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4155986 No.4155986 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4149648

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
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)

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4155990 [DELETED] 

Doom was never good

>> No.4155993

=== CURRENT EVENTS ===

QUMP
-We're still waiting
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

OP
-2016 torrent of idgames archive is gone
-Looking into replacing or removing outdated resources in the OP, need feedback
-Looking for more unique images to start each thread with

=== NEWS ===

[7-29] Press F as OBLIGE's 7.666 release will likely be the final version
http://oblige.sourceforge.net/

[7-28] Intermission E2M7, featuring Cage, Wartorn, and Pillowblaster
https://www.youtube.com/watch?v=13IDbeckDUM

[7-27] Lilith.pk3, the latest hot mod
https://forum.zdoom.org/viewtopic.php?t=57364

[7-26] Project Xenome: Interloper, a map set for Unreal
http://www.unrealsp.org/viewtopic.php?f=4&t=4195

[7-21] Anon map release: LEISURE.WAD
https://mega.nz/#!UyhnEYxA!BvZc-FDnp2Z6DqiyB3xD1_AJ04NWw9sPDFKE3NVUkXY

[7-21] 12.5 Quadrillion Shades Of Doom (monster randomizer)
https://forum.zdoom.org/viewtopic.php?t=57310

[7-21] Anon map release: "an arena where you can practise fighting two archviles"
https://my.mixtape.moe/xlahtx.wad

[7-21] High Noon Drifter released
https://forum.zdoom.org/viewtopic.php?t=57098

[7-20] New Insanity's Requiem release
https://forum.zdoom.org/viewtopic.php?t=37130&start=480#p1010044

[7-20] BloodGDX 0.771 released, fixes ROR
http://m210.duke4.net/

[7-19] Colorful Hell got updated to 0.90; adds gibs and White Archvile
https://forum.zdoom.org/viewtopic.php?t=47980

[7-16] Spaceman333's proper release of his slow motion addon, adds actual slow-mo
http://www.moddb.com/games/doom-ii/addons/slomobullettime-ultimate-r3

[7-14] Anon shares a Masters of Doom audiobook
>>/vr/thread/4117396#p4117883

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link.

>> No.4156018
File: 81 KB, 466x486, 1500239354267.png [View same] [iqdb] [saucenao] [google]
4156018

Can anyone name this mapset? it had
2 episodes, the first one was in a regular techbase and the other was in an arctic techbase. the first map had a large water plant section and lasers you had to disable, and an explosive wall near the end. There was an also an optional weapon set, Anyone know what i'm talking about?

>> No.4156048

>>4156018
Winter's Fury?

>> No.4156075

>>4156048
it was Dark7, thanks tho

>> No.4156117
File: 380 KB, 1212x612, sketch301135429_by_llortor-da4hqkp.png [View same] [iqdb] [saucenao] [google]
4156117

>> No.4156132

>>4155986
>remove missile launchers
>recolor silver parts to brown
>make what is essentially a beefed pinky
neat

>> No.4156138

>>4156132
Considering their height I think these are legitimately scarier than pinkies.

>> No.4156163

>>4156138
He looks silly, like a hungry skeleton. Not because he's an actual skeleton, but he looks like some DYEL lankylord

>> No.4156164

>>4156138
It's more that it makes people realize they're not just skeletons with rocket launchers on them, it's easy to gloss over the meaty bits with the normal sprites.

>> No.4156312 [SPOILER]  [DELETED] 
File: 400 KB, 397x382, 1501397925943.png [View same] [iqdb] [saucenao] [google]
4156312

>> No.4156316

>>4156312
Fucking what.

>> No.4156318
File: 1.16 MB, 1920x4348, file.png [View same] [iqdb] [saucenao] [google]
4156318

>>4156316
Looks like spam.

>> No.4156354
File: 7 KB, 235x248, Ranger_is_Enjoying_his_time.png [View same] [iqdb] [saucenao] [google]
4156354

>>4156054
>Be ranger
>Walking down corridor shooting down knights
>Grenades start raining down from above
>Ogres up there, no time to deal with them
>A lightning bolt flashes past me
>Shambler backed up by some death knights
>Grenades, knight fireballs on all sides, struggling to keep out of sight of the shaggy monstrosity
>Stone grinds open behind me
>A fiend jumps out
>Scrags teleport in
>At that moment I see a secret shootable button only viewable from a certain angle
>Shubby Momma I'm comin for ya

>> No.4156381

whoops, thread has moved on

>>4155057
thanks, yeah i was mapping to some design principles regarding realism/believability, that were frankly wrong, and hurt the gameplay. the ammo shortage comes from the idea that it's a secret military research base so there shouldn't be ammo just lying around. i was mapping as if the location was more than just a game level, which is plainly idiotic. gameplay trumps every other concern.

the windows are meant to be transparent but blocking fire and monster sight, they use an old BSP-specific trick (HOM-free transparent doors) to achieve this that i guess doesn't work well outside the original software renderer. there are better ways to achieve the same effect that are more widely supported, but i didn't know them back then.

>>4155613
yeah the exit was a bit strange. it never occurred to me that it wasn't obvious because i've always played in an engine that draws exit lines in a different colour on the automap. one beta tester said it would have worked better as an exit to a secret level - another actually thought you exited by dying on the demon face that appears under the cyberdemon. but having to run round the ledge was a deliberate choice so you could just charge past and ignore the boss.

would love to see the demo, if you ever get the chance to unearth it again.

>> No.4156385

>>4156381
Everyone grows from experience. Why did you call it Elixir, by the way?

>> No.4156386
File: 152 KB, 285x421, Shephard2.jpg [View same] [iqdb] [saucenao] [google]
4156386

Let me just move this crate a lit-*throws across entire room at 100 MPH*

>> No.4156387

>>4156386
It's even more hilarious if you try pulling them.

>> No.4156391

>>4156387
>>4156386
At least it's not Trespasser, where it's wonky physics can cause boxes to be locked into a state of moving into each other.

>> No.4156393
File: 916 KB, 720x360, fire in the hole.webm [View same] [iqdb] [saucenao] [google]
4156393

It has fuck all for range, and you're not gonna get much ammo for this thing when you pick it up, but damn.

>> No.4156397

>>4156393
CATACLYSM
https://www.youtube.com/watch?v=ZJZkfjAHC5M

>> No.4156398

>>4156397
That is fucking awesome.

>> No.4156403

Can anyone help me find a mod I've long since misplaced?
I found an old document in one of my drives where I, still convinced I could be a good writer at that point, basically wrote a novelization of a scripted event.

It was apparently on MAP02, starting on this large cargo or freight elevator, with a bunch of pinkies (unclear whether you had to kill them before starting the elevator or if they were already dead). You'd ride the elevator in silence for a bit, then it'd start shaking for a little while. After a moment it'd shake a bit harder and the lights would flicker. Then after that it'd shake even harder, some maniacal/demonic laughter would come from out of nowhere, and the lights would alternate between bathing the room in red and going out completely.
The most I can gather about the first map is that the story behind the mod apparently involved Dr. Betruger from Doom 3, and it had some ridiculous number of monsters, something like 400+ according to the document I'm going off of for this. There was also apparently one specific area with a lot of toxic waste and cacodemons that I felt the need to bring up.

My best guess for when the mod was released is somewhere between Doom 3's release in 2004 and March 2008, which is the date attached to the document.

>> No.4156407

>>4156386
> having your speedrun strat box moving blocked by a single cockroach

>> No.4156413

>>4156385
https://en.wikipedia.org/wiki/Elixir_of_life

the uac discovers the legendary fountain of youth, and builds a facility to weaponize it. hell can't be having with this, thus the inevitable demonic invasion.

it's a cute way to explain where the health potions come from.

>> No.4156415

>>4156413
>it's a cute way to explain where the health potions come from.
The same guy who ordered all the chainsaws bought a lifetime supply of Super Male Vitality.

>> No.4156449

>>4156415
and more open helmets than they could ever use, even if they weren't on Mars.

>> No.4156492
File: 1.11 MB, 720x360, spike machinegun.webm [View same] [iqdb] [saucenao] [google]
4156492

Working on the next subshot, it's essentially just a fucking machinegun.

>> No.4156512

>>4156492
[Blazter intensifies]

>> No.4156519

Whats a good mapset thats hard, but not annoying

>> No.4156520

>>4156519
>hard but not annoying
Implying that those aren't exclusive

t. 100 revenants in a monster closet next to the red key

>> No.4156524

>>4156520
>Implying that those aren't exclusive

So map can only be one or the other? not both?

>> No.4156530

>>4156519
Alien Vendetta possibly?
Or maybe Ancient Aliens?
What is annoying?

>> No.4156532

>>4156530
>What is annoying?

I don't know. I think >>4156520 probably knows better than I do.

>> No.4156537

>>4156524
Often they start as the former and devolve into the latter as the mapper stops giving a fuck.

>> No.4156538

>>4156519
http://www.moddb.com/mods/chainworm-kommando has it's moments.

One of the moments is mental torture though.

>> No.4156546

>>4156537
Wait, what mapsets start out hard? I know plutonia and its sequels, though they more start at medium difficulty for me.

>> No.4156548
File: 27 KB, 256x128, RETROSKY.png [View same] [iqdb] [saucenao] [google]
4156548

Do you like my sky for an upcomming wad /vr/ ?

>> No.4156552

>>4156548
yeah i like it

>> No.4156554

>>4156546
I meant more starting out with the aim of the early to midgame being a decent enough challenge instead of a cakewalk without pulling too much stupid shit.

It's like, say Going Down, it starts off as a sort of moderate difficulty on decent enough maps, with the occasional stupid shit but by the end few levels it's just dumping you in an arena with fucktons of everything and something like six plus cyberdemons.

>> No.4156562

>>4156554
Yeah, but I'm specifically asking for Hard difficulty maps. Not medium difficulty maps.

>> No.4156564

>>4156548
Are you going to make a fully wrapped sky, or will it tile four times?

>> No.4156565

Does anyone have a .rar with doom with skulltag or something? sorry, I have no patience and am an old man.

>> No.4156591

>>4156565
Sorry, my .rars only have Chex Quest with Skulltag.

>> No.4156603

No fun allowed

>> No.4156605
File: 215 KB, 640x360, 1501209406387.jpg [View same] [iqdb] [saucenao] [google]
4156605

>>4156548

>> No.4156652
File: 1.02 MB, 720x360, hitsparks for the spikes.webm [View same] [iqdb] [saucenao] [google]
4156652

added some hit sparks for the spikes, and then I decided to attempt a pistol start of tricks and traps, died like 4 times before catching a lucky break and things started progressing smoothly.

Until I crashed GZdoom in that room with the pain elementals, spectres, and other shit.

>> No.4156665

>>4156548
needs 100% more dithering

>> No.4156737

>>4156652
4 times? does your mod make the game significantly harder?

>> No.4156738

>>4156548
What kind of WAD are you working on?

>> No.4156740

>>4156737
Things can go pear shaped really fast in GMOTA if you fuck around too much. Seeing as it's so melee focused if you don't have some subweapons backing you up or a plan of attack, you'll get overwhelmed quickly.

>> No.4156743

>>4156652
>blatzer's eyes when he's shooting that shit
is he ok?

>> No.4156746

Hey anons, I just started playing Doom this morning, beat the 1st episode on the 3rd or 4th difficulty level, but one thing that bothers me is that the language of certain parts of the game(like the ending) are in my country language, while the rest of the game is in english.

Is there a way to put it all in English?

>> No.4156752

>>4156398
Syndicate Wars has a lot of cool weapons actually.
Also you can demolish basically any and all buildings in the game by the use of explosives.

>> No.4156756

>>4156746
type in console: "LANGUAGE EN" if it works.

>> No.4156816

>>4155532

Yes the shotguns were a little better in quake than the standard pistol. But you have to consider the monsters were also alot tougher too.

We wont look at the actual damage/health values... only find equivalents here. The Doom RL does ~220ish damage and the Quake RL does 120 damage. Pretty easy to say they have about the same firepower, the blast radius is virtually identical.

Thus the scale for all damage and health values in Quake is roughly 1/2 that of doom.
> most monsters have at least 400hp

>>4155804
the answer is... you take that proverbial mess of doom map stuff and convert it to a 3d model (ie, a quake map)

sorry but if one method is really hacky, just change the rules, its called thinking outside the box

or FFS just make a converter that processes all the maps at game start, and have the game grab those instead of standard maps if the capability is there

> then people will start literally playing quake in doom, porting fanmade quake maps directly to doom, etc etc
> and the 3d shit works perfectly because its natively 3d at that point

>>4156054
>insane running speed

This is one of the things I don't like about FPS in general. At least with Halo master chief ran round at a paced run and he couldn't sprint, you could get fucked if you weren't careful, plasma shots run alot faster than you do (fucked, literally, getting a plasma sword shoved up his ass).

I dont think it should be a valid tactic to just run that fast to avoid enemies. In quake I did like that some monsters were quite quick, it made you have to face your demons so to speak.

The dodge moves in UT2k4 were annoying as fuck but also appropriate, couldn't really run fast in that game either.

Jumping is another story. At least Marathon tried to get it right (emphasis, tried).

>>4156138

I borrowed this to replace my pinkies with. It was kinda cool for a little while until I decided to do the same thing with Ettins from hexen, and that was even cooler.

>> No.4156827

>>4156816
>>4156354

In quake this was undeniably a valid tactic, just keep running like an apocalypse movie, as the train of badness behind you just starts adding up. This would cause infighting as shamblers, death knights, and ogres would miss their targets and hit bystanders.

Also bought time to get them corralled in some place while you double back and (maybe) only run into 1-2 of them back at the place you was really trying to get to

> not killing all monsters
> shame on you

Well at least it doesnt tally points about it, the end of level report is not persistent to the whole episode.

> meanwhile I survive with 200 red armor without expending the rockets/cells I collected

>> No.4156849

>>4156564
The real sky is 1024 pixels wide. This is just a tiny piece of it as a demonstration

.>>4156738
Working on a megawad, UDMF but with vanilla-ish gameplay. Made an entire outrun texture pack for it.

>> No.4156912

>>4156849
>Working on a megawad, UDMF but with vanilla-ish gameplay. Made an entire outrun texture pack for it.

That's cool. But how does a racin game like Outrun fit in there? Are you making a level for each location?

>> No.4156919

>>4156849
>UDMF but with vanilla-ish gameplay.

How much UDMF are you taking advantage of?

>> No.4156941

>>4156919
Mostly things that make my life easier, like advanced sequences on button presses and some subtle detail with slopes, 3D floors and portals.

>>4156912
Outrun/retrowave as a theme. It's not related to the racing game. It's only a couple of maps that are like this, sorta like the equivalent of a "hell-episode" in a wad.

>> No.4157167

>>4156548
Good shit, mate.

>> No.4157245

Just quit smoking, what mods and/or mapsets should I play.

>> No.4157247

Not exactly doom related, but I though I may as well ask here. I vaguely recall playing a game some 15? years ago where you initially use a helicopter and later a tank, the plot was something generic about fighting an alien invasion on earth and the last mission was blowing up a mothership with the helicopter. It also gated further gameplay behind higher difficulties. Anyone know the name of it? I believe it was a true 3d engine at a glance. I thought it was called "In Extremis" or something of the sort, but since google shows up nothing, it was either a localization or my faulty memory.

>> No.4157257

>>4157245
https://www.doomworld.com/files/file/16862-coffee-break-episode-1/

coffee break with high noon noon high

>> No.4157258

>>4156941
Do you have an screenshots of WIP maps?

>> No.4157260

>>4157247
Gunman Chronicles?

>> No.4157267

>>4157257
i hope theres no cigar smoking in high noon!

>> No.4157279

>>4157245
Trailblazer

>> No.4157280

>>4157267
nope
lots of drinking, though

>> No.4157287

>>4157279
bruh

>> No.4157294
File: 49 KB, 576x576, 1423678595126.jpg [View same] [iqdb] [saucenao] [google]
4157294

>>4155993
>[7-29] Press F as OBLIGE's 7.666 release will likely be the final version
>http://oblige.sourceforge.net/


FFFFFFFFFFFFFFFFFFFFFFFFFFFFFF ;__;7
I hope someone makes a fork and continues development.

>> No.4157305

>>4156548
Seeing this makes me wonder how I could distinguish my Vaporwave wad idea more, since there is a decent amount of overlap between the two themes.

>> No.4157401
File: 814 KB, 1920x1080, Screenshot_Doom_20170730_222630.png [View same] [iqdb] [saucenao] [google]
4157401

Anon's kind words yesterday motivated me to do some work on my Zombies TC remake.

Decided to drop the library for a while and work on the warehouse on the other side of the map. Shit, man. That forklift took forever to make.

>> No.4157443

>>4157401
That gun sprite is beautiful, anon.

>> No.4157461
File: 553 KB, 960x718, 1422083090264.png [View same] [iqdb] [saucenao] [google]
4157461

I'm not the greatest or most experienced of mappers, but would anyone be interested in a small mapset built around D4T? I don't see maps made around mods too often so I wanted to at least try.

>> No.4157468

>>4157461
It'd be interesting to see.

>> No.4157481

>>4157443

Thanks, I disagree. Wait was that sarcasm ?

>>4157461

Sounds neato.

>> No.4157487

Are Realm667 assets still frowned upon?

>> No.4157490

I think i might be the only person who's played this... I don't even think it was a real game, might just be some crappy AS game from 2000's

Anyways, it was around the days of early internet, post AOL. So funny junk was yellow, and newgrounds was the place to go. I believe it was around 2004-2005. I typed "play doom free" into google. and I got some crappy game with azure purple skies and robots that sort of looked like the AT ST from starwars. The gun looked suspiciously like this one >>4157401
did anyone else play this? Might have been some crappy homemade flash game, but didn't feel like it. I remember playing it in my browser back in 2002-2005

>> No.4157501

>>4157487
I don't mind them as long as people don't go overboard with them.

>> No.4157502

>>4157487
they are?

>> No.4157508

>>4157487
if they're needlessly inserted in for no rhyme or reason, yes, they're simply bloat
strange aeons makes wonderful use of them

>> No.4157556

>>4157461
>I don't see maps made around mods too often

A big reason why that is is because the gameplay mod community and the mapping community are largely separate.

>> No.4157580

>>4157556
and that's unfortunate, really

a lot of the divide is entirely needless, and i'd really like to see some mappers hook up with some bigger/cooler gameplay mods and make a couple maps for them

>> No.4157597

>>4157461
This is honestly why brutal doom is so popular and successful.

>> No.4157602

>>4157580
I think it's because both subjects are too different, so you're either making maps or mods.

>> No.4157607

>>4157580
IIRC, there are a lot of mappers who were jaded by 00's era zdoom mapping. After so many overhyped projects being seen as major disappointments, some of the mappers behind them decided that it simply isnt worth the effort anymore, and moved to making vanilla/boom maps with stock gameplay, as it was easier to work with.

>> No.4157615

>>4157597
i'm sure it was popular well before HOESP was made

>> No.4157631

>>4157615
brutal doom without HOESP is really lackluster. But with HOESP , memes aside, is really really good.

>> No.4157639
File: 837 KB, 1920x1080, Screenshot_Doom_20170730_184028.png [View same] [iqdb] [saucenao] [google]
4157639

This is either going to become a simple looking semi truck, or a giant toilet.

>> No.4157642

>>4157597
I really fail to see how this is true at all, considering the HOE was put together only last year.

>> No.4157645

>>4157607

And this is really unfortunate.
I've been trying to break into mapping, recently, I've always been suuuper-charmed by the simpler/earlier ZDoom maps, before the bloat of custom monsters and new weapons for them. Dark7, Oniria, and Dissolution remain some of my favorite mapsets to this day.

I guess I'll start posting progress once I get beyond just a couple idle maps.

>> No.4157649

>>4157645
>implying the ability to use custom monsters without limits or even new weapons or items isn't the biggest benefit to zdoom mapping
Just because everyone fucks it up doesn't mean it can't work.

>> No.4157658

>>4157649
>instantly dating your work and making it incompatible with gameplay mods
bad idea

>> No.4157659

>>4157649

That's correct, it can work! And Strange Aeons is very much the exception that proves it can work. Even a lot of great Boom mapsets make use of custom enemies in order to flesh out the bestiary and add a little extra spice.
But it's ultimately a spice, and if you use it too much then it's going to overpower everything else. The key is moderation, and it's very easy to fall into a trap of defining new absolutely everything and ending up bloating the wad and making the experience a bland forgettable parade of Realm667 monsters and props.

>> No.4157663

it's like when cc4-tex first came out and everyone went "oh great 5 different colour variants of every texture" and tried to use them all at once.

>> No.4157673

>>4157663
>Realm667 textures
>cc4 textures
On the topic of annoying shit mappers use, let's add
>adding borders to every single ledge

>> No.4157683

>>4157673
>>adding borders to every single ledge
heh yeah when Doom Builder came out everybody started doing that. Not sure why, i was told it doesn't have an auto-make-border-on-sector function.

on that note - cutting round the tiles on FLOOR4_8, that's another classic my-first-doom-builder-map feature

>> No.4157687

recommend some good textures to use since cc4 tex is now bad

>> No.4157689

>>4157658
>gameplay mods that require replacing monsters to work
Shiggy diggy

>> No.4157693

>>4157689
so, 99% of them?

>> No.4157694

>>4157645
yeah i actually kinda wish there were more attempts at using in-game assets only while still using zdoom map features like water, 3d floors etc. would give mappers more options for gameplay variety without having to think about rebalance with new enemies/weapons and all that

>> No.4157709

>>4156519
sunder

>> No.4157714

>>4157694
>Doom maps that use features like water and 3D floors

I believe what you're looking for is called "Quake"

>> No.4157720

>>4157714
clever, but not what i had in mind or want at all

>> No.4157724

>>4157714
what? quake's gameplay meta is a lot different from doom's
>>4157720
you're not me

>> No.4157730

>>4157687
it's not bad, in fact if anything it's too good at being a general improved and complete texture pack that provides extensions to and compatible with the stock iwad texture sets that basically every mapper who feels ready to go beyond the stock textures but isn't up to making/compiling his own texture theme basically reaches for it, leading to its total overuse and player fatigue from seeing it in every hey-guys-here-is-my-second-map released in the past 5+ years.

>> No.4157731

>>4157724
no, but i share the same sentiment

>> No.4157734

>>4156652
I loved GMOTA I hope it gets an update soon! I got really depressed after I heard the original author passed away but I hope whoever is working on it right now does a glorious job on it.

>> No.4157740
File: 152 KB, 639x429, Super Snootgun and super shit taste.png [View same] [iqdb] [saucenao] [google]
4157740

>>4157734
I'm not dead, damn it. Where is this coming from?

>> No.4157741

>>4157734
>got really depressed after I heard the original author passed away
who keeps spreading this terrible meme

>> No.4157742

>>4157734
yeah he died but they brought him back as a revenant in a chainmail suit, you fucking retard. stop posting.

>> No.4157746

>>4157740
that guy who pretends to hate combined_arms etc., it's his latest stunt.

>> No.4157751

>>4157746
are you sure it's actually him or is it another one of those cases of "recognizing" "posting style"

>> No.4157754

>>4157751
just a guess

>> No.4157756

>>4157754
fair enough

>> No.4157767

>>4157746
DKG. Just say the name already.

>> No.4157781

>>4156519
crusades
https://www.doomworld.com/idgames/levels/doom/a-c/crusades

>> No.4157786

>>4157754

okay.

goodbye.

>> No.4157790
File: 148 KB, 800x600, hJCw59e.png [View same] [iqdb] [saucenao] [google]
4157790

Thanks, bye!

>> No.4157798

>>4157673
I-I think that looks nice :(

>> No.4157805

>>4157798
lots of things that look nice then become fashionable and then become overused

>> No.4157813

>>4157790
"I WILL FUCKING RAPE YOUR DAUGHTER AND SHIT DOWN YOUR WIFE'S THROAT"

"Thanks, bye!"

>> No.4157816

>>4157673
> borders on ledges
transitioning from a brown texture to a green one without one would look ugly

>> No.4157821

>>4157790
>Th-thanks you too...

>> No.4157829

>>4157816
This. I prefer some attention to detail in maps if possible.

>> No.4157836

>>4157487
I just hate the ridiculously OP monsters.

>> No.4157851

>>4157821
Is that from the Japanese translation of Strife?

>> No.4157862
File: 144 KB, 1024x768, sion6.jpg [View same] [iqdb] [saucenao] [google]
4157862

>>4157805
I don't understand, what's wrong with ledge trimming? makes things neater, more coherent, and is a visual aid to the player when there's differing floor levels with a similar/same texture.

>> No.4157881

>>4157862
Basically, the reason people hate ledge borders now is because of how universal it is. Because of Doom Builder and GZDM, someone who has used the program for 15 minutes can use Visual Mode to create a room that's more detailed that what someone could make in an old editor in an hour. So as a result, doom forums kept getting flooded with "My first wad" shitposts with maps of inhuman amount of detail but boring/linear gameplay, so from that point everyone associated ledge trimming with fags who prioritize aesthetics over gameplay.

>> No.4157997

>>4157881
I don't see the issue, seeing as if you play a "my first wad" wad, you should go in expecting bad map antics due to their lack of experience with it.

>> No.4158074 [SPOILER] 
File: 710 KB, 1169x951, 1501468901255.jpg [View same] [iqdb] [saucenao] [google]
4158074

>> No.4158090

>>4158074
Rubbish.

>> No.4158117

>>4158074
cute

>> No.4158120
File: 974 KB, 750x600, perfectlysafescreenshot.gif [View same] [iqdb] [saucenao] [google]
4158120

>> No.4158121

>>4158074
More believable as a cyberdemon than what we actually got

>> No.4158123

>>4158074
Cyberdemoness is cute! CUTE!

>> No.4158129 [SPOILER] 
File: 144 KB, 100x100, 1501470649288.gif [View same] [iqdb] [saucenao] [google]
4158129

>>4158120
Jesus dude spoiler that shit

>> No.4158137

>>4157881
>so from that point everyone associated ledge trimming with fags who prioritize aesthetics over gameplay.

that's your problem, not the mapper's

>> No.4158138
File: 241 KB, 1400x1049, 20170730215554_1.jpg [View same] [iqdb] [saucenao] [google]
4158138

I did it lads

>> No.4158149

>>4158138
congrats

now get a burger, for america

>> No.4158159
File: 979 KB, 720x360, scatterjump.webm [View same] [iqdb] [saucenao] [google]
4158159

The world needs more shotgun jumping

>> No.4158170

>>4158121
I agree having her go 'nyaaa' would genuinely pay directly homage to the original work

>> No.4158172

>>4158170
this but unironically

>> No.4158186
File: 140 KB, 1208x773, work in wipgress.png [View same] [iqdb] [saucenao] [google]
4158186

tell me a map to an make

this is going in the trash

>> No.4158187
File: 5 KB, 100x117, bading.gif [View same] [iqdb] [saucenao] [google]
4158187

>>4158129
? boxes don't work well on /vr/ generally...

>> No.4158202

>>4158187
you're goddamn right. where's my coin?

>> No.4158235 [SPOILER] 
File: 43 KB, 100x100, 1501474318266.gif [View same] [iqdb] [saucenao] [google]
4158235

>>4158187
They're still fun though.

>> No.4158237

>>4158186
SPACE CACODEMONS

>> No.4158238
File: 1.73 MB, 1280x720, running start.gif [View same] [iqdb] [saucenao] [google]
4158238

>>4158120

>> No.4158243

>>4158237
OKAY

ITS TIME FOR IT THEN

i do a shitty theme of

50 shades of graytall:

i fireblu, du u?

>> No.4158248

>>4158243
How about you just do something real simple in vanilla map format.

>> No.4158253
File: 33 KB, 400x227, slitting wrists.jpg [View same] [iqdb] [saucenao] [google]
4158253

>>4158243
>graytall + fireblu

>> No.4158258

>>4158159
I'm sad how prominent recoil jumping has become over explosive jumping, mostly because ZDoom's explode physics are garbage.

>> No.4158260

>>4158170
Close enough to a moo, so yes

>> No.4158261

does anyone have a good torrent of the 2016 doom

i don't wanna buy it but i wanna play it

>> No.4158268

>>4158261
They sold it for really cheap a while ago.

Optionally you could look for a used copy, I think it's worth the money.

>> No.4158269

>>4158260
having antlers is 'close enough' to having horns. don't see where you come from.

>> No.4158271

>>4158261
it's always on sale for like 20 bucks and you can get a copy off cdkeys easy

>> No.4158272

>>4158271
CDKeys.com is scummy as fuck, would not recommend.

>> No.4158317

Beat regular Wolf3D, now 15 floors into Spear, getting a little tired of the game but I will finish this shit god dammit. The flat, mazelike levels really become samey after a while. Considering doing some kind of Wolf3D remake using the tech1 shit, to maybe make the gameplay a bit more varied. Maybe, I dunno.

>> No.4158320

>>4158317
Shadow of the Woolball uses W3D designs (orthogonal hallways and rooms) but adds its own gameplay elements.

>> No.4158325

>>4158317
DESU, as much as I love Wolf3D, I feel it kind of starts to overstay it's welcome after the first 3 episodes.

The Nocturnal Missions aren't actually that great. Spear of Destiny is ok, but the Formgen sequels are chintzy and bland as fuck.

>> No.4158330

Is bossifyer dead? The version I have won't work with the current gzdoom.

>> No.4158340

>>4158325
This is my first time playing it in like 20 years, and I agree. There's a clear drop in quality after you kill Hitler, at that point you've pretty much seen everything it has to offer and it gets repetitive really quick. I fucking love it though, I just wish there was more to it.

>> No.4158351
File: 1.93 MB, 320x224, Zero Tolerance.gif [View same] [iqdb] [saucenao] [google]
4158351

>>4158340
Check out Totenkopf SDL, it's a very nice and well made 21 level campaign that I think basically is the epitome of the 'Corridor Shooter' kind of FPS as made popular by Wolfenstein 3D and Blake Stone.
You almost forget that everything is made out of perfect 90 degree angles with no height difference.

Zero Tolerance for the Sega Genesis is an interesting example of that style of game, it does a lot of interesting things. Not sure if I'd call it a really good game, but it does a lot of neat technical things you wouldn't expect from a 16 bit console FPS, lots of attention to detail.

>> No.4158357

>>4158351
I've never played Zero Tolerance, but I'm glad a game with that name came out in the 90's. That's the shit my peers and I heard every day. Sucks growing up in a system where you can get detention or suspended for jovially pushing a friend, or drawing a picture of a gun.

Hope it's a good game anyway.

>> No.4158363

>>4158317
You should do something like the original Castle Wolfenstein - being able to search corpses and with destroyable walls, grenades and uniforms to fool guards. Also guards that surrender if you point a gun at them - so you can frisk them and get away without raising the alarm.
Also SS soldiers that can only be killed with grenades and the ability to respawn with the castle as you left it, rather than starting from scratch each time.

That game really had a lot in it for 1981

>> No.4158412
File: 950 KB, 720x360, have a taste of my BALL.webm [View same] [iqdb] [saucenao] [google]
4158412

Time to work on the final new subshot for this update, the heavy macer is kinda crap at damage output but it eats projectiles and pushes through crowds, it's gonna be really handy in slaughtermaps or rooms with a shitload of projectile monsters.

>> No.4158429
File: 255 KB, 1728x972, sweet little dead bunny.png [View same] [iqdb] [saucenao] [google]
4158429

>>4155986
JUST CROPPED THIS

>> No.4158431
File: 257 KB, 1728x972, they shouldn't have killed his bunny.png [View same] [iqdb] [saucenao] [google]
4158431

>>4158429
JUST CROPPED THIS AS WELL

>> No.4158434
File: 703 KB, 3200x1800, bunny drawing.png [View same] [iqdb] [saucenao] [google]
4158434

>>4158431
JUST CROPPED THIS ALSO

>> No.4158438

>>4157683
Part of why there was a border craze in the 00's was because Tormentor made a guide encouraging them. It lead to a lot of maps employing them, even maps that otherwise were of 94 quality. It got to a point where one of the cacoward years gave the guide the "worst wad" award.

>> No.4158441

>>4158438
I thought it was more the boxy rooms, copy+pasting, adding pointless visual clutter and tiny fidgety sector detail?

>> No.4158442

>>4158441
Excessive Border details are part of that.

>> No.4158443
File: 105 KB, 768x576, torm.png [View same] [iqdb] [saucenao] [google]
4158443

This screenshot is basically the definition of mid-late 00's detailing

>> No.4158447

what's a good wad/pk3 for 4 person multiplayer that isn't just co op or deathmatch?

>> No.4158448

>>4158443
Oh that's not ledge trimming/borders, it's definitely shit though.

>> No.4158450

>>4158438
https://www.doomworld.com/16years/others.php

>> No.4158451
File: 20 KB, 100x100, 1438047497070.gif [View same] [iqdb] [saucenao] [google]
4158451

>>4158412
Can't wait senpai

>> No.4158452

>>4158448
>it's definitely shit though.
>tfw it's better than anything i've made

>> No.4158453

>>4158443
that colored floor light shit was weirdly common in early zdoom stuff

>> No.4158454

Taking drawing requests. Last thread I disappeared because of the awful internet, sorry.

>> No.4158458

>>4158443
>>4158450
I'm so glad most modern works tend to be more about smart texture use rather than sector bloat.

>> No.4158459
File: 55 KB, 534x443, Hmmm.jpg [View same] [iqdb] [saucenao] [google]
4158459

>>4158454
Can I get a Revenant doing this, please?

>> No.4158463

>>4158452
If you ignore all the sector details, you'd notice the layout of that room is very bland and basic.

>> No.4158465

>>4158458
I think the fact that computers were too shit to run the game is what made the maps of Doom, Quake, HL, etc, so great. Like the low detail and poorly aligned textures can make your imagination go wild.

>> No.4158473

>>4158454

Requesting Dante from devil may cry 4 fighting along side with doomslayer

>> No.4158485
File: 1.04 MB, 2560x1920, 1501486632812892826153.jpg [View same] [iqdb] [saucenao] [google]
4158485

>>4158473
Should've mentioned that I can only do paper and pencil. That cool?
>>4158459
Here

>> No.4158487
File: 425 KB, 512x512, 1449358322220.gif [View same] [iqdb] [saucenao] [google]
4158487

>>4158485
Excellent

>> No.4158489

>>4158485
sure

>> No.4158492

are there any good psychedelic themed wads that also have co op? or are deathmatch wads?

>> No.4158496
File: 258 KB, 480x640, 1374447350586.jpg [View same] [iqdb] [saucenao] [google]
4158496

>>4158454
Carmack doing this, please.

>> No.4158497

>>4158485
magnificent

>> No.4158501

>>4158248

here. another awful sarais map

https://www.dropbox.com/s/63ds33l19qb7arf/junk.wad?dl=0

>> No.4158508

>>4158501
>sarais
oh boy

>> No.4158513

>>4158508
I told you I was serious about my position. Now I'll prove that I can be a part of the DOOM community.

>> No.4158515

>>4158513
you're a part of the doom community simply by playing doom

that's not your problem

>> No.4158516

>>4158515
the problem is that i'm a complete fucking nutbar and if you'll allow me the opportunities to redeem myself and do as you demand, despite my mental outbreaks im sure we can come to some end.

so consider what you want in these terms.

>> No.4158520

>>4158443
That's detailing, but not good detailing. Lots of problems there, like bland and even lighting, bad texture alignment, and a generally boring room design. TNTR was much more visually appealing without cluttering as much as this did.
That said, I can think of a few ways to improve that room in question.

I'd get rid of the red border, or change it to a thinner and more subtle metal ledge, like 8 unit wide/tall, using a fitting texture set for those dimensions.
If the goal was to have a red key theme, I would rather put in red markers on the door posts and maybe some red lights and a carpet.
The holes in the walls I'd either remove, or I'd make a special mid-texture for holes like that which would look kind of like it's burned through. The sloped 3D holes look bad and 'inorganic', they look like slopes for the sake of having slopes.

Hexagonal tiles are recessed in the floor for seemingly no reason, remove that. Cutting out around floor tiles like that can be sensible for if you're transitioning to a different texture like a dirt, liquid or skin one, then it can look neat, but otherwise it feels almost like visual filler, and in cases like this it's almost not visible so it's wasted.
The square lights in the floor clash with the hexagonal tiles, that's awful, remove it or border them to make them look like actual light fixtures.
Optionally make a hexagonal light texture and just have the occasional light like that recessed or extruding from the floor.
Better yet, put that shit in the ceiling or walls where it belongs.

I'd agree that this looks like someone trying to pretty up what's more or less 94'-95' era amateur rate stuff. If you really want to get into fine and minute details with lots of ledges, pillars and paneling, Deus Vult II is a pretty decent example.

>> No.4158524
File: 297 KB, 547x544, 1498692846235.png [View same] [iqdb] [saucenao] [google]
4158524

>>4158272

CDKeys as a site is extremely legit, the one site you might be thinking of is G2A, which is widely known for being very questionable about the way they obtain keys.

Unless you maintain a moralist mentality about the value of the developers' work, there is legitimately nothing wrong about using CDKeys to buy the games you want. It's not like you can't ask for an immediate refund with PayPal.

>> No.4158534

>>4158443
people wanna recreate that quake 2 feel, with crackling tears in your techwalls

>> No.4158535

>>4158463
like most of doom

>> No.4158537

>>4158429
>>4158431
>>4158434
Incase anyone couldn't figure this out on their own, these are meant for use as wallpapers.

>> No.4158538

>>4158537
well shit i was going to get one on a mouse pad

thanks for ruining my dreams

>> No.4158539
File: 196 KB, 800x1015, spear-of-destiny-super-cd-pack-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
4158539

How do I run Spear of Destiny 2 Episode 2 & 3 in ECWolf? Do I only need the .exe files or do I need everything else that comes in the .zip?

I've already got the original Spear of Destiny running just fine. Are the other files that come in the .zip identical in all episodes, or do I need all related files for each game separately?

>> No.4158540

>>4158535
Plenty of maps have layouts that are well designed by themselves.

>> No.4158541
File: 137 KB, 623x527, ugly dude with no fashion sense gets agitated.png [View same] [iqdb] [saucenao] [google]
4158541

>>4158538
>not emulating a mouse by psychically sending signals to your motherboard

>> No.4158542 [SPOILER] 
File: 54 KB, 590x825, 1501490149067.png [View same] [iqdb] [saucenao] [google]
4158542

>>4158465
>poorly aligned textures

>> No.4158543
File: 246 KB, 685x593, excuse_me.png [View same] [iqdb] [saucenao] [google]
4158543

>>4158496
Sorry, no caption.
You don't want my chicken foot scribbling anyway.

>> No.4158545

>>4158534
Quake 2 had consistency though, and actually did quite a lot more than just put random holes in walls to create an aesthetic and atmosphere.

>> No.4158550

>>4158542

Heretic really triggers my autism when it comes to misaligned textures.
I dont get it, the level design is usually pretty polished, most of the levels look better than anything in doom 1 & 2, EXCEPT they didnt bother to align shit. Going up or down stairs is automatic trigger country for me with all the fucking misaligned textures on each side.

>> No.4158557

>>4158543
Mmmmmmmmmmmmmmmmmmmmmmm.

Beautiful.

>> No.4158573

>>4158443
Man, I always kinda saw the mid-late 00's as a sort of dark age for mapping. Theres some good stuff here and there, but the output wasnt as consistent as the late 90's/early 00's or the 10's.

>> No.4158578

What early 00's FPS would you recommend? I've already played Quake, Unreal, Half Life, AvP and Gunman Chronicles and Elite Force.

>> No.4158585

>>4158578
TimeSplitters 2

>> No.4158586

>>4158578
Deus Ex

>> No.4158589

>>4158578
Serious Sam's always good for more Doom-like run and gun.
If you don't mind an FPS that only involves a token amount of either first-person or shooting, Jedi Knight II and Jedi Academy are good too.

>> No.4158590

>>4158578
Metroid Prime
Deus Ex
AvP 2
Red Faction
Halo: CE (seriously)

>> No.4158591

>>4158578
First Encounter Assault Recon

>> No.4158592
File: 2.77 MB, 320x240, junk-fda-229-2-254.webm [View same] [iqdb] [saucenao] [google]
4158592

>>4158501
this is actually pretty good!

few missing textures, well, flats: you shouldn't put "-" on a floor/ceiling

ammo was in surplus, just for 30 small to medium health monsters.

i died once to a chaingunner after a hitscan-heavy opening, then won on the second round being a little bit more cautious, so the difficulty is pitched pretty well.

i didn't find any of the secrets before clearing the map of monsters, afterwards i was able to find the rocket launcher by just looking but i didn't figure out the berserk without turning on the automap cheat - secrets where you press on a mobj are relatively rare, especially outside of puzzle wads like eternal doom and its ilk, so i wasn't expecting it.

prboom demo:
https://a.uguu.se/hCZk0imLyye8_junk-fda-229-2-254.lmp

>> No.4158593

>>4158589
oh I forgot Blood. Preferably the first one. The second has its moments, but it's got a lot more problems too, even after you get past the ones that make getting it running properly on modern hardware a nightmare.

>> No.4158602

>>4158501
https://my.mixtape.moe/rwxbtb.webm

Short, but it works. Paced decently, front-heavy, biggest issue is texturing but there's nothing here blatantly offensive.

>> No.4158603
File: 121 KB, 1280x720, maxresdefault[1].jpg [View same] [iqdb] [saucenao] [google]
4158603

Give me a WAD to play after I finish Pirate Doom. I'm in love with this shit and I don't want it to end.

>> No.4158606

>>4158603
pirate doom is n e a t

try strange aeons for something that's a complete 180 in tone, feel, and appeal

>> No.4158607

>>4158603
Your requested WAD is here : http://www.mediafire.com/download/06ode1fev9qb799/sailordm.zip

>> No.4158609
File: 52 KB, 640x480, d8b[1].jpg [View same] [iqdb] [saucenao] [google]
4158609

>>4158606
>>4158607
Thanks, dudes. If anyone else has some recommendations I'll download those too.

>> No.4158613

>>4158543
Could you do >>4158609 but with Doomguy and a red keycard?

>> No.4158645
File: 1.15 MB, 1920x1080, TRUKK_NOT_MUNKY.png [View same] [iqdb] [saucenao] [google]
4158645

Made a truck for the warehouse...

>> No.4158650
File: 15 KB, 320x240, don't be a negatron.jpg [View same] [iqdb] [saucenao] [google]
4158650

>>4158645
PRIME

>> No.4158661

>>4158443
I liked this style. I think it's kind of cute.

>> No.4158676

>>4158412
so when you are done with it can the update be released ?

>> No.4158681
File: 59 KB, 1287x631, Todo list.png [View same] [iqdb] [saucenao] [google]
4158681

>>4158676
Once I finish everything planned for the update.

>> No.4158682
File: 1.38 MB, 1920x1920, nolf.jpg [View same] [iqdb] [saucenao] [google]
4158682

>>4158578
No One Lives Forever

>> No.4158694

>>4158681
While it's fresh on my mind, if anyone has any ideas for a Nazi replacement, I'm all ears.

>> No.4158704

>>4158694
Like a joke enemy or normal enemy? Also don't you worry about dehacked mapsets getting broken?

>> No.4158712

>>4158704
Well I need to replace them for consistency's sake, it'd be really fucking annoying to encounter nazi tier enemies and have them be hitscanners or something like that.

I wasn't aware of the dehacked thing though

>> No.4158719

>>4158712
>I wasn't aware of the dehacked thing though
e.g. scythe2 et. al. turning the ss into evil marines

>> No.4158721

>>4158719
That conflicts with DECORATE replacements? That's a little concerning.

>> No.4158725

>>4158721
No decorate will override it.

>> No.4158727

>>4158725
So what's the issue then?

>> No.4158736

>>4158727
i was just giving you an example of a popular wad with a dehacked monster replacement. since you said you weren't aware of them i thought if i gave you an example you might know already, you'd be like "oh so that's what those things are"

>> No.4158737

>>4158736
Well I mean I'm all too familiar with Mr X, the rotten bastard has ended me a lot, but just as long as the maps don't actually get broken or unplayable because I've swapped them out with something else, then I'm not too worried.
If replacing the nazis could potentially break shit, then I'd be concerned

>> No.4158756 [DELETED] 
File: 127 KB, 1230x283, 1497186710500.png [View same] [iqdb] [saucenao] [google]
4158756

>>4155986
Daily reminder that every single one of you is a gigantic pile of herpes infested AIDS.

>> No.4158770 [DELETED] 

Don't give him any (You)s

>> No.4158784 [DELETED] 

>>4158756
>>4158770 (You)

>> No.4158787
File: 3.80 MB, 1475x2202, evil_doom__army_of_demons_by_joazzz2-d60f1cf.png [View same] [iqdb] [saucenao] [google]
4158787

>> No.4158792

>>4158537
thanks, lad

>> No.4158798

>>4158443
I liked that style, made maps look entertaining to watch and explore

>> No.4158816

>>4155993
>qump
never EVER
just kick out ppl who still havnt done it and GO

>> No.4158824

>>4158787
Groovy.

>> No.4158851

>>4158682
It doesn't work on modern systems, though. At least it doesn't work for me. I cannot change controls like at all and when I use thermal goggles or whatever they're called, screen becomes completely black minus health and armor counters.

>> No.4158857
File: 1.11 MB, 1920x1080, Screenshot_Doom_20170731_105859.png [View same] [iqdb] [saucenao] [google]
4158857

beep beep

>> No.4158887

>>4158857
What happened to the wheels?

>> No.4158889

>>4158887
Quadruple amputee.

>> No.4158891

>>4158887
Didn't you know!?
Semi trucks tuck their legs under their body when they sleep.
You really should read /an/ more...

>> No.4158893

>>4158891
I didn't know trucks were animals!

>> No.4158897

>>4158857
Is this a map made for D4T?

>> No.4158906

>>4158893
The motoring industry keep it quiet, they don't want people breeding their own trucks.

>> No.4158908

>>4158897
Trying to be anyway. Wanted to make a platform that made use of jumping that wasn't crates, so I made a poor man's sector semi.

>> No.4158909

Is there any tool alike the quake injector for modern doom source ports?

>> No.4158958
File: 689 KB, 1172x816, horahora.png [View same] [iqdb] [saucenao] [google]
4158958

>>4158613
Hora hora

>> No.4158973

>>4158958
*rattles*

great job sir!

>> No.4159040

>>4156519
valiant

>> No.4159041
File: 1.88 MB, 640x360, 1479764009264.gif [View same] [iqdb] [saucenao] [google]
4159041

>almost completed a hard map
>can exit
>decide to check out unmapped area
>get archviled
>last save was at 38/232 monsters

>> No.4159056

Is FreeDoom's monster placement bad or do I just suck at Doom?

Seems like every time I die its from being blindsided by a shotgun zombie placed somewhere I don't think non-troll mappers would put a shotgun zombie. (or any monster at all for that matter).

>> No.4159060

>>4159056
>Is FreeDoom's monster placement bad or do I just suck at Doom?
probably both

>> No.4159067

>>4159041
I'd just skip to the next map, fuck that

>> No.4159079

>>4159056
Freedoom's everything abruptly varies between being half-decent to being fucking awful.

>> No.4159081

>>4159041
>>4159067
resurrect yourself. then do it again properly next week.

>> No.4159086

>>4158501
Hey, that wasn't too bad. Good job.

>> No.4159094

>>4159081
>resurrect yourself
might as well just iddqd

>> No.4159104
File: 802 KB, 1360x768, Screenshot_Doom_20170731_19372A.png [View same] [iqdb] [saucenao] [google]
4159104

>>4159067
>skip
But then I won't get as much points.

>> No.4159109

>>4159086
>>4158592
>>4158602

oh hey yeah cool. You can likely tell my discomfort with the limitations.

Let me see what else I can pull later on

>> No.4159113

>>4159104
>BulletEye
Oh hay they finally added a second weapon slot.

>> No.4159218

has system shock aged well? I never got to play it, was hoping for a big grand fps/rpg to sink my teeth into for a while

>> No.4159230

>>4159218
First one hasn't terribly well, it's story is good enough (arguably better than SS2 in a lot of ways) but it's controls were always a bit wonky.

It's remake seems to be sorting controls out but dumbing down everything else and giving the story a giant fucking lobotomy.

>> No.4159232

>>4159218
the first system shock? it's not really a RPG. it's more of a fps than anything. hasn't aged as well as SS2 but the enhanced edition on gog or steam sort of changes the controls to be less of a hassle and more of a traditional fps

>> No.4159237

>>4159230
alright, should I probably just play Deus ex then? Only D.E i've played is HR.

>> No.4159239

>>4159230
>remake
Are you talking about the upcoming actual remake or the Enhanced edition released some time ago?

>> No.4159243
File: 132 KB, 800x600, Bez tytułu.jpg [View same] [iqdb] [saucenao] [google]
4159243

oh my, is this really what I think it is?

>> No.4159246

>>4159239
The actual gaudy as fuck remake, enhanced edition is just NightDive shameless applying of previously free community patches to the CD version and selling it.

>> No.4159248

>>4159243
Probably not, no. Monolith were a bit weeby but not as weeby as you're thinking.

>> No.4159265

Someday I'll finish this. Some daaaay.

I really just wanna squeeze it in by the end of the year.

https://my.mixtape.moe/vtaiwh.webm

>> No.4159268

>>4158958
Yes. Many thanks.

>> No.4159270

>>4159265
that looks pretty cool. what map is that too?

>> No.4159271
File: 654 KB, 1203x800, 1456826403928.jpg [View same] [iqdb] [saucenao] [google]
4159271

>>4159104
>That chaingunner

>> No.4159272 [DELETED] 

>>4159243
AYO HOL UP
SO UHHH
IS THAS SUPPOSED TO
UHH
*smacks lips together*
IS THAS
UHHHH
*smacks lips*
MOTHERFUCKIN JOJO REFERENCE?

>> No.4159274

>>4159265

That looks rad as hell. What is it?

>> No.4159285

>>4159270
The maps are the unfinished Stomper levels by NMN.

>>4159274
Thank you!!! My Butcher-inspired TC that I've been coding when real life has permitted me to. Don't know what name to give it yet. Berserk Corridors or something.

>> No.4159287

>>4159109
>>4159086
>>4158501
>>4158508
>>4158592
>>4158602
and other people.
Any other small map requests for me, then?

>>4158237
you will have this in time. minus 50shades theme, but that's something i want to do sometime for a shits and giggles

>> No.4159290

>>4159287
a map centering around an archvile that's hard to kill

>> No.4159297

>>4159287
A map centering around an archvile that punishes you if it's killed

>> No.4159301

>>4159248
>what is Shogo

>> No.4159307

>>4159287
Put a cyberdemon somewhere in the map

>> No.4159313

>>4159041
>>4159067
>it was the last map
Welp, time to take a break.

>> No.4159318

>>4159287
a tower map spiralling downwards, with a single revenant harassing you the whole time that you can't kill because it's surrounded by blocks-hitscan walls

>> No.4159330

>>4159272
>>>/a/

>> No.4159338

>>4159287
carry on with the same theme. perhaps increase the hell corruption a little (a few more fireblu portals that demons come out of).

>> No.4159340

>>4159265
>kicking enemies gives health
I already see Pinkies and Spectres turning into portable medkits.

>> No.4159375

Has anyone made (or remade) Duke Nukem 3D styled/inspired maps for Doom?
If so, are they playable with mods?

>> No.4159409

>>4158787
give her the chainsaw

>> No.4159412

>>4159375
The Hell on Earth Starter Pack has a lot of city/urban maps if that's what you mean. Even has a Hollywood Holocaust secret level as well.

>> No.4159434

>>4159340
Literally what they were for a while lol. I turned off autofire for kicking because you could just hold down alt-fire on a goddamn hell knight and regenerate all of your health and stunlock it forever.

>> No.4159454

Would you join a steam group or an irc channel or something to organize quake matches against other people from /vr/?

>> No.4159525

>>4159246
>shamelessly
Suit yourself by viewing it as such.
>>4159230
>Lobotomy
Lets hope the story doesn't end up that much butchered by release time. Hopefully it won't be the next Metroid Federation Forces nor the next Duke Nukem Forever.

>> No.4159528

>>4159454
no

>> No.4159541

MF Doom mod when?

>> No.4159586

is there any way of modifying sectors through decorate or zscript?

>> No.4159604

Does anyone here know anything about Doom speedrunning?

If I want to speedrun competitively, should I use Strict compatibility?

>> No.4159605

>>4159604
Use Boom

>> No.4159624

>>4159604
it depends on the wad, if it's vanilla you use chocolate doom or crispy doom or competn doom or prboom-plus in the appropriate complevel (2 for doom2.wad, 3 for doomu.wad, 4 for tnt/plutonia). if it's vanilla but breaks rendering limits you can't use chocolate doom obviously and i think competn doom won't work either. if it's a boom wad use prboom-plus in -complevel 9. if it's an MBF wad use prboom-plus in -complevel 11. have a look at the sticky threads here
https://www.doomworld.com/forum/37-doom-speed-demos/

>> No.4159630

>>4159604
Different poster, but is there a decent tutorial video that explains advanced movement techniques for speedrunning?

>> No.4159632

>>4157247

Sounds like Incoming.

>> No.4159653

>>4158661
I agree, more or less, that's certainly the kind of thing I'd do if I could be bothered to seriously make a map.
Although those borders at the top and bottom of the walls could be made smaller and/or given a texture that matches the walls better.
And the hole in the wall is designed in a way that just screams "I'm using slopes for the sake of using slopes" to me. Like he could at least have set the top and bottom at different angles or something.

>> No.4159657
File: 152 KB, 1280x1024, rewot.png [View same] [iqdb] [saucenao] [google]
4159657

>>4159318
>>4159307
>>4159297
>>4159290
>>4159287
wip shot

>>4159338
fireblu is more of a caco thing

>> No.4159668

>>4158851
Use dgVoodoo2

Also, if you have it installed in Program Files, then run it as admin

>> No.4159669

>>4159668
Thanks, I'll try that then.

>> No.4159680

What are you guys hoping/expecting to see at QuakeCon? Like announcements and shit.

>> No.4159684

>>4159680
Doomguy for Quack Champions, but that's it.
When is Quakecon, anyway?

>> No.4159686

>>4159680
DOOM 1993 anniversary edition.

with the hand-picked top-10 of the cacowards as picked by id
and a D64 port

>> No.4159694

>>4159604
>tfw I get really bad motion sickness if I try to speedrun Doom

Running diagonally isn't something God intended us to do.

>> No.4159706

>>4159694
Well maybe you should be less of a pussy.

>> No.4159709

>>4159686

Santa doesn't exist.

>> No.4159718

>>4159657
is this still vanilla format?

>> No.4159724
File: 101 KB, 640x480, 1501539494.png [View same] [iqdb] [saucenao] [google]
4159724

never played unholy realms before. but this is incredibly familiar.

>> No.4159726

>>4159724
> he will never figure out the RL secret

also didn't kura make an art of this exact spot?

>> No.4159729

>>4159726
>> he will never figure out the RL secret
oh i've already maxed it, i just went back to take a screenshot because that part stuck out

>also didn't kura make an art of this exact spot?
is that why it's familiar? it must be why it's familiar

>> No.4159735
File: 858 KB, 378x738, burgs.gif [View same] [iqdb] [saucenao] [google]
4159735

how does one beat the duplicating meatball map of ludicrm

>> No.4159736

>>4159735
the only winning move is not to shoot
just keep out of line of sight
the whole thing is timed

>> No.4159737

>>4159724
I'm really enjoying High Noon Drifter, but how do you do the revolver twirl some people do in videos? It looks really cool, but I can never get it to happen.

>> No.4159738

>>4159737
zoom button

>> No.4159745

>>4157790

I really wish ZSDF had customizeable 'bye' messages. You can change the actual three strings, but I'd like to have different sets you could set on a conversation block basis, like hostile ones for enemies, positive ones for allies, etc.

>> No.4159748

>>4159737
Zoom button.

>> No.4159752

>>4156386
>shit room is blocked but there is bomb
>Lets repair fuse
>by throwing barrel at 100mph

>> No.4159754
File: 58 KB, 600x395, Cdxk2YrW4AATQ-B.jpg [View same] [iqdb] [saucenao] [google]
4159754

>>4159724
Perhaps you've seen this picture before

>> No.4159762
File: 55 KB, 640x960, 1501541305.jpg [View same] [iqdb] [saucenao] [google]
4159762

nice looking maps so far, reminds me of scythe2's techbase episode. but the guy likes his closets and teleporter traps, doesn't he?

>>4159754
yeah, that must be it, thanks

>> No.4159773

>>4159738
>>4159748
Thanks.

>> No.4159798

>>4159680
Doom VFR
doomguy in champs

maybe a single player campaign for it

a man can dream

>> No.4159805
File: 103 KB, 640x480, 1501542803.png [View same] [iqdb] [saucenao] [google]
4159805

sector borders

>> No.4159820
File: 93 KB, 640x480, 1501543278.png [View same] [iqdb] [saucenao] [google]
4159820

"oh, the humanity!"

>> No.4159826

When will Daddy Graf stop supporting Decorate in the newest version of GZdoom and usher in a new glorious age of modding?

>> No.4159838

>>4159826
About the same time he actually writes docs for ZScript.

>> No.4159839

>>4159820
Does the chaingun have any ammo left?

>> No.4159840

>>4159826
>When will Daddy Graf knife fifteen years of mods in the back that comprise the vast majority of the reason why people play GZDoom to begin with?

gee i dunno

>> No.4159853

Have you ever modified an existing map like removing enemies or something along those lines?

>> No.4159883

>>4159853
not really, rather than remove enemies i prefer to play with a patch that makes the weapons faster or so.

>> No.4159887

>>4159826
>>4159840
when all new mods still being developed/updated are using zscript exclusively, and all mods using decorate have not seen updates in some time (say a year or more) - at that point, i wouldn't put it past him.

>> No.4159889

>>4159887
dehacked is still supported

decorate ain't going anywhere

>> No.4159910
File: 124 KB, 706x724, rewot.png [View same] [iqdb] [saucenao] [google]
4159910

>>4159709
Point?

>>4159718
lol not with all those. Also I can't seem to make anything of note out of it. May it be of use to you though.

https://www.dropbox.com/s/pat7kwwq010av3g/rewot.wad?dl=0

Got anything else for me to try to work with?

>> No.4159912
File: 909 KB, 1920x2560, IMG_20170801_080742.jpg [View same] [iqdb] [saucenao] [google]
4159912

>>4158489
>>4158473
Here's what I done so far

>> No.4159918

>>4159910
not completable. was going to have cyber killed by switches indoors whilst being shot at.

>> No.4159924

>>4159912
Cuhrayzee thank you

>> No.4159931

Well, I finished Strife. It was fun, corny ending, but really fun for a pseudo rpg fps. I loved how both you and the enemies where glass cannons - makes ammo and health management so important that if you run out of money to buy health there's a chance you cannot finish the game

I think that completes what I aimed for: I played every official ID game released on ID Tech 1 / DOOM engine, plus Strife and Chex Quest.

Dunno where to go now, I think I'd like to play some multiplayer. Probably gonna take a break from doom altogether and focus on studying

>> No.4159932

>>4159889
dehacked still continues to be used by new projects. likely because it's the only way to mod gameplay in boom, but nevertheless.

zahl has a long term goal of capturing 100% or as close to it as possible of the userbase. he wants to be the only game in town. this is why he gets so wound up by vanilla hacks like linguortals, or glitch mods that only work in a specific old version of zdoom. he wants the whole doom community on the latest version of his engine, and nothing else. but if you make a sufficiently popular wad that uses some hack that gzdoom can't support, the players will look to other engines to play the wad. he can't abide this.

he hasn't reached that point of total dominance yet though, so while i am sure he would love to drop dehacked, he can't, because high profile vanilla/boom/mbf projects continue to appear which rely on it heavily. (valiant, mayan mishap, etc.) and his engine needs to be able to run them, so the userbase doesn't have a reason to switch.

note that otherwise he has little regard for backwards compatibility when he feels he can get away with dropping it without losing users. he has on plenty of occasions responded to reports that a certain mod has stopped working by instructing the user that the bug is in the mod and the mod should be fixed, not have the engine work around it.

with decorate being mostly a zdoom-specific feature (unlike dehacked), it has a higher chance of falling out of use in new projects. when the point is reached when enough of the gzdoom mod scene is using zscript, i am sure he will kill off decorate, and any objection will be met with "just port it to zscript" even if the mod is long finished/abandoned and its creator long departed from the community.

>> No.4159939

>>4155993
The /newstuff Chronicles #532
https://www.doomworld.com/news/the-newstuff-chronicles-532-r5277/

>> No.4159969

>>4159932
>he wants the whole doom community on the latest version of his engine, and nothing else

so it's autism

Does he realize not a single doom emulator has ever dissappeared from the net? people can still download them anytime they want

>> No.4159971

>>4159932
I love all this evidence you're providing for your assertions

oh wait

>> No.4159989

>>4159971
i'm not going through 15 years of zdoom and doomworld posts to provide citations for some peanut thrower on a phillipino cave picture sharing website.

>> No.4159995

>>4159939
Did Decay seriously feel the need to shit on a meme WAD? the whole point is that you don't take it seriously

I guess playing newbie stuff 24/7 will jade you pretty fast

>> No.4160010

>>4159931
>I loved how both you and the enemies where glass cannons
I quite like that in videogames, I find, makes the stakes very high, and it makes it important that you avoid getting shot as much as possible.

>> No.4160013

>>4159932
>dehacked still continues to be used by new projects. likely because it's the only way to mod gameplay in boom
Well it lets you keep things fairly vanilla, and if you're only gonna do simple changes it's fine.

>> No.4160037

>>4160010
Strange Aeons does this and I find it interesting that the shotgunners are the highest priority threat in most encounters

>> No.4160038

>>4160010
It's even more complicated because the majority of Strife's enemies are hitscanners with a fairly powerful range, and all enemy projectiles are insanely fast

Fighting in the open against the whole bunch gets you mauled down almost instantly - and your long range weapons will run out of ammo pretty fast, so you can't corner shoot them all. you have to figure out ways to approach them.

The final area got me completely unprepared and I ended up wasting all my ammo and health - I had to go trace back my steps several levels looking for any health kit to face the final boss, since the only weapon that damages them consumes health

>> No.4160039

>>4159931
One thing I really didn't like in Strife was how basically all the weapons were a pile of ass. Even the good ones had some insane drawback that was sometimes unintended. Like every time you fire the grenade launcher in anywhere but a clear open space you have to wonder if the projectiles are going to clip on something and bounce back to instantly kill you, and if you use the incendiary ammo that's really powerful, most of the time you'll cockblock yourself from advancing for a good minute or something because it burns so long and blocks the way.

>> No.4160050

>>4158681
I hope you're keeping the mancubus' "NO WAY" *explodes* line.

>> No.4160057

>>4160039
Yeah, Strife attempted to innovate gameplay and was hit and miss.

The machine gun was great, it felt really satisfying to use, it can give any pwad smg a run for it's money
the crossbow reminded me of heretic's crossbow and poison bolts where there to facilitate stealth on some areas
The missile launcher fixes the annoying problem with DOOM's missile launcher by greatly reducing the area of effect so hitting a small texture's hitbox wouldn't kill you instantly, and will become your main weapon since the machinegun eats through ammo.
The Grenade Launcher was a really fun idea but it was basically there to kill mechs. Hitting anything was a pain because you couldn't really change the direction of the gun - albeit the possibility of boucing them through walls gave you a much needed opportunity to kill off enemies without losing health
The flamethrower in contrast was completely useless - it uses the same particle physics as the grenade launcher so you will barely hit anything, plus it doesnt stun enemies, you get their attack in full. Phosphorous grenades have exactly the same problem, the only situation you will ever need to use the in is if you fucked up the town areas or a very specific part of the final levels where you fight 50 enemies in one room.
The Mauler was a great weapon and shotgun stand in. it was low on ammo by design and you could spend the whole level just to get half the pack back, and the only enemies that drop energy packs required more mauler shots than what you get.
It's secondary fire is great for room clearing, plus it killed mechs in one hit without risking grande launcher accidents

You didn't need to use every weapon like in DOOM, but it really tried something different - plus, 7 out of 9 weapons (no including the sigil and the knife) meant plenty of fun

>> No.4160061

>>4160050
I'd liek to air that the one big grievance in strife is that they tried to innovate enemies and for the most part succeeded - except for their cyber demon stand in that was a giant mech with jet packs and a grenade launcher that could 1 hit you that ended up getting stuck in walls in all but one appearance

>> No.4160071

>>4160057
The Strife missile launcher is hot garbage
>splash is small enough to not be useful in combat
>big enough to ruin your shit if you fire at knife fighting range anyway

>> No.4160091

>>4160057
>and poison bolts where there to facilitate stealth on some areas

Shame that the maps don't really facilitate stealth. Most of them outright force you to fire your gun early on, or force you to walk across a line that alerts everything anyways.

And the electric bolts were basically the 'well, shit I'm outta useful ammo' ammo.

>> No.4160119

I wish the Doom books were good.

>> No.4160132

>>4160119
They're so bad they're good.

>> No.4160137
File: 12 KB, 530x298, 104088741-toblerone_old_530x298.jpg [View same] [iqdb] [saucenao] [google]
4160137

>>4160119
THAT'S YOUR SPINAL CORD, BABY, DIG IT

>> No.4160156

>>4160119
I get some guilty pleasure out of them, mostly from the first one. Then it sort of goes down hill as the books go.

I actually expected them to be way worse than they actually were.

>> No.4160159
File: 1.54 MB, 1024x768, composite_version_ye.png [View same] [iqdb] [saucenao] [google]
4160159

It's here!
http://www.celephais.net/board/view_thread.php?id=61494

>> No.4160161
File: 473 KB, 800x600, newstuff.png [View same] [iqdb] [saucenao] [google]
4160161

Actually, fuck this discussion about sector borders...
The single most autistic things authors do is creating a massive zdoom project that are nothing but slopes on slopes

>> No.4160175

>>4159910
>>4159657
>>4159287
>>4158501

throw more maps at me and ill make them

this time i wont be trying to do all of them at once though

>> No.4160179

>>4160159
it is time

>> No.4160192

>>4160159
>it's not qump
NIGGERS

>> No.4160205

>>4160091
>or force you to walk across a line that alerts everything anyways.
This, so much. I gave up on Strife the last time I played it, something like six or seven years ago now, because I kept getting situations where the game seemed to expect me to keep things stealthy and quiet, then required me to go into a restricted area and alert everybody.

I think the one time I've seen stealth that really worked how it was supposed to in the Doom engine was like Map20 or so of Doom Reloaded. You get this big notice on a monitor at the start saying that there's still people alive, and if you fire your weapons they'll all be killed and reinforcements will come in, so shooting at anything makes like a million things spawn in and overwhelm you. There's some interesting stuff to it too, like at one point where you have to lure a bunch of pinkies into a specific area then hit a switch to close it off so they can't eat you while you grab a key, and when you find the people that gave you that warning they're all dead and there's an archvile on a platform you need to lower so he can't hit you. It's still got issues too, though, like the first half being a trial-and-error crate maze where you very well could run face-first into a Revenant at some point and have to reload, or several points where you straight up have to let enemies off in some corner of an open area see you while you're desperately searching for the door to the next part.

>> No.4160207

>>4160159
magnificent

>> No.4160219

>>4156403
Bumping this.

Is there a list of mods with the number of monsters in each map or anything of that nature? I'd like to imagine that'd narrow down my search a bit.

>> No.4160227
File: 236 KB, 1000x912, 1500090684316.png [View same] [iqdb] [saucenao] [google]
4160227

>>4160159
aww yiss

>> No.4160317

>>4160175
Nothing I can do huh? Damn.

>> No.4160336

>>4160317
Make another vanilla map. Use lots of wood textures.

>> No.4160339

>>4160317
Make something with a botanical theme

>> No.4160351

>>4160071
is it? I found it can fight most enemies save for the mech.

>>4160091
around half the levels have stealth. Those levels allowed you explore everything but some of the most critical areas without sequence breaking, only needing to dodge a couple lasers.

>> No.4160365

In gzdoom builder how do I edit vertices in the first person editing mode?
Before I accidentally did something which made the vertices appear and I was able to use the mouse wheel to raise and lower them (allowing you to easily create ramps for example).

>> No.4160378

>>4160159
I still need to play though the original Contract Revoked before I tackle this.

>> No.4160384

>>4159680
new release of doom bundled with gzdoom and fucking set up correctly with modern controls and video/display options so when dumb normies buy it on steam they can actually play the game and see how good it is instead of dismissing it right away

>> No.4160385

>>4159932
>he hasn't reached that point of total dominance yet though
[ZDoom netcode joke]

>> No.4160395

>>4159840
>When will Daddy Graf knife fifteen years of mods in the back that comprise the vast majority of the reason why people play GZDoom to begin with?
In all fairness, that does sound like something he'd do.

>> No.4160396

>>4160161
How so?

>> No.4160412

>>4160365
that only happens when the sector is a triangle

tab enables/disables enhanced rendering while in the 3D view

>> No.4160426

What mapset should I play metadoom in? I'm sick of BTSX, alien vendetta has been done to death and I don't really like playing going down or ancient aliens with gameplay mods.

>> No.4160431

/doom/

What is your favorite tech map of all time? And what is your favorite Hell map of all time?

>> No.4160435

>>4159932
>implying he can take over a long as 3DGE, JDoom, Eternity exist

>> No.4160441

>>4160435
Who gives a fuck about those?

>> No.4160446

>>4160426
200 minutes of /vr/

>> No.4160453
File: 321 KB, 482x478, TEMP.png [View same] [iqdb] [saucenao] [google]
4160453

here's something i can't keep because visplanes

>> No.4160454

>>4160431
E1M3 is the greatest techbase map of all time

>> No.4160462

What are some good maps with a focus on secrets? Like, DTWID episode 1 amounts of secrets

>> No.4160474
File: 337 KB, 948x1200, JB_1994_judgement_day.jpg [View same] [iqdb] [saucenao] [google]
4160474

>>4155986
Original cover for Doom II, by Julie Bell. Romero and company rejected it because she painted the Cyberdemon off model.

>> No.4160484

>>4160474
It's also pretty awkward. It's kinda neat though.

>> No.4160486

>>4160474
She's also:
http://www.juliebell.com/new-paintings/
A really rather good painter.

>> No.4160494

>source ports that have mouse moving on by default
>source ports that can't disable mouse movement
FOR WHAT PURPOSE

>> No.4160495

>>4160494
What source port are you talking about?

>> No.4160503

>>4160495
PrBoom+
[Spoiler]I'm too stupid to look through all the options[/spoiler]

>> No.4160517

>>4160453
Maybe you can simplify it? Remove the height variation or make it a flat surface?

>> No.4160518

when is the next vr doom project so i can make another shitty map

>> No.4160526
File: 8 KB, 80x160, struttin.gif [View same] [iqdb] [saucenao] [google]
4160526

>>4160517
I'm trying to simplify it now. If I remove the height variation it'll kinda ruin it for me. But that may be what I need to do.

>> No.4160527

>>4160526
It'd probably look pretty badass still without the height variations.

>> No.4160540
File: 312 KB, 1920x1080, Untitled.png [View same] [iqdb] [saucenao] [google]
4160540

>>4160494
It's under mouse settings on the third page of general options.

>> No.4160548

>>4159680
Nothing of value, microtransactions out the ass for Quake Fortre- Overwa- Champions.

>> No.4160549

>>4160540
No, I mean shit like moving the mouse forward moves your character forward. Kind of like lookstrafe but in the opposite direction. (and mouselook is for plebs anyways.)

>> No.4160557

>>4160453
How are you going to see it when you can't look down?

>> No.4160558

>>4160548
>Overquake Fortress 2: Champions

>> No.4160567

>>4160050
Yes. It's too good to remove, but it only plays if you gib him

>> No.4160568
File: 373 KB, 1280x960, e.png [View same] [iqdb] [saucenao] [google]
4160568

>>4160549

>> No.4160576

>>4160568
WHY IS MOUSE LOOK A SLIDER

>> No.4160578

What are the exact rules or guidelines for speedmapping? Am I allowed to think of the concept or the layout beforehand and only use the timelimit to try to create the map? Or do I have to ue the given timeframe to completely plan, design and realize the map?

>>4160568
How does one edit the slider bars and sliders themselves? I've seen some WADs do this, but never found how.

>> No.4160580
File: 278 KB, 373x373, 1499477155566.gif [View same] [iqdb] [saucenao] [google]
4160580

>>4160568

>> No.4160581

>>4160426
dtwid, d2twid, dtwid lost episodes

>> No.4160583
File: 32 KB, 697x408, TEMP.png [View same] [iqdb] [saucenao] [google]
4160583

>>4160557
It's sunk into the ground. So you can.
It's not ideal. Just wanted to make something fun and cool for decoration. Not sure what to do with it yet, really.

>> No.4160584

>>4160576
>>4160580
horizontal is left/right turning
vertical is moving forward/backward
mouselook is up/down turning (so it usually does nothing in prboom)
acceleration, I dunno because I refuse to move that past zero

>> No.4160586

>>4160576
For when you want to slightly mouse look more or less.

>> No.4160589

>>4160583
It certainly looks badass.

Maybe you can save it for when you are done, to maybe do some sort of "deluxe" edition or something like that to run on Boom?

>> No.4160592

>>4160583
a reward for the end of the map

>> No.4160597

>>4160589
I'm trying not to make multiple versions, but I might have to do that for zdoom anyway.
>>4160592
Someone else suggested this. Might do that. Make it an exit room... Would be easier to control the visplanes then if it only had one entrance.

>> No.4160598

>>4160578
lol dude you're not gonna go to prison if someone somehow reads your mind and finds out you had been thinking up some ideas beforehand...
do whatever you want, but just know that thinking too much about it beforehand is just defeating the purpose.
I don't think it would be abnormal for most people to have some ideas kicking around in their head before they started.

>> No.4160605
File: 1.02 MB, 2000x2325, BromDoom.jpg [View same] [iqdb] [saucenao] [google]
4160605

>>4160474
The version that was used, for comparison.

>> No.4160608
File: 119 KB, 1280x960, Norwegian K98k Mauser, .30-06 converted.jpg [View same] [iqdb] [saucenao] [google]
4160608

So I was thinking for Immoral Conduct, I have an assault rifle using rifle ammunition, it's pretty much done, but I want to make something with the semi-auto rifle. It feels slightly redundant, but a high powered rifle has it's uses, so would it make any sense to turn it into a long range rifle of sorts?

Maybe not directly a sniper rifle, but to give you enough zoom to let you engage a target at long range a bit easier. Possibly at a higher cost of ammo or even a different ammo type (though I'm hesitant of the latter, as I like how ICD handles ammo).
It'd thus have a radically different role compared to the current rifle, which otherwise basically is just "rifle but it shoots slower and harder, also it has a pointy end"

Something like an old Mauser rifle (perhaps a Norwegian or Israeli K98k, captured/bought German Mauser rifles converted to more modern calibers). Like some old milsurp junk the UAC could have managed to just snatched up for cheap in some trade deal at some point, and someone thought it could make sense for occasional animal control, 'animal control' and long range shooting.

>> No.4160609

>>4159265
This looks fucking awesome, what're the other guns?

>> No.4160610

>>4160608
that's not semi auto

>> No.4160614

>>4160597
>I'm trying not to make multiple versions
Well mainly I think you should focus on your current goal of making Rekkr and completing it, then a souped up version would just be something to maybe consider after you're done, just something that adds some of the detail you were forced to cut, maybe add just simple OpenGL lights for GZDoom, maybe some polish, but nothing extravagant.

>> No.4160615

>>4160610
I never said it was either.
My thought was replacing the semi-auto rifle with a bolt-action rifle, for long range shooting (lacking a scope though).

>> No.4160618

>>4159265
It looks like someone heard a vague description of Brutal Doom, got a completely different image in their head, then decided to make something a lot cooler.

>> No.4160626

>>4160614
Yah. Everything after "done" status is up in the air. Might see what I can do to speed the process along though.

>> No.4160631 [SPOILER] 
File: 588 KB, 1143x1600, 1501567965060.jpg [View same] [iqdb] [saucenao] [google]
4160631

>>4160626
will rekker be compatible with brutal

>> No.4160640
File: 428 KB, 1280x1024, Screenshot_Doom_20170801_022538.png [View same] [iqdb] [saucenao] [google]
4160640

>>4160336
>>4160339
>>4160317

Not sure why I keep doing this, what with being purged 4 life from doomworld/zdoom

>> No.4160641
File: 1.39 MB, 1920x1080, jam9 sphere.png [View same] [iqdb] [saucenao] [google]
4160641

>>4160159
I've been playing this a bit and noticing these spheres floating in places. I can't interact with them and they always seem to be in odd spots so I assume something is wrong on my end. Anyone know what they are?

>> No.4160649

>>4160640
>purged for life from doomworld/zdoom

tell us what happened anon

>> No.4160654

>>4160649
You witnessed my spergitation. I was already emotionally compromised, however.

Too late to redeem myself to them in any measure so here i am

>> No.4160667

>>4160640
Do you really need their approval?

>> No.4160670

>>4160667
I don't know dude.

>> No.4160679

>>4160608
I don't like it when mods make a weapon arbitrarily use more ammo for firing one bullet. If you are to include a second rifle that is supposed to be the "marksman rifle, slower and more costly to fire than the full auto rifle" weapon, then I'd just pick a battle rifle with low magazine capacity and burst fire.

>> No.4160720

>>4160159
for newspost, presumably.

>>4155993
[7-31] Map Jam 9 released (Quake)
http://www.celephais.net/board/view_thread.php?id=61494

>> No.4160723

>>4160431
>>4160454
may i again recommend UAC Experiment. E1M3/E1M7 interconnected techbase style, but 6x the length, and has 35 secrets.

https://www.doomworld.com/idgames/levels/doom/Ports/s-u/uacexp

>> No.4160724

>>4160679
Sometimes it makes sense but usually they might as well have added their own more limited ammo type for it.

>> No.4160726

>>4160462
what i just posted >>4160723, and Castle of Evil, possibly the greatest 1994 map ever made.

https://www.doomworld.com/idgames/levels/doom/a-c/castevil

>> No.4160732

>>4160576
not pr+ author, but i have implemented mouselook into my own engine, and it turns out that using the existing multiplier on vertical mouse movement for mouse walking doesn't work very well for mouselook in doom's natural units. raw mouse input applied to mouselook moves your aim by only a tiny amount compared to the distance you'd end up moving if you use mousewalk. so for consistency i just added 4 separate settings for mouse walk, side, turn, and look. to illustrate, their current values are respectively 4, 4, 12, and 50.

>> No.4160739

>>4160431
My favorite techbase map of all time is probably BTSX E1M12

>> No.4160753

>>4160649
Don't enable or validate.

>> No.4160768

>>4160431
favorite techbase is espi's 'suspended in dusk'. 3 glorious techbase maps.

I don't think hell has been done 'right' yet in doom...

>> No.4160772

>>4160578
Its probably a better to make it up as you go along, only following a basic goal or theme, than to outright plan it. Plans can lead to ideas getting too complex, which makes it less likely to be finished in a timely matter. And in the case of projects like 32-in-24, major planning is strictly out of the question as the deadline is 24 hours after the project goals and themes are revealed.

>> No.4160773

>>4160641
I think those are just quoth things that don't do anything.
Are you playing with latest version of quoth?

type "game quoth" in the console before loading a map?

>> No.4160786

>>4160649
>>4160667
do not enable or validate

>> No.4160806

>>4160768
i thought there were 4. am i going mad?

>> No.4160807
File: 132 KB, 1024x768, contract.jpg [View same] [iqdb] [saucenao] [google]
4160807

>>4160773
They were first used in Contract Revoked, they also did nothing there.

>> No.4160810

>>4160431
>tech
Tech Gone Bad
>hell
Vivisection

>> No.4160815
File: 1.85 MB, 720x360, gun parts.webm [View same] [iqdb] [saucenao] [google]
4160815

This is probably the most straightforward upgrade item I've made, but it feels useful.

>> No.4160817
File: 2.51 MB, 320x240, 2017-08-01 12-08-17.webm [View same] [iqdb] [saucenao] [google]
4160817

>>4160453
You can try to wall off 3 sides so other room's detail doesn't add up to visplane count and move ceiling out of sight.
>>4159910
Is webm related one of two intended ways to finish the map? Considering the other one is jumping straight into stuck Cyberdemon, there's a big flaw in the design. For the love of god use "exit level" actions rather than "end game" actions.

>> No.4160818

>>4160431
>>4160768
hell maps i've liked and can recall off the top of my head:

- deus vult 2 map21, the cathedral map
- XXXI Cybersky
- 32 inch nails map05
- ndcp2 map29 (if you fix the zdoomisms)

>> No.4160827

>>4160807
In that particular screenshot they look like light sources.

>> No.4160828

>>4160815
For a second I thought it was firing eggs because of some chicken powerup.

>> No.4160840

>>4160828
That's the problem of projectiles in a sprite based FPS game I've realized.

>> No.4160842

>>4160431
Favorite tech map would have to be Hellcore 2.0 MAP02, "Baron Streets". There's just something I really like about getting in to the map through a shipping crate, traversing empty streets, and only meeting enemies a couple minutes in after seeing some real signs that things have gone to hell and grabbing a key you need.

Hell maps, I don't have as much favoritism towards, though I'm not sure whether that's because I don't play a lot of mods that bother with it or because a lot of them end up just sort of disappointing. Even the actual games had that sort of problem - Doom 1 Hell maps have that proper sort of otherworldly look that I like (favorite hell map from there would be E3M6), while Doom 2's for the most part look less like "actual Hell" and more like "you're just underground" (I guess my favorite hell map from there would be MAP24, it's the only one that really looks anything out of the ordinary with that maze made up of slime textures along the walls).
I'm personally more of a fan of maps that mix the two, having an overall techbase-style map that's being subverted by demonic influence. Again, Hellcore 2.0 is pretty good about that. The map I mentioned has a few points where walls break open to reveal portals that spew out some enemies, and another one later on has one whole wing of the building where a corner of it is being overtaken by these sort of fleshy growths, to the point you have to circumvent a door via air ducts because the fleshy stuff is blocking it from opening more than a couple inches.

>> No.4160858

>>4160806
ah you could be right.

>> No.4160859

>>4160641
Nothing is wrong on your end; they're just decoration and part of the theme.

>> No.4160860

>>4159995
Because shit like that gets old. If it's a meme wad then at the very least it should be funny.

>> No.4160862

>>4160807
Contract Revokes is quite challenging even on normal. Plenty of shamblers and vores there on the first map already. Was definitely made for people with more advanced game knowledge.

>> No.4160863

What level do I have to warp to in Hell Revealed to skip past the boring levels and go straight to the monster hordes?

>> No.4160864

>>4160863
idclev 01

>> No.4160867

>>4160842
just want to say i appreciate and share your favoring of e3m6/map24. most players seem to dislike them (which is understandable especially with the latter, as the ledge running is truly annoying)

>>4160863
1-6,8,10,12 are all fairly "normal" difficulty (to a greater or lesser extent).

7 has lots of arachnotrons to plough through but it's a bit repetitive.

9 has some hordes e.g. a lot of teleporting imps. it is intended as a fist map if you pistol start it.

11 is probably the first obviously difficult map (exceeding plutonia difficulty levels)

13 onwards is what hell revealed is known for.

>> No.4160868

>>4158816
The people who are mapping are still mapping. plus our start map is only just coming together now so there will still be a few weeks before we can release.
We are still alive, although most of us have moved on to make new maps, using what we've learned.

>>4159056
I found the freedoom monster placement to be pretty tough. its much harder than vanilla doom.

>> No.4160870

>>4160863
Hell Revealed I isn't very horde-y at all for today's standards. Probably map18 or anything in the 20's

>> No.4160871

>>4160868
>I found the freedoom monster placement to be pretty tough. its much harder than vanilla doom.
yeah it is in general harder than vanilla. individual cases depend on the age of the map. newer freedoom maps tend to be a bit easier. some of the older maps are very nasty.

>> No.4160891

>>4160862
Yeah, it is. I quit not because of that though. The first level had an area with symmetrical design, there was a room with some sort of jump pad flanked on each side with a 2-story room, each having a shambler in the bottom floor and some ogres in the second floor. That kind of symmetrical design just kills me, it's so tedious, it's like the mapper copied and pasted the whole room.

>> No.4160907

>>4160891
Shame, the episode is really worth it, especially the secret map.

>> No.4160978

>>4160860
memes from a community are almost never funny to other communities

it's why they are memes aka inside jokes

>> No.4160989
File: 45 KB, 854x479, 1484014476808.jpg [View same] [iqdb] [saucenao] [google]
4160989

>playing jam9
>manage to find all hidden switches in start area
>spend 15 minutes looking for any changes
>find nothing
What am I missing here? I feel like a jackass HUHHing around for this long.

>> No.4160998

>>4160679
Totally agree with this. Weapons that costs more bullets to fire is just stupid and only works for energy weapons. Go with the burst fire rifle.

>> No.4161002

>>4160978
I'm pretty sure most of Doomworld wouldn't find this meme wad funny. Shit like that has been released since wow.wad

>> No.4161005

>>4161002
read again mate. it was not made for doomworld. just that dude and his circle of friends. they probably won't even play the map

>> No.4161048

>>4160631
Haven't tried. Doubt it.

>> No.4161054

>>4160640
You're looking for attention you most likely don't deserve.
Don't be a shitter.

>> No.4161058

>>4161054
And you gave him exactly that. Congratulations, retard.

>> No.4161061 [DELETED] 

>>4161054
>>4161058
Samefag

>> No.4161062

Hey anons, I've started playing Doom a few days ago, just finished episode 3 but I'm having an issue with the intermission screens.

The game is in English.
I've tried using the command "e language" and it says that language is English.

But the problem is that the intermission text is in not in English.
It's in my native language but I'd rather have the intermission text in english cause the rest of the game is in english already.

I've googled this issue but I didn't find anything useful at all.

Do any of you have any idea of how to fix this?

BTW I'm using GZDoomm the latest version.

>> No.4161090

>>4161062
Screenshots so I know which text you're talking about?

>> No.4161103

>>4161062

>>4161090
Reason being that some of the "text" in doom is actually just prefabricated images, and if your case is that those prefabs are made for a different language you will have to get an English IWAD.

>> No.4161118

>>4161062
sounds like you downloaded a non-english version of the iwad.

>> No.4161128
File: 95 KB, 640x480, Screenshot_Doom_20170801_155426.png [View same] [iqdb] [saucenao] [google]
4161128

>>4161118
>>4161103
I downloaded it from the OP.

Weird thing is that I opened it again and beat the boss but it appears in English now.
No idea how I fixed it.

Same IWAD too, this is pretty confusing.

>> No.4161140

>>4160989
Theres an elevator behind where you spawn that starts going down when you activate it.

>> No.4161165

>>4161128
Which download

>> No.4161195

is there a version of moonman.wad without the enemies?
love the characters and their weapon sets but it makes me feel like some pol tier wigger shooting blacks screeching like monkeys

>> No.4161216 [DELETED] 

>>4161195
((()))

>> No.4161225

>>4161195
You can just remove the monster decorates from the pk3, or run a replacer after it.

>> No.4161235 [DELETED] 
File: 26 KB, 538x960, DDDys7_XkAAQ2AE.jpg [View same] [iqdb] [saucenao] [google]
4161235

>>4161216

>> No.4161238

>>4161225
thanks i'll try that

>> No.4161261

>>4161225
>>4161238
or run a replacer before it, one of those, something like Ketchup should override that shit while keeping default monsters.

>> No.4161313
File: 61 KB, 535x553, globe.png [View same] [iqdb] [saucenao] [google]
4161313

>>4160827
They are light sources.

>>4160807
They were first used in a single id1 map- I think somewhere in e4- and nowhere else. They're pretty much the only sprite entity in the game other than the underwater bubble effect and explosions, but they're part of the stock assets, not a Quoth-specific thing.

>> No.4161345

>>4161313
e4m7.

>> No.4161372
File: 41 KB, 500x490, AYMKMWTFB.jpg [View same] [iqdb] [saucenao] [google]
4161372

>Someone mentions DRL Monster Pack has special Technophobia IoS replacement
>Decide to run through Evilution to see
>God damn, but TechViles are cunts
>Reach MAP30
>Reach final area
>Oh cool, it does look
>BEEP BEEP
>BEEP BEEP
>BEEP BEEP
>BEEP BEEP
>BEEP BEEP

YHOLL

YOU GOT SOME 'SPLAININ TO DO

>> No.4161383

>>4160817
I guess it is now.

>> No.4161390

Is there a way to toggle the level stats (kills/secrets) in Blood?

>> No.4161430

>>4161372
we already know he's a sadist since he made the hungry

>mid oblige map on arma
>think i got rid of two boners or 4 pinkies with stronk vanguard rifle
>come to twin doors
>20 of the motherfuckers were hugging it
>chased me down & chewed my shit

>> No.4161481

>>4160726
Thanks a ton, anon

>> No.4161510

>>4160679
Fair enough.

>>4160724
The thing is that I kind of want to not have more ammo types than I need to. I suppose maybe an enemy type could drop it, on top of maybe the rifle itself occasionally spawning with some extra clips.

>>4160998
Having a more powerful weapon that uses the same ammo I feel would make the other one kind of obsolete, I mean why use the assault rifle when the full-auto battle rifle does the same thing at the same cost with higher damage output?

>> No.4161539

>>4161510
Also dead marines can spawn with items, this is currently the only way to get the revolver.
Which will be another issue as I guess it'd have it's own ammo type as well.

>> No.4161549

>>4159995
What's the meme wad in question?

>> No.4161560

https://www.youtube.com/watch?v=IwBVndUhku4

>> No.4161575
File: 31 KB, 400x400, all covered in blood.png [View same] [iqdb] [saucenao] [google]
4161575

>> No.4161619 [DELETED] 

>>4161235
Cry more, based Stickman's shield will easily block that.

>> No.4161620
File: 883 KB, 640x360, Do the monkey with me!.webm [View same] [iqdb] [saucenao] [google]
4161620

>> No.4161625 [SPOILER]  [DELETED] 
File: 39 KB, 1344x199, 1501616796117.png [View same] [iqdb] [saucenao] [google]
4161625

>>4161619
maybe, but can it block THIS?

>> No.4161626
File: 102 KB, 203x220, 1484593736300.png [View same] [iqdb] [saucenao] [google]
4161626

>>4161430
>armageddon tower of babel

>> No.4161631 [SPOILER]  [DELETED] 
File: 94 KB, 680x400, 1501616965795.jpg [View same] [iqdb] [saucenao] [google]
4161631

>>4161625
Easily dealt with.

>> No.4161646

>Contract Revoked third and final map
>you need to enter the portals around Cthon, pass each gauntlet, then walk around thin metal beams to lower the lighting rods before setting off the lighting trap
>didn't see the button on the floor
>after passing the room where you walk over lava and damaging Cthon for the first time, I realize that the portals to the other two gauntlets now just spawn me in front of Chton
>not enough health to make the necessary trips over the lava room to damage him twice
>rocket jump into central pillar, find big health secret

More luck than brains.

>> No.4161654 [DELETED] 
File: 10 KB, 206x152, dfcdc.jpg [View same] [iqdb] [saucenao] [google]
4161654

>>4161631

>> No.4161697
File: 251 KB, 544x446, Bighand.png [View same] [iqdb] [saucenao] [google]
4161697

>>4161654

>> No.4161724
File: 313 KB, 640x360, AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
4161724

>review video uses Brutal Doom footage when talking about Doom

>> No.4161734

>>4161724
he needs to be educated, brought into the light

>> No.4161795

>>4161734
He also thinks that Bioshock Infinite has companion AI.

>> No.4161798

>>4161795
Well I mean it sort of has.

>> No.4161810
File: 210 KB, 280x199, Jontron_goes_to_4chan.gif [View same] [iqdb] [saucenao] [google]
4161810

>>4161798
Goddammit, I need more varieties of this image.

>> No.4161817

>>4161620
10/10 filename

>> No.4161826

>>4161795
in order for a character to move, it needs ai
no matter how basic

>> No.4161831

>>4161795

It does.

>> No.4161852

>>4161620
lol. name of map and mod please?

>> No.4161875

>>4161826
>>4161831
He was comparing it superior to Halo Reach.

>> No.4161898

>>4161875
I don't know anything about Halo and I don't care.
I also don't really care much about Bioshock Infinite but I know it's vastly overrated.

>> No.4161915

>>4161875
>>4161795
>>4161724
it sounds like you would probably be better off complaining to the reviewer himself rather than ranting about his thoughts about irrelevant games in a retro fps thread

>> No.4162069
File: 1 KB, 81x35, A3NG1WC.png [View same] [iqdb] [saucenao] [google]
4162069

>> No.4162092

>>4160815
>How to make the sword pointless in three easy pickups
Stop touching the blazter for fuck's sake, it's done.

>> No.4162093
File: 234 KB, 1280x960, 1427899188841.png [View same] [iqdb] [saucenao] [google]
4162093

>>4162069

>> No.4162107
File: 407 KB, 1280x1024, Screenshot_Doom_20170801_195723.png [View same] [iqdb] [saucenao] [google]
4162107

>>4161054
>>4160640
>>4160786
>>4160336
>>4160339

>> No.4162112
File: 407 KB, 1280x1024, Screenshot_Doom_20170801_195747.png [View same] [iqdb] [saucenao] [google]
4162112

>>4162107

>> No.4162113

>>4162107
It's beautiful

>> No.4162123
File: 249 KB, 1280x1024, Screenshot_Doom_20170801_195737.png [View same] [iqdb] [saucenao] [google]
4162123

>>4162113

>> No.4162130
File: 361 KB, 1280x1024, Screenshot_Doom_20170801_195734.png [View same] [iqdb] [saucenao] [google]
4162130

>>4162123

>> No.4162154

https://files.catbox.moe/21mdxw.mp4

>> No.4162165
File: 1.02 MB, 1280x660, what do I do with this.png [View same] [iqdb] [saucenao] [google]
4162165

>> No.4162169

>>4162165
keep it and raise it to help you kill more demons

>> No.4162172

>>4162165

Send him back to the D3 bin

>> No.4162183

>>4162154
So does every popular meme get a mod now?

>> No.4162191

>>4162183
>doom but every time someone makes a mod about a popular meme it gets more boring

>> No.4162192

>>4162183
>now

Let's not act as if popular things in the 90s didn't get their own wads

Like, even Beavis and Butthead had a doom mod

>> No.4162204

>>4162192
>Beavis and Butthead had a doom mod

I need to see this.

>> No.4162216

>>4162204
http://www.wad-archive.com/wad/b23a24802154af6d34badeb9823d1e09

For u

>> No.4162217

>>4162165
THE CIIIIIIIIIIIIIIIIIIIRCLE OF GUUUUUUUUUUUUUUUUUUUUUUTS

>> No.4162347
File: 428 KB, 1280x1024, Screenshot_Doom_20170801_195756.png [View same] [iqdb] [saucenao] [google]
4162347

>>4162113
>>4162107
>>4160339
>>4160317
>>4159910
>>4158501

https://www.dropbox.com/s/mngud4kh0baa3sc/botanichel.wad?dl=0

>> No.4162391
File: 5 KB, 108x110, turretsample.png [View same] [iqdb] [saucenao] [google]
4162391

I decided cutting slots in the 'barrel' of the turret to make it look like it's a shroud over a slimmer barrel that's on the inside would look kind of cool, like an old WW2 machinegun or something.
They'd still reciprocate, which actually wouldn't quite make sense (the barrels would probably reciprocate inside the shroud in most setups), but it looks cool and I can't be arsed to change that, so whatever.
Also the rotations on the firing frames of the ICD turret were kind of fucked up, on some angles the wrong barrel would be retracted and showing a muzzleflash, and this despite there already being an entire different frame for that in the correct ones. Working on making that properly consistent.

>> No.4162416
File: 402 KB, 1424x842, 1d7.jpg [View same] [iqdb] [saucenao] [google]
4162416

Could someone make an archvile version of this?

>> No.4162447
File: 3 KB, 131x54, file.png [View same] [iqdb] [saucenao] [google]
4162447

New thread, new 4chan X feature is really handy.

>>4162441
>>4162441
>>4162441

>> No.4162508

>>4162092
Nope, got another two items planned for it. The blazter still has crap damage output and a low ammo cap.

>> No.4162536

>>4162165
acquire puppy kennel

carefully place inside said puppy kennel

>> No.4162569

>>4162347
which IWAD

>> No.4162590

>>4162569
Doom 2, sorry.

>> No.4162598

>>4162590
gotcha. I was just confused cause it was on map 26

>> No.4162626

>>4162598
>>4162619