit better when I'm finished. Don't know how much I'm going to bother with, but he needs to be a tad re-proportioned and balanced a bit...

>> No.4028512

How can I trick people into thinking an OBLIGE map is something I created?

>> No.4028513

Remove all the OBLIGE textures, but someone will still call you out on it.

OBLIGE monster placement always sticks out to me.

>> No.4028518

Oblige is shit, why pass those maps off as your own?

>> No.4028525


I want the fame of being a map designer, but I don't want to put any effort into it.

>> No.4028529

dude what
don't be a wank

>> No.4028534

>fame as a map designer
>oblige quality maps
Ok then.

>> No.4028536
File: 44 KB, 500x500, unrelated.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what /vr/ needs? An Invasion server, those are always fun even though it's hard to find good, balanced maps

Also, any mod and/or map recommendations to play against lots of enemies while being kinda overpowered? You know, killing for fun, not really with a strategy or something

>> No.4028554

Will it be compatible with GMOTA?

Looks like a nice fit

>> No.4028558

Instead of doing a typical doom mod, I am thinking of using the engine for a short story that could run on any old CPU, would it be possible to do things like limit the walk speed and add long speech files in?

>> No.4028560

Only if it's audio. Reading shit in the usual message format would be suffering.

>> No.4028563

Yes, you can very easily change the player speed using Decorate.

>> No.4028571

OBLIGE levels have too many quircks that stick out like a sore thumb, especially since they're randomly generated. And even if you did somehow manage to trick people into thinking they're yours, the quality of OBLIGE maps are at most just kinda decent, and aren't going to get BTSX or Skillsaw levels of fame.

>> No.4028579

probably Plutonia 2 map11

>> No.4028580

I'm sleepy and bored, let's come up with original monsters

>> No.4028581
File: 97 KB, 640x960, 15541900_1521918157833308_3805894381125826075_n.jpg [View same] [iqdb] [saucenao] [google] [report]

barbed wire monster like in the Deathwatch film.

Any WW1 themed monsters would be cool. I want a WW1 themed mod so bad.

>> No.4028582

giant severed thumb

>> No.4028583

giant severed nose

>> No.4028585

Cyber cacos, they rapid fire their balls, can charge up stun or aoe attacks,

>> No.4028591

A wyvern

>> No.4028607

giant severed foot

>> No.4028608

Nobody has made a good generic zombie yet.
Just a basic, slow, weak melee enemy that looks like a decomposing corpse, he shambles towards you and swings/punches at you, or tries to bite at you, whatever.

It's not a particularly *interesting* enemy, but it has a lot of practical uses.

>> No.4028617
File: 202 KB, 530x558, 1476078874075.jpg [View same] [iqdb] [saucenao] [google] [report]

Enemies that fire boomerang projectiles, like they fly out, then reverse and come back to the shooter, even if they hit a wall.
Fuck I should do this

>> No.4028623

>Nobody has made a good generic zombie yet.
nocturne in yellow's zombies come to mind

>> No.4028643
File: 160 KB, 1037x842, Kleer Wip.png [View same] [iqdb] [saucenao] [google] [report]

I realized that, using Serious Editor, and this Pixel-Art "Rotoscoping" progam called "Paint of Persia", I could totally try making some Serious Sam sprites for Doom.
Now, whether or not the motivation for making this carrier over to tomorrow, that's another story, but I thought I'd at least share what I've done so far.
Started off in the program, then went to my graphics program of choice for when I was going for more detail. Might jump back to the "rotoscope" program to try and get the coloring and shading down.

>> No.4028645

Aeons of Death.

>> No.4028649

Shotgun Frenzy or Armaggedon 2. Those were fun when they still had people in them...

>> No.4028652

How does that paint of persia program work anyway? I'm assuming all it does is just give you a transparent canvas to draw over stuff. I doubt it gives you any particularly useful tools

>> No.4028658

Call of Doom has a nice mix of power and balance.

Russian overkill if you want nukes.

Omnishields if you want some extra protection against said nukes.

Brother in Arms if you want to command an army.

Mechatron if you want to be a big stompy mech, yet balanced.

Custom Doom gives you the ability to change max health, add health/armor regen.

Boom Power if you want explosions everywhere.

For maps, generate some with oblige.

>> No.4028662
File: 477 KB, 1920x1080, spasm0000.jpg [View same] [iqdb] [saucenao] [google] [report]

aesthetic as fuck

>> No.4028664

Yeah. You can set the canvas size to something small, that pic uses 64x64, then resizing the window will scale the canvas up, while keeping those pixels big and chunky, and just pull it over an image. It scales the canvas so that every pixel is the same size, to whole number scaling. Seems like it could be a real life saver.

>> No.4028668

Let's see what you say after seeing the same shitty brown palette on every level.

>> No.4028670
File: 2 KB, 256x256, Quake Palette.png [View same] [iqdb] [saucenao] [google] [report]

The pallete itself isn't actually brown. There's a bunch of levels where blue is the primary color.
Try playing the game before judging it.

>> No.4028676
File: 75 KB, 950x430, 1460690342080.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4028694
File: 175 KB, 640x384, Pondering.jpg [View same] [iqdb] [saucenao] [google] [report]

So do you want me to cut off a foot?

But why?

>> No.4028702

Where do I get that build? I fucking love downscale.

>> No.4028708

looks like regular quakespasm on a lower res. Looks like quake did back in the way

>> No.4028716

This is a new build and either I'm blind or it is not available for download yet.


>> No.4028718

Whats a good episode length mapset (6-11 maps) thats very challenging?

>> No.4028720
File: 866 KB, 720x360, boom barrel.webm [View same] [iqdb] [saucenao] [google] [report]

I can't believe I didn't do this sooner.
Kinsie was the one who made me think about doing this

>> No.4028725


The download link is the "new build to try". Like the post says, the cvar is r_scale. Use your native resolution then set r_scale to 2, 3, etc. depending on how many times you want the resolution divided

>> No.4028727

the "gibs" seems a bit delayed?

>> No.4028729
File: 1 KB, 216x162, foot_3x.png [View same] [iqdb] [saucenao] [google] [report]

How else are you going to get to the secret level?

>> No.4028730

well I was looking at the barrel explosion frames and I figure I'd spawn the gibs after the frame where the barrel seems the most... exploded. I mean everything else in the mod has that slightly weird delay to it

>> No.4028758

Ah, because they spawn in the floor like that it looks like the barrel disappears entirely for a tic or two.

>> No.4028764 [DELETED] 

Some of these aren't quite within the 6-11 range.

Combat Shock (No difficulty settings)
Combat Shock 2
Newgothic Movement 1 (No difficulty settings)
Newgothic Movement 2 (No difficulty settings)
Phmlspd (No difficulty settings)
Stardate 20X6
Stardate 20X7
Summer of '69
Sunder (No difficulty settings)
Swim With The Whales

>> No.4028773 [DELETED] 

Some of these aren't quite within the 6-11 range.

Combat Shock (No difficulty settings)
Combat Shock 2
Newgothic Movement 1 (No difficulty settings)
Newgothic Movement 2 (No difficulty settings)
Phmlspd (No difficulty settings)
Stardate 20X6
Stardate 20X7
Summer of '69
Sunder (No difficulty settings)
Swim With The Whales

>> No.4028775

these aren't quite within the 6-11 range.

Combat Shock (No difficulty settings)
Combat Shock 2
Newgothic Movement 1 (No difficulty settings)
Newgothic Movement 2 (No difficulty settings)
Phmlspd (No difficulty settings)
Stardate 20X6
Stardate 20X7
Summer of '69
Sunder (No difficulty settings)
Swim With The Whales

>> No.4028796

already did that and vanilla maps with maps of chaos wad,anything else?I am pretty desprate for more battlegrounds to reign chaos upon!

>> No.4028803

Interesting. What does your workflow look like in that program?

>> No.4028807

So i updated gzdoom and now my saves won't work, is there a fix or should i just roll back?

>> No.4028812

Nope, it's forever.

>> No.4028827

>totally overhauling the rendering engine only 6 months from release to change from whatever weird thing Carmack was using to a binary space partition
any more info on this? im curious

>> No.4028828

Tested it a few days ago and it isn't really. But moreso than I thought it would be.

>> No.4028829

There's no compatibility between saves from different versions.

>> No.4028834
File: 54 KB, 500x665, C_KpigOXoAAdl7_.jpg [View same] [iqdb] [saucenao] [google] [report]

Something like this?

>> No.4028879

a cacodemon with a surprise chaingun in its mouth

>> No.4028905




>> No.4028909

Lost souls have rocket launchers that shoot pinkies.

>> No.4028924

So which explanation do you think is better doom 3s where hell has its own tech or doom 4s where UAC experiments and cults have them the tech?

>> No.4028948

Doom 3>>>>Shit>>>>>>>>>>>>>NuDoom

>> No.4028965
File: 126 KB, 600x860, Simon_Bukner_in_Necrovision.jpg [View same] [iqdb] [saucenao] [google] [report]

https://web.archive.org/web/20170113212105/http://haunt.8m.com/beastiary/index.html have fun

What, like Necrovision?

>> No.4028971
File: 172 KB, 569x317, captain foot fetish.png [View same] [iqdb] [saucenao] [google] [report]

You tell us

>> No.4028974

Mostly >>4028729
After all, Twelve inchworms and something's a foot.

>> No.4028982
File: 112 KB, 769x465, WEAPONS TO SURPASS METAL GEAR.png [View same] [iqdb] [saucenao] [google] [report]

>https://web.archive.org/web/20170113212105/http://haunt.8m.com/beastiary/index.html have fun
oh my fuck

>> No.4028992

The whole site is chock-full of good monsters. I'd love to see them fleshed out into full monsters for wads.

>> No.4029008

I feel the nurgledemon could be cleaned up and the Cac2.0 looks pretty good.

Spidermage, Cyber Caco, Gladiator, Cyber Knight, Technophyte and Drone Lord look like good ones to start with for cybers.
Spidervile and Spidibus seem most keen too; spidervile especially for the Technophobia.

The gorgon,plague,death,warlock,enforcer imp, the skeletal imp range, aqua, goliath, bog, althered, all good, two-headed would be great for a jokey map or to mix in with my-and-dukewooze's altered Abomination imp.

The crag, cave, undead, plasma, hammerhead, and electro pinkies are pretty good.

The war knight looks pretty fun.
The mega baron looks pretty good.

Lost soul color variations like torches would be lovely.
Soul demon and armored revenants.
Trite and enigma.

The zombie tanks are pretty funny, and the zombie dog is a nice one too.

>> No.4029010

Hey kinsie, you know the pillar with an heart in it? If you replaced its heart with the artifact, you'd add the item without even coding it. Also, are the dead marines the only props with variants?

>> No.4029015

There's also that severed-head mech of Lilwhitemouse

The viking imp looks good; and the other silly imp variants would be spot on too.

>> No.4029149
File: 54 KB, 600x450, The Clutching Foot.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno, i was not essentially referring to my foot tho.

But since >>4028974 said about inchworms and stuff maybe he's talking about cutting off Eustace's foot from courage the cowardly dog?

>> No.4029153

still can't believe they made a game out of that

>> No.4029163

Nah. It's a reference to Keen 4.

>> No.4029186
File: 124 KB, 300x353, thumb-10905-1.jpg [View same] [iqdb] [saucenao] [google] [report]

or five.

point being it's this one.

>> No.4029203

is metadoom having the artifact the new caleb in samsara?

>> No.4029206

To be honest, I just told you that because those other guy spoke about severed thumb and severed nose, I found it funny to add another one. I was expecting everyone to come up with other severed bodyparts but it did not work.

>> No.4029207

>any more info on this? im curious
the doom engine originally did its rendering using some sort of linked list of sectors, but it ran like shit so carmack ended up stumbling across an academic paper about binary space partitions and rewrote the whole thing

>> No.4029210

Pretty much, specially when Kinsie wanted it to use a feature that doesn't even work.

>> No.4029213

flying winged demon with dual chainguns & laser coming out of it's eyes

>> No.4029217
File: 14 KB, 225x290, 09-24-2001-blue-hubbardhead.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4029218

....a skeleton

>> No.4029220
File: 14 KB, 400x262, RetardedWhatever.jpg [View same] [iqdb] [saucenao] [google] [report]

I've never played Commander Keen so i didn't get the reference even with that foot image having the same art style.

You could say a severed arm, severed ear, severed many things, but you said foot instead, of course that will make me respond to it, lmao.

>> No.4029225

I was not expecting much from this mod, but I must admit that Call of Doom has its charm. Unfortunately most of the weapon sprites are a bit ugly, especially those with white pixels around them.

>> No.4029228

i'm sorry i started this. i posted the thumb because i was looking at mine when the original post appeared, and i imagined a big thumb hopping around Unholy Cathedral on the bloody end then curling over and leaping at the player to attempt to crush him. which is a bit similar to a lost soul i guess. but i didn't type any of this, then some clown made fun of me by posting exactly the same thing but with "thumb" replaced by "nose" and now the two fetish queens of /vr/doom are having a circlejerk about body parts.

>> No.4029240 [DELETED] 

>ruining your doom with SOOPER KOOL weapons mods

>> No.4029242

We've seen plenty of demons galore, but what would fighting devils be like?

>> No.4029248

Maybe the artifact could have been an extremly rare power up that was just haste, invulnerability and quad damage combined.

>> No.4029250

The old weapons are photos of toys with stiff as fuck animations

>> No.4029251

>twelve inchworms
>a foot

OH LAWD, how did I never get that before?

>> No.4029253

More like Quake or Doom 2 sans cannon fodder. Lots of strafing and arena's. Summoner style minion summoning?

>> No.4029254

That is a neat idea, I think its funny that Resurrection if evil thought giving hell time first was a good idea when it's clearly the most op power

>> No.4029257

We all like Doom, but most of its sprites were just dudes on their basement playing with toys.
Nothing wrong with admitting flaws of the things you like.

>> No.4029258

Lorewise, "time stop" was actually you being faster, but i think it just made the game slower because something something Doom 3 being a slow as fuck game.

>> No.4029259

No infighting because lawful evil, they are much more disciplined, stricter higherarchy, more combat formations, but also more stiff and predictable, but depending on things also willing to parlay

>> No.4029262

Now in fairness it's what they had to work with and it was quite serviceable for the time, but while enemy sprites have aged like wine the weapons have not kept up as well, but that's what mods are for

>> No.4029264

That's funny, despite its more frantic pace nu dooms default movement speed is actually slower still

>> No.4029270 [DELETED] 
File: 19 KB, 500x590, 1483889496739.png [View same] [iqdb] [saucenao] [google] [report]

>tfw too intelligent to play anything other than vanilla

>> No.4029271

But classic Doom isn't

>> No.4029274

don't forget taking five months off of development to shit out spear of destiny

>> No.4029276 [DELETED] 

I think that goes more towards to

>Tfw too prehistoric to go outside my lil' Chocolate Doom to play anything else.

>> No.4029279

Only thing that really bothers me about the weapons is the sounds. With the exception of the plasma rifle, all other weapons sound really anemic, even the SSG. And as a result they aren't nearly as satisfying to use as they should be.

>> No.4029282
File: 2.46 MB, 512x512, 1465328474877.gif [View same] [iqdb] [saucenao] [google] [report]

>mod only works with dev builds of gzdoom
can this meme just die already? what the fuck's the point of the stable builds if nothing new works on them?

>> No.4029284

Rise of the Wool Ball (Shadow of the Wool Ball sequel) announced

>> No.4029287

I always preferred the idea that they had their own tech or stole and repurposed human tech.

>> No.4029290

I've also wondered this, but I don't particularly care. Megamek has taught me that stable builds might as well read "Deprecated"

>> No.4029301

Classic is fun but weapon mods are their own fun.

>> No.4029303

The propmaking of Doom is really charming though, it's got a bit of a b-movie quality to it.

>their basement
They had an office FFS, Keen and Wolfenstein were huge successes for them (paling in comparison to Doom and Quake though), they bought an entire floor of an office building.

>> No.4029304

This is why I like FinalDoomer, Doomguy weapon set. All the classic weapons, but they actually feel good to use.

>> No.4029312

The SSG is satisfying if you're wearing headphones or have some bass.

Of course, the plasmarifle is not fun at all if you have headphones.

>> No.4029337


>> No.4029341

I find the SSG extremely satisfying. Also, just replaying Doom 1 on GZDoom - has the shotgun always been a sniper rifle? I headshot dudes from the other side of the map with it. I know that shotguns don't spread in real life like they usually do in games, but this is just extreme in the other direction.

>> No.4029348

Are there any decent CUHRAYZY wads aside from Demonsteele?

>> No.4029350

It only takes like one pellet to kill a former human.

If you shot at a wall you'll see that there's still a fair amount of spread.

>> No.4029352

zdoom increased the range of hitscans from 2048 to 8192, iirc.

don't know about headshots, the original game doesn't have them.

>> No.4029353

Are the Freedooms worth playing or should I just not even bother?

>> No.4029356

>It only takes like one pellet to kill a former human.
two at least, pellets can never do 20

>> No.4029361

partly to do with the fact that the spread is only horizontal

>> No.4029362


Could always implement this.

>> No.4029371

Flying sentient shotgun

>> No.4029372

When I get back into mapping I'm just going to focus on the last ZDoom version because I know that shit's never updating again.

>> No.4029373
File: 372 KB, 1366x768, Screenshot_Doom_20170530_164343.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4029374
File: 59 KB, 800x387, Ithaca-37-SEAL-01_zpscwum0dcz.jpg~original.jpg [View same] [iqdb] [saucenao] [google] [report]

The regular shotgun has a relatively tight and realistic spread for a shotgun in a classic style shooter.
Duke Nukem 3D also has this but without the horizontal patterning.

>> No.4029376
File: 43 KB, 852x480, 2.jpg [View same] [iqdb] [saucenao] [google] [report]


I like the weapon sounds and the animations.
I also like new weapon sounds and animations.
I dunno why we can't have both.

I just like playing Doom, whether normal or modded.

>> No.4029380

What mod?

>> No.4029382

Metadoom, running on a randomly generated Oblige map.

>> No.4029394

At least the artifact was once considered (sort of), unlike Caleb
Imagine if the artifact gets a sprite that is an edit of that heart thing from Blood, just to fuck with people whining about Caleb

>> No.4029402 [DELETED] 
File: 2 KB, 100x100, FAV.png [View same] [iqdb] [saucenao] [google] [report]

Well, that's because you get a boner

To be frank; a lot of the stuff in commander keen is obscure and/or just outright frustrating

Fuck off Captcha

>> No.4029428

>greyscale ramp
>brownscale ramp
>pastel blue ramp
>babyshit ramp
>blood ramp
>brown ramp
>red-yellow ramp
>brown ramp
>dickhead purple ramp
>shitty goth purple palette
>more brown
>more brown
>some random colors

Let's be real: The palette is nearly 50% brown, and the colors that aren't brown are muddy and dull to the point that they might as well be grey.

>> No.4029463

What I did was just get the basic shapes done in the program, and then ported it over to my preferred graphics program.
Going to try putting the more finished sprite back in the rotoscope program to try and get a better grasp on the coloring and shading. This is the major roadblock to completing this single sprite.

>> No.4029473

>you can play as Caleb in Metadoom

>> No.4029476

>Caleb appears as an hanging corpse to replace Keen

>> No.4029482

Is Caleb's weaponset even that good for people to be asking for him this much?

>> No.4029487

i think he was left out cause of a balance issue

>> No.4029507

not really

>> No.4029516

He was left out because he didn't have a role to fill that wasn't already occupied by other characters. Was to avoid redundancy more or less.

>> No.4029523

>row second from bottom is fullbrights used for fire effects
You might want to check your monitor's color calibration, yo.

>> No.4029525 [DELETED] 

But Chex is okay

>> No.4029538

So does ZScript replace Decorate and ACS or is it meant to work alongside it?

>> No.4029539
File: 23 KB, 680x360, upgrade.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some lesser-known mods with upgrading?

>> No.4029547

>Bullet eye
What levels you recommend for this mod?

>> No.4029548

In practice, I find Doom II's and Plutonia's "brownness" worse and actually nauseating because their brown textures are less detailed and more homoegenously and solidly brown (an unnaturally vibrant brown too) and because the games don't have the increased lighting variation and level geometry of Quake to break up textures. I'd say that the brownness in Plutonia is also more ubiquitous than in Quake.

>> No.4029557

i want to make brush based maps
but i want to play doom
if 3d floors and slopes weren't such a pain to use and tedious to put in place

>> No.4029560

yes, chex is the defense guy

please do not try and restart a six-year-old argument that has long been argued to death

>> No.4029567


Again, it's a pretty sly and subtle pun-joke.

>> No.4029569 [DELETED] 

We're going to do it.
>a literal reskin with shifted stats is okay
>but one with actual new gameplay isn't

No wonder why doom is on a decline.

>> No.4029575

no, we're not

go beat another dead horse

>> No.4029580
File: 41 KB, 1590x501, d57iw2e.png.jpg [View same] [iqdb] [saucenao] [google] [report]

Let's twist things a little bit.

Post something you hate about a mapset/mod you otherwise love.
Post something you love about a mapset/mod you otherwise hate.

Hard mode: No Brutal Doom or derivatives.
Nightmare mode: No meta commentary on the community at all.

>> No.4029584

FUCK that soundtrack.

>Epic 2
The genre shift into a completely different theme halfway through was really cool.

>> No.4029585

I love Going Down, but why did it have to be so hard ?

>> No.4029587

i really don't like how ancient aliens puts a lot of emphasis on enemy rush near the end, it feels like it went on a couple maps too long.

blade of agony is incredibly pretty and i really appreciate the sheer amount of work put into it

>> No.4029593

GMOTA's sub-weapon/weapon replacements are really fucking underwhelming, considering you can only carry one at a time. Completely sucks out the joy of finding a new weapon, since by then you've probably already got the one you wanted.

The Halderman device in Final Doomer is a cool concept, being able to whip out an extra boost of help on the fly is a solid idea that more mods should experiment with.

>> No.4029598

I'm going to be in the minority, but I don't like the combination of bright pastel colors with brown/tan ruins in Ancient Aliens. Really contrasts too much.
The original UAC Military Nightmare actually made me laugh at some parts.

>> No.4029605

>Post something you hate about a mapset/mod you otherwise love.
I really hate the evil marines in Scythe 2.

>Post something you love about a mapset/mod you otherwise hate.
Deus Vult is a sprawling, gargantuan, massive epic of a mapset. The scale is simply breathtaking.

>> No.4029609

Regarding GMOTA's subweapons, would you feel as underwhelmed if subweapons just became a thing you pick up from dead enemies every so often and the actual normal weapon spawns are replaced with items that augment your main weapons?

>> No.4029618

Metadoom is nice, but what mapsets do you guys normally play it in?

>> No.4029619

I don't know, that's a very interesting way to go about it.
The thing about normal weapon spawns is that they're supposed to boost/augment the player's power, and weapon-spawns-as-subweapons really hut that because being able to only hold one subweapon at a time meant there was no augmentation or progression.

But if subweapons are taken from enemies...well. That could be a very interesting way to handle it. Make them just boosts of power appropriate for the current enemy spawns at the time, while the actual weapon spawns properly boost the player's abilities?

>> No.4029621

dtwid seems like the logical conclusion, really

>> No.4029627 [DELETED] 

Like you? Sure!

>> No.4029628

Exactly, and that's one of the reasons why I've never liked how GMOTA has felt for the longest time, because it goes against the weapon progress vanilla has. I've got something new planned for a proper feeling of progression

and I don't necessarily mean certain enemies drop specific subweapons, I'll probably keep the subweapon chests in, just it'll be mainly something you find off killed enemies rather than where you'd normally find a rocket launcher.

>> No.4029653

Is TNT Revilution any good ?

>> No.4029656

does anyone play D4T deathmatch?

>> No.4029690

I feel you so hard, anon. Brush geometry is beautiful, but quake sp is trash compared to D2 tbqh

>> No.4029694
File: 1006 KB, 1920x1080, Screenshot_Doom_20170521_213845.png [View same] [iqdb] [saucenao] [google] [report]

Just tried looking it up and found a bunch of stuff on it from years ago. Does anyone have a tldr on its development?

>> No.4029713

I'd like to, but I never end up seeing one when I check out Zandronum.

>> No.4029714

it was supposed to have come out a few days ago but kept getting rejected from /idgames for licence pedant reasons.

>> No.4029731

Pretty sure he was just upset at how nearly everyone at id kept ignoring his requests at the time. At least according to Masters of Doom it seemed like he got shafted hard by everyone around the time Doom was being made.

>> No.4029741

The muted palette of Quake is charming though.

>> No.4029756

This. He never hated doom; he was just really displeased and getting shafted a lot.

I'd see what a map entirely done by him would be.

>> No.4029759

It's a bit cool but there's nothing super special about it.

The actual gameplay and combat in the game itself is much more interesting. Also I think his movement physics and behavior would be bothersome if not pointless to try to recreate in GZDoom, he's kind of springy and agile.

>> No.4029763

I liked Hellbound, but it had too many goddamn monsters.

I didn't really have much fun with Valiant, but it was visually beautiful.

>> No.4029764

Anybody got that story about john carmack merely going "mmmm" at porn?

>> No.4029795

A bit of both. You can still use decorate and ACS, and they'll probably stay there indefinitely for compatibility, but after checking out zscript, I recommend it over the old system. Much more versatile.

>> No.4029803

In my experience, works well with anything. Had a blast with both big maps and shorter maps like 1024 claustrophobia. Might work well with slaughtermaps if you are keen enough and manage to upgrade your weapon quickly.
Also works well with OBLIGE maps. Even SLIGE ones.
It's a really fun arcadey mod.

>> No.4029823

Talking OBLIGE, there's a new WIP floating around:
I didn't test it yet but sounds neat.

>> No.4029835

And I guess gameplay mods.
I love Accessories To Murder, but the rocket launcher is just terrible, the spiral trajectory is annoying, and its just incredibly unsatisfying to use.

I don't *hate* Shut Up And Bleed, in fact I love many parts of it, but it has a LOT of issues and flaws

>> No.4029840

Sounds good. I wonder when he'll re-implement 3D floor though.

>> No.4029845

Neat, one more for the collection.

>> No.4029847

maybe it's Ty's ghost

>> No.4029851
File: 461 KB, 815x622, apustaja.gif [View same] [iqdb] [saucenao] [google] [report]

>fighting hordes of monsters with chaingun
>pick up a shitty new weapon
>have to slowly switch out to it then slowly scroll through all the gun animations trying to find the chaingun again

>> No.4029853

Should I use the stable version of prboom+ or the test?

>> No.4029859
File: 286 KB, 1366x768, Screenshot_Doom_20170530_205742.png [View same] [iqdb] [saucenao] [google] [report]

>playing broterhood of ruin with GMOTA

>suddenly finished map 7 and found myself in Dead Simple

>Its just Dead Simple but the textures are fucked and the GMOTA enemies apply

what the fuck did I do wrong, all the maps until this ran fine, and according to the txt the WAD is 10 maps long

>> No.4029862

did you go to map08?

>> No.4029872


first, I fucked up and said Dead Simple when the map in the pic is Ticks and Traps

but once I exit the level, after you get ambushed by revenants and an archvile, it just loads me up to a standard Doom 2 map

it should get me to map 8 of broterhood of ruin

>> No.4029874


Might as well shitcan my maps, because nobody gives a flippant fuck. Oh well; good to know not to waste my time anymore. Feel free to break it and any of my other wads open, maybe you'll find something you like (like the bloodbane i fixed, or the abomination imp that dukewooze helped with.)

But that was the point to begin with, my mapping: To provide potential new sources of spice for DOOM mappers/modders; mine always felt more like rough conceptual sketches anyways.

>> No.4029875

that's not a terry map

well then i dunno shit. Crack open the map set; maybe the author decided to put in some fucking obscure map gap or name.

>> No.4029878

If you were the one with all the images and that weird demon gun, you mapping wasn't the problem, but the constant picture spam and the giant shitstorm that eventually followed

>> No.4029879

>not memorizing the hotkey

>> No.4029880
File: 3 KB, 141x207, Doom Kleer Kinda.png [View same] [iqdb] [saucenao] [google] [report]

Not as exactly Doom styled as I planned, but I'm still proud of this.

>> No.4029883

Very nice. Now you just need to deepen the shading for the primary body parts and do different directions and animations!

>> No.4029886

What is best sourceport for Quake 2 single player?

>> No.4029887

have you played reelism?

>> No.4029889

Yeah, that was me.

Oh hey. That looks top-tier. Go grab all of the diffrent kleer visuals throughout the years (first encounter up to serious sam 3), they might provide a bit more insight for detail. I'd say open up the revenant too and use it for a bit of refrence.

Honestly just needs some more shading and tweaks here and there, personally I'd size those pauldrons up a bit. maybe a slight gap between each rib.

>> No.4029891

>calling something you don't like a meme
Can this trend just die already?

>> No.4029894

Oh, and the front talons/claws/bones/fuckyou/whatever look weird due to their angling off to the sides, make them face forward.

>> No.4029897
File: 804 KB, 1920x1080, Screenshot_Doom_20170529_184254.png [View same] [iqdb] [saucenao] [google] [report]

post screenshots of what you're currently playing

>> No.4029898
File: 190 KB, 1024x805, spider_mastermind_by_emortal982-d65fxlz.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom 3s where hell has its own tech
I always thought that was also the case with classic Doom. The Spider Mastermind and the Arachnotrons seemed to be a very technologically capable race, kinda similar to H. G. Wells' martians.

>> No.4029901

It's implied in Doom1/2 that the demons are stealing our shit like African Americans; or at least that's what the general consensus seems to be.

>> No.4029906


>> No.4029908

>the dude behind the sky may be has an active furry webcomic

go figure

>> No.4029910

I don't like the "demons stealing our shit", or the "we gave them our shit" theory because it makes no sense that they managed to convert all of the demons into cyborgs in such a short time just from stolen shit/handouts.

>> No.4029915

I thought that, while they do indeed assimilate shit like the Borg, at the very least the spider demons were already a technological race.

>> No.4029918

turn off weapon switch on pickup retard

>> No.4029925

I always imagined that arachnotrons and masterminds were artificially created to take advantage of human technology instead of being natural hell fauna. After all, they'd be pretty immobile and helpless without their chassis'.

>> No.4029927

What really bothers me is how huge the chaingun looks, you could make a fucking rocket launcher with just one of those barrels. And all that just for a reskinned machine gun.

>> No.4029932


Hexen ice effects only

Worked pretty well in AEoD

>> No.4029935

It's hell; they can do whatever they want; and time has no meaning there; though it clearly goes on around them.

Somebody made unofficial arachnorb monsters; so I guess those could be considered their natural states.

>> No.4029936

How do I make a conveyor belt in UDMF format?

>> No.4029938

>calling something you don't like a trend
Can this habit just die already?

>> No.4029940
File: 52 KB, 320x200, that is the most hideous fucking thing ever and my face is tainted by looking at it.jpg [View same] [iqdb] [saucenao] [google] [report]

May 31, 1996


It's not midnight here yet.

As a result of Strife's birthday; I declare a speedmapping session for Strife (although you can keep going past the deadline)

I probably won't be participating (maybe nobody will); but I just thought it was significant

>> No.4029945

Why is there a flying/meditating kung fu imp?

>> No.4029947

Use the linedef option and optionally a sector tag. Without a tag; it should be whatever sector is on the linedef's front side; and will scroll in the direction you tell it to in the linedef function. You can also use sectors; however the linedefs will let you make it successive speed if you have the sector tagged. (which means two 128s will add up)

>> No.4029949

>declaring speedmapping session and not participating
fuck off

>> No.4029958 [DELETED] 
File: 1.88 MB, 230x250, 1423504877146.gif [View same] [iqdb] [saucenao] [google] [report]

>then immediately complaining that I participated.

>> No.4029961

This. If you ever downloaded any of the community addons for Samsara balance goes right out the window. Fine in single player (and co-op, to an extent) but the competitive modes take a bad hit.

>> No.4029962

Sweet it works!
Thank you very much!

>> No.4029971

Doesn't Samsara have separate stats for SP/coop and MP anyway?

>> No.4029975

This is news worthy, added to >>4026858.

>> No.4029980

Anytime. Crack open and look at my maps if you'd like; maybe they'll provide you some additional insight.

>> No.4029985

do you have the link?

>> No.4029993

The news post has my most recent map; that therein also has convenient links to my prior maps.

Midal is not included; it's part of Joy of Mapping 3

>> No.4029996

thank you

>> No.4030009

Aye. Go nuts; use whatever you like; 'course I do use a lot of resources.

Usually you'll want to bring a copy of Community Chest 4 Textures, though.

>> No.4030015
File: 903 KB, 1920x1080, Screenshot_Doom_20170521_204630.png [View same] [iqdb] [saucenao] [google] [report]

Those imps teleport between locations very often.

t. metadoom

>> No.4030019
File: 64 KB, 1280x720, image.png [View same] [iqdb] [saucenao] [google] [report]

is Duke Nukem in yume nikki allowed here

>> No.4030029

/DOOM/ how do I get a game of Quake co-op going?

I have absolutely 0 experience in anything related to this.

>> No.4030034

is there a DL link for the CC4 textures

try Nquake

>> No.4030037

I wrote a tutorial about it on the past but people here didn't care
Let me check if I got it somewhere and if not, I'll write it here

>> No.4030048

A lot of zip files usually contain it; however it is included with CChest4

>> No.4030050

This version is bretty gud, levels look great and also
>set shit to scarce
>it's actually scarce
>set shit to heaps
>it actually has heaps
Amazing, I've always found every other version having issues with this.

>> No.4030051

Thanks, hombre

>> No.4030052

Imp that drop kicks players when?

>> No.4030053

I may of linked this in the other thread; but this is one of the few ways to get at a historic site; prior to Realm 667; though none were actual downloadable resources. https://web.archive.org/web/20170113212105/http://haunt.8m.com/beastiary/index.html

>> No.4030059

thank you

>> No.4030060
File: 3 KB, 80x66, Imp,%20Goliath.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4030063

>Caco 2.0
That would look so good as a Technophobia enemy in DRLA.

>> No.4030064
File: 7 KB, 144x125, Cyber Caco.gif [View same] [iqdb] [saucenao] [google] [report]

right on

>> No.4030068

Funnily enough, I think somebody actually made it somewhere; but I forget the wad.

>> No.4030070

I like the idea that to a degree hell has the tech but will opportunisticly steAL UAC innovations

>> No.4030071

I don't know what this is, but I'll allow it.

>> No.4030074
File: 442 KB, 1920x2374, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4030075

It's probably not just limited to uac's innovations; half the time the fuckers take over the duck pond.

>> No.4030078

Arch-vile is undead?

>> No.4030079


>> No.4030080


>> No.4030082

Manage to delete the maps and left the textures using SLADE3

Everything works Fine so far

>> No.4030083


> Environment Animation and Morphing

>Walls can move and transform in DOOM, which provides an
>active-and sometimes actively hostile-environment. Rooms can
>close in on you, ceilings can plunge down to crush you, and so
>on. Nothing is for certain in DOOM.

>To this Id has added the ability to have animated messages on
>the walls, information terminals, access stations, and more.
>The environment can act on you, and you can act on the
>environment. If you shoot the walls, they get damaged, and stay
>damaged. Not only does this add realism, but provides a crude
>method for marking your path, like violent bread crumbs.

>> No.4030084

Who the hell knows? It just looks li Bane

>> No.4030096

well some/most of them

>> No.4030097
File: 2.90 MB, 1000x563, Desktop 05.30.2017 - [View same] [iqdb] [saucenao] [google] [report]

This took me way longer to figure out and set up than it should have and it's garbage anyway but it's a thing! A thing that doesn't quite change instantaneously so it'll only work when the player isn't actively watching it, but fuck it, it could be a background thing.

a thing I'll never use because I've still never made a full map oops

>> No.4030137


>> No.4030142
File: 2 KB, 171x44, block.png [View same] [iqdb] [saucenao] [google] [report]

Can anyone make any recommendations on how to make a pallete?

I'm doing a vanilla Doom Tron TC, and I need lots of neon colors, but I'm not really sure how to plan what colors to use.
So far I've basically done a neon blue ramp, a yellow ramp, a scarlet orange ramp, and a greyscale ramp, then kept the brown ramp so that Doomguy's face still renders correctly.

I'm used to using the full RBG gamut, so I'm not really sure how to get started here.

>> No.4030143

Lighting that changes by pressing a button beyond "on/off" and updating the skybox to match by using a greyscale version of the normal sky texture with transparent, plain-colored func_walls overlaid.

Obviously only works in ports that support transparency (alpha key for entities).

>> No.4030149


>> No.4030153


>> No.4030156
File: 250 KB, 1920x1417, 1496196008853.jpg [View same] [iqdb] [saucenao] [google] [report]


At one point in Doom they were going to introduce that red enemy similar to the Lost Soul. It even looks like the sprite from the alpha.

John Romero says that all the demons they wanted to introduce in Doom were there, but I respectfully digress. That monster would've kicked ass.

>> No.4030240
File: 496 KB, 500x363, 0zHzHEe.gif [View same] [iqdb] [saucenao] [google] [report]


>Walls can move and transform in DOOM, which provides an
>active-and sometimes actively hostile-environment. Rooms can
>close in on you, ceilings can plunge down to crush you, and so

>just realize i can make an actively changing arch-vile maze or a bunch of really neat rooms with poly-objects

>> No.4030291
File: 232 KB, 1052x736, 43534534.png [View same] [iqdb] [saucenao] [google] [report]

This gave me an idea, hear me out here:
A Revenant skull, with Trite legs.

>> No.4030339
File: 47 KB, 152x140, average UAC soldier.png [View same] [iqdb] [saucenao] [google] [report]

WITH bone wings.


>> No.4030371

>basically just the dio mod with half of the moveset missing and maybe star finger
Here's a better question: Why don't we have a Funny Valentine mod yet?

>> No.4030375

How is project brutality different from brutal doom?

>> No.4030376
File: 61 KB, 1280x720, image.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4030380

its bigger, more packed with guns and enemy variants and other features, a bit more cluttered for it

>> No.4030381
File: 112 KB, 1280x720, image.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4030394

Duke Nukke

>> No.4030406
File: 351 KB, 800x600, Screenshot_Doom_20170530_141115.png [View same] [iqdb] [saucenao] [google] [report]

Man, Call of Doom is everything that I wanted Hideous Destructor to be. I love this mod to bits.

>> No.4030410

Doesn't it just mash all the RGA releases together? Don't you get bothered when the sprites have varying arms and image quality?

>> No.4030418

Not at all, not bothered in the slightest.

While the sprites vary, they don't do it to a glaring fault, thanks to the muted realism style where everything shares the same brown-green-grey monotone style. They also share consistent style and feel with sounds, animation, power balance, UI and useability. It all works really well.

>> No.4030463

Sorry for keeping you waiting, I've finally found it and rewrote some parts to not sound too retarded

I should try to do it for nQuake though, since I've noticed that's the one people recommend here (the guide uses FTEQW)

>> No.4030552

Sadly the modelrips seem to have been done with low-medium texture quality which makes them look shittier than real sprites.

>> No.4030586

Looks great man. Build that techbase map now

>> No.4030641

From the git logs it seems gzdoom 3.2 is drawing near. Good, I prefer to work with stable releases.

>> No.4030649

wouldn't skeletal insects technically be nothing more then eyeless and wingless insects?
you know, exoskeleton and all
and i suppose antennaeless

>> No.4030651

is it still stable if there's a new one every couple of weeks?

>> No.4030659

GZDoom 3.1

Also, how the fuck does drdteam.org work and why is that site not up to date like zdoom.org?

>> No.4030668

>support of Strife Veteran Edition's extended single player campaign

So what did that do anyway

>> No.4030669

also someone tell zahl these builds are completely fucked before i go to sleep

>> No.4030670
File: 19 KB, 512x384, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

The fuck is this bullshit

>> No.4030671

Problem is - half the point of VE is visual enhancements Kaiser gave it including proper sprite renderig in GL mode (they don't clip into environment. Why they fuck has his method not been incorporated into GZDoom is beyond me) and dynamic lightning shadows and day/night cycle.

>> No.4030673

Graf fucked up. GZDoom is no longer compatible with itself :P

>> No.4030674

3.0.1 was quite a bit ago, actually.
But mostly it's graf being a bit like "jesus fuck stop using dev versions" and having to rush them out of the door. In a way I can kinda understand his position, specially with people like Major Cooke trying to use features that aren't even implemented yet.
While Graf can be a huge dick at times, it's hard to not relate. I've been there at least.

>> No.4030687

Aren't the shadows in VE prebaked textures?

>> No.4030691

Nope. It's just that the only shadowcasting light is the sun, but the shadow itself is dynamic. At least thats what I remember - I played it only just after it came out.

>> No.4030696

>it's a joke wad has more effect put into it than a lot of actual maps episode

>> No.4030704

so now that fmod is out, will openal support 5.1 ? I mean, it works for sound effects, but not for musics. Musics sounded awesome in 5.1

>> No.4030725

Yesterday I was playing Qukae 1 after who knowsw how many years and saw a bunch of zombies fighting (and killing) one of the chainsaw/grenade guys. I didn't know enemies could fight each other like in Doom.

>> No.4030726

And the source code for VE's engine was released, right?

>> No.4030734
File: 213 KB, 680x1355, technology.png [View same] [iqdb] [saucenao] [google] [report]

I need to clean this up a little but I think I have a nice trailer laid out for Space Hunter


>> No.4030737

They can, but only between enemy types IIRC (so an ogre will fight a zombie, but an ogre won't fight another ogre). Not only is it an effective way to save ammo like in Doom but most enemies in Quake are easy to bait into hitting each other, and if there's a Shambler to be found it can handily take out every other enemy.

Zombies are also more powerful than you'd expect because they have to take a certain amount of damage to gib upon death or else they'll get back up and win by attrition; the only things that do enough damage if I remember right are Fiend pounces and Shambler swipes.

>> No.4030747

That's pretty nice.

>> No.4030751
File: 150 KB, 526x351, GXMiaNq.png [View same] [iqdb] [saucenao] [google] [report]

looks cool

>> No.4030761

Would've looked better without the HUD, but not bad

>> No.4030763

>Post something you hate about a mapset/mod you otherwise love.
One word. The blackened.
>Post something you love about a mapset/mod you otherwise hate.
i quite liked it when knee deep in zdoom ended

>> No.4030786


>> No.4030789

What are the best dosbox settings for Blood on a q6600?

>> No.4030792

But can metroidguy ball?

>> No.4030835

That's a lot of recorded dying!

>> No.4030840

why the fuck are you asking me?

>> No.4030852

what is a q6600?

>> No.4030889

Oh fuck, my bad.

>> No.4030903
File: 123 KB, 572x303, scritch.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4030904

Looks sick

>> No.4030935

An old CPU

>> No.4030969


>> No.4030979

I love the ambient lighting. You hand made the ambience or do you have a special rad?

>> No.4030997

That weapon bob looks really dumb, could you slow it down slightly?

>> No.4031080

So do you think doomguy worked out it was demons swiftly or was he assuming aliens or mutants until Phobos anomoky

>> No.4031089

The reanimated corpses shooting at him had to at least give him the idea he was dealing with the unnatural.

>> No.4031108
File: 1.14 MB, 1280x720, you got a bone to pick with these boneheads.png [View same] [iqdb] [saucenao] [google] [report]

revenant memes

>> No.4031109

>I only now realize that the Mastermind is shooting Mother Brain's death spaghetti

>> No.4031176

About to start plutonia 2, how hard is my ass going to get fucked?

>> No.4031183

> Also, how the fuck does drdteam.org work and why is that site not up to date like zdoom.org?
Do you mean the devbuilds? The build robot needs to be updated due to some changes to how OpenAL is done. Blzut won't be able to do it for like a week.
If you mean the GZDoom site, zdoom.org has effectively replaced it.

> proper sprite renderig in GL mode (they don't clip into environment. Why they fuck has his method not been incorporated into GZDoom is beyond me)
IIRC this method was designed with vanilla maps in mind and doesn't take slopes, 3D floors and other fucked-up shit into account.

>> No.4031186

wheres babel

>> No.4031208


>> No.4031246
File: 263 KB, 480x478, shotgun.png [View same] [iqdb] [saucenao] [google] [report]

Give me a non-meta explanation of why the Q3 shotgun has two barrels but only uses one shell per shot.

>> No.4031249

Its a normal double-barreled shotgun?

>> No.4031250

the wielder doesn't count how many shells they have, they count how many shots they can fire
so 12 shells equals 6 shots, which shows up as 6 ammo on the hud

>> No.4031253

a single ammo is two shells

>> No.4031258

but is a quality terry map

>> No.4031264
File: 1.63 MB, 224x126, 1494102614021.gif [View same] [iqdb] [saucenao] [google] [report]

>that fucking moment when you trick a pistol zombie into killing an archvile

>> No.4031269

So I installed NQuake. What do I do with my full version of Quake? Do I move NQuake or move Quake?

Or neither?


>> No.4031273

it uses a special kind of shell that's double

>> No.4031275

It alternates between barrels.

>> No.4031280

look at it this way, it's probably way worse for the archvile. he just got teamkilled by the worst player.

just soak in every drop of humiliation and irritation in that garbled "WHYYY"

>> No.4031281

Because this gun doesn't shares the ammo with another weapon or neither is an upgraded version of some parent gun, it's a single shotgun so why bother in use two shells when there's no common shotgun to use only one?

>> No.4031291

>he just got teamkilled by the worst player.
It could be worse. Imagine if that zombie was resurrected by that archvile.

>> No.4031295


>> No.4031303
File: 44 KB, 1024x503, doom_plasma_rifle_by_reienkyo22-d9dnupx.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you guys prefer your plasma guns with or without splash damage?

>> No.4031305


>> No.4031312


>> No.4031320
File: 43 KB, 379x411, 1476128622297.png [View same] [iqdb] [saucenao] [google] [report]

>that fucking moment when a pistol zombie kills you from 200 miles away after a close fight with an archvile
>"I-I did it g-guys!"

>> No.4031342

It's already a spam weapon. Why spam it up more?

>> No.4031364


>> No.4031375

like pottery

>> No.4031383


>still using /v/ doom memes
off with you

>> No.4031383,1 [INTERNAL] 

>ear piercing ape noises

>> No.4031416

Blood is 20 you guys

>> No.4031438

happy birthday

suggesting a blood-themed picture to start next thread. if i could actually find a good one. deviantart is rubbish. maybe someone who knows moon could search pixiv?

>> No.4031442
File: 20 KB, 480x360, thats real nice.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4031445


and its being forgotten by his own creator

>> No.4031548

I like the goofy weapon bob though, if it becomes a genuine problem for people I'll fiddle with it, but for now it stays, I mainly did it to kinda replicate the same feeling of Samus' spastic run animation on the NES Metroid

as for everyone else who gave their thoughts on the trailer: Thank you, I should have an actual honest to god release for this mod really soon.

>> No.4031556

you'd have a release even sooner if you didn't waste a bunch of time making useless trailers

>> No.4031558

sorry that was a joke i should have added " ;) " to the end. apologies.

>> No.4031561

I made one trailer, and it took me the better part of an afternoon though. Plus during this time it's given me a chance to fix one last oversight that busted Zandy 3.0 compatibility.

>> No.4031585
File: 865 KB, 1852x958, doomq1m1l.png [View same] [iqdb] [saucenao] [google] [report]

Work continues on my Quake-inspired Lovecraftian wad.

I decided that it needed a couple of Q1 tech levels at the start before jumping into the gothic castles stuff. In this level the player starts off with a load of marines occupying a base, but a quick walk and a silent teleport later, the base is abandoned.

I can't decide whether level 1 should be almost empty of monsters or full of monsters.

>> No.4031586
File: 873 KB, 1850x954, doomq1m1o.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4031591

i always thought of the first levels in Quake to be a forward establishment into the eldritch realms by QAC that got overrun by not-demons

if there was a bit of transition from tech-base to evil castles, the shift between EXM1 and EXM2 wouldn't have been so jarring


>> No.4031594

so I'm trying to work on some concepts what aesthetic inspirations would be best for angels? alien? monstrus? humanoid?

>> No.4031607

I'm in two minds about how I want to handle the transition.

My original idea was the UAC responds to what they think is a demonic invasion, but after the end of level 2 ("Teleporter Control") it's revealed that the teleporter was never activated and the MC reading from the Necronomicon sends them to the 'Other Realm'.

The second idea is that there's a dig site under the base, so level 3-4 are Lovecraftian ruins that end with the player going through an ancient slipgate.

Because there's no demons in the techbase, I'm adding alternate types of zombies and dogs to pad out the roster for those levels only. the castle levels have their own monster sprites already

So far I'm 3 levels done out of a wad that's probably going to be 16-20 levels.

>> No.4031608

Manual lights placed everywhere, extra ambience is just from setting the wait field to 0.5 and using the default ambient occlusion option in ericw's tyrutils version of Light (doesn't look horrible without it, though, that's just eye candy).

I'm still learning how to light shit and not have it turn out like rubbish, but learned enough to know that using local minlight (worldspawn or entity) almost always looks like rubbish.

>> No.4031609

any reason for using doom and not, you know, quake?

>> No.4031610

Is it not possible to use the Quake 2 rad lighting in Quake 1 maps, stripped of colour of course.

>> No.4031613

If you look around at the start of E1M2 you can see a few military crates piled up around the slipgate, and the first two enemies you meet are Grunts (aside from the Ogre).

>> No.4031614
File: 191 KB, 602x800, seraphim2.jpg [View same] [iqdb] [saucenao] [google] [report]

The classic Biblical angels are fucking terrifying.

There's a reason they introduced themselves with "Fear not!"

>> No.4031618

I'm an idiot, what do you mean by rad lighting? Q1's lighting is pretty basic, colored lighting is sourceport-dependent and anything fancy like multiple skybox light sources (suns) or ambient occlusion are the product of custom community-made light utilities (usually used with custom bsp and vis as well for extra features).

>> No.4031619

Because it's a high damage weapon that's really good for clearing yourself out of being otherwise hopelessly encircled.

If plasma is gonna have splash damage it should be an altfire attack or something.

>> No.4031624

Why not?

>> No.4031627

naturally, but the question is would that fit the thematics of doom?

>> No.4031628
File: 178 KB, 1100x750, tumblr_o43t9qJC1k1s95hkno1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Short story: I used to mod Doom and Duke 3d as a kid and so I'm way more comfortable with Doombuilder than Trenchbroom.

Long story: I only started doing this because I was messing about with gzDoombuilder's features and ended up with a level. Then I made another to teach myself how portals worked, then another to learn how 3d floors worked... It's grown from that. I only used Q1 textures on a whim.

Before I knew it I was well into production of a partial conversion / homage to Quake 1 and Strange Aeons.

>> No.4031629

Quake 2's compiling tool bounces the light, allowing rooms to be lit without manually setting lights at every corner.

>> No.4031631

Ah, alright. No, that isn't a thing in stock Quake- ericw's version of light apparently does include it (https://ericwa.github.io/tyrutils-ericw/), but I haven't messed with that option at all because that type of thing is generally way beyond my understanding.

>> No.4031635

That looks good.
I'd say give it a try.

>> No.4031636

Because Quake textures can be used to make some really fucking fine looking Doom levels with Doom gameplay.

>> No.4031646

I'll do some tweaking and give it a shot when I'm done pooping, spacing those extra lights and futching with the brightness and range until they don't look overblown is a pain in the ass. On the other hand I might end up having to keep them, the spotlights are finicky and don't cover as much of the rear wall as I'd like by themselves (hence the obvious third light in the middle of the sunset 'time,' but by that point I was far too tired to continue screwing with it).

>> No.4031651

I've mapped for quake 3 and if this looks anything like raidosity lighting for quake 3, then definitely check it out. It can be really, really pretty.

>> No.4031654

You may have to mess with the gamma setting as well, if it's not handled automatically.

>> No.4031657

Well, I'm a faggot who pressed post before checking that link. Definitely recommend that ericw thing. Looks like a q3map2 lite for q1, and not all that complicated to use.

>> No.4031662

Ericw is the version I'm already using, it's just a matter of using the -bounce switch apparently (and obviously building the map to make use of it).

>> No.4031716

Thoughts on the BFG editions that come with doom3?

>> No.4031732

If you have other options, pursue them.
IMO it's only good for if you want to play Doom 3 on consoles with flashlight mod.

>> No.4031734
File: 1.44 MB, 1920x1080, quakespasm-sdl2 2017-05-31 18-37-22-46.png [View same] [iqdb] [saucenao] [google] [report]

Update: compiling with -bounce enabled doesn't seem to give much of a difference if at all. Might be because I'm using multiple tiny lights while the example on ericw's site is it almost entirely by sunlight (which I'm not using at all and which acts a lot different from spotlights in terms of power and size).

>> No.4031738

which settings would you guys recommend for gzdoom to look gud?
I've been going vanilla all this time and it's been great so far, but I wounder how/if I could make it look better somewhow.

>> No.4031749

You talking about the Iwad that comes with it? Because the only good thing about it is the new episode. Other than that they censored the Wolfenstein levels and the health pickups, which might not seem like much of a deal, but why bother with it when you could just download the original Iwad in 2 minutes and play it without the censorship?

>> No.4031765

Was there a big outcry on the internet/usenet when they censored the swastika lift in Doom?

>> No.4031771

Half of the thread will probably call me a heretic or a faggot, but I kinda like the XBR texture filter in GzDoom.

Also, try to play with the contrast, sometime increasing it a bit make things look a bit different.

>> No.4031779
File: 328 KB, 629x755, rekkrTemp.png [View same] [iqdb] [saucenao] [google] [report]

Calling it finished if'n anyone wanted to see. Not a lot changed really. colors and fixed his leg a bit.

>> No.4031783

I've been messing around with these tonemaps or whatever they're called and they're eeehhh okay-ish, I don't really want to lose all that vanilla sweetness so I'm trying to find a middle ground here.

>> No.4031802

It looks like a helicopter cacodemon so yes.

>> No.4031813

Looks pretty fucking rad, mate.

>> No.4031820

Check out Bayonetta, it did it surprisingly right in many cases.

>> No.4031826

I always felt explosive plasma was a crutch in Quake 3.

>> No.4031837

I thought that was canon?

>> No.4031838

Hmm, it is metal as fuck, although I feel the leg feels a bit short compared to the very long torso.

>> No.4031843

>brutal doom based mods often use audio from many sources
>none of them use the doomguy audio from quake

>> No.4031847

Did you also disable the ambient lighting? Probably can't have both.

Speaking of compiling. How do I compile the Quake 2 QRAD code in Windows? It has a "makefile"

>> No.4031851

Because they must have their ebin comic doomguy.

>> No.4031856
File: 552 KB, 1280x720, Screenshot_Hexen_20170531_033417.png [View same] [iqdb] [saucenao] [google] [report]

Reply to news post

New version of Project MSfiX'd out! I noticed some bugs in the version I released a couple days ago, so here's a fixed version.


-[Hexen] Brown Chaos Serpents were firing fireballs instead of the green gas they're supposed to.
-[Hexen] Afrits were going dormant after bing woken up. Also they were a bit too flighty.
-[Hexen] Centaur Leaders were moving slowly after firing projectiles.
-[Hexen] Ammo spawns are more generous. 'Orion' clips spawn less, however.
-[Strife] Some gold pickups gave an incorrect gold amount.
-[Strife] 'Orion' clips are now less likely to spawn; before, you were likely to be maxed out on them by the time you actually picked up the weapon.
-[Strife] Alien Spectres are more resistant to damage from more powerful weapons.
-[Strife] The final boss is actually killable now. Unfortunately, one time I killed it, the ending sequence failed to occurr. I tried killing it again and the game finished as normal. Let me know if it happens to you.
-[Hexen & Strife] All of your keys now show up on the automap. In addition, when viewing the automap, you can also peruse the quest & puzzle-related items that show up in your inventory bar in those IWADs.
-[Non-IWAD Specific] Weapon hitscans & projectiles now have decals.

>> No.4031862

Say, do you think you could add an option to decrease particles and similar stuff for us potato farmers?

>> No.4031868


Got it.

>> No.4031928

speaking as someone who enjoys the comic, hearing it In game gets old in all of 30 seconds

>> No.4031950
File: 75 KB, 793x580, snip.png [View same] [iqdb] [saucenao] [google] [report]

I'm on a complete toaster for the time being, and can't even get through Demonsteele without it becoming unplayably laggy. Is there any settings I can/should tweak to get more mileage out of this, or are some wads simply more demanding?

>> No.4031957

dst_toaster is the cvar you want, i believe

>> No.4031963
File: 135 KB, 270x231, josuke describes his experience with zdoom netplay to a sock.png [View same] [iqdb] [saucenao] [google] [report]

>integrated gpu

how I pity you

>> No.4031968

Couldn't he limit particle count or disable them completely too? And there's setting gl_texturemode to gl_nearest too, if he hasn't already.

>> No.4031976

Speaking of brutal doom: Does anyone/can anyone get a rip of the postal dude doomguy sounds from instanitys brutality?

>> No.4032013

I know this isn't a super popular depiction, but I've always envisioned Doomguy as a disciplined, zen-like stoic who does what he needs to do and takes neither pleasure nor displeasure in his duties as a demon slayer. Before enlightenment, rip and tear guts. After enlightenment, rip and tear guts.

Probably the thing that annoys me the most about Brutal Doom is that Brutal Doomguy is pretty much the polar opposite of this.

>> No.4032029

I actually get this impression to a degree from nu doom, the "Doom Slayer" while certainly Violent he isn't remotely loud about it, like he doesn't have breath to waste on one liners, the only times he comes off as particularly vindictive to anything not from hell is with the Argent lenses he destroyed instead of disabling, but again, because they involve tampering with hell, thinking of it it comes off less as anger and more as an understanding that all things hellish must be as thoroughly destroyed as possible.

>> No.4032031

>get hit with any high damage attack
>screen becomes completely read cant even see
why even keep me alive I always die when that shit happens because i cant see

>> No.4032032
File: 1019 KB, 500x904, file.png [View same] [iqdb] [saucenao] [google] [report]

Brutal Doomguy is obviously a Doomguy from the comic.

>> No.4032041


pls respond

>> No.4032050

Using UDMF, is there a way to disable monster infighting for certain monsters?

>> No.4032062

New thread.


>> No.4032112
File: 218 KB, 245x351, TOBLEROOONE.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4032630

That cheap glow effect on the REKKR text looks a bit off compared to the rest. That may be becase I do recognize it as just a simple glow effect, though.

>> No.4033043

What mod

>> No.4033057

That's fair.

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