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4132807 No.4132807 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4124870

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.4132808


-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 ===

[7-20] New Insanity's Requiem release

[7-20 High Noon Drifter release rate

[7-20] BloodGDX 0.771 released, fixes ROR

[7-19] Colorful Hell got updated to 0.90; adds gibs and White Archvile

[7-16] Spaceman333's proper release of his slow motion addon, adds actual slow-mo

[7-14] Anon shares a Masters of Doom audiobook

[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

=== 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.4132832
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>> No.4132838
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>> No.4132840
File: 108 KB, 309x266, Quake(r)guy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4132847

Is there a Doom map where the majority is spent swimming underwater or floating in space? I have an itch to shoot space cacodemons for some reason.

>> No.4132849

Golden Souls 1 has a moonbase map with a sizeable outside area.

>> No.4132851

Deus Vult II had some of that.

It's a serious slaughterfest though (but a beautiful one), so I hope you have the energy for it, as well as the processor.

>> No.4132861
File: 12 KB, 476x411, 1438196946908.png [View same] [iqdb] [saucenao] [google] [report]

>Two maps still in progress
>Deadline was nearly 3 months ago

>> No.4132870

i'm starting to wonder if qump is actually this hotly-demanded or if it's just one autist who thinks complaining about it every thread will magically make it poof out

>> No.4132881 [SPOILER] 
File: 366 KB, 992x802, 1500520777259.png [View same] [iqdb] [saucenao] [google] [report]

I want to FUCK the big demon muscle girl!

>> No.4132906

>Zero mention of what's actually changed/new in the update
This guy's not very good at informing people.

>> No.4132954
File: 47 KB, 640x480, spasm0012.png [View same] [iqdb] [saucenao] [google] [report]

On the plus side - we're making progress and its paying off. It's amazing what time and effort can do to a map.
The deadlines were always "rough" deadlines and we ended up removing them in favor of encouraging people to map.

>> No.4132963
File: 20 KB, 497x375, HALP.png [View same] [iqdb] [saucenao] [google] [report]

Alright, need to post it again because I'm desperate.

I get this error message every time I try to run DoomRPG+RLArsenal. Can anyone help me? I'm at a total loss here.

>> No.4132978

>Can anyone help me?
the inner workings of doomrpg have long been a mystery, and the creators have perpetually been as informative as a wet rug

>> No.4132992

DoomRPG was updated to be compatible with a version of Arsenal that isn't even out yet. The thread on the ZDoom forums has a link to an older version that still works with Arsenal.

>> No.4133001
File: 9 KB, 128x97, 1495590198199.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom 4 got a 35 GB update
>Just to unlock all multiplayer DLC to everyone


>> No.4133004

So? You don't have to download it.

>> No.4133012

Okay, I got the compatible version to work and thankfully it finally runs!

Now, I only have one issue: Opening the Armor info tab crashes the game. While possible to play like this, it's not ideal. Any suggestions?

thanks guise i knew I could count on you :)

>> No.4133014

>bigass map
>different areas looks almost the same
>always forget to save after clearing at least half
>secret map exit god knows where
BTSX2 is gonna be the end of me.

>> No.4133018

Scratch that, it's the Hud Weapon/Mod info key that crashes the game. Lemme play around and see if it's only an issue with certain weapons then.

>> No.4133020

Okay yeah, does it regardless of what you're using. Again, I'm stumped. Ideas?

>> No.4133034

I'm just wondering why something that reportedly changes a few underlying systems that likely already has assets for all the shit installed for compatibility reasons warrants such a size. I know that data caps aren't as anal as they were before, but what the fuck? And I thought Starbound was ridiculous for having a 500 MB hotfix.

>> No.4133041

Probably this happened because they said they overhauled the MP including the menu and HUD, this means they changed the images stored in the game which leads to guess what...


>> No.4133042


They're still using those? I guess that explains it, but goddamn.

>> No.4133048


Hahaha oh wow.

>> No.4133050

Megatextures or no, games in general are getting ridiculous for the amount of space they take up.

Personally, I like the tech behind megatextures but they do make modding a bitch.

>> No.4133060


Whenever you see an id Tech game with a folder called "virtualtextures" filled with a bunch of files that have .pages as extension this means such game is using this shit.

And well, i think the update is 36GB because they had to recompile certain megatextures to the thing work properly and considering this thing smashes everything into a 48000x48000 image i guess we just downloaded again a unecessary portion of the game.


Me as well, i understand that what Carmack wanted with this is give the mappers more freedom to make the map art in whatever way they want but this also makes everything else a bitch to work with once the game is compiled.

About the ridiculous amount of space... welcome to the 8th console generation where everything is made out of 4K textures.

>> No.4133064

>they do make modding a bitch

doom 4 has modding???

>> No.4133067

Nope, but from what we had of modding in RAGE, guess that it should be hard as well if we had it.

>> No.4133102

There are at least two of us. Possibly three!

Damn do I want it to release already, though.

>> No.4133105


>> No.4133106
File: 870 KB, 1360x768, Screenshot_Doom_20170720_083903.png [View same] [iqdb] [saucenao] [google] [report]

Oh god damn it, why did I agree on this?

>> No.4133126
File: 1.43 MB, 720x360, Bullets and bullet casings.webm [View same] [iqdb] [saucenao] [google] [report]

Well now the Blazter uses ammo and shoots bullets, along with spewing spent casings when firing. All that's left is to make the bullets valid and useful for crowd control/sword focused gameplay.


>> No.4133154

Might wanna tweak ejection timing a bit. It looks like gun is fires and ejects casing during the same frame.

>> No.4133158

>open up Doomseeker for late night fuckery
>only a couple servers populated, much less ones containing more than one person

What happened? I remember being able to jump into a good handful of populated servers last time I got the Doom itch.

>> No.4133186

Best-Ever is kill aka no longer the best ever

>> No.4133230
File: 657 KB, 640x789, finna.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4133242

but there is a similar replacement, no?

>> No.4133247

TSPG is very similar, but it doesn't seem to have a sizable amount of users like BE used to rack up

>> No.4133249
File: 181 KB, 1600x1000, virg.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4133251


>> No.4133258

'fixing to' in ebonics

>> No.4133347

i think it's more likely a typo of "gonna", note f/g and i/o are adjacent on qwerty layout.

>> No.4133384

I like it

>> No.4133447

The projectiles look like blobs of cum.

>> No.4133456

I'd say big marshmallows if anything, you might be jerking off too much.

>> No.4133526
File: 28 KB, 429x399, 1479789473950.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm the one that dropped his map so they could reach the deadline

>> No.4133539


I don't know what are people complaining, there are 12 tb hard drives for consumers, jeez, a 1 tb hard drive costs $100

unless you live in the land of the free where data caps are rampant

>> No.4133545

>game runs like shit
>just buy a new graphics card lmao

how bout devs optimise their shit better

>> No.4133546


dude, I bought my first 1 tb drive in 2010

>> No.4133547

disk is only cheap if you don't care about losing your data

>> No.4133549


RAID my anon

>> No.4133551


I agree on games running like shit but 1 tb hd where introduced in 2007

>> No.4133553


>what are google drive, dropbox, onedrive, etc

and those are the shitty ones

>> No.4133554

Doom 4 is one of the most well optimized videogames in recent memory, you can have pretty good graphics even when running it on a toaster and low settings.

>> No.4133556


this, I'm playing it with an 8 years old gpu (5870) on medium settings

>> No.4133559

If you followed discussion earlier it was more about why the update's size was roughly a little more than half of the game's own

>> No.4133575
File: 38 KB, 363x481, 1490332878245.jpg [View same] [iqdb] [saucenao] [google] [report]


well, for a start, it includes 3 dlcs, a revamped snapmap (it includes new props) and revamped multiplayer (I think id scrapped what certain affinity did)

also, the game takes 11 gb LESS than before

>> No.4133580
File: 13 KB, 400x400, 1495857380265.png [View same] [iqdb] [saucenao] [google] [report]

Weren't some of those DLCs multiplayer ones where everyone would have to have the assets anyway?

>Game takes less space

I guess that's nice for those without as much space.

>> No.4133608


looks like they merged sp and mp

>> No.4133663

what new props?

>> No.4133706
File: 17 KB, 350x400, 1490247017324.png [View same] [iqdb] [saucenao] [google] [report]

God fucking damn it this is so annoying, although copying contents of a map and pasting it onto a new one solves this problem it solves it only temporarily(and not always solves it), the map gets randomly corrupted almost every time it is compiled
I wanted to map for quake but Im breaking my balls here trying to just test a simple fucking square map but looks like even that is too much for my trash computer
If a simple clone of dead simple in quake is posing this many difficulties I give up mapping

>> No.4133710
File: 27 KB, 445x445, Scared-kid-holding-a-cross.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Doomguy doing this?

>> No.4133715

Is there a CVAR or something for Call of Doom that enables simply holding right click for iron sights instead of clicking to get in and out?

>> No.4133717
File: 3.27 MB, 2000x1430, squilliam.png [View same] [iqdb] [saucenao] [google] [report]

/v/ does annual Squilliam collages for E3.

>> No.4133724

That sounds like you've got a wrong set of tools someplace, or maybe you're repeatedly screwing something up in TB. Compiling a map shouldn't touch the original map file at all, it makes its own copy which it compiles into a .bsp, then runs light and vis on the new file.

Your trash computer shouldn't have anything to do with it- remember, people were making maps with much harder to use tools back in '96 on computers with a 486 CPU and no dedicated graphics card, modern computers will compile maps so much faster it's unbelievable. Are you using Trenchbroom's built-in compile menu? I've never used that and have never had any issues, try using an external compiler instead (like necros's compiling GUI: https://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/) and make sure the compiling tools themselves are up to date, whether you're using the original id qbsp/vis/light or ericw's feature-rich branch.

>> No.4133726
File: 71 KB, 1280x720, maxresdefault (69).jpg [View same] [iqdb] [saucenao] [google] [report]

That guy kinda looks like Stomedy

>> No.4133732
File: 76 KB, 800x800, icd-new-samples.png [View same] [iqdb] [saucenao] [google] [report]

So I did the rifleman dude over a bit, colored his shoulder pads, gave him a hat, etc.

Subgun guy has a different helmet so he's easier to tell apart from shotguy at a glance.

Chainsaw guy has a colored up armor now, as well as a pair of goggles. Also he's covered in old sticky blod, and dies very violently, gurgling up lots of fresh blood.

I'm unsure of if I'll even fit in the chaingun commando, because he won't drop his weapon, but here's a concept for him.

The lanky pale red creature with shivs for arms is supposed to have a small chance of replacing the Spectre. He'll do much of the same things but he might dodge to the side in his painstate (if I figure out how to do that), and he'll hit a bit faster sometimes. On the other hand he'll take less of a beating than a Pinky.

Also there's some of the pickup sprites if you wanted to look at them in detail.
Lots of other stuff still being worked on.

>> No.4133749

eyyy nice work there, those guys all look fairly distinct from one another.

>> No.4133751

Colours are too similar imo. Look how hard it is to tell the chainsaw, shotgun and subgun guys apart from behind.

>> No.4133753

Chainsaw guy I feel looks pretty distinct from shotguy, but what should I do more to the third guy?

>> No.4133765

Darken his helmet maybe, put blood on his back? I dunno.

>> No.4133775

His helmet is already pretty dark. I'll think of something.

>> No.4133782

I guess you're right about old computers
I use Necros GUI but since it doesn't modify the .map file it must be something with TB, I'll return to it tomorrow

>> No.4133801

>Jungle level inspired by Plutonia, with a mayan pyramid from that cancelled D64 level screenshot
>Maybe something to do with the Egypt level from TNT
>Warehouse level inspired by E2M2 with references to NRFTL, Doom 3 and the TNT truck
>Flesh level with references to that NuDoom multiplayer map
>City level with a reference to the cancelled Doom 4
>Phobos level with references to the Doom bible, maybe using that unused chair sprite
>Blue foggy level based on that secret D64 level (In The Void) and some stuff do to with the PS1 port
>Hell levels that mix the aesthetics of both classic Doom and Doom 64 and perhaps D3 and 4 as well
>References to D2's master levels maybe?

MetaDoom levelpack when?

>> No.4133804
File: 20 KB, 178x179, disgust.jpg [View same] [iqdb] [saucenao] [google] [report]

>References to D2's master levels

>> No.4133807

Were all bad?
I though bloodsea keep was alright, even if it's the only good one.
It would be neat to see this castle in an ocean of blood merged with D64's gothic aesthetic.
I dunno.

>> No.4133813

I would say you could skip like half of them and be better off. I felt a lot of them were a bit samey and boring.

The Mausoleum level can go and fuck right off though.

>> No.4133823

I wrote up plans for a MetaDoom mapset at one point, it probably won't ever be acted on because lol mapsets for gameplay mods.

> big tribute to techbases in general - doom e1, doom 3 mars city, doom rpg tycho station, doom 4 whitecollar...
> doom 3 mars city underground filtered through doom2 map02
> non-linear keyhunt inspired by doom 4 foundry with elements of doom e2 and doom1 map09
> spiderfest blending doom3 alpha labs and doom2 map26.
> outdoor map inspired by doom 4 first level and doom 3 outdoor areas
> big damn science lab inspired by doom 4 bfg division and maybe some doom 3 intro stuff
> hell! doom e3, doom2rpg gehenna, doom 4 kandigir sanctum blended together
> one last key hunt before motherdemon boss. themed on doom e3m7, doom64 map 28, and doom 4 final level
> obligitory wolfenstein secret map

the map names were all (or mostly) taken from the board games, because how else would i reference them?

>> No.4133825

Bloodsea Keep with something to do with the secret mansion level from PS1 Doom.

>> No.4133827

Kinsie, you there?

>> No.4133829

Devs have gotten extremely lazy. When there were limited resources game devs optimized their shit. Now that there is an unlimited supply of resources with multiple TBs of harddrive space and well over 100 GB of RAM, devs have just gotten lazier and think the more resources you use up, the better the game is. Needing 60 GB HDDs and 8 GB of RAM will soon become the standard and only will get worse from here.

>> No.4133831

What time period are you from where you think a 60GB hard drive is sizeable?

>> No.4133835


>8 GB of RAM

I think we have passed that point anon...

>> No.4133838

Hello, modest computer from 10 years ago.

>> No.4133839

i'm not adding the heart (even though i basically added what it would have done to jpf lmbo)

gamedevs are fucking lazy pieces of shit for not making their new games work on my cum-spattered pc-98, please accept my chick-style tract about how hardware graphics acceleration is a tool of the lizard people

>> No.4133840

Games don't need to be this gigantic.

>> No.4133845

Did you also complain when games started to come out on CDs that were like 500mb and didn't fit on a standard HD?

Times change, a 60GB hard drive was big in the year 2000, if you haven't noticed, that was a fucking long time ago.

>> No.4133847

Yeah, remember when games were like, 250kb? Those were the days!

>> No.4133849

please stop quoting me from when i was trying to install medieval 2: total war 11 years ago, tia

"12gb?!?!? this is madness!!!"

>> No.4133850

And games no longer are being released on CDs. I sure hope you enjoy someday spending days to download a gigabyte sized video game in the future, it's the future you chose.

>> No.4133851

Can you add an option to enable hitscan?
I just want to make things more challanging with the former commando and assassin.

>> No.4133852

I don't live in fucking rural Wyoming, so that won't be a problem for me.

Sorry that you're incapable of getting with the times.

>> No.4133853 [DELETED] 


how many fps should I have with gzdoom 3.2 and project brutality + ultimate doom visor on:

• Intel i7 920 2.66 GHz @ 4.00 GHz
• Asus P6T
• OCZ Platinum 3x2 GB 1.6 GHz Triple Channel
• Western Digital Blue 2x1 TB SATA II RAID0
• Sapphire R9 270x 2 GB PCI-E

everything is on 1080p low/disabled

>> No.4133854

Games are released on BluRay these days, for the precise reason that internet connections aren't always stellar in all places.

>> No.4133856

How big is your hard drive?

>> No.4133857

Possible, but not planned. (Pretty sure it'd also make the shield wall even more useless than it already is) Sorry to disappoint!

>> No.4133859
File: 12 KB, 168x68, subgun sample.png [View same] [iqdb] [saucenao] [google] [report]

So I dyed his shoulder pads red, to make him stand out more compared to the others. I think this should work, unless you're Kegan, in which case I'm sorry.

>> No.4133860

If it's a steam only game, it'll just come with a code to unlock it for steam and the CD is now completely worthless. This DRM driven marketplace is where vidya is heading and it's not good. BluRay isn't even standard yet, GTA V from 2015 came out on 7 DVDs.

>> No.4133861
File: 124 KB, 472x297, 1485294662546.jpg [View same] [iqdb] [saucenao] [google] [report]


how many fps should I have with gzdoom 3.2 and project brutality + ultimate doom visor on:

• Intel i7 920 2.66 GHz @ 4.00 GHz
• Asus P6T
• OCZ Platinum 3x2 GB 1.6 GHz Triple Channel
• Western Digital Blue 2x1 TB SATA II RAID0
• Sapphire R9 270x 2 GB PCI-E

everything is on 1080p low/disabled

>> No.4133863

Get a better connection than a phone modem from 1997

>> No.4133865

>If it's a steam only game, it'll just come with a code to unlock it for steam and the CD is now completely worthless
I thought only Capcom did that, and everyone loudly complained about it

>> No.4133868

If a game requires steam and you need an account to be able to play it, it will only come with a one time code to assign it to your account. Games that can be bought on steam, but don't require it to play it like quake 3 or doom 2 don't do that.

>> No.4133898 [DELETED] 

stop buying games. let the industry crash.

>> No.4133918


I'll have sex before that

>> No.4133928

get a job

>> No.4133932

i unironically want this to happen so that EA can learn

>> No.4133950
File: 1.90 MB, 312x250, literally the most awkward gif of all time.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4133959



it's because I mentioned project brutality?, isn't it?

>> No.4133980

Wrong board?

>> No.4133982
File: 137 KB, 600x640, stairs.jpg [View same] [iqdb] [saucenao] [google] [report]

More like wrong site entirely.

>> No.4133989

No, u?

>> No.4133995

i like how that's on a different ip

>> No.4134000

No, he's right, you should fuck off with that.

>> No.4134002

Did you just ditched a planned feature for your mod because of spammed Tumblr asks?

>> No.4134012

it was in reply to all the complaints about games having less quality and optimization due to developers getting lazier. i'm saying vote with your wallet and stop buying them then. you're right it's offtopic on /vr/ but you were already talking about a game newer than 1999, so there you have it.

>> No.4134018

>people forget about horrible fads like Full Motion Video games
>or obtuse and weird DRM
>or games inexplicably just not working even though your system specs matches
I'll take Steam over going back to the 20th century, thank you.

>> No.4134025

>obtuse and weird drm

that shit always makes me laugh when i see it.

>> No.4134030

I could deal with code wheels and entering phrases from the manual, but those dark red code sheets, or dongles, those were kind of gay.

I've never used a code prism but those seem like they were the worst thing ever, fucking weird idea.

>> No.4134039

FMV games ranged from terrible to so bad it's good to "what the fuck did I just watch?". Look up Psychic Detective. It falls in the latter category. Too bad I can't find any of these games any more.

>> No.4134040

if pb & udv can run on my toaster with max blood & janitor on gibs, yous should have no prob

>> No.4134061

i guess the idea was to make them photocopier-proof

>> No.4134063

what mod is this?

>> No.4134095

I've seen that word several times, I think spelling that way was intentional

why is it capitalized though?

>> No.4134104
File: 160 KB, 800x600, Screenshot_Doom_20170720_203313.png [View same] [iqdb] [saucenao] [google] [report]

Here's me shooting the new chainsaw guy in the arm.

Well yeah, there was some solid ones, but the genre was filled with trash, and even the decent ones had basically no replay value, or based difficulty on just having obtuse solutions (as was typically the case of late stage point and click adventure games).

I most liked it when FMV was generally just use to make cinematics and stuff, like in Resident Evil, the game was 3D graphics with pre-rendered backgrounds, but the movie sequences were shot in live action, and really captures a very special B-movie horror feeling I like, because it was cheap, but you can tell they tried.

An overhaul of Immoral Conduct I'm doing.

>> No.4134113
File: 242 KB, 640x1408, 1498696625870.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4134123

>nothing about squats

>> No.4134152

no idea, maybe caught the ⇧ symbol as part of the typo. or auto-correct.

>> No.4134247
File: 794 B, 128x64, kirbyhudface.png [View same] [iqdb] [saucenao] [google] [report]

Making custom Mugshot animations for Doom is interesting, having to manually set mugshot states in ACS and such. Also downsizing 16x16 or larger sprites into 12x12 versions is tricky. Only the bottom left sprite is actually from the original game.

>> No.4134297

so, anyone else going to replay do-it.wad tonight? maybe we should set up a server.

>> No.4134305


I have brutal slowdowns, it dips to 10 fps sometimes

>> No.4134308


too soon

>> No.4134313
File: 318 KB, 550x550, 1469361799012.png [View same] [iqdb] [saucenao] [google] [report]


>you will never have millions of dollars, million of fans and hang yourself

why even die

>> No.4134316
File: 2 KB, 63x178, what in the shit.png [View same] [iqdb] [saucenao] [google] [report]

Don't even joke, fuckbrain.

>> No.4134320

It's just Linkin Park.

>> No.4134348
File: 640 KB, 1891x837, yellow_skull.png [View same] [iqdb] [saucenao] [google] [report]

Doom mappers, pls help.

I want to force the player to pick up a key by placing it on top of a teleport pad (pick related, it lowers down), but it seems in certain conditions you can go through the teleport without picking up the key.

Is there a trick to this? I recall keys sometimes being placed on top of teleport pads in stock Doom maps.

>> No.4134361

Place it slightly closer to where you're supposed to cross the linedef?

>> No.4134365

>suicide is good if it's a band i don't like

You seriously have to go back.

>> No.4134374

I think you're projecting a little bit.

I implied it didn't really matter that much. Back to where, for that matter?

>> No.4134410

Is there a tutorial for making edges on sprites that look right and not jaggy?

>> No.4134424
File: 147 KB, 800x600, Screenshot_Doom_20170720_224446.png [View same] [iqdb] [saucenao] [google] [report]

Here's the new rifleman, hopefully his beret doesn't look like shit. He just finished putting a .223 in me, and is about to put a few more in.

Hopefully he's more interesting to look at than "green/red colored baldie marine", and stands out from the crowd.
Speaking of which...

>> No.4134425
File: 162 KB, 800x600, Screenshot_Doom_20170720_225344.png [View same] [iqdb] [saucenao] [google] [report]

Here's the crew of possessed marines, minus one or two.

>> No.4134426
File: 171 KB, 800x600, Screenshot_Doom_20170720_225404.png [View same] [iqdb] [saucenao] [google] [report]

And here they are just a brief moment later, I fire a shot to alert them, they wheel around to shoot at me, one hits another, a clusterfuck breaks out, and someone drops a hand grenade.

Though guns hurt you more in Immoral Conduct, the possessed marines are also pretty brittle and sometimes volatile, a machinegunner in a crowd can easily change the entire situation by just dropping a grenade.

>> No.4134429

hmm it should work. no reason why it shouldn't. i'm sure i've seen a key on a teleporter pad recently but i cannot find it. will keep looking.

>> No.4134438
File: 86 KB, 562x563, tp.png [View same] [iqdb] [saucenao] [google] [report]


I got it work, although I'm pretty sure there is a better way. The highlighted corners don't do shit, and the teleporting lines are facing inwards.

>> No.4134453

Just make another sector inside teleport pad pillar sector which will be closer to the key.

>> No.4134484


I tried this first, but it seems the lift would not work anymore with that extra line on top of it. I checked that it created sectors correctly, and they had the right tags, but no dice.

Anyway, thanks for all the help. Just about to wrap this map up.

>> No.4134490

Merge the sectors, the linedefs will still do their magic.

>> No.4134506

That Slowmo mod is pretty rad, though I wish it was a smoother experience, like that one gun in Russian Overkill.

>> No.4134528
File: 33 KB, 640x480, Screenshot_Doom_20170721_081623.png [View same] [iqdb] [saucenao] [google] [report]

I have no idea what I'm doing

>> No.4134529

By smoother, you mean that all monsters and things would have more frames of animation overall?

>> No.4134546

Something like that, I think. The start-stop nature of it kinda ruins the 'flow', especially if you turn on the momentum freeze. Some way to keep it smoother would be great. I love mixing it with other mods to fuck around, it's awesome with Brutal Doom for instance.

>> No.4134564
File: 7 KB, 320x200, Gun prototype7.png [View same] [iqdb] [saucenao] [google] [report]

How do you like it? Any suggestion on how to improve it?

>> No.4134565

Sometimes I wonder if one day, Doom will be all I have left to live for.

>> No.4134576

way ahead of you

>> No.4134580

Hmm, momentum freeze was never intended for regular slomo. It was meant for the total timefreeze mode that you can achieve with Slomo Interval 0 and Slomo Duration 9999999. Being able to turn the momentum freeze setting for regular slomo is a bit of an artifact of the system that wasn't ever intended.

I can't add animations to things or monsters since the mod is universal; its supposed to be usable with any custom monster mods or other addons. Theres ultimately also the giant elephant in the room, which is how time is handled in Doom with ticks, where all I get is 35 ticks per 1 second, no more and no less. That pretty much makes it impossible to have the type of slomo that full 3D model games are capable of.

Also yeah, really fun with Brutal Doom:

>> No.4134607 [DELETED] 
File: 7 KB, 228x221, index9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4134629


I love it.

>> No.4134638

The dithered low definition look feels rough. Is this for a low-res/retro style mod of some sort?

>> No.4134640

No. Improving on it is just harder than I thought.

>> No.4134641

why does it have a fleshlight on the near end of the barrel? for those lonely nights in space!?

>> No.4134652

Shit, now I cant unsee it.

Jokes aside, I like the shape and the style of the gun, but the texturing and shading looks really jarring. If you haven't done so yet, gitgud at fundamentals of drawing and pixel art with online tutorials and such. Those will help you much more consicely in making the sprite better and enjoy the drawing process more, since you'll be less relying on trial and error and actually knowing why something works and why something doesn't work.

>> No.4134658

It shoots sperm cells one at a time at relativistic speeds to fuck your enemies to death. You can reload it once every 15 minutes, 3-4 times a day on average.

>> No.4134660

when you play hdoom too much

>> No.4134687

>Shit, now I cant unsee it.
i do apologise, especially for my hypocrisy. i was one of those who argued that the space hunter weapon was not a penis gun, and everyone who said it was needed to calm their hormones and stop seeing dicks everywhere. and now here i am causing the same trouble by perceiving fake vaginas where they're not.

>> No.4134758 [SPOILER] 
File: 1.51 MB, 1280x768, 1500596228652.png [View same] [iqdb] [saucenao] [google] [report]

Here is the first map I've ever made for Doom:


Tested with both Chocolate Doom & GZDoom, works fine. Please report bugs or misaligned textures if you try it out.

Took me 4 days to build, was a huge amount of fun. Will dump some more screens after this.

>> No.4134764 [SPOILER] 
File: 806 KB, 1280x768, 1500596315115.png [View same] [iqdb] [saucenao] [google] [report]


It's an Ultimate Doom E2M2 replacement. Combined tech / hell theme.

>> No.4134768

first impressions seem pretty solid.
nicely done, anon.

>> No.4134769 [SPOILER] 
File: 578 KB, 1280x768, 1500596444451.png [View same] [iqdb] [saucenao] [google] [report]


It's called LEISURE.WAD because the pacing is pretty relaxed, especially if you play with mouseaim.

>> No.4134776

ooh this looks good. and don't have to use zdoom either. very nice.

>> No.4134804
File: 2.90 MB, 640x480, LEISURE.WAD.webm [View same] [iqdb] [saucenao] [google] [report]


Thanks! I've always lurked these threads, but never had the time to try Doom mapping myself before.

I specifically wanted to work with the vanilla limitations, so if you guys can see if you find any bugs there would be appreciated.

Webm is running on Choco.

>> No.4134806
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google] [report]

I am waiting for it. More Quake is always a good thing.

>> No.4134807

Looks too good to be a first map.
Either way, i had fun.

>> No.4134808

>Ear sticks out of helmet
every time

>> No.4134816

I thought being a replacement for a non first leve was weird, but then i realised that i could get a plasma rifle before the actual level.
that was cool.

>> No.4134817


Thanks! Any comments on ammo balance?

I tested on UV mainly, idea was that ammo is pretty scarce until you get the first key and after that you'll have plenty.

I've mapped a bunch for other games, Thief / TDM mainly, so easing into Doom Builder wasn't that bad.

>> No.4134818
File: 536 KB, 381x512, 1484313892670.gif [View same] [iqdb] [saucenao] [google] [report]

>arrive to home
>check mails
>mail from isp
>double internet speed for free
>check speed
>is real

>> No.4134824

Maybe put ammo on secret areas that are time based, like that secret corridor in E1M1 next to the bridge or those areas behind the screens from E1M3.
Just an idea.

>> No.4134826

>and this is how me and my babushka got ourselves 2 full megabytes

>> No.4134827


I just wanted E2M2 for Demon's from Adrian's Pen. I guess there is a way to pick a song without replacing a specific level? Dehacked patches?

>> No.4134829

I don't know how to change the music on replaced levels, unfortunately

>> No.4134835
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

I knew you'd post this. Next time expect me to inb4 the shit out of you.

>> No.4134838 [SPOILER] 
File: 440 KB, 200x200, 1500598022529.gif [View same] [iqdb] [saucenao] [google] [report]


LOL, you so funny man

3.125 megabytes

>> No.4134867

I held back and didn't say anything last time the image was posted

>> No.4134885
File: 165 KB, 800x600, Screenshot_Doom_20170721_015544.png [View same] [iqdb] [saucenao] [google] [report]

Taking a brief break to have some fun and playtest some changes.

The episode is Mutiny, has a cyberpunk theme, and does a very good job of selling that theme with the texture set and architecture. Very vibrant and colorful. Also the first level is deceptively mild before the second one grabs you by the dick.

Pic related shows an underwater tank seen from a window, the ceiling is the typical animated water flat, and the sand is recolored to match it, but the walls are not just an accordingly recolored ashwall, they're actually animated to have a matching shimmer to the water, and the resulting effect is rather nice to look at.

>> No.4134893
File: 164 KB, 800x600, Screenshot_Doom_20170721_015724.png [View same] [iqdb] [saucenao] [google] [report]

And here's the other window.

I think the only thing which could sell this better would be some animated sprite things of matching colors and frame rate, maybe seaweed or bubbles. Though we'd be getting into DeHacked territory there and I don't know what else this .wad uses beyond just level names, might not even have been any room for that.

>> No.4134915
File: 155 KB, 800x600, Screenshot_Doom_20170721_022750.png [View same] [iqdb] [saucenao] [google] [report]

Also I think I've made a pretty firm decision to cut out the Super Shotgun Guys, they're fucking awful, at least when RNG has a say for when they spawn. I really think those would best be used if there's an actual encounter designed around them specifically, and only then.

You grab the key here and three shotgun guys would teleport in, normally, but here RNG was being a nigger and as a result I was suddenly surrounded by 3 SSG guys at close range, which took more than a few tries to survive.
Three regular shotguns still hurt but you can rapidly diminish that threat by killing them, they're not that strong, but the fatties can take more, and really they might just need one shot to kill you (depending on if you have armor or not), and it doesn't matter if you killed two of them already because the third one already shot you.

>> No.4134924

>they drop SSGs
Would fuck the balance in some maps something fierce

>> No.4134939

Reposted from the last thread

I'm getting "no response" from the majority of server on a fresh install of zandronum + doomseeker. I can ping these servers just fine, and i've tried messing with the firewall to no avail. Any suggestions?

>> No.4134957
File: 96 KB, 800x600, Screenshot_Doom_20170721_020513.png [View same] [iqdb] [saucenao] [google] [report]

Slick elevator. Wonder how many people have hurt their fingers on those panels, by not being fast enough?

Honestly I find the SSG is barely worth the trouble in Immoral Conduct.

I mean, it works fine, and you can fire each barrel individually, which can actually be really practical, but the pump shotgun I've made to fire pretty fast and that generally is just more useful in the long run and most situations, because it has an entire magazine.

And for when you need to put out a wall of lead fast, the dual subguns actually do a better job. They go through ammo very fast (twice as fast, in fact), and the reload is slow, but the amount of hurt you can put out in a short window, and how you can direct and disperse it, I find just does everything the SSG would do but a bit better. I find myself always reaching for them when I know I'll be facing arch-viles or really dangerous odds.
I've even considered cutting the SSG and putting the SMGs in it's slot, then moving the AR15 to the Chaingun slot, and the Grenade launcher to the Rocket Launcher's slot

>> No.4135065
File: 926 KB, 500x375, 1426352376179.gif [View same] [iqdb] [saucenao] [google] [report]

I'm going to run Colorful Hell + Trailblazer, anyone recommend a good mapset?

>> No.4135071


>> No.4135073
File: 82 KB, 255x207, 1477197309770.png [View same] [iqdb] [saucenao] [google] [report]

I've had lots of fun with that exact same combination in JPCP.

>mfw explosive punching white Arachnotron spooders in map 07

>> No.4135080

Valiant: Vaccinated Edition

>> No.4135106

What are the most
a e s t h e t i c
Doom wads?

>> No.4135109

And by that I mean good-looking.
Not vaporwave shit.

>> No.4135131
File: 62 KB, 490x535, 1472158213079.jpg [View same] [iqdb] [saucenao] [google] [report]

For what wad is this?

>> No.4135134

Scythe 2

There was a huge detailed 1-Map WAD that came out a couple years ago, it was like a big mausoleum thing but I can't remember what it was

>> No.4135168

Are there even any vaporwave Doom maps?

>> No.4135170

Pretty much any Skillsaw WAD past Lunatic
Actually a shitton of slaughtermaps, come to think of it, but mostly the New Gothic Movement series and Sunder
Hellbound, though gameplay gets pretty grindy.

>> No.4135171

Violence comes to mind. It also owns, regardless of your feelings about vaporwave.

>> No.4135183
File: 167 KB, 400x359, megasphere.png [View same] [iqdb] [saucenao] [google] [report]

Term uploaded a trailer for High Noon Drifter


>> No.4135187

wow, it looks like the actual release, too
and here i thought he wouldn't make the release date, u cheeky cunt

high noon drifter is officially released

>> No.4135195

SSG guys themselves fuck the map balance more, Anon. They've never been a good enemy idea since Skulltag.

>> No.4135196
File: 15 KB, 358x359, rare jaggi.png [View same] [iqdb] [saucenao] [google] [report]

>High Poon Drifter gets released before Final Doomer even gets its major update

>> No.4135202

It beat GMOTA too.

>> No.4135206

iirc gmota still has at least three enemy types still left to go, so hopefully it should be coming out shortly

>> No.4135209

>Shihong sobs in a corner at her broken specials

>> No.4135219

Well, it would be funnier if Space Hunter wasn't released by now or if Keagan started another project.

I guess that's what happens when one does a ton of projects.

>> No.4135220

Vaporwave's just another music genre to me, and like all the rest it has its share of trash like the ones that do nothing other than slow down the song.

>> No.4135223

Two and a sprite set for the other. There's also the Blazter overhaul that needs to get done.

>> No.4135225 [DELETED] 
File: 1.41 MB, 1280x1024, Screenshot_Doom_20170720_222216.png [View same] [iqdb] [saucenao] [google] [report]


I post More work on my (and a friend's) "Gore Processing" map.


Bar me from the entire community or not. I will still keep going. MAP.

>> No.4135257
File: 73 KB, 600x1040, Kornheiser_Why.jpg [View same] [iqdb] [saucenao] [google] [report]

>Fortress of Mystery

>> No.4135306

Because Sandy Petersen

>> No.4135310

What's the best sourceport on macOS?

>> No.4135325

>Epic 2 + High Noon Drifter + Bratwurst
It's like I'm really Indiana Jones.

>> No.4135394

gzdoom for single, zandronum for multi

>> No.4135404

What the advantage of Zscript over DECORATE?

>> No.4135420

ZScript is a lot more powerful, but it is currently in its infancy and not very well documented at all.

>> No.4135429

It's interesting how an entire scripting language can be developed without any sort of documentation.

>> No.4135434 [DELETED] 

The problem with decorate is that I don't know what the fuck I'm looking at.

>> No.4135458

German coding magic, I guess.

>> No.4135461

Decorate is the simplest thing possible.

>> No.4135471

Thankfully there's a bunch of DECORATE documentation with lots of examples. I learned DECORATE from this, as did countless others.


>> No.4135478

It's intentional so Graf can yell at people for doing things with the engine that he never told them they shouldn't do.

>> No.4135480
File: 96 KB, 615x593, 1391992459054.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4135483

>responds to one of the thread's biggest shitters


>> No.4135485 [DELETED] 

>Trying to start shit for no reason
Go to bed Term.

>> No.4135486

>Random namedrop
Shut up, Eric.

>> No.4135487 [DELETED] 

Niggity Wiggity, Kinsie.

>> No.4135489

Work on your maps, John.

>> No.4135498 [DELETED] 
File: 1.52 MB, 635x457, 1482620631668.gif [View same] [iqdb] [saucenao] [google] [report]

>Gameplay video of doom is not retro videogames

>> No.4135506

don't worry, i'm sure there'll be a decorate learning project that you'll try, fail at, blame other people for failing at, then go on a multi-forum cryfest about how you're just too good for our sinful earth

>> No.4135516 [DELETED] 


>> No.4135523 [DELETED] 
File: 136 KB, 466x486, 98c.png [View same] [iqdb] [saucenao] [google] [report]

You can stop now.

>> No.4135527
File: 13 KB, 300x300, orson internets.jpg [View same] [iqdb] [saucenao] [google] [report]

You had multiple chances and you fucked them all up, dipshit.

>> No.4135528

right back atcha, homie

>> No.4135530


I agree, you can stop now.
Go away, S'arais. You are not welcome here. No matter how much you whimper "YOU NEED ME!!!", you will never actually be needed.

>> No.4135531 [DELETED] 

Name literally one.

>> No.4135535 [DELETED] 
File: 37 KB, 720x720, 2pP7r4d.jpg [View same] [iqdb] [saucenao] [google] [report]

Boy how wrong you are.

>> No.4135536
File: 236 KB, 380x201, 1379805171075.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4135539 [DELETED] 

My thoughts exactly. People are tryin' to start shit over the most minor of things. I never HAD any chances.

>> No.4135542 [DELETED] 
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]

I'd like to remind you that you all enjoyed my maps until you knew who made them.

>> No.4135545


>> No.4135546


>> No.4135547



>> No.4135548


>> No.4135549


>> No.4135550

only this level of delusion from the guy who goes into servers calling himself the god of doom

>> No.4135551 [DELETED] 

Looks like the first stages of DABDA to me!

>> No.4135552
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google] [report]

Just stop responding at this point. Feeding him does nothing more than clutter up the thread and enable him. Just report and hope he is smitten with Mjolnir.

>> No.4135554 [DELETED] 

I'm being censored over their vendetta anyway, even over on-topic maps. It's honestly rather adorable; considering I never had a chance, and still don't.

>> No.4135557

You've tried mapping independently.
You've tried mapping for Highway to Hell.
You tried mapping for Joy of Mapping.
And that's three different individual we-know-it-was-you incidents, I'm sure you've been puttering about shitting out random maps even outside of those chances-that-you-are-now-convinced-are-not-chances.

See, the problem is you're somehow convinced that you're somehow a martyr, that your maps are actually so amazing that people just want to stop you from mapping. When the truth is, nothing has actually stopped you from mapping!
Your maps are just bad. And you hate this fact. You hate it!
So you would much rather pretend that people have a vendetta and are trying to kill Doom because banning you will somehow destroy the community, rather than accept the simple truth that your maps are shit.

>> No.4135558 [DELETED] 

Clear sign you're just shitposting and have never actually played them.

>> No.4135560

I have. I've made an effort to play nearly every map I can from what has been posted.

>> No.4135561 [DELETED] 

"I have"
Then you would know that I have been doing EXACTLY as I have been told, and look where that's ended me up?

>> No.4135562

i have. i'm the one that even posted a playthrough on your (rightfully) rejected highway to hell map. i said it was 3/10, and not to give up and to improve yourself.
the keyword there is to improve yourself. you have not been improving yourself. you have been mistakenly lashing out at everyone, even at other people who have tried to help you.

you are not welcome here.

>> No.4135564

>I have been doing EXACTLY as I have been told
But you haven't.

>> No.4135567 [DELETED] 

Except there was nothing problematic with it aside with it not conforming to your personal tastes. And who's fault is that for telling me what to do- then complaining when they get that exact result?

>> No.4135569 [DELETED] 


Jesus christ just play the fucking map. It's easier than shitposting.

>> No.4135570

there was a lot problematic with it. your flow is bad, your aesthetics are nonexistent, you have no sense of encounter design. i got stuck on several areas, and the 3d floor didn't work.
if you honestly believe that this is simply a matter of taste, you are beyond help.

>> No.4135572
File: 129 KB, 1440x1308, DFIVBryXgAMmyDi.jpg [View same] [iqdb] [saucenao] [google] [report]

Just ban him already, mods.

As for everyone else, just report and ignore him. Seriously.

>> No.4135573

Well you can't oblige them to do that, recieve few positive feedback from Doomworld also doesn't make the map all that good you know...

>> No.4135575
File: 25 KB, 340x321, 1474779861354.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4135579

I jumped into a Plutonia coop server and promptly ran out of ammo and died by cacodemon.

>> No.4135582

Testing my mod in JPCP. Still a ways to go, but my mouth was pleasured sufficiently.

>> No.4135585
File: 571 KB, 1600x900, Screenshot_Doom_20170721_042828.png [View same] [iqdb] [saucenao] [google] [report]

oniria.wad, trying it with Drifter

>> No.4135592 [DELETED] 

You being extremely vague about it does not help. My constant playtesting encountered none of that.

>> No.4135597 [DELETED] 
File: 37 KB, 425x457, 704.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm only reciprocating what you've thrown my way, really.

>> No.4135605


I've done nothing but encourage you, outside of the one sin of not including your map in a community project. Now you hate me because I told you that you might be posting a little too hastily because you're hurt.
This is all on you, friend.

>> No.4135612
File: 104 KB, 512x512, ZSword.jpg [View same] [iqdb] [saucenao] [google] [report]

Me as well tried to be reasonable, but seems he's blind by his anger now.

>> No.4135614

NRFTL, the only Doom mapset I can actually enjoy

>> No.4135620

Fuck the Haters! Master Levels had some good ass maps! Its better as an episode honestly

>> No.4135621 [DELETED] 

>Shitpost me to death is encouragement, despite every painstaking attempt to do what they ask.

You've had it against me since we met.
What the hell do you want from me?

Now what have you to do with this, zane?

Nothing anybody says around here makes any damn sense, so if this is all one very cruel elaborate joke, ha ha, very funny, I applaud you.

>> No.4135624 [DELETED] 
File: 73 KB, 640x470, 1468444924205.jpg [View same] [iqdb] [saucenao] [google] [report]

all gameplay mods are garbage

>> No.4135625 [DELETED] 

Guess that confirms the suspicion of you people simply fucking with me.

>> No.4135627
File: 9 KB, 529x152, image.png [View same] [iqdb] [saucenao] [google] [report]


You made me wonder what was Linguica's reaction upon hearing the death of LB's frontman.

He is the author of do-it.wad, after all.


No Rest For The Living was surprisingly good. For a mapset made by a group of people who were outsiders to the community it went beyond all the expectations.

Some people go as far as to consider it the unofficial "Episode 5" of Doom.

>Term uploaded a trailer for High Noon Drifter

Nice, can't wait to play it.

>> No.4135628

Master Levels is bretty neat. It's underrated.

>> No.4135630


Oops, I meant to write LP, my bad.

>> No.4135631

>Nice, can't wait to play it.
it's out, anon

>> No.4135635


I'm on a shitty 10-year old laptop, can't play it here

>> No.4135636

oh, i see. my mistake.

>> No.4135638

Whatever one I bothered to complete with a friend.

And since none of these "friends" play games anyway, I haven't. Which pisses me off.

Can I therefore inquire about the proposed map then? Nevertheless- completely ignoring what others have said is the only thing that's worked.

Ruddy shame, I think it was either DTS-T or Demon Eclipse what with my shit memory.

>> No.4135652

zone300, good mapset. Short, quick, fun.

>> No.4135658
File: 290 KB, 480x480, 1410661697144.png [View same] [iqdb] [saucenao] [google] [report]

Plutonia 2
On map 28
I can't believe I made it this far

>> No.4135661
File: 144 KB, 1918x1180, 1500630070.png [View same] [iqdb] [saucenao] [google] [report]

Temple of Verdance

a huge sprawling monster level that takes over 2 hours to finish. frankly it goes on for far too long and has numerous flaws/annoyances in gameplay, but it is beautiful and highly detailed. author is obviously an artist or graphic designer or some such.

>> No.4135667
File: 9 KB, 150x150, 1347432053367.gif [View same] [iqdb] [saucenao] [google] [report]

Hell Revealed 2.
On ultra violence

>> No.4135727

>Some people go as far as to consider it the unofficial "Episode 5" of Doom.
...but, its a Doom 2 episode.

>> No.4135742


Hey, that's why I said unofficial!

>> No.4135753

>a Doom 2 episode

1. e1: kditd
2. e2: shores
3. e3: inferno

4. e1: starport
5. e2: hometown
6. e3: hell

the doom bible originally described/envisaged 6 episodes.

of course this is not canon, it's just one interpretation.

>> No.4135772

what the FUCK was that one mod yall used to play like 3-4 years ago
It was pretty popular here
It had stats, maybe classes to pick from? And i think you could combine weapons or something
It looked really technical and cool as fuck but i never got to play it

>> No.4135778


>> No.4135780
File: 295 KB, 1530x5849, you're not going to bother with a lot of these.png [View same] [iqdb] [saucenao] [google] [report]

DoomRL Arsenal, an update is in the works.

>> No.4135787

It's probably this one but the screenshots im looking at on google are ugly as hell and i remember the shots posted here looked hella nice

>> No.4135790
File: 465 KB, 1920x1080, gzdoom 2016-06-27 01-49-24-24.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4135792

Yeah this mightve been it
I distinctly remember shit being more gray tho
Can that weapon have green or yellow details instead of red, depending on what you do to it?

>> No.4135801

>I distinctly remember shit being more gray tho
maybe you were running it in software mode before the recent innovations adding truecolor to it.

>> No.4135810

Hmm maybe, ill play it later today
Is the game world big?

>> No.4135812
File: 710 KB, 1920x1080, gzdoom 2016-06-23 05-07-48-80.png [View same] [iqdb] [saucenao] [google] [report]

That's a Master Assembly weapon that requires four modpacks.

It contains no levels by default.

>> No.4135820

>an update is in the works
is it gonna make the modpack system not shit?

>> No.4135827
File: 71 KB, 400x359, invulnsphere.png [View same] [iqdb] [saucenao] [google] [report]

Yholl overhauled the interface and may be doing some tweaks here and there. There's probably going to be underlying changes to make way for planned classes as well.

>> No.4135929

> mfw you probably cant shoot that glass up there
> mfw shooting at rocket at the glass detonates on impact instead of smashing through
> why even play

>> No.4135940


You know that could be *Easily* solved. You see what you do is you use a fairly big texture but not enormous like these. Maybe 2048px. Blurry as shit right, totally 2003 tier right?

Wrong. You overlay a Fractal that generates all of the proper detail and definition to the texture, giving it the proper level of grit and lack of repetition. Overlay a couple of them if you need different styles of texturing on them (the grit on a brick wall + the edges of the bricks)

> UT did this back in the day for some of its special effects.

> Throwing math at a computer is its primary nature, it takes less processing power to solve an equation than it does to display a pixel.

>> No.4135942


sounds like nintendo-esque replay value
at least when you die you keep your items (assuming gzdoom)

>> No.4135948

> used lastpass to make an unbreakable password
> lost password when the HD had to be wiped
> for various reasons cant seem to get into the .drive account

clouds are as transitory as... well... clouds

> also they usually dont have a capacity higher than a few gig, its like something you back up your thumbdrives with or some shit

I have a variety of stuff backed up on my Mega account including some of my heftier retro games (fallout stuff pretty much) but I dont consider it a serious option.

Especially when upload speed is typically shit on the public wifi places I use to get internet.

>> No.4135951


> mfw Intel 3150 graphics
> capped at openGL 1.4
> doesnt even recognize shaders
> it has no expansion slots in it for vidya

mfw im thankful GZ still supports software, though it seems to be starting to bog down even with that

>> No.4135952

>You overlay a Fractal that generates all of the proper detail and definition to the texture, giving it the proper level of grit and lack of repetition.

Do any games actually do this? Loading RGBA color data from a static bitmap takes way less processing power than calculating the color data of several layered multi-iteration fractals in real time.

>> No.4135964


to be honest the 5870 was a beast card

>> No.4135969


Just imagine when someone reinvents the Sloot Digital Encoder and we suddenly get zip compression with a 2000:1 ratio.

Now your entire hard drive can be quadruple contingency stored with pretty much just a MD5 hash, and a hardware chip on the motherboard can be dedicated specifically to coding and decoding that string in realtime.

> Now combine that with a 10 TB hard drive

Hmm now I think I know how the Enterprise saved all that data on star charts.

>> No.4135971


imagine having just one bit flip caused by a gamma ray

>> No.4135973


> buying anything from Steam at all
> even bothering to have a steam cuck profile

heck even I saw what Steam actually was when it came out, it has nothing to do with "making games easier to access"

it was just a way to make it easier to put copy protection on games thats all

> and hurt gamestop

Thats a very nice sprite combo. But honestly whatever you did to the Helmet is what makes it stand out as awesome. Somehow this all jives so good.

>> No.4135976

Make a smaller rounded teleport pad and use a different texture for it (yknow stylized like some modern mods do with their teleporters). Maybe give the sector pulsating lighting to suggest that its a teleport.

>> No.4135981


Its useless unless it has full documentation. Otherwise you dont know what you can do with it and its pointless to venture outside of Decorate.

>> No.4135985

Please go back to your home website.

>> No.4135987

sup googum

>> No.4135989

People are doing that already. Far Cry 4 does something similar and does it with virtual textures and others are using Substance Designer for their materials and adjusting the values at runtime. Edge grit and tri-planar textures have been done for decades.

The problem is that while the solution seems easy and computers do math really fast, the shaders required to do that kind of work end up being extremely computationally expensive, especially on a large scale with a lot of different textures.

>> No.4135992


implying this being possible with consoles around

>> No.4135996


> implying that this is not fatal to anything else

I said quadruple (or more) contingency. You have the same thing repeated several times with a spacer inbetween. First thing done upon reading it is checking to make sure all of them are identical.

If any of them (maybe even all of them are) mismatched, you check similarities just to make sure its not scrambled data altogether. Then you find the mismatches, if say all of them have been hit, and use the others for error correction.

There's another solution to texturing over large surfaces that I dont think anyone has caught onto yet, though it would have been much more effective back in the retro days...

Have multiple similar textures that will run seamless with each other, and every time the game has to place a repeating texture it just picks one of those at random rather than using the same one over and over again.

This way you have a big floor, or wall that stretches on and on like it so often happens in doom - but while you may notice the same textures they wont be in a predictable repeated pattern.

> fractals

There's also something to be said for overlays that are different sizes. Since they would combine in unusual ways and also produce surfaces that didn't look the same way twice (effectively producing a megatexture via macro)

>> No.4136012

Oh, turns out, it's not so bad. You should've seen that secret map. Doubled my score from previous 15 maps.

>> No.4136017

I forgot that consoles are real light on processing power.

>> No.4136027

That has been done, Spyro in particular makes use of it for its landscapes but it's not automated, the textures are manually mapped to the different polygons to break things up but the idea is the same. For modern games, automated systems exist for landscape generators to handle texture splatting for you.

>> No.4136098

mutiny on UV

>> No.4136108
File: 133 KB, 808x637, 1469799450713.png [View same] [iqdb] [saucenao] [google] [report]

>an update is in the works

>> No.4136160

>Wrong. You overlay a Fractal that generates all of the proper detail and definition to the texture, giving it the proper level of grit and lack of repetition.
lmao you have no idea what you are talking about

>> No.4136169
File: 87 KB, 640x400, SWVJPtv.png [View same] [iqdb] [saucenao] [google] [report]

Why frag grenades and not dynamite?

>> No.4136171

Hand grenades are really cool, more reliable and depending on type, produces shrapnel?

Why WW2 subguns?

>> No.4136172
File: 1.66 MB, 2711x4093, UltimateDoomPoster.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4136176
File: 1.78 MB, 1477x2137, finalbig2.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4136181

I always loved this poster.
It so perfectly exudes the feel and atmosphere of TNT Evilution.

>> No.4136194

Neh. It means fixing to.
Fixing to
Fixin ta
Fi'n ta

>> No.4136198

I fixed that scan glitch in the upper right a while ago. On my phone though so I can't post it.

>> No.4136210

in reference to >>4133230 :

>if this negro turns that wheel he is going to change the rotation of the planet


>if this negro turns that wheel he is fixing to change the rotation of the planet

which one makes more sense?

>> No.4136227

>wanting fully destructible environments in a game from 1999
Play because I don't see you destroying any stained glass windows in vanilla Quake. Even maps that use Quoth for breakable props tend to only use them to reveal secrets, not making every single window shatterable.

>> No.4136228
File: 98 KB, 500x672, when you grisly but she still grotto.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4136231

Wait and watch him compare it with Half Life 1 for the sake of destructible glasses.

>> No.4136235

HL1 also doesn't use breakable glass everywhere. Hell, the tutorial level specifically includes a segment with the SMG that teaches the player the visual difference between the game's most commonly used textures for normal and bulletproof glass.

Also I typed 1999 like an asshole instead of 1996.

>> No.4136249

I know that, the bulletproof glass have a small iron grid mixed with it, this is kept even Half Life 2 no matter Source Engine being capable of making all glass breakable because actually this is the only way to force the player go to a certain path without thinking in use such window as a shortcut.

>> No.4136271


both of you are right, in monkeyspeak finna is literally used for anything

>> No.4136273 [DELETED] 



>> No.4136284

Nobody cares.

>> No.4136345

can you also translate >>4136228 ?

>> No.4136362


>> No.4136364

Ironic shitposting is still shitposting even if it is woke or exposes truths regarding the lesser boards on 4chan.

>> No.4136376

>play around with caco's hiss sound to make some kind of idle sound fit for him
>toy with WahWah effect
>ends up sounding like it's laughing under it's breath
Should I go for this? I mean it kind of fits the bigass toothy grin he has.

>> No.4136379 [DELETED] 

i believe there are plenty of us real computer users left who are fed up of persons whose choice to use a gimped restrictive interface to the web leaves them unable to help themselves thus filling threads with their groans shrieks and demands for others to wipe their bottoms for them.

>> No.4136383

Or you can stop projecting so hard.

>> No.4136384
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4136391
File: 125 KB, 640x400, 421326-x-com-ufo-defense-windows-screenshot-this-ufo-was-badly-damaged.jpg [View same] [iqdb] [saucenao] [google] [report]

> vaguely recall something about destructible environments
> someone mentions half life
> but ive got an even better example
> 1994

>> No.4136401

>an isometric 2d game made entirely of sprites had destructible environments before fully 3d games that are a hundred times more taxing on a system
wew lad

>> No.4136404
File: 8 KB, 320x200, 124731-populous-dos-screenshot-when-you-have-enough-power-declare.png [View same] [iqdb] [saucenao] [google] [report]

environment destruction you say?

>> No.4136405

though to be fair it could also be taxing on a system depending on which level you was playing, I remember it lagging even on a 586 for some of the boat missions in the second game because it had to display all the tiles on all the floors below it.

> quake 2 had breakable glass btw since we're talking about quake

>> No.4136407

I never understood how to play this game. All I know is it was really cool when you had knights, but you couldnt tell them where to go, they just roamed the countryside.

in terms of terrain altering sim city 2000 did that too

>> No.4136434
File: 6 KB, 80x80, caco-lel.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4136443
File: 275 KB, 651x945, just do it.png [View same] [iqdb] [saucenao] [google] [report]

Well, nuDoom Cacodemon laughs sometimes if you don't shoot him and leave him to taunt you instead.

>> No.4136461


I think grenades are cooler, simple as that.

>> No.4136462

It doesn't matter what sounds right in ebonics, nigga.

>> No.4136463

Don't have much alternative at work.

>> No.4136473
File: 83 KB, 577x624, 1481301812144.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's a map with multiple Archviles in it

>> No.4136476

in the same area or just repeated in the map?
> mfw map11 in either plutonia

>> No.4136480

either really but the former is more fucking annoying, why do people do this

>> No.4136485
File: 51 KB, 603x676, 1305182056808.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's an Archviles only map

>> No.4136489
File: 33 KB, 450x304, 7c1.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's a map with enemies on it

>> No.4136491

Outlaws already did it?

>> No.4136492


to test your heath and armor
> mfw the only other monsters in that room are barons

>> No.4136501

>Jenesis with MetaDoom
>Map 20 made me lost my weapons, because i had to die.
>Reaches a level with mostly archies
>Due to MetaDoom's randomization, some were replaced with Summoners
If it wasn't for the inventory items like the syphon grenade, i would have been fucked to death.

>> No.4136503
File: 62 KB, 396x691, bag.jpg [View same] [iqdb] [saucenao] [google] [report]

> mfw there's no bfg in it

>> No.4136504

it's not too hard to fight two at once with appropriate cover. pl11 gives you lots of corners for example.

alternatively two archviles in a large open area, but plenty of other monsters around to distract them.

multiple archviles in a small area without cover or distractions is a sign you're being trolled, though.

>> No.4136510
File: 444 KB, 4704x6048, 8654765496547806489.png [View same] [iqdb] [saucenao] [google] [report]

>it's an archvile sniper map

>> No.4136512
File: 3 KB, 600x550, he does it!.png [View same] [iqdb] [saucenao] [google] [report]

>Make an enemy called the Vore
>it doesn't eat anything

>> No.4136520

Sounds like a good thing, if you think about it.

>> No.4136529

>with appropriate cover
That's the keyword.

Some maps will just not give you any good cover, maybe just one pillar in a corner, or a little bit of jutting out wall, where you'd trap yourself taking cover behind it, or they raise the monsters you killed, which in itself wouldn't be a huge problem but they prevent you from maneuvering or moving and thus the archie gets a bead on you and you're fucked.

>> No.4136537

>which in itself wouldn't be a huge problem but they prevent you from maneuvering or moving
Or act as a meatshield for the archvile, which happens oh so often
in those "pillars in a small room" encounters

>> No.4136567
File: 160 KB, 1918x1180, 1500666170.png [View same] [iqdb] [saucenao] [google] [report]

here i made an arena where you can practise fighting two archviles. you get a 64x64 column and a super shotgun. i can kill both about 50% of the time.


>> No.4136568


>> No.4136570

I mean, their mouths are covered in blood, so they must've eaten something

>> No.4136573

Imagine a DeviantArt themed Doom wad or Quake mod, that's why

>> No.4136579

vore tournament already exists

>> No.4136583
File: 2.55 MB, 640x480, eb6502a4-2156-4535-9113-5765a49fd174.webm [View same] [iqdb] [saucenao] [google] [report]

here's a video of it.

>> No.4136584

put some barons and revenants in there

>> No.4136590


This'll be good to practice on, thanks.

>> No.4136596

It's pretty trivial to do bitflip error checking in hardware. We already do it, too.
A single bitflip gets automatically detected and fixed, no issues what so ever.

>> No.4136609

do it yourself, i'm done with map editing for another year at least

>> No.4136614 [DELETED] 

>dude deviantcringe lmao

>> No.4136615

rip fun

>> No.4136629
File: 65 KB, 411x412, 1484949491537.jpg [View same] [iqdb] [saucenao] [google] [report]

>its a wad with Lost Souls

>> No.4136641

yeahhh i hate when people do this, I replaced LS with arachnorbs with 180 health

>> No.4136717

ayo when's qump

>> No.4136747 [DELETED] 
File: 218 KB, 1200x745, wellitsaboutfuckingtime.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4136759 [DELETED] 

yeah, s'arais has been having meltdown after meltdown on forum after forum

>> No.4136763


>> No.4136765 [DELETED] 

What's the story here?

>> No.4136768 [DELETED] 

Extreme tardrage.

>> No.4136769 [DELETED] 

some retarded faggot flips his shit after people tell him his maps are shit

>> No.4136770


>> No.4136774 [DELETED] 

narcissistic personality disorder, a far worse condition than any form of autism or whatever because the sufferer is unable to see he has a problem so is impossible to help.

>> No.4136776 [DELETED] 

He's just an extremely annoying and frustrating person to interact with in every way.

He has some reputation for this on /v/ or /vg/ too as I understand.

>> No.4136778 [DELETED] 

that's a boring meltdown. it's only one post. it's like the arab spring but in countries other than tunisia/egypt.

>> No.4136779 [DELETED] 

>it's only one post.
boy howdy i wish it was just one post

>> No.4136781

i'm all for more people realizing just how much of a fucking tool s'arais is but

do not validate him
do not pay attention to him
do not respond to him
do not post about him

>> No.4136783 [DELETED] 

i know there were more on doomworld. but look the moderator is like saudi arabia going "we can see what's happening in egypt so we will lock the people down before any uprising can start here"

>> No.4136784 [DELETED] 

ignorance is bliss, sweet anon

>> No.4136785

Sadly, this request will fall on deaf ears.

If reddit is cancer, cringe culture is AIDS.

>> No.4136786 [DELETED] 

did anyone screenshot the doomworld thread before it was deleted?

>> No.4136790 [DELETED] 

two threads in zdoom post hell neither with more than a single reply, still not much of a meltdown.

>> No.4136802
File: 15 KB, 400x290, doomjag.jpg [View same] [iqdb] [saucenao] [google] [report]

I like the promos and box art for final doom
mainly cause of the yellow dogtag-like font over black metal/munitions

funny enough Doom on Jaguar had an early version of this style on the gamepad 2 years before FD.

>> No.4136804
File: 11 KB, 158x196, 1496524720125.jpg [View same] [iqdb] [saucenao] [google] [report]

>it's an Archvile ONLY map

>> No.4136806 [DELETED] 

/vr/ seriously has the most autistic mods on 4chan

>> No.4136809

i find single-monster-type maps uninteresting. fighting the same thing over and over again is dull. variety is desirable.

>> No.4136812

Stay mad

>> No.4136813
File: 613 KB, 1280x720, Screenshot_Doom_20170721_172403.png [View same] [iqdb] [saucenao] [google] [report]

ayo senpai hol up ain't there supposed to be spiders and shit here

>> No.4136816

that's a compliment, right? i have sperg syndrome and i find the benefits to concentration and single-minded obsession and increased ability to spot patterns a great benefit. shame about social skills but in an increasingly automated society it's getting easier to exist without them.

>> No.4136818
File: 658 KB, 1280x720, Screenshot_Doom_20170721_172506.png [View same] [iqdb] [saucenao] [google] [report]

oh, there they are

fuck me i guess

>> No.4136821 [DELETED] 

>butthurt he's on a board with actual mods so he can't make cringe or "what are some x" threads

>> No.4136826

>mod prevents the appearance of AA's eriance-resprited arachnotrons

well that sucks

>> No.4136828
File: 1.99 MB, 640x360, kmugshotanimtest.webm [View same] [iqdb] [saucenao] [google] [report]

J-Just pretend he's inhaling invisible enemies okay

>> No.4136830

that's probably because i'm playing with brutal doom monsters

>> No.4136832

>those explosions
That's adorable

>> No.4136835
File: 413 KB, 1280x720, Screenshot_Doom_20170721_173708.png [View same] [iqdb] [saucenao] [google] [report]

mark fucked up the paletteing but it'd still be cool to have a mod where enemies flash bright/pink colors when you hit them

>> No.4136837

>someone's making a kirby mod
bless your soul anon

>> No.4136840 [DELETED] 
File: 1.52 MB, 1280x1024, Screenshot_Doom_20170721_171814.png [View same] [iqdb] [saucenao] [google] [report]

>It's a map without a 50:1 Revenant-Archvile Ratio

Scorn thee.

>> No.4136845

a e s t h e t i c

>> No.4136846
File: 381 KB, 1280x1024, Screenshot_Doom_20170721_174012.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4136848

what are those big black and white squares that sometimes appear?

>> No.4136852

Why does the revolver have infinite ammo in High Noon Drifter?

>> No.4136853


>> No.4136857

I don't care how many extra linedefs and added trickery it needs, that shit's beautiful to look at. Mapset?

>> No.4136858

>it'd still be cool to have a mod where enemies flash bright/pink colors when you hit them

If you wanted to do this without editing all the monsters, you'd probably need to delve into ZScript.

>> No.4136863

olnoname.wad, rolled it on idgames

watch yourself, shit's balls to the wall hard

>> No.4136868

Hey, there's even a OneManDoom review

>> No.4136869

That's been a trend in a few mods lately. Trailblazer does it, FinalDoomer does it, and maybe D4D/D4T too? I imagine others will be able to point out other mods lately that start you with a sidearm that's low dps, but has infinite ammo.

>> No.4136874

Quake 2 did it.

>> No.4136878

i guess the shadow is a series of sectors, each 1 unit shorter than the previous one, protruding 1 unit out from the wall. unless it's for zdoom and using slopes

>> No.4136885

I would strongly suggest spawning those particles with velocity so that they appear to be sucked to a point just below the viewpoint.

>> No.4136890

Wouldn't say the revolver is low DPS, can easily deal with low tier enemies as long as they aren't in a horde. A bit too useful for a weapon with infinite ammo.

>> No.4136898

>doom players are so amazingly prehistoric they're amazed by something accomplished to a more realistic extent by literally one light entity in id tech
when will you guys stop being so behind the times?

>> No.4136903

It's neat to see people put the effort into fine details like that.

>> No.4136910

In trying to develop this room, I was attempting to go for a demonic/hellish supercomputer feel. I still don't think that's conveyed well enough.

>> No.4136913

The non-doom 90s fps thread called. It wants its village idiot back.

>> No.4136914


>> No.4136917 [DELETED] 
File: 1.22 MB, 1280x1024, Screenshot_Doom_20170721_171753.png [View same] [iqdb] [saucenao] [google] [report]

Beautiful tomfoolery.

>> No.4136919
File: 65 KB, 480x384, KDL2WW.gif [View same] [iqdb] [saucenao] [google] [report]

They're the "dust" particle sprites from the original games when inhaling.
I want to have them curve inwards rather than moving in a straight line, I think it will have to involve A_Warp and tricky trigonometry thanks to being in 3D space and the player able to turn around.

Maaaybe I should just have it be a straight line for now yeah.

>> No.4136928

Any plans for custom levels?

>> No.4136929


Early on in dev, it didn't and used the same bullet ammo as the SMGs. Initial testers said that there was no reason to go back to the revolver after the SMGs had been picked up, since they did significantly more DPS. And for a weaponset like this, that was an unforgivable sin. The revolver is a crucial component.
I gave it unlimited ammo and people started using it more. They also were more carefree with it, fanning more often instead of carefully lining up each shot. So it made things a lot faster and more fun.

>> No.4136931

Cute! CUTE!

>> No.4136941

being able to reload the SMGs while they're offscreen after bullwhipping a monster is pretty cool, term

>> No.4136945

None at the moment, But I do agree in that this sort of mod would benefit from them a lot! It would be fun to recreate a boss fight in Doom.

>> No.4136962

how do i spin the revolver in Drifter?
this is important.

>> No.4136963


Thanks. It's pretty fun to alternate quickly between the two.

>> No.4136964

zoom key

>> No.4136967


>> No.4136968

Zoom button.

>> No.4136975

woosh woosh woosh

>> No.4136981

zoom key, configure it in options

>> No.4136991
File: 377 KB, 1920x1080, Bitsturbed-01.jpg [View same] [iqdb] [saucenao] [google] [report]

i just finished bitsturbed. bit short but fucking incredible. i know its technically not retro but you guys are the people to play this game so i have to share it with you

>> No.4137028

Revolver seems more suited for sniping than the SMGs (unless they still keep the old chaingun tap behavior which I didn't test), along with not being a bullet hose.

Since Drifter has a bunch of gameplay options in it already, could I suggest one that makes the revolver use ammo?

>> No.4137034


I'll need to do a little ammo juggling, since the player doesn't start out with any ammo, but it'll be fun to experiment with. At the very least, there's always the option for me to just give the player a handful of bullet ammo on starting.
Chaingun tapping was temporarily removed since it caused some refire issues at the time, but I forgot to put it back in so "temporarily" ended up being not so much. Oops. I'll see if I can add that back in, too.

>> No.4137037

>222 MB
What the fuck

Anyway watching gameplay, the player movement and weapon sway feel very stiff and uncomfortable. Also there's inconsistent pixel sizing everywhere. Someone would enjoy this at any rate.

>> No.4137040

If you want the dust particles to fly into the player, consider having them fly away from the player for 10 tics with TNT1 so they're invsible, then use a_scalevelocity (-2) to have them reverse and go back to the player, so something like this:

TNT1 A 0
TNT1 A 10
TNT1 A 0 a_scalevelocity (-2)
goto death
TNT1 A 1

>> No.4137045

been ported to gzdoom yet?

>> No.4137049

12.5 quadrillion shades of doom, an interesting-looking monster randomizer. it's a typical realm667 bestiary dump, but the twist here is that there's only one type of monster replacement per level.
interesting stuff.

>> No.4137079

it's just skins btw

>> No.4137082

well. nevermind, then, there goes my interest.

>> No.4137094

iv got nothing wrong with the visuals, i like my games to look like shit anyway. the movement is a pretty stiff but for a game you can complete in half an hour im pretty impressed

>> No.4137095

would love to see that

>> No.4137096
File: 2.55 MB, 350x350, Laughs Cacodemonically.gif [View same] [iqdb] [saucenao] [google] [report]


>It's a map filled with Cacodemons and 20 Archviles appears from a keytrap to resurrect them all.

>> No.4137115
File: 62 KB, 962x960, original.jpg [View same] [iqdb] [saucenao] [google] [report]

>its a map with mandatory floor damage

>> No.4137118

They're already spawning exactly where I want them, I think I'll just A_FaceTarget and set their velocity to rapidly increase, destroying themselves after a few tics (amount calculated using distance/acceleration/time)

>> No.4137120
File: 1.41 MB, 320x193, stoppleaseibegyou.gif [View same] [iqdb] [saucenao] [google] [report]

>It's a map with a floor

>> No.4137125

Well that's disappointing.

>> No.4137128
File: 31 KB, 252x235, 1411941059708.png [View same] [iqdb] [saucenao] [google] [report]

>it's a wad where whether or not nukage/blood/mud damages you is inconsistent

>> No.4137135

this is absolutely atrocious and if you do this, you're bad at map making.

actually i have this funny feeling the casali brothers do this, and sandy petersen

>> No.4137137

>mud damages you

i've never understood this one. It almost never happens. Wait, can someone give me an instance where it does?

>> No.4137138
File: 90 KB, 208x260, 1469140689332.png [View same] [iqdb] [saucenao] [google] [report]

>The boss shooter spawns multiple cubes at once

>> No.4137139 [DELETED] 
File: 595 KB, 914x784, 994b30d3fea77d00bf1dc6c9896c0bb8a7ca3be2.png [View same] [iqdb] [saucenao] [google] [report]

>It doesn't conform to my autistic vision, so it's shit.

>> No.4137140

I don't think that's (always) mud. I think that's raw sewage, You know, Literal shit?

>> No.4137141

go away, s'arais

>> No.4137142

how do i get this to work??

>> No.4137150 [DELETED] 

You don't.

>> No.4137151

>going through quake texture wads
>even by 1996 no one had decided how to display hurt areas
>water that looks like slime
>slime that looks like water
>water that looks like lava
>copies of the same texture for all three (why??)
>water, water1, 04awater1, 04mwat1
>one water that looks more like electricity

>> No.4137154

The only time I can ever see duplicates of a texture being necessary is for Warp/2s, and even those should be restricted to "fleshy" textures, liquids, or other unusual things.

>> No.4137159 [DELETED] 
File: 1018 KB, 1280x1024, Screenshot_Doom_20170721_171747.png [View same] [iqdb] [saucenao] [google] [report]

Poetry and pottery combined could not be this deliciously sweet.


>> No.4137165 [DELETED] 
File: 1.32 MB, 1280x1024, Screenshot_Doom_20170720_184445.png [View same] [iqdb] [saucenao] [google] [report]

I take it this is his fetish.

>> No.4137169

In Quake's case, the contents of liquid areas are defined by texture name: anything starting with *lava is (obviously) lava, *slime is toxic goop, and just an asterisk is water (the 'stars' teleport texture is actually also water, done so that it animates like water textures do). Duplicating a texture for those is even worse because that means you're explicitly making two out of the three function the same which is a pretty raw deal for the player, especially given you don't run on the surface of slime like in Doom and if the map author is a dick that pit may be too deep for you to swim out of before you're dead.

Also those water/slime/etc textures have ambient noise by default, and duplicating a texture and giving it a different name will stop that noise from being included in the map- but you can just compile it with a -noambient flag instead for the same effect.

>> No.4137171

you want to know how to keep him out permanently?
in case of active retard situation, use the report button. makes much more difference than acknoledging it.

>> No.4137173 [DELETED] 

Except it doesn't work. I'll always be here and always have been. Accept my glory.

>> No.4137184

>basic consistency in gameplay and aesthetics is autism
Fuck off.

>> No.4137186
File: 24 KB, 192x192, Animated_Chain_Gun.gif [View same] [iqdb] [saucenao] [google] [report]

Why couldn't the (((UAC))) make a chaingun as effective as this Aryan masterpiece?

>> No.4137192

The Wolfenstein chaingun is my favorite. I love it so much.

>> No.4137194

I like both the ominous little tune playing when you pick it up, and that the firing noise is sampled from staccato drum.

Bobby Prince is a funny guy.

>> No.4137206
File: 128 KB, 466x492, 1495070670718.png [View same] [iqdb] [saucenao] [google] [report]

>Wolf3d chaingun sound is drums
How did I never notice this

>> No.4137209

>and that the firing noise is sampled from staccato drum.
SHIT that explains it.
I've been trying to recreate the chaingun sound and machinegun sound for ages but never could get it right.

>> No.4137219

>Doomguy portrait on upper-right corner

Please tell me what wad adds that. I prefer playing full screen so no bottom hud, but I miss seeing the portrait.

>> No.4137225
File: 14 KB, 300x269, were in for it now scoob.png [View same] [iqdb] [saucenao] [google] [report]

> The cyberdemons shoots cubes

>> No.4137227

they did but it uses energy cells, unfortunately all the more recent ones were dogshit compared to the original

>> No.4137232

>It's a fucking DRUM
Shit, that makes two drum things.

>> No.4137246

What are some wads that know how to do arenas properly? All i can think of is going down

>> No.4137257
File: 118 KB, 800x600, Screenshot_Doom_20170721_214445.png [View same] [iqdb] [saucenao] [google] [report]

What's this then, the bars are broken? Seems there's a door in there too.

>> No.4137259
File: 104 KB, 800x600, Screenshot_Doom_20170721_214458.png [View same] [iqdb] [saucenao] [google] [report]

Woahohoho, that was close.

Better make my delivery and leave.
There was two of these assholes in that little room, fuck THAT.

>> No.4137281

someone please help, i really want to play this

>> No.4137286


Looks like it needs to be loaded with cc4textures.

>> No.4137304 [DELETED] 


>> No.4137309

decrease the default sliding movement please

>> No.4137312

sorry man i wouldn't ask if i hadn't tried everything i could think of, but i have no clue how to do that

>> No.4137313

Stick that grenade up its ass.

>> No.4137314

where the fuck did you get that from?

>> No.4137323



>> No.4137324
File: 92 KB, 800x600, Screenshot_Doom_20170722_031143.png [View same] [iqdb] [saucenao] [google] [report]

It's far more efficient to toss it so it bounces between his legs, thereby ensuring the shrapnel hits his pal too.
Again, I can solve so many of my problems with hand grenades.

Though the idea of hand grenade fatalities seems kind of fun, I don't think I'd want to put them in.

>> No.4137326

the link in the readme is dead and my searchengine isnt pulling anything up:

>> No.4137330



>> No.4137332


>> No.4137337

i tried that already, diddnt work

>> No.4137339

I rendered it on my own, why?

>> No.4137340

im just dragging it to the zdoom executable along with tov.wad is that wrong?

>> No.4137347
File: 101 KB, 800x600, Screenshot_Doom_20170722_031152.png [View same] [iqdb] [saucenao] [google] [report]

Their assholes and guts painted the walls, so that was that.

There's an additional two viles by the exit, you have a pretty slim bit of cover, but there's enough distance between you and them that you can make it work.
I'll say that one of the viles dying and dropping a Chronosphere can actually make dual vile encounters easier, by a lot, but this can be very different once I finalize the second vile.

Then only he will drop that powerup, but he'll also be immune to it, so one hand you'll know which one to go for first to get his power, but on another you can't use his power against him, meaning if there's more of this flavor of vile, it might actually not help much, if at all.

>> No.4137350

nothing, it just looks cool and I couldn't find a source anywhere.

>> No.4137398 [DELETED] 
File: 16 KB, 112x113, Preview2.png [View same] [iqdb] [saucenao] [google] [report]

Don't trust wossnames claiming to be S'Arais.
S'Arais only posts nutritious, natural goodposting

Like a link to this monster: http://realm667.com/index.php/en/forum-board/beastiary/73-devil-worms-pack?limitstart=0

Well, maybe you could tell us what the problem actually IS? Missing textures? Just not launching? Speak, vague one!

>> No.4137401 [DELETED] 

report and ignore.

>> No.4137414

report and ignore what?

>> No.4137425

It's a doom 4 animation that the plays when the caco dodges a shot iirc.

>> No.4137426

when i load both the tov.wad and cc4-tex.wad by dragging them to the zdoom executable, it just loads the regular doom iwad (and yeas i tried it with multiple iwads)

>> No.4137434 [DELETED] 

They show their true face when I merely lend assistance. I don't see how a link to a DOOM monster and trying to help somebody with their DOOM map issues is not retro.

>> No.4137450

yeah, I know that. I wondered if the guy has any more. I don't recall them having an actual pupil.

>> No.4137460 [DELETED] 
File: 136 KB, 466x486, 98c.png [View same] [iqdb] [saucenao] [google] [report]

Who hurt you?

>> No.4137489

I lazily removed the music from Synthdoom and replaced it with tracks from UT2004 for my own amusement, but figured someone out there might like it as well so here you go.


>> No.4137490

Doom 1 with RL Arsenal. I'm stuck in a loop of just replaying the first game but with different mods every time.

>> No.4137493

It's a weapon mod you play with other mapsets, it doesn't have levels.

>> No.4137505

Please, I need this.

>> No.4137510

Every character in Samsara also has a starter weapon with infinite ammo as well, now that I think of it.

>> No.4137521

coop for plutonia?

what, you organize to play through the whole thing or just a couple maps?

>> No.4137534

They don't, i replaced the eye texture with one that have actual reptile pupil, green iris and black sclera, it makes the Caco more confident with the classic one.

And actually i have all Caco anims ripped here, i did this because i'm planning in replace Doom 3 Cacodemon in my mod since that model is being used by Pain Elemental as well with few modifications only.

>> No.4137539

I should take the habit of loading these mods for those massive 1 map wads that take hours to finish.

>> No.4137540

Does that still require an ACS hack like nashmove or is the player's slipperiness editable now?

>> No.4137553
File: 2 KB, 70x70, KWDLfront.gif [View same] [iqdb] [saucenao] [google] [report]

Which of these two Waddle Dees looks better as a front angle sprite animation? Main difference is where their face is each frame, it's minor but it will affect the other rotations.

>> No.4137557

>"I'm gonna make a cool Arch-Vile variant monster!"
>the Arch-Vile has like 130 individual frames
>I pretty much have to edit all of them

>> No.4137560
File: 1 KB, 52x60, 1493027806081.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4137563

>All those fire attack frames

>> No.4137568
File: 9 KB, 254x261, 1497119513140.png [View same] [iqdb] [saucenao] [google] [report]

>tfw I got my little sister into Chex Quest and DOOM
Classic Doom's a bit tough for her, but Chex Quest was just right. Are there any other babby-tier-difficulty wads that I should introduce her to?

>> No.4137571


A tough question.
A lot of mapsets are designed to be tougher and more challenging, not easier.

>> No.4137573

Wool Ball.

>> No.4137582

Doom 2.

>> No.4137586

Shadow of the Wool Ball might be good.

>> No.4137587


i fucking figured it out man
real user friendly took me forever to get these commands right. thanks to anons who tried to help me and to mods who pruned my posts cos i was a nagging noob

start J:\Vidya\Doom\gzdoom-bin-3-1-0a-x64\gzdoom.exe -skill 4 -warp 19 -file tov.wad cc4-tex.wad

>> No.4137589
File: 579 KB, 1920x1080, Screenshot_Doom_20170722_144706.png [View same] [iqdb] [saucenao] [google] [report]

forgot pic

>> No.4137601

ur dum

>> No.4137603

i know

>> No.4137605


>> No.4137614
File: 100 KB, 250x250, doom_sweatguy.png [View same] [iqdb] [saucenao] [google] [report]

fair point, so what about the more straight-forward style wads with little secret-hunting necessary?
thanks m8s

>> No.4137616


>> No.4137619

now you tell me

>> No.4137625

At least you figured out how to do it the hard way.

>> No.4137640

I think I prefer the upper right.

>> No.4137652

wait let me rephrase that; are there any decent wads that don't rely on exploration for most of the maps?

>> No.4137658

A lot of super-linear maps, like Scythe.

>> No.4137663

>Classic Doom's a bit tough for her
Even I'm Too Young to Die and Not Too Rough difficulties?

>> No.4137667

it's the puzzle solving/looking for keys that gets her, she's ok at shooting demons

>> No.4137676

Ah, that's a different matter entirely.
Hmmm. There could do a mapset that's emphatic on exploring and solving puzzles, rather than fighting.

>> No.4137679

TVR! has relatively small and easy maps if I recall.

>> No.4137720

> enemies flash bright/pink colors when you hit them
This is pretty much what castlevania and other more arcadey games did.
I copied it from castlevania when I did a Castlevania mod and test map. Very easy to do, just add some red versions of the sprite flickering in the decorate

>> No.4137738

there's one or two exploration mods I remember that were pretty nice

also you could get her into mods like alien vs predator vs terminator, ghostbusters mod, etc, etc. just to show her other frnachises and vidya stuff

>> No.4137824

What's the best custom fullscreen HUD, preferably one with the mugshot?

>> No.4137831

I remember seeing a HUD that was transparent and based off the original, but without taking up the entire lower screen

>> No.4137876

hi quake friends. does anyone know the name of the quake mod that smooths out the animations of the enemies? k thanks bye

>> No.4137880

turn on animation interpolation in the sourceport of your choice

>> No.4137881

uh, got any recommendations?

>> No.4137882

is there any way to get ceiling scrolls to properly carry things attached to them in UDMF+GZDB-D2GZ format?

>> No.4137886

quakespasm if you like lightweight, simple but powerful sourceports (most maps/mods are made for QS) that are essentially GLQuake with the bugs all fixed
mark V if you want menus within menus within menus and a software renderer to go with openGL

>> No.4137896


>> No.4137925


>> No.4137945

You mean this one?

>> No.4137968


>> No.4137983


>> No.4137998

he was a good man
deus ex jokes aside

>> No.4138004
File: 3.71 MB, 2502x3238, dissolution_of_eternity_by_karinakruglova-daygwbe.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4138030

>three finger - credited for giving the shocker its namesake

>> No.4138040

The Adventures of Square, even if it's still incomplete. Hocus Doom is fun too.

>> No.4138056



>> No.4138063
File: 32 KB, 360x360, 1484629871310.jpg [View same] [iqdb] [saucenao] [google] [report]

>quake fan-art
>by a Russian 23 year old girl

>> No.4138067

Square is as incomplete as shareware Doom, so I'm sure that's no problem. I mean where would we be today if shareware Doom hadn't been played to hell back in the day?

>> No.4138098

I wouldn't recommend Square, it's really easy to get lost on where to go in its maps.

>> No.4138102

the city level is fucking awful yeah

>> No.4138130

There is something heartwarming about old-school FPS fans who are in their 20's. It's like the torch is still burning.

Btw, it's the chainsaw a Doom reference?

>> No.4138186
File: 25 KB, 783x367, 1497417709391.png [View same] [iqdb] [saucenao] [google] [report]

MUCH appreciated! Thank you for sharing this!

>> No.4138193

I think there was mention of altered stats, so its more than skins. They're not crazily balanced to be differ wildly, but they are do have different stats nontheless.

>> No.4138203

argh i read this right to left

>> No.4138210

heh you mean the proverbial "doom babies", and i agree the belief they are somehow a bad thing to be very silly and misguided

>> No.4138229


You fuckin' weeb !

Just kiddin, you just made me smile.

>> No.4138240

Ludicrum already has a map where you can practice fighting a billion archviles

>> No.4138246


That said, aren't a lot of mid 20s anons those who grew up playing the likes of Doom, Duke and Blood?

>> No.4138248

It'd be more of a late 20's thing by now.

>> No.4138250

except the first bunch does no damage
and once you realize this and get complacent, it releases stock standard highly damaging archviles

ludicrum is a rollercoaster of emotions in gameplay form

>> No.4138292

>except the first bunch does no damage
and once you realize this and get complacent, it releases stock standard highly damaging archviles
That's cruel.

>> No.4138412

id like to turn OFF interpolation actually... whats the variable for it?

>> No.4138430

I think it's an ogre.

>> No.4138438

I wonder if there are any underage people here

>> No.4138445


I was like 15-16 back when I started browsing 4chan in 2008-2009.

>> No.4138446


>> No.4138451


>Btw, it's the chainsaw a Doom reference?

no anon, it's that enemy weapon

>> No.4138454

The guy who makes Lithium has been posting in these threads since he was 13.

>> No.4138504

Me too, but I didn't discover the fps general until some years ago.

>> No.4138524
File: 342 KB, 1366x768, Screenshot_Doom_20170722_183809.png [View same] [iqdb] [saucenao] [google] [report]

Finally, a gun that allows me to see shit.

>> No.4138539

I think you forgot a jack in somehwere

>> No.4138558
File: 1.02 MB, 441x603, 1477773449067.png [View same] [iqdb] [saucenao] [google] [report]

What do you boys listen to when you play your Doom?

i listen to megadeth

>> No.4138595


pet shop boys

>> No.4138620

Has anyone tried to recreate the Simpsons' house in Doom?
I know there's one in Quake 3.

>> No.4138625

I only just turned 20 a few months ago but Doom is one of my favorite games.

>> No.4138634

if i have to pick one thing to whine about in high noon drifter it has to be that weapon. primary fire blocks my view and secondary fire instakills my framerate, i avoid using it. the rest of the mod is fantastic though

>> No.4138642

nevermind I found it

Managed to get AD in quake up to a manageable number of fps (though some big common areas it will still lag down to like 5fps, the underwater tech base also runs at like 5fps too)

in AD_Swampy just figured out the water area below the silver key is actually a new area that I have to traverse to get upstairs. Man this map is annoying, it reminds me of zelda.

I could swear I ran into a grenade launcher and forgot where it was, but that mightve been another map.

>> No.4138650
File: 167 KB, 800x600, Screenshot_Doom_20170722_175432.png [View same] [iqdb] [saucenao] [google] [report]

Seems legit.

Typically whatever's on in the map.
Though I listen to all sorts of stuff when editing.
Megadeth is pretty good. Just recently listened to some Offspring.

>> No.4138661
File: 146 KB, 800x600, Screenshot_Doom_20170722_180725.png [View same] [iqdb] [saucenao] [google] [report]

Gee, a dark little side tunnel draped in chains?
Well in my experience of this mapset, hidden away nooks and crannies and dark side paths usually have something horrible in them, so let's see what will gangbang me.

>> No.4138663
File: 119 KB, 800x600, Screenshot_Doom_20170722_180752.png [View same] [iqdb] [saucenao] [google] [report]

It was just a dead guy and a little bit of stuff.
So nice, and only a little bit horrible, a refreshing change of pace.

>> No.4138689
File: 309 KB, 800x600, Screenshot_Doom_20170722_181401.png [View same] [iqdb] [saucenao] [google] [report]

Tossing flares down steep holes and abysses can make it look pretty moody.

>> No.4138691


Yeah, the alternate fire just seems to be not only not useful but also a crapshoot in regards to framerates. Sometimes it's perfectly fine, other times it's a slideshow invoker.
Probably just gonna up and replace it with something else.

>> No.4138693

is this still TNT:Revilution?

>> No.4138724

okay i reviewed the thread and now i think it's Mutiny

>> No.4138742

>>4132808 see >>4134758

>> No.4138750
File: 216 KB, 800x600, Screenshot_Doom_20170722_183031.png [View same] [iqdb] [saucenao] [google] [report]

Should probably remove the chainsaw guy from the chaingunner slot, not unseen for him to be fidgeting around up on a ledge and be completely wasted.
Or maybe I'll give him the ability to drop down ledges, that'd definitely change the dynamic of fighting him.

I did that already. Again, not much like TNT Evilution, but would absolutely recommend on it's own merits, great music and atmosphere. I felt the first few levels were a bit lame but I think that's because I came in expecting it to be more like Final Doom, looking back at them in retrospect there's not really anything wrong with them.
The second and third half really felt like an adventure, and there's some creative setpieces.

So far I'd recommend Mutiny as well, playing on HMP, it's pretty hard, but a pretty reasonable and good hard, there's (generally) always plenty of room to maneuver and plenty of ammunition, it never really feels like I was put in an unfair situation when killed.

There's plenty of "Aw shit" moments, but usually not in a way where you're horribly trapped in a tight space and you should have acted faster than you can think.
I had a cyberdemon chase me around a courtyard as revenants and a mancubus poured down fire on me (and a swarm of cacos came down on me from the sky), but I could always keep running and get behind something, so it never felt unfair. Really exciting actually.
The two archies behind the door was a bit vexing but there was still room and cover (just make sure to deal with them before they get to all those corpses you made earlier).

>> No.4138752
File: 402 KB, 800x600, Screenshot_Doom_20170722_182507.png [View same] [iqdb] [saucenao] [google] [report]

Also the levels look gorgeous without being overdesigned, that's a strong plus.

>> No.4138812
File: 20 KB, 490x360, prepare yourself.jpg [View same] [iqdb] [saucenao] [google] [report]

huh... figured out how to make it faster

gl_farclip determines how far off it draws things... now normally in a 3d game its not supposed to draw jack shit that you cant actually see but apparently quakespasm is still drawing things behind walls that you dont have a line of sight to

Although it presents some poorer presentation, setting it to 1024 (map units) really sped up the game to a playable level. Maybe 15fps but I can work with that.

> also turned off movement interpolation, I wanted it like that but it may also have sped up performance

>> No.4138819

i thought it was a Boom wad. where did all the colored lighting come from?

>> No.4138821


I believe Immoral Conduct has flares that light things up.

>> No.4138825

Y'know, a lot of those arch-vile frames are pretty similar (like 80% similar), I could easily do some copy and pasting to save time and make for better consistency.

>> No.4138845

There's Powerslave EX to play the PSX version of the game, but what's the best way to play the PC version of Powerslave?

>> No.4138850

It is, you can tell by the bulky-ass body and the coveralls. You'd think the grabby-end of the chainsaw would be gorier, though, given that they're attached to the Ogre's wrist, aren't they?

>> No.4138887

Oh fuck yes. is there a way to skip unwanted tracks though? the ACS source code isn't available in the pk3 and I don't remember a0000052 at all, but I want to skip it if it comes up.

>> No.4138892

Fighting barons and knights with this thing is a nightmare, keep running into projectiles

>> No.4138902

Wow, page 9 already?

>> No.4138904

>there's (generally) always plenty of room to maneuver and plenty of ammunition
I ran out of ammo multiple times on MAP10 UV, that map is insane

>> No.4138907

other guy said he was playing on HMP

>> No.4138908
File: 1.02 MB, 1366x768, [colossus by siren intensifies].png [View same] [iqdb] [saucenao] [google] [report]

tracker music

>> No.4138912

There's your problem. I find the mapset plenty challenging on HMP, I'm assuming it just goes balls to the walls on UV.

That looks pretty and atmospheric, what mapset is that?

>> No.4138914

we're at 500+ posts.

>> No.4138923
File: 159 KB, 1920x1080, Screenshot_Doom_20170416_234659.png [View same] [iqdb] [saucenao] [google] [report]

the in game music, but if playing with -nomusic usually metal or hardcore and occasionally oldschool electronic music.

>> No.4138925
File: 1.19 MB, 1366x768, Screenshot_Doom_20170721_151945.png [View same] [iqdb] [saucenao] [google] [report]

make a new thread then

tyrant, an 8 map wad inspired by epic2. has it's bullshit teletraps too.

>> No.4138934

>map name

>> No.4138938

It's an oblige map

>> No.4138939

that's the font oblige uses for map titles, so i guess it's an oblige map name.

>> No.4138950
File: 357 KB, 1280x720, send help.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4138954

Here lies peperony and chease

>> No.4138958

>200 rnds
dbab & pop the airbags

>> No.4138960

Rockets + caco clouds = fun

>> No.4138967

I'm used to 600+ at page 7.

>> No.4138968

i'll make a new thread. it's been a while since i did it regularly, but i think i can still remember how to do it.

>> No.4138982
File: 35 KB, 661x720, 1500572849240.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw High Noon Drifter + Epic 2

>> No.4138983



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