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4051880 No.4051880 [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.4051890


-Mapping deadline reached; awaiting release?
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk [Embed]

-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
https://www.youtube.com/watch?v=uPRWMH3UI9U [Embed]
https://www.youtube.com/watch?v=Cy-yDyttogs [Embed]

[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] 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

[6-9] Rise of the Wool Ball released

[6-4] Don't play with Hell Part 1 released by Bifurcator_X

=== 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.4051897
File: 429 KB, 800x600, Screenshot_Doom_20170610_214122.png [View same] [iqdb] [saucenao] [google] [report]

Grab your nuclear barrels here while they're hot!

(24 hour temporary link, for testing and feedback)

>> No.4051904
File: 13 KB, 446x390, a barrel of eye-cancer.png [View same] [iqdb] [saucenao] [google] [report]

You can forget ZDoom. It's GZDoom now. But your estimate is also wrong. Zandronum is years behind (G)ZDoom. It's not an 1% of mods that won't work on it. It's way, waaaaaay more than that.

see pic related

>> No.4051916

let me re-specify
99% of good zandronum mods also work on zdoom as well

>> No.4051921

>no blade of agony
Good choice op. Ignore the shills.

>> No.4051945

99% of zero is still zero :^)

>> No.4051947


>> No.4051983
File: 491 KB, 1366x768, Screenshot_Doom_20170607_152219.png [View same] [iqdb] [saucenao] [google] [report]

do i have to climb in thaaaat?

>> No.4051994
File: 267 KB, 800x600, Screenshot_Doom_20170610_232308.png [View same] [iqdb] [saucenao] [google] [report]

Updated the sprites a bit. I tried to be all smart and make them look more rough originally, to make them stand out more, but it made them look like shit instead.

>> No.4052003
File: 608 KB, 1366x768, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4052006

Do you guys play online anymore?

>> No.4052008

Best horror wads or wads with heavy emphasis on resource managment?

>> No.4052009
File: 113 KB, 200x200, DICK KICKEM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4052015

Sorry, just gonna crosspost


Unloved is the only horror wad worth playing.
The rest are too jumpscare focused.

>> No.4052021

Are there any good wads based on Friday the 13th?

>> No.4052024

Well, Who Dun It? is like, one guy is a murderer but the object is more just to not get caught and kill everyone than be an unstoppable monster like Jason

>> No.4052025


Only one but I think it's based partly on brutal doom and it doesn't run on current versions. I might be mistaken tho

>> No.4052028


>> No.4052036

lol old school. goatse will never not be funny to me, like yaranaika face, and gaijin 4koma parodies

>> No.4052040

I keep hearing Project Brutality is the tits and so much better than Brootal Doom, what are the differences? Is there like some detailed comparison out there?

>> No.4052047


Its a whole new experience man. The imps climb on the fucking ceiling.

>> No.4052061

Every monster has stronger variants with various attacks and abilities, divided into tiers
Every weapon type aslo has stronger variants, with loads of different firemodes or different ammos
It is very customizable and you can set it up to your liking, include or remove weapons/enemies/features in any combination you want.
You can set it up to have progressive spawning instead of full random, so that the further you get into map pack the higher tier enemies and weapons begin to apear. You can also restrict spawning to specific tiers.
It is quite a lot more polished than BD, and rewrites lots of its code.

>> No.4052069
File: 64 KB, 680x680, 2cc.jpg [View same] [iqdb] [saucenao] [google] [report]




>> No.4052092

Does anyone know where I put the autoexec.cfg file for zdoom on mac?

>> No.4052112
File: 64 KB, 658x901, 571[1].png [View same] [iqdb] [saucenao] [google] [report]

>Tfw I just realized that

>> No.4052130
File: 125 KB, 480x720, hell awaits.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4052137
File: 161 KB, 1354x889, 0eb[1].jpg [View same] [iqdb] [saucenao] [google] [report]

no fuck you i hate cacodemons

>> No.4052142
File: 12 KB, 381x371, mongler.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you've been on the internet so long, a picture of a man stretching his anus is nostalgic and comfy

>> No.4052145

So, other than the weaponry and grenades, what are the differences between classes in Doomzone? IE, Marksman can stealth if you crouch and Mercenary seemingly has automap.

>> No.4052152

sorry to hear it. to me they're just slightly stronger imps that happen to be able to fly. not like those wretched pain elementals.

>> No.4052180

In memory of Adam West, I'm going to play batman doom, what is the best place for a zdoom/qzdoom compatible port?

>> No.4052194

In memory of Peter Sallis, I'm going to play -- wait, there's no Wallace and Gromit Doom

>> No.4052197

Wait, Adam West is dead?

>> No.4052198


>> No.4052201
File: 283 KB, 336x462, the pinky mating dance.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4052216

>Didn't import news from the last thread

Come on man, you gotta pull your weight as well.

>> No.4052218

it's worse than you think, look at the bottom of the news post

>> No.4052223
File: 137 KB, 345x321, startled zinogre.png [View same] [iqdb] [saucenao] [google] [report]

Oh god that's even worse.

>> No.4052256

Hey, just popping in and asking a strange request.
Is there some kind of master list of Complex Doom addons out there? I'm trying to make an abomination of a mod experience, and Google is being useless. Did you know that the addons section on the ModDB page is completely empty?

>> No.4052260

My suggestion would be jumping on doomseeker and taking a look at the extra wads complex doom servers are using.

>> No.4052271

Has anyone gotten to making sprites and compressions of all of doom 64 and 4's wall textures and doodads?

>> No.4052274

64 got ripped ages back. 4 might be harder to get good resources out of due to MEGATEXTURES.

>> No.4052293

snapmap textures and props are easy as ass to rip out my dude. I got the hell stone props out quite some time ago.

wall textures are a different beast entirely but still could be done

>> No.4052323

Should I use GZDoom or QZDoom?

>> No.4052324

Good to know, I forgot to mention 3's textures, I'm looking to see if assets are available for proper full remakes of the modern doom games in classic engine for those who can't afford the rigs to play them, doom 4 has some pretty lousy optimization as I recall

>> No.4052325

If you can use it GZ, QZ is an understudy if you don't have graphics cards

>> No.4052326
File: 1020 KB, 1920x1080, Screenshot_Doom_20170608_094743.png [View same] [iqdb] [saucenao] [google] [report]

I made a room

>> No.4052334

QZDoom was absorbed into GZDoom, so.

>> No.4052336

That's definitely a room. I like that room.

>> No.4052340

>hear people shilling KDIZD
>hear people shitting on anything Srgt. Mark makes, plus he's an ass anyway
>play kdizd
>the levels are pretty but obscure laberinthian messes, final level is a marathon that leaves one fatigued instead of pleased
>play marks levels
>they are fun and aesthetically pleasing or effective visually otherwise

>> No.4052346

sgt mark brought the cancer, but he himself is a pretty good content creator.
Yes I stand by it, eat my shorts.

>> No.4052347

>hear people shilling KDIZD
aka: shit that doesn't happen. kdizd is awful, awful, awful.

>hear people shitting on anything Srgt. Mark makes
mark is a terrible modder but a fantastic mapper and i would not shed one single tear if he was to drop brutal doom and focus purely on mapping

>> No.4052348

People don't really shit on Mark's maps, though. It is usually agreed that he's a much better mapper than modder.

>> No.4052349

>hear people shilling KDIZD
I'll take "shit that doesn't happen" for 500, Alex.

>> No.4052350


Who the fuck shilled KDIZD? I'll fucking deck em in the gabber. Awful, awful, awful mapset.

Also Mark's a good mapper, I'd be okay if he stopped Brutal Doom and made more maps.

>> No.4052353
File: 154 KB, 800x600, __cacodemon_doomguy_icon_of_sin_and_pain_elemental_doom_game__a2a1f009ca933283d01bcb7fb2cc30fe.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone have the link for Touhou Doom Episode 2?

>> No.4052354

The original, the reboot, or the reboot by a different guy?

>> No.4052357

The one posted here not too long ago.

>> No.4052359

that room looking gud

>> No.4052361

It was friends I knew personally, having played it I think they didn't play much last the first levels

>> No.4052363

your friends have bad taste

smack em for me

not too hard, though, that'd be rude

>> No.4052367

Thanks, you two.

>> No.4052376
File: 332 KB, 621x930, Adam West.png [View same] [iqdb] [saucenao] [google] [report]

Yeah :(

>> No.4052382

I actually don't think Brutal Doom is good, but I think Marquito is actually a pretty damn good mapper.

He submitted a map for 200 Minutes of /vr/, Dead Cargo, and it's a rather solid vanilla map, one of the best in the set.
I would genuinely be delighted if he made like a 10 map vanilla or boom episode to see what he could really do with the constraints.

>> No.4052387

Do you think brutal has any potential in the hands of some one with better sense of coding and balance or is it just a dead end gore mod to be eclipsed by the likes of D4D

>> No.4052402

The only things I really like that much about Brutal is reloading being a thing, having ironsights for the rifle and shotgun.
And I guess the plasma death animations, those are pretty cool.
I haven't really played it since v18 though.

Aside from that last part, I think Accessories To Murder does just about everything Brutal does but better, with a cleaner aesthetic and way better sound design, also cutting a lot of the fat and baggage. I like some extra gore but Brutal is just too silly and exaggerated, takes me out of it.
This isn't to say that ATM is perfect.

>> No.4052406

If you want to see military grade dogshit try ZPack

>> No.4052414

>prefers working out and skiing over video games

lol what a normie no but seriously rip

>> No.4052416

I've played v20, but not the latest v20, waiting to try v20c, and have never played anything older then v19, significant improvements to be sure, though before v20 I considered spearglord edition objectively better, better sound design, especially on the minigun, more fun weapon functionalities like the rpg launcher doubling as a regular grenade launcher, sadly these have not been carried over into BD or any of its other actually updated spinoffs, while SE has just wallowed in v19 for years now

>> No.4052425
File: 223 KB, 400x600, Untitled-1.png [View same] [iqdb] [saucenao] [google] [report]

Not him, but in my own personal opinion?
Brutal's already reached its full potential. There's really nothing else you can add to it. And this is its biggest problem now.
The gore system is incredible, the weapons are all replaced and improved, the gameplay is tight, all the enemies are replaced and fun to fight against. The problem is that this is Marco Polo's biggest claim to fame, this is THE thing he is known for, so he's kind of required to keep working on it and keep doing things even if it doesn't need it. And it doesn't need it! NOT AT ALL!
A LOT of the new features and new additions in the new builds have just been spinning his wheels and adding things for the sake of adding things, and fixing the things that inevitably break when those are added. Purist gets kicks and taunts and grenades? Cvars for map decorations? The built-in map replacements? WHY?
Marky Mark and the Jelly Bunch once said that he hopes to be "set free from the burden this mod has become", but ironically there's really not much else he can do because that's all he's known for now. He's the Brutal Doom guy. He makes Brutal Doom stuff. If he goes away from that, he can't really do anything else.

>> No.4052428

That's why I think he should become a full time mapper.

>> No.4052436

It sounds like really, once he releases his last iteration of v20 he could just focus on making maps, and he'd be happier for it. And so might we, he can keep up with his BD angle be making more maps with it in mind even.

>> No.4052443

>I'd like to see a videogame which features Batman as he was conceived back in 1939: a shadowy creature of the night

I wonder if Adam West ever played the Arkham games?

>> No.4052454
File: 690 KB, 1920x1200, oh_god_where_is_my_gun_by_alexiuss-d7smmkm.jpg [View same] [iqdb] [saucenao] [google] [report]

So importing monsters/textures one by one is a huge pain in the butt to me and often results in problems. I really just want to get to mapping with a wider range of resources. Are there any large collections of monsters/textures that can be easily added all at once for a quick ready to go for new maps?

>> No.4052463

More like the improvements he could make are out of his ability. For example there was a mod here a few months back where some anon was trying to make a fear system or something like that. That could easily fit into brutal doom if Mark was actually capable of making it.

>> No.4052469

it's not a room
it's a room that can connect to other rooms
that's a map

>> No.4052470

Fear system? As An aside on that sort of thing, Johnny doom, had allied call in and call of doom improved on and is continuing to improve on that mechanic greatly, sadly the weapon rips are a deal breaker for me

>> No.4052478

Everyone has limits, I think BD itself serves as an impor taint gate way drug of sorts to gather interest in doom mods and modding

>> No.4052480

It was something like killing monsters and shooting guns could eventually cause a kind of Dawn of War morale break in enemies. Again, would fit right in with the whole rip-n-tear theme of Brutal.
I'd agree, the cancerous BDfags aren't nearly as bad as they once were.

>> No.4052481

that wasn't a freudian slip was it

>> No.4052484

It was my phone being retarded

>> No.4052485

Your phone isn't the idiot who doesn't proofread his posts.

>> No.4052490

You know what improvement he would make? Something about performance, unless it's tied to the engine that all gibs must be resource hogs.

>> No.4052509

>doom 4 has some pretty lousy optimization as I recall
considering I got the damn thing to boot on my AMD laptop at a reasonable rate, whereas tno needed some shady tweaking to fuckland and back, I would beg to differ.

>> No.4052519 [DELETED] 

I'll take people posting well formed opinions over whiny cunts like you, to be fair.

>> No.4052527
File: 278 KB, 1366x768, Screenshot_Doom_20170520_003133.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4052550
File: 343 KB, 451x426, 1493516987126.png [View same] [iqdb] [saucenao] [google] [report]

That really put my briefies in a dander!

>> No.4052557
File: 227 KB, 1366x768, Screenshot_Doom_20170610_194612.png [View same] [iqdb] [saucenao] [google] [report]

Brightmaps tops, everybody should use it as default.

>> No.4052558

>doom 4 has some pretty lousy optimization as I recall

Doom 4 is almost universally heralded as the best-optimized PC game in recent memory. You can max it on like an nvidia 750 card.

>> No.4052559
File: 43 KB, 1366x768, Screenshot_Doom_20170610_232712.png [View same] [iqdb] [saucenao] [google] [report]

I missed the golden shotgun, but even playing on Hard most of my troubles came from not saving during the longer levels.

10/10 WOTY, actually convinced me to try out Rise of the Triad.

>> No.4052570



So I take it he's a masochist.

>> No.4052573

He has installed options to reduce or increase gibs and blood

>> No.4052575

Then my friends computer is more shit then he realizes

>> No.4052583

I don't get this picture

>> No.4052586

What is the dumbest idea you've wanted to see happen?

>> No.4052591

Split screen deathmatch on Doom.

>> No.4052597
File: 267 KB, 1366x768, Screenshot_Doom_20170610_194527.png [View same] [iqdb] [saucenao] [google] [report]

to take it easy

>> No.4052603

I recall Doomsday engine (at least when it was called JDoom) having something like that.

>> No.4052604

Doom Legacy was tight as fuck back then

I recall blasting through doom 2 on co-op with my bro when we were younger. so fucking nostalgically about it even now. sucks how time's degraded him personality-wise to an absolute fucking cunt but I think he'd be down for it now

>> No.4052612
File: 195 KB, 1366x768, Screenshot_UrbanBrawl_20170605_220308.png [View same] [iqdb] [saucenao] [google] [report]

shootin some bball outside the school when a couple guys who were up to no good
startin' making trouble in my neighborhood

>> No.4052619

Would probably enjoy BD more if it didn't have Those OP Nades

If anyone knows a fix for it plz do tell

>> No.4052623

Don't use them.

>> No.4052627


>> No.4052638
File: 52 KB, 504x696, 1.png [View same] [iqdb] [saucenao] [google] [report]

Legacy was my first port.
It was such an amazing discovery for me, seeing that it came with a console like Quake has, splitscreen gameplay, and even More options to change gameplay.
Like a few months past, I found ZDoom, and I was like "Nah, this isn't even gonna get up off the ground, Legacy seems so much better."


So what was your first port, Anons?

>> No.4052663

we must show him for having poor grammar on a videogame forum.

>> No.4052706

I started on Skulltag, really early on. The port didn't even have Decorate support at the time, we were playing online with dehacked patches and old mapsets.
Still, it was fun.

>> No.4052723
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google] [report]

>have an idea for a map
>don't even know if it's possible but quickly scribble it down anyway
>look at it days later

>> No.4052737

I got doom 95 and fiddled with it but dropped off the map until I found Skulltag. For the most part I only look at servers that have coop stuff and grab mods that way.

>> No.4052749

Just posting the Unreal soundtrack because it's fucking great and super nostalgic for me:

>> No.4052751

Get Zandronum.

>> No.4052787

Just hopped on Zandronum for the first time in a year, now they got servers with upgrades and point systems? I really need to catch up

>> No.4052790
File: 2 KB, 44x66, LAWXF1.png [View same] [iqdb] [saucenao] [google] [report]

I don't have the ability or the time to actually replace the xeno sprites but I manageed to at least darken them a bit so they're more black and less gray. Just ran them through the Paint.net filter in Effects->Pictures->Smooth Image

>> No.4052791

It's still stuck in 3.0 alpha

>> No.4052818
File: 2.74 MB, 640x506, not_included.webm [View same] [iqdb] [saucenao] [google] [report]

Here's a fun idea I had for a feature that needs to be cut because it doesn't work well enough and can't be fixed.

You'll still be able to splatter hanged bodies anyway...

>> No.4052831

>You'll still be able to splatter hanged bodies anyway
What's the feature you're referring to, then?

>> No.4052834
File: 630 KB, 1280x720, Screenshot_Doom_20170611_152707.png [View same] [iqdb] [saucenao] [google] [report]

I was waiting for the Screenshot Saturday guy to pop up before posting this, but either he didn't or I missed him this time around. :(

Here's a prototype I've been messing with. I'm not sure what form it'll evolve into, but it sure is fun to watch.

>> No.4052835

Them being resurrected by the eyeballs into monsters. I didn't turn fast enough in the webm to show that well enough I suppose. it was pretty quick and dirty recording.

>> No.4052837

Nice smoke effects.
Did you adjust A.I too?

>> No.4052840

Yeah, they move fast now, and have to reload - they actually spawn with a random amount of rounds left in their weapon, which can lead to a monster sprinting up to you, pulling the trigger and only getting a hollow click, leading them to scramble to reload while you select a weapon... aim... and also get a click because I only check for reloads before each shot, not after. >:D

>> No.4052842

OwO what's this.
I need those sound effects.

>> No.4052846

Some faggot on /v/ tried to claim that Doom 1 was better than Doom 2.


>> No.4052848

you're a faggot for even going there

>> No.4052857

He's right.

>> No.4052870

anon you quoted:
doom 64 (not really a port but yes, this was my real introduction to the series)
SNES doom/zdoom 1.9
doom95 (discovered final doom at this point)
doom legacy

in that specific order, all for the sake of experimentation. still use gzdoom nowadays just like everyone.

first megawad/gun mod ever that I have memory of playing is town infection. man those maps were the shit. underwater cities, labs, fancy teleports and heaps upon heaps of realm667 resources. all that was flat out jaw dropping to me, left me asking myself 'how could they pull this type of shit off in doom 2 of all things?' every single time. first gun mod I ever tried was probably the stranger.

great memories.

>> No.4052872

He's right.

>> No.4052874

/v/ pls go

>> No.4052875

He's wrong.

>> No.4052878

The one with the super shotgun and Arch-viles is the best one.

>> No.4052884


>> No.4052898

Why were you on /v/?

>> No.4052901
File: 305 KB, 581x542, 1461593446207.jpg [View same] [iqdb] [saucenao] [google] [report]

>more enemies
>extra weapon
>better level design
>best WADs

You have to stop hanging around the Special Education boards, bro.

>> No.4052903


I'm hungry.

>> No.4052907

>opens topic
>close topic

>> No.4052910

wow, i can't believe someone on the internet has an opinion i disagree with

>> No.4052912

torr samaho wants to work with graf zahl to give gzdoom real netcode

>> No.4052913

Without third-party wads and shit, the first game even before factoring in Episode 4 has better level design easy

>> No.4052914

This is old news, dude.

>> No.4052916

you're a little bit late, friend

>> No.4052917


>> No.4052919


The Zandronum 4.0 dev builds have been pulled directly from GZDoom. ZScript was the catalyst.

>> No.4052926

KDIZD is fucking terrible. Maps look pretty for the most part, but it's such a fucking slog. The amount of busywork introduced to the maps is almost insulting. You can't get to point A to point B without finding 3 keycards, turning on two generators, deactivating 5 barriers and milking 30 cacos.
If nothing else, it's a great example on what not to do. Don't force the player to spend several minutes walking in circles just because you must show your pretty mapping at any cost.

>> No.4052930

I think the music and maps in Doom 1 are better, personally. You are right on the rest, tho.

>> No.4052953

I'll agree with you on the music.

>> No.4052956
File: 61 KB, 720x720, 1452778982146.jpg [View same] [iqdb] [saucenao] [google] [report]

One day I googled Doom bots and learned about MBF and CajunBot. I got ZDoom (which featured CajunBot) and features such as chasecam and crouching, amazed me. The bots were not very good, though. They couldn't even cross nukage pools.
Short later I learned about Doom Legacy, whose bot, although it was the Cajun bot too, felt much better for some reason. It didn't have crouching and the chasecam was a bit wonky, but it was my main source port for a while because of the splitscreen feature, which I used with friends for years. The openGL renderer felt nice, too.
Then I got better connection and migrated to SkullTag.

Thanks for reading my blog pls like/comment/subscribe.

>> No.4052973
File: 290 KB, 1536x2048, doom_psx.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4052974

of what? what is this? what is happening?

>> No.4052975

It's from John Romero's twitter.
Actual early build of the game from 90's has "PSX" on it.

Really makes you think, doesn't it?

>> No.4052982

How much effort do you put into having your map playable on different difficulties? Do you just change up where weapons and health are? Add/remove more/less secrets/enemies? Open or close whole parts of the level?

>> No.4052994

p cool

>> No.4052995

What I take from it, it's hard to enjoy set pieces when you find yourself humping walls just to progress the damn level

>> No.4053004

I know your point is to prove PSX is a valid term, but what intrigues me is...does this have any differences with the final build?

>> No.4053005
File: 47 KB, 198x129, ohyessuckmyminimissilelauncher.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4053013

pls respond, I know some of you fuckers are autismal about this type of thing.

>> No.4053019

Doom 1 by and large has much better level design.
In Doom 2, about a third of the maps are actually good, and the rest are mediocre or below average (in mine, and many other's opinion). That said I don't think it makes Doom 2 bad, though I'd say Final Doom has more fun and interesting levels.

Doom 2 comes with a heap of new assets for the community to build on and use, and they have been just absolutely wonderful for this, the new monsters in particular allow for a lot of variety and new encounters.
I think Doom 1 has nicer map design for the most part, but it's bestiary is somewhat limited and you can't do quite all the same things as you can with the Doom 2 bestiary, so for user content it doesn't have the same variety and range.

It's much easier to create an interesting challenge with the expanded Doom 2 bestiary, and that's what people have done ever since 1995.

>> No.4053024

Oooh, neat.
Wonder if it has any differences from the final build?

>> No.4053029

So I heard that portals were figured out, has anyone been making use of them for new levels?

>> No.4053031

This right here. Eternal doom is also fucking dogshit because of this exact reason

>> No.4053039

>need to use a blank sound so the console doesn't spit a visible error
>Quake doesn't precache (load) sound files unless there's an entity in the map that uses them, with few exceptions
>including not precacheing misc/null.wav, an empty, silent audio file, unless you actually create a door and specifically set it to be silent
Carmack why

>> No.4053041
File: 199 KB, 5000x5000, you won't sleep tonight.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4053045

It looks and seems cool, what goes wrong?
Do they turn into archvile ghosts?

>> No.4053046

This looks like a hub. A pretty good hub, actually.

>> No.4053048

It's not funny, Carmack-kun.

Speaking of not funny, QUMP RELEASE FUCKING WHEN

>> No.4053063

The resurrected monsters from the bodies turn back into hanged men (only not attached to the ceiling anymore) when they lose their target and reenter their default state. So if they in-fight and win, or kill the player they revert to hanged bodies. There isn't a way around this in vanilla doom that I'm aware of, short of item drop trickery that I can't do due to used assets.

So it was just a fun thought that *almost* worked... But just isn't in the cards it seems.

>> No.4053073

I balance everything around UV and then just remove enemies.

>> No.4053102
File: 363 KB, 450x667, MV5BMTUzMzk0NTMwMF5BMl5BanBnXkFtZTYwMDAzMjY2._V1_.jpg [View same] [iqdb] [saucenao] [google] [report]

Thoughts on this thing?

>> No.4053109
File: 231 KB, 800x600, Screenshot_Doom_20170610_150202.png [View same] [iqdb] [saucenao] [google] [report]

Added and tested your cleaned up code, works flawlessly. It will now be the base of the future version.

For those who missed it last thread, I made a Show Enemy Health addon mod. Heres the latest version:


>> No.4053113

it's a P90
held wrong at the foregrip

>> No.4053114

I really enjoyed the movie. The BFG, fps segment, the teleportation lore stuff, The Rock and the action was all fun to me.

>> No.4053120

>Playing Epic2
>All those enemies that just spawn out of thin air without any teleport sound
I guess I just have to deal with it, but that's kinda cheap.

>> No.4053123

Were the main iwads designed around HMP first or UV first? I ask, cause E1M1 has a shotgun secret thats useful on HMP (and lower), but on UV, is completely pointless beyond going for 100%. And Doom 2 map07 has four platforms in the middle, with HMP, having enough mancubi for each of them, where as on UV, theres a couple extra on the ground.

>> No.4053130

Is there a way to lower the health counter down the screen?

>> No.4053131

I hate it when maps do that.
>A corridor
>Inspect it
>Nothing seems consipiquous at all
>No wierd triangle holes on the ground
>No trigger linedefs in automap
>No visual indications
>"Seems safe"
>Run through it
>Archvile just *appears* right infront of me
>Literally out of nowhere
>No teleportation, no warning, not a single clue

>> No.4053135

It would be easy for me to do, but if you'd like to do it yourself, you'd need to have ACC, look up HudMessage on zdoom wiki and then use the source file inside the mod to make it happen.

Where would you want it and why?
(For reference when I'll make a more customizable future version)

>> No.4053139

I just wanted it a bit lower since i have a fuck huge monitor and it's hard to read the text out of the top of my vision. Completely personal reasons, so I'll fuck with it my self.

>> No.4053141
File: 1.27 MB, 720x360, the boomerang came back.webm [View same] [iqdb] [saucenao] [google] [report]

Holy shit, I added a feature for the boomerang that spawns a returning boomerang if you hit a wall, that way it's useful in tight spots, but I've unintentionally made a cool as fuck gameplay mechanic where you can throw the boomerang, dodge it on purpose, and then make the boomerang ping back to you and kill shit on the return flight.

Also the boomerang subweapon is back, and I got two brand new ones planned, and two subshots planned, though I want to add another one.

>> No.4053142

Thanks, that helps for future reference. I'll add two things:
1. Control the height of the text
2. Ability to toggle big fonts on and off

Speaking of big fonts, if you put the following line before any HudMessage line in the code, it will make that text big, which might be exactly what you need in your case:

HudMessage( s:"\n\nOscar Mike Tango Down";
HUDMSG_FADEINOUT, 0, CR_GREEN, 0.5, 0.02, 0.5, 0.1, 0.5);

>> No.4053148 [DELETED] 


>> No.4053151 [DELETED] 


>> No.4053152

probably one of the better video game movies.
i honestly didn't expect it to be as good as it was, it was a pleasant surprise.

>> No.4053153 [DELETED] 


>> No.4053157 [DELETED] 


>> No.4053158 [DELETED] 


>> No.4053159
File: 47 KB, 135x181, 2uyAtDN.png [View same] [iqdb] [saucenao] [google] [report]

https://my.mixtape.moe/wqqsxs.webm fuck

>> No.4053165

What are you doing to make them roam when idle?

>> No.4053168
File: 1 KB, 276x28, variable.png [View same] [iqdb] [saucenao] [google] [report]

i taught them lust

>> No.4053171

Thank you, managed to get my adjustments to work.
Though, one thing that bothers me is that the enemy health doesn't always go to 0 when killed. It'll just hang on their health before the lethal shot.

>> No.4053176


>> No.4053178


what is this mod about
apart from guns in heretic

>> No.4053179

no way that thing was made from scratch in 200 minutes. no fucking way.

>> No.4053181

Hmm, it does bother me too, though a potential thing that might fix that might also break it.

The main idea is that once an actor is dead, its no longer considered valid by the script, so they get ignored. This could be changed by removing certain flags in these two lines:

int old_tid = PickActor(0, GetActorAngle(0), GetActorPitch(0), 2048.0, 0, MF_SOLID | MF_SHOOTABLE | MF_COUNTKILL | !MF_CORPSE, ML_BLOCKEVERYTHING | ML_BLOCKHITSCAN, PICKAF_RETURNTID);

int new_tid = UniqueTID();


Namely the !MF_CORPSE and MF COUNTKILL. If those are removed, it might work, but also do something else unintended. I haven't tested this theory.

>> No.4053193

I actually loved it as a kid. find it strangely entertaining enough even today, didn't even mind the complete absence of hell and demons back then. 7/10, would legit drop whatever it is that I'm doing and go out of my way to watch it.

also Karl Urban is on fucking point to how I imagine a real life doomguy to look like and act. the movie night have gotten a lot on the questionable side in regards to execution, but you can't deny that.

also I noticed they snatched the modern UAC logo from this film for use in nudoom, which is great because I loved that design.

>> No.4053196 [DELETED] 
File: 183 KB, 1280x720, doom_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>nu-Doom has too few enemies on the screen!
>meanwhile original Doom

>> No.4053197

go flame somewhere else.

>> No.4053198


>> No.4053210 [DELETED] 

It's not called PSX you fucking retard.

>> No.4053214

You already posted this a few threads ago you fucking faggot.

>> No.4053218


>> No.4053220

What mod?

>> No.4053224 [DELETED] 

Doom is dog shit.

>> No.4053225

It even calls itself PSX in the bios, you fucking retard.

Screen does not matter. no more than 12 monsters can exist anywhere in the game. Easy to test - in the first mission there is a cave with 6 or so zombies awakening if you approach them. If you run past them into the next encounter, they will disappear completely, and will not reappear. Same with any enemies you bypass.

Doom 1 e1m3
11 mobs in first room right off the bat.
18 mobs in the very next room
29 mobs right behind blue door

>> No.4053226

epic post anon

>> No.4053230

A_Wander skips the vision-check. In addition, I wanted them to only roam after having been alerted once (ie. after the player is dead) so there's a bit of faffing around going on.

The mod is a prototype that's still finding its voice. I'll talk more about it more once it's more stable in its focus.

>> No.4053232

>Can't find one secret despite noclipping around
>The secret turns out to be most mundane thing and/or is just in plain sight

>> No.4053279

or it turns out ot be some thin, inaccessible sector split off from another secret which you already found ages ago.

>> No.4053291

>You already found and plundered the missing secret but didn't trigger it

>> No.4053294

> the actual secret sector is the thin strip that's under the door

>> No.4053298

>you pushed a wrong button and now you can't access the secret

>> No.4053309
File: 115 KB, 640x480, 1497183325.png [View same] [iqdb] [saucenao] [google] [report]

please don't reply to repeated shitposts. thanks.

>> No.4053316

dtwid e2m5 is worse for this

>> No.4053320

What's the best slaughter wad?

>> No.4053321


>> No.4053324

xxxi cybersky

>> No.4053328
File: 346 KB, 640x480, 1489974261104.png [View same] [iqdb] [saucenao] [google] [report]

Equinox was the best wad and best FPS experience I've ever played. Is there any other WAD similar to it?
>huge architecture
>but not very slaughter-esque.
>actually has an overall theme

>> No.4053329
File: 459 KB, 1360x768, Screenshot_Doom_20170611_131655.png [View same] [iqdb] [saucenao] [google] [report]

Space Hunter coop is fun.

>> No.4053331

That one secret map from Valiant

>> No.4053334

Aside from Colourful Hell and Brutal Doom Monsters only, is there any other mod that made the monsters more formidable?

>> No.4053340 [DELETED] 

Doom sucks.

>> No.4053341

can't say i've ever played anything quite like equinox. it is certainly striking. there's this whole air of mystery that compels you to push on, just to find out what the heck is going on. not sure about the gameplay balance though. you always seemed to have either too much or too little ammunition/health.

>> No.4053342

more dumb prototyping https://my.mixtape.moe/izuoty.webm

>> No.4053343


>> No.4053345
File: 1.14 MB, 1920x1080, Screenshot_Doom_20170611_084116.png [View same] [iqdb] [saucenao] [google] [report]

Another room. I think I'm getting the hang of textures

>> No.4053346

Now make them crouch.

>> No.4053348 [DELETED] 

Did you know Doom is a shit game?

>> No.4053351

How does it knows where the cover is?

Is there some sort of function that checks for the nearest out of player's sight place?

>> No.4053352

Did you know in Japan Doom is called Doki Doki Caco?

>> No.4053356

>not Boku no Caco

>> No.4053359

That's Final Doom.

>> No.4053360
File: 12 KB, 490x194, zombiecrouch5.png [View same] [iqdb] [saucenao] [google] [report]

Will do later. Doing the fun/funny stuff first!

Yeah, it just checks if it's in the sight of any player. I should probably make it give up and reload on the spot after a certain amount of time because in certain environments the poor dears just tend to go around in circles like when I'm looking for a parking spot.

>> No.4053361

>Will do later. Doing the fun/funny stuff first!
that just means you'll never finish. because you'll reach a point where you only have unfun stuff left to do, and you'll have nothing to look forward to, so you'll drop it.

>> No.4053364

It works in Zandro? Coolio!

>> No.4053365

Can you do the following:

1) Spawn bunch of invisible actors in a radius.
2) MMake them check LOS to player
3) If all of them are in LOS, shotfunner reloads on the spot, or runs a bit away and reloads there
4) If one of them are out of player's LOS shotgunner runs there and reloads

>> No.4053367 [DELETED] 

Doom is a bitch, shit, cunt, whore of a game and COD shits on it.

>> No.4053370

ROTWB made me remember how fun simple mechanics and stylings can be and how awful ROTT's levels were.

>> No.4053371
File: 76 KB, 1280x720, desperate.jpg [View same] [iqdb] [saucenao] [google] [report]

Desperate; your turn.

>> No.4053372


>> No.4053375


quit screwing around

>> No.4053376
File: 1.53 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Is there any way to play Quake Co-op, and if there is what is the best one?

>> No.4053378

Kinsie, you've been banned?
Also, someone is having an issue with Summoners again in the ZDoom thread.

>> No.4053379

>launch new gzdoom 64x
>press I
>it crashes

>> No.4053382

kinsie and cooke got into an argument and both got banned for a day

>> No.4053384

nice, what was it about?

>> No.4053385

what the hell do you have l bound to?

>> No.4053389 [DELETED] 
File: 70 KB, 434x428, nicholson_brows.png [View same] [iqdb] [saucenao] [google] [report]

>doom babbies still shitting up the board

>> No.4053395

Nothing in the regular doom. To "view weapon stats" in RLDoom. It crashes on both.

>> No.4053396 [DELETED] 

Aliens vs Predator 2 > Doom

>> No.4053409 [DELETED] 

>""""""""""""shitting up""""""""""""

>> No.4053412 [DELETED] 


>> No.4053414

Why do people talk so highly of Equinox, is the 1000% volume earrape-alarm just something caused by ZDoom?

>> No.4053415

I really wish they hadn't gone for double resolution sprites in Blade Of Agony E2, they look weird and janky.

Don't pay attention to him.

>> No.4053417

Might want to lower the volume of the shells hitting the ground, dunno why so many mods have them so loud, maybe I'm just weird that it bothers me.

>> No.4053418

it must be because i don't use zdoom and i don't know what you're talking about. prboom doesn't have anything like a "1000% volume earrape-alarm"

>> No.4053424

I get that he's taking cover, but it feels funny that he runs away and hides, like he's shy or something.

Also he's a bit agile and fast for a Doom zombie.

>> No.4053426

For me in ZDoom, when you set off the explosions at the end of a couple maps, the alarm sound increases 100% for each bossbrain making the explosion effects, and there's a lot of them.

>> No.4053427

games are just as much a part of the loudness war as music i guess

>> No.4053428

over graf breaking menus or something
kinsie got really cross and went blaming cooke
or something

>> No.4053429

oh right yeah that's got to be some g/zdoom thing, recently i nearly blew my speakers from loading nuts.wad and typing "kill monsters"

>> No.4053430

> smooth velocity based monster movement
this guy gets it

>> No.4053432

It's fun until a monster slides from momentum to a spot they get stuck in, due to A_Chase not knowing what to do.

>> No.4053434

> loud casing sounds
same for bullet impacts drowning out gunfire
shotguns tend to be the worst offenders
especially SSG replacements
it can get so loud everything goes silent and you can hear the music fade back in

>> No.4053435


>> No.4053436
File: 154 KB, 320x200, 1486569519115.gif [View same] [iqdb] [saucenao] [google] [report]

>the bullets are projectiles

while it is neat to look at, it prefer hitscans since it feels more realistic, so i prefer hitscans

>> No.4053445 [DELETED] 

Is there anything more retarded than Realism mode in BM? What's with faggot Mark trying to turn Doom into a tacticool shooter? Might as well just play Rainbow Six.

>> No.4053447
File: 1.98 MB, 354x287, too bad!.gif [View same] [iqdb] [saucenao] [google] [report]

>did i say i prefer it yet? i need to add that
>adds it after i already did
christ i am an idiot

>> No.4053448

>it can get so loud everything goes silent and you can hear the music fade back in

This shit has to stop. I'm already playing on like 0.1 volume. The loudness wars are bad enough for music but it being in my doom is just crossing a line.

>> No.4053453

I don't think that would work? I don't think sliding around would be affected by it.

>> No.4053454
File: 3 KB, 100x100, really tormentor.png [View same] [iqdb] [saucenao] [google] [report]

>this looks fine
Why do x2 sized sprites "for detail" if you're not gonna put in the actual effort and draw them properly?

This is just a bunch of rough fuckhacks that stick out as a sore thumb as soon as you see them.

>> No.4053458
File: 543 KB, 383x524, 2017-05-04_05-23-01.png [View same] [iqdb] [saucenao] [google] [report]

that looks extremely terrible, what the fuck

>> No.4053459

There's been a few cases of monsters getting stuck that I've seen in E1M1, but these were fixed by tweaking the A_Chase movement speed or by shaving the actor radius back a single unit.

>> No.4053461
File: 5 KB, 126x126, mixed resolutions.png [View same] [iqdb] [saucenao] [google] [report]

It gets worse.

>> No.4053464

How often does John Romero come here? I want to ask him something.

>> No.4053467
File: 8 KB, 238x115, as3.png [View same] [iqdb] [saucenao] [google] [report]

Good god there's so much inconsistency.

I don't think he's ever come here, not while announcing himself anyway.
If you want something you could probably contact him on Twitter or something.

>> No.4053470

Oh yeah, the dudes with Mauser rifles carry them properly when walking, hand on the grip, but when shooting they tuck the grip and action of the rifle under their arm.

>> No.4053471

are there any way to revert back?

>> No.4053472

what's wrong with it? i'm not seeing it, it's too small to make out anything obviously bad.

>> No.4053474

i lurk all the time

>> No.4053476

no evidence to suggest he's been here is known to exist

>> No.4053479

There's some fucked up shit going on at his dick, the way the boots and the pants come together looks all fucked up, the arm seems to look different to the rest of the dude, he's holding the gun ALL fucking wrong, his face looks retarded, and his posture is also retarded while we're at it

>> No.4053480

I'm a huge faggot pls rape my face.

>> No.4053484

Increased resolution to add detail
did not put effort into actually adding detail
result looks less detailed than low res
shit's all wrong yo, now with basic errors

>> No.4053489

They've scaled up the regular trooper graphic times two, then filtered or haphazardly painted over them.

He normally carries an smg, but they wanted him to carry a rifle, and instead of actually redrawing his arms properly so he's, you know, holding the rifle, they've just jammed a couple of hacked up rifle sprites into his arms in a way that just kind of fits inside the dimensions of the graphic, he still has the same grip as for the smg, not changing the positions for his hands and arms.

It's not even that he's aiming from the hip, like, whatever, but he'd have to pull the trigger and work the bolt with his armpit as he's holding it there. If it had been normal small sprites, where detail is small and limited, it wouldn't have been nearly as bad.

The entire point with the high resolution sprites toted for this new version is "look at all this detail", but the detail is actually incredibly sloppy, rushed and inconsistent, they clearly didn't bother taking the time to do it right.

>> No.4053491

Speaking of Wolfenstein sprites, what's the orange stuff on the frame where he's pulling out his pistol?

>> No.4053492

it's the holster
you don't see it in the other frames because it's under the jacket

>> No.4053495

oh right thanks. i'm not familiar with the original sprite, so i didn't realise how bad the edit was in comparison.

>> No.4053503
File: 414 KB, 1600x568, twice the resolution bro, who cares about making it actually count.png [View same] [iqdb] [saucenao] [google] [report]

I'm sorry but this really just bothers me a lot.

Why tout high resolution sprites if they look worse than the originals?

>> No.4053505

UAC Vinur Prime. Its one map only, but its a big one.

>> No.4053508
File: 7 KB, 78x104, shoot his hand.png [View same] [iqdb] [saucenao] [google] [report]

And here we have a hostage execution where the hostage taker seemingly is pointing his gun at his own hand, yet shooting his hostage somehow. These angles don't work.

>> No.4053510
File: 5 KB, 107x107, dicktrigger.png [View same] [iqdb] [saucenao] [google] [report]

Pulling the trigger with his dick

>> No.4053513
File: 351 KB, 800x600, Screenshot_Doom_20170611_165517.png [View same] [iqdb] [saucenao] [google] [report]



Tons of ammo, health and progressively more monsters with each level. Difficulty is hard, its beatable with vanilla, but gameplay mods are recommended.

Kick some ass!

>> No.4053518

what the fuck, man

>> No.4053524
File: 42 KB, 1598x1600, E3M6_map.png [View same] [iqdb] [saucenao] [google] [report]

Is this the worst map in the original game?

>> No.4053526

It's the only map in the first 3 episodes I don't like.
Though it actually feels nicer in the PSX version with how all the fireblu is taken out.

>> No.4053540

lol map3 is named "melrose place"

>> No.4053542

Nah.. there's a few in E2.

>> No.4053543

I think Doom 1 is better as a base game but Doom 2's new weapon and monsters make it a superior base for custom content. So it really depends on the context we're looking at the two games in.

>> No.4053556
File: 65 KB, 640x480, 1497194554.png [View same] [iqdb] [saucenao] [google] [report]

here's a first attempt. i reached map05 and got stuck.

the first three were quite easy (especially with weapons carried forward), the fourth was also easy but had a big surprise, the fifth tripled the monster count but what stopped the run was that i went over to get the blue key then there didn't seem to be a way to get back without jumping (which you obviously can't do in a traditional demo). maybe a bug in oblige.

boom complevel


>> No.4053567

>when you get lost in a map for like three minutes and think you found the exit but it was a secret

>> No.4053570
File: 871 KB, 631x471, 1408196433014.png [View same] [iqdb] [saucenao] [google] [report]

Yes it is.

There are quite a few stinkers in the classic Doom maps
>E1M7 - Boring backtrack shit fest
>most of episode 2, with the exception of E2M2, E2M7 and E2M8
>E3M2 - Lost soul orgy
>E3M5 - Confusing mindfuck (inb4 "I don't think it's confusing, and I only played it a gazillion times since 1993")
>E3M6 - jesus fucking christ kill me

And a lot in Doom 2 as well, which I don't feel like listing because I'm bored.
>Protip: MAP24 is the worst

>> No.4053571

I'm somewhat sure most ports now support co-op in one form or another. Check the readmes/google. If NetQuake (Quakespasm, Fitzquake, etc) turn out to be too laggy, it's worth trying a Quakeworld port but I'm not sure how nice they are with co-op instead of player versus player.

>> No.4053572

I like every map in E2 besides the secret one.

>> No.4053573


Also have weird sound bug in quakespasm when sounds get interrupted by another, so one sound effect gets cut off.

>> No.4053584

no it's wide open and full of monsters, fun to run around.

>> No.4053585

>run into pain elemental in doom 64 just as it spews out a couple of souls

>> No.4053590
File: 476 KB, 800x800, 1424890482319.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw pro monster strats don't work

>> No.4053591

yeah i heard they fixed the "get up in its face" exploit.

>> No.4053602

Do the secret weapons in Samsara appear in the Unmaker's spot in the consolation version of D64?

>> No.4053607
File: 1.61 MB, 1784x1027, file.png [View same] [iqdb] [saucenao] [google] [report]

I figured out the source of the issue - in Scourge of Armagon that im playing player has footstep sounds, whihc interrupt some of the other player sounds whenever they are played.

Apparently in vanilla quake one object can emit many sounds, but in Quakespasm it can not.

I can not find any option for it anywhere, and already tried erasing configs to no avail. Please help.

>> No.4053610

open the pak0.pak file in slade and delete the sounds

>> No.4053614

On personal level I hate Doom 2 maps Dead Simple and Tricks and Traps. Dead Simple because there's obligatory version of that map in every megawad and Tricks and Traps because it's another obligatory level where the map makers tend to do all sort of ambush traps and other knick-knackery

>> No.4053616

Well, now they get interrupted by "nothing".
need a proper fix

>> No.4053619

i get map07 proliferation because of the hardcoded tag behaviour, but map08? can't think of many wads that have a deliberately puzzley map08 to the point that it stands out.

>> No.4053624

Huh, guess I have just seen some map designs (somewhat) similar to Tricks and Traps to make that mental connection.

>> No.4053638

Scourge of Armagon has footstep sounds? That's weird, I just booted it up and there aren't any in either Quakespasm or ezquake.

>> No.4053639

>all the fireblu is taken out.

>> No.4053641

you're not wrong that there are megawads that have one or two annoying puzzley maps that play differently from the rest of the wad and often bring your progress to a crashing halt. map17 of ksutra is one example. but it's map17, not map08.

>> No.4053643

Memento Mori is a fucking boring wad.

>> No.4053645

>Dead Simple because there's obligatory version of that map in every megawad
If you have time, check this out:

>> No.4053652 [DELETED] 





>> No.4053656 [DELETED] 

the trouble with this post is that to anyone who is a regular here it's obvious it's the latest from our resident shitposter, who's been going all afternoon. the posting style is obvious. but to a random janitor, it doesn't break any rules, he probably doesn't even know what the heck that is unless he's himself a doom fan, so you can't report it.

>> No.4053658
File: 155 KB, 500x514, 1485508907654.jpg [View same] [iqdb] [saucenao] [google] [report]

>watching this right now
get out of my mind, you nerd

>> No.4053670 [DELETED] 

>calling the BFG the Bio Force Gun was fun

>> No.4053671

Digging further:
SOMETIMES there are footsteps on some maps. Some times there are no footsteps and no interruptions. Therre are neither footsteps nor interruptions in ohter engines.

All this shit is very weird

>> No.4053675

Uninstall and reinstall everything.

>> No.4053676
File: 116 KB, 690x1085, doom evil eye.jpg [View same] [iqdb] [saucenao] [google] [report]

No exceptions.

>> No.4053682

Already did that :P
Issue persist.

>> No.4053685

Do it again. Check your files. Redownload the expansion from a different location and make sure it doesn't have any extra files stuck in it for other engines.

>> No.4053692

I downloaded everything from the pastebin, and installed onto a different drive even.

>> No.4053694
File: 76 KB, 640x480, DoomII_Spiderdemon.png [View same] [iqdb] [saucenao] [google] [report]

How would you fix the spider mastermind?

>> No.4053698

Make it an actually credible threat instead of a beefy chaingunner.

>> No.4053707

oh i was on her twitter yesterday and wondered what the icon was supposed to be. thought "who is this green haired girl with the cacodemon eye?". thought it was a crossover.

>> No.4053714

Just keep the player away from it, and limit access from the BFG. Make it a run for cover and ammo puzzle, or use it in tandem with other monsters.

The cyberdemon isn't really much of a threat either when it's on it's lonesome.

>> No.4053719

turn it into a cute girl. that always works.

>> No.4053728

a year ago Linguica tried to objectively count how many monsters were onscreen in the original Doom https://www.doomworld.com/vb/doom-general/88841-empirical-analysis-of-onscreen-monster-counts/

>> No.4053729

>>E3M6 - jesus fucking christ kill me
e3m6 is the single most important map in the original doom, bitch

in an interview with jay wilbur in 1994 he literally says that doom 2's more open level design was directly influenced by e3m6

>> No.4053735

How the fuck do global identifiers work?

I have a cooldown and save the current position into a global int and reference it in SBARINFO with GlobalArray, so far so good. It runs but it stays at 0.

>> No.4053737

You should measure not the onscreen monster count, but per-encounter (as in simultaneously alerted to the player's presence)

>> No.4053743

D44M wasn't appealing enough for me to play but I took a peek at the Mastermind fight and it actually looked like a step in the right direction. A big arsenal of attacks, a dodge, flipping upside down to shoot from a higher perspective, shielding its face with its leg at low hp. And I'm a sucker for bosses that just shoot rave lasers everywhere and spin around like Gruntilda's tank, I love that shit.

Looks like all they did was apply classic 2D boss principles to it but that's pretty much exactly what needed to be done. I love DOOM but that bitch is seriously just a giant chaingunner. That's barely a boss, that's just infighting fodder

>> No.4053746

>Winrott is slow and stutters

well my PC is shit, there is no other way to play rise of the triad besides DosBox is there?

>> No.4053758

Cute! CUTE!

>> No.4053767

oh, it shows alright.

>> No.4053768

I belive D4T and meta doom aND probably D4D have done these elements as well

>> No.4053769

I want to play call of doom but with good weapon sprites, what's a good weapon mid to use with it while still keeping the other mechanics intact?

>> No.4053771

b-brutal doom?

>> No.4053786

I'm talking about the revamped friendly AI mechanics and such, because literally the weapons sprites are the only thing bad about it and it kills me

>> No.4053787

Hmm, that might be due to 3D bridges. Oblige 6.20 has a feature to place 3D platforms that one can cross underneath.

If you're playing on a sourceport that doesn't support that, then yeah I can see that happening.

I'll need to keep in mind to mention if my next map upload requires zdoom ports or not.

>> No.4053792

Make its collision smaller to actually match the sprite. Arachnotrons too.

>> No.4053796

Are there any large monsters where you can go between their legs?

>> No.4053803

there's this submod called operation inhuman that CoDoom ripped some stuff from. that and counter strike martian offensive with ketchup & brothers in arms mod

>> No.4053805


I don't think there's any submods for Call of Doom, it's a relatively new mod.
You'd have to replace out the sprites yourself.

>> No.4053806
File: 291 KB, 800x600, Screenshot_Doom_20170611_171632.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Call of Doom
>Spawn all waifu 5 companions.
>First one is an assault rifle unit. Deadly.
>Second is a sniper unit. Deadly.
>Third is a psychic levitator/force choke unit. Deadly.
>Fourth is a smg cqc unit. Deadly.
>Fifth is... an android? Doesn't attack anything. Weird.
>Keep regarding the android waifu as useless for weeks. Use her as a bait/distraction.
>One day, I trigger her to hold position by activating her.
>She turns into pic related.
>An arm cannon appeared...?
>Wait... what if I lure something infront of her now?

>> No.4053810

Isn't this sprite used in DRadys? Did Toooooasty make the sprite? are they okay with it being used?

>> No.4053812

My only disappointment with doom 2 is how the suburban and city levels are supposed to be structured. Wouldn't have it been possible even on the doom 2 engine to have large cube structures to try to look like houses or skyscrapers?

>> No.4053815

You're not alone in that.

>> No.4053816

Fuck, every time I see those screen rips it just... clashes too hard, I need to learn modding but code is like magic rune speak to me

>> No.4053819

I think it's a place holder and unfinished

>> No.4053820

I tried operation inhuman and it was broken and crap.

Brother in arms is OP is fuck. I can literally spawn an entire army with tanks and attack helicopters to mop up the entire level for me only using a few random pick ups. Its hella fun, but nothing like CoD's balanced companions.

>> No.4053821

sprite replacements don't involve any code, thankfully.

>> No.4053823

Given the creators of both mods are Japanese, I suspect they've already gotten in contact with each other.

>> No.4053827

Take a look at a mod like Hellbound with how it does the city and apartment and suburbs levels. You think it would be possible on the original doom engine to do even a crude version of that?

>> No.4053831

Hmm, the goal is to preserve overall game play because I'm told the weapons play very well, so just using doom 2016 style sprites probably wouldnt cut it unless I wanted to change the play and add the weapon upgrades, though I've never been opposed to making new upgrades... how many guns and weapons are in CoD?

>> No.4053836

TNT was able to make a semi convincing office interior, among other things

>> No.4053842

I want to touch her.

>> No.4053843

Also this, was sandy petersen just bad at making levels or something?

>> No.4053845

If they do a NuDoom based on earth, i hope it's akin to something like DN3D and Shadow Warrior 97, while also adding stuff like Egypt or an island.

>> No.4053847

>how many guns and weapons are in CoD?

Over 70.

>> No.4053849

He was given very little time and had to learn the tools as he went for a lot of stuff.

>> No.4053853

but his doom 1 levels are fine

>> No.4053856

.... crap, so the new doom ones could be a starting point of sorts, including multilayer inspired ones, and some more could possibly be edited from them, but that could only cover so much

>> No.4053863

Mt. Erebus is John Romero's favorite map in Doom 1. Take that as you will.

>> No.4053887
File: 30 KB, 505x440, M61 Vulcan Cannon 20mm.jpg [View same] [iqdb] [saucenao] [google] [report]

Give it solid projectiles rather than hitscans, basically really fast moving and bright tracers, they do 10 damage and he fires one every other tic, or every fourth tic. Give it a loud booming noise too, so it sounds imposing.

Suddenly he's deadly as all shit and you REALLY want to stay the fuck out of his sight, but you have the chance to dodge his fire at further distances.

>> No.4053889

Is there anything wrong with hitscan weapons?

>> No.4053897

their usual implementation

>> No.4053904

Nothing, they're fine.

It's just that hitscans are instant, and if the Spider can just mince you in the blink of an eye with his cannon at any distance, he's not quite as fun as he could be.

>> No.4053907

i am so fucking glad doom 2 didn't even really attempt to make a "realistic" earth environment. it would have been so fucking cheesy and horrible.

>> No.4053915

The city and suburban levels could have been better, if the doom engine was capable of the cool tech and hell levels there is no excuse for how underwhelming the petersen levels were.

>> No.4053916

BD literally does that

>> No.4053924

Honestly, that would happen anyway if he didn't make sprites for both left and right rotations

>> No.4053932

Pretty sure that isn't those rotations.

>> No.4053940 [DELETED] 
File: 21 KB, 169x228, Screen Shot 2017-06-11 at 9.44.48 PM.png [View same] [iqdb] [saucenao] [google] [report]

What is it with ZDoom forums and banning creators of popular mods?

This is why I fucking hate regular forums, power tripping faggot mods and insanely restrictive rules forcing """politeness""" in the most impolite way. There's always this tension in the air and people get passive aggressive real fast because they aren't allowed to say what they really think in fear of getting banned.

>> No.4053942

>Suddenly he's deadly as all shit
maybe if you're using a partial invisibility, I guess. Otherwise it can still be cheesed by abusing the huge hitbox, high pain chance and that large delay before it shoots. You just made it sadder with dodge-able attacks.

>> No.4053945 [DELETED] 

also you can't say nigger

>> No.4053947

Have they always been like that or just started being like that after they banned sgt mark iv?

>> No.4053949

> What is it with ZDoom forums and banning creators of popular mods?
because they lost their temper and mods don't exempt anyone from the rules?

>> No.4053954
File: 37 KB, 297x274, 1497028877623.jpg [View same] [iqdb] [saucenao] [google] [report]

>That slaughterfest 2012 Dead Simple

>> No.4053956

Eh, it's just for a short time, who gives a shit.

>> No.4053958

>also you can't say nigger
i know right??? regular forums are fucking bullshit.

>> No.4053960

>kinsie throws another temper tantrum
>wow i can't believe i got banned for it!!!!!!!!

>> No.4053964

> they don't allow threadshitting
where is the line draw!?!?!?

>> No.4053965


Sup Kinsie.

>> No.4053967

>and banning creators of popular mods?
Do you think making a mod with X+1 amount of players somehow exempts you from the consequences of autism in public?

>> No.4053968

Because Kinsie, as much as I like his mods, is a goon, and acts like a goon.
Going like a fucking child against Cooke was totally uncalled for, and it doesn't help Cooke acts like a typical furry being overly dramatic about shit.
That their mods are good doesn't exempt them from having to follow the rules. If not for their clout doing good mods they'd be banned for much longer, so if anything the got out with a slap on the wrist.

>> No.4053971

>the replies keep pouring in when the post isn't there anymore

hit F5 you guys and move on with your lives

>> No.4053972
File: 106 KB, 554x439, 1366522298148.jpg [View same] [iqdb] [saucenao] [google] [report]

It was still up when I started writing my post.

>> No.4053976
File: 44 KB, 442x389, 8fe96aacf06ef1fd169b2b2eedd1c4fdef3d74b3fd9532674a76384bafa68eed.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4053978


>> No.4053981

heh it's a bit mental isn't it

>> No.4053984

I wanna play golden souls 2 dammit

>> No.4053986

I hope it has its own version of the slider from SM64

>> No.4053987 [DELETED] 

link to thread please

>Because Kinsie, as much as I like his mods, is a goon, and acts like a goon.
4chan is made from goons

>> No.4053989

i always post that image whenever theres alot of posts going on hoping someone's caught below it unknowlngly

>> No.4053995

Please don't enable cross-forum drama, thanks.

>> No.4053997

So what? Not every channer is a goon.

>> No.4054000

okay sorry.

>> No.4054001

>4chan is made from goons
Yeah, from the ones that wanted to get away from the retards at SA. Guess what crowd stayed on SA and defined the culture goons have to this day.

>> No.4054002

Old SA is vastly different from modern SA.

>> No.4054010 [DELETED] 
File: 3.59 MB, 298x224, kek.gif [View same] [iqdb] [saucenao] [google] [report]

>doom babbies still at it

>> No.4054015

tell me how modern goons act

>> No.4054016

They're responsible for making srs that used to harass this site a few years back.

>> No.4054017

i thought kins was chill

>> No.4054018

He's australlian, but i hope this doesn't happen again.

>> No.4054036
File: 25 KB, 640x426, 0.jpg [View same] [iqdb] [saucenao] [google] [report]


If there's one thing I've learned in my time, it's that people who throw the most fire tend to have the thinnest skin.
Kinsie, Bloax, Ling, Decay, Jenova, a lot of other people of that type have done some really dumb things.

The ever-growing competition for who can have the coolest one-liners is stupid. Just chill and play vidya. Be friends and be cool. Vidya is fun.

>> No.4054037

i don't think anything can quite match the meltdown of jenobyl, mind

but basically yeah
stop getting mad about vidya and taking it out on unrelated people

>> No.4054040

What again caused the downfall of something awful?

>> No.4054042
File: 74 KB, 350x447, 1382479336444.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey /vr/, let's play a game instead of talking about irrelevant forum drama.
Take a screenshot of the mod and/or mapset that you're playing now/lately.

Say one thing you like about it and one thing you hate about it.

>> No.4054046

>paying to post on a forum
>paying to post on a normalfag echo chamber hugbox forum where you can get banned for making someone butthurt and lose your account that costs money
Anybody sane won't enter, any dissidents have been banned, only the worst and most stupid posters remain.

>> No.4054047

I thought the website was very defensive of internet culture in the late 90s and most of the 00s and they would frequently fight furries.

>> No.4054050
File: 804 KB, 1600x900, Screenshot_Doom_20170611_170030.png [View same] [iqdb] [saucenao] [google] [report]

rylayeh.wad with Nazis.
I really like the architecture but fuck can it get maze-y.
Fighting nazis is fun but I don't know what half these ammo-types are.

>> No.4054073
File: 175 KB, 768x1296, 1497121445713.jpg [View same] [iqdb] [saucenao] [google] [report]

Nuclear Barrels mod officially released

Thank you to that anon from the last thread for their image.

>> No.4054081
File: 268 KB, 800x600, Screenshot_Doom_20170610_232321.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4054091

it was very funny when i used to go there 10 years ago, but i also never went outside of one particularly entertaining subforum. no idea what's happened to it now.

>> No.4054094
File: 499 KB, 1920x1080, Screenshot_Doom_20170609_184507.png [View same] [iqdb] [saucenao] [google] [report]

Tonight I'm binging doom2.wad with d4t. Come join me- twitch /jcr9001

>> No.4054095

When player uses one? No.
When enemy uses one? That's different question, because you just can't have enemies that rapid fire hitscan you and do 50 damage per hit.

>> No.4054104
File: 203 KB, 800x600, Screenshot_Doom_20170611_225912.png [View same] [iqdb] [saucenao] [google] [report]

Thats what I thought at first... but then... she just opened fire.

>> No.4054106
File: 305 KB, 800x600, Screenshot_Doom_20170611_220920_01.png [View same] [iqdb] [saucenao] [google] [report]

She just lit shit up man

>> No.4054112
File: 360 KB, 800x600, Screenshot_Doom_20170611_170822.png [View same] [iqdb] [saucenao] [google] [report]

Nothing survived. She's unstoppable.

>> No.4054113

It was good, it was very good. Then it got cucked. I left around 2010 and I don't miss it.

>> No.4054114 [DELETED] 

A wanna fuck like an animal.

>> No.4054116

Thats why you need to start mappin right away

>> No.4054128
File: 19 KB, 285x266, $R8BOHF2.jpg [View same] [iqdb] [saucenao] [google] [report]

>You don't play as McCree anymore in Golden Souls 2

>> No.4054173

Thank you for your service, based mods.

>> No.4054195
File: 396 KB, 1920x1080, Screenshot_Doom_20170612_010536.png [View same] [iqdb] [saucenao] [google] [report]

Epic2 with Doomzone

>> No.4054307
File: 14 KB, 441x344, tumblr_inline_o8lot1asSo1s8e7vd_540.png [View same] [iqdb] [saucenao] [google] [report]

>start mappin' right away
>make a fullbright box to quickly block out the idea/set piece
>make a light
>spent an hour finely detailing the light switch and housing instead of making whatever the fuck I was supposed to be doing

>> No.4054332
File: 250 KB, 724x1024, female_chaingunner_from_doom__3c_by_quakeulf-d8riren[1].png [View same] [iqdb] [saucenao] [google] [report]

Doom 1 handles normal hitscan enemies fine because their hitscan is limited by their damage, fire rate, and health: Zombiemen do fuck all, and Shotgunners can take a real bite out of you at close range on UV, but both go down very quickly, so they can be handled even with a pistol if you needed to. They can be made scarier by having them ambush the player at close, but that's about it. The Mastermind is a motherfucker, but it's weaker than the Cyberdemon and has something like half a second of windup to give you at least some chance to book it behind cover and not get murked on sight. Its high rate of fire also makes it easily start infights; I just played MAP18 of Scythe and I witnessed a wonderful scene of two Arachnotrons take down a Mastermind all by themselves.

The Chaingunner in Doom 2 is just on the edge of ridiculous. It has a really heavy damage output, really high rate of fire, and it's beefier than an Imp, so it loses pretty much all of the negatives that the hitscanners normally have. Plutonia shows that they're really good at laying heavy suppression and functioning as basically walking turrets, but using them as ambush enemies can be pretty cruel. I still like em, though.

The only time hitscan weapons are a problem is if there's no chance to react and/or they do immense damage. Strife has this problem in spades, especially with the Reavers.

>> No.4054345
File: 1.81 MB, 944x1196, doom_invisibility___blur_sphere_by_xous54-d9nkqmu[1].png [View same] [iqdb] [saucenao] [google] [report]

What do you guys think about how G/ZDoom automatically has the Blursphere make enemies not react to you if you see them first? A good way to make the powerup more useful, or is it too unbalancing to get the drop on enemies that you shouldn't be able to?

>> No.4054373


They're inherently more annoying that projectile enemies, but as long as you don't throw tons and tons of zombies/chaingunners at the player at once (this means you, Reelism), they're acceptable.

>> No.4054386

Make every shot from the Super Chaingun seriously push you away.

Also give chaingunners regular bullet sound effects so that the Mastermind can keep the autoshotgun sounds as something unique to it.

>> No.4054409
File: 342 KB, 1366x768, Screenshot_Doom_20170531_193052.png [View same] [iqdb] [saucenao] [google] [report]

i see what you did there

>> No.4054420
File: 840 KB, 1280x720, Screenshot_Doom_20170612_093431.png [View same] [iqdb] [saucenao] [google] [report]

Shitloads of missiles.

>> No.4054424
File: 403 KB, 640x480, 1470847817676.gif [View same] [iqdb] [saucenao] [google] [report]

Would it be possible to extract the waifus from the main mod as standalone?

>> No.4054434

almost all of them are from doom radys/brothers in arms, so

>> No.4054442
File: 1.11 MB, 1920x1080, quakespasm-sdl2 2017-06-11 21-54-54-01.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4054484

Does the switch work?

>> No.4054493
File: 113 KB, 1024x768, Screenshot_Doom_20170611_203320.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4054510
File: 2.45 MB, 1280x720, Desktop 06.11.2017 - [View same] [iqdb] [saucenao] [google] [report]

Yeah, but it's actually a tiny, tiny door that is activated by an invisible touch sensor. Buttons can only auto-reset after a time or stay on permanently, while doors can be toggled; however, making it a player-usable door means it's automatically activated from several feet away which is silly, but making it a shootable door instead makes it surprisingly hard to hit, even with an axe, because it's so small. So there's an invisible sensor right in front of the switch which then activates two relays, one that moves the door (which makes the sound of a button through loading a different, precached sound, because otherwise doors are loud and don't sound like switches at all) and one that toggles the light. Could probably use a short delay to make it look better, but fuck it. it's a shitty square test box map.

This is the kind of thing that could probably be solved easily through actual code but is fun to figure out how to do using only vanilla entities without looking up the 20 years of people who've already figured it out and so don't find it interesting at all.

>> No.4054515

wish more games had the G A M E F E E L of quake. You are doing a great job

>> No.4054525


>> No.4054526

I wish the zdoom invisibility feature was more moddable.

>> No.4054538
File: 31 KB, 411x310, E2M6.jpg [View same] [iqdb] [saucenao] [google] [report]

I like figuring out how to make little set-pieces and interactive tidbits like that but aren't creative or skilled enough for an actual map- not to mention putting a bunch of entity-heavy bits and bobs like that in a map is a great way to hit the limit and/or cause slowdowns on tater computers.

>> No.4054545

what is it with Russians and Archviles?

>> No.4054549

Can ZDoom's MENUDEF be used to make a tooltip at the bottom of the screen that changes to explain whichever menu option you have selected? If so, how?

>> No.4054550

swollen hands? shooting lines of fire across the ground? resurrecting the dead? bald, bulbous heads and yellowish skin?

>> No.4054558

Not anymore.

>> No.4054560

Shrink its hitbox slightly, to allow more monster placement possibilities.

Also bin Dis, and have a better level to end Inferno.

>> No.4054569

Thanks Graf

>> No.4054571
File: 179 KB, 1143x860, even demons have families.jpg [View same] [iqdb] [saucenao] [google] [report]

WHEN'S Final Doomer update?

>16 hours ago

Sorry to keep you waiting, might as well give you this.

First one on here, it's not translated.

>> No.4054576

Christ is that fuckin thing still not out yet?

>> No.4054578

A "how so" would still be nice, then.

>> No.4054579

Is there a mod that best follows the premise of the doom bible?

>> No.4054582

Doom Delta, my dude

>> No.4054587

i wouldn't be surprised if he did. i remember he said at a panel that he does read up on the newer batman comics from time to time.

>> No.4054592

DRLA update when ?

>> No.4054607

Maybe by 2035. Yholl is slow as molasses when it comes to that one.
At this point he might as well destroy it all and begin anew in zscript.

>> No.4054619

Does call of doom guy have any plans for weapon sprites or is he content with the screen rips? I'm just curious because the ally sprites actually look really good

>> No.4054640
File: 6 KB, 642x68, tooltips.png [View same] [iqdb] [saucenao] [google] [report]

Th-thanks Nash I sure am glad we all know how to make the tooltips ourselves

>> No.4054645

Remember to bring gifts when you beg the goons for documentation.

>> No.4054650

It's like Zscript.

>we made something to make modding easier
>no, of course we're not going to make good documentation for it
>enjoy digging through vague forum posts to figure it out :^)

>> No.4054662

It's not that hard. I'm already using it full time and it's actually pretty fun to play with. Didn't even have to touch the forums, just the wiki and gzdoom.pk3.

>> No.4054678

Apparently not, there are some videos on Shivers' YouTube channel of the BTSX and Ancient Aliens sets at least.

Fuck you

>> No.4054694
File: 63 KB, 360x200, Yukkuri_MarisaReimu.png [View same] [iqdb] [saucenao] [google] [report]

Really old Touhou meme

>> No.4054696

If streaming is not for you, how about making a video run of a megawad? I'd watch a full run like that.

>> No.4054698


>> No.4054704

Also could you post the "silence when all enemies are dead" thingy? I'd like to use that too.

>> No.4054706

VR was a mistake.

>> No.4054716

lol it is very specifically NOT going to be released for oculus because zenimax has their little slap fight going with them

>> No.4054717

>Playing on godmode

>> No.4054718

I'm just happy for more doom content. Official or fan made

>> No.4054727

Why do they do that teleport movement thing in VR FPS games now? Are all the analog sticks on the controllers broken or something?

>> No.4054729

moving around normally is extremely disorienting apparently

>> No.4054734

It's right on the reply:
I don't know which version is it exactly, so here's exactly mine in full spoonfeed fashion:

I'll try recording a run, or fight my performance anxiety and stream/record at the same time.

>> No.4054736

Oh whoops, I misread it as you modifying it to do the thing, didn't notice it was a builtin feature. My bad!
Also I'll definitely watch if you post it. I can't watch streams live because my schedule sucks, but sure would check it as a youtube upload or twitch archive. Go for it!

>> No.4054752

Try those and every permutation of them, alongside the weapon sprites from trail blazer, and permutations thereof, use new fire effects for weapon counterparts as needed while keeping them statistically identical, making a nice blend of sci-Fi and contemporary weaponry

>> No.4054775

Youd also have to make reloding animations up for them

>> No.4054779

They should have you play as someone in a rocket powered wheelchair

>> No.4054781

ROTT VR : Sebastian Krist Edition.

>> No.4054793

You'd get Motion Sickness either way.
Car Sickness is when your body doesn't see movement, but feels it.
VR Sickness is when your body sees movement, but doesn't feel it.
Teleportation isn't technically movement, so people have been using that.
The option would be nice though, like in the Serious Sam HD VR games.

>> No.4054794

Which redesigns most fixed and ruined a demon respectively, fan or official

>> No.4054824


I want a sequel to doom '16, not some shit ass VR spinoff, bethesda.

>> No.4054828

people probably dropped the thing already this far in, but I thought the premise of this thing has might be of slight interest

>In DOOM: VFR, the demons from Hell have wiped out everyone inside the UAC’s Martian research facility – except you. As the last known human survivor, you have to restore operational stability and stop the demonic invasion. There’s only one catch: you’re about to be slaughtered yourself. But thanks to a top-secret UAC research program, your consciousness has been transferred to an artificial intelligence matrix.

would certainly explain the robo crab hand doodads going on in the trailer

apparently it's a retelling of doom's premise (scared, defenseless lone survivor type of deal included) but through the eyes of Literal McNobody.

>> No.4054829

Yeah, I mean it's probably a stopgap while they make the real sequel, cobbling together this one from old assets, but new content is always nice

>> No.4054831

>VR games still haven't figured out how to move a character other than teleporting around

kill me

>> No.4054832

any other means causes disorientation and motion sickness.

VR sucks for actual proper vidya

>> No.4054845
File: 41 KB, 291x398, cuckodemon.jpg [View same] [iqdb] [saucenao] [google] [report]

>Getting my ass kicked in one level of Heretic.
>Despite having years of FPS experience and mouse support, neither of which people had back then.

The Maulotaur's one-shot ability is legitimately fucking bullshit.

>> No.4054916

it should not be on by default, but as an option it's fine

>> No.4054927
File: 450 KB, 853x480, burl.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4054929

the consequences of bullying

>> No.4054930

Blursphere is complete shit and always will be.

>> No.4054943

>two relays, one that moves the door
>and one that toggles the light

Shoulda add a bit of a delay to the latter. I think it'd feel more natural.

>> No.4054960

Not true, you can use it in your map to assfuck players for certain encounters.

>2 Cyberdemons 1 Blursphere

>> No.4054961

> map 07
> systematically sidestep this fireball spam, bitch

>> No.4054962

i am mostly convinced the partial invisibilities on map07 were meant to be multiplayer-only, intended for deathmatch, but it was forgotten to remove them before the game went gold.

>> No.4054970

leave that barrel alone

it is a beautiful barrel and it has had a tough life

>> No.4054975

The smoke effect reminds me of coffee ads

>> No.4054995

Why don't you love Doom as much as these guys?

>> No.4055000

Why do they play the very same mod?

>> No.4055007
File: 1.46 MB, 240x232, 1486528156468.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4055013

Well. this gave me lots of cancer. Do people other than 12 year olds actually enjoy watching shit like this?

>> No.4055014

i express my love by not flooding the internet with shit videos

>> No.4055016

>can make rotating shit in stock quake with info_notnull shenanigans
>however those entities essentially become dummies and can't be modified further beyond killing them
>have the genius idea to just change the texture, like pushing a button
>can't even re-activate them to change the texture like on a func_wall
>the original wall the spinny one is copied from can change fine but the notnull refuses
>can't use the 'delayed entity creation' trick because it would involve turning an info_notnull into... an info_notnull
>have to rework a neat idea to be significantly less TECHNOLOGY-inducing

Already added a short delay and it does indeed feel a lot more natural, or as natural as you can get when it means sitting around playing with a fucking light switch instead of shooting things.

>> No.4055032
File: 86 KB, 386x321, 1496060486707.png [View same] [iqdb] [saucenao] [google] [report]

>Stop for a little while in map
>Can hear Arch-Vile's breaths through walls

>> No.4055040

Is there any way to make horizontal autoaim for hitscan weapons?

Is there a way to manage autoaim on per-weapon basis?

>> No.4055139

Do people still use Zandronum for online? Theres only like 80 people online..

>> No.4055197

It might pick up again when 3.0 is properly released, but right now there is a drought of sorts and so now you have a ton of Complex Doom servers with a ton of shitty addons added on top.

>> No.4055212

If GZDoom ever got proper MP nobody would ever use that cesspit of autism again.

>> No.4055215

You can bet your ass some hipsters would develope mods for it because it has some special snowflake code piece that GZDoom doesn't or some shit.

>> No.4055221

GZ would also have to incorporate all the Zandro-specific commands, like making certain things client-sided, and some other minor shit.

>> No.4055224


Yep, the "net" kind of code

>> No.4055225

I see only like 1/10 of all servers for some reason.

>> No.4055231

What did he mean by this?

>> No.4055234

that zandro is behind
just like it's players

>> No.4055243

Things like +CLIENTSIDEONLY would be compulsory, yes (custom zscript menus are already clientside/not networked by their very nature) but I doubt that the weird database stuff will pass muster.

What mods even use the Zandro database stuff, actually? I only use it in Samsara to check if the port is Zandro or not.

>> No.4055245

That Zandronum's playerbase is cancer and the port itself is hacked together in the worst way. They'd be better off just trying to merge their changes into GZDoom instead of maintaining a separate, obselete port.

>> No.4055246

is there any advantage whatsoever to GZdoom's multiplayer right now?

>> No.4055247


>> No.4055248

When you LAN with 2 people it works pretty well, other than that it's irredeemable trash.

>> No.4055259

yeah, that was my experience.
So lanning with 3 or more is trash?

>> No.4055267

Blame Edward, it's his fault.

>> No.4055274

But in Zdoom, (and in doom.exe I think) you can actually save in multiplayer games, right?
And then you can load those saves.

>> No.4055275

>If GZDoom ever got proper MP nobody would ever use that cesspit of autism again.
>Zandronum's playerbase is cancer
But won't that just make GZDoom the cesspit of autism anyway? if it's not already

>> No.4055280

Only if the stars, planets and cosmic spheres will align in exactly the same way, then you have a low chance of actually loading what you saved.

>> No.4055284

It's best against hitscanners. The start of MAP20 of Scythe spawns you right in the middle of a crowd of zombiemen with a shotgunner right behind you, and a blursphere next to you that you absolutely need to get in order to dodge the majority of the shots. The blur in MAP09 of Plutonia makes the wall of chaingunners at the end of the level much more tolerable. Beyond that, it blows, and Romero says as much in his Devs Play where he calls it "kind of a downgrade".

>> No.4055287

Finally giving DoomRL Arsenal a go but i can't figure out how to drop items(like i unequip 100% armor and don't know how to drop it). Aside from that and game crashing whenever i try to use HUD(trying in windowed mode and i am pretty sure i loaded up both arsenal itself and the hud wads with drag'n'drop) seems all right.

>> No.4055294

Oh it is, but compared to Zandronum it's nothing. ZDoom might be autistic and nofunallowed but Zandybam's still got the furry ERP guys.

>> No.4055295
File: 17 KB, 156x147, 1468183275995.png [View same] [iqdb] [saucenao] [google] [report]

>playing Ancient Aliens
>that part you're trapped and surrounded by gorillion machinegun dudes with a invisibility item
>grab it
>stay still
>no one can hit you
made me laugh
also love how projectile enemies appear to be leading their shots with it
speaking of which, is there any way to control enemy AI and shooting direction with ACS or whatever?

>> No.4055298

Some guy already did that, it's on the ZDoom forums somewhere. I think I found it while looking for examples of improved AI.

>> No.4055303

The problem with Partial Invisibility is that it's situational, in that you often have to know the level *beforehand* to judge if it will beneficial to pick up.

>> No.4055305

>Pick up a Rad Suit.
>Worst case scenario it gets wasted.
>Pick up an Invul Sphere.
>Worst case scenario it gets wasted.
>Pick up a Blur Sphere.
>Best case scenario you don't eat a half dozen projectiles and die.

>> No.4055308

Merging the netcode in outright ain't happenin' officially. Too invasive under the hood apparently, getting it's tendrils into things it probably shouldn't, and making even more of a mess of things than is considered normal.

>> No.4055310

>See Invul Sphere
>Save it for a deadly encounter that never comes

>> No.4055321
File: 19 KB, 700x600, 1489948477238.png [View same] [iqdb] [saucenao] [google] [report]

>playing Ancient Aliens
>this catchy motherfucker starts playing https://stuartrynn.bandcamp.com/track/gold-rush
>can't get it out of my head

>> No.4055351

You drop it by pressing equip one time on armor and then pressing drop item button

>> No.4055352

I more or less agree, with the caveat of something like Scythe MAP20 where the connection to the hitscanners and the blur is clear.

>> No.4055372

arguably true of all the timed powerups

>> No.4055385

worst case of the first two is that (having wasted it) you can't survive something later where you actually need it.

misusing all three can be deadly, the difference is the first two will kill you after they've run out, as opposed to during.

>> No.4055425
File: 1.68 MB, 1360x768, gzdoom 2017-01-14 03-12-08-31.webm [View same] [iqdb] [saucenao] [google] [report]

Entirety of AAliens soundtrack is so fucking good.

>> No.4055436

it's not just shooting stars on loop?

>> No.4055450
File: 204 KB, 800x600, Screenshot_Doom_20170612_011341.png [View same] [iqdb] [saucenao] [google] [report]

Man, I just finished playing the 1st Wave v1 map pack. What a silly experience.

The maps themselves were really good, but the author wrapped them with some wierd ass scripting that disabled my ability to switch weapons with the gameplay mod I was playing with.

If I wanted to change weapons, I'd had to find a new one that I didn't have yet, or throw my guns in a specific order on the floor, then pickup last the gun I wanted to use.

If at any point I ran out of ammo for a gun, that entire weapon slot would lock up and remain unusable for the rest of the level.

Made for a funny challenge, but I hope this script bullshit is not too common among mappers.

>> No.4055464

Hey, would you happen to have a source file for that webm? I'd like to make a GIF out of it.

>> No.4055465

Is that hud part of the AA package?

>> No.4055469


>> No.4055475

Lithium, by Marrub

>> No.4055479
File: 673 KB, 1364x768, qzdoom 2017-03-15 19-05-37-30.gif [View same] [iqdb] [saucenao] [google] [report]

Sadly, I had to delete everything.
Go play Lithium.

>> No.4055497

So, how do you fellas feel about BJ starring in Quake Champions?

>> No.4055501


>> No.4055523

with double gauntlets, he is currently the best at ripping and tearing

>> No.4055524

Quake champions should be super id brothers

>> No.4055527

it already is becoming id superstar shooter

>> No.4055530

I am ok with this

>> No.4055546

Is doomguy in it

>> No.4055547

going to be
nothing officially announced but datamining revealed portraits for both blazkowicz and doomguy

>> No.4055553
File: 160 KB, 250x292, file.png [View same] [iqdb] [saucenao] [google] [report]

you mean

>> No.4055560


>> No.4055563

It looks like nuWolf2 is going to be even more story-heavy than the previous one.
And there will be much more "Look how evil nazzi I am, I kicked a puppy and tore its head off!" scenes.

>> No.4055572

Well naturally, they want you to feel as much sadistic guilt free glee in murdering them as possible, because nazis and demons will forever be the open targets

>> No.4055582
File: 386 KB, 1536x1536, 1494922405234.jpg [View same] [iqdb] [saucenao] [google] [report]

>Shadow of the Hedgelord will never be real game

>> No.4055584

I wonder if the gameplay is going to be as fucking lame as the first one.

>> No.4055591

Are there any good texture replacement packs out there?
I keep asking but nobody seems to know...mostly looking for different look, not HD stuff.

>> No.4055595

LAN should be fine with any amount of players, it's the environment even the original netcode was made for after all. Over the internet is when things get fucked.

>> No.4055597

I'm not sure if my Doom is broken.

If an enemy shots me from the left side, should I hear that sound coming from the left? Or is that not supported and the sound comes from everywhere?

>> No.4055602

You mislabeled Raw Power in the Jimmy's Jukebox release as Future Club

>> No.4055626

Stereo sound accuracy seems to be pretty fucked up right now in GZDoom due to the switch to OpenAL. It's actually worse than even vanilla 1.0 sound right now. A sound coming from the left only plays at all on the left channel, instead of playing more loudly on the left and more quietly on the right. I don't know if it's a limitation of OpenAL, something the user can configure, or just an oversight Graf made while implementing it, but that's how it behaves by default currently.

>> No.4055629

I do, I just don't scream about it like a fucking manbaby.

>> No.4055650

Nice catch, thanks.
Not mislabeled, turned out "I Am The Night" was duplicated and "Future Club" was never in, now it should be fixed.
Do you have any other suggestions? my knowledge of this genre is kind of limited and somewhat entry level, got all this stuff ripping bandcamp sites after doing some lazy research.
Just started listening to OGRE, Daniel Deluxe and Droid Bishop, but still don't know them well enough to make a decent selection.

>> No.4055668

Listen to XYLE, Meteor, Volkor X, Zombie Hyperdrive, Waveshaper AND... if you desire to really have the 80s vide represented with accuracy, there's Robert Parker.

>> No.4055670

My problem is the opposite, the sounds seem to come from everywhere. I'd like to have it more clear if it comes from one side or the other. I'm using GZDoom 2.4.0
>how it behaves by default currently
Can that behavior be changed? I couldn't find anything in the sound options

>> No.4055684

Put some Fixions in there, also include some more Brut tracks like Obituary or Division Ruine.

>> No.4055693

Toejam and Earl but with Revenant and Mancubus.

>> No.4055725


Rev is too tall for ToeJam

How about Arachnotron ? Yeah, I know, not quite as rad but...

>> No.4055728

If you're using 2.4.0, you don't even have OpenAL, so you won't have the issue I'm describing. I don't know why you'd have mono sound with FMOD. You can try fiddling with the speaker mode setting (launch GZDoom, go to Options -> Sound Options -> FMOD Options) to see if anything there helps.

>> No.4055819
File: 398 KB, 800x600, Screenshot_Doom_20170612_163626.png [View same] [iqdb] [saucenao] [google] [report]

Tossing around the idea of a visual ASCII health bar, any thoughts?

>> No.4055835

I like it a lot like that, will use it for sure.
But please stop showing the health for corpses in next release.

>> No.4055838

Can't you just use a ■ character or something?

>> No.4055840

Also, please look up Wrath of Cronos for Hexen. It has graphic (diablo-style) health bars for all monsters. Will probably be simpler to rip it off than coming up with something completely new.

>> No.4055851
File: 397 KB, 800x600, Screenshot_Doom_20170612_163758.png [View same] [iqdb] [saucenao] [google] [report]

Noted, I'll have that feature offline by default. That said, the officially released versions on the mod's thread in zdoom forums first post have it off by default already. They're functionally not different at all than the experimental version lower in the thread.

No idea, but I certainly want to try implementing a feature where the user can input a character of their choosing for the health bar, so you can ------ or ...... or ///// or 00000 whatever else.

Thank you! I actually need something to show me an example on how to do this thing in code, so I appreciate this recommendation.

Also one dude mentioned he wanted the health bar to drain from right to left instead of left to right. Do you anons feel that way too?

>> No.4055856
File: 16 KB, 155x53, file.png [View same] [iqdb] [saucenao] [google] [report]

Isn't that how people usually do bars in video games?

>> No.4055868


>> No.4055875

Yeah right to left is ideal.

>> No.4055903

Hmm interesting, you guys have the thoughts too.

The reason I made it right to left was intentional, as some hud mods give the player a health bar that goes traditionally left to right. To communicate the fact that this health bar is for the enemy, as they are the *other* or *them*, the opposite of the player, hence why its right to left, to differentiate that distinction psychologically.

I'll try to accomodate both preferences, since I'm looking to learn cvars or whatever options menu things that are possible in zdoom to make the mod customizable.

>> No.4055906

*have the same thoughts too.

>> No.4055908
File: 386 KB, 1600x900, Screenshot_Doom_20170613_015435.png [View same] [iqdb] [saucenao] [google] [report]

Got a problem with Lithium and AAliens.
Probably its just lithium.
There was a gun on one of the levels that gave me an ACS script error message when i picked it up, and no new weapon appeared.
The mods own log showed this

>> No.4055934
File: 868 KB, 900x1279, 1440196903126.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who thinks this mod is an absolute technical marvel, but very bland gameplay-wise? I don't want to diminish what marrub made here, it's fucking incredible what he made gdcc-acc do in Lithium, but the guns often lack punch and the enemy changes aren't overly significant. I really feel like it's got quite a bit of potential, but it hasn't really capitalized on it yet.

>> No.4055938


the appeal to it is basically the tech, for me

>> No.4055941

>it's fucking incredible what he made gdcc-acc do in Lithium

>> No.4055942

I agree. And it crashes a lot for me, too. Even with stable gzdoom releases. And having to deal with a crashing gzdoom with your mouse still captured by the app is a fucking pain, so I never played it again.

>> No.4055947

The entire thing is made in ACS, and by ACS I mean C compiled to ACS. Take a look at the source sometime.
Alright, well, at least I know I'm not nuts.

>> No.4055952

Easily one of the more technically impressive gameplay mods out there, but I agree the gameplay is a little on the meh side. Good sprites though, Marrub made a few of them himself, and the laser shotgun just looks cool. I also like the sound design

>> No.4055964

what gameplay mods go well with psx consolation prize?

>> No.4055969

The stuff from D64 and 3 could fit in.

>> No.4055976
File: 617 KB, 800x600, E24Z0pm.png [View same] [iqdb] [saucenao] [google] [report]

Holy crap.

>> No.4055978

link me good soundtrack mods to play with meta doom and D4T

>> No.4055979

Oh? What is this?

>> No.4055984

It's a mod called FragTrak, it's just a simple little thing that keeps track of your kills and gives you XP, it's pretty much just a visual fluff thing


>> No.4056012

>The Filtering, Part 2: Blur Harder

>> No.4056050

I sent John Romero a tweet! Maybe he'll respond to it!

>> No.4056056

I got Romero to reply to a tweet once. It's a total senpai noticed me moment.

>> No.4056059


>> No.4056068

turn it off

>> No.4056230

God damn TNT was a challenge

>> No.4056239

New thread.


>> No.4056559

Looks amazing man. You'll have to join us for QUMP 2 when that happens.

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