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4046316 No.4046316 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4041757

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.4046318


-Mapping deadline reached; awaiting release?

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

=== NEWS ===

[6-7] HXRTC Project 5.3 released

[6-7] Anon release; a map recreating the Port of Adia from Turok 2

[6-6] MetaDoom 4.1 released

[6-6] Vinyl release of Quake 1 soundtrack announced

[6-6] TNT Revilution released

[6-6] Intermission E2M5 and Evolution of the Wad Episode 5

[6-1] Combine_Kegan's Space Hunter released; an NES Metroid-themed gameplay mod

[6-1] Project MSfiX'd update please start putting on a version number

[5-31] GZDoom 3.1 released

[5-31] An old fan-fiction Doom bestiary was dug up; no actual resources but may or may not be of interest

[5-31] New OBLIGE WIP

[5-31] Rise of the Wool Ball announced

=== 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.4046327

>"I hate Mondays (of reckoning)."
>"It's time to kick Doomguy off the table!"

>> No.4046328

Are we friends with the Unreal thread? I just now noticed we have one.

>> No.4046330
File: 271 KB, 1024x1313, 1456279151664.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4046335

I'll give TNT points for occasionally making a semi believable environment

>> No.4046347
File: 2.02 MB, 1920x1017, Screenshot_Doom_20170607_230006.png [View same] [iqdb] [saucenao] [google] [report]

im talking about this


the level design reminds me a Lot of Oblivion, mainly on Dagon's realms and Doom 3 Hell, i'll even remove the rust on the Doom 3 weapons mod an give it a try.

also >>4046318

include on the next OP

>Don't play with Hell Part 1 released by Bifurcator_X

>> No.4046359

Sure, Unreal's a cool game.

>> No.4046391

oh god, what first, Meta doom or D4T, also should I use music packs or do the packs come with their own

>> No.4046394

They don't come with their own music.
Anyway, I think I prefer D4T, but really, you're better off trying to find which one will appeal to you more most likely.
I'd say D4T is harder, all the enemies are beefed up, while MetaDoom keeps it closer to the original Doom by not making them all powerhouses.

>> No.4046402

sounds like I'll want to try meta first then, a nice breather after TNT

>> No.4046419

i really like the part in pic related
the flow of clouds and subtle debris/dust that all goes in the same direction to make it look windy

>> No.4046528

Playing Hexen's Expansion, somehow I didn't get the Wings of Wrath in the Ice Hold level. Anyone know what could have happened?

>> No.4046537

>Plutonia's not for everyone, but generally, the visuals are not what anyone would say its strong point is, anon.

I dunno about that. I mean, sure there are people (like the guy you replied to) who hates that its color use. But there are plenty of people who consider it to have the best architecture out of the iwads.

>> No.4046604
File: 39 KB, 474x468, a133132c1da6b8224ed9459cf4d9c0d8a97bbb53043d40f4f5ae4c36b1379048.jpg [View same] [iqdb] [saucenao] [google] [report]

Fugg after I removed the yellow dynamic light attached to it it looks a lot like the movie effect.
I think I'll give this one to the HEAP ammo firing guns only (M41A and M56) and get a different effect (maybe just the smoke) for the other guns (shotguns, pistols etc).

>> No.4046626

>let's add tonemapping to doom
>but let's not add in the ability to use LUTs or change the toe/shoulder because everyone loves washed out greys
Thanks Graf.

>> No.4046638

So what are everyone's thoughts on Bloodgdx so far? Is it worth jumping ship from dosbox yet?

>> No.4046650

I'm getting this problem where my mouse's Y-axis goes fucking nuts no matter what sensitivity I put it at.

>> No.4046653

was is the Sperglord edition the only brutal doom variant with good sound design? every other makes the weapons so ear rapy

>> No.4046656

Are you using an earlier version? The first one released had a bug where the y sensitivity would increase if you moved it to the left in the options

>> No.4046664

Johnny Doom also has good sound design. The shotgun sounds so great I stole it for my own stuff.

>> No.4046676

DBThanatos vs Major Cooke: episode 2

This is shapes up to be the hottest anime rivalry of 2017

_passes popcorn_

>> No.4046681

hadn't heard of that one, thanks, mark himself keeps making the best one in terms of actual play, but I love SE's weapon variants, especially the chaingun's better sound effects and the RPG's ability to double as the grenade launcher

>> No.4046693


>> No.4046695

whats the best way to play half life 1?

>> No.4046704

so do you have anything to actually contribute to the topic or is this just an attempt at importing drama

>> No.4046710

Either the CD version or its Steam release, and I don't think Black Mesa is finished yet. The Source port kinda sucks.

Also of note, Sven Co-op includes the entire HL1 campaign for free as well, though it makes many adjustments for co-operative play.

>> No.4046712


>> No.4046721

Is there a version of the sperglord addon for v20?

>> No.4046731
File: 32 KB, 1162x850, 1495820360259.png [View same] [iqdb] [saucenao] [google] [report]

>Mfw Super Machinegun in DoomRLA

>> No.4046735
File: 102 KB, 300x300, urf.png [View same] [iqdb] [saucenao] [google] [report]

>when you assemble the Laser Minigun

>> No.4046738
File: 1.26 MB, 720x360, split boners.webm [View same] [iqdb] [saucenao] [google] [report]

That's another one down. After I finish up the fatal draw deaths I'm gonna add a new subweapon.

>> No.4046747

what is your dream team of general doom sound designs through the series? and why isn't there a soundboard mod that lets us toggle them?

>> No.4046750

>people keep using the cross of Saint Peter as a satanic image....

>> No.4046757


>> No.4046771


>> No.4046779

Anyone feel like a lot of Doom modders miss the point of Doom? Who needs 30 weapons? Doom's base weapon balance is nearly perfect and each one save the Pistol has some use.

>> No.4046781

>these are the tales of the skeleton warriors

>> No.4046782

Anyone feel like a lot of Doom mappers miss the point of Doom? Who needs 20 skeletons? Doom's base enemy placement is nearly perfect and each one save the Baron has some use.

>> No.4046787

I know you're trolling but they kind of do. So many large maps can be solved by just BFG spamming and letting infighting kill most of the enemies.

>> No.4046789


I get that the latter post is being entirely facetious, but both of them "miss the point" of Doom entirely deliberately.
The reason for modding in the first place is to take established gameplay and tweak it in a different way, whether it's slaughtermaps with hordes of skeletons or a pile of killguns. If you say that it's not Doom-like, well, that's kind of the point.

The beauty of Doom's simplicity is that it can be taken in a wide variety of different ways.
And to me, that's the real "point" of Doom.

>> No.4046790

revenants are a bunch of cun-SKELETON WARRIORS!!!

>> No.4046791


>> No.4046793

Now that you mention it, I don't see the Pain Elemental being used a whole bunch in user maps.

>> No.4046795
File: 1002 KB, 250x251, questionbird.gif [View same] [iqdb] [saucenao] [google] [report]

>Swords swings diagonally up-left to down-right
>slice effect and cut on revenant is diagonally down-left to up-right

>> No.4046798

so counting those guys from GMOTA, how many well made variants of revenants do we have to work with? because I want to make at least one map dedicated to them, with a boss fight against skeleton ball

>> No.4046803

No one likes Pain Elementals.

>> No.4046805

That can probably be attributed to Lost Souls just having too much health for what they are.

>> No.4046807

People must waste SSG shots on them or something

>> No.4046813

Yes, something should definitely be done about that.
Mirror it or smth.

>> No.4046850

>hadn't heard of that one, thanks, mark himself keeps making the best one in terms of actual play
not really.

d4d alone kicked him and his d4 brutal mod out of the dinner table, for one. and project burtl fares far better in regards to GORE RAAAAGHHH while keeping things fresher.

>> No.4046858

are you sure? Cus the fatal draw attack that's killing the revenant is a swing from his left hip, so from down left, to up right, and the slash effect is going from the bottom left, to the up right.

>> No.4046859

Is it still posible to record demos in GZDoom, even if playback is only possible at that exact version?

>> No.4046894
File: 129 KB, 619x627, tris.png [View same] [iqdb] [saucenao] [google] [report]

Do people still make Quake 2 characters? I'm working on one now

>> No.4046897
File: 594 KB, 1944x1944, 1484663013066.jpg [View same] [iqdb] [saucenao] [google] [report]

Is that a Sergal?

>> No.4046906

Looks kinda neat. Is there any reason why you are doing a Q2 model in particular, though?

Given the mouth shape, I'm going to assume yes.

>> No.4046909

Too bad D4D requires Linux level wizardry to get running, shame really

>> No.4046915

Just for fun and experience I guess.. I've always liked Quake 2. Some of the techniques for making content for a game this old are hard to find, so it's a good challenge. I figured out the technical side of things, now i just need to give him a proper texture and animation sequence.

yes' it's a sergal

>> No.4046921

It's really well done, I just didn't expect a Sergal player model for Quake 2 of all things.

>> No.4046929
File: 888 KB, 960x540, UnrealTournament 2015-05-27 18-46-38-33.webm [View same] [iqdb] [saucenao] [google] [report]

I once thought about making a Q3 player model, but there wasn't too much about that and just passed off the idea. Though it's still quite varied as it is now, I have to wonder if all the UT games still have all that documentation for player models.

>> No.4046930

As long as it's well done, I don't mind.

nice hamcat

>> No.4046938


just put the mod on the .exe

>> No.4046940

What are your guys' favorite Hexen class?
I'm playing Shadows of Cronos with Cleric, after playing the main game with Mage, and Deathkings with Fighter. I think I'm torn between Mage and Fighter at the moment, Cleric isn't giving off a good first impression.

>> No.4046947

Want to know easier way? Make a shortcut and add -file D4D.pk3 in the end

>> No.4046950

Cleric for even just cheesing Centaurs with the poison flask and motherfucking Wraithverge. Don't know what people think about Firestorm but I thought it was okay.

>> No.4046952

>making a shortcut
>not writing your own executable
plebs, really

>> No.4046964

>Writing your own executable
>Not writing your own OS
Couldn't expect anything more from CIA

>> No.4046969

>Writing you own OS
>Not writing your own universe
Come on step it up.

>> No.4046974

I do prefer quality over quantity when it comes to enemy placement, but it's also nice to have *some* quantity at times, like weak mooks such as zombies and imps to mow through and make infight, that's fun (also they drop ammo).

The pinkie is particularly dangerous in herds, three or four of them in a partially enclosed area can actually be kinda hairy.

Lost souls are best when in herds, and that's more or less the idea of the pain elemental.

Revenants I only think are worthwhile in squads if there's plenty of room to maneuver and some objects and barriers to soak up missiles with.

>> No.4046975

Also, the baron has it's uses, it's a miniboss.

It's just that 9 times out of 10, using a knight instead is the right thing to do.

>> No.4046982

My idea of a good encounter is either 3-4 various strong monsters (like pairing revenant with pair of Mancubi) or a big fight with zombies imps and few pinkies, reiforced by a select few stronger monsters in few places set up in a way so you have to mow through the weaker goons to tackle them.

>> No.4046991

I like map packs that actually make you consider how you're going to use ammo. Too many just give you more ammo than you'll ever use.

>> No.4047019

like a fucking cheese wedge

>> No.4047028

How do you have that helmet hud? It looks nice

>> No.4047034


So? The demons are the ones using it in such a fashion. It's not our fault!

>> No.4047051

>not explosive ammo uzi

>> No.4047065

I know it's WIP but that left forearm, ow

>> No.4047108
File: 52 KB, 824x264, mexican cartel pictures.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4047128
File: 30 KB, 743x126, HAHAHAHAHA.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll be putting the NUKE into nukage barrels.

>> No.4047143

you be as furry as you like
but apart from that, pretty impressive modelling mang
now make a low poly bae Sorlag and put her in Q2

>> No.4047146


is that a final fantasy monster?

>> No.4047162

>that spin 5 second in

>> No.4047219
File: 7 KB, 640x364, 1383252655951.png [View same] [iqdb] [saucenao] [google] [report]

It's a fictional beast race some Jap furry came up with, which then of course spawned its own donut steels made by baka gaijin piggu.

That Glaice fellow who makes OBLIGE mods at its forum has an avatar of one, it seems.

>> No.4047223

Yeah people still mod quake 2 its a lot more popular than quake 1.

>> No.4047256

a lot more popular in multiplayer i should say
most of the singleplayer mods and total conversions are over a decade old now

>> No.4047264

Need help, how do I design a succubus that fits into the demon aesthetics of doom? Can't just be a pretty lady with horns, needs to have something freaky

>> No.4047276

Cover whole in fur, making silouete only vaguely female

>> No.4047295

What are examples of wads that are "just right" in difficulty?

>> No.4047313

Doom 2 Reloaded

>> No.4047327

Doom Tribute

>> No.4047328

The Desire Demon from the Dragon Age series would fit right in.

>> No.4047334

>no drama on vr usually
How do we do it?

>> No.4047337

Because theres enough of it in the e-celeb containment threads. We do not need more.

>> No.4047339

Good mods, containment threads, good rules

>> No.4047349

I was going to say there were a couple really bullshit points involving gatling zombies that instagib you, but then I released I actually have an old beta version, and the full release has been out for a while with like 2/3 the filesize, guess I have to check it out.

>> No.4047354

whats the latest 2017 wad? im itchin for some new levels

>> No.4047358

Played TNT Revilution yet?

>> No.4047362

Stardate 20X7

>> No.4047363

>make a fursona

>> No.4047368

I dunno, outside of a few maps, its kinda on the easy side, IMO

>> No.4047374

In my experience, Bloodstain

>> No.4047381

I remember seeing a lot of people at Doomworld saying UV gets tedious.

>> No.4047393

Well on UV, but on HMP it was very pleasant, it felt just right.

>> No.4047402

Mix the classic image with the works of HR Giger. Evoke bondage and dominatrices, with prehencile tendril whiplashes

>> No.4047421
File: 290 KB, 480x480, 1469700017455.png [View same] [iqdb] [saucenao] [google] [report]

>fits into the demon aesthetics of doom
>Can't just be a pretty lady with horns
Have you seen the doom roster?

>> No.4047434


>> No.4047439
File: 602 KB, 1360x768, Screenshot_Doom_20170608_181101.png [View same] [iqdb] [saucenao] [google] [report]

Been weeks since I've made any progress on my map. Keep scrapping everything because it just feels like shitty rooms and hallways. But then I play maps that are essentially just rooms and hallways and I have fun with them.

How do I not suck?

>> No.4047443

I just don't want it to be mistaken for something that belongs in hdoom

>> No.4047473

Just rip off the wraith from evolve, paint it a new color, slap on horns, done

>> No.4047507

I would normally balk at the idea of putting furries into quake but god damn, that's top quality work.

>> No.4047518

Follow the purpose of the map. What kind of gameplay/feel/experience do you want out of it. Once you figure that out, just ask if whatever design decision you're making is going to serve that purpose or not.

>> No.4047521
File: 8 KB, 180x180, SCNWD2.png [View same] [iqdb] [saucenao] [google] [report]

Doom sprites all tend to have very stocky proportions, so I made my succubus fairly heavy looking.

>> No.4047523


>> No.4047527

So if you plan on doing this >>4047473 make sure to enhance her figure

>> No.4047530


>> No.4047574
File: 36 KB, 950x420, nipples.png [View same] [iqdb] [saucenao] [google] [report]

she's a big girl

>> No.4047584

Shadin is too unexistant comparing to Doom monsters. Make it darker.

>> No.4047596
File: 15 KB, 300x300, NEEM_1.png [View same] [iqdb] [saucenao] [google] [report]

For (you)

Here's a real big girl.

>> No.4047608

Doom monsters were drawn using 3d sculptures, notice their detailed muscles. Add that to your succubus because it looks too smooth.

>> No.4047614
File: 1.84 MB, 1920x1080, Screenshot_Doom_20170424_030308.png [View same] [iqdb] [saucenao] [google] [report]

this is fine

>> No.4047621
File: 70 KB, 509x767, 1496022842061.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4047643
File: 18 KB, 950x420, where'd the nipples go.png [View same] [iqdb] [saucenao] [google] [report]


I'm not >>4047521, but you're both right.

One thing I noticed while making that comparison pic is that the sprite uses more than 255 colors. Way too much to fit nicely with doom's pixelated environment. Reduced to 12 colors and a shoddy manual cleanup later...

>> No.4047673
File: 32 KB, 334x372, 1456502055172.jpg [View same] [iqdb] [saucenao] [google] [report]

Trying to replace the explosive barrels, but for some reason my sprites dont show up, what am I doing wrong?

>> No.4047674

Could be a variety of things.

Does your actor stop or loop?
Are your sprite offsets right?
Are your sprites in the proper folder (if it's .pk3) or between S_START and S_END (if it's wad)?

>> No.4047678


Ah fuck me. That must be it.

thank you, that helped a ton.

>> No.4047679

gross skull face
big skull ass

>> No.4047681


its on D4T addons page

>> No.4047684

Looks like she came from runescape

>> No.4047690
File: 179 KB, 800x600, Screenshot_Doom_20170607_194318.png [View same] [iqdb] [saucenao] [google] [report]

Spiderdemons are actually horribly deadly in Immoral Conduct, unlike vanilla Doom where they're actually kinda weaksauce.

>> No.4047692
File: 208 KB, 800x600, Screenshot_Doom_20170607_194346.png [View same] [iqdb] [saucenao] [google] [report]

Surprisingly resilient towards explosives for being a giant exposed brain.

>> No.4047701
File: 513 KB, 800x600, Screenshot_Doom_20170608_215639.png [View same] [iqdb] [saucenao] [google] [report]

Yep, totally forgot offsets were a thing. Thank you anon.

>> No.4047725


BTW are there any ways to write offsets into png file without SLADE?

Preferably imagemagick plugin or something like that

>> No.4047727
File: 390 KB, 800x600, Screenshot_Doom_20170608_215652.png [View same] [iqdb] [saucenao] [google] [report]

You know, making a mod that replaces nukage barrels with nuclear barrels sounded like a good idea at the time. Now though... I think this may have been a mistake lol.

>> No.4047748
File: 169 KB, 800x600, Screenshot_Doom_20170608_181354.png [View same] [iqdb] [saucenao] [google] [report]

I forgot how much I didn't like the Master Levels.

Tan bricks near everywhere, brown skies, and completely boring level design.
I hope that level with the four icon's of sin isn't in the Playstation version, that one is fucking terrible.

>> No.4047756

Brown bricks?

>> No.4047772

>level is bad because of the color range

>> No.4047776

Bricks that are brown, Anon.

>> No.4047779

Well not so much in that screenshot, but the Master Levels are largely denoted for it's wide (and uninspiring) usage of tan bricks and stone.

It's browner than Quake.

>> No.4047780

>Master Levels are largely denoted for it's wide (and uninspiring) usage of tan bricks and stone.

It is?

>> No.4047781
File: 584 KB, 800x600, Screenshot_Doom_20170608_224841.png [View same] [iqdb] [saucenao] [google] [report]

Testing out a silly kill confirmer mod. Every time a monster dies, it displays "OSCAR MIKE TANGO DOWN".

I probably should have used bigfont on this one.

>> No.4047783

Not strictly what I said, but how a level feels does affect it, and the Master Levels could absolutely have benefited from some more variation in color and texture.

But the levels are also just boring to play.

>> No.4047785 [SPOILER] 
File: 13 KB, 480x269, 1496951751262.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4047786

Well it's all I ever remember of them.

>> No.4047793

Finally, someone gets the reference.

>> No.4047797

>skies on 3d floors work in doombuilder
>they don't work in gzdoom
Damn it Graf, just let me steal from MDK.

>> No.4047801
File: 268 KB, 800x600, Screenshot_Doom_20170608_230140.png [View same] [iqdb] [saucenao] [google] [report]

There we go. Perfect.

>> No.4047805

I thought it was Thy Flesh Consumed that was known for being mostly tan.

>> No.4047807

Where can I find a build of hideous destructor that's stable for multiplayer

>> No.4047810
File: 148 KB, 1366x768, THESTATEOFMYPING.png [View same] [iqdb] [saucenao] [google] [report]

Not daily "The STATE of Doomseeker"

>> No.4047817
File: 809 KB, 1360x768, Screenshot_Doom_20170608_220139.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the advice, anon. Guess I shouldn't be too hard on myself for my first map. Nor should I be too concerned about square rooms and hallways when I kinda am going for a dungeon crawler feel, after all.

>> No.4047828
File: 164 KB, 1556x726, doomseeker.png [View same] [iqdb] [saucenao] [google] [report]

Somebody needs to stop [TSPG]

>> No.4047829

Master Levels are honestly even browner.

At least Thy Flesh Consumed tosses in some marble and gray concrete at times.

>> No.4047865

what does that mean?

>> No.4047872

are you telling me that you're not familiar with Jimmy Jim Jam Foxtrot 69?

deploy bandages, holy shit

>> No.4047878
File: 16 KB, 620x374, 57673567474843318-578.jpg [View same] [iqdb] [saucenao] [google] [report]

I wish I wasn't so shit at finding secrets.

>> No.4047884

apparently not. i searched the original quote, seems it's something from something called battleborn, which i don't know what that is either.

>> No.4047885

it's the deploy bandages part that got me.

>> No.4047887

take your time searching a bit more. and play more maps, you'll learn the signs to look for, and get a sense for where they might be.

>> No.4047897

just hold use on every wall until you memorize where every stupid """""hidden""""" secret is and then act like they're so intuitive to find a four year old can 100% the game

>> No.4047908

basically, but over time your wall humping will become more intelligent. also of course using a source port that tells you how many you've found and how many are left, is a great help at least to know when you can stop searching.

>> No.4047914

That works until you run into the shootable wall secrets.

Looking at you BTSX.

>> No.4047917

that's one of the signs you learn to look for

>> No.4047923

Battleborn is Randy Bitchford's low-rent copy of Overwatch, that had like maybe 300 players at the peak of it's popularity.

Why anyone would reference it is beyond me.

>> No.4047938

oh right thanks i have pretty narrow interests so i don't tend to get references but it seems like i shouldn't have been expected to in this case

>> No.4047942

This kind of secrets was first introduced in E1M2, so it's very basic.

>> No.4047949

Hello people,

I present an update for my recreation of Port of Adia.

I have added Turok's bow (animation is kinda off and I don't know how to let it shoot just at trigger release), the switches and have started doing the second area. So far it has almost everything except the child and the key.
For creating the wooden runways and the flooded tunnel I used (probably needlessly complicated) 3D floor sectors. I fixed the too bright pillars right at the port, the alcoves are still missing, though. There is still almost everything in bricks; I will start to seriously reflect on textures after I have stopped with everything else.
But right now this map is getting fun (to make) - I am learning so much, finding my own solutions (though there are probably more elegant ones for my problems) and just getting into the groove.

The link is in the OP, but I will still put it here again. Have fun, I am happy about every feedback!

>> No.4047953

>Almost forgotten
>Sourcecode was never released
>Still has a better modding community than Heretic or Hexen

>> No.4047956

I didn't find that secret (or at least understand it) for years. Presumably I triggered it with stray fire from killing the nearby imps and zombiemen, but it never clicked with me that the gunfire was what opened the wall and not some linedef trigger elsewhere.

>> No.4047962

>Sourcecode was never released
Speaking of which, what happened to that guy (dev?) who promised to release it? Did he die or what?

>> No.4047964

last i heard, atari clamped down on him hard

>> No.4047965


Didn't Atari grab him by the balls?

>> No.4047967

>you can find secrets by mindlessly humping every single fucking wall

Well, who would've thought? This is exactly one of the things the doombabby shitposter said some threads ago. Yes, bruteforcing secrets is pretty much possible, and guess what? It is also a very efficient way to not have any fucking fun at all and poision the otherwise positive experience of finding a secret.

>> No.4047974

Good secret hunting is all about noticong something amiss, an oddly lined up wall, an out of place candle, those eyes in the bookcase, that noise in the distance, that fake wall, an importaint looking door

>> No.4047983

where to get blood

>> No.4047984

shitposter replies to himself to try to start an argument. will the board respond, or are they wise to his ways yet? we'll have the full story after these messages

>> No.4047986

Am I the only one here who doesn't actively try to find every secret? If I observe something that raises my eyebrow, i'll look into it. But otherwise, I just focus on reaching the exit.

>> No.4047989
File: 7 KB, 1061x122, Capture.png [View same] [iqdb] [saucenao] [google] [report]

there was an attempt

>> No.4047990

after a year with doom2, i finally found a guy who let me copy ultimate doom off his computer. i'm quite proud that i finished all four episodes in a week and missed only about six secrets. this was summer 1998. i guess this was where my youth and job prospects went

>> No.4047992

Completionism is a thing, a sort of OCD complex that compells people to try and experience every little thing

>> No.4047995

>compells people to try and experience every little thing
i have this terminally, i must play every map several times until i know it thoroughly.

>> No.4048008

I feel completionism should be reserved for repeat playthroughs. Attempting it in a blind run kinda diminishes replay value, IMO.

>> No.4048009

Why are the people on Doomseeker duels so bad?

>> No.4048012

The only times I try for secrets on the first run if it's something like a BFG on a high pillar, in plane view but not reachable without some obscure button

>> No.4048019

sometimes i want to find everything on first go so i don't have to play the damn map again

>> No.4048021
File: 5 KB, 117x96, Marine, Mech.gif [View same] [iqdb] [saucenao] [google] [report]

>[5-31] An old fan-fiction Doom bestiary was dug up; no actual resources but may or may not be of interest

This guy walks up to you on Phobos and slaps your GFs ass, what do you do?

>> No.4048025

i don't play zandronum but i know from a few round on odamex a few years ago that i am so shit at deathmatch it's not even worth trying. i'll stick to single player where you can pause the game, think ahead, make plans and stuff.

>> No.4048026

nothing, he'll get zombified / hell-possessed soon enough and then i can just rocket him

>> No.4048028

because they haven't grinded the map constantly for 10+ years like you have.

>> No.4048031

Why even bother 100%ing a map you clearly don't enjoy?

>> No.4048043
File: 463 KB, 800x600, Screenshot_Doom_20170608_225111.png [View same] [iqdb] [saucenao] [google] [report]

Adding a little excitement to any map.

>> No.4048047

i don't know, i just feel compelled to finish them. funnily enough, often they grow on me. some of my favourite maps are those that at first i hated.

>> No.4048051

i'm 20, only been playing doom since I was 16 only started playing the MP a year ago

>> No.4048052

no idea, then. still young enough to have quick reflexes maybe. i'm twice your age, and probably half your speed.

>> No.4048061

is there a pk3/wad out there of the romero doom dev dumps?

>> No.4048145
File: 20 KB, 640x435, 64c.jpg [View same] [iqdb] [saucenao] [google] [report]

It makes me sad that bonuses in D4T are only reserved for completionism.

>> No.4048147

There's a lot of questionable elements about D4T and D4D

>> No.4048152
File: 519 KB, 644x909, 1442619809334.jpg [View same] [iqdb] [saucenao] [google] [report]

You're at the club, and this dude gibs your girlfriend's ass. What do you do?
Keep in mind, he weights 358 tons, is 24 feet tall, and shoots rockets out of his arm.

>> No.4048156
File: 269 KB, 1280x1024, Screenshot_Doom_20121127_212221.png [View same] [iqdb] [saucenao] [google] [report]

my waifu is fuckin dead, time to run away

>> No.4048157
File: 528 KB, 800x599, 1491290001000.gif [View same] [iqdb] [saucenao] [google] [report]

I lure him to get stuck in a door frame and punch his dumb ass til he explodes.
Then I come over and punch YOU

>> No.4048158

Circle strafe with rockets and bfg until it dies, the lay siege to the afterlife until it spits my gf out

>> No.4048159

Memento Mori 2.

>> No.4048160

hes 110 units which is 2x doomguys height. so about 12 foot. not 24 you gelatinous mong.

>> No.4048164
File: 54 KB, 180x172, LOL.png [View same] [iqdb] [saucenao] [google] [report]

Holy shit, that gif

Still pretty damn tall, friend.

>> No.4048167

Any mods that add dicks to the monsters?

Nothing else. Just dicks.

>> No.4048168

>Circle strafe with bfg
No, stop!

>> No.4048170


>> No.4048173

Speaking of, is there really any reason why the BFG works in the fucked up way it does?

>> No.4048175


>> No.4048178

Doom: Uncut

>> No.4048179

Funny you mention that, there actually is. I forgot the name, but someone posted it here long ago. I don't think all monsters were completed, but I will never forget the sight of an imp's flaccid member swaying gently from side to side as it walked towards me.

>> No.4048180

Hardware limitations. Rendering an explosive that big would have choked processors at the time.

>> No.4048259

i shoot him until he dies

>> No.4048353
File: 133 KB, 1012x668, hunter.jpg [View same] [iqdb] [saucenao] [google] [report]

My idfu weighs 170lbs, is 6 and a half feet tall, and could break him in two with her thighs.

>> No.4048356

It originally spammed red and green plasma balls everywhere. It looked dumb and lagged out all but the priciest PCs that existed.

>> No.4048396

Like the cenobites from Hellraiser?


>> No.4048429 [SPOILER] 
File: 33 KB, 1280x720, 1496971812369.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4048438

you can make do with just rooms and hallways
because those are fancy rooms and hallways
just remember to have that ever important height variation
rooms with ledges with stairs going up them on the same room or from a different room

also release that fucking texture pack, i want to make a hexen map but the base texture set sucks

>> No.4048440

nuke barrels a'la DRLA?

>> No.4048443

I love her and all, but I don't think it would be that easy. Unless by thighs you mean a BFG10K.

>> No.4048446

>I don't think it would be that easy.
It's worth a shot. She can test her strength on me first. With her thighs. Around my head.

>> No.4048448

A reasonable plan.

>> No.4048450

>Unless by thighs you mean a BFG10K.
>ever using anything but the Lightning Gun to solve all problems
She's got like a dozen chat lines specifically relating to the LG. Probably loves it for its humming and vibrating.

>> No.4048451
File: 1.38 MB, 1680x1050, 1469483104506.jpg [View same] [iqdb] [saucenao] [google] [report]

Look at these thighs. I think they're more than qualified to crush even the hardest of substances with little resistance.

>> No.4048454

Goddamn, that's the best quality and highest res scan of that image I've seen yet.

>Bisley's character barely even has any visible muscle definition, soft arms, meaty thighs and a visible lovehandle

>> No.4048603

Is there any explanation on why the icon of sin is just a head and his body missing?

>> No.4048612

It's not that his body is missing, it's that his head is locked in a wall.
The epilogue clearly states that his body thrashing devastates Hell.

>> No.4048645
File: 70 KB, 360x357, arevenantwasbehindeverything.png [View same] [iqdb] [saucenao] [google] [report]

I wonder if that Revenant in front was just mocking him and being an asshole until Doomguy shows up.

>> No.4048646

Or telling him endless boner jokes to pass the time.

>> No.4048652

The IoS is stuck in a wall for eternity and can summon monsters. Clearly he made the skelly because he just wanted a friend.

>> No.4048797

what sound effects do you find superior to their original counterparts? I personally like the sound effects for the PSX/doom 64 Hellknight, Pain elemental and mancubus

>> No.4048810

Since GZDoom is GPL compliant and Freedoonm is BSD, is there anything legal stopping a person from making a standalone commercial game with Freedoom as the base?

>> No.4048817

no, and I think thats the point

>> No.4048835


Cool. I don't on doing anything commercial honestly, but it'd be nice to be able to distribute a standalone game with that being a potential option.

>> No.4048853

Actually looks very nice. I like the textures and the gloomy lighting. The detail level is fine - suits the older hexen style which is nice.

>> No.4048973
File: 1.32 MB, 800x600, gzdoom_2017-06-08_21-13-54-02.webm [View same] [iqdb] [saucenao] [google] [report]

What do you guys think? Is it good enough? Do you know anything that might fit better?
I'm talking about the bullet puff.

>> No.4048979
File: 837 KB, 800x600, gzdoom_2017-06-08_21-09-55-44.webm [View same] [iqdb] [saucenao] [google] [report]

One from closer range.

>> No.4048995


Have nuclear barrels been done before in a mod?

>> No.4049003

I hope you look to publically distribute this model, looks like good work

>> No.4049129

yo does anyone have the Quake Live announcer sound files?
no not Quake 3, already have those

>> No.4049212 [DELETED] 


interesting thread.

>> No.4049218
File: 384 KB, 800x600, Screenshot_Doom_20170606_203854.png [View same] [iqdb] [saucenao] [google] [report]

>Call of Doom has a "BFG prototype"
I gotta admit it feels a bit wierd to have a literal RPG-9 be called a BFG and supposedly contain a miniature nuclear warhead, but fucking hell it is fun to shoot it nonetheless.

>> No.4049229

Those sprites are not great

>> No.4049238

Guys, would you be interested in a UT2k4 style kill announcer addon mod for Doom 2?

I'm thinking about making one.

>> No.4049249

go for it

i'm trying to add an announcer to my mod too, but i want the higher quality voice files of QL, but i can't find any
hence >>4049129

>> No.4049252

viles in hideous destructor are the worst shit ever

what do I do to actually fight the motherfucking thing instead of idly edging on a corner or sweeping the area for the umpteenth time

god it just sucks when there's one of them on the exit clutch and you were *just about* to hit 100 kills

I got SUCKS last map just waiting for it to have the decency and dignity to make a damn cameo in my fucking playthrough

>> No.4049258

Are you doing your mod for multiplayer or singleplayer?

I'm doing the latter, for SP. I'm currently trying to imagine in my head how silly/good/obnoxious/horrible it would play in reality.

>> No.4049261

On another level, I appreciate what Hideous Destructor is going for, however I don't find that style of gameplay fitting in Doom, but that's just my opinion on that.

>> No.4049263

but mostly i an announcer for powerups

>> No.4049270

Ah nice, your mod sound like its going for something more subtle.

I'm going more for the DOUBLE KILL, MEGA KILL and M-M-MONSTER KILL route, where I'm thinking of having up to 100 different levels of consequent kill combos that one can achieve if the player can get the next kill within 2 seconds of the last one. UT2k4's sound files have a plethora of funny shit that I think could work past the last HOLY SHIT line and continue with increasingly goofy messages and playing around with text color.

>> No.4049271

>HOLY SHIT shit shit shit...
>HOLY SHIT shit shit-
>HOLY SHIT shit shit sh-

>> No.4049272

Hunters moon had something for when you got a really high streak
it was some really loud yell and a big image of comic doomguy with a text

>> No.4049273

>Stop shooting and get killed
>"GOD DAMN IT" in big red text

>> No.4049280

Hahah thats sounds hilarious. I haven't heard of Hunter's Moon before and just looked it up, looks really cool. Thanks for mentioning it.

Exactly. I'm still thinking how this mod would work in doom and especially on slaughtermaps.

Or with Russian Overkill.

>> No.4049282

>Or with Russian Overkill
> 10 kill streak
weak american damage

> 100 kill streak

>> No.4049284

I like the splatter and fume effect of the acid blood, but otherwise the animations on the gun look very stiff and bland.

If you're gonna have a high rate of fire like that, I'd recommend
>firing frame 1, 1 tic long, muzzleflash and rendered fullbright
>firing frame 2, 1 tic long, no muzzle-flash, not bright, offset by 1 pixel down, and 1 pixel to the right
>firing frame 3, 1 tic long, muzzleflash, fullbright, etc etc

>> No.4049295

how do kill streaks work in single player? i mean if i UV-max Perfect Hatred, is that a 91 kill streak?

>> No.4049316

My guess is it has something to do with killing a bunch of monsters in a short amount of time?

>> No.4049321

Less than X second between kills. More than X seconds - killstreak is broken.

>> No.4049327

oh i guess that makes sense, never thought of it.

>> No.4049332

I think you mean the "Killing Spree!" and "Dominating!" feature, that you get for every 5 kills without dying in multiplayer arena shooters.

Obviously that wouldn't make any sense in SP, unless the player could respawn after dying.

>> No.4049351
File: 97 KB, 1280x720, Screenshot_Doom_20170411_204713.jpg [View same] [iqdb] [saucenao] [google] [report]


>High-resolution sprites for all actors (monster,npc; not only upscale, real detail) as well as completely new enemies
>A total of 11 new maps (as well as all maps from chapter 1)
>Improved effects and features (dialogue screen, npc ai, doors, cutscenes, skins, models)
>Introducing GZDoom's latest new engine features (ambient occlusion, lense distortion, shadow maps, bloom effect)
>Exciting and interactive plot with a lot of surprises


>> No.4049354
File: 253 KB, 800x600, Screenshot_Doom_20170609_132334.png [View same] [iqdb] [saucenao] [google] [report]

God, these levels are SO BROWN

>> No.4049357

I bet it runs like ass on gzdoom.
How long til they make a game in a different engine like Unreal? They have the skills to do so.

>> No.4049359
File: 56 KB, 400x400, 1496897320101.png [View same] [iqdb] [saucenao] [google] [report]

>High-resolution sprites for all actors

>> No.4049360

>I bet it runs like ass on gzdoom.

A lot of these issues have been resolved, i.e. levels being sliced up with map portals, etc.

>> No.4049361

It's like Torm wants to make all of his stuff unplayable.
Which sucks, because i like the idea of a fanmade sequel to RTCW made in Doom.

>> No.4049362
File: 213 KB, 800x600, Screenshot_Doom_20170609_132802.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4049363

> high res sprites
> ruins them in screenshots with terrible filters

>> No.4049368

>filter smudging out the graphics, swastika blurred out into basically an X
>boots of one of them clipping into the sidewalk
>light beaming down from above, but the ground it beams down onto isn't bright/lit up

I know this shit is a lot of work, particularly in Graf's janky engine, but this is not the screenshot I would parade for a project like this.

>> No.4049369
File: 76 KB, 460x459, ROMERO.png [View same] [iqdb] [saucenao] [google] [report]

"This is basically one of the best DOOM mods I've come across." - John Romero

>> No.4049371

that's the best caption you could come up with?

>> No.4049372
File: 239 KB, 800x600, Screenshot_Doom_20170608_230104.png [View same] [iqdb] [saucenao] [google] [report]

Blam! Down you go, jumping imp!

>> No.4049373
File: 11 KB, 447x151, paralyzedstate.png [View same] [iqdb] [saucenao] [google] [report]

So I made it that hit enemies are stunned for a few seconds but they only get stunned sometimes for some reason.
Like it only works when they were hit 3 or 4 times, why? Did I miss something.

pic related is the code of the arachnotron but it's same for every other monster.

Also I noticed that 2 seconds (current stun time) is not enough for some monsters like the Archvile but I will change that once everything works.

>> No.4049374

No. You've made your announcement. That's enough. Take your marketing elsewhere, please.

>> No.4049379

People give Quake a lot of shit for being brown but I find the "brownness" in certain Doom II levels and in most of Plutonia far more offensive.

>> No.4049384
File: 29 KB, 492x640, 1809239-n517581288_2545296_4021274.jpg [View same] [iqdb] [saucenao] [google] [report]


John Romero is about to make you his bitch.

>> No.4049385

Visually, yeah.

Tormentor is about to make you his bitch.

>> No.4049387
File: 179 KB, 800x600, Screenshot_Doom_20170609_132956.png [View same] [iqdb] [saucenao] [google] [report]

It's tolerable in Doom 2, Plutonia and Quake does it really pretty well, because they're kind of aiming for a particular aesthetic (they also don't have a brown sky on top of it all), but the Master Levels have such a lack of variety in aesthetics, over half the maps feel like they're done in some mapping contest where the theme was that you had to use these 15 flats and textures or something.

>> No.4049389
File: 181 KB, 800x600, Screenshot_Doom_20170609_134208.png [View same] [iqdb] [saucenao] [google] [report]

Though the following level actually had some difference, it had some gray concrete, some more colored light, a night sky, some steel floor tiles, some computer panels, etc.

Though I think maybe this level might be broken or something because I couldn't seem to get the yellow or blue key.

>> No.4049392
File: 154 KB, 800x600, Screenshot_Doom_20170609_134418.png [View same] [iqdb] [saucenao] [google] [report]

I'd attribute the level being broken to the changes done in the ZDoom mapset conversion.

>> No.4049393

Best part of kdizd, shooting tormenter in the face

>> No.4049394

Have you ever encountered Nazi weapon drops WITHOUT the Nazi spawn addon? I think the code says that it's possible for them to appear instead of shotgun spawns but I don't think it has happened in practice.

>> No.4049398

Nope, I haven't. I play without the nazi addon and I don't ever remember getting their weapons throughout many campaign playthroughs.

I could easily tweak the spawners to make them appear though, I've been tweaking the mod to my preferences, so it shouldn't be hard at all.

>> No.4049404

If I'm not mistaken, the TT33 is among the weapons dropped by Nazis. Does that mean that you got the TT33 because of the modifications you've made?

>> No.4049405

His last game made him its bitch.

>> No.4049421

painchance.paralyzed 256

>> No.4049424

what is this KDIZD meme about exactly

>> No.4049434

It's the prime example for Tormentors style.
It's "cinematic" and used everything the zdoom engine had back then but the maps were boring.
To be fair, Blade of Agony is a lot better than KDIZD desu

>> No.4049441

KDIZD felt like it took more notes from modern games than Doom, in a way where, it thought good level design meant better looking environments.

>> No.4049481

see also hellcore 2.0

>> No.4049482
File: 30 KB, 500x622, Arch-Vile-Doom-video-game-c.jpg [View same] [iqdb] [saucenao] [google] [report]

You're at the bar when this guy comes up and slaps your GF's ass, what do you do?
Keep in mind he can resurrect dead enemies and can immolate you from 1024 map units away.

>> No.4049489

hold my drink up in front of me and hope it blocks him

>> No.4049490

Be nice to him, because he only sees himself helping his friends

>> No.4049492
File: 32 KB, 300x300, kot.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4049493

that's enough of this post now, thanks.

>> No.4049494
File: 2 KB, 101x140, 1483892799855.png [View same] [iqdb] [saucenao] [google] [report]

>that archvile that resurrects someone, then starts fighting it because crossfire

>> No.4049496

archviles: rulers of hell, or plain idiots?

>> No.4049504

Thanks so much.
I'll credit you as vranon if this mod ever comes out.

>> No.4049512

*pets кoт*

>> No.4049518

Do not pet the memes.

>> No.4049519
File: 73 KB, 604x453, 1480684062012.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4049527

great some memers from /pol/ are here to spam off-topic shit that isn't sufficiently obviously against the rules that a report is worth the risk.

>> No.4049530

/pol/ has nothing to do with cute cats.

>> No.4049531

unless they have strong opinions of cats with different fur color to theirs
or something
i don't go to /pol/

>> No.4049532

Throw a tablecloth over his face so he can't see me (or others) to start his devil magicks.

Then wrestle him down while waifu separates his head from his body with her chainsaw.

>> No.4049540

sorry i guess i meant /int/ (but they're all the same shit)

>> No.4049541
File: 435 KB, 675x285, file.png [View same] [iqdb] [saucenao] [google] [report]

>Not waifuing your chainsaw

>> No.4049548

that pic is a thing of beauty

>> No.4049550

Why waifu a chainsaw when I have a waifu who has a chainsaw?

See, I get both.

>> No.4049553

I will say in all fairness the set pieces themselves looked great, the levels themselves were just too laberinthian

>> No.4049580

You want a sawcubus?

>> No.4049607
File: 165 KB, 418x358, d5a9a8ecc3ec11ee01d75b6bffa337a0.png [View same] [iqdb] [saucenao] [google] [report]

what mod is this?

>> No.4049683
File: 641 KB, 1920x1080, Screenshot_Doom_20170609_192137.png [View same] [iqdb] [saucenao] [google] [report]

Aww, guess the last Valiant episode doesn't work with D4T. Valiant was alright, but some of the open levels got really old with mancubus, spider, imp snipers all over the place.

>> No.4049685

Use Valiant Vaccinated Edition, it's an edit of Valiant by the original author, explicitly supporting gameplay mods.

>> No.4049690

what difficulty would you reccomend for D4T? i tried UV but the first level of icarus kicked my ass so i didn't even feel like proceeding

>> No.4049693
File: 190 KB, 800x600, Screenshot_Doom_20170609_171428.png [View same] [iqdb] [saucenao] [google] [report]

And then the last map of the Master Levels (included in the PSX set), was one that was kind of bland looking (but not entirely boring), and a lot like a previous map of the set (there's like three or four maps like it).

I'm extremely thankful that one map with the four Icon's Of Sin wasn't in there, that level is fucking atrocious.

What the fuck is that.

>> No.4049696
File: 222 KB, 800x600, Screenshot_Doom_20170609_174825.png [View same] [iqdb] [saucenao] [google] [report]

Now for the TNT maps, they're amazingly much more fun than the Master Levels, and more visually appealing.

>> No.4049701

Well shit, I guess I'll check it out thanks. Guess I won't be seeing Wolfenstein SS troopers anymore.

I just went with Normal + more and it was challenging at times. Any more and I imagine it would be too tedious.

>> No.4049728

There are the Vadrigar from Quake 3 with Team Arena and Quake 4 variants, the Quake Live Evil and Female announcers, Mike from KI2013, Paragon and Unreal Tournament 3 announcers as well.

That's Mike from Killer Instinct 2013, it is always fun hearing him yelling "ULTRAAAAAAA" when you are in a slaughterfest.

If you stop shooting and get killed the Dark Souls "YOU DIED" death message appears in the screen which is something similar.

>> No.4049754

Are there any nice texture replacement mods out there? I'm looking for something to mix it up a bit with OBLIGE levels or such, but don't know where/what to look for.
Just plan texture replacements would do, no need for SUPER HD LOL stuff or anything.

>> No.4049758
File: 1.04 MB, 1360x2304, 4PIidQs.jpg [View same] [iqdb] [saucenao] [google] [report]

There are lots of references and interesting stuff i put into the mod, there are some which delays alot to people notice and i plan to add more of those kind.

>> No.4049762

It's like those console versions of Doom which have to cut back on textures because of RAM

>> No.4049779

why do you keep posting this question

>> No.4049782

Is Icarus /ourguy/?

>> No.4049815
File: 248 KB, 800x600, Screenshot_Doom_20170609_181842.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, but as I've been playing through all the Playstation versions of the official maps, I find that even with those (nominally simplified) versions of the maps, which has a bit less varied texture usage, they're all much more vivid and fun than the Master Levels.

I can see why people never talk about them.

>> No.4049818

the master levels are pretty awful, i don't get why people dont shit on them as much

>> No.4049821

Is there a fully compatible set of bright maps for smooth doom yet? Also, should I use lights.pk3 or not?

>> No.4049861

"Uh, am I interrupting something?"

>> No.4049876

Bloody hell that looks hideous.

>> No.4049879
File: 143 KB, 717x448, 1nyXaun.png [View same] [iqdb] [saucenao] [google] [report]

Rise of the Wool Ball released

>> No.4049881


No, but he's neat.
Even if I don't agree with him on everything, I can't really hate someone that's clearly having this much fun with Doom and its mods.

>> No.4049883

Hell yeah.
Up yours, Torm, this is what I'm playing.

>> No.4049889


>> No.4049892



>> No.4049901

I like him. His videos are fun but his viewerbase consists of brutal doom kids and he spoilers too much of the content.
"There is a secret weapon in this mod which you get by killing a certain enemy. Here let me show you"

>> No.4049907

At least, those BD kiddies could learn about better mods that exist out there

>> No.4049910

He's good. I wish he made the special cacoawards series covering at least most of the gameplay mods and maybe good map packs out there. Really a good entry point for young people who want to get into doom.

>> No.4049928
File: 335 KB, 1920x1080, Screenshot_267.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4049937

No, that was just one of the starting classes you get to pick when you play. Can't remember which one. Some classes come pre-equipped with certain weapons.

I also took a peek in the code and it seems each class has special perks associated with them to make them better at some particular aspect, be it movement, resilience or combat. Unfortunately they're not openly visible anywhere. The author is likely to add them for the 1.0 version he's making.

>> No.4049967

Playing Hunter's Moon, I can not figure out when can I use weapon's altfire and when not - most of the time instead of altfiring weapons swithc to shotgun instead (the swithc is not nound to the same button I checked)

>> No.4049972

I think the alt fire is a sort of ultimate attack, you need to kill a lot of monster before you can use it or something like that.

>> No.4050001

But where is the indication? I don't see anything that indicates whether or not I can use it or not, and that detail of how it works is not written anywhere not on mod page not in manuls.

>> No.4050070

His streams consists half of actual gameplay and half of game paused with Icarus going "Thanks for the follow DickSucker69, enjoy your spinning Cacodemon"

>> No.4050105

What are some mods that use +REFLECTIVE other than Demonsteele?

>> No.4050109

First Bubsy sequel gets revealed and now this

>> No.4050121
File: 199 KB, 800x600, Screenshot_Doom_20170609_184937.png [View same] [iqdb] [saucenao] [google] [report]

>It has been mentioned by John Romero, John Carmack, and several of the involved mappers that the primary motivation for the creation of the Master Levels was to "give the D!ZONE guys a run for their money," as id Software had become increasingly dissatisfied with other companies releasing various shovelware CDs full of Doom add-ons without any of the windfall reaching back to id

If the Master Levels range from mediocre to substandard, I'd hate to see what the D!ZONE stuff looked like. I mean, God bless Sverre Kvernmo, I love the guy, but Mephisto's Maosoleum is just plain fucking terrible.

>> No.4050135

D!ZONE is the stuff of nightmares. Only play that when stoned. Any other state of mind will cause severe brain damage.

>> No.4050148

you know you've achieved Doom Satori when you can play random 1994 shovelware maps and genuinely enjoy them.

i'm sorry you're nowhere near that. play more maps.

>> No.4050152

The bullet puff or something else? I'm not the original creator of the mod, so changing the xeno sprites would be too fucking work.
I took the gun from the USCM weapons mod. I'll see what I can do about that but the gun isn't supposed to have much recoil.

>> No.4050168
File: 723 KB, 800x500, laughing vcr repairmen.png [View same] [iqdb] [saucenao] [google] [report]

>Playstation Doom
>John Romero is quoted on the back cover, calling this the "best DOOM yet," and is credited as "Creator of DOOM".

>> No.4050180

Hate to give you the bad news, but I think you got a condition that is normally known as "masochism".

>> No.4050183

GMOTA uses reflective for when you raise the shield up

>> No.4050193
File: 57 KB, 294x364, 1425434415215.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4050203
File: 112 KB, 770x740, 1484275967111.jpg [View same] [iqdb] [saucenao] [google] [report]

>that movie on the table
oh HELL no

>> No.4050208
File: 333 KB, 1280x720, Screenshot_Doom_20170610_054300.png [View same] [iqdb] [saucenao] [google] [report]

Hey, it's that girl from that one flash game.

>> No.4050212

i disagree of course.

for me masochism is modern "slaughter puzzle" maps as they are sometimes called. you know the sort of stuff ribbiks is known for. dying over and over again until you find exactly the right sequence of movements, and the infighting goes off just right.

that sort of stuff is all very well, when in the mood for it. i have for instance uv-maxed every map in plutonia, which i know is fairly low on the modern difficulty scale, but my limit of frustration is not much above it.

on the other hand, large collections of really old maps don't have much of any of that kind of stuff, and so are comfortable and relaxing.

>> No.4050214

I can't see it well, what movie is it?

>> No.4050218

Neil Breen's Double Down

>> No.4050221

>which i know is fairly low on the modern difficulty scale
It may not be Sunlust tier or anything, but Plutonia doesn't pull any punches, it's designed to challenge people finding the base game too easy, and I think it does that pretty admirably still.

>> No.4050224
File: 35 KB, 800x600, screenshot_doom_2...4_184755-4b8377d.png [View same] [iqdb] [saucenao] [google] [report]

You can play as her in a JP gameplay mod called Doom Radys and all the enemies do a shitload of damage so it's really hard
Revenant rockets are instant kill for example

>> No.4050225

Alright I did what you recommended and now not only it looks better (and the muzzleflash works as intended finally) but the gun has the correct RPM (900). This means I'll have to rebalance gun damage though.

>> No.4050231

i really hope doomshogun is okay
haven't heard anything about progress on radys for a while

>> No.4050239

Hi, I was just wondering - is there any way of making weapons fire on releasing the button? Like charging something until I let go?
I think it might be possible with ACS, but is there something I can use in decorate only? I don't want to make a script just for charging my laser or cooking my grenade or something like that.

>> No.4050242

Some Brutal Doom variants have that system for the altfire on the plasma rifle. You might want to take a look at their code.

>> No.4050245

>I increased the height of my doorframe!

>> No.4050248



>> No.4050249

Thanks, will take a look. All I could dig up was stuff like "holding until full charge and then it goes off automatically", while I want to be able to hold it indefinitely.

>> No.4050251
File: 1.01 MB, 800x600, gzdoom_2017-06-09_18-59-09-12.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4050257

I remember one variant (don't remember if it was PB or what) where you could hold and fire at any time but doing so before full charge would make it weaker.

>> No.4050258


A_Refire is the function you want.

>> No.4050262

The Xeno sprites in the other webm are just too bright and the detailing looks rather MSPaint-y

The Pulse Rifle sprite also looks more like just a screenshot rip so that's my issue with that

THe muzzle flash seems fine.

>> No.4050263

anyone has the link to it.

>> No.4050271
File: 23 KB, 185x119, PRBFA0.png [View same] [iqdb] [saucenao] [google] [report]

If I ever get into sprite work I'll be sure to change that.
I got the rifle (plus smartgun and flamethrower) from this mod:
It looks better than what came with the mod at least. Pic related.

>> No.4050279
File: 311 KB, 600x480, doom hellbound.png [View same] [iqdb] [saucenao] [google] [report]

this wad is mean.

>> No.4050304

Thank you! I didn't even know A_Refire could jump to different states. Now it works as I wanted it to. Thanks again, Anon.

>> No.4050316

Are their any enemis that have a whip or long tongue attack? I'm looking for references

>> No.4050324

MetaDoom has Wretched and Former Assassin, who are the NuDoom Caco and Tentacle commando from Doom 3

>> No.4050325

You mean as in vidya in general or what

>> No.4050328

Except for the muzzle flash that one has a much cleaner look to it, doesn't look purely like a screenshot rip with artifacting

>> No.4050329
File: 551 KB, 1920x1080, Screenshot_Doom_20170609_184513.png [View same] [iqdb] [saucenao] [google] [report]

Get in here comfy bros, I fixed my streaming and I feel like binging doom 1 with d4t.


>> No.4050338

Doom made enemies meta doom was next on my list to play so that will work nicely, was trying to work out how to animate it was all

>> No.4050345

Voxels could be an interesting way to represent long-reaching physical attacks.

>> No.4050365
File: 59 KB, 550x410, Hybrid_SC2_Cncpt1.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, it came to me of my succubus concept using a whip attack when I heard the old sound effect infested Kerrigan made for her melee attack, still unsure on design, somewhere between Wraith and a lady version of those hybrids.

>> No.4050373

No offense, anon, but who are you?

>> No.4050375

That's exactly what it is, though, and it kinda looks like a toy gun. It's from the Aliens Online game if I'm not mistaken.

>> No.4050376

Does anyone have the "So you want to play some fucking Blood?" Image by any chance?

>> No.4050380

It has a lot less artifacting

The one in the webm feels like the same sort of quality as something in those CoD rip mods, or that Bulletstorm Doom mod

What I am getting at is it's pretty ugly, I don't mind if the source is actually ripped or not. It's more about the quality of the rip.

It's why Zion was such shit

>> No.4050385
File: 67 KB, 300x574, 1496343232988.jpg [View same] [iqdb] [saucenao] [google] [report]

>It's why Zion was such shit
>Make ridiculously huge model rips
>Surprise, surprise, it lags the game
>What now, we already made all the weapons
>I know, let's just do lazily resize resize all the rips we have
>Now it looks like shit and is full of artifacts, but oh well

>> No.4050389
File: 11 KB, 320x200, PRFRA0.png [View same] [iqdb] [saucenao] [google] [report]

The gun mod is still in version 0.8 so it is possible that the guy will clean up the sprites. I have no idea how to do it myself though, so I'll have to wait until he updates his mod and then steal his stuff again.
There's this other sprite from an earlier version also.

>> No.4050392


he used to have a couple of quirks in his videos that really annoyed me but he has fixed most of them, even the editing has improved a bit

>having the weapon bobbing disabled

heresy, good thing he stopped doing that

>> No.4050417

Just beat it.

Unironical 10/10 and a very strong contender for current year cacoawards (Shadow of the Wool Ball was runner up in the previous one, I think). Rise of the Triad was a really underrated but fun game, and it captures its spirit perfectly PLATFORMING? IN MY DOOM?!

Levels are much harder due to hitscan enemies in open areas, and it's a plus (I found the first part too easy because of its simplistic Wolfenstein-ish geometry). New weapons are fun. I miss the old golden shotgun though. I usually hate how bosses are done in Doom engine, but these were competent enough to not be a nuisance. Skateboarding level is F U N with capital F, U, and N. Also, for someone who draws all graphics in MSPaint, the guy really has a style.

Overall, would replay with my grandkids when I'm old and senile. Such a joyous mod, holy shit.

>> No.4050421
File: 10 KB, 64x64, ULTIREDY.png [View same] [iqdb] [saucenao] [google] [report]

You can fire it whenever this icon appears in your HUD, a sound also plays when it is ready.

Small Tip: Shotgun's Ult requires pointblanking the target, otherwise it will have no effect.

>> No.4050496
File: 10 KB, 240x210, 1471648178020.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing ancient aliens again
already completed it when it was still RC, but damn this map set is so great

>> No.4050507
File: 150 KB, 1366x768, KEEPCOMPLEXINGMYSHITUP.png [View same] [iqdb] [saucenao] [google] [report]

Non-daily "The STATE of Doomseeker", [TSPG] hasn't stopped edition
I liked it too but it's too fucking hard sometimes and they go balls to the wall even in the first map with that fucking Cyberdemon

>> No.4050512

Hello, this is another update.
I have added the Talon, replacing the fist, but working the same otherwise. I also put the alcoves in the harbor (though I don't know how to make sloped 3d floors, if that is even possible). I also started to work on the child prison, but since that was the first true 3D part of the level I had to use some silent teleport trickery. I also added another weapon; however, I didn't make it.
Feedback as always appreciated!


>> No.4050539

please stop, thanks in advance

>> No.4050562

Nah let him continue, it's informative. And hopefully it should kick someone into starting (and people joining) servers with other mods.

>> No.4050564

>it's informative
It's really not.

>> No.4050567


How is it informative?

>> No.4050593

Nobody- I figure I'd start streaming my doom sessions is all..

>> No.4050619
File: 990 KB, 600x3275, soyouwanttoplayblood.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4050632

This needs to be updated to include BloodGDX.

>> No.4050645

oh shit nice
zanieon and term confirmed for coolest of fags

>> No.4050690

Are you supposed to jump in hexen?

>> No.4050702

it's the game that introduced jumping into the engine afterall (i think)

>> No.4050705

Yep. No crouching though.

>> No.4050708

Ah, that's fine.
I'm always interested in more Doom streamers. Hope to see more of your stuff.

>> No.4050713

After playing through the first 4 levels of Knee Deep with every game mod I find, I've realized gameplay mods need maps to go with them.

>> No.4050715

It also helps if you can find maps that go well with them.
Wild Weasel's Nazis, for example, was made with Epic in mind.
Final Doomer was made with Plutonia and TNT in mind, and soon BTSX, Ancient Aliens, and Japanese Community Project.
And I know Term tests his stuff with Scythe 2 bunch.

>> No.4050719

Going Down + Call of Doom is the most fun I've had with Doom in a long while. I tweaked Brutal Doom's skill definitions a bit and changed damagefactor to x1.25 and it's a fun and fair challenge.

>> No.4050725

I heard you guys like Discord :^)

>> No.4050743
File: 301 KB, 900x675, 1449715676346-1.jpg [View same] [iqdb] [saucenao] [google] [report]

Did anyone ever manage to make something like a dynamic music system?

>have x amount of enemies in sight
>music changes to action music
>last enemy dies
>cue music closing sound (think Baldur's Gate)
>normal music resumes playing

>> No.4050746

Like they did with the New Doom?

>> No.4050749

I'm obviously talking about something for Doom/Doom II, not NuDoom.

>> No.4050752

It'd probably suck for maps not meant for it, otherwise music keeps playing for an enemy you can't get to yet, or it stops playing, then immediately picks back up when another enemy spawns in.
Would be cool for a mapset made for it though.

>> No.4050757

It needs to play only when a certain number > x of enemies are visible at the same time and stop either when all of them are dead or they are not visible anymore for some set time. What I want to know is if that's even possible.

>> No.4050759

nah, they don't

>> No.4050760

I mean, ZScript is getting pretty damn crazy, wouldn't surprise me if it's possible.
ZScript can even edit maps now. Brutal Doom is using it to spruce up vanilla maps, and there's this WIP on the ZDoom forums of a "Doom 64-inator"

>> No.4050761

What's a really good example of dynamic music?

Halo liked to have music get to different parts at different parts of the level.
Or in Halo 1 last warthog run where they kind of timed the track so that you get to the end when the track changes it up right when you get to the end

>> No.4050762

A few weeks back some anon from this thred made a quick mod to show a "all enemies cleared" message, I added that thing they do in Hotline Miami with the bgm off>record scratch>droning buzz sound when it happens.

Kinda cool on my tinymap Oblige rushes:
Not exactly what you're asking for but I wanted an excuse to post webum.

>> No.4050767


Black Warrior does. And it's amazing.
And somehow manages to work even with maps with midi music.

>> No.4050768


UAC ULTRA was fun with Space Hunter

1994 Tune up was a fun as fuck ride with BURL TUMD, except for the final map, that shit its just impossible when archviles can burn you during the blast buildup

GMOTA is often recommended with brotherhood of ruin for a good reason, the maps fit the theme and the monster placement fits the gameplay nicely al things considered

>> No.4050769

yes they do

>> No.4050775

I'm not sure how Halo 1 does it music but 3 had a really great system for handling their music. Every instrument had it own track and the whole score got mixed at runtime with instruments being changed or switched on/off as needed either through scripted triggers or letting their virutal conductor handle things.

It'd probably be a bit too complex for Doom but somelike akin to Muramasa's music system with two music tracks playing in sync, one for calm situations and one for combat, and faded between each other could be possible.

>> No.4050789

I'd rather something like rareware's n64 games where instruments are brought in and out without pausing the music.

>> No.4050809

>just got spooked by playing heretic
I never imagined this would happen to me

>> No.4050810

that seems only possible with music made specifically for that.

>> No.4050813
File: 175 KB, 644x768, ss+(2017-06-10+at+12.13.59).png [View same] [iqdb] [saucenao] [google] [report]

it's been almost a month

when is he actually quitting

>> No.4050816

His "quitting" was entirely a publicity stunt in order to get more donations and to try and guilt-trip Twitch into giving him partnership.
Twitch rightfully didn't give a shit.

>> No.4050817

Who gives a shit.

>> No.4050819

i give a shit in that this is the type of person that id software wants to reference and promote

>> No.4050820


Id Software, since he's referenced in Doom 4.

>> No.4050829


I care only insofar that I really fucking hate wannabe e-celebs blatantly lying and milking sympathy for e-fame.
Probably not /doom/ material, though, even if he is very much trying to be a Doom e-celeb.

>> No.4050832

Agreed. BZPlasma is a shitty person, I'm glad we can all agree on that. But even if he is a shitty person, it's probably better to focus on vidya and playing vidya rather than internet personalities doing Stuff I Don't Like.

>> No.4050892

E4M2 + D4T = endless rape

>> No.4050909

is there any greater pain condensed into such a small space?

>> No.4050914

Swift Death?

>> No.4050925
File: 424 KB, 800x800, ZSword.png [View same] [iqdb] [saucenao] [google] [report]

Anytime lad.

I posted the server of my mod here, but i seems everyone ignored or really have low interesting in play it online.

>> No.4050956
File: 43 KB, 611x132, DOOM.png [View same] [iqdb] [saucenao] [google] [report]

What's the difference between final doom and the ultimate doom?

>> No.4050962

Ultimate Doom is Doom 1 + episode 4.
Final Doom is TNT Evilution and Plutonia Experiment.

>> No.4050963

Ultimate doom is doom + extra episode and minor engine changes
Final doom is doom2 + TNT/Plutonia

>> No.4050968
File: 39 KB, 497x136, DOOM 1.png [View same] [iqdb] [saucenao] [google] [report]

Why they gotta make it so complicated? I don't think I ever fully played through doom 1/2

>> No.4050971

You're buying them from GOG when you could get them for free? Unless you want the nice pre-configured bundle it comes in with the other stuff

>> No.4050973

GOG makes my life easy

>> No.4050986

>download gzdoom
>download wads from the OP
Not that hard

>> No.4050996

ultimate doom is doom 1
final doom is 2 doom 2 expansions

>> No.4051018

gzdoom is the full game? thought it was just a mod, how can they distribute the full game without Bethesda coming down on them?

>> No.4051021

The Doom engine is free to use, the data isn't
In other words, GZDoom is legal but downloading doom.wad isn't

>> No.4051032

Oh well.

Brutal DOOM is the same as well?

>> No.4051036

Brutal Doom is a mod, so yes, it's legal

>> No.4051037

Well whatever, my donation then keeps GOG alive or something.

Fuck these secrets, I don't have time for this shit.

>> No.4051093

>You're buying them from GOG when you could get them for free?
some people actually like to legally own their software, anon.

>> No.4051114

Who cares if the original devs aren't getting money?

>> No.4051154

>decide to give shadow of the wool ball a try
>disco level
This game is adorable.

>> No.4051175
File: 1.93 MB, 320x213, 1386109979988.gif [View same] [iqdb] [saucenao] [google] [report]

My math mind is failing me right now, how do I do this calculation right?

else if(enemyhealthmax <= 25%)

>> No.4051178

Shotgun Frenzy is ok though, if you don't mind the weird 2000s mod vibe it has.

>> No.4051183


>> No.4051187

Thanks, that gave me the clarity I needed.

>> No.4051191
File: 402 KB, 720x540, 992930_480390002054585_706539443.png [View same] [iqdb] [saucenao] [google] [report]

This mod is one of the best Alien games ever made it's so tense and atmospheric. It's Aliens Colonial Marines just to be clear because there are also 2 other alien mods.

>> No.4051201

Anyone got the link for that mod which shows enemy health?

>tfw there will never be a mod where you play as the cats instead

>> No.4051217

Is this that old Alien mod or the newer one? I always mix them up.

>> No.4051220

>the guy really has a style

>> No.4051221


Its a text based version, very lightweight.

>> No.4051223

I said it's Colonial Marines mod you nigger.

>> No.4051225

The older one was called colonial marines as well. But yeah, I already found the one you're talking about.

>> No.4051229

>the way cultists in blood crouch and slowly move out of sight when you shoot at them + that high pitched scream

>> No.4051231 [DELETED] 

>mfw Doom is a pile of fucking shit and everything people attribute to Doom is actually done by modders and mappers

>> No.4051232

Are there any mods that make RTS/TBS out of Doom? I know about Doom chess, but I was wondering if there are any other ones.

>> No.4051235

What are some good survival horror wads? I mean survival horror as in Resident Evil or Condemned not walking simulators.

>> No.4051236

I'm feeling stupid as fuck. I have these two conditions, yet the lower one always seems trigger before the first one.


if(enemyhealth >= enemyhealthmax * 0.75)
HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_TAN, 0.5, 0.02, 0.6, 0.2);
if(enemyhealth < enemyhealthmax * 0.75 && enemyhealth >= enemyhealthmax * 0.5)
HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_GOLD, 0.5, 0.02, 0.6, 0.2);
if(enemyhealth < enemyhealthmax * 0.5 && enemyhealth >= enemyhealthmax * 0.25)
HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_ORANGE, 0.5, 0.02, 0.6, 0.2);
if(enemyhealth < enemyhealthmax * 0.25 && enemyhealth >= 1)
HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_RED, 0.5, 0.02, 0.6, 0.2);

>> No.4051237
File: 1.78 MB, 1920x1080, Screenshot_Doom_20150110_202057.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4051238

*four conditions, yet the lowest one triggers before all others.

>> No.4051240


>> No.4051241

thanks, cute anon

>> No.4051243

Let me know what you think of it, I'm still wondering if the choice of colors was right.

I'm currently trying to make a bit more complex version that has a color change depending on how low the enemy's health is.

>> No.4051261

why can't you just do

if (enemyhealth >= 1)
int pc = enemyhealth * 100 / enemyhealthmax;
pc>=75 ? CR_TAN : pc>=50 ? CR_GOLD : pc>=25 ? CR_ORANGE : CR_RED,
0.5, 0.02, 0.6, 0.2);

or does ACS not work like that

>> No.4051265

Also please make it so it does not lock onto monsters that have less than 0 health.

>> No.4051268

>int pc = enemyhealth * 100 / enemyhealthmax
wouldn't that just return 100 each time?

>> No.4051269

No, one's the enemies current health, one's the maximum health.

>> No.4051271

This is also my 'complaint' after doing a quick few maps with it

>> No.4051272

oh right. i'm blind, sorry

>> No.4051273

I tried running it through the ACC compiler, it gave me an error:

Line 47 in file "C:\Users\Person\Desktop\Source\ScouterThing.txt" ...
C:\Users\Person\Desktop\Source\ScouterThing.txt:47: Bad character in script text.
> pc>=75 ?

>> No.4051278

Alright, I'll test the script first and then upload fixed version in a moment.

>> No.4051285

shrug, i didn't test it, i just extrapolated from knowledge of C. i guess it doesn't like ternaries inside function calls? weird though

>> No.4051289
File: 279 KB, 800x600, Screenshot_Doom_20170610_144505.png [View same] [iqdb] [saucenao] [google] [report]


Say, how do you feel about showing the name of the corpse, but not the health? Pic related.

(Accidently ended up leaving it on, just curious if it might be a good idea to keep it.)

>> No.4051290

It catches onto corpses during a crowded fight where you want only monster HP.
Can you please make it an option?

>> No.4051293

Ok this is wierd as fuck, I cobbled the code into this and it still only shows the last (red) health. What did I screw up here?

if (enemyhealth >= 1)
int pc = enemyhealth * 100 / enemyhealthmax;

HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_TAN, 0.5, 0.02, 0.6, 0.2);
HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_GOLD, 0.5, 0.02, 0.6, 0.2);
HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_ORANGE, 0.5, 0.02, 0.6, 0.2);
HudMessage( s:"\n",
HUDMSG_FADEOUT, 112224, CR_RED, 0.5, 0.02, 0.6, 0.2);


>> No.4051295

When i play MetaDoom with either Back to Saturn X or Ancient Aliens, i get this visual glitch of the chainsaw popping in and out.
Maybe it's either the version of the mod i have (4.0) or the source port (GZDoom 3.0.1), but either way, Kinsie, could you fix it, just in case?

>> No.4051296

Doomguy is actually a demon the reason why he fights Hell is to conquer it and rule it himself.

>> No.4051297

k keep me posted

>> No.4051298

Its just too distracting I see.

Alright, heres a version where dead monsters are ignored!


>> No.4051301

i would guess all the cases are true when pc=100 for example. i think you may need to do if (pc>=75) else if (pc>=50) else if ...

>> No.4051302

It seems to usually happen when its idle, but the pick up sprite even appears in the upper corner in the left


>> No.4051303

Nevermind, turns out i shouldn't use the dot beh file in BTSX.
AA is already fixed anway.

>> No.4051307
File: 93 KB, 960x622, 11016072_561129540690708_6654455370253636319_n.jpg [View same] [iqdb] [saucenao] [google] [report]



Heres a version of the Show Enemy Health mod that changes color depending on enemy HP level and does not display dead monsters either!


>> No.4051310
File: 385 KB, 640x360, AAAA.png [View same] [iqdb] [saucenao] [google] [report]

>if enemy health is above 75%
>if enemy health is above 50%
>if enemy health is above 25%
>if enemy health is above 0%

>> No.4051312

Big thanks to you two, I would have agonized over this script much longer than without you anons.

>> No.4051314

Man, I really shouldn't work on an empty stomach. Or try to script at all by bruteforcing it because I'm newbie as fuck.

>> No.4051317

Why is there no Terminator mod?

>> No.4051320

Is there a way in Space Hunter to conserve ice ammo? Playing BTSX and I barely get the opportunity to really enjoy some icy mayhem. What little ammo I find for it gets quickly used up on lone enemies.

Also, BTSX multiplayer monster placement is the fucking agitation experience.

>> No.4051324

Try hucking bombs at stuff, or using missiles. Or you could try your luck at encountering a Nazrobe.
I'm strongly considering an update in the future where if you tap the fire button, you shoot normal beam shots but holding it switches over to shooting ice beam shots.

>> No.4051326

Can I get a link to the music mod and the "all enemies cleared" thing?

>> No.4051329

>Brutal Doom is too COD like!
>plays fucking Project MSX which turns Doom into Halo
this community is retarded

>> No.4051332

project MSX doesn't have a working (pfffft) headshot system or generally hinders the fast pace of a map

can't really say the same about mc makemancubilightnearbyareasonfire

>> No.4051337

All Clear (I'm the author of the original)

Not sure if the anon's alternative version got any updates afterwards, but its up there too.

Not the same music pack, similar style:

>> No.4051338

That gameplay mod is that?

>> No.4051347

the first set of people are likely not the same as the second set of people. more importantly, neither set comprises the majority of said community. most of us don't play either of them. your reasoning is completely flawed, and full of obvious logical fallacies.

>> No.4051373
File: 427 KB, 1920x1080, Screenshot_Doom_20170610_160636.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4051383

Please share everything you have loaded in this webm.

>> No.4051390

Looks like complex doom without the baddons and some sound replacer.

>> No.4051402
File: 239 KB, 800x600, Screenshot_Doom_20170610_150045.png [View same] [iqdb] [saucenao] [google] [report]

There, officially released.
Monster Scouter - Show Enemy Health (addon)


>> No.4051404


>> No.4051415


>> No.4051426

looks like he has DamNums too

>> No.4051448
File: 2.24 MB, 400x225, nipponsteel.gif [View same] [iqdb] [saucenao] [google] [report]

New video for Call of Doom, showcasing an updated waifu companion.

>> No.4051454 [SPOILER] 
File: 27 KB, 256x256, 1497103949325.png [View same] [iqdb] [saucenao] [google] [report]

Doomshogun/Toooooasty is alive and well and working on things. I don't think he posts any of his progress publicly, though.

I don't believe Brutal Doom's map enhancement shit is being done with ZScript, but with a hilariously hacky piece of ACS that tries to figure out what map is being played by checking the co-ordinates of all the props on the map, then places down new actors (light sources etc.) in pre-determined places. Maybe things have changed since that was first announced? I'm doubtful, though.

>> No.4051470 [DELETED] 

Honestly, the whole "COD Sucks guys!" thing that a lot of classic FPS fans insist on spewing comes across as childish to me. I mean, they aren't great, yes, but there are far worse franchises to have a hateboner for, IMO.

>> No.4051483 [DELETED] 

COD 1,2,4 and BO were awesome.

>> No.4051491

Why the fuck would he not clean up the fucking gun sprites

>> No.4051498 [DELETED] 

I honestly only think mw3, Ghosts, and Infinite Warfare were outright bad. Everything else ranges from okay-good for me.

>> No.4051503

What map?

>> No.4051504 [DELETED] 

Halo and COD got a lot of flak because they were the BIG FPS franchises of the PS360 era, and big targets are easy targets. In addition, their gameplay mechanics (regenerating health, two-weapon limit etc.) were often aped by worse FPSes just applying the concepts without understanding the subtler elements of the execution.

The bit where they REALLY fell from grace this gen with Ghosts and everything Post-Bungie only... helped, if you get what I mean.

>> No.4051510

Cool stuff, literally the only thing bad is the weapon modles in the hud, I'd love for both of the companions elements in this to be their own stand alone mods as well

Onto suggestions, would be neat to include some more former human or fully human enemies like cultists

Other then that, and this is a suggestion for brutal doom as a whole, different colored teleport effects for allies and enemies, keeps you from acidentally blowing that girls head off if you have her port near you and set off a reflex

The mod itself goes great aesthetically with hell on earth themed or other urban maps, hilighting a scrappy human army resisting the demons together

>> No.4051512

What? You mean he's just.. brute forcing it? He's activly giving himself more work to do

>> No.4051515

It's really an element of the Michel Jordan effect, he was doing it I'm a way everyone loved and accidentially made people forget other ways to play, it no longer matters how well you play or the nuances of your technique, you're suddenly judged by how Jordanesque you are.

>> No.4051517
File: 1 KB, 120x68, 0l.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4051519

What? I dont understands

>> No.4051528

Anon, I cleaned up your multicolor code and it apparently shaved off a few kilobytes. You could also have the coloring controlled by a cvar instead of having two separate files.


>> No.4051550


I´d rather hand Carmack a 20$ bill on the street than to give my money to bethesda

>> No.4051552


Complex Doom and that's it, vanilla, no bullshit addons:

HP bar and damage numbers:
https://github.com/coldcite/JPHUD (this fork is what I'm using, mod-friendly branch to keep original hud)

Music mod is just Jimmy's Jukebox (https://forum.zdoom.org/viewtopic.php?f=19&t=29117) customized with a bunch of Synthwave tunes I found to be worth playing with, it has 36 tracks from 4 artists and I'm thinking of expanding it further, but I don't know if I can share because piracy etc.
Fuck the police, here it is: http://www.mediafire.com/file/9oyrmtjd1r2v19d/j-jukebox-v9-synth.pk3

Universal Intermission Screen:

This cool little thing:
Didn't add anything new but I'm thinking about it. I'll let you know, friend.

And also this other cool little thing to make pistolstart easier, tweaked to be compatible with gameplay mods:
http://www.mediafire.com/file/bnb28wqn59bb0mf/PistolStart21-Complex_Doom.pk3 (compatibility patch, has to be loaded after)
https://www.doomworld.com/vb/wads-mods/74385-pistol-start-mod-for-zdoom/ (this is the original, author has yet to reply)

Then I generate a small/tiny Oblige wad with varying monster/health/ammo/item settings depending on the Oblige version, no secrets/bosses (sometimes no traps too, some versions mess with spawns), and finally, toggle "no monsters to exit" in gameplay options menu, or "sv_killallmonsters 1" in console I believe. NO savescumming, on death restart the level (they're short anyways).

I've tried streaming myself playing with all this shit a few times, but I'm a fucking faggot and get nervous when someone starts watching, I'm not really that much into the whole twitch/streaming thing, I'll eventually try again though.

>> No.4051556

Whoah, thats some fancy code. Thank you.
I am actually thinking of adding some sort of way to tweak the mod ingame, but I have no experience of doing that. I've seen some mods use CVars, others use options and others making custom menus altogether. I need to learn that stuff first.

But certainly, having a system to activate/deactivate the kill confirmer function, the show dead monster health function, switching between single and multicolor and also selecting a color to show the health and the enemy name with are all things that I'd want to do.

I'm currently busy af with other stuff, so it'll be on the shelf until I learn that stuff or someone makes it themselves, in which case I could officially upload it as the primary download on the main thread.

>> No.4051558

Fuck yeah, thanks anon!

That webm looked rad as fuck and now I'll get to enjoy that ride too. Cheers man.

>> No.4051563

cute and very smug, i like it

>> No.4051576
File: 2 KB, 67x59, Best.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4051608
File: 2.63 MB, 640x360, 1490647922326.webm [View same] [iqdb] [saucenao] [google] [report]

The hardest part to all this setup will be the Oblige tuning mind you, every version requires slightly different settings to be fun and playable and personal preferences might come into play, special note to the no bosses thing (or disable cyberdemons/masterminds) especially if you pistolstart. Complex Doom bosses are kind of balanced for co-op and killing them slow the ride way down, don't worry, you'll still find a few tough enemy variations anyways.

Here's the config I use with the latest version I have (7.55-WIP), but I'm still tuning it.

Also remember to start the game with "map jukebox" and do just like in webum to add the music to the whole thing.

>> No.4051635 [DELETED] 

COD in the 90's was pretty different, as I understand (never played it).
NuCOD just strikes me as the white noise of modern tactical shooters, bland.

>> No.4051652

Thanks, thats some handy insight there. Will certainly save me time than trying to trial and error it myself.

>Start the map jukebox for each game
Seems a bit redundant. NowThatsWhatICallMidi offers a framework for music that allows automatic randomization and a hotkey to a new random change a track midgame. Despite its name, it totally supports mp3 and oggs.

>> No.4051665

>is space hunter the Needed update for Metroid Dreadnought?

>> No.4051668

He can't use ZScript because he wants Zandronum compatability.

>> No.4051669

I'll have to check that one out.
I recall Jimmy's Jukebox having some kind of small addon to do just that, randomize everything automatically, but I'm not using it for some reason I can't remember right now, maybe something related to being 100% random so they might repeat tunes in the same playthrough.
It's only at the start of the game so I don't really mind going through that map.

>> No.4051705
File: 56 KB, 559x562, expand_dong_by_xglaceart-daor6kb.jpg [View same] [iqdb] [saucenao] [google] [report]

what is THE Quake port i should get?

>> No.4051709


>> No.4051716 [DELETED] 

>COD in the 90's

The series didn't even exist until 2003, though.

>> No.4051729

that's the joke

>> No.4051760

Quakespasm for "muh custom maps compatibility"

Darkplaces for "muh eyecandy"

Tyrquake for "muh retro feeling"

>> No.4051763

So I'm almost finished with the gameplay part but there is one thng that bothers me.

webm related. If the ball is too close when the player hits it, he will get damaged by the bat.

It would work with setting the meleeattack to -MISSILE but that would make the attack harmless(no damage).


>> No.4051796

But zandronum is terrible and GZDoom has made it redundant

>> No.4051798
File: 1.35 MB, 1366x768, Screenshot_Doom_20170608_175204.png [View same] [iqdb] [saucenao] [google] [report]

as much i like the urban warfare aesthetics of monster hunter, the monster traps can go fuck itself

>> No.4051803

Is GZDoom consuming every port now?

>> No.4051805

Having a bit of a problem with Quakespasm - some of the sounds cut off before finishing, most notably the landing sound, but some others too.

>> No.4051806


Basically. No clue what QZDoom and True Color is, but it's in there now.

>> No.4051809

GZDoom doesn't have multiplayer tho

>> No.4051813

it won the popularity contest.

>> No.4051815

Apparently, a Client-Server netplay system idvin the works. Might have been cancelled since I heard this though.

>> No.4051817

What gameplay mod?

Samsara Extra Heroes only works on Zandronum

>> No.4051826


well it has Suit upgrades

>> No.4051827

I have to use Qzdoom myself as my computer is a potato lacking open gl

>> No.4051828
File: 826 KB, 1366x768, Screenshot_Doom_20170608_175809.png [View same] [iqdb] [saucenao] [google] [report]

doomzone, the only mod where you can almost die for a weapon, but can't pick it up because you're the wrong class.

>> No.4051832

>but with a hilariously hacky piece of ACS that tries to figure out what map is being played by checking the co-ordinates of all the props on the map, then places down new actors (light sources etc.) in pre-determined places
holy shit, this is the literal worst

>> No.4051835

lmao no
they're completely different beasts
the only similarity is that they're metroid-themed

>> No.4051836

Then maybe it's Medal Of Honor I'm thinking of. They all feel the same.

It was a WW2 shooter for Playstation and PC that people liked a lot.

>> No.4051838


Out of the possible reasons to stick with Zandronum, Samsara Extra Heroes is not the one I would pick.

>> No.4051840

>I have to use Qzdoom myself as my computer is a potato lacking open gl

>> No.4051847
File: 159 KB, 256x391, filtered imp.png [View same] [iqdb] [saucenao] [google] [report]

>those terrible samsara addons

>> No.4051849

>The second and third secret maps (The second was fun, except for finding into the exposed secret area, and the third justified the custom engine)
>The consistent casual humor and absurdity
>The platforming for almost all of it
>The moment of tension at the start of e3m1
>The slightly deeper plot and tricks used in it
>The bad-guy's announcement in the second secret level
>The consistent art style (It's not awful enough to be distracting, and it adds a nice atmosphere to the game)

>The first secret level (This is a familiar sensation of impact!)
>The excessive toughness of the new troops (Okay, they go to the gym! We get it!)
>The one jump to reach the green key in e3m4 (Died three times to it; had to straferun to get the last inches)
>The inconsistent toughness of the bosses (The third died too damn fast; I would claim it needs a second phase or something)
>Several of the moments of drama attempted (No drop has killed a doomguy!)

>Can you set up the ending to make the protagonist's survival ambiguous in Easy and Normal modes? a la "Shadows of the Empire"
>Add the llama kids to the ending. They deserve to prong in joy, too!
>Fade out the ending screen; the looping 'running sequence' and 'thank you for playing' made me wait a few extra minutes before realizing that yes, it was done

Summary: 8/10, not perfect but would play again

>> No.4051852

>Brutal Doom's map enhancement shit
First time I hear about it.
Where can I see it?

>> No.4051860

What's the best source port for quake 2?

>> No.4051863


>> No.4051864

It was just an example, if that's someone's thing. But point is that some mods require special snowflake turbo x2 beta-alpha-omega version of some sourceport for some mod to work.

>> No.4051865

honestly, a lot of those mods simply aren't worth playing

99% of good mods work across both zandronum and zdoom
i don't say 100% only because i'm sure there's at least one that doesn't, even if i'm not personally aware of it

>> No.4051870

If you watch the vid it is clear that it simply redirects you to a different pre-built map.

>> No.4051874
File: 256 KB, 800x600, Screenshot_Doom_20170610_214524.png [View same] [iqdb] [saucenao] [google] [report]

So I created this horror. I felt the barrels in doom were underwhelming, so made them nuclear and spawn in 3 varieties.


The regular green uranium barrel are most common fairly low power, while the purple plutonium and yellow thorium barrels are very rare. The purple ones you can hide behind walls to shields yourself from them, while the gigantic yellow ones... well your only defence is to be far away if they go off.

Try them out and tell me if you like em.

>> No.4051883
File: 2.66 MB, 1920x3240, Screenshot_Doom_20170610_090108.png [View same] [iqdb] [saucenao] [google] [report]

oh fuck
Oh fuck
OH well then

It might make this level a lot harder

>> No.4051884

you can't kill them, only piss them off

hit it with the double barrel or a grenade to inflict pain and then make as much progress as you can while it fucks off

if you do it enough times, it'll fuck off permanently, dropping a megasphere. dead enemies start reviving at random when this happens, so you don't want to actively hunt them unless you're able to immediately hit the exit after collecting your reward.

>> No.4051894

New thread



>> No.4051895
File: 13 KB, 300x225, 1391412894004.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok that definitely put a smile on my face, thank you.

>> No.4051903


This is only true for some maps.
For other maps, it does indeed use that horribly hacky ACS/prop detection method.

>> No.4051918

i don't think it's possible to make a gameplay changer that doesn't break at least one map.

>> No.4052016

BloodGDX needs to be updated to not look like shit.

>> No.4052095

I live for every software baby crying over his betrayal

>> No.4053501
File: 91 KB, 1024x768, dispersion pistol.jpg [View same] [iqdb] [saucenao] [google] [report]

is there a more hideous weapon in an fps than this?

>> No.4053632

>stays truest to Blood's SP
>MP exactly how it was in Blood
Jesus Fucking Christ.

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