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4094269 No.4094269 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4088413

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.4094271


-Still one map left to be finished

-2016 torrent of idgames archive is gone; needs replacement?
-Looking for more unique images to start each thread with

=== NEWS ===

[7-2] scalliano's SUPER Shuffle released

[7-1] Doom Retro 2.5 released

[6-29] Wildweasel releases No Shotguns For You 2, replacing all shotgun-related entities with automatics

[6-26] Russian Overkill 2.5 released

[6-25] BloodGDX updated to 0.769, improves mouse control

[6-24] Spaceman333 released a Slo-Mo addon

[6-24] Anon release; Lawgiver weapon

[6-24] TerminusEst's pre-release of High Noon Drifter, a ZScript-driven mod

[6-20] Anon shares some stuff about ZScript HUDs

[6-19] New Intermission and Evolution of the WAD podcasts

[6-19] Top HP Bars; a small plugin that displays monster health bars

[6-17] Build DOSBox launchers added to the OP

=== 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.4094278
File: 638 KB, 640x360, doomenhcrush.webm [View same] [iqdb] [saucenao] [google] [report]

Err am I missing something? Doom Enhanced's monsters don't seem to be crushable, tried zombies, imps and mancubi. Something may have broken with the mod in later GZDoom versions or something.

>> No.4094279
File: 151 KB, 800x600, Screenshot_Doom_20170702_000441.png [View same] [iqdb] [saucenao] [google] [report]

Wonder how this guy bit it. There's nobody, or nothing here who would have killed him, and everything looks clean.

>> No.4094282

Uh, couldn't tell you, doesn't do that for me.

>> No.4094283
File: 167 KB, 800x600, Screenshot_Doom_20170702_000500.png [View same] [iqdb] [saucenao] [google] [report]

The fuck was that noise, did I do that?

>> No.4094291

>Doom Enhanced pinkies

>> No.4094294

You should hear the arch-vile.

>> No.4094295

What version of (G)ZDoom do you use? as for Doom Enhanced, I used the download link for the "Final" version in the first post of Kinsie's forum thread.

>> No.4094297

Really fucking old version actually, so it's possible that Graf broke something somewhere.

>> No.4094302
File: 150 KB, 800x600, Screenshot_Doom_20170702_000548.png [View same] [iqdb] [saucenao] [google] [report]

Is that a TV? Standing in water?

>> No.4094304

>Graf broke something
Yeah, I can't use the mod's fist weapon either.

>> No.4094306

Their enhanced skeletons prevent crushing.

>> No.4094307

The new Call of Doom looks promising and looks to have much better weapon rips than the RGA mods ever had, but did the guy really have to put a scope on every gun?


>> No.4094309

Oh, thanks for trying to help, at any rate!

>> No.4094310
File: 233 KB, 800x600, Screenshot_Doom_20170702_000633.png [View same] [iqdb] [saucenao] [google] [report]

It was in fact not a TV.

>> No.4094321
File: 234 KB, 800x600, Screenshot_Doom_20170702_000749.png [View same] [iqdb] [saucenao] [google] [report]

It was not a TV at ALL.

>> No.4094335
File: 119 KB, 800x600, Screenshot_Doom_20170702_000947.png [View same] [iqdb] [saucenao] [google] [report]

This kind of looks like... oh.

>> No.4094345

What wad, you wad?

>> No.4094348

What is the largest height an actor can have without being stuck in your average map's ceiling?

>> No.4094357

i wonder if someone could port some warframe enemies (like the grineer grunt or the juggernaut) using the tutorial in >>4089998

>> No.4094360
File: 2.22 MB, 512x384, 1491131066187.gif [View same] [iqdb] [saucenao] [google] [report]

What is going on in Blade of Agony 1 + 2 that makes frames drop so hard when looking in specific directions? Is it GZDoom chugging dick on reflections or something else? I'm not quite sure what to turn down/off.

>> No.4094363
File: 251 KB, 800x600, Screenshot_Doom_20170702_001045.png [View same] [iqdb] [saucenao] [google] [report]

I hope there's no more arch-viles when I get back to the 'normal' world.

TNT Revilution, kind of devised as a sequel of sort to TNT Evilution (Final Doom), and it's not bad, some of the levels are really good, but fairly little of it feels like TNT at all.

>> No.4094364
File: 43 KB, 800x600, Screenshot_Doom_20170702_001450.png [View same] [iqdb] [saucenao] [google] [report]

I guess maybe this path leads somewhere? It looks like it branches out into the void forever

>> No.4094438

what is this image blogging?

>> No.4094443

How do you even make that not work?
It should work with current Decorate logic.

>> No.4094445


>> No.4094446

Green Hill Zone

>> No.4094450
File: 244 KB, 2500x1664, 1497350778250.jpg [View same] [iqdb] [saucenao] [google] [report]

Slavic city hell murder death area

>> No.4094452

Foresty cliffsides full of zombies?

>> No.4094457

This, with lots of fog. The first few encounters consist of dogs, then it's some vores with lots fiends.

Or alternatively just fiends. Fiends everywhere.

>> No.4094460

Doom Enhanced has its own "DoomGuy" class with starting items "Pistol" and "Fist" (which don't have weapon slots assigned), but the mod's actual weapons are "Fist2" and "Pistol2", which aren't given to the player. I guess Player.StartItem used to account for actor replacements? It doesn't now.

>> No.4094465

Im playing japanese community project, im stuck in the dark room with the 4 corner switches for the fucking 4 layer blast door, HELP

>> No.4094468

don't touch the shadows

>> No.4094470

the shadows ARE EVERYWHERE, the whole room is in darkness

>> No.4094471

JPCP had some stupid and silly gimmicks. Sadly, despite the "Kill 13 Keens" map looking pretty great, the gameplay of the level itself was kinda "Eh"

>> No.4094473

he meant the flashing segments on the floor

>> No.4094512

>but fairly little of it feels like TNT at all.

Have to agree. The overall colour scheme of TNTR's maps remind me more of stuff like Memento Mori 2 and Requiem.
Theres also a few too many large levels. I really don't get why there are people who remember TNT for large levels. Outside of the Drake O'Brien maps, and Map18, its mostly small-medium sized levels.

>> No.4094516

>Outside of the Drake O'Brien maps, and Map18
Map25 was also large, but yeah. First half overall has no large levels whatsoever.

>> No.4094526
File: 87 KB, 800x600, Screenshot_Doom_20170702_004807.png [View same] [iqdb] [saucenao] [google] [report]

Who uses tape reel computers in this day and age?
Whatever future year this is.

It had tighter levels yeah, with a lot more moody and dark music at times.

That's why I liked Map 12 a lot, though it was pretty vast, it was a bit tighter in the quarters and it was very moody and dark, even had that dual reality thing from Wormhole.
Bit ambush heavy though.

Overall, I could definitely recommend it, but not on the premise that it's a lot like TNT, because it pretty much isn't.
I remember playing a 4 level demo of another TNT sequel a while back, whatever happened to that? I recall liking it a lot and getting way stronger TNT feels from it.

>> No.4094531

TNT2 is still in development. Though that old demo is very dated now, especially since it was from before the split.

>> No.4094538

Make a map that makes fun of QUMP.

>> No.4094542

Oh right, I forgot about all that stuff.
Why did they split and what's taking so long?

>> No.4094558

It already exists, it's that one map from Scourge of Armagon with the monorail and the Vores.

because you spend the whole fucking map WAITING

>> No.4094559

A lot of people wanted to do large drake o'brien maps, but not everyone agreed. The biggest spark that made the split happen was someone making modifications to anothers map without permission, resulting in drama. So that someone started TNTR, and the people who wanted to do large maps moved over to there. Not sure if all this is correct, but thats my understanding.

>> No.4094564

An inverted castle

>> No.4094565
File: 120 KB, 800x600, Screenshot_Doom_20170702_004827.png [View same] [iqdb] [saucenao] [google] [report]

Y'know, if *I* had a screensaver like this, I'd never hear the end of it from HR.

>A lot of people wanted to do large drake o'brien maps
I'm like almost halfway in and I don't think there's a single map in there that feels at all like his style.

>> No.4094570

I'd be funnier if it was a walking simulator map of corridors filled with skeletons of the poor souls that died waiting.

And at the end, the player will encounter the last surviving fan who's gone mad and yells constantly QUMP WHEN?

Gameplay wise, its a like a final boss map, where there is a long walk of anticipation, then a final confrontation with an epic ending.

>> No.4094571

Its more the size of the maps, than the style. Drake O'Brien made the largest maps in TNT.

>> No.4094580

So is that why it's nothing like TNT despite being presented as such?

>> No.4094591

Well, that, and the fact that they were making a sequel, not a twid.

>> No.4094595

I guess? But Plutonia 2 and PRCP both feel very much Plutonia in style.

>> No.4094597
File: 26 KB, 1024x768, 1497645863099.png [View same] [iqdb] [saucenao] [google] [report]

Been trying to post for a couple hours now, keep getting connection errors, wonder if it's the post itself.

>> No.4094604
File: 114 KB, 800x600, Screenshot_Doom_20170702_005254.png [View same] [iqdb] [saucenao] [google] [report]

Wait wait wait... where am I? Am I still in the milkyway? Could I even see another galaxy with my naked eye like this, this clearly and this close, if I was in the Milkyway, much less on a Jovian moon?

>> No.4094609

abandoned techbase with sections taken over by elder gods

>> No.4094620

A castle turned on it's side.

Elder gods temple taken over by techbase

>> No.4094634

Ranger can't double/super jump or turn into a bat, though

>> No.4094637

speaking of which
why is term named after that poison sword that i never got, that probably sucks compared to the super fire sword that blows up half the fucking screen

>> No.4094638

floating platforms

>> No.4094672

>don't have the time/skill to make a full walking simulator
>decide to make a compact shitpost map
>an hour later and all I've done is detail a computer desk

>> No.4094690


>> No.4094692

terminus est is a very common latin phrase

>> No.4094695

It's a really good sword
So is Marsil

>> No.4094697

>not the heaven sword
>not the duplicator with maximum throwing weapon spam
You guys are dorks.

>> No.4094701

I can't think of any other sidescroller which lets you break the game balance so brutally without the input of a cheatcode.

>> No.4094731

You could make it a destroyed castle and put some rubble around to climb on

>> No.4094732

so it's not "terminus's mod emporium, est[ablished] 2013"? i've been reading it wrong forever

>> No.4094773

here's 4 demos for that oblige wad posted yesterday


>> No.4094789

Anon, what's that wad?

>> No.4094795

TNT Revilution with a modified version of Immoral Conduct I believe

>> No.4094797
File: 93 KB, 1300x863, 1496746185246.jpg [View same] [iqdb] [saucenao] [google] [report]

>Map requires you to find a secret

>> No.4094808
File: 10 KB, 265x90, nomnomnom.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4094845

Is it possible to copy the arch-vile fire attack beat for beat and give it new graphics and sound while keeping the regular one on the normal arch-vile?

>> No.4094850

Nevermind, I should check the wiki before asking these questions.

>> No.4094869

>walking through a mandatory corridor unlocks 15 secrets in succession

>> No.4094881

Did you use any mods or just vanilla?
(I wanna watch, but gotta know if any mods were used so I wouldn't be out of sync.)

>> No.4094883

Is doom enhanced any good?

>> No.4094886

they're plain -complevel 9 demos.

>> No.4094887

It's kind of ok, I guess.

>> No.4094889

Actually, Plutonia 2 and PRCP have a lot of differences to Plutonia itself. Plutonia maps are usually fairly small and methodical, and often took ideas directly from doom 1 and 2's maps. Where as Plutonia 2 and PRCP have a lot of big chaotic levels, and takes a lot of gameplay cues from Alien Vendetta and Kama Sutra. Though I will give you that they do a better job of keeping the same kind of color scheme of Plutonia itself, than TNTR does with TNT.

>> No.4094904

It's old and outdated, maybe look at Re-Doom: Enhanced Evolved instead (it's less old)

>> No.4094913
File: 2.74 MB, 640x360, watch out for the barrels.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4094919
File: 1.25 MB, 1920x1080, quakespasm-sdl2 2017-07-02 07-12-23-18.png [View same] [iqdb] [saucenao] [google] [report]

>any texture starting with sky in quake loads as a skybox texture
>skybox textures 'eat' projectiles and prevent particle effects from appearing on impact for hitscan weapons
>somehow something's gotten fucked up that's causing the skybox to act like a standard texture, including weapons leaving particle effects and having rockets explode on contact
>it's not even limited to custom maps, it's happening in bone-stock id1 maps on a fresh install
What in the goddamn? Did I remember wrong this whole time and skyboxes never acted that way, or what?

>> No.4094928
File: 1.36 MB, 640x360, squishydoor.webm [View same] [iqdb] [saucenao] [google] [report]

Ayyy I got the crushable+shootable corpses to work in the end.

>> No.4094936

Strange, all actors in ZDoom have a generic Crush state that turns them into a pool of blood. It's possible the modders defined their own Crush state and didn't really add anything to it or maybe they forgot to put a Stop keyword at the end of it.

Or maybe it has something to do with ZScript, I don't really know anything about it.

>> No.4094964

I really can't figure it out, Kinsie didn't replace the Crush state, the Death states seem fine, and the edited monsters are inherited from their originals, too.

>> No.4094983
File: 16 KB, 603x385, realgibs.png [View same] [iqdb] [saucenao] [google] [report]

Ohh, the default Crush actor was replaced, this probably fucked up and made all monsters un-crushable in current GZDoom.

>> No.4095124

How come there are no good Doom mods for Stalker and no good Stalker mods for Doom

>> No.4095140

The last hub of A Morte is S.T.A.L.K.E.R. based. Complete with some of the voice acting and radiation.

Stalker could definitely be done in doom.

>> No.4095151

You're fixing Enhanced, right? You best share that shit nigger.

>> No.4095215
File: 808 KB, 225x249, 1477080790127.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4095265

I like how a bunch of people are like "yeah I'm so hardcore I can totally beat <difficult map> with Hideous Destructor".
There's never a video or stream. In fact almost nobody dares to record HD. My guess is that they aren't so tough and they abuse savestates like little bitches.

>> No.4095269

I don't even get the appeal of Hideous Destructor

>> No.4095279

I think it sucks too, but some guys are like "I'm the ultimate badass for playing HD" but I think they are just bluffing. They act like if they were super elite military pros but I think they can't even finish a level without savescumming or being unable to withstand that stupidly slow moving speed and "realistic" (lol yeah right) mechanics for more than one map at a time.

>> No.4095302
File: 491 KB, 1920x1080, Screenshot_Doom_20170702_120553.png [View same] [iqdb] [saucenao] [google] [report]

Another day, another Alien Vendetta map. Join the fun! Even if you start out late, I won't complain if you post about maps I've already finished. Just don't go over the map corresponding to the day in the month. That way you won't burn out. I've played AV about 1/3rd of the way through, but never finished it. That changes this month.

94% Kills
100% Secrets
0 Deaths, but I feel like swiss cheese after all the damage I took from hitscanners. Thank the Doom gods I found all the secrets.

For me the highlight of this map was the pincer attack after you get the yellow key. There's an archvile above you, but there's no way you have the RL/BFG to zerg him quickly yet. Hiding down below seems like a good idea. Then you notice the army of chaingunners on either side of you. I actually took an archvile blast to the face rather than stick around to fight the hitscanners. It was easier to mop them up when I wasn't sandwiched.

Fun fact: I'm carrying over my weapons from level to level, so I missed this health until I came back. It's locked behind a shotgun pickup I just didn't need since I had the SSG from MAP01.

>> No.4095383

Those chaingunners are actually optional- the closets they're in don't open until/unless you pick up the soulsphere in that room.

>> No.4095435
File: 2.96 MB, 504x360, plutonia with mods.webm [View same] [iqdb] [saucenao] [google] [report]

is SiN gold worth an dl, or is it another pos on q3a engine?

>> No.4095447

It's the Q2 engine and it's alright.

>> No.4095483
File: 46 KB, 300x400, dguy135.jpg [View same] [iqdb] [saucenao] [google] [report]

I want someone to make a Doom mod where Doomguy punches a rabble rousing sea of lava into submission.

>> No.4095485

Triggered by the secret? I love it! Punishing the player for picking up goodies has been a doom fetish of mine since I played Going Down.

>> No.4095491

Wait the soul sphere wasn't a secret was it? I think the blur sphere and green armor were...so confused. Oh well.

>> No.4095495


are you fucking kidding me

>> No.4095548
File: 27 KB, 356x200, 200_s.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4095618
File: 2.86 MB, 640x360, that wasn't supposed to happen.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4095619


>If you'd taken a step back to re-evaluate you wouldn't have brought this pile of trash back from the dead.

At least somebody gets it.

>> No.4095627

what is this?

>> No.4095628
File: 878 KB, 720x960, tumblr_oaqimsu2dI1szcxzqo1_1280.png [View same] [iqdb] [saucenao] [google] [report]

>After a large amount of negative response my classic rivalry received, i took a step back to reevaluate.
That would be a good thing.

>I needed to put myself back on the map with something new but broad.

>so i came up with the idea to create the most disturbing but original mod i could think of,

>I needed to gain a reaction from the doom community to go ahead with this idea,
>so one evening i spent roughly 2 hours putting together a mod with as little effort as possible but riddled with hidden messages (13 in total).
Not really selling it with the "as little effort as possible" thing.

>A experiment to see how much controversy i could steer up in the doom community, as expected it received alot of bad attention.
Well it was edgy tripe. And edge doesn't have to be bad even, but Rootpain is like the empty calories of edge, it's just fucking lame.

>People mistook the mod as a scare peace when I wanted to give the player a sense of discomfort, it was quite successful at that which was good news.
It basically felt like someone trying to one-up Ghoul's Forest but with a shitty idea.

>At that point i found a new job an was unable to continue through with it, then it was eventually forgotten..... until now.
What a shame.

>> No.4095629
File: 51 KB, 1327x583, zygo.png [View same] [iqdb] [saucenao] [google] [report]

A miserable pile of faggotry.

>> No.4095630


So I'm thinking of making an edited version of Trailblazer and releasing it here; I want to add some more blueprints to it and maybe some tweaks.

My blueprint ideas so far:
>Colt 'Mindfire' Blueprint: Aim at an enemy to have the Colts shoot automatically. Toggle with 'reload'.
>Machete 'Bloodblade' Blueprint: When berserk'd, melee attacks against bleeding targets will have a small chance of restoring a small amount of health, but only up to your current max. The closer it is to max, the less likely it will restore. Toggle with 'reload'.

Other ideas:
>Option in 'Blaze-It' menu to change what happens when you hit 'melee' key; Punch (standard), Machete Swing, Machete Throw, Spikebomb Trigger.
>The Skullthrottle initially must be reloaded; you have to pick up and construct a blueprint to make it fire continuously. Probably call it the 'Championship Belt' or something, in reference to the fact that the ammo comes in belts.

Feel free to submit ideas of your own.

>> No.4095642

>He made a shitty wad, he must be advocating something, herp dee durr

Maybe go peddle this shit on 2^3chan where you'll get a pat on the back and a free cookie

>> No.4095645

ok thanks anon.

>> No.4095649
File: 463 KB, 730x550, smug tomato.jpg [View same] [iqdb] [saucenao] [google] [report]

Zygo, pls

>> No.4095659 [DELETED] 

>if your reasons for disliking a shitty pseudo-terrywad that tries to make abortion look edgy aren't /pol/shit, you must actually be the author sockpuppeting


>> No.4095661 [DELETED] 

Oh, so you're not Zygo, you're just a generic retard.

>> No.4095701

>tfw wanting to make a map for use with a weapon and player features and have the general idea down but no idea how to actually execute it and wouldn't even be a big map

>> No.4095741 [DELETED] 

He's right that /pol/ is shit though. That's regardless if you agree with that cap or not.

>> No.4095776 [DELETED] 

What's /pol/shit? The word faggot? Calling a pathetic shit a beta? I don't think you've been here particularly long if you're making that assessment.

>> No.4095778 [DELETED] 

I've been here longer than half of /v/. I know what /pol/shit looks like, trust me.

>> No.4095782

because maps that would normally take 10-15 minutes to complete in a normal doom run would take you at least a half hour or more in HD depending on difficulty and sheer luck.

I still don't get what you mean by people who bluff about it. I barely even see it mentioned on these threads, and I don't think it's unforgivably bad either. it's an acquired taste.

>> No.4095783
File: 79 KB, 728x420, 1498671252991.jpg [View same] [iqdb] [saucenao] [google] [report]

And to think he was trying to turn a new leaf.

>> No.4095804

I don't quite understand, someone explain?

>> No.4095815
File: 206 KB, 960x528, HYPER_REALISTIC_CEREAL.png [View same] [iqdb] [saucenao] [google] [report]


Rootpain was bad, made him a laughingstock in how it tried to be so edgy and ended up just being so amateur, and ended up getting him banned when he started harassing its critics.
Then he tried going to Zandronum, where he got banned for sockpuppeting.
Now he's on Doomworld, which is probably the avenue which would be the absolute least favorable to his works.

>> No.4095818

the video xaser linked in that thread will explain everything.

>> No.4095823

>Now he's on Doomworld, which is probably the avenue which would be the absolute least favorable to his works
I can only assume he went there out of desperation.

>> No.4095840

What does the doom thread think of level editors like SLADE or eureka?

>> No.4095842

so... buttpain V2 soon?

>> No.4095845

So rootpain was about an abortion?

>> No.4095850

In a sense.
Also fitting is that rootpain IS an abortion, so it's very symbolic in that way.

>> No.4095856

what i'd love for trailblazer is a mechanic where if you leave a monster alive in a level, it has a chance to come back in a later level as a stronger miniboss-tier variant
guess you could call that the "tough motherfucker" option

>> No.4095860


>> No.4095871



>> No.4095872

Or the badass like the elite enemies in borderlands?

>> No.4095879
File: 1.69 MB, 3120x4160, enhanced.jpg [View same] [iqdb] [saucenao] [google] [report]

<<Ehanced image

>> No.4095880

N-No I was just looking at it since an Anon suggested its crush features to help reach what I was aiming for, but the mod's pretty broken in current GZDoom.

>> No.4095890

>LoTR:Shadow of Mordor's 'Nemesis' System
>In a doom mod

Hm. You'd have to run an UNLOADING-type script, pull a list of the types of monsters left, randomly pick one type, then have an ENTER-type script in a later level randomly gift the same type of monster with the extra stats/abilities, then rinse and repeat.

I mean, it's not really any different from how most mods do random, more powerful mobs as-is. Unless you code an intro sequence for the monster when it appears.

>> No.4095892

What do you think of the doom leagacy source port?

>> No.4095905

i have no idea if it's possible as i'm just an >idea guy
but if you can check (on level load) the number of spawns for each enemy type, then when an enemy dies check it's type, it could be relatively easy to decrease the counters for what enemies are left.
it will probaby cause issues if a level has spawners for custom enemies, or if an enemy spawn is replaced by a swarm (looking at you, Hungry assshole) but other than that, it should be fine, no?

>> No.4095910


I'm looking at a list of features, and I'm not seeing anything unique.

As it is, you've got Choco and prBoom if you need oldschool compat, GZDoom if you want crazy mod capability, and Zand if you need to play ComplexDoom+LCA+ eighty billion times

>> No.4095913

Why prBoom/prBoom+ over the original boom?

>> No.4095914

laundry was rootpain 3: buttpain 2, iirc
now shivers and yholl just need to fucking finish the next laundry

pls yholl

i'll zuck yo dick

>> No.4095918

Meant to type prBoom+. Anyways, for MBF compat. Original Boom never had that, right?

>> No.4095920

>now shivers and yholl just need to fucking finish the next laundry

And get DRLA out.

>> No.4095930

is this the precursor to metadoom?


>> No.4095931


>> No.4095935

>a doom mod with duke stuff
>being the precursor to a doom mod that takes stuff from every iteration of doom game

now let's all use our heads and think very carefully about this

>> No.4095941

It is more of a precursor to Samsara, in which the latter is better for obvious reasons.
You could say the precursor to MetaDoom was something like D4D except that MDoom is about the entire franchise, while those mods were always ONE part of the series.

>> No.4095976

I do like how MD just makes its own hacked together sprites for newere weapons to line up with the classic aesthetic

>> No.4095984

For thr D4 mods im not asking for a whole new cyberdemon sprite, just some modifications to the existing one, like a blade on the arm and a mossile pod on the back, and a couple animations for the new attacks, just something to help the player not be blindsighted by it

>> No.4095985

I think it's because Kinise want to represent multiple weapons without actually adding more than one type.
Specially since most are all diverse and have different purposes.

>> No.4096005

Ghost rider guy here, open to suggestions for enemy composition, as of now im focusing on a D4T style roster, with maybe a couple additions

>> No.4096006
File: 13 KB, 353x459, 1481159717205.jpg [View same] [iqdb] [saucenao] [google] [report]

>Warp to first actual map
>Instant 4 FPS

Why do people do this? Doom is not optimized to handle this much shit.

>> No.4096014

Is the map "overdetailed" or something?
People seem to forget that the reason for playing Doom is because some people happen to have pc's that can handle that, but not big AAA games.

>> No.4096018

I still find it funny and somewhat surprising how a stupid random phrase I made up stuck for so long.

>> No.4096019

Are there more monster replacer/randomizer mods like DRLA monsters? Something which possibly even makes trailblazer challenging? Using DRLA+that expansion but even high noon drifer is bit of a breeze.

>> No.4096021
File: 1.45 MB, 1366x768, Screenshot_Doom_20170702_201240.png [View same] [iqdb] [saucenao] [google] [report]

The map is packed to the brim with Voxels and it also uses high-res textures. Judging by the single screenshot he provided, the HUD weapons are also 3D models.
This is only the first room in the map, and look at how many voxels there are.

>> No.4096032
File: 33 KB, 614x507, lee.png.8c6f959f487f416cb9db8e75bb20a3bd.png [View same] [iqdb] [saucenao] [google] [report]

This really needs an engine that doesn't crap itself over voxels.

>> No.4096035

>not retrieving the screen size/aspect ratio and stretching that gradient graphic to fit it

honestly I don't know what more I should have expected, and fucking hell do those voxel trees look lousy

>> No.4096041

>using voxels
>to make trees
>a large and common decoration
>in an engine that handles voxels like dogshit and literally renders each voxel as a 1x1x1 box model
>in an engine that slows down to a crawl because of this

You could probably make a pretty good looking tree using voxels, just not like this.

>> No.4096046
File: 55 KB, 636x310, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

I'm impressed at how fucking clueless this guy continues to be

>> No.4096047
File: 709 KB, 720x486, 1398115061711.png [View same] [iqdb] [saucenao] [google] [report]

how did his computer not implode while testing

>> No.4096054
File: 308 KB, 445x600, Untitled.png.11ada28eb817ca2a43795460ca366095.png [View same] [iqdb] [saucenao] [google] [report]


I wonder if the guy made all these models himself, I want to see them un-voxelized at any rate (WHY ARE THEY VOXELS TO BEGIN WITH).

>> No.4096056

>still using voxels
>he hasn't embraced actual models and moved on to id tech

>> No.4096058

How hard do I need to punch Graf in the dick to get him to make skies work on 3D floors?

>> No.4096063

>post deleted

>> No.4096064

i've heard of green hell but not like this. & is that a vietnamese girl?

>> No.4096075

God damn it. Every time I get an idea of something cool to do, it either ends up being a gimped version or impossible because Graf hates modders.

>> No.4096079
File: 912 KB, 1366x768, Screenshot_Doom_20170702_205638.png [View same] [iqdb] [saucenao] [google] [report]

I cheated in some infrared goggles because the map is almost completely black. Also, it'd like to add that it only uses dynamic lights as light sources.

>> No.4096081
File: 38 KB, 499x338, 1478451923834.png [View same] [iqdb] [saucenao] [google] [report]

>Zygo uses voxels everywhere
>only uses dynamic lights
Might as well develop on unity at this point

>> No.4096086

>and look at how many voxels there are.
I know quite a bit about voxels and let me tell you there's got to be at least two in that pic

>> No.4096095
File: 72 KB, 1180x708, ss+(2017-07-02+at+08.14.36).png [View same] [iqdb] [saucenao] [google] [report]

I wonder if this guy's coding at least has impro--


>> No.4096097
File: 407 KB, 1000x700, 15-d4yr7rr.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4096101
File: 220 KB, 908x730, 1369582210937.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4096102

wh...what's in the wads

>> No.4096103

Is he trying to do everything as inefficiently as possible?

>> No.4096107
File: 189 KB, 456x628, 1366695874566.jpg [View same] [iqdb] [saucenao] [google] [report]

>zip instead of pk3
>blank SND market
>everything's a wad instead of organized into folders

>> No.4096109
File: 1.11 MB, 1366x768, Screenshot_Doom_20170702_210903.png [View same] [iqdb] [saucenao] [google] [report]

You can interact with a camera to save your game. It shows this unskipabble message and freezes the player. The problem is, it never went away and unfrozed me, so I just got stuck here forever.
I would say this is because I'm not playing with the GZdoom version he packaged with the mod if it wasn't for the fact that when I got the knife the pickup message thing worked just fine. I mean, I'd say this is an alpha of the full thing, but how do you fuck up your only means of saving the game? (he removed the "save" option from the menu, so the only way to save is using the cameras or by having menu_save binded)

>> No.4096110

wew lad

>> No.4096115
File: 25 KB, 403x510, totlm4pk3.png [View same] [iqdb] [saucenao] [google] [report]

We Temple of the Lizard Men now

>> No.4096118
File: 102 KB, 1204x887, ss+(2017-07-02+at+08.20.13).png [View same] [iqdb] [saucenao] [google] [report]


Fun is in them, anon.

>> No.4096119




>> No.4096120
File: 16 KB, 600x710, 17B1_but_why.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4096121

When you have voxels like those barrels at such high resolution, why not just have them be models?

>> No.4096123
File: 31 KB, 434x393, 1369482767716.jpg [View same] [iqdb] [saucenao] [google] [report]

>that formatting

>> No.4096125

Did we just find someone more incompetent than Mark

>> No.4096126
File: 638 KB, 1366x768, oh god, why are this mod's assets so huge.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4096129



>> No.4096137

>Temple of the Lizard Men

Isn't that a level from Jill of the Jungle?

>> No.4096141
File: 17 KB, 512x384, ss+(2017-07-02+at+08.29.23).png [View same] [iqdb] [saucenao] [google] [report]

>decide to see what the fuck this wad is about
>follow installation instructions
>still get an error


>> No.4096145
File: 198 KB, 656x519, ss+(2017-07-02+at+08.31.30).png [View same] [iqdb] [saucenao] [google] [report]

>finally get it running


>> No.4096147
File: 1.66 MB, 1600x900, Screenshot_Doom_20170702_203343.png [View same] [iqdb] [saucenao] [google] [report]

>hit new game
>it's just default Doom 2

Why do I have to jump through hoops just to get this fucking thing working?

>> No.4096148
File: 43 KB, 169x156, DURGH GURR.png [View same] [iqdb] [saucenao] [google] [report]

jesus fuck

>> No.4096149

Is it really worth it, anon? Just let it go.

>> No.4096158
File: 703 KB, 1366x768, Screenshot_Doom_20170702_213733.png [View same] [iqdb] [saucenao] [google] [report]

The new "It" remake looks like shit

Warp to map03

>> No.4096159
File: 987 KB, 1600x900, Screenshot_Doom_20170702_203847.png [View same] [iqdb] [saucenao] [google] [report]

>listmaps in console, see that there's a testmap
>go to it, have to rebind all my controls and enable mouselook and disable lookspring because DESPITE COMING WITH ITS OWN INI IT DOES NOT TAKE ADVANTAGE OF IT
>pick up items and weapons

You used custom 3D models for the weapons and you still don't fucking have widescreen support?

>> No.4096163
File: 1.74 MB, 1600x900, Screenshot_Doom_20170702_204155.png [View same] [iqdb] [saucenao] [google] [report]


Did he fucking use voxel TEXTURES?!

>> No.4096168

Has anyone come with Basilissa art yet?

>> No.4096169

dat bump mapping

>> No.4096171
File: 1.26 MB, 1600x900, Screenshot_Doom_20170702_204804.png [View same] [iqdb] [saucenao] [google] [report]


Okay, so I see he's doing the shitty version of a flashlight where it's just a bulletpuff and lights up around where it hits.
More bafflingly, it's an inventory item with separate items for toggling on and off.

If you turn on the flashlight, it takes away that item and gives the item for toggling it off. Which means you'll have to scroll through the itemlist again.

>> No.4096172
File: 1.11 MB, 1600x900, Screenshot_Doom_20170702_205016.png [View same] [iqdb] [saucenao] [google] [report]

>swapping weapons is done this way as well, rather than the tried and true "next weapon" and "previous weapon"

I see!
But here's a question.

>> No.4096174

the big red one just got made 6 days ago

nam remake for doom when?

>> No.4096175

>the big red one just got made 6 days ago
I dunno man, people can work pretty fast sometimes.

>> No.4096176

Oh man that'd be awesome. Actually is there any way to play Nam without using dosbox?

>> No.4096183
File: 1.33 MB, 1600x900, Screenshot_Doom_20170702_205218.png [View same] [iqdb] [saucenao] [google] [report]


And this is probably the biggest problem with the whole project, all of the voxels.
As mentioned before, the way voxels are rendered is that each separate box of a voxel is rendered as a separate model. I hear there's plans to change this, but it doesn't matter because Zygo is intentionally using an older build of GZDoom from the start of the year, before the 3.0 jump.
This means framerate is going to chug. I simply got to the rest room and I went to a powerpoint slideshow. Now, my computer isn't exactly a beefy powerhouse, but it still stands that THIS IS NOT THE ENGINE YOU WANT TO USE FOR THIS.

Also, witness to the fact the OTHER BIG problem with voxels--for a game like this, lighting is a HUGE key element to it. Voxels are essentially sprite replacements in the same way models are, you set a sprite and the voxel arrangement replaces it. This means you can link various patches of voxels together, but all of them are going to be bordered. For lighting, when a sprite is lit up, it lights up the ENTIRE sprite--and this extends to the voxel as well!
This essentially means lighting effects with voxel textures is going to make it look like a fucking checkerboard, as you see here.

>> No.4096187

Speaking of buttpain.

I'm still buttpained they deleted Post Hell. It was just the perfect showcase of the things you should not do on Doomworld, or internet forums for that matter.

Which makes me fear that the Solace Dreams thread might get deleted and will be lost like tears in the rain.

>> No.4096189
File: 599 KB, 1600x900, Screenshot_Doom_20170702_210157.png [View same] [iqdb] [saucenao] [google] [report]


But what if I turn the voxels off? Surely Zygo would recognize the engine troubles and provide an alternative option, right?

>> No.4096191
File: 622 KB, 1920x1080, quakespasm-sdl2 2017-07-02 20-58-07-11.png [View same] [iqdb] [saucenao] [google] [report]

Anxious and bored to tears of waiting for QUMP, Anon makes a tiny joke map emulating his experience.


>> No.4096194
File: 1.19 MB, 1600x900, Screenshot_Doom_20170702_210746.png [View same] [iqdb] [saucenao] [google] [report]


I literally have 1 FPS with the voxels on.

>> No.4096196
File: 2.16 MB, 1600x900, Screenshot_Doom_20170702_210947.png [View same] [iqdb] [saucenao] [google] [report]


And with the voxels off there's no indication of what anything is. No placeholder sprites. Nothing.
I'm stumbling blind.

>> No.4096197
File: 24 KB, 400x405, TENDLULKAR.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the chance he BabyRages and gets banned from Doomworld as a result?

>> No.4096198
File: 1.88 MB, 1600x900, Screenshot_Doom_20170702_211129.png [View same] [iqdb] [saucenao] [google] [report]


These lighting effects are fucking awful, too! This isn't a torch, this is a fucking lava lamp! Without the fucking lamp! These are crystals straight from the most boring-ass MMO ever!
I feel like an Elf Lord is about to lead me on a mystic quest to teach me the value of friendship or something.

>> No.4096203

wut Quak mod is dis?

>> No.4096207
File: 1.55 MB, 1600x900, Screenshot_Doom_20170702_211632.png [View same] [iqdb] [saucenao] [google] [report]


When did this become fucking Hexen 2?
Yeah, this is a really spooky horror mod, guys, we're about to go into the dungeons and fight some fucking slimes and skeletons and shit.
Also bravo on the clipping there, Zygo, your hands are actually higher than their border.

>> No.4096209
File: 1.11 MB, 1598x898, ss+(2017-07-02+at+09.20.49).png [View same] [iqdb] [saucenao] [google] [report]


Yeah nah fuck this.

>> No.4096217

>Why do I have to jump through hoops just to get this fucking thing working?
>GZDoom 2.3.2
Gee Anon I dunno

>> No.4096218

>Scalliano's 667 shuffle
This is like the lowest-effort trash I've ever played in my life. I was expecting something maybe a bit better balanced than AEoD, but somehow it's almost worse.

>> No.4096221
File: 669 KB, 1366x768, Screenshot_Doom_20170702_214418.png [View same] [iqdb] [saucenao] [google] [report]

>When did this become fucking Hexen 2?

You tell me

>> No.4096223
File: 269 KB, 289x368, doomgirl.png [View same] [iqdb] [saucenao] [google] [report]

Who is this qt?

>> No.4096224
File: 915 KB, 1366x768, Screenshot_Doom_20170702_212632_01.png [View same] [iqdb] [saucenao] [google] [report]

Hands off my waifu. She's 12 feet tall and she shoots demons

>> No.4096235

request something

>> No.4096243

I don't have Quake but I'm just replying because this was kinda lost amongst all the Solace Dreams stuff.

>> No.4096245
File: 293 KB, 554x665, 1465804284977.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4096248
File: 371 KB, 1437x1056, smollhead.png [View same] [iqdb] [saucenao] [google] [report]

I don't have anything clever to say, I just wanted to post this because it's funny.

>> No.4096253
File: 372 KB, 500x560, hold up rein.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4096254

Now I want to see him in that pose.

>> No.4096257

what is this supposed to be?

>> No.4096261
File: 116 KB, 320x200, POKE2.gif [View same] [iqdb] [saucenao] [google] [report]

Basilissa's brother, before he got his ass kicked and turned into this

>> No.4096263

Hey it's the disturbing tiny head guy from Battleborn dead game

>> No.4096265

is this canon?

>> No.4096267


Man, demons getting shafted seems to be a common theme.

>> No.4096269

No, it's a cannon.

and yes, Term and I wound up bouncing ideas off eachother and we loved it that much. Though I think his head probably isn't THAT tiny canonically.

>> No.4096272

gmota and drifter being canon to each other is amusing to me

next up, include hdoom and russian overkill

>> No.4096273

Where are people getting the solace dreams link? I can't find it anywhere.

>> No.4096283

>include hdoom
Funny you should mention that, Mystical made me a set of Imptan Maiden sprites for rescuing for GMOTA but I appear to have lost the damn sprites.

>> No.4096286


poor mystical
so many grand ideas
so little actual output

>> No.4096287

I genuinely feel bad for losing those sprites, they were excellent.

>> No.4096289

i think it's a hilarious and appropriate end to his legacy

but lost sprites are always a sad thing

>> No.4096298

>tfw all he draws are circleheaded blobs now

>> No.4096363

Is run speed in Trailblazer supposed to be increased? If I load it alone it seems increased, but I swear to god if I load it with DoomKrakken's monster randomizer which is a .pk3 I feel like I'm running even goddamn faster. Is there a zdoom/gzdoom console command I can use to see my speed?

>> No.4096369

Malcolm moves faster if you have less health.

>> No.4096371

Oh shit, ok, I'm not crazy. Thanks.

>> No.4096378
File: 634 KB, 1280x720, princess-carry.webm [View same] [iqdb] [saucenao] [google] [report]

Oh man, I would have loved that!

>> No.4096395

Is this okay for first attempt at making weapon WAD?

>> No.4096406


Nope, terrible. Git gud.

>> No.4096407


You can condense a lot of the code in Ready to just one line--why not use a simple CFGG ABEC 3 loop with the A_PlaySound calling the Idle sound on loop instead of calling it every time?
Flash state is extraneous, too.

Graphics are neat, I love the design of the gun.

>> No.4096410
File: 526 KB, 1600x900, Screenshot_Doom_20170702_221018.png [View same] [iqdb] [saucenao] [google] [report]

Feels like I'm driving a fucking vehicle man.
Other than that, this is a novel take on a BFG and I like the sounds

>> No.4096419

That looks like the grips are vertical handles at the top, how is he supporting that monstrosity? With his knees? With his boner?

>> No.4096421


>> No.4096425

It's on a shopping cart.

>> No.4096426

With his angery

>> No.4096431


>> No.4096434
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4096438

There's a smaller demon underneath holding it up, obviously.

>> No.4096439

looks neat, handles pretty neat if not very simple

work on polishing your code and sprites and this could be the start of something fun

>> No.4096441
File: 1.96 MB, 640x345, VasquezSmall_zps57f470c4.gif [View same] [iqdb] [saucenao] [google] [report]

That could work, or maybe it has a SteadiCam-like support mount like the Smartguns in Aliens

>> No.4096446
File: 611 KB, 423x927, 2017-07-03 00_33_53-Vinesauce - Twitch.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4096447


So that dude from Vinesauce managed to get his immune system to run Doom? that's awesome!

>> No.4096448
File: 2.27 MB, 1587x943, 2017-07-03 00_36_32-.png [View same] [iqdb] [saucenao] [google] [report]

Emthiccened via Xsplit


>> No.4096449

Has anyone had a glitch with GZDoom where the Set Video Mode displays no resolutions to pick from no matter how I change the settings?

>> No.4096464
File: 205 KB, 864x1296, 1457140257468.jpg [View same] [iqdb] [saucenao] [google] [report]

Talking about Aliens, do you guys think this would fit an Aliens wad?
I'm still not sure what music to put on it.


>> No.4096478
File: 32 KB, 600x375, fEiTbKz.jpg [View same] [iqdb] [saucenao] [google] [report]


One anon pointed out that the rifle-looking scope wasn't too good for the bow and it'd be better to go with something magical.
This good?

>> No.4096481

looks stylish as fuck, though turn up the transparency just a touch

>> No.4096497
File: 29 KB, 576x165, shrek in 1997.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to play pirate doom with a friend

Am I going to have to hamachi this or is doomseeker/zandronum possible? I'm having a shit tonne of problems getting doomseeker to load the pwad instead of just loading doom 2, despite being told to use GZdoom (it does) and the pirate doom pwad.


>> No.4096502


Pirate Doom doesn't have a Zandronum-compatible version, so only hamachi can be done, unfortunately.

>> No.4096505

Sign of Evil is always interesting to run through different soundfonts

>> No.4096512

What is this?

>> No.4096516

Stylish, but think the center needs to be a little more clearer. The slit iris(?) could be a little more rounder.

just muh opinon

>> No.4096518

>Pirate Doom doesn't have a Zandronum-compatible version, so only hamachi can be done, unfortunately.

time to kill myself I guess

>> No.4096520

Action Doom 3, when?

>> No.4096528

This ain't Red Alert 2 or Tiberian Sun, what the hell he thinks he's doing?

>> No.4096534

I'm not gonna say the kid isn't ambitious, but all the voxel shit needs to go if he's gonna do it in GZDoom

>> No.4096535


Or he could get an engine that isn't plebshit, like BUILD.

>> No.4096536

I don't expect him to be able to wrap his mind around that.

>> No.4096541

Pretty sure it'd kill even Build.

>> No.4096543

or id tech

>> No.4096546 [DELETED] 


True, he is your typical doombabby.

>> No.4096552

Every time you say doombaby, I'm reminded of that Muppet Babies cartoon and its awful theme song.

>> No.4096554


I'm okay with this.

>> No.4096573

I'd watch Doom Babies

>> No.4096586

Models don't work all that bad in gzdoom all things considered. And if the models are optimized instead of being several hundred models with 2000 tris on screen (which would tax even modern engines) it's pretty good desu.

>> No.4096589


I can't even bring myself to make a simple projectile right now. Fuck my inconsistent piece of shit motivation, no wonder I never get anything done.

I'm sorry I haven't finished anything in a long time. ;__;

>> No.4096643

you can do that!?

>> No.4096646

is ok

i'll still love you <3

>> No.4096649

Don't do it.

>> No.4096650


I won't.

>> No.4096653


Yup, it works great. You should try it.

>> No.4096658

i can make semi decent looking voxels using magicavoxel, but slab6 doesn't work with my computer for some reason, so even if i wanted to give it a shot...

i mean, it's cool for a proof of concept, does that mean these switches from the voxel pack could be properly added in now?

>> No.4096662



>> No.4096667

the problem is without proper lighting the tend to look horrendous

>> No.4096676

Switches would have to be map specific, you'd have to add them into a map manually I'm pretty sure.

>> No.4096681


Everything looks horrendous in idtech.

>> No.4096683

Good lord

>> No.4096692

Doom isn't id tech.

>> No.4096695


Sure is.

>> No.4096703
File: 27 KB, 512x512, 1494079200140.png [View same] [iqdb] [saucenao] [google] [report]

>Google it
>id tech 1 is Doom and id tech 2 is Quake AND Quake 2
>this whole time I was 100% sure the Doom engine was counted separately from the brush-based engines and id tech started with Q1
I am completely astounded to discover this, what in the goddamn? I thought that Berenstein/Berenstain hogery was a bunch of bullshit but I can see where they're coming from now.

>> No.4096708


I love how it took a shitposter for you to realize this. It *really* tickles my oinkers.

>> No.4096709

C-can I tickle your oinkers too?

>> No.4096713

Ey oh, i made a zan compat version a while ago to play with my friends, let me search.

>> No.4096716


Sure, m80. ;^)

>> No.4096718

It's not something that's brought up very often- how often do you refer to old engines like that by name, especially when Doom and Quake are so different in terms of asset and map creation? Doom people are more concerned with per-sourceport compatibility where the ports have so many features over the vanilla engine they're practically a new game, and Quake 1ers are basically 'Quakespasm and call it a day.'

>> No.4096720
File: 435 KB, 970x556, Ml7V0.png [View same] [iqdb] [saucenao] [google] [report]

We can all agree that HD sprite projects are pretty universally hideous and bad, right?

>> No.4096723

Isn't Doom modding a choice between vanilla or GZD these days?

>> No.4096724
File: 832 KB, 720x360, ATATATATATTATATATTAATATATATATATATTATTAT.webm [View same] [iqdb] [saucenao] [google] [report]

I am so glad I could bring this back

>> No.4096727

There's limit-removing as well.

>> No.4096728

Yes. They're fucking awful.

>> No.4096729
File: 72 KB, 640x400, titlepic1.8.jpg [View same] [iqdb] [saucenao] [google] [report]

Here u go: One zan 3.0 compatible pirate doom.

>> No.4096730


Middle looks better than vanilla.

>> No.4096732

I feel like GZDoom is the only 3D source port that doesn't do vertex lighting on its models.

>> No.4096734

You say that but see that shit in motion and it'll look janky as shit.

The limited frames and rotation work for the scale of graphics Doom uses, but not for a resolution like that, it'll look like cardboard cutouts walking around, even if you squeezed in more frames.

>> No.4096747
File: 10 KB, 238x249, 1441339977560.jpg [View same] [iqdb] [saucenao] [google] [report]

>The left one

>> No.4096753

the majority of blox's works, t b h

>> No.4096761

However something like megaman legends could work pretty well in it.

>> No.4096765

Whats the actual map?

>> No.4096768 [DELETED] 


Nah, you're just assmad.

>> No.4096779 [DELETED] 


Nah you're just assmad.

>> No.4096781 [DELETED] 


Nah you're just assmad.

>> No.4096784 [DELETED] 


Nah, you're just assmad.

>> No.4096786
File: 221 KB, 400x324, Let go of my camera, you son of a bitch.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4096790
File: 76 KB, 379x418, 1493555755014.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4096793

HD sprites: Not Even Once

>> No.4096801
File: 3.19 MB, 2048x1152, Screenshot_Doom_20170614_162418.png [View same] [iqdb] [saucenao] [google] [report]

I dont even know what I'm working on

>> No.4096828
File: 63 KB, 512x512, 4zyydu.png [View same] [iqdb] [saucenao] [google] [report]

You're right, I'm jelly of the people putting out masterpieces like these.

>> No.4096830

make those light beams additive

>> No.4096838

MAP03 is the first one with something in it. Map02 is just a black room

>> No.4096854
File: 226 KB, 900x692, spidermastermind.png [View same] [iqdb] [saucenao] [google] [report]

>That middle Doomguy sprite

>> No.4096856

Vinny was playing a shovelware collection through a VM that happened to contain a shaeeware version of Doom95, it would appear the VM doesn't play well with the port though.

>> No.4096867

> noise filter on caco
> copy pasted belt pouches
> lazily rotated hands
> clipa0 slapped on the gun
> helmet from title screen with the rest super blurred

>> No.4096892

Weird. My version only has map01 replaced.

>> No.4096902
File: 197 KB, 736x1041, IMG_0111.jpg [View same] [iqdb] [saucenao] [google] [report]

Would anybody be interested in a karnov wad?

>> No.4096904

Fuck yeah, can you make that ladder a mechanic too? Like being able to pull a ladder out, climb up it, and then pick it back up to use again later?

>> No.4096908

Hell yes I'm gonna try to get the ladders

>> No.4096910

and you must have this after dying

>> No.4096926
File: 542 KB, 1920x1080, quakespasm-sdl2 2017-07-02 04-30-00-39.png [View same] [iqdb] [saucenao] [google] [report]

Morning bump/qump in case any of the other three people that play Quake are alive.

>> No.4096936

> low res ranger face
ya did good

>> No.4096937 [SPOILER] 
File: 13 KB, 585x635, 1499084550968.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4096952

>nuclear powered superrussian
fuck yes!

>> No.4096958

Like most russians. Haven't you seen their maps?

Post russian maps.

>> No.4096994

middle is fine
left is just poorly drawn, that has nothing to do with it being "hd"

>> No.4097003

>tfw i can run it fine

Still. Voxels are ugly as sin.

>> No.4097052

Looks awesome man. Will we see you in [spoilerQUMP 2][/spoiler]?

>> No.4097056
File: 217 KB, 620x350, 220761-header.jpg [View same] [iqdb] [saucenao] [google] [report]

I should buy the old Thief games on Steam or just torrent all them conveniently?

>> No.4097065

A lot of people complain about how poorly optimized Doom is to put certain content, but we gotta keep in mind that the way that content is handled is usually the opposite of "optimization". Of course an slaughtermap with 2000+ monsters all with 2000 tri meshes on top of 7000+ linedefs and 2000+ explosions and sprites is gonna be pretty taxing even for an optimized engine. It doesn't matter if "it's Doom" if it's just misused.
It actually keeps up pretty decently all things considered.

>> No.4097068

They're like five buckaroo on steam.

>> No.4097078

yeah but anyway i think i gonna refund it after reading the OP and knowing all the fix links.

i never looked into it, but this pixel per pixel redraw makes no sense in a esthetical level, looks like the demon is bringing grass in his hand.

>> No.4097081

A whole weed to blaze.

>> No.4097083
File: 35 KB, 716x560, SMITE AND CLEAVE.png [View same] [iqdb] [saucenao] [google] [report]

This is probably the most violent death animation I've made, and I'm very proud of it.


>> No.4097084


That skeleton always cracks me up. Never stop doing that.

>> No.4097089
File: 29 KB, 122x128, OMEGALUL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4097091
File: 196 KB, 557x605, 1463400760723.png [View same] [iqdb] [saucenao] [google] [report]

>tfw getting a summoner rune right before the most slaughterific part of a map

>> No.4097113
File: 3 KB, 600x550, he does it!.png [View same] [iqdb] [saucenao] [google] [report]

Why is brush modeling and making things using (mostly) only vanilla textures so fun? I can see why Doom fans get so worked up comparing sector toilets.

If there's ever one before we all die of old age? Absolutely, now that I've got Trenchbroom all worked out, a handful of different, (hopefully) solid map layouts and plans, and a bunch of working setpieces/proof-of-concepts so I don't get screwed over later by designing a whole shebang around something vanilla Quake isn't capable of.

Might just make something on its own, of course, but not many people here play Quake, and func_msgboard is way above me in terms of both skill and circlejerkiness.

>> No.4097120

if this is a normal monster: way too long and messy

if this is a boss: HOLY SHIT IT'S PERFECT

>> No.4097159
File: 534 KB, 1360x768, hmm.png [View same] [iqdb] [saucenao] [google] [report]

what the heck is going on with this

>> No.4097161

Confetti Quake!

>> No.4097169

I believe its 56, because the barons have (64?) and there are standard doors they cant maneuver under.

>> No.4097181

Please tell me that thing is your new cyberdemon

>> No.4097182

I buyed them in gog.com cause ma drm-free games :D

>> No.4097183

It doesn't help that GZDoom doesn't even support multicore rendering in hardware mode despite working perfectly in software

>> No.4097184
File: 72 KB, 796x480, jump.jpg [View same] [iqdb] [saucenao] [google] [report]

You're shooting it from the front and you shouldn't do that. His defense screen only works on the front, so get behind him somehow and blow his back out. Maybe shoot some rockets behind him.
> if you get him to reel/flinch, you can get behind no problem.

In terms of aesthetic one thing I hated about Q2 was the lack of sprite based weapon effects, even the bullet piffs were a combination of a 3d model and particles. There should have been some serious high res electric sparking effects (sprite based) being cast off by hitting a defense screen like this.

Also the BFG projectile should have been an Additive Transparency effect instead of a simple translucent (67%), all it does is make it look ghostly and washed out.

I call this the Nintendo 64 syndrome - just because its maxed out 3d that must mean somehow they have to make everything 3d, even when sprites would still provide an even better experience when properly used.
> pic related illustrates this nonsense

>> No.4097186

> Ive got one core
> so I wouldnt notice

>> No.4097192

Spoonfeed me some monster wads. Something that adds new cool kinds of monsters without messing with weapons, so you can use it with weapon mods to get a new experience.

>> No.4097193
File: 1.09 MB, 671x787, 1498654934272.png [View same] [iqdb] [saucenao] [google] [report]


Oh, it's been so long since I last played Quake 2 that I thought it was some sort of visual bug. Thanks, buddy.

>> No.4097195

You can also just overload their shields by shooting them a lot.

>> No.4097196

Why has never been a community effort to make an actual and semiofficial Doom III as a direct sequel to Doom II?

It could be made as a community contest; everyone can submit their creations under certain guidelines for X months: weapons (1-2 new), enemies (5-6 new + maybe 2-3 bosses), textures, etc... all trying to make something similar as D1->D2. People would vote what they like, always fitting the Doom style and gameplay, trying to expand a bit on it much like the new monsters of D2 did.

After that the same but with the actual maps and last the music for each map and other details like cover art and shit.

>> No.4097197
File: 49 KB, 751x383, 8f1bd562b056f1534a7d33aa22d3f2e0.png [View same] [iqdb] [saucenao] [google] [report]

and pic related, Additive Translucency has been available in games since at least 1994, within a 256 color palette

>> No.4097202

Hm that's not much. Oh well, thanks man.

>> No.4097204

Too busy making map packs I guess?
And stupid shit like Brutal Doom.

Though I would say 60 is a fair assessment since the human size enemies all have a height of 56.

>> No.4097208

Yes, it provides you a good way to waste extra time and get rid of some railgun slugs (since I always have near maximum RG)

>> No.4097214


It must have antigravity on it, so the whole thing weighs like 5 pounds even though its like carrying around a chair.

>> No.4097215

mildly hardening...
> give her the D poster in background
> what did she mean by this... doom?

>> No.4097218

Who drew them?
Is it impossible to recreate them?

>> No.4097224
File: 28 KB, 410x594, decoration.png [View same] [iqdb] [saucenao] [google] [report]


Actually I do this a little bit myself too. I hate calling #include and all this other shit pointing to different text files, I want to handle that coding in slade so I just keep it as lumps. But the only way to make sure they load in order is to save it in a wad, that I put in the pk3. Pic related, I know what each lump has in it.

Speaking of which now that its GZ v3.1... has there been any major differences or updates to the Decorate options since 2.4?

>> No.4097229
File: 234 KB, 1309x1600, Y O U.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe voxels are easier to design than 3d models since 3d modelling programs crash every 15 minutes?

Since its basically like using paint except in 3d terms

>> No.4097235
File: 27 KB, 801x534, ROFL.jpg [View same] [iqdb] [saucenao] [google] [report]

I kekd so much to this webm
> so true

>> No.4097236

>since 3d modelling programs crash every 15 minutes?
Time to upgrade the Amiga, gramps.

>> No.4097240

No they crash because of what you try to do with them, like at random for no reason. Try to cut a hole in something or join two objects together, and there's about a 1/3 chance it barfs (and if you hit undo it just makes it worse because it cant put it back together the way it found it).

I guess Google Sketchup is pretty foolproof, but you've got to really hold its hand to be able to model anything (those index points you have to place on the end of objects just to have a handle to properly grab them).

>> No.4097241

Set height and viewheight to 56 and seems to put the character at eye level with barons. At least the first few maps of Doom2 seem to not give issues with it.
Thanks dude. I'd like to to a bit taller but I guess I can abstract it a bit by making other characters a bit smaller.

>> No.4097243
File: 10 KB, 204x136, 1498706385429.gif [View same] [iqdb] [saucenao] [google] [report]

Does anybody else here plays Samsara just because of the Hexen and Heretic characters?

They're literally the only classes that aren't straight Doomguy clones and have interesting gear.

>> No.4097246

>this whole time I was 100% sure the Doom engine was counted separately from the brush-based engines and id tech started with Q1
at some point around when rage was coming out they announced rage was running on "id tech 5" and retroactively renamed all the previous engine generations to fit in with the theme. no doom or quake game was ever contemporaneously described as having an "id tech X" engine.

>> No.4097247

If Doomguy died at the end of E1M8 does that mean we play as a Former Human infighting for the rest of the game? There are few things to support this theory
>Doomguy doesn't lose sanity in hell
>he can use soulspheres and other paranormal shit
>can snipe with chaingun the same way those fucking chaingunners can
>square head
it's obvious we are the demons

>> No.4097249

>No they crash because of what you try to do with them, like at random for no reason.
wow, all 3d modeling programs crash every 15 minutes? the whole computer art industry must be informed about this! why has no one ever spoken up about this insane crash epidemic!

>> No.4097263

Thats just the way it is. 3d modelling is very unintuitive.

I guess voxels are easier to design as well since you can just paint them as-is.

>> No.4097264

>Try to cut a hole in something or join two objects together, and there's about a 1/3 chance it barfs (and if you hit undo it just makes it worse because it cant put it back together the way it found it).
What the hell programs are you using, Bobby? Blender 2.0? I've used everything from 3DS Max to Solidworks and have never had anything as unreliable as you describe.

>> No.4097269

I use Blender and never had it crash on me. No idea what he could be using that fucks up so much. Maybe he should update his drivers or something.

>> No.4097278

> checks the
> people are still going on about this
> this issue is literally the reason I gave up on modelling with pretty much any program
> every few years I try to get back into modelling and whenever I try to make anything really detailed the program crashes in some way, usually subdivision errors or some shit
> doesnt matter what program it is

what the hell is Bobby?

> maybe he should update his drivers
son, they dont make new drivers for mine, its intel

>> No.4097290
File: 47 KB, 444x554, stop this shit.jpg [View same] [iqdb] [saucenao] [google] [report]

pretty much ive given up on 3d art altogether, slating it as being completely beyond redemption, and im just waiting for whatever next major leap in modelling art comes about

same with programming, im never going to touch anything object-oriented, until it literally becomes object oriented (as in drag and drop, objects, visual) - also not going to bother until people stop reinventing the wheel every time they go to make something

again there's no arguing it, its all beyond redemption as far as im concerned, im galvanized... its probably not going to improve until 2030

>> No.4097298

Oh, there's your problem then. Intel chipsets are notoriously shitty for anything.

>> No.4097304

Fuck Revenants and fuck Plutonia
>hehe but it's better Doom 2 :)
it's not because D2 was fair and didn't spawn chaingunners and revies literally out of thin air besides all maps are samey and fucking boring.
But let's go back to trashing revenants. What a shit fucking enemy. Every twat who wants to make his map challenging makes few of those revenant traps where you have to face 30 of them in a place with no cover, their AAAH sound annoys me, they are all around shit altough still better than Pain Elementals.

I know you all grew up on baby's first game aka PC Doom and savescummed or used IDDQD but I grew up with PSX one with no saves and no knowledge about cheats (I wonder if there even were any) so there were plenty of times when one fucking homing missle made me replay the whole map. Fuck Revenants. To this day I get triggered when I see a skeleton I love to dig out graves and just bash every boney fucker with a hammer in case he respawns as a Revenant.

>> No.4097305

You are Bobby, 'cause your shit ain't right.
If your craptop is too old to run a 3D modeling program, there is no way it's gonna be powerful enough to actually render whatever it is you make without going Hiroshima or at least leaving you sterile.

However, given that people made full games and mods on old-ass computers with 486s and no dedicated graphics card, I'm willing to bet you've got something fucked up on your system, whether it be improper drivers or just a bad stick of RAM that crashes shit when you do anything too intensive (although normally that'd spit out a BSOD, so whatever).

Oh hell, it's this retard again.

>> No.4097309

> implying ive used the same system each time

> implying its the chipset when actual modelling and math is typically handled by the cpu

Though I guess it could be ive just used old programs up til now, it has been awhile. I wont use anything that costs money, on principal.

>> No.4097321

>implying its the chipset when actual modelling and math is typically handled by the cpu
Absolutely not, 3D modeling is very heavily reliant on the GPU. Graphics cards can handle hundreds of thousands of floating point calculations at very high rates, far above what a CPU can do, and that's what 3D modeling itself (not the later rendering) uses. There's a reason you see $4,000 workstation-oriented graphics cards with staggering theoretical performance, but no real use for gaming- they're meant for one thing, and that's being used for modeling.

>> No.4097325

Well modeling programs do use the GPU for rendering, and depending on setup also for math, so your chipset actually has an impact on things.

If you use blender make sure to update, 2.78c is pretty solid and brings very good optimizations and ease-of-use tools. I'm using it for my gzdoom needs adventures and been pretty happy with it.

>> No.4097342

>pretty much ive given up on 3d art altogether, slating it as being completely beyond redemption,
what the fuck does this even mean?

>and im just waiting for whatever next major leap in modelling art comes about
what are you expecting? 4d??

>> No.4097347

or memecoin mining. :^)

>> No.4097351

Yes, I forgot to mention cryptocurrency mining, usually by retards who are using more power for their computer than they'll make money-wise in a year.

>> No.4097362
File: 33 KB, 1020x426, 1479689952338.png [View same] [iqdb] [saucenao] [google] [report]

here ya go, ya finally earned it.

>> No.4097390
File: 38 KB, 534x486, 5157670+_e7fe6ff962df3b529407eb2a53446c5b.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4097405
File: 1.72 MB, 499x212, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

I'm playing Soldier of Fortune on PC and the trademark idtech 2 "wobbly" models are bothering me way more than they did in Quake 2. The combat knife looks like it's made out of metallic jello. Anything I can do to alleviate it? Gif kinda related

>> No.4097407
File: 26 KB, 488x334, revenant just yelling angrily at you because he has no rocketlaunchers to fire.png [View same] [iqdb] [saucenao] [google] [report]

Sounds like you aren't good enough.

>> No.4097413

Corvus is more of a Doomguy clone than Security Officer, Duke, or Ranger, though.

>> No.4097419

Have a few suggestions:
Make the side chambers send pulses as the gun charges instead of flatlining.

Also an altfire that would alternate between chamber s to fire those pulses would be nice.

>> No.4097426

i need to see a revenant that is merely an annoying gag where it just runs up to you and screams and then runs away.

>> No.4097439

> last frame
one smug mohterfucker

>> No.4097446

I still find his weapons unique enough to be interesting. Maybe its because he has more projectile stuff.

>> No.4097468
File: 309 KB, 640x360, tumblr_ok1s86pOLy1t5astao4_1280.png [View same] [iqdb] [saucenao] [google] [report]


Oh fuck off. As someone who does 3D modeling daily, you can take your shit inaccurate opinion and fuck right off. Your PC must be broken as all hell or you're doing something wrong on apocalyptic levels to make every program crash every 15 minutes.

I simply cannot fathom where you learned this bullshit. And voxels are for nostalgiafags. They are easy to make, sure. But they're also fucking ugly if you do them wrong. Just learn the basics of modelling, stop blaming the software for your inability to stay focused, and prerender your Doom shit.



>> No.4097470

Happened to me once when I was making my map, strangely after some time it reverted back to not displaying hit particles, this is bizarre

>> No.4097472

I want a mod with black and white cartoon graphics in which you play as popeye

>> No.4097474



I mean, NO WAY.

Thank you for rekindling my interest in Doom modding. I gotta start doing something crazy stupid.

>> No.4097478


No this animation would be great for spitting a big fireball. Like a fatso fireball except with a 64 splash.

>> No.4097482 [DELETED] 

things like this, in combination with the shit way women are here, is the reason im destroying this reality. I guess ill make a thread on /b/ or /x/ about it to inform the mass consciousness.

>> No.4097485

In the original release of DOOM in 1993 or 1994 people used to configure the game to strafe with mouse and keyboard? or people used to play in keyboard only configuration? doom default 93 configuration has strafe in it? or people used to move with the arrow keys?

>> No.4097487

Scythe Map 23

>> No.4097501
File: 104 KB, 300x449, skritch.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4097506

i really hope you do have a way to destroy reality. please do not hesitate to use it. i literally cannot wait.

>> No.4097513



>> No.4097514

they'd need to be made by someone who knows how to make pixel art and digitally paint to look even remotely nice. But even then the resolution disparity would make it look horrible in game

>> No.4097515

Please tell me that this voiceclip was inspired by the Black Knight 2000.

>> No.4097516

I think it's sampled from Smash T.V/Total Carnage

>> No.4097521

This is really cool

>> No.4097525 [DELETED] 


here you go, notification has been established

It'll take awhile, about 40-60 years maybe.

>> No.4097529

Has more to do with the lack of animation frames and the fact there's only 8 rotations.

>> No.4097531

you can't even do cross-board links, i have little faith in your reality-destroying ability.

>> No.4097534

Can't even do one thing right, no wonder you have no luck with women.

>> No.4097539

i can't wait that long

>> No.4097540

Back in the day I played some weird ass key combination with strafe left/right included in them, it wasn't until way into the Quake times that I included the mouse.
If my memory is right, default config was arrow keys for turning and ALT mode for strafe, but you could set up dedicated strafe/left/right in the setup.exe thingie.

>> No.4097547

Who does demon runes better? D4T or D4D? Also which demon do you find the most fun to play as, I personally think the summoner is a treat and the chaos you can make as one is hilarious

>> No.4097548


I played with keyboard. Arrows to move, comma and period to strafe. Yeah, I'm a freak.

>> No.4097551

Generally it was intended to be played with mouse and keyboard, using the mouse to turn left and right quickly and precisely (some would also use the back and forward movement of the mouse to move), as well as firing, however there was full support for just using your keyboard to walk, turn and shoot, as many people at the time did not have a mouse, or the mouse they had wasn't always compatible.

>> No.4097560

It doesn't matter, only one person needed to read it thats all, and it just got two replies.

Has to do with quantum observer stuff, suffice to say that not all observers are equal. You have no future, but at least life goes on after death. The strength of the outcome will be a pungent lesson about the misuse of free will for everybody involved.

Pretty sure the situation with the women wont improve either, even after the calamities.

for some it will happen sooner, destroying the enemy here will involve a chaos period and im pretty sure yellowstone will still go off, so you can look forward to that and you can kick off for any variety of reasons (since survival will take some effort).

im just inserting another much more deadly calamity of some kind down the road which nobody will see coming, except the really good se-ers will now see an emptiness even after that.

This would even kill John Titor, if he was still in the same timeline (but I don't think he is).

>> No.4097563
File: 32 KB, 500x375, 1458928138401.jpg [View same] [iqdb] [saucenao] [google] [report]

>double hell knight

>> No.4097564

>it just got two replies.
yeah one of them was me

>> No.4097569

So is this guy shitposting or is he a legitimate paranoid schizophrenic?

>> No.4097570

I think he just doubled down on the shitposting.

>> No.4097572

Master the BFG, prioritize Arch-Viles, let monsters fight each other.

As for the cybers, I normally just let them out first and I also try and save some cells for the next map. Hit the switches, make sure you have a shot for the archie that spawns on the exit and dash for it.


>> No.4097586
File: 173 KB, 800x585, 1498691865653.jpg [View same] [iqdb] [saucenao] [google] [report]

play sunder

>> No.4097591

I actually got launched into the exit by an Archvile on my 20th-odd attempt
Which leads me to my second question, Scythe Map 24
Dear god is the rest of this mod just bullshit slaughter in tiny spaces? The first two episodes were amazing, but this is like, complete bullshit.

>> No.4097592


because of boot disks and differing configurations for computers there wasnt always enough conventional memory (512kb, or 640kb) to load the mouse driver and still be able to run the game

I remember still using the arrow keys for movement even as late as Q2, but I did upgrade to using left/right as strafing instead of turning. Used some number pad stuff too. The way this worked was I just slid the keyboard over to the left a little bit. It was pretty effective until I just went W keys.

>> No.4097597

> you should try the 1024 maps
> the maps are bullshit slaughter
> literally all within a space of 1024 units

>> No.4097598

The only map element by Sgt mark I ever hated was one that needed you to use an archvile to launch yourself across a gap to a door

>> No.4097606


I'm fucking terrifiedeifirret

>> No.4097610


> John Titor

You ruined it. You have devolved your semi-humorous shitposting into autism.

>> No.4097616

so basically a beefgate, you have to make sure you still have about 100 health left to leave the map

>> No.4097621

i had no idea he made maps like that. what was it called?

>> No.4097626

>Generally it was intended to be played with mouse and keyboard
that's not true

back in the day was played with kb only

arrows to move
ctrl to shoot
space to open doors
shift to run
alt (+arrows) to strafe

right hand on the arrows
left hand on ctrl, shift and alt, moving the finger on alt to space when opening a door/switch

>> No.4097631

the text file clearly states most players will need to reduce the skill level after map20. and since map20 is a death exit, there's no difference between carrying on and using -warp, so there's no reason not to just -warp 21 -skill 3 or whatever.

>> No.4097636

>that's not true
>back in the day was played with kb only
i am afraid you are mistaken.

>> No.4097638

>text file
What kind of fucking nerd reads shit? Get the fuck out of here

>> No.4097645

not really, everyone I knew played like this, and back then everyone played doom

>> No.4097646

>Why has never been a community effort to make an actual and semiofficial Doom III as a direct sequel to Doom II?

Because you're not looking very hard.

>> No.4097650

The devs played with m+kb. Everyone else is wrong.

>> No.4097652


Mystical, whom has since vanished from the community.

>> No.4097653

Romero was testing the game with the mouse during development. Doom was absolutely designed for mouse play.

>> No.4097657


>> No.4097661

No, faggot, mouse was supported during development as well as by release, and it's how the devs themselves played, there's even photos and video of John Romero playing the game during development, using the mouse for turning.

>> No.4097664

CCan't remember the name, it was part of extermination day, after entering hell, shortlby after plowing through a dungeon full of demon prisoners and into a sewer system full of specters

>> No.4097676

I just bought quake on steam, what files do I need to run it through quakespasm? I already have the soundtrack downloaded from quaddicted, and I was wondering how exactly I play them ingame.

>> No.4097687

this is cute

do we know the artist?

>> No.4097691
File: 320 KB, 1200x800, 1305317314808.jpg [View same] [iqdb] [saucenao] [google] [report]


I REALLY like playing through mapsets as Parias. He's super-fun to use.
I'd love to play/make a weaponset about using magic and fantasy weapons and shit over the default guns-and-bullets.

I really fucking miss playing DnD with my buddies.

>> No.4097694

Just copy the id1 folder.

>> No.4097702

pls respond

>> No.4097706

No, it's an engine thing.

>> No.4097729


I got to play it in 95 or something in some friend PC when i was a kid, totally blew me away like anybody else, but i don't remember the controls, i played a lot more Heretic when i was a little older.

I'm finishing Doom 2 right now in easy difficulty (one less than normal/default) and holy shit its get so tricky sometimes , i don't imagine one going all throught with keyboard only, in that age must had been super rewarding to beat the game.

>> No.4097746

Some time ago I watched a few yt videos about some dude who genuinely thought he fought demons and hell and made pacts with demons through Doom and whatnot, he tried to explain it all using some maps he made with yt annotations and such.

I was about to post it asking if it was you but I can't find them anymore, so I'll request them in the off chance someone else ever watched them too.

>> No.4097762

You mean the one about the stages of hell from Dante's Inferno or whatever?
Fuck i hope someone still remembers the title.

>> No.4097767

I'm going to be honest with you, I recall at least a quarter of that time was UV but using cheats because I was a dumb kid, after that however, I quit using training wheels and the transition was really smooth.

>> No.4097791

Yes, one of the videos had a bunch of demons all layered in a circles in like a descending hole, he started talking about the different levels/circles or something like that.
The other video I recall was a long ass video with him in an icon of sin-like level while he used summonfriend monsters in weird patterns, because apparently he was making a pact with some entity or some shit.
Some weird shit that I can no longer know how to search, and it's off my yt history by now.

That same guy also had a bunch of FO3 videos.

>> No.4097792

no it has nothing to do with that

in order to do what im doing nobody and no pacts would be able to produce this - its a power that you have to master inside yourself (there is a hawaiian shaman technique called "ho'oponopono" which comes close but its still only partway). That is, no external force would be able to do this kinda thing.

Its one of those "change yourself, and you change the universe" kinda issues. Sorta like changing the channel on the tv to CSPAN and leaving it on there so long it burns in the screen

>> No.4097823
File: 49 KB, 338x450, rait.jpg [View same] [iqdb] [saucenao] [google] [report]

I see.
Tell me more.

>> No.4097843

I didn't read any of your posts in depth to be completely frank with you, but they had the same weird-ass teenage tone of those videos I was talking about.

>> No.4097854

Why does ketchup v5 make a stupid sipping sound every time you shoot something no matter how far away you are? Is there a gore mod compatible with custom monsters that doesn't suck ass?

>> No.4097870

Oh yeah, I remember that, he had all these elaborated weird setups and explanations that all probably made a lot of sense to his mind, but to us was plain nonsense.

Like he wrote/talked about it as if it was a real thing (and he thought it was).

It was really weird to look at for sure.

Take your Chlorpromazine.

>> No.4097885

Hey guys what does this error code mean?

> '@[email protected]' is an unknown actor property

In decorate at the given code line this is what ive got and I just dont see anything wrong with it:

Actor AcceleratorRifle : DoomWeapon
{Weapon.SelectionOrder 1050 Obituary "o% was accelerated."
(etc etc)

>> No.4097886

The weird thing is I have other selfmade maps where the skybox works properly, yet its reliable messed up in vanilla id1, even across engines and using a totally unmodified, circa 1996 pak.

>> No.4097893

Separate the obituary and selectionorder on different lines.

>> No.4097897

ohh kay, ill do that, but its never given me this error before and I have always had this sorta setup for all my weapons

It also did an error pass and caught another bug later in the code before this, and it didnt toss this error until I removed the other bug.

>> No.4097898

its still doing it

>> No.4097903

post your code

>> No.4097918

A game about killing demons is edgy in the fun way. How fun-edgy would a game about a demon killing angels be?

>> No.4097928

I found the problem, an actor just above that one didnt have the final curly bracket on it to close the entry.

>> No.4097938

I love Golden Souls' selection of music so much

>> No.4097940

this is practically the plot of bayonetta

>> No.4097951

Where i change the game message language using gzoom?

>> No.4097959

I just open console and type LANGUAGE EN because from where i come from, it's always in brazilian.

>> No.4097967

Is there a wad or mod that uses soundtrack from Metal Gear Rising?

>> No.4097984

None that I know of, but you could always turn down the music ingame and then play RULES OF NATURE in the background.

>> No.4098029
File: 403 KB, 1600x900, Screenshot_Doom_20170703_170435.png [View same] [iqdb] [saucenao] [google] [report]

Well-played, Strange Aeons.

>> No.4098084
File: 2.02 MB, 1366x768, Screenshot_Doom_20170703_153144.png [View same] [iqdb] [saucenao] [google] [report]

hmm there's absolutely nothing wrong with this level design at all

>> No.4098087

Mancubus replacement, though the long death only happens if you gib him. Normally he just groans, explodes, and keels over immediately

>> No.4098089


Looks like a very esoteric loss edit.

>> No.4098093
File: 47 KB, 404x408, 1485855175799.png [View same] [iqdb] [saucenao] [google] [report]

>FaaF theht forgogrof nightmamthgin agaga
>NooN. JuuJ haah fuuf ana kiik dood demed!


>> No.4098117
File: 60 KB, 500x500, ACTIVATED.jpg [View same] [iqdb] [saucenao] [google] [report]


pure kino

>> No.4098119

no it doesn't. you've overtrained your pattern recognition.

>> No.4098127

>How fun-edgy would a game about a demon killing angels be?
SMT: Nocturne is fun.

>> No.4098157

well, are the angels being dicks?

>> No.4098161
File: 41 KB, 200x200, doomdance.gif~c200.gif [View same] [iqdb] [saucenao] [google] [report]

The year is officially halfway over.

What have been your favorite releases of 2017 so far?
What are your early guesses of the Cacowards?
What would you like to see before the year is over?

>> No.4098163

>What have been your favorite releases of 2017 so far?
LegenDoom, High Noon Drifter

>What are your early guesses of the Cacowards?
LegenDoom, High Noon Drifter

>What would you like to see before the year is over?
GMOTA v1.0

>> No.4098164

Space Hunter
HDoom actually getting finished.

>> No.4098170

>What have been your favorite releases of 2017 so far?
Doom Delta, Waterlab GZD

>What are your early guesses of the Cacowards?
Too early to guess.

>What would you like to see before the year is over?
A couple more gameplay mods of note.

>> No.4098175

Magitech Doom
GMOTA update

>> No.4098176

>magitech doom
Tell us more.

>> No.4098181
File: 704 KB, 1920x1080, spasm0026.jpg [View same] [iqdb] [saucenao] [google] [report]

>What have been your favorite releases of 2017 so far?
ad_sepulcher, Call of Doom

>What are your early guesses of the Cacowards?
No idea.

>What would you like to see before the year is over?
Any progress on Heretic: Curse of Darkness and Cold Hard Cash 2.


Did I miss something?

>> No.4098182


literally brutal doom modified to the point that it's something completely different and really fucking good imo. there's an insane amount of stuff to this

>> No.4098183


>Did I miss something?

Oh fuck me I meant Final Doomer.

>> No.4098186
File: 70 KB, 231x181, 1411824441505.png [View same] [iqdb] [saucenao] [google] [report]

>Took sprites from the shining knight sword from GMOTA

Motherfucker. He could have at least asked

>> No.4098187

Did you specifically say in your mod's readme that other modders need permission to use content your work?

>> No.4098189

>What would you like to see before the year is over?
Another episode of Nihility.

>> No.4098190

No, I'm not gonna go out of my way to break the guy's balls, but it's kind of a courtesy thing. I don't mind if people use sprites that're made for my work, but at least want to to know what it's going into, you know?

>> No.4098195

at least let the guy know so he can credit you

>> No.4098198

>I don't mind if people use sprites that're made for my work, but at least want to to know what it's going into, you know?

So you do want people to ask for permission. Just make it known clearly then.

>> No.4098201

not a single listing of credits


>> No.4098203
File: 23 KB, 287x263, zombiemen.png [View same] [iqdb] [saucenao] [google] [report]

So I've been doing up some zombiemen graphics, one of my goals is to make them visually distinct from one another, so it's easier to asses a threat on a glance.

I'll probably change something on the subgun guy, and I want to do something with the rifleman, but I'm not sure what. He cries blood, but I think if he had some kind of hat, he would stand out a lot more.

In the original Immoral Conduct, a lot of the special enemy zombies just wore plain green armor like Doomguy, not even bloody. The port has a version which makes them more visually distinct by giving them some of them a palette conversion, and some of them a new graphic, but I kind of wanted to make them look more zombie-like, and more distinct still.

The guys without helmets make PSX zombie sounds, and the guys with helmets has a sort of radio static soundset growling. I want to give the rifleman a distinct soundset too, a mean and alert one (yet still lightly sluggish and zombie-ish), so you can hear that it's him and be aware of his more dangerous presence.

Anyone have any thoughts or suggestions?

>> No.4098204

If you want to add more visual distinction between your human dudes, try adding some things that alter their outline, give one guy a backpack, maybe give another one big shoulderpads or a shield they carry, I mean they don't have to use the shield, but it's noticeable.

>> No.4098212

Not sure how I'd add that without making it look cluttered, also I can't draw that well, so I'd have to find a resource for a dude carrying a backpack.

>> No.4098215



>> No.4098238

>SArais claimed a map
Dead project. Seriously though if there are more like this that would be cool as fuck.

>> No.4098259
File: 114 KB, 800x600, DDWANs2W0AEPIu5.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4098264

>What have been your favorite releases of 2017 so far?

Brigandine (1 map)
Counterattack (5+2 maps)
Moonblood (32 maps)
Stardate 20X7 (9+2 maps)
TNT Revilution (32 maps)

>What are your early guesses of the Cacowards?
Probably what I listed above

>What would you like to see before the year is over?
TNT 2 Devilution

>> No.4098273

Probably Blade of Agony Chapter 2, I am almost done with it.
And I'd like to see samsara get revived.

>> No.4098278

>Samsara getting revived
Not sure if that will happen but i do have a personal wishlist that doesn't involve Caleb
>BJ gets a third slot weapon, which could be taken from RTCW.
>BJ also gets voice sounds and lines from the Mac port.
>Ranger gets Haste, which is earned with the radiation suit, but lasts shorter than the radiation suit.

>> No.4098282

Is Kinsie still working on Samsara?

>> No.4098287
File: 50 KB, 640x480, 134647534.jpg [View same] [iqdb] [saucenao] [google] [report]

Reminds me of Turok 2, this is a good thing.

>> No.4098290

Oh man I WISH I could replicate Turok 2's blood.

>> No.4098296

>Maybe voxels are easier to design than 3d models
They're 3d models converted into voxels, anon.

>> No.4098303
File: 316 KB, 500x374, CaZC5_dUMAAxx4i.png [View same] [iqdb] [saucenao] [google] [report]

Leaked new samsara hero screenshot

>> No.4098305

i actually wouldn't mind a mod where you play as some sort of video-game-powered superhero, like captain n or kamen rider ex-aid

>> No.4098310

Go play Disgaea and get back to us

>> No.4098328

Waterlab GZD
Skillsaw does a sector toilet and it gets a cacoward
John Romero megawad

>> No.4098342

>Skillsaw does a sector toilet
i unironically want to see that

>> No.4098345

>on rare occassions, a live grenade
Fucking Martyrdom

>> No.4098349

>sector toilet

>> No.4098357
File: 183 KB, 1920x1080, Screenshot_Doom_20170703_131028.png [View same] [iqdb] [saucenao] [google] [report]

working on a thing that emulates 320x240 (which is as close as I can get to 320x200 without weird stretching issues)

>> No.4098359

Colourful Hell
DoomRL Arsenal (monsters only)

>> No.4098362

Would work if you're able to change "powers"/"class" in middle of map to suit the needs.

>> No.4098365
File: 228 KB, 500x394, 1478132974970.png [View same] [iqdb] [saucenao] [google] [report]

Saving this for later use.

>> No.4098369

>John Romero megawad

I would love to see Romero do more maps in his Doom 2 and E4 style.

>> No.4098371

Oh lord help us all

>> No.4098374

how many projects is he fucking opening

>> No.4098375

I'd say that even as an idea that is hell alot better than Rootpain

>> No.4098382

Thanks, I didn't even think of using DRLA monsters without, well, DRLA. I played it years ago and remember some variants being pretty cool.

>> No.4098386
File: 264 KB, 418x600, items.png.27e70b5c65944e456868af6a99edc41b.png [View same] [iqdb] [saucenao] [google] [report]

>those ridiculously high resolution voxel pickups
please stop this

>> No.4098398

I mean you can SEE how low poly the base models actually are. just use the models!!

>> No.4098401

>3.0 compatible pirate doom.
I swear on me mum if this is dolphin porn Imma kick your ass

>> No.4098407
File: 4 KB, 123x61, subgun dude2.png [View same] [iqdb] [saucenao] [google] [report]

Really gets your ass in gear, hearing the distinct clinking, or even seeing it, you make sure to get behind something.

Optionally, if you shoot him when he's up in some ledge or window, and he drops a grenade, he's filling up the space he's in with shrapnel, which is advantageous to you if there's other dudes up there.

Also that's a mistake, the chance for dropping a grenade is calculated at the pain state, so you don't even have to kill him, he could easily make a mess out of his situation by getting caught in friendly fire.
Rifleman is still likelier to drop one though.

>> No.4098425

hey my dude, when running this it gets hung up on creating server saying "waiting for players" with doomseeker

Did this happen when you tried this?

>> No.4098428

Dimension Zero

>> No.4098429
File: 24 KB, 500x500, 10770442.jpg?is=500,500.jpg [View same] [iqdb] [saucenao] [google] [report]

I poke at it sometimes, but the Zandro 3.0 limitations and the INTERESTING state of some of the code cripples a lot of the things I want to do. Pity, that.

Here's a Webm of a thing that isn't Samsara. https://my.mixtape.moe/hmvjzu.webm

>> No.4098430

>No retroshader antialiasing
Please tell me this works with OpenGL mode

>> No.4098434

>If i use polygons i would have to put more effort into texturing and overall quality of the model.
>(which isnt really a problem but its damn time consuming and im doing this alone remember.)
>Doing it this way makes things a whole lot quicker despite it looking ugly sometimes.

>Also i dont require the use of a "texture" & "model" folder which eliminates using a pk3 file which does not work with multiplayer in my experience.
>Voxels go straight into the wad files without any unnecessary baggage and loads up perfectly. Please try my solace dreams mod and have a look for yourself, the voxels look great and fit perfectly with doom, i can even enable brightness and fading on voxels which i dont think you can do with polygons. Plus my solace dreams mod already stands at 100+mb, with a models and textures folder for every object in the game your looking to triple that size at the very least.

I don't like this guy.

>> No.4098440

>release lever doesn't move when reloading
triggered, etc

>> No.4098583

A drawfag came in two threads ago or so

>> No.4098614

What are the significant changes in the upcoming DRLA update? I saw something about blueprints being revamped but I don't want to read through hundreds of pages

>> No.4098620

>Scythe Map 23

>> No.4098621

Er, meant Map 26
Map 26 is sweet christ

>> No.4098624

I got stuck on MAP21

>> No.4098656

as a talentless scumbag idea guy, I leave this one for people to try out as a pitch.

Take the centauroid Belphagor, but replace the torso with that of the "Lion Guard" sprite, and the shield with one made from the glowing hell rune graphic used for transformation runes, maybe recolored. Add a tail and it now looks like a cool chimera

>> No.4098659
File: 108 KB, 1366x768, Screenshot_Doom_20170703_235239.png [View same] [iqdb] [saucenao] [google] [report]

Fucking hell that was a grind
I'm enjoying myself a fair bit, but I really just don't like the 'run around and make all of the enemies infight for ten minutes' style a lot of these maps seems to have. Is Scythe 2 the same way?

>> No.4098663

later maps, pretty much

good music choice though

>> No.4098710

A shittier and much more cluttered HUD

>> No.4098723

Well, Quake had this as well, but proper interpolation method eliminated the issue. Maybe if there was a port or patch for Q2 engine that alters the way animations are interpolated, that would fix the wobbling as well.

>> No.4098726
File: 439 KB, 640x480, 1436470927192.png [View same] [iqdb] [saucenao] [google] [report]

It's like you're playing Doom in an x-ray of an esophagus.

>> No.4098727

cool HUD with a lot more info
a lot of under the hood changes to prepare for the next update

>> No.4098743

>What have been your favorite releases of 2017 so far?
high noon drifter was pretty neat. i dunno, it kinda feels like a dry year. nothing's really grabbed me
>What are your early guesses of the Cacowards?
no clue. revilution maybe? just because it's one of those "it's finally done" things, but there are a lot of those in the doom community.
>What would you like to see before the year is over?
QUMP, gmota, it would be cool if a THUMP (thief) was started (there was a guy in the old /vr/ thief threads that could do a near perfect garret voice - would be cool to get someone like that onboard) >>4098164 yeah HDoom, purely because i hate seeing that much effort go into an unfinished product

>> No.4098853

>high noon drifter

Where can I download this?

>> No.4098856

pre-release is in news op
seems like it'll be released soon

>> No.4098913

Man, the dual smgs is op as fuck, lol.

>> No.4098925

New thread.


>> No.4099863

New monster variants including the Cyberdemon Mk. II.

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