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/vr/ - Retro Games

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4117396 No.4117396 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4110771

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.4117397


-Two maps still in progress

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

=== NEWS ===

[7-12] Spaceman333's early release of his slow motion addon, adds actual slow-mo

[7-12] BloodGDX 0.770 released; adds widescreen support, new HUD, additional voxels, fix vertical aim, etc

[7-9] New test build of TerminusEst's High Noon Drifter available

[7-3] Anon makes a joke map while waiting for QUMP

[7-3] ROOTPAIN V2; the sequel nobody wanted

[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

=== 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.4117403

gass pedall pretty good

i still use mine for overwatch

>> No.4117440
File: 62 KB, 387x580, AAAAAAAAAAA1.jpg [View same] [iqdb] [saucenao] [google] [report]

Just wanna say thanks to all my fellow doomers and quakers out there. All the doom and quake dads who have been there for me, talked to me about life after multiplayer matches and Hell On Earth Starter Pack co-op playthroughs. Really helped me out when I didn't have people to talk to. I'm glad I got to talk to all of you, and you might think I'm a sap or a pussy or whatever, but I grew up with Doom and talking to you guys about our common shared experience with D1 and D2 is crucial for my daily happiness now. Ive never related more with a group of people in my life, and none of you even have a face. Just.. thanks. Please post your best agitated bone men for me

>> No.4117452
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]

Through agitation, we achieve unity, I'm glad to hear you feel so happy about these threads and this weird little community.

>> No.4117462

you guys are the best
not many people can put up with my cancer and you guys did. cute agitate, CUTE

>> No.4117513

I can't be bothered to read your post because of Mall Cop

>> No.4117529
File: 235 KB, 640x360, touchyjump.webm [View same] [iqdb] [saucenao] [google] [report]

>Try out +TOUCHY on the playerpawn
>Mere act of jumping kills you

>> No.4117552


>> No.4117554

>whooping 10 vitality

>> No.4117562

I-It's a work in progress I swear

>> No.4117569
File: 109 KB, 500x654, tumblr_inline_os26rlpPBQ1qgq19a_500.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4117571
File: 440 KB, 200x200, 1487198262127.gif [View same] [iqdb] [saucenao] [google] [report]

guys, I think I have sinusitis

>> No.4117585

>Map 7 in a megawad
>it's Dead Simple
I'm getting sick of this shit

>> No.4117601
File: 295 KB, 1693x1184, 1488426046451.png [View same] [iqdb] [saucenao] [google] [report]


I have a friend mapping for this game

>when it comes out?
>who knows? lol

>> No.4117602

I'm going to call my map07 Simply Dead and have it be a five minute walking sim devoid of monsters or items with Fairground backing in the background.

>> No.4117615


wtf, I didn't know seals shouted that way

>> No.4117619
File: 48 KB, 340x445, great.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4117626

Welcome, mate. Doom is fun.

>> No.4117628

Hope you get better anon

>> No.4117661
File: 87 KB, 533x800, 1492470773113.jpg [View same] [iqdb] [saucenao] [google] [report]


thanks anon, I'm drowning in my own mucus, I can't sleep

>> No.4117673
File: 486 KB, 475x347, cragscleft prison.gif [View same] [iqdb] [saucenao] [google] [report]

Didn't get any replies in the last thread. Do you know any working setups for D4D? I can't seem to get it working no matter what I try. I try to load it up, it gives errors regarding cvars or animations, and that's it.

>> No.4117680 [SPOILER] 
File: 414 KB, 800x1402, 1499932580506.png [View same] [iqdb] [saucenao] [google] [report]

Snusnu when?

>> No.4117684

I blame Alien Vendetta for this. In the 90's, the only megawad that truly did a dead simple clone was Plutonia, and quite a lot of maps in Plutonia were clones of something anyway. After Alien Vendetta, you started seeing it in the Scythes, Hell Revealed 2, Kama Sutra, Community Chest series, etc

>> No.4117686

>Reach MAP07
>It's Dead Simple but with dead Mancubi and Arachnotron corpses everywhere on top of blood
>All the items are taken
>Hit the exit switch
>The platform takes you on an elevator ride showcasing various Dead Simple variants other famous megawads have done
>At the end of the ride you're taken to the Dead Simple factory

>> No.4117694

Is there a way to turn the numbers in a string into an integer in ACS? Like if I have the string "24" and want to turn it into an int of 24.

>> No.4117706
File: 232 KB, 863x752, Mr bones.jpg [View same] [iqdb] [saucenao] [google] [report]

I got all of the sounds in for this guy, and he's pretty much done mechanically, all that's left is to add the special deaths for him

I'm actually getting closer and closer to getting this update finished and it's freaking me out

>> No.4117729

I really want to hear what it sounds like to fight 5 of these guys at once.

>> No.4117762

Because you asked for it.


>> No.4117767

I figured it out, I don't know how '0' works, but it does.

>> No.4117770

Aw, less taunt spam than I had hoped. Though this does show he's easily defeated by circle strafing, is that okay for an archvile replacement?

>> No.4117772

That's fine with me, he's actually far less dangerous than arcvhile but he makes up for it by having more annoying attacks.

>> No.4117779
File: 5 KB, 41x56, PLA8A1.png [View same] [iqdb] [saucenao] [google] [report]

I wanna make this guy more 'scary'.

What should I do with him?
Put a bag on his head?
Give him a welder's mask?
Try give him a monster face?

>> No.4117792

I think it's more about sound design and monster placement.

>> No.4117801

He already has sound and code.

I want to make him yet more distinct from zombies with guns, make him something else besides a baldy.

>> No.4117803

replaces his head with the Hungry.

>> No.4117804

The what?

>> No.4117806

What is it about doom?
Why do I still play it and come to these threads?
What is wrong with me

>> No.4117808
File: 657 B, 250x140, Fleshspawn.png [View same] [iqdb] [saucenao] [google] [report]

Ah sorry I'm too used to the name they've got in DRLA.

These assholes. They're called Flesh Spawn on Realm667

>> No.4117810

It's a really good game.

>> No.4117813

I'm already going to use a variant of that, also that would look goofy.

>> No.4117831
File: 72 KB, 640x400, Blood_(MS-DOS)_023.png [View same] [iqdb] [saucenao] [google] [report]

what are your favourite sprites from any /vr/FPS?
for some reason blood\s aesthetic really gets to me

>> No.4117849

What version of GZDoom do you have? Do you have the most recent?

>> No.4117853

i prefer the sprite version with the skull head but she's pretty damn fine either way t b h

>> No.4117856

I really like the weapon graphics of Shadow Warrior, though I don't think the game itself is that amazing, I'd much rather play Duke or Blood, which are much more fun.

>> No.4117881
File: 88 KB, 640x400, ps01.png [View same] [iqdb] [saucenao] [google] [report]

some doom wads, like epic and epic2 use these textures as well

>> No.4117883
File: 438 KB, 960x718, Are you finished with those Barons.png [View same] [iqdb] [saucenao] [google] [report]


Right, here's the Masters of Doom audiobook, now with x2 the dolphin porn. These are all mega.nz links, so slap that in front of the URLs.


>> No.4117894

My man. Have you played Return to Ruins?

>> No.4117895
File: 16 KB, 427x300, 07d.jpg [View same] [iqdb] [saucenao] [google] [report]

>turn off hd textures in marathon
>suddenly the game looks decent

>> No.4117898
File: 2 KB, 24x29, STFST01.png [View same] [iqdb] [saucenao] [google] [report]

I like the status bar faces

>> No.4117901

no, but ill give it a try

>> No.4117924
File: 2 KB, 160x101, KDL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4117943 [DELETED] 
File: 213 KB, 802x1608, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

aight my fellow drama eaters!

today we're back to d4d split, and this time, i brought ya some food: a few screenshots of d4d discord that are so unapologetically shitheaded that i can't even, at all.

here, mister ponyfaggot and his kissass sidekick mister noname are conspiring to plagiarize the ever living fucksickles out of still warm work of their former leader.

figuring out whether they are really shameless enough to do it in public section, or simply braindead, is an exercise left to reader.

mark my words people, we'll see some fireworks soon.

>> No.4117950

Fuck off back to your home subreddit, dramafag.

>> No.4117952

what maps...?

>> No.4117953

oh no a thing has occurred how unfortunate

The only drama I care about is Graf breaking shit with each update.

>> No.4117956
File: 47 KB, 906x800, cunt-ku.png [View same] [iqdb] [saucenao] [google] [report]

So...what are these maps?

>> No.4117959

Who cares?

>> No.4117963

is that the fucking failed subject who got to be in charge of D4D? LMFAO!

>> No.4117979

I do. (Not >>4117943 )
And, honestly, I think it would be better if Major Cooke left D4D, not DBT.
Now I'm stuck with choice between good balance and new features.
D4D 2.0.3 (last one before DBT left) had both, AND wasn't a pain in my entire lower half to get working. Why did it have to become a trainwreck like that...

>> No.4117983
File: 108 KB, 283x244, rat.png [View same] [iqdb] [saucenao] [google] [report]

I tried using the recommended 2.2.0 and also the latest version. First one had one error and failed to load. Second one had another and failed to load. I have the resources package in the same folder as the main file. If I load the main file first I get errors. If I load the resources first I get vanilla Doom.

>> No.4118017

inb4 >>4117943 is that Maxwell guy.

But yes what maps? Will D4D have a mapset? That's cool

>> No.4118039

Major Cooke is a Major Crook.

>> No.4118072
File: 5 KB, 41x56, SAWTA1.png [View same] [iqdb] [saucenao] [google] [report]

I'm thinking of maybe giving him a pair of goggles, and make him drool more blood.

>> No.4118085
File: 66 KB, 159x207, feels bad man.png [View same] [iqdb] [saucenao] [google] [report]

yeah even fallout was moddable.

> you must learn to face your demons
> this young chap is

> mfw map08 hits and "shit got real" with that exit platform that can actually kill you because it doesnt have a lift out of the acid, and being locked in with the barons worshipping the cyber and having to time when you're going to get the invuln
> mfw map09 and you're either getting shot to death or the flying rotten apples are ruining your day with all their lost soul spam
> mfw map10 and half my deaths were chalked up to the fucking revenants that can pretty much go anywhere on the map, and then there's that cyber encounter at the end.
> mfw map11 and omg its acid, and being chaingunned, and chased down by so many cacos
> mfw map12 was comfy af, but still strangely get owned by the spiders and the fatasses.
> mfw map13 and omg its revenants all over the place

>> No.4118120

I can't seem to get the dim colour of GZDoom's menu to change away from yellow, whether I set it in the display options or in a custom MAPINFO. Does it work for anyone?

>> No.4118154

>tfw waiting for qump

>> No.4118157

New Intermission when?

>> No.4118159
File: 1.97 MB, 350x283, sudden death mode.gif [View same] [iqdb] [saucenao] [google] [report]



This is a 24 hour temporary download link for 11 oblige maps of a large size, up to 800 monsters with no puzzles, some secrets, only insane carnage! IS VANILLA COMPATIBLE

>> No.4118162
File: 1.13 MB, 882x941, stayrse.png [View same] [iqdb] [saucenao] [google] [report]

I'm the Quake 2-level designer whom is currently designing levels for Quake 2. I have made a level design-Discord (with around 50 people in it now, mostly from Quake-backgrounds), and would enjoy the company of other level designers as well.

You can join it here if you want:


Pic related, from my latest Quake 2-singleplayer unit. It's a staircase where I made each stepping stone separately.

>> No.4118168

aren't you special

>> No.4118170

looks darn good
> but those butterface lights on the cieling

>> No.4118171

oh wait im guessing those are light source objects and the player wouldnt actually see those
> nvm

>> No.4118172

Pretty sure that's just what lights look like in whatever Q2 map editor he's using, they don't look like that ingame.

>> No.4118176

boy, you better have clip brushes on those crooked-ass stairs

>> No.4118184

> i can't wait to be a piece of shit and get stuck on all these stairs
> oh fuck i'm getting stuck on all these stairs

>> No.4118197

does quake 2 not support stairs or something? in q1 all those weird surfaces are just asking for the player to be totally unable to stand still 'cause he'll keep sliding down the tiny slopes

>> No.4118202


what the fug is habbening in that gif

>> No.4118206



>> No.4118207

I bet there's some crazy mathematical movement optimization programmed by Carmack that generally smooths out movement across different terrains with minimal performance impact, but breaks down when used with repeated consecutive hard angles at short intervals. So stairs need to have special collision geometry that differs from the visual representation. BTW I have no idea what I'm talking about so it's just a guess.

>> No.4118259

Try putting black/dark rings around his eyes, so it's like they're sunken. Maybe remove the frowning eyebrows too, because they look a little cheesy.

>> No.4118276

your guess isn't really right unfortunately, the player just auto-scales any ledges within about 16 units vertically (in q1 anyway) and a bunch of sharp corners next to each other would probably only affect vis time
if you give stairs special collision (i.e. a slope) the player won't get the tiny bit of view shake as they climb them, but they'll also be unable to stand still on them and will constantly slowly slide downwards; however if you have uneven stairs like in >>4118162 it's a crapshoot that the player will go up them smoothly and you have to make sure none of the gaps are bigger than the 16-unit 'auto stair size' if that makes sense

you could also make the whole uneven staircase an illusionary brush and just put clip brushes in the shape of a normal stair set but that might be more shit going on than necessary

>> No.4118295
File: 25 KB, 640x480, 1499966764.png [View same] [iqdb] [saucenao] [google] [report]

oh you are still alive. i had looked for this at the weekend.

-complevel 9 demo of the first map. bit of a grind, especially dozens of cacos vs single shotgun at the start. other players might like to use a moderate power up weapon mod / dehacked patch.


>> No.4118301

>I'm the Quake 2-level designer whom is currently designing levels for Quake 2.
no surprises here then. that's what i'd expect a quake 2 level designer to do, after all.

>> No.4118312

Dark rings sounds interesting.
The eyebrows are OG Doom, but I'll mull that over.

>> No.4118319 [DELETED] 

>this guys general attitude
What are you doing in a discord with these cretins?
What are you doing in a shitscord in the first place?

>> No.4118330

well OBVIOUSLY i'm sitting there 24/7 waiting for the smallest bit of JUICY DRAMA so i can RUN over here and post it on 4chan for LULZ.

note to moderators: this post is satire.

>> No.4118332

why are you contributing to cringe culture

>> No.4118337

I didn't even use the word cringe. That just seems like an obnoxious crowd.

>> No.4118348 [DELETED] 


Shit.... this guy just laid an ONSLAUGHT on our game, our way of living!

>They didn't even seem to know what a level is because it would give you a new level's name on the screen while still being the same fucking level! People today have even been brainwashed (via inveterate pseudo-criticism and relentless googling) to think Doom was a masterpiece of level design and Romero a master level designer. Well, if going nuts and autistically copy-pasting identikit corridors all over the place in a level editor all day long counts as "level design", maybe. But it doesn't. Level design is what The Super Shinobi has, which starts off at the ninja village, and then moves on to the waterfall outside the village, and the city, and the nightclub, and the military base, and the transport plane, and so on all the way to the Neo Zeed labyrinth complex at the end — NEARLY A DECADE BEFORE DOOM'S RELEASE. That's level design: distinct levels, but connected by narrative logic. And the corridors and staircases and ledges in the levels come AFTER you have decided on the type of environment you are designing, which decision of course is dependent on the narrative, which presupposes that you have one. This stuff matters ridiculously more than where a particular ledge is placed in any given level. And I couldn't give less of a fuck how well your stupid ledges are placed if the environment you have designed is so drab, monotonous and boring that I get depressed by the mere thought of spending any time there.

How do we respond to this bros?

>> No.4118353
File: 181 KB, 549x563, Intrigued Retard.jpg [View same] [iqdb] [saucenao] [google] [report]

Is it known the reason why Eternal Doom 4 was never finished? according to the wiki not developed further after the release of the teaser/demo

>> No.4118357

we don't because it's bait

>> No.4118358 [DELETED] 

Someone please delete this post, it bothers me!!!!

>> No.4118360

not you, >>4118357 meant the post above you. no idea about that other than other than to speculate the authors interest waned after the demo was done.

>> No.4118380

Watched Evolution of the Wad recently did you?

>> No.4118387

Are there any must play Quake 2 mods on the level of Arcane Dimensions?

>> No.4118391

what about hell revealed, it has a semi map07 clone arena shaped an 8-legged thing with a horned head + stinger on its butt, few dozen arachnotrons must be killed to raise thingie to reach exit switch

>> No.4118408
File: 1.18 MB, 800x450, Desktop 07.13.2017 - [View same] [iqdb] [saucenao] [google] [report]

idtendo shitcube

>> No.4118413

Reminds me of those warp portals in Crash 3
Is there any Quake mod inspired by SM64 or Crash Bandicoot?

>> No.4118424

>How do we respond to this bros?
no one cares about your article, go away

>> No.4118431

>Reminds me of those warp portals in Crash 3
I wasn't expecting someone to get the inspiration that fast, good eye/good taste! I was trying to figure out a way to make spinny things like the Crash 3 portals and was having no luck until I remembered skip textures exist and slapped skip on the outside of a cube, with a view of E1M1 (cube-view, using the Blinky Quake port) on the inside, and holy shit it werks.

It would look a lot better as a sphere, of course, but I've yet to find a good way to render a map to a sphere instead of a cube and I'm rubbish at making curved brushes anyway (Trenchbroom has no 'make cylinder/globe/etc' function).

If you stare at the cube long enough, you start seeing the texture as the outside instead of the inside, and it starts looking like it's made of jell-O. Oh god my eyes.

>> No.4118503

Terrible map regardless

>> No.4118583
File: 708 KB, 1920x1080, quake095.png [View same] [iqdb] [saucenao] [google] [report]

Aren't I. :3c

This is what it looks like in-game (old picture btw, I've changed a few things since then).

I've tested the staircase and it works fine. I've updated it too so it works a little better and smoother for the player without needing additional clip-brushes.

Of course. Such is the life of a Quake 2-level designer.

>> No.4118663

When you say the latest version, do you mean the latest devbuild or the latest stable?

>> No.4118689
File: 29 KB, 574x204, erg35ggg.png [View same] [iqdb] [saucenao] [google] [report]

What are your hopes on Ion Maiden?

>> No.4118691 [DELETED] 

not retro

>> No.4118697

I always try to avoid unstable devbuilds. This is the error I'm getting

Script error, "D4D.pk3:animdefs.aed" line 3:
Unknown texture UAC_ROT0

>> No.4118698

>Not retro

Why not? It's an idealized mod

>> No.4118701

hm. my mistake.
i'll admit i don't follow the bombshell nonsense.

>> No.4118703

D4D is one of Those Mods that always uses the most cutting-edge tech, so try one of the devbuilds.

>> No.4118712

What I don't understand is that the official instructions on which combinations are the most stable are not giving any results, and are outright discouraging the use of devbuilds. Specifically stating that the newest version of the mod works with 2.2.0 version of GZDoom

>> No.4118714

i hope they're not going to market it on /vr/.

>> No.4118720

Is that so?
Then I haven't a clue, unfortunately.

>> No.4118725
File: 37 KB, 1366x768, Screenshot_Doom_20170713_114343.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4118730

i hope you're not jumping.

>> No.4118732
File: 29 KB, 480x446, 1450323520928.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes, I am.

>> No.4118736

sedlo is the name of a late 90s / early 00s speedrunner who was known for rocket jumps (which you need to do, to reach that hidden space)

>> No.4118738
File: 43 KB, 372x662, 1499980958.jpg [View same] [iqdb] [saucenao] [google] [report]

surprisingly the doom wiki doesn't mention this


unrelated: someone doesn't like saudi arabia.

>> No.4118742

only a few hours until 4chan filenames switch to 15xxxx

>> No.4118746

well the wad wasn't designed for it. remember that if you find anything else weird or you get stuck or think you've beaten a map with 99% of the monsters still alive or whatever.

>> No.4118750

Shit, really?

Man. I remember when filenames were still in the 12Xs.

>> No.4118751

How do I jump into a ST or ZD game with you guise?

>> No.4118765

1100000000 2004-11-09 11:33:20 UTC
1200000000 2008-01-10 21:20:00 UTC
1300000000 2011-03-13 07:06:40 UTC
1400000000 2014-05-13 16:53:20 UTC
1500000000 2017-07-14 02:40:00 UTC
1600000000 2020-09-13 12:26:40 UTC

>> No.4118873

This is some meta only a turbo-autist would care about

>> No.4118886

just where do you think you are

>> No.4118902

Well there are sector tags that are hardcoded in doom 2 that are scripted to either lower or raise when all mancubi or arachnos are killed specifically for map07.

Its obviously optional as a design choice but there are many ways to skin a cat, Sunlusts map07 had all of its secrets contain one mancubi that if you killed the entire set, revealed the way to a bfg arena

>> No.4118915

help me remember this megawad lads

There is this one map that takes place on a space base, and you can see like an airstrip and a spacecraft in the distance. it's all pretty brown colored

that's all I remember

>> No.4118934

I'm assuming gas leak

>> No.4118940

Was it this one?

>> No.4118951

assault on tei tenga?

>> No.4118959

no; it had all of these square areas and you ran around the raised portions. Lots of zombiemen and shotgunners. Pretty sure it wasn't a 1-map deal

>> No.4118968


>> No.4118980

no... Now that I think of it, the spaceship thing might not be part of it.

-it had all of these square shaped connected raised base areas that you fought on; lots of zombiemen
-it took place in space somewhere. The skybox was black/space
-lots of brown textures and base textures
-was pretty big

>> No.4119040
File: 29 KB, 600x476, 1499260638178-vr.jpg [View same] [iqdb] [saucenao] [google] [report]

>dead simple is your absolute favorite map
>seeing another take on it makes you excite
who else?

>> No.4119061

for first time plays i enjoy "clever" uses of the tags. by which i mean those i haven't seen or thought of before. i enjoy discovering how a new megawad has decided to use the tags.

on replays it's just the same as any other map, once you've seen how it works, it just becomes is this slow or tedious or repetitive or otherwise annoying, or is it brisk or smooth or satisfying in some way to finish, same as any other map.

>> No.4119080


what does this mean anyway... some algorithm for determining the random number it gives to filenames?

>> No.4119086

unix time


>> No.4119110

Hell Revealed map07 isn't a full clone, as while it is an arena, it completely lacks mancubi, and therefore, only uses tag 667.

>> No.4119115

>reach map30 in random megawad
>figuring out what gimmick the icon has and how to kill it
always fun

>> No.4119127

>google it
>tell google to shut the fuck up that I didn't want to google iron maiden
>it's an actual 90s FPS style game made by a joint venture of people working on the sourceport of duke nukem and community mappers

isn't it kind of embarrassing that the duke nukem community worked it out before the doom community?

>> No.4119130

Have you...not paid attention?

>> No.4119131


>> No.4119136

>before the doom community?

It's been almost a decade since the release of Harmony, friend.

>> No.4119137

>kill the IoS in a wad
>the rectangle of explosion effects that pops up just kinda hovers in mid air somewhere


>> No.4119147

yeah the code was very poorly/lazily implemented, without any thought for modding at all.

>> No.4119148

worked what out?

>> No.4119259

well, that's happening, apparently

>> No.4119317


>> No.4119324

I don't know what half the monsters look like to boot

>> No.4119335

since they brought on robotjoe to make all the models look much better, and joe's a fantastic hentai artist, i'm not really surprised

>> No.4119350
File: 564 KB, 1080x608, doom wallpaper.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4119353
File: 264 KB, 1920x1080, this is unf.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4119358
File: 2.74 MB, 2997x2000, why am i losing health.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4119362

good stuff

>> No.4119363
File: 47 KB, 640x361, kmpklnifchxgrh2ij8re.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4119367

So I suppose chaingunners do use chaingun tapping.

>> No.4119374
File: 222 KB, 800x600, Daedalus MAP21.png [View same] [iqdb] [saucenao] [google] [report]

Sounds like Daedalus: Alien Defense to me, minus the brown.

>> No.4119378
File: 58 KB, 511x573, Baby Judgamental.jpg [View same] [iqdb] [saucenao] [google] [report]

>There are a variety of hazardous environments. Walking on sand or asphalt in direct sunlight will cause damage.

>> No.4119382

I made this gif and I want attention

>> No.4119393
File: 31 KB, 1152x648, mitbal.png [View same] [iqdb] [saucenao] [google] [report]

Is there a definitive Quake map pack everyone should play? I don't know any websites or communities that work on Quake stuff except for these threads. I just need my Quake fix.

>> No.4119394

okay, fine. good job buddy
dude, c'mon

>> No.4119402



>> No.4119405

Source on this info please? the DUSKdev twitter doesn't really have anything and robotjoe has it tagged as fanart.
>hentai artist

>> No.4119414

you're not a faggot, you're great.

I've been listening to this over the last few days - great stuff. Never knew so much about romero and carmacks early pre-Id years. Didn't realize Romero had a wife and kids by like age 22.

I occasionally do yell out SHUT UP WESLEY! though....

>> No.4119417

Isn't he the guy who does plane porn?

>> No.4119426

I don't know about "definitive" but I think you should play Beyond Belief and Arcane Dimensions. The former is a very old but very well-made episode that successfully captures what made Quake's stock maps fun. The latter is recent and has a lot of new stuff (items, monsters, weapons, etc.) with maps over 5 times the size of the stock maps. I think a lot of AD is actually tedious crap, but the good maps it has (mostly from sock) are truly excellent and among the best ever made.

Outside of those map packs, I think you should play everything made by czg and sock.

Also, if anyone tells you to play DOPA, ignore that guy. It's uninspired, predictable and repetitive trash.

>I don't know any websites or communities that work on Quake stuff except for these threads.

>> No.4119439


>> No.4119548

Are you making a Kirby WAD?

>> No.4119553
File: 106 KB, 640x360, original.jpg [View same] [iqdb] [saucenao] [google] [report]

What do you think of John Romero's remade e1m4 and e1m8?

>> No.4119558

I like them both. Romero still knows how to make a good map.

>> No.4119559

Good stuff.

>> No.4119560

how's his new project going?

>> No.4119567

A bit too tight in some areas, but mostly good. Too much detail for a doom-style map imo too.

Good gameplay, overall.

>> No.4119570

I liked both. Here's hoping he does a Quake map one day. A man can only dream.

>> No.4119591

E1M8b is a terrific map that brings the more evolved style of level design of his work in Quake to Doom. There's so much interconnectivity and different possible map flows packed in the first half/island of the level. More Doom mappers should learn from it, so far I only see that kind of thing in Quake maps.

E1M4b is rather unremarkable, but still well-paced fun. Also, great use of spectres in the final encounter, totally caught me off guard.

>> No.4119629

Romero should redesign some of the shittier Doom 2 maps.
Y'know, like, all of them.

>> No.4119636

Why don't we?

>> No.4119667

Excluding D2TWID, which isn't really redesigning them anyway, none of those projects work out.

>> No.4119685

The problem with D2TWID is that it purposefully sucked in all the same ways that D2 sucked in the first place. I mean it's accurate, it's more or less better than Doom 2, but it still sucks.

>> No.4119691

"let's remake doom 2" projects are a dime a dozen

>> No.4119696

It doesn't have to be a complete remake, just pick a map you hate and make it not suck.

>> No.4119702

i think i would be better off making a map that i like

>> No.4119703

>The Pit
>It just has an exit straight to The Factory

>> No.4119709

>The Factory
>It just has an exit straight to Downtown

>> No.4119718

>The Gantlet
>It just has an exit straight to Dis

>> No.4119764

missing out refuelling base and circle of death entirely? why?
that's not even in the same game

>> No.4119767

So riddle me this, I add weapon frames in .pk3, add the frames in weapon and no matter what I do, I just can't equip the weapon. Game treats it like it's non existant. why is this?

>> No.4119771

Do you know what you're doing with DECORATE? or are you just randomly adding frames without looking for "Goto" pointers?

Read up on DECORATE and you will be able to work out what's going on.

>> No.4119775

Make sure the graphics are within markers.

>> No.4119779

could be several possible things

maybe you put in the frames wrong
maybe you used a frame that doesn't exist
maybe you didn't put the sprites in folders
maybe you didn't actually include the weapon

>> No.4119789 [SPOILER] 
File: 18 KB, 307x309, 1500020242529.jpg [View same] [iqdb] [saucenao] [google] [report]

I forget you have to put a number at the end of the sprite/frame filename

>> No.4119790
File: 29 KB, 256x352, 01230142536.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4119791

Maybe because all three of those maps are hot garbage

>> No.4119842

IMO, Doom 2 doesn't suck at all, and D2TWID was far better than DTWID.

I honestly feel like the whole "Doom 2 sucks after map06/11 guys" thing is just a meme at this point.

>> No.4119850

Doom 2 sucks when you reach map02 because it means the user wad is over.

>> No.4119852

Tangentially related to Doom/other older FPSs: are there any good guides for making a 6-sided skybox (cube format, not spherical) out of photographs? Everything I've found is either 'line it up with a premade skybox and deal with the distortion' or links to dead archives, outdated tools or 404'd message boards.

Doesn't have to be something that loads a premade image- I've got a camera and a tripod and can stitch together a panorama if need be, although another issue is that there's lots of tools for cylinder-style (Doom-esque) skyboxes and I'm looking for things relating to cubical style ones.

>> No.4119854

Nah, there's a fair few good maps in Doom 2, Refueling Base, Crusher, The Living End and Circle Of Death comes to mind

>> No.4119859

Haters need to get out. Doom 2 is great. Sandy just goes full retard with the level design and we got great shit like Tricks & Traps

>> No.4119862

you think circle of death is "hot garbage"? why? are you confusing it with something else?

>> No.4119892

>Doom 2 is great
I think it's more a mixed bag, there's good, bad and mediocre levels in there.

>> No.4119896
File: 153 KB, 1280x720, Screenshot_Doom_20170714_201422.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, at least attempting. Not sure what to do about enemy sprites as there's so many of them, though. Even MS Paint Doom only did one sprite rotation (as shown in picture with my palette).

>> No.4119898

that's megawads for you, i've not found one yet that doesn't have both:

- one or more levels that were good enough to make me glad i downloaded it

- one or more levels that were flawed in ways that made me think "what were they thinking when they let this into the release!?"

and doom2 is no exception.

>> No.4119905

Is blue key in BTSX2 map14 really there just to activate crusher traps?

>> No.4119914

Solution: Only do three rotations: Forward, away, facing left/right

>> No.4119928

GZDoom doesn't support 4 rotations (why? idk), so they won't be evened out properly due to the diagonal facing rotations.

>> No.4119930

well you could always try making them face left/right when going diagnol, or just face away/towards the player for those frames

>> No.4119937

New to this thread but an oldfag who grew up on this shit, been playing Wolfy 3D for the first time in 20 years and it's just like coming home again. Decided to play every id software FPS and related-engine games, starting with Wolfenstein and Doom. Already finding new stuff I never knew about when I was a kid playing these motherfuckers on my 386. Something about these old FPS games just resonates in my bones, and I am now just fucking obsessed. Downloaded everything I can find, even Chex quest for shits sakes. I blame Quake. I never got to play it when it was new, only recently did I get a chance to play it and I fell in love. Ever since I have been aching to explore all these wacky games. And now I'm writing a blog, fuck it, I fucking love these games god damn.

>> No.4119941

I'll work something out, I just can't stand the uneven rotations.

>> No.4119956

How many frames do animation spritesheets typically have? I've been thinking and I've come to the conclusion that using the 3d editing program I have (Modo) it would be incredibly easy to fully automate a rendering sequence that records every frame with the proper lighting setup from all the angles and using each of the movement frames.

>> No.4119964

>How many frames do animation spritesheets typically have?
As few as you can use while still looking good. If you can convey an action clearly in four frames, then use four. If you need more then use more.

>> No.4119981 [DELETED] 
File: 13 KB, 633x758, Feels Guy.gif [View same] [iqdb] [saucenao] [google] [report]

yeah, I don't have a girlfriend either

>> No.4119986

How did you know ;_;

>> No.4119990

I greatly appreciate Sandy's map design in Doom 2. They're often not amazing in the visuals department, but the gameplay was always varied and interesting.

>> No.4120018
File: 259 KB, 1280x960, tumblr_o9atjbWw1Q1ty70x1o6_1280.png [View same] [iqdb] [saucenao] [google] [report]

Welcome home.

Doom also has two decades of fan content and there's a fair bit of it which is really good, some better than the base game even.
Sets like Nihility, Double Impact, Pirate Doom, Urban Brawl, Jenesis, UAC Ultra, Interception, TNT Revilution, Back To Saturn X, Scythe, and Bloodstain, to name some of my personal favorites.

And here's a more thorough list.
People have also made lots of mods for just the gameplay itself, if that interests you.

Also check out Duke Nukem 3D, but don't pay money for it.

Who needs a GF when you have a waifu?

>> No.4120027

Not sure what I am gonna do about playing DN3D. I'm not giving Gearbox a fucking red cent, I know that much. My assumption is that Megaton is the best version, but I have no idea if that is true or not.

>> No.4120030

what is this map?

>> No.4120037
File: 885 KB, 720x360, boning the boner.webm [View same] [iqdb] [saucenao] [google] [report]

working on a gib death for the bonelord, do you guys think I need more?

>> No.4120041
File: 60 KB, 1280x720, PLING.png [View same] [iqdb] [saucenao] [google] [report]

Are all the textures custom greyed?

I think it might look better if you used the green palette for Game Boy fun.

>> No.4120062

>Not sure what I am gonna do about playing DN3D

You can download world tour here:
If you are like me and think everything on the internet has malware, you can check the CRC of the official release on this DB to see if it's the same than what you download:

Else you can download the GoG version. GoG executables have a digital signature so it's easy to check they haven't been modified.
Can't find an individual download now but it should be in this compilation, just torrent the files you want:

>> No.4120064

I was talking more in the lines of... for example if I want to replace the pinky demon with a monster of my own. Are all of the frames within a sprite sheet uniform-sized?

>> No.4120073

You mean do the sprites have the same dimensions for every frame? Then no, they don't. You'll need to set the offsets for the new sprite images in something like SLADE to get them to look right in the engine anyways.

>> No.4120087

Awww yeah, dat Duke. Thanks a bunch, I'll DL that shniz and kill some pigs later.

>> No.4120107
File: 285 KB, 532x457, Yo zelda get me outta this wack ass crystal prison.png [View same] [iqdb] [saucenao] [google] [report]

Have it with sound


This is fun

>> No.4120110

No I guess they wouldn't. id being all about dat optimization and all. Carmack wouldn't be caught dead associating with an engine that leaves full horizontal or vertical lines of transparency pixels when it could just compensate for offset between frames.

>> No.4120114 [DELETED] 

Did id people play any games at all besides their own? It's highly unlikely. They didn't even seem to know what a level is because it would give you a new level's name on the screen while still being the same fucking level! People today have even been brainwashed (via inveterate pseudo-criticism and relentless googling) to think Doom was a masterpiece of level design and Romero a master level designer. Well, if going nuts and autistically copy-pasting identikit corridors all over the place in a level editor all day long counts as "level design", maybe. But it doesn't. Level design is what The Super Shinobi has, which starts off at the ninja village, and then moves on to the waterfall outside the village, and the city, and the nightclub, and the military base, and the transport plane, and so on all the way to the Neo Zeed labyrinth complex at the end — NEARLY A DECADE BEFORE DOOM'S RELEASE. That's level design: distinct levels, but connected by narrative logic. And the corridors and staircases and ledges in the levels come AFTER you have decided on the type of environment you are designing, which decision of course is dependent on the narrative, which presupposes that you have one. This stuff matters ridiculously more than where a particular ledge is placed in any given level. And I couldn't give less of a fuck how well your stupid ledges are placed if the environment you have designed is so drab, monotonous and boring that I get depressed by the mere thought of spending any time there. You might say that dungeon crawlers are the same — which isn't true, because they typically feature a lot more variety than early FPSes ever did — plus the plot crumbs and occasional dialogues and puzzles to spice things up — but in any case by 1994 dungeon crawlers were effectively dead precisely for this reason: because they fucking sucked and games with actual environments (namely WRPGs and JRPGs) were a million times superior.

>> No.4120127

You are mistaking progression with design.

>> No.4120130

is this a copypaste of that thing?
eitherway: get out

>> No.4120145

yep some fag advertising his badrticles or someone desperate for (you)s using obvious bait

already got posted but I think he deleted the post before spamming it again since I can't see it

>> No.4120152
File: 61 KB, 640x480, caribbean.jpg [View same] [iqdb] [saucenao] [google] [report]

Megaton Edition was really good as a console port, as it has the complete original game and all of it's official expansions, unaltered and uncut, as well as good controls and music (all of it for just $10 too), but it's no longer available on consoles, and if you're playing on PC, I would suggest EDuke32, then maybe grab the expansions (and maybe the music) from a pirated download of Megaton.
You could also pirate Megaton if you don't want to bother with EDuke32, it's an overall pretty functional port after it was patched, but EDuke32 is generally just better.

Don't get World Tour, the sound is all fucked up and weird, they also had J.S.J rerecord all his lines, and he sounds really unenthusiastic and very slightly depressed. Also World Tour doesn't have the expansions, meaning you don't get to play the very excellent Duke Caribbean

>> No.4120167

iirc if you disable vertical sync with Megaton Edition you get the most hideous example of screen tearing in history. The top half of your screen seems to be half a second behind the bottom.

>> No.4120175

Yeah, hence why I think it's good as a console port.

>> No.4120182

>Don't get World Tour, the sound is all fucked up and weird

They fixed that. As well as other main glitches and complains from the first release. They also added true widescreen, which Megaton doesn't have (its 16/9 is a zoom in), and in WT you can play with the orgiinal 8 bit renderer unlike in Megaton

>they also had J.S.J rerecord all his lines
Which are optional, you can put the original ones in the menu. Only lines which you can't do that are the new ones from the new episode only World Tour has, obviously.

>> No.4120196 [DELETED] 


>all of it's official expansions, unaltered and uncut

That's not exactly true. They had someone do "multiplayer map fixes" for the add-ons, which weren't very multiplayer friendly, except some of those "fixes" were ridiculous and altered gameplay in some stages, like for instance being able to backtrack where you shouldn't be able to.
Although the original levels are still in there, in the GRP files, so you just have to delete the loose map files for the game to play the original add on maps.

Megaton was good for what it was, but it was very glitchy (reason why all the speedrunners use that version), and looks quite ugly with his forced true 3D renderer that fucks up shading (although they improved it, it's still not quite there).

Best thing about Megaton is that it made playing the add-ons more easily. Before that it was kind of a mess and you had to go through a dos installer, even to set it up in eduke32, which is no longer the case.
But from what I understand, but I could be wrong, without paying or asking anything to the people who own them.

>> No.4120203


>all of it's official expansions, unaltered and uncut

That's not exactly true. They had someone do "multiplayer map fixes" for the add-ons, which weren't very multiplayer friendly, except some of those "fixes" were ridiculous and altered gameplay in some stages, like for instance being able to backtrack where you shouldn't be able to.
Although the original levels are still in there, in the GRP files, so you just have to delete the loose map files for the game to play the original add on maps.

Megaton was good for what it was, but it was very glitchy (reason why all the speedrunners use that version), and looks quite ugly with his forced true 3D renderer that fucks up shading (although they improved it, it's still not quite there).

Best thing about Megaton is that it made playing the add-ons more easily. Before that it was kind of a mess and you had to go through a dos installer, even to set it up in eduke32, which is no longer the case.
But from what I understand, but I could be wrong, they included the add-ons without paying or asking anything to the people who own them.
I think one of the main reason why they weren't included in WT is because getting the rights is a mess, and Gearbox actually didn't want to violate anything.

>> No.4120215

>and Gearbox actually didn't want to violate anything.
Tell that to Sega.

>> No.4120225
File: 318 KB, 1280x1440, Screenshot_Doom_20170714_234735.png [View same] [iqdb] [saucenao] [google] [report]

>Are all the textures custom greyed?
Nah, it's a custom PLAYPAL and COLORMAP.
>I think it might look better if you used the green palette
I've tried multiple different palettes and I really feel like the constant green/olive filter over the screen messes with your eyes after a while.

>> No.4120259
File: 9 KB, 670x384, impspritesratiocorrect.png [View same] [iqdb] [saucenao] [google] [report]

A, B, or C (B with A's head)?
I wasn't liking the original sprite (A) because its pose was too human-like and thin due to the intentional 16x32 size restraint (It also felt more spooky than cute, very important), so I tried shrinking the imp down a bit.
I'm probably going with B but just wanted to see people's thoughts

>> No.4120262

Textures can't really be detailed with such restrictions.

That said, how do PLAYPAL and COLORMAP with only four colors?

>> No.4120270
File: 37 KB, 400x400, Question Mark.jpg [View same] [iqdb] [saucenao] [google] [report]

n-naked imps? lewd!!

wait... they were always naked?!? oh gosh I won't be able to play doom again

>> No.4120279

can't imagine a single reason why anyone would use those textures

>> No.4120280
File: 4 KB, 256x34, COLORMAPGB.png [View same] [iqdb] [saucenao] [google] [report]

>Textures can't really be detailed with such restrictions.
Aha, that's the trick though, if you've played the original gb_pal.wad you'll see the COLORMAP gives depth by shading the original texture's colours, so there's more detail than if you just flattened out the textures into 4 colours.
As for my PLAYPAL, I had to really screw around with the colour levels of the Doom palette then attempt to convert it into a 4 colour palette. it's not perfect.

>> No.4120282

They're actually quite good for that Lizard Squad mod, also someone used them with Space Hunter I guess. https://www.youtube.com/watch?v=QVPbYiPvD04

>> No.4120296

>beyond belief
ok got it, I just hope its a continuous episode, I cant stand arcane's reset after every map

>> No.4120315
File: 59 KB, 900x600, uhhh guys some help here.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4120323

just google "quake beyond belief" and click on the first link

it took me like half a second

>> No.4120327

yeah but apparently quakeone.com is offline, and im looking also for the reforged version too

>> No.4120339
File: 76 KB, 1659x893, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

so open the cache version from google

it's a link to quaddicted anyways with a bunch of cosmetic stuff

First thing to do is to download the episode in this link, then create a folder called bbelief

There is a glitch in the sixth map that prevents the player from escaping a spike trap in modern engine ports. Download the fix here

Batch file to launch Beyond Belief, put this in your main quake1 folder

To have nice coloured real time lights. Enough said.....

Beyond Belief uses very few custom textures, but to have a better HD experience, I've compiled this small texture pack:

To enable HD lava in some maps who uses a different texture name, I've changed texture name in Seven's DP New Lava v.0.3:

Seven made a Nailgun fix for map bbelief1 (unfortunately the one made by Jakub1 expired) here's the link http://quakeone.com/attachments/foru...ut-map-fix.zip

Seven made beautiful extensions for Beyond Belief that adds bugfixes, particles flames and more, you can check this thread for detailed info and screenshots http://quakeone.com/forums/quake-mod...ensions-2.html

download link here: http://www52.zippyshare.com/v/lyr5uh8Y/file.html

>> No.4120357
File: 41 KB, 400x416, 1498879343056.png [View same] [iqdb] [saucenao] [google] [report]

Why does DTWID represent the downfall of Doom mapping?

>> No.4120358

why do you sound like an emo /sthg/ poster?

>> No.4120362


>> No.4120369

Because it isn't.

>> No.4120383

What did he mean by this?

>> No.4120394

"I'm lonely and I need e-attention please give me some (you)s"

>> No.4120438

>doesn't have SSGs
why even download

>> No.4120448

welcome back.
they're fun games.

>> No.4120457


I say B.

>> No.4120458

what did he mean by this

>> No.4120463

doom_txt was a mistake.

>> No.4120526
File: 419 KB, 1280x1024, Screenshot_Doom_20170713_143735.png [View same] [iqdb] [saucenao] [google] [report]

>Spaceman333's early release of his slow motion addon, adds actual slow-mo

Agh, that was just a 24 hour temporary link. Apologies to whoever missed that. Final version is still in testing, but a release is very close.

Added a new feature that switches on big fonts if you're using hires monitors:

>> No.4120528
File: 149 KB, 1280x720, Kirbyhasashotgunforsomereason.png [View same] [iqdb] [saucenao] [google] [report]

Huh, this palette's quite alright actually, I'll stick with it for a while. Doesn't feel like I'm playing with a piss filter, anyway.

>> No.4120530
File: 26 KB, 164x152, dedede.jpg [View same] [iqdb] [saucenao] [google] [report]

Why don't people talk about LilWhiteMouse's mods that much? Also their ZDoom forum account seems to not exist any more.

>> No.4120552

same reason as doomero's mods.

they look fantastic, and then you actually play them and wow this is actually pretty clunky.

>> No.4120560


>> No.4120579

>Refueling Base

>> No.4120580

Yeah. Refueling Base is great.

>> No.4120581

You heard me, bitch.

>> No.4120593

you shut your whore mouth, the only bad d2 maps are monster condo, map04 & tricks & traps

>> No.4120597

reading about the shit romero wanted to put in quake makes me glad he went the way of the dinosaurs

>> No.4120602

What wad is this?

>> No.4120603

I think the worst map is Factory because it always feels like all the fun saps away from the game once I reach that level.

Monster Condo isn't perfect, but I think it's got few little neat things going for it.

>> No.4120605


>> No.4120608

I will never understand why people bother reading map names, I just tap space to get through to the next one

>> No.4120610

They become part of a map's personality pretty often.

>> No.4120619

so we know which one to tell others to avoid

>> No.4120626

I just play through all the maps in a wad even if some are shit, skipping over some completely seems odd

>> No.4120627

i definitely don't pay much attention to map names, if you talk about some megawad i've played a lot and a map number i'll know immediately what you're talking about, but if you give the map name i will be clueless.

>> No.4120628


Because I'm more likely to remember Misri Halek over AV map21. Or 20. I can't remember and don't especially care.

>> No.4120636

i'm the opposite, i think its because as i prefer to -warp to maps and pistol start them, i remember them by number.

>> No.4120659

I mostly remember wads by map number, but Doom and Doom 2 have been around long enough for me to learn most of their names.

>> No.4120667

I wish GZDoom had an option to disable the color filters from picking stuff like rad suits, invulnerability and shit and replaced them with a small icon on a corner for the duration

just tried meta doom and got quad damage at the start of a level, massive dark purple filter all over the screen, makes me want to quit

>> No.4120686

What, you don't like your Berserk + Radsuit vomit vision?

>> No.4120702

just played through Absolutely Killed

8/10 pretty good. Gimmicks done well.

>> No.4120705

>go underwater
i am now legally blind!

>> No.4120725

I'm updating my "things to play before I die" list

Any Doom 3 mods worth the time if I didn't like neither the game or the expansion? I've heard about Doom 3 mods here and there but never bothered checking them.

While we are at it, what about Quake 4 mods?

>> No.4120732

I remember one D3 mod about Quake and the shambler or whatever.

>> No.4120734

quake2/4 and doom 3/4 aren't worth playing

>> No.4120742

Q2 and D4 are good, Q4 and D3 aren't worth playing

>> No.4120747

googling "doom 3 mod shambler whatever" brings this:

looks awesome to be honest but guess I'd rather just play Quake and not bother installing Doom 3.

>> No.4120748

I guess you're right.
If anything, it's probably just HD Quake.

>> No.4120750

That's a pretty great mod, but it's very short(one level only). It breaks my heart to think that this is the closest we'll EVER get to another Quake game that takes place in the Quake 1 universe.

>> No.4120761

>i don't understand why some people prefer naming things instead of just memorizing strings of numbers

>> No.4120765

I don't pay attention to the string of numbers either

>> No.4120778

Sometimes they have funny or interesting names. The ones in Ancient Aliens, for instance.

It's not like reading a few words is something that should bother you, anyway, is it?

>> No.4120820

Those weapons sound awful, holy shit.

>> No.4120843

How come MetaDoom wasn't in the Cacowards last year?

>> No.4120851

I love Metadoom and all but it hardly held a candle to the sheer behemoth of D4D.

>> No.4120856

it was in fairly early stages

>> No.4120857

So, maybe this year, along with D4T, Space Hunter and High Noon Drifter?

>> No.4120859

Cacowards? More like Cuckowards

>> No.4120861

I sincerely doubt D4T will get an award, since it's basically a spinoff of D4D.

>> No.4120862

These are all neat but the Cacoward goes to Final Doomer

>> No.4120879
File: 5 KB, 40x56, SAWTB1.png [View same] [iqdb] [saucenao] [google] [report]

Do these goggles look alright or do they look like shit?

>> No.4120906


I think with a little more polishing, Kriegsland could easily be a contender.

>> No.4120909

Looks neat

>> No.4120963

I wish there was a decent way to play Corridor 7 and Operation Bodycount, they might be poopy clones but I'm still interested in exploring them.

>> No.4120998
File: 800 KB, 1920x1080, Screenshot_Doom_20170715_002803.png [View same] [iqdb] [saucenao] [google] [report]

>never fucked around with palette and colormap before


>> No.4121002
File: 56 KB, 498x490, 1461444611272.jpg [View same] [iqdb] [saucenao] [google] [report]

Gimme a map setpiece/gimmick to try to make work in vanilla Quake, I need something to do.

>> No.4121005

An actual wizard's tower.

>> No.4121009

Dark and grungy castle, lots of dirt floors, a flooded cellar (about knee/waist high water), the only enemies are zombies, the gimmick is that you get very few explosive munitions, the only way to efficiently deal with the numerous zombies is to hit them with various crushers and traps you have to trick them into.

>> No.4121013

sounds like total garbage, why would you even bother playing this

>> No.4121018

Because I like horrible places with challenging enemy placement.

Think of it as a obtuse take on Plutonia's Hunted.

>> No.4121024

depraving the player of ammo is the worst way of making a difficult map

>> No.4121026
File: 13 KB, 600x140, sawyguy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4121029

Generally I'd say yes, but I think you could absolutely make a challenge out of making the player use his environment to make up for limited ammunition.

The trick is making it not suck.

>> No.4121039

your map is also pretty shitty if the player finishes it with 100 health 150 armor and full rockets and cells

>> No.4121046

That really depends on how you play the game.
I tend to do a pretty consistently good job saving powerups and bonuses for when I need them in Doom, to the point that I usually have boosted health by the end of a level.

>> No.4121053

Looks alright

>> No.4121094

You need to decide which powerup or weapon you'll need in next encounter. If you pick up one, the other gets teleported away. You can find few you didn't pick way later in the map as a secret.
I know Sunlust already did that once, but I want to see how it works on slightly bigger scale.

>> No.4121104

But I already made vr_qump.

virginity joke

>> No.4121163

recreation of craggy island parochial house

>> No.4121164

so every map in every megawad that has just a slight modicum of hard difficulty is shit?

just deleted btsx.

>> No.4121172

I don't think maps should be needlessly hard to be good. maps where you normally stroll about without the least care are just flatout boring, not irredeemably faulty and terrible as you make but out to be.

>> No.4121174

Whatever yu do, you gotta add a zero gravity section to your map

>> No.4121180

i think you need it for the bfg and a bunch of secrets/shortcuts. you can telefrag an archvile early, get a backpack, some other stuff.

>> No.4121186

IIRC low gravity in parts of the map is one of the things that's downright impossible in vanilla id1 and was such a big thing when the expansion packs added it. Hell, the only reason E1M8 in the base game has low gravity (the whole map, not one part) is because the game is hardcoded that any map named "e1m8" has sv_gravity lowered at load time.

>> No.4121207
File: 126 KB, 206x274, whoops.png [View same] [iqdb] [saucenao] [google] [report]

Huh. You learn something new every day.

>> No.4121242

After playing MetaDoom with the PS1 port, i now kinda wish the port had archvilles, because as annoying they can be (specially with the mods version of the summoner), you'd at least should be able to stun them with a syphon grenade and blast them with a BFG shot.
I dunno.

>> No.4121276

>scourge of armagon does it for the hard skill selection room
good shit

>> No.4121283
File: 39 KB, 673x201, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

How can I hide this message in ZDoom forums?

Yeah I get it I've seen it a millionthousand times, but it takes a lot of space.

>> No.4121285

Is there a source port that adds FM synth music? I really want some dank farts in my DOOM mods so I can get that authentic 32X feel.

>> No.4121293
File: 70 KB, 248x252, Nothing Wow.jpg [View same] [iqdb] [saucenao] [google] [report]

Who cares, it's just gameplay mods. I'm sure they just pick the one with more replies on its thread to make kids feel happy and move on.

>> No.4121309

i care

>> No.4121318

me too

>> No.4121373

Well come up with non-gameplay contenders then. Why bitch at people having a discussion? Contribute something maybe.

>> No.4121430

I dunno, I love maps that force you to make good use of a Berserk Pack. As long as it doesn't abuse the amount of hitscan, that is.

>> No.4121596
File: 236 KB, 1000x912, Shub-Niggurath.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4121598


>> No.4121604

>Who cares, it's just gameplay mods.
Poor you.

>> No.4121632
File: 686 KB, 633x633, eJwFwdENhCAMANBdGIBaQChuQ5CgUSmBmvu43O733le941abOkT63AD2c2Yeu57CI9WiK3O9S-rn1JkfSCIpH09pMsGswRM6tOTW6IwJFky06CIGJB8JF08Eb7saf5rurarfHwlCIvA.4lFZoIpEB33BXetqIYbmJtw8UyQ.png [View same] [iqdb] [saucenao] [google] [report]

>space marines in futuristic white armor take all the big guns
>leaving the doomguy to fend for himself with a by then obsolete combat suit and a wimpy machinegun
really triggerinos my almendrinos

>> No.4121638
File: 19 KB, 213x208, 1465616468679.jpg [View same] [iqdb] [saucenao] [google] [report]

>get a full suit of futuristic powered armor and a machine gun
>still complain

>> No.4121648

I like to think this was the original gameplay premise they conceived for the game, prior to the "ancient warrior from hell" deal which is just merely okay at least to me.

I would have loved a flatout reboot of the story proper, but seeing as wolf tno more or less pulls the same continuity thing with rtcw and wolf09 it doesn't seem as stupid by comparison.

>> No.4121652

>the suit lets him absorb energy from hell and demons, further charging his ceasless rampage
>machine gun shoots fucking missiles
He doesn't even need a gun.

>> No.4121654

>running around in toxic goop
>accidentally bump into a suit before mine runs out


>> No.4121660

is that al pacino

I wouldnt have considered it weird if his armor didn't look the way it did to be completely fair

I mean, for 'demonic armor granted by ancient warriors' it sure looks more like your average space marine suit
pretty much all they did was replace the F-90 decal on the helmet and jarringly slap the slayer symbol on the side of it and on the armor plate

I would have made him get his old gardening gloves back, probably make up some shit about them like they're made of demon skin and they make the user super fucking OP or something

>> No.4121707


>> No.4121719

Is there something like A_RadiusGive with the limit parameter set, only it gives the item to the closest or furthest away recipients (instead of randomly)?

>> No.4121724

I've always seen Cacowards as more about the maps. For maps to qualify, they simply have to either have their first major public release or their final release that year. Its not really that simple for gameplay mods, as they don't often "finish", and sometimes don't even get popular until a year after its initial release. I can also bet that the cacoward committee don't regularly play gameplay mods.

>> No.4121749

it's interesting.
the amount of finished, complete, or even just basic v1.0-status gameplay mods out there are an extreme minority.

>> No.4121764

>I can also bet that the cacoward committee don't regularly play gameplay mods.
This is not even something they try to hide. Terminus joined the cacoward committee specifically to write the gameplay mod award.

>> No.4121768

and xaser beforehand

doomworld just doesn't care about gameplay mods, simply put.

>> No.4121837

My only legit gripe with that is
>no love for green blood
other than that, it's bretty bud.

>> No.4121838
File: 1.02 MB, 1280x720, 1474222748224.png [View same] [iqdb] [saucenao] [google] [report]

Why do certain HUDs like samsara's appear extremely small on gzdoom 3 but look fine on gzdoom 2.4 ?

>> No.4121845

GZDoom 3 included a HUD scaling option.

>> No.4121846
File: 7 KB, 189x198, 1479925941205.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4121847

make sense if you were barefoot (especially with Stafe's poison floor)

>> No.4121883

The thing is that >90% of gameplay mods are pure garbage.

Eventually the gameplay mod scene will mature and more refined stuff will start to come out, but right now we are at what 95-98 was for mapping; there are a few jewels but in most cases people don't know what they are doing.

It's also weird how the average person interested in gameplay mods seems to be half the age, or less, than the average person interested in mapping, at least behavior-wise. Guess we have to thank Brutal Doom for keeping the Doom community young and fresh.

>> No.4121889

>Eventually the gameplay mod scene will mature
How long have gameplay mods been a thing?

>> No.4121893

Since the dawn of Doom modding.

>> No.4121894

So about the mid 90s then. And the gameplay mod scene has yet to mature?

>> No.4121896

modern gameplay mods? 2011-2012

>> No.4121901
File: 19 KB, 274x228, 2312121412.jpg [View same] [iqdb] [saucenao] [google] [report]

Fair enough, that DOES make sense seeing as it was around that time ol marky boy started doing his thing.
God I hope we get more competent gameplay modders as time goes on

>> No.4121919

>The thing is that >90% of gameplay mods are pure garbage.
and so are maps

this is a complete moot point

>> No.4121921


The gameplay mod scene picked up as soon as Decorate started being a thing and is continuing to develop now.
The idea that gameplay mods are somehow "not mature yet" is laughable at best.

>> No.4121926

What is the most mature gameplay mod?

>> No.4121929

hdoom, for mature audiences only

>> No.4121936


Each map has you looking for the randomly hidden documents that you require to do your taxes on your PC. There is a time limit. If you fail you are visited by the IRS. There are no guns. There are no enemies.

>> No.4121940

Isn't that just Slender but with a genuinely scary monster?

>> No.4121943

Fuck... you are right.

Wait, no, okay...

The whole tax thing is just the goal of one level. The others just revolve around going to work and make enough living to pay rent and/or mortages. You get bonuses by reading scientific or high literature and criticism.

Although it's basically just Postal without the edge.

>> No.4121947

Jones In The Doomed Lane sounds fun.

>> No.4121956


Sounds like it'd be great for a reboot of Forbes: Corporate Warrior.

>> No.4122002
File: 38 KB, 750x750, 1484377603843.jpg [View same] [iqdb] [saucenao] [google] [report]


don't ever give up

I was virgin until March and now I'm waiting for a kid

(I'm 31)

>> No.4122005

nigga you fucked up

>> No.4122065


I want to have a kid

also, I'm not American

>> No.4122097

how in a flying fuck do I add friendly fire to a gzdoom coop?

>> No.4122115

Please tell me there's a wad that actually does this.

>> No.4122123

no because at least 50% of maps are vanilla from 1994-1996, which are mostly all great. the only maps that are pure garbage are for zdoom/skulltag with cutscenes and annoying scripting.

>> No.4122124

yeah theres so many of those

>> No.4122127
File: 271 KB, 500x461, feels.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4122148
File: 183 KB, 988x816, blaztan.png [View same] [iqdb] [saucenao] [google] [report]


Alright, that's the grapple chain retooled. Now it's time to start work the Blazter. Pray for me guys. This is gonna be hard.

>> No.4122151

>Missing a hand

Is that Term

>> No.4122153

>because at least 50% of maps are vanilla from 1994-1996, which are mostly all great
No they fucking aren't, that era of mapping was the genuine definition of quantity over quality.

I would sooner plow through a half-baked ZDoom map with shitty cutscenes and scripts than the low effort garbage that permeates the 95 era vanilla maps.

>> No.4122185
File: 8 KB, 398x404, cacohue.png [View same] [iqdb] [saucenao] [google] [report]

>which are mostly all great

>endless myhouse.wads and myoffice.wads
>"oh here's a big square room and I put some cyberdemons in it, I forgot to put in an exit though"
>"oops I forgot to put in the keys and stuff, just use IDKFA"
>long STARTAN/SLADWALL corridors at even lighting with hundreds of rooms lining them, unpegged door tracks and a lone zombieman or imp in each featureless room
>missing textures, windows showing not the skybox, but the sky texture pasted on a wall
>occasional replacement sounds ripped from recordings of a TV playing a VHS tape

1994/1996 era maps were the Dark Ages of Doom Maps, *very* little of the mapping that happened there had any thought, effort or work put into them, things like Memento Mori were rare outliers worked on with people who had actual visions and talent, and you're a fucking deluded fool if you think that was the standard across the board.

>> No.4122204

>Great Cave Offensive
I didn't know that was one of the GMOTA tunes, huh.

>> No.4122216

It isn't, I was just listening to it while testing this shit.
I need to add like another 20+ tracks for Blaz though, and I'm considering adding it.

>> No.4122263

Not even close even if you count the "my first mep pls gib feedback :D" posts

>> No.4122272

>tfw there's only one Doom mod you play so you have nothing to add to these threads

>> No.4122278
File: 965 KB, 1600x1800, HUD design pain again.png [View same] [iqdb] [saucenao] [google] [report]

I might need to redesign the HUD element for the Blazter a little, rigging up a mockup shows a few issues with it.

>> No.4122280

which one would that be, friend?

>> No.4122289



>> No.4122323

Your post makes it as if good mods don't exist, even thought we have something like Icarus reviewing Doom mods or Marveller's videos.
It's just that outside of Brutal Doom, Doom's modding scene is niche to the point some of the best modders end up going to a place like /vr/, which means there's a different between getting into Doom mods and getting into BD, which keeps getting pushed by game journos and e-celebs.

It's possible that Doom mods being centered around one mod like BD is why people care more about Skyrim or GTA mods, while also pulling arguements like "mods break games", since BD isn't that well designed for a game praised as a good example of game design.

Maybe i'm wrong about this.

>> No.4122324

The HUD seems to get lost amongst his arm, yeah.

>> No.4122326

and that's a real problem, if I move the arm to the left it'll look weird, if I move it to the right it'll look weird and potentially get cut off by the screen.

>> No.4122329
File: 43 KB, 252x235, breathe.png [View same] [iqdb] [saucenao] [google] [report]

All I want to do is give the monster that's furthest away from the player an item.

>> No.4122341

> still using a break action double barrel shotgun
> not using a DP-12 gunsmithed to fire both barrels at the same time
> or a custom engineered side by side Saiga-12 for both barrels SEMI AUTOMATIC

and somehow not completing the trope with blessed shotgun ammunition from a priest that has a cross engraved on every buckshot pellet

>> No.4122346

sorry but your descriptions strongly suggest you've played very few mid-nineties maps. maybe even none, just watched a few "worst of" videos on youtube or wherever. i don't expect to talk you out of your prejudice though as it seems quite deep-rooted, so let's just drop it.

>> No.4122352

It may just be a phase. Like eventually we might get a real reboot which is deadly as fuck to play on par with practically being counterstrike (then less enemies can be justified ala quake, since they'll literally rip your face off and/or a new ass).

I always liked to think that there was something special about flynn taggart (doomguy) that made him be able to resist all these demonic influences. After all - the zombies are his former buddies and rivals, why doesnt he get actively possessed by a lost soul kicking him out of his body.

Some benefit to this story seems to suggest that the Berserk pack lets him use the full 100% capacity of his muscles, combined with whatever else is empowering him (to run so damn fast and for so long) - thats when he gets stronger than a baron.

>> No.4122356

> the pure power of evil is so thick in this area it is damaging to the human body

> a trope played even in vanilla doom in some situations where standing in front of an evil face etched in marble might damage you

>> No.4122357

More like you're the one who's played very few mid-nineties maps, you clearly only cherry picked the best ones so you think everyone else is just talking shit because you never experienced what they did.

>> No.4122365


In my experience girlfriends are a pretty temporary thing, even if you're going steady... longest I could have a girl around was like 2-6 months before she went totally apeshit (something on her end each time).

So don't get too attached. I hate to break it to you but santa isn't real.

I think the only people who end up finding waifus are the ones who find women who actually have a good head on their shoulders who know how to make decisions. And maybe also the super clingy types that will ring-you if you let them.

> I wish I could find a super clingy girlfriend, because id cling on her just as hard.

yeah '94-96 was to doom maps like the 80s gaming crash was to consoles

thousands of wads coming out, on BBS services and even shareware combo discs that were absolute trash, but people liked getting them anyway just to have an alternative to the vanilla maps (though we still loved the vanilla maps back then)

>> No.4122369

No, you are literally wrong, thousands and thousands of .wads were made from 94 to 96, and few of these were good, the ratio was absurd back then, compared to the couple hundred .wads a year on average in this day and age.

Go pick a random .wad from this era, then tell me the level design was exciting, that the combat and exploration was fun, that the levels looked good, that the author had a good idea or a good grip on the software (some which was limited either by the computer you had, or was artificially limited to get you to buy a complete version) or level design theory, on top of the lack of agreed standards by the community.
Doom was new, level editing was new, lots of people were trying their hand at it, and most people did not do a good job at it most of the time, many did not make full or finished maps ever, and many were sloppy in their execution, there's a reason that maps from this era are running jokes.

I've plowed through plenty of this old shit, and 9 times out of 10 I would never recommend them. Some of the most remembered and famed ventures were things like the impressive Aliens TC, or conceptual levels like Trinity.wad, because they stood out either by actually being good, or by being interesting.

>> No.4122374

Sounds like you're trying to project some of your own issues there, or that you're attracted to a vey particular kind of woman which doesn't work out for you. Plenty of people have no such problems and have functional relationships.

Also that last part brings to mind shit like D!Zone, which was just a bunch of random .wads scraped off the web and published commercially, widely renowned as reheated garbage for the time for the absolute lack of quality control, so it wasn't like people loved all that shit back in the day, it was thought of as shit then too.

>> No.4122383
File: 50 KB, 499x636, caco monitor.jpg [View same] [iqdb] [saucenao] [google] [report]

>A 1994 level is a level designed in the style of levels being made and distributed in 1994, the year after Doom was released. As Doom level editing was in its infancy at the time, with tools being primitive and mappers lacking experience, such levels were typically of a substandard nature. 1994 levels may include simplistic architecture, misaligned textures and inappropriate monster usage (eg. multiple Cyberdemons in every level).

>Because skill at level editing often comes from experience, many authors go through a "1994 level" stage in their development. Levels designed by inexperienced authors may be referred to as "1994" WADs, even though they are created many years later.

>> No.4122391

>More like you're the one who's played very few mid-nineties maps
hahaha, oh you have no idea...

>> No.4122401

So what you're saying is you have no standards and you just gladly play literally thousands and thousands of substandard maps and don't assess them critically, just enjoying them all?

>> No.4122402


what are you talking about? for every good map from that period, there's at least 10 shitty maps

>> No.4122406 [DELETED] 

Actually its even worse because nowadays girls usually just want to hook up and fling and thats it. Used to be it was just the popular types and sluts, but now that also applies to so many demographics its practically down to the geek girls too. Also, white girls going for jamal is definitely a thing now too.

The consensus seems to be that to keep a girl around you need to make it feel like an adventure for her, without obviously appearing to use her too much. And from there you can forge a long term relationship.

Personality, potential for being a breadwinner, being someone she can stand to live with... these are all yesteryear memes now. None of the 40 and under women prescribe to any of that anymore. Its due to cultural shifts.

Also marriage is going away, in the old days it was only about transfer of wealth between families. Thus dowrys, and the american equivalent of dropping 20K on your daughter's marriage ceremony. It never was natural and in the old days that you think of as being prudish people had mistresses, they just didnt talk about it in casual company.

If you fall for marriage these days unless you have a rock solid relationship that you actively maintain (and don't leave on cruise control)... you're looking at that 50% divorce rate where she takes 50% and then collects child support on top of that. Its punishment for trying to be old fashioned.

Find a girl, make her your fellow "adventurer". Or at the very least make a BFF out of her, with benefits, so that you constantly orbit each other and at least wont lose track of the other.

> you green blooded vulcan...

To fix this problem I made my Barons and Hell Knights have red blood and reddish features. Fits with the hell theme anyway. And made the fireballs they throw basically mancubus fireballs.

>> No.4122407

But why, tho?

>> No.4122412

what if you moved the HUD just slightly to the sides?

>> No.4122415

I'd say the ratio was more +20 shitty maps for every good map, I think there must have been like 10000 .wads made from 1994 to 1996

Yeah alright Casanova.

>> No.4122420


Better question, why not release it?

>> No.4122421
File: 11 KB, 300x240, drill_sergeant[1].jpg [View same] [iqdb] [saucenao] [google] [report]



This was made with oblige .357 magnum with the intent of RAPING YOU IN THE FUCKING ASS! No secrets, no more than 150 monsters, not a lot of health BUT A SHITTON OF SHOOTY JUICE. YOU WILL NEED A MOD IF YOU AREN'T INTO BDSM & TRY IT WITH VANILLA. Are you man enough to take this challenge?

>> No.4122437
File: 48 KB, 849x565, Yawn.jpg [View same] [iqdb] [saucenao] [google] [report]

>made with oblige

>> No.4122438
File: 99 KB, 500x469, 1496427978737.png [View same] [iqdb] [saucenao] [google] [report]

Quake's soundtrack is putting me to sleep, who thought this was good?

>> No.4122439

Below 94 tier tbhfam

>> No.4122450

i'm saying that there are very few old maps that have no redeeming qualities whatsoever. i'm saying that >>4122185's post is a complete exaggeration, there are very few maps that are as completely unplayable as he describes. i've randomly selected dozens and dozens of them from /idgames (and, for many, written reviews on /vr/ in past threads).

i'm also going to opine that the lack of rules and community standards of the era as >>4122369's post states are in my view an upside; modern mapping can be very same-y and stale, as the list of "thou shalt not"s pounded into the heads of new mappers has only grown over time. i'll agree there are some constructions that are detrimental to an enjoyable map, but i believe the perfectionism of the modern mapper has likewise gone too far.

>> No.4122453


see >>4121024

>> No.4122454

come on, it's only been two days since the last one. i know you were unable to post last weekend but still, it's too soon for another.

>> No.4122469

Shut up retard.

>> No.4122480

There's a difference between redeeming qualities and being good, or even acceptable.

>> No.4122504

> he doesn't know what atmosphere and ambience is

>> No.4122512

does anyone have a test map where I can spawn monsters individually with switches?

>> No.4122514

Trent Reznor? And probably Carmack and Romero.

>> No.4122528

http://puu -dot- sh/wKiJh/a35105641c.zip
Definitely going slow & defensive turned whole wad into boring slog, though hitscanner spam is what made me play defensive in the first place. Don't do this shit.

>> No.4122554 [DELETED] 
File: 547 KB, 1000x1908, The Ringmaster (4).png [View same] [iqdb] [saucenao] [google] [report]


>> No.4122558 [DELETED] 
File: 1.27 MB, 1000x3711, The Ringmaster (19).png [View same] [iqdb] [saucenao] [google] [report]

>> No.4122559 [DELETED] 
File: 1.54 MB, 1000x5616, The Ringmaster (8).png [View same] [iqdb] [saucenao] [google] [report]

>> No.4122564

>no because at least 50% of maps are vanilla from 1994-1996, which are mostly all great. the only maps that are pure garbage are for zdoom/skulltag with cutscenes and annoying scripting.

For some reason I think you might have a slight bias!
For some reason.

>> No.4122568


>> No.4122573

Quake's soundtrack is Trent Reznor recording himself improvising (= pushing random keys on his keyboard) while high, probably to get more drug money.

There is half a track that's good and with some work into it, half of the intro song. Everything else is painfully average at best.

That's coming from someone who put NIN in his top 2 fav bands.

If you want more of that kind of stuff, but actually done right and with effort, check Ghost I-IV

>> No.4122610
File: 51 KB, 640x400, doomworldgamma.png [View same] [iqdb] [saucenao] [google] [report]

He probably plays with high gamma.

I really love this track in particular.

>> No.4122620

>that gamma
It's like I'm playing GBA Doom once again!

>> No.4122638
File: 307 KB, 536x632, doom1gbacart.jpg [View same] [iqdb] [saucenao] [google] [report]

GBA Doom had a pretty sweet rendition of the soundtrack despite the content of the game itself being pretty butchered.


I really think it's a genuine strength of the port.
If you altered a few of the tracks (such as Deep Into The Code), and put it on while playing the 32X port of Doom (with the music turned off, and a 6 Button Controller), you'd have a not that shabby experience.

Kind of makes me wonder how the TNT music would sound done like this.

>> No.4122643

Also here someone ported E1M8b to the GBA version:

>> No.4122658

you can just type "summon revenant" and such into the console unless you're interested in the switch spawning mechanics itself

>> No.4122665
File: 96 KB, 654x193, slomotitle.png [View same] [iqdb] [saucenao] [google] [report]




>> No.4122673

Demons From Adrians Pen sounds pretty awesome. Reminds me a lot of Harmony of Dissonance, it had a similar sound, by accident anyway if I recall correctly, there was some fuck up with the sound and they didn't have time to fix it, and thus the 8bit-like sounds.

>> No.4122675
File: 396 KB, 800x1063, slomoopts.png [View same] [iqdb] [saucenao] [google] [report]

Finally got this finished and released. Damn it took forever for something as tiny as this addon.

>> No.4122680
File: 283 KB, 800x600, Screenshot_Doom_20170711_182514.png [View same] [iqdb] [saucenao] [google] [report]

Totally worth it though, now I can charge into groups of monsters with much more confidence. One of the main reason I made this mod was that crowds would also mince me into a pulp within second, making it difficult to enjoy running and gunning aggressively and this mod hits the spot. Fuck year.

>> No.4122683
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4122689

hey you're on time this week

>> No.4122695

he's always been on time, your time zone's just weird

>> No.4122710


I have track 2 (level complete), 6 (azure agony), and 10 (gloom keep) saved as mp3s for my mp3 player.

I regard these as bretty good but I almost dont give a damn about any of the others. All the screaming in the intro track is so obnoxious I just wont listen to it. I think it has some nice audio after the screaming but I forgot what it sounded like.

>> No.4122715
File: 240 KB, 800x600, Screenshot_Doom_20170711_182903.png [View same] [iqdb] [saucenao] [google] [report]

>posted my mod just before the SS post


>> No.4122719
File: 1.76 MB, 720x480, Video_.webm [View same] [iqdb] [saucenao] [google] [report]

so I loaded HND with project brutality
this is what happened.
I hope this is intentional

>> No.4122723

>mp3 player
/doom/: we party like it's 2005

>> No.4122725

oh my god

>> No.4122726


>> No.4122727

>guns that shoot gibs
i like it!

>> No.4122728
File: 99 KB, 768x576, 1466540412629.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4122731

time zones are irrelevant when you can see plainly that he's all over the place with consistency.


>> No.4122736

>every single one is a saturday
you're being weird about this, m80

>> No.4122739


Looks like all Saturday to me, except for that one dumbass who was trying to force "WIP WEDNESDAY" for a bit.
Unless you're suggesting there should be a dedicated time it should be posted, in which case uhhhhhhhhhhhhhhhhhhhhhhh

>> No.4122742


To be fair its a tracfone that has no service, so its a glorified mp3 player with a camera.

> I am too poor to afford phone service, and my obamaphone service ran out over a year ago.

This phone no longer even connects to the cell towers actually, its one of those versions that can only have the time set by the cell tower, so the phone thinks its 2010 and I cant change it.

So technically im not too far off.

> about half of the music on it is vidya soundtracks, most of it from silent hill because of the nice ambient nature of it

> I do have doom sountracks though, from:
> PL2 - map 1, 5, 11, and 20
> TNT - map 14
> BTSX - map 3, 4, 7

> and the aforementioned Quake:
> track 2, 6, and 10
> and quake64, gloom keep, slipgate complex, and door to cthon.

>> No.4122745

>complaining about using out of date technology on the retro games board
you have a sponge in place of your brain, sponge-for-brains.

>> No.4122756

I still use Napster.

>> No.4122763
File: 494 KB, 1280x1024, Screenshot_Doom_20170713_013045.png [View same] [iqdb] [saucenao] [google] [report]

pls guys dont be so mean to each other : C

>> No.4122767

>google Napster
>it's still around
i'm surprised, but pleased

>> No.4122769

turn down your gamma settings, nerd

>> No.4122772

what I wish is that monsters could get hurt by their own fireballs but NOT get angry at each other.

ive seen this behavior a couple times and im thinking its because I made mancubus fireball produce secondary explosions which had splash damage - and they got hurt by another fatso's fireball because of that but they didnt infight as a result.

kinda difficult to sort out whats really going on there though

>> No.4122778

that's exactly what i'm recommending. same time every week. what's so "uhh[...]hh" about that?

>> No.4122781
File: 1.38 MB, 1920x1080, Screenshot_Doom_20170715_144410.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4122797

Reminds me of Valient.
Did you worked on that or something related?

>> No.4122803

nope. the textures are from Valiant though

>> No.4122805

getting someone to make a timely schedule for one kind of post weekly on a sub-forum for a taiwanese basket-weaving forum is a very, very, very, very strange request to make

>> No.4122813

why? it's no more strange than asking one guy on a persian rug munchers board to recreate the same thread on demand at any time of day or night, plus coming up with thread pictures, titles, news coverage, blahblah. posting the same image at the same time every week is childs play in comparison.

>> No.4122817

>it's no more strange than asking one guy on a persian rug munchers board to recreate the same thread on demand at any time of day or night

which, you will notice, he does not do
op doesn't work on demand, he posts when he's available and, at several times, has slipped quite a bit and the thread has scooted to page 10 or even been archived before he was able to

expecting a random anon to adhere to a schedule for your whims is dumb.
and if it bothers you that much, why don't you download the picture and do it yourself?

>> No.4122821

>than asking one guy on a persian rug munchers board to recreate the same thread on demand at any time of day or night
This doesn't happen. It's not one guy, nor is it on demand.

>> No.4122871
File: 236 KB, 380x201, 1499257699819.gif [View same] [iqdb] [saucenao] [google] [report]

>5 seconds in
>shotgunner steals my kill

>> No.4122975
File: 1.87 MB, 1920x1080, gzdoom 2017-07-15 16-41-00-92.png [View same] [iqdb] [saucenao] [google] [report]

I'm terrible at outdoor areas.
How does this look?

>> No.4122986

Looks kind of alright.

>> No.4123003

the shape is okay but the pattern in the texture is too noticable on account of being highly repetitive, perhaps you have variations on the textures?

>> No.4123009

Take a look at the outdoor areas in ancient aliens. That's pretty much a masterclass on making them look good without slapping decorations everywhere.

>> No.4123028
File: 72 KB, 640x480, 1499631203.png [View same] [iqdb] [saucenao] [google] [report]

i was playing mm2 last week and found a room that looks right out of an eternal map. guess this is one of the places he got inspiration from.

>> No.4123043

>hankering for some old Half Life mods
>"Content still encrypted" when trying to install
>you wot
>clear cache
>Half Life is gone from my library and purchase history along with Opposing Force, Blue Shift and the original Counter Strike
>store still tells me I have it in my library

I added those games via the CD Key from my old Half Life Generations pack. I wonder what is going on.

>> No.4123068
File: 27 KB, 356x633, DD4v0ZfUMAEzwWY.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4123074

Restart Steam?

Hell, if you have the old CDs, install straight from disc and bypass Steam entirely. The Steam version of HL1 has been updated and might not play nice with old mods, and even playing vanilla it has a number of removed features (mostly graphical ones).

>> No.4123081

Steam has to restart by default after clearing the download cache it seems.

I already contacted support. Let's see what will come of it. It is weird that only Valve games I added via pre-Steam CD Keys are gone.

Never had any issues with Half-Life and older mods on steam.

>> No.4123086

This for HDoom when?

>> No.4123219
File: 89 KB, 283x244, 1498691298193.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4123289

The way the HUD is currently it's designed to be compatible with any resolution, if I move the HUD itself, then it'll start getting cut off at smaller screen sizes. So that's not an option

>> No.4123359 [DELETED] 
File: 99 KB, 615x1123, 1498472814678.jpg [View same] [iqdb] [saucenao] [google] [report]

please come watch my doom stream bros


>> No.4123381 [DELETED] 

>checks stream
>first phrase i hear is "i don't give a fuck about the game"

>> No.4123383


Yeah, what this guy said.

>> No.4123425

>join in
>"I've never heard of System Shock. You talking about Bioshock?"

>> No.4123427

yeah i heard that too

>> No.4123434 [DELETED] 

he's a doom babby what do you expect

>> No.4123435
File: 284 KB, 479x269, faces.png [View same] [iqdb] [saucenao] [google] [report]

What's next? Loli hanging corpse? Or how about loli SP_FACE1?

>> No.4123450
File: 448 KB, 500x280, tumblr_inline_oszqqg2Wiy1rqndik_540.gif [View same] [iqdb] [saucenao] [google] [report]

>wall of lolis

>> No.4123453

>Loli hanging corpses
What about lolis in swings?

>> No.4123458

dunno. these days it seems alice spends most of her doom drawing efforts on fanart for terminus' and kegan's gameplay mods than the uniquely creative interpretations of monsters and items from the real game that she first became known for. a shame, but, well, you know. artists.

>> No.4123462

yes, because evileye is well known as only being a part of kegan's/terminus' mods

wait, hold up

>> No.4123464


Wanna know how I can tell you haven't actually paid attention to her?

>> No.4123465

That could work.

>> No.4123467

yes that's the one original game thing in amongst interpretations of the barrel from that "i married a barrel" mod and that firey tit demon from the hat shooting simulator.

>> No.4123470

>yes that's the one original game thing
oh, and the doomguy daki
and the afrit
and the bloodstained artwork
and the caco/rev/doomguy eating under a cherry blossom

and that's just off the tumblr alone

also, the barrel mod is by jimmy, so you're just plain wrong on all counts

>> No.4123473

I want to do a gameplay WAD. Should I learn zscript or stick to decorate?

why did they change it, I was really good at decorate, FUCK

>> No.4123478


Stick to Decorate unless you already know everything in and out, in which case make something small in ZScript to test the waters.
Decorate isn't going anywhere. Dehacked is still in and works, after all.

>> No.4123496

>also, the barrel mod is by jimmy, so you're just plain wrong on all counts
oh dear. due to having no interest in gameplay mods thus only the most superficial knowledge of them, i made a general handwaved remark that turns out to be contradicted by a single recent example. that of course invalidates my entire position. wait, no, it doesn't.

>> No.4123505
File: 79 KB, 728x420, 1498671252991.jpg [View same] [iqdb] [saucenao] [google] [report]

ignorance worthy of a vim fan

>> No.4123506

it does
barrel isn't even a gameplay mod, it's maps and gameplay together

>> No.4123510

What are the best megawads for WW Nazis?

>> No.4123515


Dude, it's okay. You were wrong. It happens a lot.

>> No.4123536

I wanna see MetaDoom's version of the Spiderdemon as a loli.

>> No.4123549
File: 1.53 MB, 1280x880, tumblr_orq5bcuZbV1uwi6g0o1_1280.png [View same] [iqdb] [saucenao] [google] [report]

It's not really "a single recent example", but rather "saying outright incorrect things".
I'm going to assume you're just a little unawares, so let me fill you in with a little background.

This beauty of a piece was published last month. During drawing it, she would stream the process of drawing it, and it took quite some time to do. Like, months of time.
Pieces like these are in fact what she is actually known for (I followed her on Pixiv, I decided to pick up Doom after she drew Unholy Realms), but they take a whole ton of time to do and are brutal to draw. I mean, shit, all of the little details and architecture of a map are just a pain in the ass to do. So of course someone's gonna wanna take a break and draw some simpler stuff from time to time, which includes items and monsters and (yes) gameplay mods. Judging by her Pixiv, Alice's output has actually increased by moving on to drawing simpler scenes and characters, rather than just one cripplingly intricate scene every half year, there's one and a spatter of other character types. Insisting that she draws only what "she first became known for" would be throttling the actual output.

>> No.4123551

what about ahegao faces

>> No.4123561
File: 1.22 MB, 2239x1603, YySayvS.jpg [View same] [iqdb] [saucenao] [google] [report]

I need this.

>> No.4123568

What about smug lolis?

>> No.4123572

I hope she draws my stuff at some point... A man can dream.

>notice me, alice

>> No.4123578

What mods should she draw art of?

>> No.4123580

I'd love to see her Doomguy's reaction to Mr. X in Scythe 2.

>> No.4123584

It wouldn't be fair to (essentially) ask.

>> No.4123591
File: 2.42 MB, 640x360, danmaku.webm [View same] [iqdb] [saucenao] [google] [report]

I made a basic DECORATE actor that replaces the bulletpuff actor and causes all hitscan to shoot an imp fireball instead, fun ensues.
Here's the raw DECORATE code if anyone wants it! The puff itself is still visible and draws blood.

Encoder really doesn't like the game boy palette

>> No.4123595 [DELETED] 

Oh no. A namefag disliked it. Guess I'll stop listening to it.

>> No.4123606


Well, that is an extremely interesting usage of code. Cleverly done, anon. Very cleverly done.

>> No.4123610

fucking genius.

>> No.4123617

thaaaaat is fucking neat
well done

>> No.4123745
File: 184 KB, 584x338, bleeeh.png [View same] [iqdb] [saucenao] [google] [report]

I always felt the green stone gargoyle faces were very smug, those could be replaced with green stone faces of smug lolis.

And then the ones that pour out blood from their mouth make an expression like >.< or something while spewing blood.

>> No.4123753

What does the super shotty look like with that?

>> No.4123771

Wait, I'm confused, so they fire both projectiles and hitscans at the same time?

>> No.4123790


>> No.4123798

>we will never get a loli themed texture pack
why live

>> No.4123805

Notice how he shut the fuck up right after this post.

>> No.4123840

So I found my old Quake 1 cd and it turns out it has installers for Doom/2/Wolf3d/Hexen and stuff, anyone potentially have a tool that I could use to crack it to get the full installs?

>> No.4123859

Ancient Aliens is super fun. Just thought I'd share that.

>> No.4123870
File: 604 KB, 1600x900, Screenshot_Doom_20170715_214422.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4123875

i like it

>> No.4123876


Don't see many lefties in gaming. Pretty cool.

>> No.4123879

He's still a righty with his sword, but his gun is on the left.

>> No.4123883
File: 548 KB, 1600x900, Screenshot_Doom_20170715_215925.png [View same] [iqdb] [saucenao] [google] [report]

Scooted it more to the left, again I'm just fucking around with options here and trying to suss out what's the best way to make sure the Blazter's HUD stuff is comfortably readable.

>> No.4123897
File: 966 KB, 640x360, ssgproj.webm [View same] [iqdb] [saucenao] [google] [report]


It fires a damageless hitscan puff, which points back at the shooter, then then spawns an imp fireball at the shooter's location that moves back toward the puff again.

>> No.4123901

>then then

>> No.4123906

Can you speed the fireballs up?

>> No.4123948
File: 371 KB, 640x360, ssgprojs.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4123952
File: 486 KB, 1057x842, 1355636134699.png [View same] [iqdb] [saucenao] [google] [report]

You cheeky fucker.

>> No.4123954

Dual wield gauntlet and sword as a powerup?

>> No.4123957

Trying to implement that would be a royal clusterfuck, and one of the biggest goals of this update is to unfuck GMOTA and make it less of a convoluted garbage mess to play. So sorry, not happening.

I'm probably going to return to using a right handed arm cannon.

>> No.4123970
File: 813 KB, 640x360, ssgprojoops.webm [View same] [iqdb] [saucenao] [google] [report]

Actually after a bit of testing there is an issue made apparent with close range enemies, the puff that creates the fireball aims it at the centre of the shooter, but the player actually fires their hitscan from a higher point, causing the fireballs to aim higher due to spawning lower. Dunno how to fix that right now, and probably won't as my mod won't have the player be using any hitscan anyway.

>> No.4124015
File: 105 KB, 940x529, wb-883316896709-Full-Image_GalleryBackground-en-US-1482273989478._RI_SX940_.jpg [View same] [iqdb] [saucenao] [google] [report]

Why did no one ever make an edge of tomorrow mod? It would fit perfectly with the RIP AND TEAR gameplay of doom.

>> No.4124031
File: 1.89 MB, 640x360, itsbullethellhahagetit.webm [View same] [iqdb] [saucenao] [google] [report]

Actually can probably fix it by getting the player's APROP_AttackZOffset.
>hour later
I actually had to set the height of the bullet puff to 0 for this to work properly. does that break anything? Anyway since this uses ACS now I guess I'll just pass out the .wad file.
Punching people no longer draws blood, a devastating loss to get the puff to work

>> No.4124076

>punching the air makes the puff appear
Ahhhh screw it too much hassle.

>> No.4124107

This is really cool.
Would I be allowed to use it in a mod? And if so, who should I credit?

>> No.4124129

It's free use, do whatever you want with it. If you want to credit though, it's Turret49.
It may need tweaking (projectiles are facing backwards currently) but I hope it's useful for what you need.

>> No.4124139

>but I hope it's useful for what you need.
this is beyond "useful", t b h, this seems like it could be a godsend for gameplay mods
especially mods that aren't replacing monsters

i expect an option like this to become a standard feature, frankly, that's how cool this is

>> No.4124284

How can I do a "pistol" start in Quake 1?

>> No.4124291

I like Brutal Doom a lot too, but I think both vanilla and BD are good in their own ways.

>> No.4124297

I can't find that video of that Duke 3D "Speedrun" where he just kills himself as fast as possible in every level. Can anyone help me find it?

>> No.4124318
File: 789 KB, 922x1098, bytch.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4124319
File: 116 KB, 355x120, 1486875526546.png [View same] [iqdb] [saucenao] [google] [report]

Thank you

>> No.4124321
File: 165 KB, 600x1200, CcK283UUEAEHR4i.jpg [View same] [iqdb] [saucenao] [google] [report]

Of course, it's fucking hilarious, no one should lose something this good.

>> No.4124324

i had actually left the computer to go to bed some minutes before the post you are replying to was posted, and have only just seen it now. to put it in your terms i "shut the fuck up" after >>4123515's post. i have no wish to revive an argument from hours ago though, so i will accept and thank >>4123549 for his explanation, and say no more on the matter.

>> No.4124335
File: 44 KB, 1199x900, menu.png [View same] [iqdb] [saucenao] [google] [report]

working on new character select menu for doom delta. with the new font I can fit more stuff on it so I can explain how each character works more thoroughly

>> No.4124336

>different player sprites for characters
godspeed you absolute madman

>> No.4124429
File: 136 KB, 369x665, raging boner.jpg [View same] [iqdb] [saucenao] [google] [report]

>short petite army girl

>> No.4124443 [DELETED] 

it's a trap

>> No.4124452

it says 'she' right there man, you can't fool me

>> No.4124461

referring to a girl in any other way just because she has a dick instead of a vagina would be very inconsiderate

>> No.4124472

>red haired military waifu
You've got my vote, my good man.

>> No.4124473 [DELETED] 

>respecting trannys

>> No.4124480

Go away.

>> No.4124490

do not respond to /pol/ bait posts.

>> No.4124503

Does the latest version of Reelism come with all the expansions?
Just wondering.

>> No.4124504
File: 1.38 MB, 330x200, 1403372305546.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4124512

In the context of Reelism it's just another word for 'update', so yes.

>> No.4124514

Shows like that seem to be big fans of inserting stock sounds into the footage.

>> No.4124515

didn't know modern cops are outfitted with chainguns now
i guess doom really did have a wide influence

>> No.4124598

Is Reelism still getting updates or costum made content?

>> No.4124608

bind key to restart

>> No.4124612
File: 1.21 MB, 1040x780, 1373947289573.png [View same] [iqdb] [saucenao] [google] [report]




>> No.4124625


>> No.4124637

i don't think you'll be seeing much costume content until halloween

>> No.4124712

Is there a new thread I missed?

>> No.4124716

not yet no

>> No.4124721
File: 242 KB, 1600x900, Screenshot_Doom_20170716_094836.png [View same] [iqdb] [saucenao] [google] [report]

new hud option based on the doom 0.5 hud, will be available in addition to the doom 0.3 huds

>> No.4124734
File: 65 KB, 1332x252, deltahud.png [View same] [iqdb] [saucenao] [google] [report]

Are these resizing errors or something?

>> No.4124741

They're in a perfect diagonal line, too.

>> No.4124745


I think its because I'm taking the screenshots at a weird resolution, the base sprites are 320x200 so there shouldn't be any problems there

>> No.4124748
File: 125 KB, 1024x768, Screenshot_Doom_20170716_095238.png [View same] [iqdb] [saucenao] [google] [report]


here it is at 1024x768

>> No.4124754
File: 40 KB, 639x402, Doom-05.png [View same] [iqdb] [saucenao] [google] [report]

Huh, weird. Looking good though Anon! The way resizing creates imperfections like that black line around the health bar sucks.

>> No.4124808

the chainsaw still shoots fireballs and it's amazing
i could see it making a great custom gun

>> No.4124812
File: 1.23 MB, 640x360, spchainsaw.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4124814
File: 28 KB, 294x265, 1413996249489.jpg [View same] [iqdb] [saucenao] [google] [report]

Yeah, haha, oops. I don't really know why it's doing that, Maybe the chainsaw counts as a hitscan weapon instead of melee.

>> No.4124817
File: 34 KB, 398x334, flamenwerfer.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4124843

So does anyone know of a decent enough single map .wad that has basically all base game Things in it? It'd just need to be moderately large, have decent lighting and have some good open areas, and have a large variety of Things/Monsters/Weapons in it, I would really appreciate it for testing purposes.

>> No.4124856
File: 100 KB, 854x770, 1358351446787.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4124859

I was more thinking something with actual map design, flow and combat, so I could test how well a monster or weapon works.

A good map wouldn't put an arch-vile in the middle of an empty room and no cover, so that doesn't really give you a good idea how a weapon would perform against him, or how well his replacement would function in his place, this just seems like a quick access alternative to the console.

>> No.4124869

You could try cooking something up with Oblige. Its possible to cram every possible monster into a map in any amount you want, any map size you want.

That'd be the easiest thing I could think of. Trying to find a specific custom made map seems unlikely to yield fruit.

>> No.4124875

New thread.


>> No.4124918

GBA Doom ruined Suspense and Deep Into The Code. What's with the random notes and general clusterfuck?

>> No.4124945

>firey tit demon from the hat shooting simulator
You got my attention. Explain pls.

>> No.4124962

Yeah, they're not perfect, but the opening to Deep In The Code I feel is actually very strong, so you could totally make something great based on this rendition.

>> No.4124971

Terminus' High Noon Drifter

>> No.4125023

Thanks a bunch! It looks interesting.

>> No.4125079

melee weapons fire hitscans, they're just very short-ranged hitscans

>> No.4125087

Ah I see what happened, I didn't define a Crash state. The chainsaw's puff behaves differently to the fist's puff, at any rate.

>> No.4125096

And now I remember why I didn't define a Crash state, for whatever reason both hitscans and melee attacks use it, so it's a no-go for this.

>> No.4125242

iirc the punch puff starts 2 frames later or some such. I guess so it doesn't look like a spark.

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