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/vr/ - Retro Games


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4162441 No.4162441 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4155986

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.4162443

=== 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-Looking into replacing or removing outdated resources in the OP, need feedback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 ===

[8-1] Map Jam 9 released (Quake)
http://www.celephais.net/board/view_thread.php?id=61494

[8-1] /newstuff Chronicles #532
https://www.doomworld.com/news/the-newstuff-chronicles-532-r5277/

[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

=== 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.4162460
File: 171 KB, 1424x842, vr skele.png [View same] [iqdb] [saucenao] [google]
4162460

>>4162416
her's your meme

>> No.4162463
File: 83 KB, 441x162, firefox_2017-08-01_21-59-03.png [View same] [iqdb] [saucenao] [google]
4162463

>>4162460
half assed as fuck

>> No.4162465 [DELETED] 

>>4162460
>>4162463
Samefag

>> No.4162469

>>4162465
That time of month?

>> No.4162470
File: 52 KB, 519x346, firefox_2017-08-01_23-40-52.png [View same] [iqdb] [saucenao] [google]
4162470

>>4162465
yeah dude, got me good

>> No.4162471

When making custom textures for small map objects, do you make individual textures for each or lump 'em into one standard sized image, then adjust the texture location on each sector/brush to fit?

>> No.4162474 [DELETED] 

>>4162470
Wow you're so cool. So awesome using a proxy so you can derail a thread in the first 10 posts. Faggot.

>> No.4162475
File: 44 KB, 600x800, flat,800x800,075,f.jpg [View same] [iqdb] [saucenao] [google]
4162475

>>4162460

>> No.4162476

Don't give them (You)s, REMEMBER TO IGNORE

>> No.4162549

>>4162460
>>4162475
>>4162463
It's amazing what five minutes in photoshop does.

>> No.4162552
File: 269 KB, 1424x842, I'M BEHIND 7000 SKELETONS.png [View same] [iqdb] [saucenao] [google]
4162552

>>4162549
Like an idiot I managed to forget the image.

>> No.4162573

>>4162552
>skeletons
>not revenants

>> No.4162575

>>4162573
Not as funny.

>> No.4162578

>>4162471
please respond, I don't want to make my filesizes any larger than they have to be

>> No.4162582

>>4162552
Eyy it's simple but it works

>> No.4162587
File: 337 KB, 1424x842, hooded martian.png [View same] [iqdb] [saucenao] [google]
4162587

>>4162460
>>4162552
Fucking amateurs I swear, if you're gonna meme it up, you gotta COMMIT to that shit

>> No.4162591

>>4162587
damn

>> No.4162602
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4162602

>>4162569
>>4162590

>>4162587
beauty

>> No.4162619

>>4162602
>>4162598
I am extra dumb and should have mentioned this.

>> No.4162629
File: 613 KB, 1424x842, martian.png [View same] [iqdb] [saucenao] [google]
4162629

>>4162587
I had other ideas

>> No.4162683

>>4162441
Just an FYI regarding Jam 9; playing with Quakespasm Spiked R7 won't work and will most likely crash because it doesn't recognize Quoth for some odd reason. Also don't follow the readme for once and don't add -heapsize 65536 to your command line, there's no need for it and it may even crash several maps.

>> No.4162732

How finicky is it creating common archways you see in Quake in Doom with sloped ceilings?

>> No.4162740

>>4162732
Not hard, just have a gap between layers for the most basic. Then you throw in things and vertices...

>> No.4162749
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4162749

I got another one.

>> No.4162767

Where do you get the names for your maps from?

>> No.4162776

>>4162767
Often from music or film titles.

>> No.4162779

>>4162767
Asspulls or the theme. Maybe you want to describe what your map is.

>> No.4162810

Having some issues with zdl3. It tells me I need to select a source port, I have gzdoom added to the source port list, and it's selected from the drop down menu. What do?

>> No.4162828
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4162828

>>4162810
did you make sure to actually select the .exe file when you added gzdoom to the list? maybe you just put the gzdoom name in on accident

>> No.4162837

Okay is this out of the ordinary?: I run doom 2016 on ultra on my PC, and it never drops frames.

But for some reason hell on earth starter pack gets frame drops. Can someone please help me make sense of this? Is this something that should be happening?

>> No.4162839

>>4162828
Nah I re-added it a couple times, it ended up working after, oddly enough. Not sure where I went wrong.

>> No.4162842

>>4162837
Doom 2016 is optimized to hell and back.

Sourceport engines and customs maps don't tend to be.

Actually, I have no idea how to optimize a Doom engine map.

>> No.4162843

>>4162842
Okay cool thank you. I'm doubting the lot of you have. But can anyone confirm that hell on earth starter pack gets frame drops in the city maps?

>> No.4162845

>>4162837
pretty sure it's just the engine, limitations and all that

>>4162839
glad you got it to work

>> No.4162847

>>4162837
Doom 4 is incredibly well optimized, one of the best optimized videogames in recent years, while GZDoom is pretty poorly optimized (partially because of Decorate and linedefs; the more linedefs there are for an actor to check between him and you, the more taxing it'll be).

>> No.4162848
File: 1.13 MB, 800x450, Super Quake Bros.webm [View same] [iqdb] [saucenao] [google]
4162848

>IT'S A ME, RANGER!
>BOING
>UGH

>> No.4162850

>>4162587
This is pure shit.

>> No.4162852
File: 196 KB, 800x1015, spear-of-destiny-super-cd-pack-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google]
4162852

>>4162441
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.4162856

>>4162852
why does he have an ak

>> No.4162860
File: 6 KB, 86x141, true power.png [View same] [iqdb] [saucenao] [google]
4162860

>>4162852
>called Spear of Destiny
>never get to use the Spear of Destiny

>> No.4162864

>>4162848
pretty fucking slick, m8, I would have spent ten minutes repeatedly quickloading trying to bounce a grenade off the bookcases and have it land on the platform to propel myself.

>> No.4162879

>>4162864
Thanks. I think its deliberately positioned like this to allow jumping off its head. There's a good bit of developer foresight here: the bridge retracts when picking up the key, and you can't quickly jump back to it because a scrag spawns right behind you.

>> No.4162883

>>4162879
>you can't quickly jump back to it because a scrag spawns right behind you.
Having not played the map yet, is there enough space you can potentially jump to the side of the scrag behind you and airstrafe back onto solid ground?

>> No.4162884
File: 8 KB, 118x149, what the fuck.jpg [View same] [iqdb] [saucenao] [google]
4162884

>>4162852

>> No.4162887

While I get that theres no particular order to Arcane Dimensions, is there any recommended order?

>> No.4162891

>>4162883
Haven't tried that. The bridge might retract too quickly.

>>4162884
>Carmack seeing a videogame with a story

>> No.4162893

>>4162887
Not really. All the maps are standalone and half of them weren't specifically made for AD anyway.

>> No.4162908
File: 115 KB, 1001x700, w_55796_1225186800_wovsvkh.jpg [View same] [iqdb] [saucenao] [google]
4162908

>>4162856
I was gonna say that FormGen wasn't known for particularly giving much of a fuck, but then I remembered this was the original cover for Spear Of Destiny (reiterating my point, they reused that cover for both their releases of SOD), so I guess the cover artist just didn't pay it much thought.

Consider also that the original cover for the PC version features a stomped Nazi dropping what appears to be some kind of AR15 variant, and that the cover for the SNES port shows a person (ostensibly B.J), posing with a Beretta 92, an Uzi, an M16, as well as a getup that looks like it's from Vietnam, I'd say that accuracy on that department for old Wolf3D covers wasn't considered much.

They're otherwise pretty good though. Like the SNES one, they obviously worked with a model, the artist very accurately and faithfully depicted the replica model M16

>> No.4162909

>>4162893
>half of them weren't specifically made for AD anyway.

Which are these?

>> No.4162918

>>4162909
A number of them use the Quoth mod, which AD is pretty much an expansion of, but off the top of my head:
>Crucial Error (Mainframe Mayhem, https://www.quaddicted.com/reviews/mfxsp17.html))
>Place of Many Deaths (id's own dm1, although that's only the centermost area)
>Obsessive Brick Disorder (Backsteingotik, https://www.quaddicted.com/reviews/backstein1e.html))
>Arcane Monstrosity (Metal Monstrosity, https://www.quaddicted.com/reviews/metmon1d.html))
>The Horde of Zendar (The Horde of Zendar [non-AD], https://www.quaddicted.com/reviews/zendar1d.html))

There's more I think, but those are the only ones I can remember/find offhand and my internet connection has decided to turn into something close to dial-up and Quaddicted isn't playing nice with it at all.

>> No.4162920

>>4162850
nah, probably the best one

>> No.4162951

Finally finished all of Wolfenstein 3D, what a ride. Everything was okay until after MechaHitler, after that things started going downhill. And those fucking Lost Mission packs, holy fuck are they bad. BLUE EVERYWHERE. And repeating the fucking ending level of Spear TWO FUCKING TIMES was really lazy and weak. I did like the new enemy lines though at least. Oddly enough, playing through those garbage levels at the end really hyped me up for making my own level, because even I could do better than Formgen fucking did.

Thinking about some kind of Wolf3D remake in the Tech1 engine, somebody suggested redoing Castle Wolfenstein that way and I have been considering it, sorta mixing CW and Doom into some kind of Wolf3D nightmare universe with more non-linear levels and more stealth. Probably a wee bit ambitious, but I'll probably give it a real shot after I get more experience. Going to replay Doom 1 and 2, and then Castle Wolfenstein to really get a feel for how I want to approach the whole thing.

>> No.4162968

>>4162951
the CW dynamic of searching corpses would be cool. Don't just do item drops but have the player actually have to search - kind of like how S.T.A.L.K.E.R. does it.

Good luck man, sounds like fun. If you can make some breakable walls to blow up with grenades it would be pretty damn cool too.

You can play CW online, or if you download it and play with dosbox, lower the cycles to 210, otherwise it will run FAR too fast.

>> No.4163048

>>4162884
BJ moments before being sliced by hundreds of glass shards

>> No.4163082

>>4163048
>>4162884
>oh god why did I do this
>there was so many better ways

>> No.4163137

>>4163082
Nobody should get a blowjob in the middle of the accurate to life reproduction Die Hard set.

>> No.4163146
File: 58 KB, 349x294, cwww.png [View same] [iqdb] [saucenao] [google]
4163146

>>4162154
Got a chuckle out of me, you releasing it? Could use a better frame for a death sprite, though.

>> No.4163175

Does anybody pursue Doom modding as a "full-time" hobby? I.e. your only hobby or the hobby you are spending most time on?

Because I recently realized for me it's more of a periodic thing. I get some cool idea and do it, then completely drop modding and Doom altogether for some time.

Like, in 2016 I made a weapon that consisted of a bowl of piranhas you could pour out.
Then, a year nothing.
Then, from April or so this year I made a remake of the first few segments of Turok 2's Port of Adia, an Arnold Schwarzenegger skin/soundboard and the Judge's Lawgiver gun.
Now I am doing something else and don't feel like doing anything for/with Doom.

>> No.4163210

>>4163175
I do it mostly to fuck around in my spare time. Whenever I try to do a serious project I keep feeling it'd be easier to do it in a different engine instead.

>> No.4163239

>>4162848
oooh what map is this?
> thats pretty neat jumping on the scrag to break your fall

>> No.4163242

>>4162852
>>4162856
>>4162908
/k/ would have a field day with this

>> No.4163276

There are some Doom and Quake maps that has few or no low difficulty monsters (like anything below a baron of hell in Doom or anything below a vore or shambler in Quake), and some encounters with bosses etc? what i mean is like Doom wads or Quake maps like Shadow of the Colossus like epic encounters, or something like that, not as bigger, but as separate monsters encounters that are focused on 1v1 fights

>> No.4163286
File: 495 KB, 2048x1536, 1501639244906.jpg [View same] [iqdb] [saucenao] [google]
4163286

>> No.4163291

>>4163239
First map of Contract Revoked, Libris Vertiginis.

>> No.4163309

>>4163175
It's on and off for me as well.

>> No.4163312

>>4163175
It's pretty much full time for me, until I finish my major project, then I'll probably "retire" and start trying to make standalone video games.

>> No.4163313

>>4163175
Tbh I have been in the doom community for many years now... and as a result I've been a re-regging fag every couple of years so now I have like 5 doomworld accounts with a few posts about a project lmao

>> No.4163314
File: 254 KB, 477x724, crashed with no survivors.png [View same] [iqdb] [saucenao] [google]
4163314

>>4162918
> mfw I never played Any of the quake 1 multiplayer maps
> because I never played quake 1 multiplayer

>> No.4163369

Is it worth it getting both Quakes on steam?

>> No.4163374

>>4163369
no, get them on GOG instead

>> No.4163404

>>4163175
It's something I occasionally dick about with depending on the amount of time I have and whatever game I feel like fucking with.

>> No.4163405

>>4163369
What the hell for, to waste money? Almost no members from the id team that worked on it would receive any money from it, you'd be feeding zenimax and you can literally check the pastebin in the OP with better sourceports and music as well as have each game running in 5 min.

>> No.4163447

>>4163369
no. Get quakespasm for quake1.
quake 2 you can probably just download somewhere

>> No.4163448

I didn't get a response last thread, so I'll ask again: is there a list or something anywhere of Doom mods that gives numbers for how many monsters are in each map? I'm still looking for that mod that apparently had more than 400 monsters in the first level before the spooky scary elevator happened.

>> No.4163451

>>4162852
Pirate the gog version and I think you just dump ECWolf in there and are good to go.

>> No.4163492

>>4163175
not modding, but at least something doom-related, most of the time.

>> No.4163504

>>4163448
>is there a list or something anywhere of Doom mods that gives numbers for how many monsters are in each map
i've never heard of such a thing

what's this elevator thing you're talking about?

>> No.4163507

Is there a .wad I can play without playing it?

>> No.4163548

>>4163504
Basically, the second map of the mod started on a cargo elevator. You rode it down in silence for a bit, it'd shake once, then more riding, then it'd shake a bit harder, the lights would flicker, a bit more riding, then it'd shake even harder, the lights would alternate turning red and going out entirely, some maniacal laughter would echo about (I'm thinking it was probably a Dr Betruger voice clip), then after that it'd stop and a door would open for a bunch of zombiemen to attack you and let you progress.

>> No.4163553
File: 819 KB, 400x225, 1456967159946.gif [View same] [iqdb] [saucenao] [google]
4163553

RECOMMEND ME SOME GOOD WADS FUCK

>> No.4163557

>>4163507
imp encounter

>> No.4163570

>>4163553
https://www.doomworld.com/idgames/themes/x-rated/i_am_old_enough_to_look_at_this/fnafporn

>> No.4163572

>>4163553
https://www.doomworld.com/idgames/levels/doom2/a-c/aolgirls

>> No.4163592

>>4163553
back to basics
https://www.doomworld.com/idgames/levels/doom/a-c/b2b

>> No.4163595
File: 2.46 MB, 512x512, 1497402396064.gif [View same] [iqdb] [saucenao] [google]
4163595

https://bitbucket.org/Torr_Samaho/zandronum-zscript/src

AAAA?
AAAAAAAA!!!!!

Someone tell me this is real.

>> No.4163596

>>4163595
Nevermind I need to lurk more.

>> No.4163602

>>4163595
>>4163596
Torr already stated like 6 times that Zandronum 4.0 is in sync with GZDoom codebase, though the entire code is unrevisioned for Zandro's netcode so the entire thng may break and cause a fuckton of weird behaviors.

>> No.4163623

>>4163548
Nightomb by eternal has the laugh, and it ends on a lift, but it's a single map.

https://www.doomworld.com/idgames/levels/doom2/Ports/m-o/nightomb
https://www.youtube.com/watch?v=Y3EwJzwV8Hw

if it's not this, i've no idea, with all the stop-start and scripted events you describe, it's likely some script-heavy zdoom thing i haven't played.

>> No.4163625

>>4163507
how not to be seen

https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hntbs

>> No.4163645

>>4163175
If you're not having fun, then you're not having fun.
It's better to spend time doing stuff you legitimately enjoy instead of forcing yourself to keep on going.

>> No.4163673

>>4163286
>fetish joke etc etc...
There, I did your job, 4chan. Shut up.

>> No.4163676

>>4163673
it was over three and a half hours ago

you did a job nobody really cared about doing

congratulations

>> No.4163680

>>4163676
Statisticly SOMEONE cares.
Just like you and I care enough to reply.

>> No.4163686

>>4163673
>>4163676
i don't get it

>> No.4163691
File: 2.95 MB, 320x240, botanichel.wad-fda-754-1.webm [View same] [iqdb] [saucenao] [google]
4163691

i liked this. the texture theme is wonderfully crazy and colourful. it mixes all form of hellish textures in every which way possible. i enjoyed demon faces staring out from behind flesh walls, or having their eyes replaced with torches. i don't think i could stand a whole megawad like this but the occasional crazy texturing map is refreshing. (see also dmp2012 map16).

>> No.4163693
File: 2.83 MB, 320x240, botanichel.wad-fda-754-2.webm [View same] [iqdb] [saucenao] [google]
4163693

>>4163691
however i missed the red key for a while because it kind of blended in to all the hellish detail. so in that sense the theme was taken a little too far. perhaps i may suggest more lighting variation. with most of the map at 192+ light, important things are lost in the noise, and don't stand out so much.

on a similar note, i felt there were a few too many obstacle things in the outer areas. these were likely a part of the map theme, but remember, gameplay first. perhaps one or two of the trees could be removed. the two brown stubs in sector 31 for example. the south area is less of an issue here because it's wider and more open. i did note two of the things (98 and 100) are solid and block the player movement underneath when they should not.

>> No.4163697
File: 2.81 MB, 320x240, botanichel.wad-fda-754-3.webm [View same] [iqdb] [saucenao] [google]
4163697

>>4163693
under all the detail, the layout is basically symmetric, so you do everything twice. as a short map this isn't so bad, but an excess of symmetry is something to avoid.

there were two secrets but neither was marked as a secret. i stumbled into one by accident then guessed there was one on the other side by symmetry.

with 41 mostly small-to-medium demons there was quite a lot of ammo. it's easier than junk.wad due to lack of hitscanners.

i didn't find any major bugs but i think i saw some incorrectly pegged doortracks at one point somewhere.

>> No.4163702
File: 2.30 MB, 320x240, botanichel.wad-fda-754-4.webm [View same] [iqdb] [saucenao] [google]
4163702

>>4163697
boom demo:
https://a.uguu.se/D8fsawwfcX3h_botanichel.wad-fda-754.lmp

>> No.4163725

Are the weapon sounds the same for psx doom and regular doom?

Also, is there anyway that i can find the psx doom or doom 64 ambient track and put them into other wads I play?

>> No.4163737
File: 7 KB, 198x96, explosives.png [View same] [iqdb] [saucenao] [google]
4163737

So ICD treats all grenade ammo as one ammo pool, the pickup graphic is a (somewhat oversized) box with five hand grenades on it. That is what it looks like regardless of what you use it for. Also you can't really save any of it, you pick it up or you don't.

I wanted to replace it with a container that looks like it could contain both kinds of launched grenades as well as frag grenades (on the left side, thus the left side says FRAG, the 37mm grenades aren't fragmention grenades). I also want to make them so you can take grenades partially from them, because I'm sick of having to OCD count grenade ammo in my head and needlessly wasting good explosives because I picked it up at near full stock.

How does it look? Good? Bad? Ok? They're supposed to be two sealed and shock-protected containers, to drive it home, I put a bunch of warning labels on it. It's the same ammo pool for it ultimately, but just rationalize it that you just so happen to find a container that contains exactly the kind and amount of munitions you finally end up using. Which sounds like handwaving bullshit if you think about it, and that's because it totally is.

>> No.4163739
File: 614 KB, 1600x1600, 1490297216909.png [View same] [iqdb] [saucenao] [google]
4163739

Any intesting mods come out lately?

>> No.4163751

>>4163739
in terms of gameplay mods, high noon drifter is out and really fun
in terms of maps, lilith.pk3 is a very interesting little mapset
also ribbiks released his old pile of crap which, after playing through them, makes me very depressed about my current mapping ability
https://www.doomworld.com/forum/topic/95309-old-crap/

>> No.4163754

>>4163691
>>4163693
>>4163697
>>4163702
All noted. Cheers lad for your time. I tried to make the best use of textures and tried to repeat them as little as possible. Let's hope the next will hopefully be as worthwhile.

I noticed the secrets and pegged walls, but ultimately they weren't deemed "gamebreaking" and my self-allotted time period had ultimately expired.

Lo, my idioticy may have me barred from Doomworld/Zdoom for life (but if they're willing to have me back if i prove my end of the bargain, so be it) but hopefully my maps will entertain people enough.

>> No.4163771

>>4163751
ribbiks could make a sector toilet, and people would still slobber over it

>> No.4163773

>>4163754
Hopefully though it gives a good example of Redwall being used as a flesh texture. I always though it looked like it would make a good flesh texture on-top of it's other potential applications.

Anybody in the thread ever considered using some Spore building creations as part of map detail inspiration? Useful art gallery that is.

>> No.4163813

>>4163739
Space Hunter, which was done by Kegan.
Kinsie gave an update to MetaDoom that is probably the most finished version.

>> No.4163846

>>4163737
looks pretty sharp anon, nice work

you working on a ICD expansion or a conversion or something, or is this just a personnel project?

>> No.4163850

>>4163754
have you ever thought about not using the internet as a pseudo-twitter for your self-flagellation

>> No.4163861

>>4163850
Not that it's going to make a difference anymore.

>> No.4163870
File: 118 KB, 640x606, 1500163451992.jpg [View same] [iqdb] [saucenao] [google]
4163870

>>4162828
>A:/

>> No.4163873
File: 59 KB, 569x600, ohfuckingshiht.jpg [View same] [iqdb] [saucenao] [google]
4163873

>>4163870
What the fuck are you talking abo-

>> No.4163903
File: 76 KB, 800x800, icd-new-samples.png [View same] [iqdb] [saucenao] [google]
4163903

>>4163846
Thanks.

Kind of like an overhaul.
I've always loved ICD, but from a modern perspective, it's not quite perfect. There's a lot of clunkiness and redundancy in the arsenal (some weapons do pretty much the same thing others do, some weapons just aren't good), and there's a mix of centered and angled weapons, which I think that we as a community can agree is kind of aesthetically inconsistent.

But on the other hand, there are LOTS of things about it which are really good, like how you and zombies are glasscannons against each other (and how the cyberdemon is now actually incredibly formidable as an enemy), how you can smartly save ammo and the large healthkits by using them partially, how a lot of the guns are cool and really good (the hand grenades are fantastic and can solve so many problems). I am absolutely in love with the gas grenades.

At first I thought I'd just change a few small things, but then I thought I'd change a few more, and ultimately I thought I'd overhaul it and make a version of it that's more like what I'd do a similar setup. I'm in it for the long haul, I'll be working on this a while, but I haven't had a drive to mod this strong in years and I'm really in gear, I have lots of ideas and I've learned and figured out so many things, I've never been this efficient or consistent.
Pic related is a bit outdated (some of these guys are changed by now), but it's some stuff I've worked on.

>> No.4163906

>>4163870
I'm a pleb about computers and curiosity is killing me, what does it mean?

>> No.4163908
File: 231 KB, 1280x1024, Screenshot_Doom_20170802_153754.png [View same] [iqdb] [saucenao] [google]
4163908

>pick up some grenades on the ground
>can't use them until I pick up the other grenades that are a bit closer together on the ground
please explain

>> No.4163914

>>4163906
A:/ used to be a drive letter assigned to floppy drives.

>> No.4163915

>>4163906
A:\ is usually the drive designation for a floppy disk drive. There's a chance he's just done some weird shit and assigned a non-floppy drive to A:\

>> No.4163919

>>4163908
one's ammo, one's the weapon pickup

it's not rocket science

>> No.4163920

>>4163915
yeah this was my first build from a little while back and i just never bothered to fix anything from then

>> No.4163926

>>4163919
Making both act as a weapon pickup as well as an ammo pickup isn't really hard though, and it'd make things more consistent.

It'd be kind of retarded to pick up a grenade but you can't use it until you've picked up the stack of grenades.

>> No.4163934

>>4163908
You can't use the rocket launcher until you get the rocket launcher weapon, simple as that.

>> No.4163935

>>4163926
turn on the option that lets you do that

mod options: grenades acquired > on ammo pickup

>> No.4163940

>>4163919
>>4163934
but the weapon is just a higher quantity of the ammo pickup
you can pick up five grenades, but you can only throw them if you picked them all up at once
you can't explain that

>> No.4163943

>>4163926
>>4163908
>>4163940
this strikes me as something that's a very clear divide between gameplay and "what makes sense"
purely from the sake of gameplay pacing and how map progression staggers out weapon pickups, getting the RL weapon right away would be dumb
purely from the sake of "what makes sense", no getting the RL weapon right away is dumb

>> No.4163946

>>4163873
>>4163870
this is the retro games board. the possibility that a poster is using a computer with a floppy drive shouldn't cause this much of an overreaction.

>> No.4163949

>>4163943
DESU I think you will always sacrifice map balance itself to some degree with any kind of gameplay mod that overhauls everything like this.

It's just completely weird to be able to pick up a hand grenade, possible even a full max amount, but you can't use it because you didn't pick up the right hand grenade pickup.

>> No.4163952

>>4163946
I play retro games regularly and I haven't seen a floppy in ages.

>> No.4163954

>>4163946
When he has multiple versions of the same port, certainly taking taking more than 1.44 MB it's a bit confusing.

>> No.4163956
File: 347 KB, 1481x1163, gorzo.png [View same] [iqdb] [saucenao] [google]
4163956

>>4163908

Yeah, buncha folks were asking about this.
The only answer is that the weapon pickup comes with a manual that explains how to use them and Corzo doesn't know that you have to pull out the pin until then.

>> No.4163958

>>4163946
it's a moot point, you can't even fit zdoom on a floppy disk

>> No.4163959

>>4163949
i dunno, in a mod where you have infinite revolver ammo, your boomerang comes back to you, and you can kill a cyberdemon with hat, i think it's easy to brush off

but that's my i m o, i don't really think about these sort of things so maybe i'm the weird one

>> No.4163961

>>4163956
I'll accept it.

>> No.4163963
File: 166 KB, 1024x768, 1499128913840.jpg [View same] [iqdb] [saucenao] [google]
4163963

>>4163914
>>4163915
Thanks for answering my question anons.

>> No.4163965

>>4163956
So if you transition from Episode 1 to Episode 2, or from 2 to 3, or to Doom 2, Cane Corzo forgets how to use those grenades he's been using all this time?

>> No.4163968

>>4163959
>infinite revolver ammo
rule of cool
>boomerang comes back to you
rule of cool
>kill a cyberdemon with a hat
rule of cool
>some grenades being unusable until you've picked up a special set of grenades
nothing cool about this

>> No.4163970
File: 200 KB, 584x284, THHPII.png [View same] [iqdb] [saucenao] [google]
4163970

Does anyone know where I can get a good quality version of the quad damage firing sound effect?

I've found a few downloads but they all have tons of hissing and they aren't clean at all. Is that just what the original sounds file sounds like or all of these just shitty rips?

Doom 2017's might be the cleanest, but fuck if I know how to rip that.

>> No.4163973

>>4163968
third one sounds more like rule of funny but point taken.

>> No.4163974

>>4163959
>my i m o
let me guess, you were pretending to be retarded

>> No.4163978

>>4163965

I forget where my keys have been placed every morning. I'd probably forget how to use grenades.

>> No.4163979

>>4163974
were you?

>> No.4163984

>>4163978
Does he have a brain injury? Forgetting learned behavior that's been practiced for long periods of time is incredibly alarming.

He should see a cowboy doctor.

>> No.4163986

>>4163974
"IMO" to abbreviate "in my opinion" has been around forever, it goes back to Usenet at least.

>> No.4163989

>>4163986
Did you miss the part where he said "my IMO", meaning he literally said "my in my opinion"

>> No.4163991

>>4163984

Doc Holliday has unfortunately been gone for a long time.
To be honest, though, >>4163943 is correct, it's purely for the sake of gameplay and following traditional weapon progression. But someone asked me about it a lot, so that's why I added the "on ammo pickup" thing.

>> No.4163992

it's a moot issue anyway because >>4163935

>> No.4163994

>>4163989
it was my incredibly masterful opinion

>> No.4163995

>>4163994
You win this round.

>> No.4164038
File: 553 KB, 1122x630, BasicGeo2.png [View same] [iqdb] [saucenao] [google]
4164038

This is blatant enough to be obvious, right?

>> No.4164049

>>4164038
Looks like Morrowind.

>> No.4164052

>>4164038
yes my first thought was "that looks like a super soaker", then i got it.

>> No.4164059

>>4164049
It is, decided to make e1m1 as a dungeon in the morrowind CS. Mostly a MW lore appropriate version that just takes the map and some inspiration (like the secrets, which may be a pain to script), but I might go and make a Doom matching one with no clutter and appropriate enemies.

Basically, wanted to check here and make sure it looked enough like e1m1 to be instantly recognizable.

>> No.4164134
File: 498 KB, 300x222, 1422987713038.gif [View same] [iqdb] [saucenao] [google]
4164134

>>4162441
>still using Google/Jewgle drive and not Dropbox nor iCloud for the IWADS and miscellaneous tools.

>> No.4164139

>>4164134
>this giant megacorp is worse than that giant megacorp
they're all shitty giant megacorps.

>> No.4164143

>>4164134
>>>/g/
>>>/pol/

>> No.4164158

>>4164134
>not setting up your own home server to host files
Jesus...

>> No.4164159

>>4163968
rule of gameplay

>> No.4164165

>>4163965
dude literally fucking died from E1 to E2 cut him some slack

>> No.4164172
File: 191 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
4164172

>>4164159
RULE OF NAAAATURRRRRREEEEEEEEE

>> No.4164179

>>4164172
The chaingunner's face looks yellow and his eyes look kinda squinted.
Why is that?

>> No.4164182

>>4163946
I can bet you at least half the people in the Doom threads were introduced to Doom within the past 5-10 years, through source ports and mods.

>> No.4164201

>>4164182
i would be surprised if so, but wouldn't be complaining. it's always nice to expand an audience and have more people in a community, bringing in new people is wonderful.

>> No.4164202

>>4163771
I strongly doubt his old crap wad is going to win a cacoward. I'm honestly surprised he even bothered to release those maps, considering the overall quality of them is no better than typical 94-95 maps.

>> No.4164203

>>4164179
the filtering on the video from which that thumbnail was generated is fucked

>> No.4164204
File: 1.77 MB, 349x255, 1422930793114.gif [View same] [iqdb] [saucenao] [google]
4164204

>finally clear enough space on desk to hook up second monitor
>mapping will be so much faster now!
>still don't map anything

>> No.4164213

>>4164139
>>4164143
iCloud doesn't have a psychotic need to track every single thing you upload and edit, nor do they have a bonkers hypocritical "no hate" policy like Google has.

>>4164158
Maybe someday, this will happen when an anon gets enough spare time and money for such a thing.

>> No.4164228

>>4164204
Do it like me, have your editor on your first monitor and porn on your second and your productivity will skyrocket.

>> No.4164237

>>4164213
no but icloud does have a psychotic need to force you to buy overpriced garbage computers that only let you do what zombie steve jobs allows you to do

i am not picking sides, they're all shit, but in different ways

>> No.4164241

>>4164182
I'm about one year older than Doom and have played it since I was six or seven.

I forgot that floppys existed, and in a way, I was happier for it, because it was a pretty awful format.

>> No.4164251

When is MiniDoom 2 supposed to come out?

>> No.4164272 [DELETED] 

>>4164134
>>4164143
HUH, I don't know who you think you are buddy but racism is NOT allowed on this good christian website

>> No.4164293

>>4164228
>doom and porn

Hold on, you telling me there's a difference?

>> No.4164312

>>4164228
I have only one screen, but I have porn tabs open pretty often, does that work?

>> No.4164319

>>4162460
THATS NOT A SKELETON

>> No.4164324
File: 122 KB, 400x378, 89e064a7321540a2436a21289c518bdd66ae1424.png [View same] [iqdb] [saucenao] [google]
4164324

>>4164319
Yeah

>> No.4164327
File: 100 KB, 805x540, 1494756060381.gif [View same] [iqdb] [saucenao] [google]
4164327

>>4164272
>HUH

>> No.4164331
File: 1.65 MB, 1920x1080, vIC1SeP.png [View same] [iqdb] [saucenao] [google]
4164331

>still no new final doomer

>> No.4164364
File: 88 KB, 322x224, 1496840761498.png [View same] [iqdb] [saucenao] [google]
4164364

>>4164331
>still no new DRLA

>> No.4164390
File: 38 KB, 407x628, cowboy gun sample.png [View same] [iqdb] [saucenao] [google]
4164390

Somehow this isn't looking like AIDS (yet).
Didn't think I had that in me.

>> No.4164425
File: 5 KB, 86x73, IMYOUROOM.png [View same] [iqdb] [saucenao] [google]
4164425

>>4164364
I know your pain.

>> No.4164450

Decided to pick up the original Quake and the Quakespasm source port since I haven't played classic Quake since I was a kid who was too scared to actually play.
How exactly do I set it up, though? Do I dump the source port's files in the main Quake folder, or somewhere else, or what?

>> No.4164459

>>4164450
take the id1/ folder (and hipnotic/ and rogue/ if you have them, they're the mission packs), copy it to quakespasm's folder

play game

>> No.4164461

>>4164459
Or you can do it the other way around and just copy Quakespasm's files to the root quake folder.

>> No.4164473
File: 235 KB, 388x484, Beserk_2.png [View same] [iqdb] [saucenao] [google]
4164473

TRESPASSER

>> No.4164478

>>4164461
>>4164459
Alright, thanks. Time to show this 21-year-old game I never played more than the first ten feet of any episode's opening who is the boss now.

>> No.4164482

>>4164450
Did you buy Quake? Go find a download for the soundtrack. None of the official ways of buying it include the OST.

I wish people read the OP before buying things.

>> No.4164483
File: 631 KB, 732x850, 80e72a166e8e4d3cbfce2a2696633653-d5nycfc.png [View same] [iqdb] [saucenao] [google]
4164483

>>4164478
good luck

>> No.4164489

>>4164473
These guys are lame as fuck compared to similar monsters from doom/qauke1. Kind of like the rest of Q2's enemies, I guess.

>> No.4164493 [SPOILER] 
File: 266 KB, 454x501, 1501716938325.png [View same] [iqdb] [saucenao] [google]
4164493

>>4164473
inta-ROOODAH

>> No.4164495

>>4164473
ROOTDOT

>> No.4164504

>>4164483
Do shamblers bounce?

>> No.4164515

>>4164504
What?

>> No.4164519

>>4164473
>oh shit it's Researchindicates' fanboys

>> No.4164550

>>4164482
I did read the OP, actually. Got the game from that nice mega.nz link.

Speaking of which, though, I decided to get Quake II from the same place. Does that Yamagi Quake II port install the same way or do I absolutely need to grab that q2-3.20-x86-full-ctf.exe its readme mentions first?

>>4164483
I still remember watching a relative play the game back in the day and get into an axe fight with one of those. Survived, but only had like ten health left.

>> No.4164561
File: 109 KB, 628x480, Abominable.jpg [View same] [iqdb] [saucenao] [google]
4164561

>>4164515
I asked you if shamblers could bounce.

>> No.4164578
File: 38 KB, 1252x268, single action sample.png [View same] [iqdb] [saucenao] [google]
4164578

Maybe not 100% finished, but it looks like a single-action revolver I think (a modern one).

What do you think would be a fitting Magnum cartridge for a big Magnum like this?
>.357 Maximum
>.45 Winchester Magnum
>.440 CorBon
>.50 Action Express

Single-actions like these eject manually with a rod, so you can have rimless cases in one and that's fine.
.44 Magnum could always work, but it's not particularly exotic.

>> No.4164585
File: 49 KB, 700x355, Magnum Research BFR Revolver.jpg [View same] [iqdb] [saucenao] [google]
4164585

>>4164578
A Magnum Research BFR for comparison.

I'm thinking this is the kind of revolver you could shoot straight through a pinkie (or two) by using a suitable hardcast lead bullet.

>> No.4164590

>>4164578
>>4164585
It's supposed to go through two pinkies?
.45-70 or .30-30

>> No.4164607

>>4164590
Haven't quite decided on that yet.

I think rifle cartridges would be a bit misplaced, it can work but you'd need special loads or you're wasting lots of case capacity/powder on big loud fireballs (not that it won't be loud and bright, mind you).

>> No.4164634
File: 76 KB, 884x928, cacowesome.jpg [View same] [iqdb] [saucenao] [google]
4164634

>>4163725
>Are the weapon sounds the same for psx doom and regular doom?

They're mostly different. I think fist is still the same, chainsaw's the same except the sounds play shorter, everything else is different and imo better than the PC Doom sounds although the ssg sound is debatable.

Try this little pk3 and hear for yourself:
http://www.mediafire.com/file/uiemt1n7r6xqvok/psxwpsnd.pk3

>> No.4164640

>>4164473
*blocks ur path in while dying*
heh...nothin personnel...

>> No.4164646

Whats with all these yeti versions of shamblers?

>> No.4164650

>>4164634
Classic Caco sounds are better.
Classic Cyber sounds are better.
Classic Baron sounds are better.
Classic Arachno sounds are better.

The PSX zombies sound really great though.

>> No.4164658

>>4164646
shamblers are fuzzy

>> No.4164663

>>4164646
>>4164658
Because they look like Yetis.

Also they're fuzzy and remind people of snow yetis, hence, why they're commonly depicted as walking carpets. Which makes sense given their means of attack.

>> No.4164668

>>4164658
>>4164663
It's debatable though.
Didn't Adrian say "not fur" and Romero say "yeah it's fur" ?

>> No.4164673

>>4164668
Yes, that's exactly what it was. However, development and design documentation changes over time. It certainly looks like fur to me, and the fur would help explain the science of how it's electrical attack would work.

>> No.4164685

>>4164668
pretty much

shambler fur is the quake community's revenant pants

>> No.4164686

>>4162842
>to hell and back
heh

>> No.4164706

>>4164685
Isn't it baron/knight with pants?

>> No.4164717

>>4164489
Oh, it's you again.

>> No.4164721

>>4164519
What.

>> No.4164730
File: 20 KB, 320x200, blood_lighter_caleb.png [View same] [iqdb] [saucenao] [google]
4164730

>>4162441
I really want to play Blood but I fucking hate DOSbox. Is BloodGDX worth trying out with the current beta stage or should I wait until the author has released a complete v1.0? Has anybody here tested it out?

>> No.4164734
File: 68 KB, 400x345, quake__shambllama_by_zxoqwikl-d9h8sig.png [View same] [iqdb] [saucenao] [google]
4164734

>>4164668
Adrian's stance has credit due to being the art guy, but Romero's is equally viable due to the low resolution making it go both ways and his explanation about how Quake is dark and dingy enough where monsters with no eyes and shaggy coats are perfectly fitting. Plus, how often do games have fuzzy yeti monsters instead of bare-skinned muscular demons? It's a nice change.

also, fiends have eyes

>> No.4164735
File: 7 KB, 250x160, new_classic_doom_weap_cg.gif [View same] [iqdb] [saucenao] [google]
4164735

Give me an in-universe explanation of why this thing has a gatling gun design despite having a rate of fire more fitting for a regular machine gun.

>> No.4164738

>>4164673
Quake had a pretty sloppy and strange development though. Delayed in one sense yet also rushed into a compromise.

I think it's what helped it be so unique.

>> No.4164742

>>4164734
Frankly, one of the things that scared me most about the Shambler was how it looked like such a grotesque and satanic deformation of the traditional Yeti imagery.

>> No.4164743

>>4164735
Chaingun designer is a loon.

>> No.4164747

>>4164735
it's low on battery, so it spins slower

>> No.4164749

>>4164578
Is this for that redux of Immoral Conduct?

>> No.4164750

>>4164585
>Big Fucking Revolver
This thing was made for Doom.

>> No.4164752

>>4164730
Worth trying out, yeah. It's a nice source port.
I've seen a lot of critics, but I've also seen them never actually elaborate on what's wrong with it so.

>> No.4164756
File: 196 KB, 764x521, vignerontitel.jpg [View same] [iqdb] [saucenao] [google]
4164756

>>4164735
There is none. The design choice by the developers was basically "gatling guns are cool".
Which I can't argue with.
I've always felt one of the Alpha/Beta MGs fit better though, with it sharing ammo with the pistol and having a moderate rate of fire.

I made this a while ago, for people who wanted to address just that:
https://www.dropbox.com/s/5003f3o2p0oym9t/machinegun3.wad?dl=0

The damage and rate of fire is the same, the sound is the same, it just has an a graphic and animation I think looks alright. It's 100% an aesthetic change. Well except I guess you can tap single shots now, but still.
Looking at that graphic, it always felt like a very typical post WW2 subgun, stamped steel/steel tubing, straight blowback and firing from an open bolt. Very rudimentary and cheap, but very functional. Looks industrial, which fits Doom's aesthetic sort of.

>> No.4164758

>>4164735
It's a sub-par copy of a Nazi German design from WWII that's nevertheless somehow continued service some two hundred years afterwards.

It's basically the Doom universe's equivalent to the real M60.

>> No.4164759

>>4164756
I think it probably was a tribute to the Wolfenstein chaingun.

>>4164758
Okay, I'm loving this.

>> No.4164761

>>4164747
imagine if the moment you picked up a cell, the chaingun's fire rate doubled

it'd be dumb but still

>> No.4164765
File: 223 KB, 1920x1080, BFR .45-70 Revolvers.jpg [View same] [iqdb] [saucenao] [google]
4164765

>>4164749
Yes.

The revolver you can find in the normal ICD, is just entirely unremarkable in every way, it's weak and it doesn't really do any particularly good damage. By the time you might have stumbled into one (it spawns randomly from a Marine's body), you'll have better uses for pistol ammo and all it does is bloat your arsenal.

I really like modern 20th/21st Century cowboy revolvers, especially Magnums and Super Magnums (though also the smaller ones), so I thought that was a good excuse to squeeze one in and make something more interesting and satisfying.

>>4164750
Yeah. Magnum Research hasn't actually said or made any statement for what BFR stands for, some say "Biggest, Finest Revolvers", but I guess you can just fill it in as you see fit.
On order, they'll make them in just about any caliber you want.

>> No.4164769

>>4164761
>chaingun can use cells additionally to bullets for increased rate of fire

>> No.4164770

>>4164765
Will you be able to fan the hammer?

>> No.4164771
File: 242 KB, 1920x1080, M60E6 7.62x51mm NATO.jpg [View same] [iqdb] [saucenao] [google]
4164771

>>4164758
Well that's an interesting way of interpreting it I guess.

Many decades later they make the thing not suck/beat itself to death.

>> No.4164778

>>4164735
The rate of fire is intentionally at a low setting for controlability.

>> No.4164782
File: 71 KB, 1055x319, blued steel.png [View same] [iqdb] [saucenao] [google]
4164782

Made a variant with a blued finish, how does it look?

>>4164770
Uh, gee, I maybe could add that, though modernized Single Action revolvers tend to not let you do that (partially because you can make the lockwork stronger and more robust that way). Also it would really be faster and more efficient to just cock the hammer with your left thumb while trying to maintain a sight picture.

I never really found a good time to do the fanning in Accessories To Murder, like it always did what it needed to with regular fire. Though it makes no sense on what's a double-action revolver, it was kind of neat that it was even there, just as a detail.

>> No.4164783
File: 123 KB, 765x285, Codex_chaingun.bimage.png [View same] [iqdb] [saucenao] [google]
4164783

>>4164771
>Many decades later they make the thing not suck/beat itself to death.

>> No.4164786

>>4164778
With six gun barrels, it would be so heavy that the recoil would probably be pretty mild with double the rate of fire.

>> No.4164797

>>4164786
It's light enough that it was given a stock so it could be shoulder fired.

>> No.4164815

>>4164778
What about just a comfort thing? It's held more like a rifle but is clearly akin to a traditional minigun at a slower RPM. It's also extremely accurate, so maybe it' a hybrid minigun-machinegun, hence "Chaingun"?

>> No.4164817

>>4164782
>blued finish
Instant approval.

>> No.4164825

>>4164782
Raaaaad.

>> No.4164836

>>4164756
>machinegun3.wad
With this and Zman.wad (which gives the zombieman a pistol instead of an assault rifle), my autism will finally be sated.

>> No.4164840

>>4164815
>What about just a comfort thing?
It's the same thing.
Shooting a gun you can't control isn't comfortable.

>> No.4164843
File: 125 KB, 680x384, ChaingunGIF.gif [View same] [iqdb] [saucenao] [google]
4164843

>tfw when the chaingun only feels good and powerful when it's being used against you

>> No.4164850

>>4164843
Well Clyde there is a pretty built guy, wearing a cool red armor, and lugging the gun under his arm, with the belt hanging off the side, him holding it like he's Rambo, on top of the flash lighting him all up, including his menacing face. Also it sounds like a shotgun.

Little details can do a lot.

>> No.4164860

>>4164843
>>4164850

He also appears to be missing every single shot.
Poor guy.

>> No.4164875

>>4164815
That tends to be my headcanon. It's a funky space age assault rifle/machine gun.

Proper miniguns have been replaced by battery-powered energy weapons in the heavy fire support role.

>> No.4164907

>>4164331
>image

Someone should make a Puyo Puyo Doom mod.

>> No.4164993
File: 165 KB, 1920x1080, Screenshot_Doom_20170802_230736.png [View same] [iqdb] [saucenao] [google]
4164993

What have we got here

>> No.4164997

>>4164993
looks like a wad

>> No.4165001
File: 1.52 MB, 635x457, 1482620631668.gif [View same] [iqdb] [saucenao] [google]
4165001

>>4164993
Oh shit

>> No.4165003

>>4164993
Commander Keen 6: Keen Gets Buttfucked

>> No.4165007

>>4164993

Butt Butt Land: Commander Keen and the City of Butts

>> No.4165010

>>4164993
That's one keen space marine.

>> No.4165013

>>4164993
Pounded in the Butt by the Sentient Manifestation of the Commander Keen Franchise

>> No.4165016

Is there a way to force a monster into a pain state with an attack? Like no matter what, when this attack hits, it will force him into the pain state no matter what RNG or his stats say.

>> No.4165017

>>4165016
+forcepain on a projectile

>> No.4165020

>>4164993

keep up the amazing job. don't hesitate to drop a demo!

>> No.4165023

I think a co-op mod that significantly reduced the movement speed of both players would be great. Doom is hard to co-op due to how fast you can more and there not being much incentive to stick together or stop moving. I've always wondered why I love co-op FPS game so much, but never enjoyed Doom's co-op very much. There's just nothing about the game that encourages you to play "cooperatively". It's just 2 or more dudes playing Doom at the same time.

>> No.4165024

>>4165016
https://zdoom.org/wiki/Custom_damage_types

>> No.4165027
File: 79 KB, 1920x1080, Screenshot_Doom_20170802_231058.png [View same] [iqdb] [saucenao] [google]
4165027

>>4164993
One more for now. fuckin yorps

>> No.4165029

>>4165027
i like this.

>> No.4165032

>>4165027
KEEN NO

YOU'RE TOO YOUNG TO BECOME A DADDY

>> No.4165040

>>4165027
>fuckin yorps
please do not fuck the yorps

>> No.4165054
File: 3 KB, 198x360, yorp-alpha5-upscale.png [View same] [iqdb] [saucenao] [google]
4165054

>>4165040
are you sure?

>> No.4165060

>>4165054

DO

NOT

>> No.4165061

>>4165054
more cute than fuckable, t b h

>> No.4165076

>>4164331
>>4164364
Sorry, been busy not doing things because burnout.
Then stopped being burnt out and made killer gargs.

Shivers is back at uni again so Final Doomer stuff has stopped for now, I'll try and steal him sometime soon for you guys.

>> No.4165081

>>4165076
cool

thanks for keeping us updated

>> No.4165087
File: 4 KB, 384x480, vorticon_alpha1.png [View same] [iqdb] [saucenao] [google]
4165087

>>4165076
>>4165081
yeah, we started a little Keen GZDoom fangame/standalone thing that a good few people seem interested in mapping/working on, so things will hopefully be gettin pretty interesting with it.

>> No.4165096

>>4165054
>>4165087
Looks like Mike art

>> No.4165103
File: 59 KB, 256x256, FhkxQm.gif [View same] [iqdb] [saucenao] [google]
4165103

https://shoehead.itch.io/dum

>> No.4165104
File: 120 KB, 1920x1080, Screenshot_Doom_20170802_233626.png [View same] [iqdb] [saucenao] [google]
4165104

>>4165096
ye - doin a little bit of fucking around in EGA for this keen project inbetween my hdoom and mgq3d stuff

>> No.4165110

>>4165076
i hate sounding like an impatient asshole but what's stopping you guys from releasing the 2 weapon sets that are (presumably) done? is it because you promised the 3 weapon sets per update?

>> No.4165120

>>4165104
Does this Keen project have a thread?

>> No.4165127

>>4165120
not at the moment - we pretty much just pulled it out of our ass over the last day or so.

>> No.4165128
File: 2.98 MB, 853x480, 2017-08-02_20-41-14.webm [View same] [iqdb] [saucenao] [google]
4165128

if you've played doom delta you'd be familiar with the fact that the minimap shat on performance in opengl. now it doesn't thanks to the magic of zscript, with the addition of being more accurate when drawing walls (you won't get randomly missing/appearing lines, etc.)

>> No.4165130

>>4165127
Ah, well looking forward to seeing more of it at any rate!

>> No.4165131

>>4165128
the performance drop was basically the only thing really keeping me from playing doom delta more often so this is perfect

>> No.4165136
File: 95 KB, 274x288, help.png [View same] [iqdb] [saucenao] [google]
4165136

>>4165128
>ZScript minimap

This is neat. Will there ever be a standalone addon version?

>> No.4165137

>>4165128

Magnificent.

>> No.4165145

>>4165136
Seconding this, love that hud

>> No.4165153
File: 127 KB, 989x665, blezz.png [View same] [iqdb] [saucenao] [google]
4165153

>>4163956
I see your confused Corzo and raise you a baffled Blaz.

>> No.4165159

>>4164390
>>4164578
>>4164782

That's a good lookin revolver

>> No.4165160
File: 24 KB, 320x240, PFUB2.png [View same] [iqdb] [saucenao] [google]
4165160

Why is there a corpse of a bunny in Hell in the first place?

>> No.4165161

>>4165160
Did you play the game? Doomguy just got back to Earth.

>> No.4165164

>>4165110
dun wanna

>> No.4165168

>>4165160
>in Hell
Anon, I...

>> No.4165201

I can't be the only one here. But does anyone else really find gameplay mods like Metadoom, complex doom, and all of those mods to be really short lived in their enjoyment?

I honestly find myself only really playing through full mapsets with vanilla gameplay.

>> No.4165202

>>4165201
same
i only really enjoy gameplay mods if they have a mapset that is balanced for them

>> No.4165204

>>4165202
yup, going down is my favorite wad in existence, I tried loading it up with metadoom and it was honestly really really boring.

>> No.4165206

Do you guys know any wads solely for monster replacement? I want something challenging to go with Guncaster.

>> No.4165209

>>4165201

personally metadoom is one of my favorites, I find myself coming back to it very often, but that's just me. to prevent burnout I usually don't play the same gameplay mod twice in a row, and when it comes to a new mapset I haven't tried before, I go with vanilla

>> No.4165221

>>4165201
not really, the audience that genuinely believes Gameplay Mods Are Boring Unless They Have Maps is very, very, very, very, very, very sizable

>> No.4165223

>>4165206
Try Colorful Hell, white/black enemies will still be tough enough.

DoomKrakken had a monster pack with a Guncaster patch that gave enemies similar weapons, which more amounted to randomly getting one-shotted by a random guy just because he had the Plasma Gun replacement.

>> No.4165224

>>4165206
Bratwurst and Colorful Hell are the only ones that come to mind.
Monster mods should be more of a thing.

>> No.4165226

>>4165221

Just most of them are on Doomworld.

>> No.4165229

>>4165223
>>4165224
Colorful hell has compatibility issues, the monsters dont drop any gold/money. Unless there's a patch out there I'm unaware of?

>> No.4165230

>>4165209

My general rule of thumb is never to play a mapset I haven't played before with a gameplay mod.
Play vanilla first, and then return with a gameplay mod.

>> No.4165232

>>4165229
Incompatible with Guncaster I mean.

There's an in-development monsters-only version of Project Brutality floating around. Anyone tried it out?

Www.mediafire.com/file/5mh2nc2reggo2tw/555_PB3_MonsOnly_Beta1.pk3

>> No.4165236

>>4165224
New monsters can end up being a ton of work, though. While I'd imagine the DECORATE side of things could be fairly simple for some replacements, even a single enemy has a ton of sprites to do. I don't know how tough it is to touch up sprites even when using a 3D model as a basis, but still.

>>4165229
Should be a patch within the thread, though for older versions of CH. Look around a bit more.

>> No.4165240
File: 44 KB, 1863x191, colorful.png [View same] [iqdb] [saucenao] [google]
4165240

>>4165236
Found this post from 2015. Been skimming through and haven't found anything yet. I dont understand hasn't anyone ever thought of combining both wads before?

>> No.4165242
File: 29 KB, 193x177, bootyblaster.png [View same] [iqdb] [saucenao] [google]
4165242

>>4165240
I have a patch from last year, found it in the Colorful Hell thread. Think it runs off version 0.87? It would be much easier if Pillowblaster just had an option to distribute gold by another means for the sake of easier compatibility.

>> No.4165243

>>4165242
Great! Thanks! If anyone is interested this is supposed to be the loading order:

Guncaster
Colourful Hell
GC Patch

Patch: https://mega.nz/#!YpJSkSQQ!JlOUtMKiFRQlss38xPnCGYBzBwmjrjOWZ-Tq2nkNyJs

>> No.4165247
File: 782 KB, 1600x900, Screenshot_Doom_20170803_010005.png [View same] [iqdb] [saucenao] [google]
4165247

Hey so in between working on stuff, let's do another one of these.
Going through Hellbound with Babel, along with the plasma SMG addon that comes with the mod, because fuck running out of ammo.

>> No.4165249

>>4165247
Oh. I forgot about this map, I always kept asking myself why I've never properly sat down and gave Hellbound a full run, and now I'm being reminded of that.
It doesn't help the spectres in this mod are particularly annoying and aggressive, they constantly make duplicates of themselves to fuck with you

>> No.4165251
File: 651 KB, 1600x900, Screenshot_Doom_20170803_010559.png [View same] [iqdb] [saucenao] [google]
4165251

>>4165249
and I forgot the screenshot.

>> No.4165271

>>4165247
>let's do another one of these.
for the sake of curiosity, which were the previous ones? are you the guy who did TNT:Revilution and Mutiny?

>> No.4165274

>>4165271
I went through TNT and Plutonia awhile back with Final Doomer. But I'm not sure if I want to do this, Babel and hellbound don't make for a good combo

>> No.4165275

>>4164658
>>4164663
I dunno. I never really saw the "fur" part of them, myself. Always looked like flesh to me.

>> No.4165280
File: 1.01 MB, 1920x1080, Screenshot_Doom_20170803_093414.png [View same] [iqdb] [saucenao] [google]
4165280

Why is finding the right textures such a pain in the ass.

>> No.4165282

>>4165274
fair enough

>> No.4165285

>>4163908
there is a mod option for making the grenades a weapon pickup for every ammo

>> No.4165291

>>4164673
>explain the science of how it's electrical attack would work.

Quake is supposed to be Lovecraftian-esque, though. Having a scientific explanation behind how the monsters work would remove the Cosmic Horror aspect.

>> No.4165309

>>4165291
The best kind of horror is the kind that's just plausible enough to fuck with your head, though.

Also, the Thunderbolt is a thing. Never found in any base levels, only in the depths of the elder realms, has the same electrical effect as Shamblers.

>> No.4165314

>>4165309
>The best kind of horror is the kind that's just plausible enough to fuck with your head, though.

Thats a very different kind of horror, and doesn't belong in a game like Quake.

>> No.4165318

>>4165314
ok romero

>> No.4165320

>>4165314
Except for the Rotties, Grunts, and Enforcers, along with the Knights and Death Knights.

>> No.4165323

>>4165318
Considering you can manage to not only increase your jump height with rockets, but keep your legs intact while doing so, the whole "plausible enough" thing is already incompatible with Quake's lore.

>> No.4165327

>>4165320
Having humanoid enemies doesn't suddenly mean the game follows real world logic.

>> No.4165334

>>4165327
there's nothing otherworldly or lovecraftian about them, though
the soldiers are just other slipgate marines who had their heads mechanically fucked with (not even demonic possession like doom's) and the knights are medieval contract killers, not even undead ones

>> No.4165343
File: 831 KB, 1920x1080, PgZsDvAjm59QvyCeNBzOUV7JjBDWQzmXDmFD40r1QjRyOtFIMfaAB24rhMPoJpbO.png [View same] [iqdb] [saucenao] [google]
4165343

This is probably the most autistic question for this thread but
there's a way to use the H-doom demons in other wads? because fuck demons is cool and all but sometimes i want to sooth them while i'm rock hard

>> No.4165346

>>4165334
Are you sure the knights are just hired mercenaries? I'm not finding this info anywhere.

>> No.4165348

>>4165334
They're also the least scary enemies in Quake.

>> No.4165349

>>4165343
What

>> No.4165350

>>4165346
That one's my bad, sorry. The original descriptions in the manual for the Knight and Death Knight are short:
>Knight: Canned meat. Open 'er up and see if it's still fresh.
>Death Knight: This particular canned meat tends to open you up instead.

I got their descriptions confused with the extra Knight varieties added in Quoth, which is obviously not canon at all:
>Death Knight: You know him. You loathe him. This time he's brought along some of his buddies...
>Death Guard: Hard men who've had plenty of practice in the art of brutal murder. They don't have wealth or title or nice shiny armour, but they've been hired to do a job and don't much care that the job involves killing people.

>>4165348
>least scary
>implying there's much scarier than getting swarmed by a bunch of Knights from a dark corner you missed at mach 3 and you realize a split second too late that you still had the grenade launcher equipped when you clicked as they swing at your face

>> No.4165352

>>4165309
>The best kind of horror is the kind that's just plausible enough to fuck with your head, though.
that's not cosmic horror, which is deliberately left unexplained because we can't understand it

scientific investigation would go completely against it

>> No.4165353

>>4165103
>shoehead
Haha oh wow, it's one of the immense faggot artists from Starbound.

>> No.4165356

>>4165350
I'm more frightened by Vores and Shamblers, myself. Fiends can give me a jump at times, too.

>> No.4165370

How's MiniDoom?

>> No.4165378

>GZDoom doesn't have a flag/property to disable player crouching midgame or change crouch height
>Only thing I find about it is brushed off by ZDoom community's player empowerment boner on letting people crouch and jump if they want to
Fucking-

>> No.4165402

>>4165352
>scientific investigation would go completely against it
Well, you can use it to add to cosmic horror by having the research reveal that things actually make less sense, that some of the things we've managed to establish don't actually hold up at all once you investigate further, and some of the things you learn don't make any goddamn sense or leads to even more questions.

>> No.4165403

>>4164134
>Dropbox
>"hey we changed our policies lol"
>95% of most existing download links just died

No anon, dropbox is almost as bad as imageshack.

>> No.4165404

>>4165378
Welcome to Doom modding, where everyone is allowed to break your shit and then blame you when it doesn't work right.

>> No.4165406
File: 6 KB, 480x160, Translation_Standard_Galactic_Alphabet.png [View same] [iqdb] [saucenao] [google]
4165406

>>4164993
>Ray Gun
>M I K E

Fuck yeah, I always enjoyed the standard galactic alphabet.

>> No.4165421

>>4165378
Yeah. It kind of baffles me that for an engine that should be about author freedom, it sure likes to give player freedom precedent over it. This unfortunately puts limits on what the author can do, and basically glorifies the player unwittingly breaking stuff.

>> No.4165423

>>4165421
I don't see why there can't be some of both.

>> No.4165428

>>4165404
>>4165421
Don't forget the lead developer or a source port and their buttbuddies can call your mod retarded, deny all "support" on any version, threaten you with shit and try to pressure you into changing your mod just for suggesting using an older, more stable version or making sure it only runs on a source port it's compatible with.

>> No.4165442

I would love to see a high quality vanilla map use linguortals just to see Graf have an aneurysm

>> No.4165505

>>4165442
If I ever make a gameplay mod, I'm going to have it use all the things that pisses Graf off.

So far the list contains a bundled old version of g/zdoom, modified options menus and intentional renderer exploits.

>> No.4165507

>>4165505
Oh, and a script that stops the mod from running on anything other than the bundled version.

>> No.4165513

>>4165505
He also hates silly names for shit, he got seriously butthurt in the source port naming thread on doomworld over that.

>> No.4165520

>>4165513
call it REKKM then

(wreck him)

>> No.4165530

>>4165442
Let's just say there's a reason BTSX E3 hasn't premiered yet.

>> No.4165549

>>4165530
because essel wants to make graf as assmad as possible?

>> No.4165556

>>4165442
>>4165530
Would be cool, but I highly doubt it. Beyond GZDoom refusing to support it, its also highly unfeasible to accomplish it on a serious map. The nodes need to be hacked into to get it working, and on top of that, the nodes would get overwritten every time the author updates the map with any changes.

>> No.4165563

>>4165556
More likely to see something like Impossible.

Pretty sure that one didn't use them anyway.

>> No.4165565

>>4165563
?

>> No.4165572

>>4165565
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/imposs

>> No.4165624

>>4165572
>immediate inescapable blood pits
Screw that noise.

>> No.4165649
File: 17 KB, 64x64, p6jkP4Y.gif [View same] [iqdb] [saucenao] [google]
4165649

Why did Kinsie changed his icon on the ZDoom forums to this?
What's going on?

>> No.4165654
File: 90 KB, 640x480, Screenshot_Doom_20170803_153301.png [View same] [iqdb] [saucenao] [google]
4165654

If I had any idea that horrible bullshit like this was coming up I wouldn't have used up all my rockets and cells.

>> No.4165661

>>4165624
You fell down the one right at the start? Are you drunk or something?

There's only like two in the entire map.

>> No.4165707

>>4165654
>hell revealed
>complaining about traps
What did you expect?

>> No.4165723

>>4165654
What difficulty are you playing on?

>> No.4165727

>>4165661
>Are you drunk or something?
It's not an easy gap to notice and easily fallen into if you don't make the jump, can't feel bothered to try the rest of the map with such a bad first impression.

>> No.4165743

>>4165649
it's a cool icon, and I'd use it if I had nothing going on.

>> No.4165762

>>4165654
You can carefully grab the key without setting the trap off.

>> No.4165768

>>4164706
No hes talking about the lo-fi optical illusion where people think the red gore on the revenant looks like red pants. Hes comparing that to the appearance of shambler fur.

>> No.4165810

>>4165762
listen to this man, he knows his maps.

>> No.4165876
File: 130 KB, 1300x1273, 1496604512690.jpg [View same] [iqdb] [saucenao] [google]
4165876

>>4165403
When did Dropbox do that major policy change? Also, there is still Stuff like IBM cloud, CX and Amazon's version of cloud storage.

>> No.4165880

>>4165876
>When did Dropbox do that major policy change

It was effective in March, was on the news post for a good while

>> No.4165893

>>4165403
This is why using any single service for mods is stupid.

Once Nexus dies a lot of modding for a lot of other games is going to be pretty fucked because nobody thought to keep shit elsewhere.

>> No.4165923
File: 132 KB, 1213x750, one big MMMMMMMMMMM.jpg [View same] [iqdb] [saucenao] [google]
4165923

>>4165893
That's implying the mods worth saving wouldn't have been taken down already by their authors for arbitrary reasons.

>> No.4165956

>>4165923
or Nexus themselves for equally arbitrary reasons, or just fucking vanished because their system is shit and has been hacked a bunch of times already.

>> No.4165964

>>4165923
are you suggesting all modders are narcissistic prima donnas who will delete their work at the drop of a hat to spite their users believing this to be a punishment to deprive them of the perfect creations of a literal living god?

>> No.4166061

>>4165964
Don't give Graf ideas.

>> No.4166070

>>4165104
>keen wad
I always wanted this, but also always despised this. Fuck you for triggering the local superfaggot.

also while I appologize for being a flippant twat and insulting you over HDOOM which literally comes down to a taste thing...
>implying monstergirls aren't furry

>> No.4166110

Hey there, I'm looking to play some Duke Nukem 3D, can you recommend me some good recent usermaps?

>> No.4166113

>last level of second episode of Blood
>some new giant enemy spider
>beat the fuck out of it with napalm launcher
>go look for a boss
>cutscene starts playing

well a spider mastermind it wasn't

>> No.4166117

>>4165893
Wonder how large their entire catalog is...

>> No.4166120

>>4166113
I remember the same thing, thinking Shial would of been a problem on whatever Blood's UV is.

And it was the first time too. I didn't even realize it was the boss.

>> No.4166127
File: 156 KB, 563x371, 1478961052493.jpg [View same] [iqdb] [saucenao] [google]
4166127

>>4166070
Now go and get into mortal combat with the "n-not monstrous enough!!" guy.

>> No.4166129

>>4165378
There are NoCrouch and AllowCrouch flags on a per-map basis in MAPINFO.

There is a "crouchfactor" double in the PlayerPawn zscript actor that could potentially be useful.

Morph player classes like the Chicken in Heretic can have crouch disabled with the PLAYERPAWN.CROUCHABLEMORPH flag.

It's difficult to give more recommendations without knowing what you want to do, but at least a few potentially-misguided suggestions is more useful than just throwing a big fatty strop.

>> No.4166130

>>4165649
http://www.neocomputer.org/projects/doomrpg/

>> No.4166143
File: 102 KB, 400x400, 6140118.png [View same] [iqdb] [saucenao] [google]
4166143

thoughts on Chocolate Doom?

>> No.4166145

>>4166110
Not recent but play the Roch episode, some of the finest mapping I've seen

>> No.4166146

>>4166070
>I always wanted this, but also despised this
wha?

>monstergirls are furry
objectively false

also the Keen monster girls were just something i did for fun, not related to the actual mod/fangame/whatever.

>> No.4166147

>>4166143
In a word: Important.

>> No.4166157

>>4166120
>whatever Blood's UV is.

IMO, its not really wise to treat Blood's difficulties the same way as Doom, or even Duke. It does a lot more than just enemy/item placements.

>> No.4166164

>>4166143
Excellent at what it sets out to do: A vanilla.exe accurate source port.

>> No.4166165

Female nazis from RTCW and loli Keen for HDoom when?

>> No.4166168

>>4166165
i, too, have always wanted to fuck hitler

>> No.4166169
File: 414 KB, 800x1402, 1499793348844.png [View same] [iqdb] [saucenao] [google]
4166169

>>4166165
Basilissa guest appearance in HDoom when?

>> No.4166172 [DELETED] 

>>4166146
I fucking loved keen.
I fucking hated keen's platforming.

>Objectively false
They're basically "furry lite" for normies who don't want to admit they're degenerates. Little late for anybody browsing 4chan though.

>>4166127
Who the fuck is that?

>> No.4166174

>>4166169
he'd need to finish the sprites first
and frankly, i'd much rather that, desu

>> No.4166176

>>4166172
i'm glad that even in trying to supposedly improve yourself you're still willing to pick a fight over fetishes

>> No.4166181 [DELETED] 

>>4166176
You're the one that just said they were about to pick a fight, lad.

Besides, I'm not the one who made a fetishwad

>> No.4166182

>>4166176

Sometimes you just gotta let people know that you think they're masturbating wrong, I guess.

>> No.4166186

>>4165104
I'm going to edit all your hdoom sprites and make them impse types

anime cliches trigger me

>> No.4166187 [DELETED] 
File: 19 KB, 75x75, 1491721566051.gif [View same] [iqdb] [saucenao] [google]
4166187

>>4166182
>Sometimes you just gotta let people know that you think they're masturbating wrong
Fucking comedians in here.

>> No.4166190

>>4166181
Stop trying to stir shit.

>> No.4166192
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google]
4166192

Based.

>> No.4166193

>>4166190
I assure you I'm not.

>> No.4166196

>>4166186
Ah there you are! We were just talking about you.

>> No.4166198

>>4166169
maybe someday, depending on how Term feels about it. I'd probably have to do the angled rotations first - the sprites one only has front and side rotations due to the fact that Drifter is (mostly) a single player mod.

>> No.4166203

>>4166198
given his usual reactions towards lewd art/porn, i am 99% sure he wouldn't care
but it's always nice to make 100% sure, i guess

>> No.4166204

>>4166196
I'm not that anon, i just prefer my things more """realistic"""

>> No.4166208

>>4166204
S'fair. Once you're done editing the sprites, feel free to pass them around. It'd be nice to have an add-on to customize the game for people with different tastes.

>> No.4166212

>>4166208
>over 100 frames of angry imp rape

well, it ain't the weirdest thing made on this engine

>> No.4166213

>>4166186
That's kind of a weird thing to just blurt out to someone, but okay? You got a hell of a lot of work ahead of you.

>> No.4166217
File: 90 KB, 609x640, 2213131-hans_grosse.png [View same] [iqdb] [saucenao] [google]
4166217

Guten Tag, anons.

How long would this guy last in Doomguy's place?

>> No.4166220

>>4166217
E1M8 then dies. He's carrying what looks like two GAU-8s.

>> No.4166221
File: 137 KB, 623x527, 1501490102275.png [View same] [iqdb] [saucenao] [google]
4166221

>>4166213
>That's kind of a weird thing to just blurt out to someone

On 4chan, of all places?

>> No.4166227

>>4166221
yes, even on 4chan

>> No.4166228

>>4166217
>can barely move
>one weapon

He'd get fucking wrecked.

>> No.4166230

anyone got the doom cover with the dog looking back on it?
asking for a friend

>> No.4166232

>>4166228
>one weapon
>clearly two
>I was just pretending!

>> No.4166234

>>4163968
Menu.
Mod options.

>> No.4166235
File: 1.31 MB, 380x276, 1500449416002.gif [View same] [iqdb] [saucenao] [google]
4166235

>>4166217
>that absolutely minimal extra pixeling to give each barrel a sense of depth

>>4166227
you don't know 4chan then

>> No.4166236

>>4166228
>one weapon
But what a weapon! Dual Wolfenstein chainguns would wipe the floor with almost anything Hell could toss.

>> No.4166237

>>4166232
yes, he's wielding two of one weapon

>> No.4166240

>>4166208
>It'd be nice to have an add-on to customize the game for people with different tastes.
you can patch a pwad?

>> No.4166241

>>4166235
no, i know 4chan quite a bit

i also know there's an extremely angry individual about

>> No.4166242

>>4166240

...Yes?

>> No.4166243

>>4166237
You can't weild two of one weapon you dumbass. There's two of two weapons. A chaingun and a Chaingun. That's two chainguns. You can't say it's only half.

>> No.4166246

>>4166240
Yes.

>> No.4166247

>>4166240
you didn't know?

>> No.4166249

>>4166240
Dude, that's the entire focus of the community.

>> No.4166252

>>4166240
Uh. Yeah.

>> No.4166253

>>4164578
.45 Long Colt, like a boss.

>> No.4166256

>>4166243
two of two weapons would be four weapons

>> No.4166259

>>4166256
You can't quad-wield. Don't be ridiculous.

>> No.4166260

>>4166247
I though it went like this:

IWAD -> PWAD + PWAD

So you can slap as muny pwads as you want on the iwad as long as they didn't interfere with each other

didn't know a pwad could modify another one. Then again I never opened a wad to look at it's guts

>> No.4166261

>>4166256
So Hitler?

>> No.4166263

>>4166240
People have done literally that for the past 20+ years.

>> No.4166264
File: 110 KB, 383x384, 20170801221301_1.jpg [View same] [iqdb] [saucenao] [google]
4166264

>>4166217
superior hans coming through

>> No.4166268

>>4166260
Yeah, compatibility patches for pwads have been a long, long, long thing. Usually it's for fixing areas in maps or making gameplay mods compatible with each other.

>> No.4166270

>>4166264
>Superior
more like Space Gimp

>> No.4166273 [SPOILER] 
File: 107 KB, 192x192, 1501789347021.gif [View same] [iqdb] [saucenao] [google]
4166273

>Gretel Grosse
>not Trans Grosse

>> No.4166274

>>4166241
If you knew 4chan, you'd know expressing an opinion. desire or idea on the site like is quite common.

You should also know, if you've browsed any of the porn boards that people's fantasies and fetishes are all about the details. No need to get arm some passive agressive defense over this.

All information (that my specific chain of posts) conveyed is that there's an interest in a xeno / western monstergirl / whatevs version of HDOOM.

>> No.4166278

>>4166273
>trans
>not superior viking woman

>> No.4166282

Has there seriously never been a Commander Keen TC before?

>> No.4166283

>>4162441
>TFW no DOOM 2 for Sega Saturn, Macintosh Power PC, nor Jaguar
At least it also came out on the GBA.

Also, a Doom Wad where the enemies are a mix of the original doom creatures, Quake, and some Wolfenstein 3D enemies would be interesting to see.

>> No.4166284

>>4166282

Pogostick is the closest equivalent, but that's more in terms of gameplay.

>> No.4166285

>>4166274
don't worry, you weren't the one i was referring to
i'm not one to say "no you can't modify this to be sexier to you"

>> No.4166286

>>4166283
The Samsara monster mixer does something like that. No Quake monsters, though.

>> No.4166291

>>4166274
it's more that just going 'LOL I'M GOING TO EDIT ALL YOUR THINGS BECAUSE THEY TRIGGER ME' to somebody isn't really considered endearing behavior.

>> No.4166303

>>4166291
tldr: whether or not you wanna mod/patch/whatever something is irrelevant, just don't be a weirdo about it

>> No.4166306

>>4166291
It's a fucking mod, just let them be, doing whatever the fuck it is they want to their own personal copy of it.

No need to lose your shit over it.

>> No.4166313
File: 182 KB, 928x418, Builder 2017-08-03 21-55-28-78.webm [View same] [iqdb] [saucenao] [google]
4166313

Why is it doing this.

>> No.4166315

>>4166313
Grid alignments. Lower the size of your grid.

>> No.4166320

>>4166268
If I wanted to load a pwad's pwad with ZDL, I just load them normally and the port would autodetect that the pwad is meant for another pwad? I guess it's like Starsector's java modding, where you check if a piece of the data was replaced, and if it was replaced, you replace the replacer

or i'm overthinking it. I always though there's no real difference between the types of wad.

>> No.4166321

>>4166313
make sector and >>4166315

>> No.4166330

>>4166315
>>4166321

I don't think grid alignments cause an entirely unrelated surrounding sector C to get the properties of the sector B it is surrounding when you edit sector A in sector B.

Making sector function does nothing.

>> No.4166340

>>4166313
did you try saving, closing the program and loading again?

you may have selected something and you didn't notice, iunno. Happens in photoshop

>> No.4166349

>>4166340
Multiple times. Nothing else is selected.

>> No.4166352

>>4166340
Okay, apparently dividing the surrounding sector somewhere and then rejoining did the rick.

>> No.4166361

>>4166352
you should try and replicate the error and see what the forums say about it, may be a bug.

>> No.4166368

>>4166361
That's gonna be difficult since I can't remember anything odd apart from editing sectors as usual.

Plus, I'm still using the latest version before the developer sodded off to make Duke3D builder. So it might already been fixed.

>> No.4166380
File: 7 KB, 337x200, aspectratio.png [View same] [iqdb] [saucenao] [google]
4166380

Fiddling with spriting to see if it's for me, I'm wondering if I have to account for the tall pixel stretching or not

>> No.4166392

>>4166380
He looks more buff.

>> No.4166395

>>4166320

You're overthinking it a bit.
Say there's a gameplay mod. It has an actor named FuckMeHardDaddy.
Let's say someone wants to make a patch for this mod. They make a pwad that does an actor replacement of FuckMeHardDaddy with another actor named FuckMeHarderInTheAssDaddy.
The patch pwad won't load, because without the gameplay mod, FuckMeHardDaddy doesn't exist. So FuckMeHarderInTheAssDaddy has nothing to replace.

>> No.4166406
File: 49 KB, 382x185, Aspect_Ratio_Mona_Lisa.png [View same] [iqdb] [saucenao] [google]
4166406

>>4166392
it looks fat

>> No.4166407

>>4166406
you're fat

>> No.4166412

>>4166407
rüd

>> No.4166437

>>4166283
There were ports for literally all of those.

The Saturn port suffered unreasonable slowdowns all the time, the MacIntosh port ran fine (it was a home computer port, after all), and the Jaguar port actually played rather well, with a smooth frame rate, yet had no music ingame (as that processing power was used to help run the game logic, meaning just put on a fitting music CD in the background).

>> No.4166450

Anyone have the link for BloodGDX v. 771 ?

The download link on the authors site is dead.

>> No.4166470

>>4166395
So they go straight to replacie the PWAD

If you were to gut an IWAD and copypaste it's content to your own WAD, then manually replace and add new stuff to it, you'd be creating your own IWAD right?

>> No.4166509

>>4166470
Technically, I suppose so, but there's really no reason to overcomplicate things so much when you can just make a PWAD that adds new things and only replaces what it needs to replace.

>> No.4166510

>>4166176
Well he was right about one thing.

>> No.4166513

>>4166510
>I was right about something
Unfortunately.

>> No.4166524

>>4166437
>Saturn port suffered unreasonable slowdown quite often
True indeed for the Western releases(especially the NA version) but still not as utterly chunky and bad graphics-plagued as the SNES and 3DO versions. It also has more levels than the rushed 32X port. The Japan Saturn release also had slightly better framerate and less bugs, though still slower than the Playstation version. Yeah, the Jaguar version didn't have any music during gemeplay, if only the processors were less streamlined by Atari.

>> No.4166562

Benefits of PNG versus palette— what are they?

>> No.4166569

>>4166562
png: more colors
palette: more authentic

there you go

>> No.4166582

>>4166143
I like the OPL3 Emulator, its a killer sound

>> No.4166595

>>4164241
>>4164182
>>4163946

This isnt the case here but...

> there was this obscure thing called Superdisk in the shape of a floppy which could also read normal floppies. It held 120mb. This was in the mid-90s.

> this technology did not flop, so to speak, but it did somehow disappear and fade into myth. I remember seeing it in a computer parts catalogue and a magazine article, along with a laptop battery fuel cells that was powered by methane.

> shortly afterwards... ZipDisk appeared, this bastard of a peripheral with a shoddy performance record, and disks and readers that cost alot more

> then USB drives came out

You may not have known but there was a better format out there. Just imagine if it took off. We'd still have gotten usb drives eventually, but superdisk would've let everyone store and distribute alot more data easily. They were about 10 bucks apiece I think.

>> No.4166598

>>4166569

PNG in doom palette
> more colors and more authentic??

>> No.4166605

>>4164578
>>4166253

> modern

.460 smith and wesson
...with .45 long colt high powered loaded in it

.460sw is the master race for big revolvers, its as strong as a .500 but it allows all the lesser .45s for ammo availability

>> No.4166607

>>4163146
Sorry, it's not actually my work. I got it from Twitter.
https://twitter.com/dkzdesu/status/892068903626698752 Here it is.

>> No.4166609

>>4166605
what about .454 casuli or .357

>> No.4166626

>>4166286
Is the Samsara monster mixer still worked on or getting updates?

>> No.4166638

Is Donkey Kong Doom a real thing?
Can't find a working download link

>> No.4166676
File: 23 KB, 300x250, ycantmetroidcrawl.png [View same] [iqdb] [saucenao] [google]
4166676

>>4166129
>It's difficult to give more recommendations without knowing what you want to do
Gameplay mod, to be playable on pre-existing mapsets. I simply want to disable the player from crouching while attacking or in midair.

>> No.4166678
File: 47 KB, 600x657, 47c.jpg [View same] [iqdb] [saucenao] [google]
4166678

One day in the summer of 1995, Carmack had enough. He was tired of Romero
wasting his time, tired of hearing the screams, the profanity, the fists beating
on the walls, the broken keyboards flying down by his door. So, unbeknownst
to Romero, he plotted some revenge.
The next day Shawn came into Romero’s office, beaming with confidence,
and challenged Romero to a game. “Jesus, dude,” Romero said, “yesterday I
beat you down so hard. Come on, get in there, I’m ready any time!”
Everyone gathered around. Romero cracked open a Dr Pepper and began
to play. He chased Shawn online, running through the levels, but to no avail.
Shawn was annihilating him. Every time Romero ran behind him, Shawn
spun around and unloaded a shotgun into Romero’s face. “Fucking bullshit!”
Romero screamed. “What’s wrong with this fucking mouse?” He banged the
mouse on the table, inadvertently spilling his soda. “Oh shit!”
Everyone started to laugh. “What?” Romero said, mopping the Dr Pepper
from his leg. It was a setup, they told him. Carmack had programmed an
option on Shawn’s computer that enabled him to travel at ten times the average
speed just by typing in a special little command. Romero looked around
and, sure enough, there was Carmack, standing in the hallway. Carmack rarely
laughed. But at the moment, he was visibly amused.

>> No.4166692
File: 60 KB, 800x600, Snap4_1.jpg [View same] [iqdb] [saucenao] [google]
4166692

>>4162441
hey there is a source port for "Chasm: The Rift"
https://github.com/Panzerschrek/Chasm-Reverse/releases

>> No.4166695

>>4166607
Wow, even has variants for each monster. Thanks, Anon.

>> No.4166697

>>4166609
.460sw chambers .454 casull, its a shorter cartridge with a lower pressure.

>> No.4166704
File: 67 KB, 225x185, top kek.png [View same] [iqdb] [saucenao] [google]
4166704

>>4166678
> wasting his time
> the screams
> the profanity
> the fists beating on the walls
> the computer gore strewn across the office
> carmack hacks him
> finally beats john romero's head

>> No.4166716

>>4166692
Sick, been wanting to play this one for a while.

Thanks anon

>> No.4166719

>>4166113
>well a spider mastermind it wasn't
spider mastermind is piss too. literally 2 shots with bfg wow so hard.

>> No.4166720

>>4166719
Literally one if you hit it right.
But people didn't know that on their first playthrough. They didn't figure out the rays and how to maximize damage. There wasn't an opportunity.

>> No.4166732

>>4166509
I dunno, the engineer in my says "make an generic IWAD where you put all DOOM, Heretic and Hexen contents all in one place"

though i'm not sure if that would be allowed on the zdoom forums

>> No.4166736

>>4166720
I don't think a real oneshot was possible in vanilla due to pRNG and the blockmap bug

>> No.4166743

>>4166678
This copypasta is fake. No "mmmm" at the end.

>> No.4166760

>>4166743
>copypasta
it's a passage from masters of doom
thought that was required reading around here

>> No.4166775

>>4166760
it
was
a
joke

>> No.4166780 [DELETED] 

>>4166775
merely pretending
a classic every time

>> No.4166785

>>4166780
>Nuclear cunt explosion

>> No.4166790 [DELETED] 

>>4166785
it's a weak-ass joke, anon
carmack wasn't the narrator, so why would the post end with his speech impediment

>> No.4166815

>>4163447
Hey does anyone know where I can find tweaked game dlls for Quake 2. Stuff that changes the single player campaign but doesnt try to TC it?

Just looking for a different experience for SP without changing the game too much.

>> No.4166821

>>4166286
>>4166626
There is a version with Quake monsters in Zandronum. It seems to be unofficial, though.

>> No.4166832

>>4166736
Yah you're right. If you're on any skill lower than UV you can do it though...

>> No.4166881
File: 331 KB, 1280x544, GBUSharps1874.jpg [View same] [iqdb] [saucenao] [google]
4166881

Term, any chance of seeing a lever action rifle in High Noon Drifter? Those things are almost as Western as revolvers themselves.

>> No.4166886

>>4166881
isn't it already?

>> No.4166894

>>4166886
Eh, so-so. The shotgun pickup model appears to be a lever action, but the player model is a regular pump action shotgun.

>> No.4166901

>>4166881

The shotgun is already lever-action, but it's admittedly incredibly hard to see.
I've been thinking of replacing the spriteset, because at the moment it looks a lot more like a traditional shotgun with a weird animation than a lever-action.
At the moment, it's actually the shotgun from Deathmatch Classic with the Yellowboy lever from Realm667 pasted on.

>> No.4166903

>>4166894
there's a lever animation during the pump, though

>> No.4166904

>>4166901
Spin it like Marathon, problem solved.

>> No.4166912

>>4166901
That would be wonderful. Because at the moment, yeah, it's incredibly hard to see the lever.

>> No.4166915
File: 16 KB, 271x144, kronostest.png [View same] [iqdb] [saucenao] [google]
4166915

playing around with a remake of kronos from doom rpg.

>> No.4166917

Will DoomRL Arsenal work with co op..? It should, right?

>> No.4166921

>>4166917
yep, wouldn't count on zandronum though

>> No.4166923

>>4166917
Definitely.
bother me for a game
or anybody looking for game, bother me.

>> No.4166935

>>4166915
What remake?

>> No.4166937

>>4166935

a remake of the character, anon

>> No.4166967
File: 21 KB, 928x225, FuckmoddersamIright.png [View same] [iqdb] [saucenao] [google]
4166967

From an old ZDoom thread where Nash was asking about disabling crouching in midair, which was promptly [No]'d

>> No.4166978

>>4166967
unable or unwilling, graf?

>> No.4166987
File: 72 KB, 640x400, titlepic1.8[1].jpg [View same] [iqdb] [saucenao] [google]
4166987

Any more recommendations for WADs that'll blow me away like Pirate Doom did? Currently playing Strange Aeons which an anon recommended and I'm really enjoying it so far.

>> No.4167007

>>4166987
i'm assuming by your love of strange aeons and pirate doom, you're interested in zdoom mapsets with gameplay changes
try ultimate torment n' torture and winter's fury

>> No.4167014

>>4164493
what the fuck
you're meaning to tell me it's not 'gladiator'?

>> No.4167021
File: 920 KB, 200x150, 1e5.gif [View same] [iqdb] [saucenao] [google]
4167021

We should make maps for GZDoom that are too dark to see anything unless the player increases dynamic light size, intensity, and ambient light level. Now that GrafTard has removed the option to do so, there'll be tons of players complaining to him.

>> No.4167029

>>4165323
you do know rocket jumping was never intended to exist

>> No.4167032

>>4167029
RoTT invented Rocket Jumping.

>> No.4167039

>>4167032
not only incorrect, but also completely irrelevant

>> No.4167041

>>4166967
> Dec 28 2006
are we really complaining about posts from over a decade ago to try and make a point

>> No.4167045
File: 269 KB, 319x498, 1465941983532.png [View same] [iqdb] [saucenao] [google]
4167045

>>4167039
You had to get an asbestos suit and rocketjump with the Firebomb weapon to get over a wall to get to the last of Snake Oscuro's eggs and destory them for the good ending.
Otherwise you would get the earth exploding ending.

>> No.4167047

>>4167045
yes, that is correct
that is neither inventing rocketjumping nor at all related to the fact that rocketjumping was not intended in quake

>> No.4167049

>>4167041
*verified account voice* the tea

>> No.4167050
File: 223 KB, 500x445, 1501602631974.png [View same] [iqdb] [saucenao] [google]
4167050

>no PC
>get new job
>come home from said job
>go on youtube
>look through recommended stuff
>doom map gameplay vids, quake speedruns, quake 3 arena tracks, snapmap playthroughs
>every
>single
>day

>> No.4167051

>>4167050
Doom's gonna be going for a long time.

>> No.4167052
File: 1.00 MB, 1920x1080, quakespasm-sdl2 2017-08-03 23-23-30-47.png [View same] [iqdb] [saucenao] [google]
4167052

>>4167047
>rocketjumping was not intended in quake

>> No.4167053
File: 143 KB, 642x700, !boi.png [View same] [iqdb] [saucenao] [google]
4167053

>>4167047
>Rott didn't invent RocketJumping
https://www.youtube.com/watch?v=W92nd2ujBv4&t=4m38s

How do you get to this area without Rocket Jumping?
If RoTT didn't invent Rocket Jumping, what game did?

>> No.4167058

>>4167041
It's more complaining that nothing has changed in 10 bloody years

>> No.4167059

>>4167052
my mistake, i forgot about that secret a long time ago

>>4167053
>How do you get to this area without Rocket Jumping?
you don't
i don't see why you're pushing this point

>If RoTT didn't invent Rocket Jumping, what game did?
marathon

>> No.4167060

>>4167053
Marathon came out before RotT.

>> No.4167062

>>4167053

Marathon inventing rocketjumping, RotT popularized it.
You're being weird, dude.

>> No.4167064

>>4167053
doom and marathon are firmly wrestling for that title, with doom using rockets to push yourself horizontally across gaps and marathon introducing jumping proper for vertical movement

>> No.4167068

>>4167060
>>4167062
>>4167059
>>4167064
Marathon Release Date: December 21st 1994
RoTT Release Date: December 21st 1994

>> No.4167069

>>4167064
We're talking about Vertical rocket jumping.
Doom doesn't get to have a say on the matter.

>> No.4167072
File: 756 KB, 934x1220, 1499583217235.png [View same] [iqdb] [saucenao] [google]
4167072

>>4167021
>Now that GrafTard has removed the option to do so, there'll be tons of players complaining to him.

>> No.4167073

>>4167069
and the shareware episode was released on November 23rd 1994

why are you so intent on arguing about this point

>> No.4167074

>>4167068

Marathon's demo was on Nov. 23rd.
Is this really the hill you want to die on?

>> No.4167076

>>4167069
I agree, a crucial part of rocketjumping is the whole "jumping" part, but horizontal jumping can teeeechnically count.

>> No.4167078

>>4167069
>>4167073
my mistake, meant to respond to >>4167068

>> No.4167084

>>4167074
But did rocketjumping play any actual part in Marathon like it did in ROTT and Quake? Or was it merely possible within the physics engine.

>> No.4167085

>>4167060
>>4167062
>>4167064
>>4167073
>>4167074
lol look at all these guys who grew up with 90s macs instead of dos pcs

look at all the guys with abusive childhoods

>> No.4167090
File: 41 KB, 494x301, not owned.png [View same] [iqdb] [saucenao] [google]
4167090

>>4167085

>> No.4167091

>>4167050
>get new job
you should be thankful about that.

;-;

>> No.4167092

>>4167085
Ah, so you have no argument.
Gotcha.

>> No.4167093

>>4165343
Is there a way to play doom with hdoom monsters? I need to mutilate some waifus

>> No.4167094

>>4167093
just... load it alongside other maps?

>> No.4167095
File: 27 KB, 535x381, copland_screenshot.jpg [View same] [iqdb] [saucenao] [google]
4167095

>>4167090
>>4167092
i ain't that guy, and i ain't a guy who grew up with the threat of Copland looming over them

>> No.4167096

i see someone decided to cry off his ban on another forum by coming here again

i wish he would actually get banned here, seriously

>> No.4167098

>>4167076
>>4167069
The concept and the application of DOOM rocket jumping is the same.

DOOM uses rocket jumping on an R2 vector while other games use a R3 vector. That's the only difference.

In coding, the only difference is that DOOM collisions and area of effect pushing didn't have the effects relating to the Z axis coded in.

Why didn't DOOM implement an R3 vector, I don't know, after all monsters are capable of dropped projectiles across z levels. Arguably, ID didn't do it because they couldn't manage to use true 3D look without it looking ugly as hell, so the scrapped all R3 vector stuff in favour of simple autoaiming

>> No.4167108

uh
https://youtu.be/vqlXGdv_fPU

>> No.4167110

>>4167093
Never happening.

>> No.4167113

>>4167108
some did it with Half Life units many years ago

It looks exacty as badly as it used to do

>> No.4167114

>>4167084
This guy has a valid point
Unless RJ-ing in Marathon played a part in the game, the same way it did it Rott, rather than just being possible in the engine, it can't be credited for being the joint pioneer of RocketJumping.

>> No.4167116

>>4167114
how can it not

sounds like moving goalposts to me, which the entire argument has been up to that point

>> No.4167117

>>4167084

The deprivation chamber used grenade hopping.

>> No.4167119

>>4167114
That's stupid.
Street Fighter II didn't intend to have combos at all, but they both reinvented the game genre and became a crucial staple of it then on.

The fact that it didn't play a core part in the original game is irrelevant.

>> No.4167120 [DELETED] 

>>4167116
lol no, if rocket jumping was some thing that was technically possible within Marathon and didn't actually play any part or have any use in the game (or worse, wasn't even discovered till later) then it hardly has a say in the matter.

>> No.4167121
File: 23 KB, 396x403, base.png [View same] [iqdb] [saucenao] [google]
4167121

a new shitty infested techbase by sarais its a layout fuck off

>> No.4167123

>>4167096

A recurring tactic he likes to do is, when cornered, change the subject to something else entirely.

>> No.4167125

>>4167120
>what is metagame development

>> No.4167126
File: 36 KB, 500x313, 9Mh7UAT.jpg [View same] [iqdb] [saucenao] [google]
4167126

>>4167108

Is this...is this the rootpain guy?

>> No.4167127

>>4167120

Thankfully nobody gives a shit about what you think.
(Also yes, grenade hopping was required to reach some secrets)

>> No.4167129

>>4167121
other-relations:

thoughts on Uni? i remember it being pretty decent from its Sven Co-Op days.

>> No.4167130

>>4167121
for a techbase, there's a surprising lack of deliberate architecture

it seems more appropriate for caverns or other earthly formations

>> No.4167131

>>4167108
lmao why is he still using zion

>> No.4167132

>>4167126
..No?

>> No.4167135
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google]
4167135

>>4167134
Holy shit, dude.

>> No.4167136

>>4167126

Nope.
https://www.youtube.com/channel/UCY7gBX2B4B00lRR_E2fAQoQ - This guy was.
He's deleted his account, though.

>> No.4167137

>>4167134
Wow.

>> No.4167139

>>4167134
lmao, imagine being this angry at how a conversation isn't going the way you want

>> No.4167143
File: 30 KB, 396x403, baser.png [View same] [iqdb] [saucenao] [google]
4167143

>>4167130
Most of the later parts of the level is flesh.

green is the actual techbase part, red is most of the infected area

>> No.4167146

>>4167134
DOOM's engine enabled rocketjumping mate. That means they literally invented it. Other games just adapted the concept into new engines after the DOOM community discovered it and coined the name

>> No.4167148
File: 213 KB, 431x371, 1497042548593.png [View same] [iqdb] [saucenao] [google]
4167148

>>4167134

>> No.4167153

>>4167148
>thicker ridge-exoskeleton
You are NOT the father!

>> No.4167154
File: 474 KB, 851x780, 1500139526140.png [View same] [iqdb] [saucenao] [google]
4167154

>>4167134

>Rocket jumping wasn't in Marathon in any useful sense
>Yes it was
>Fuck you Marathon doesn't count

>> No.4167157
File: 1.79 MB, 384x216, 1460371644445.gif [View same] [iqdb] [saucenao] [google]
4167157

>>4167146
On what planet could you look down and rocket jump in vanilla doom?
Are you not aware that we're talking about Vertical rocket jumping?

>> No.4167158
File: 49 KB, 512x512, thingken.jpg [View same] [iqdb] [saucenao] [google]
4167158

do I want to go map, play deus ex, or actually go to sleep early

>> No.4167160

>>4167158
MAP.

SLEEP DEPRIVATION IS GOOD INSPIRATION

>> No.4167161

>>4167160
FUUUUUUUUCK.

>> No.4167162

>>4167161
needs to be angrier

>> No.4167163
File: 139 KB, 383x364, 1494391622671.png [View same] [iqdb] [saucenao] [google]
4167163

>>4167162

>> No.4167164

>>4167148
>post was deleted

do we have a resident janny? or we have one dude who deletes his posts if he's proven wrong?

>>4167157
>Vertical rocket jumping?
why would you get so technical?

the difference between XY rocket jumping and XYZ rocket jumping is literally simply a vector component, which is trivial when comparing doom's engine and other 3d engines - the primary difference betwee them is the switch from 2.5 physics to fully polygonal graphics and phyisics

if you engine can handle XY, it can handle XYZ. Vanilla DOOM just never coded in collisions on the Z level.

>> No.4167168

>>4167164
there was a call for janitors not too long ago, i'd imagine /vr/ got at least one more

>> No.4167171
File: 844 KB, 268x278, 1463007658076.gif [View same] [iqdb] [saucenao] [google]
4167171

>>4167164
In Vanilla Doom, you cannot rocket jump upwards from a standstill.

>> No.4167179

>>4167171
A rocket jump is a rocket jump, dude.

>> No.4167183
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google]
4167183

>>4167179
>rocket jump
>j u m p
>JUMP

>> No.4167184

>>4167171
>Vanilla DOOM just never coded in collisions on the Z level.

just like I said.

Again, doom's engine can handle it, they just ommitted most Z axis stuff because they engine couldn't properly render 3D.

But the physics for Z axis stuff still exist in DOOM's engine, which is why ZDOOM has managed to do it.

>> No.4167186
File: 1.00 MB, 1600x900, Aleph One 8_4_2017 12_16_17 AM.webm [View same] [iqdb] [saucenao] [google]
4167186

>this legitimately triggers someone

>> No.4167187

>>4167184
If this is true, then I suppose it counts if we're going by 'is rocket jumping possible within the engine'

I imagine rockets could still easily have been used for speed bursts in Doom like they were in Quake

>> No.4167189

Metroid invented rocketjumping

>> No.4167192

>>4167186
Could you rocket jump in vanilla heretic?

Not that there were many reasons to, just curious. Not sure when the shareware was released either. The game itself was released dec 23rd though, so Marathon, RoTT and Heretic were all released in the same week.

>> No.4167195

>>4167187
>I imagine rockets could still easily have been used for speed bursts in Doom
It's a common speedrunning tactic.
>>4167189
time bomb jumping

>> No.4167196

>>4167179
Not when it involves zero upward momentum.
>>4167186
>source port
try again
>>4167189
The first FPS Metroid game was made in 2002, well before RocketJumping was invented/pioneered.

>> No.4167205

>>4167196
>source port
Retard alert: it changes nothing. The ONLY way to get to that item is to use grenades to propel yourself up. It was like that in 1994 and it's like that now. And there's many more examples of places you can only get to using rocket/grenade jumping in Marathon, that's just the first one you see in the game.

>> No.4167206

>>4167196
>well before rocketjumping was pioneered/invented
my point exactly

on a less shitposty note, could have sworn i've seen some level of upward momentum on vanilla rocket maneuvers

>> No.4167208

essentially:

1. DOOM engine pioneers rocket jumping by using vector physics (position, velocity and acceleration) but doesn't implement the coding necessary for fully 3d vector movement

1.5 the doom community may or may have taken notice and used it for speed running, but they didn't give the name a concept.

2. Other devs realize that any XYZ engine can pull it of and implement it in games like marathon and rotts

3. ID cracks the rendering problem and new technologies allow them to implement the first true 3d physics engine. 3D vector physics do not represent reality as the player character generates his own acceleration with using an external force. You get virtually every famous gameplay mechanic from this engine.

For Rocketjumping: By applying an external force (which I don't think exists in a vector physics engine - your acceleration magically changes when your hitbox has confirmed a collision), you can attain even bigger velocities than you maximum player velocity allows you to (because your acceleration is coded to be proportional to your velocity in order to create a speed cap)

that's rocket jumping in a nutshell, it existed since doom, but it the name wasn't coined until later. which community coined the name (maraton, quake, rotts) is unknown to me, but my money is on quake - they coined practically every vector physics quirk.

>>4167189
ayy

>> No.4167210

>>4167206
>could have sworn i've seen some level of upward momentum on vanilla rocket maneuvers
I don't think it's possible. iirc the rocket blasts in vanilla doom are purely horizontal.

>> No.4167215
File: 86 KB, 651x641, flat,800x800,075,f.jpg [View same] [iqdb] [saucenao] [google]
4167215

>>4167208
>without being applied an external force.

I just realizing I'm using my physics I studies to explain how a game engine works.

>> No.4167216
File: 15 KB, 172x227, 1366196908868.jpg [View same] [iqdb] [saucenao] [google]
4167216

>>4167206
wait..
I meant to say well after Rocket Jumping was invented/Pioneered.
>>4167208
You could have godmode in Doom and shoot a thousand rockets at a wall simultaneously and still not gain any upward momentum from a standstill.

>> No.4167218
File: 1.92 MB, 449x266, 1498156997746.gif [View same] [iqdb] [saucenao] [google]
4167218

>>4167208
My main question now is which first person shooter first allowed for vertical rocket jumping, regardless if it was used for any gameplay reasons, or noticed by the community.

>> No.4167219

>>4167196
The source port doesn't change anything about Marathon's gameplay. You could do that in the original, too.

>> No.4167221

>>4167218
marathon

>> No.4167223

>>4167218
Rott/Marathon

>> No.4167224

>>4167215
Carmack would be proud, sonmmmm.

>> No.4167228

>>4167219
if anything, from my understanding, i remember hearing something about Aleph One's devs being really inflexible about allowing stuff that really expands on Marathon's capabilities.

>> No.4167229

How do we save Samsara

>> No.4167235

>>4167229
Merge it with Samsara-EX and it's monster mixer and fix any/all balance issues

>> No.4167238

>>4167228
It is, Aleph One is extremely restrictive which is why biggest reason why there's very little content creation for Marathon. Nobody wants to deal with, so they don't.

>> No.4167249

>>4167221
>>4167223
Just curious to be certain. For instance System Shocks engine would be capable of it, but I have no idea if it's actually possible in game.

>> No.4167257

>all this because I simply mentioned rocket jumping wasn't formerly intentional
shiet

>> No.4167259

>>4167249
Cyclones (94) is another possible wildcard. ID-made Engine, Raven developed, don't remember if it has a grenade or rocket weapon or which time in 1994 it came out.

>> No.4167265

I had no idea rocket jumping was this serious a business.

>> No.4167267

>>4167235
anon, this would kill it

>> No.4167272 [DELETED] 

>>4167215
dumb r9k faggot

>> No.4167276
File: 674 KB, 1100x702, 8060370.jpg.png [View same] [iqdb] [saucenao] [google]
4167276

Doom was the first FPS game to have explosives push the player away in a horizontal direction.

Rise of the Triad was the first FPS game to feature Vertical Rocket Jumping.

Marathon was the first FPS game to feature Vertical Grenade Jumping.

Next topic please.

>> No.4167281

>>4167276
You could jump with the rocketlauncher in Marathon, too.

>> No.4167284

>>4167281
could you finish the game/get the best ending without rocket/grenade jumping?

>> No.4167291

>>4167284
yes, just like how you could finish street fighter 2 without combos, and yet street fighter 2 still invented combos

>> No.4167292

>>4167276
That's a good point, actually. Marathon's grenade hopping reminds me more of Metroid's bomb jumping in its situational usefulness (has to be more 'set up', can't really be effectively used on a whim) although the technical physics are still in play. ROTT more or less invented the 'traditional' rocket jump

>> No.4167294
File: 141 KB, 347x382, NANI.png [View same] [iqdb] [saucenao] [google]
4167294

What is the most creative kind of trap you've encountered in a map, /doom/?

>> No.4167297

found this quake speedrun dating all the way from 1997

don't know if bunnyhopping had yet to be discovered at the time

https://youtu.be/tpt065RgTQY

>> No.4167303

>>4167284
I'd imagine most people did not complete "Colony Ship For Sale" without grenade jumping, so I'll give you a maybe.

>> No.4167304

>>4167281
Yeah, but it wasn't accounted for or made a part of the meta, unlike grenade hopping.

>> No.4167308

>>4167297
Bunnyhopping came quite a bit later. It's interesting watching old gameplay where people are just running around normally- not just Q1SP and MP but mods like Quakeworld Team Fortress as well.

Of course it helps that IIRC bunnyhopping is more effective in Quakeworld than vanilla Quake due to the slightly changed physics.

>> No.4167310

>>4167259
Maybe. I didn't even know it was a thing.
>>4167265
It's just a mystery to solve now.

>> No.4167313

>>4167304
>wasn't accounted for
It was. There were two ways to beat the final level of Marathon. The first being to play the level out, the second being to use rockets to propel yourself up to a ledge above yourself. The level is intentionally designed so you can skip it using rocket jumping. I'd show you myself but I don't have a handy save file, so take this shitty video instead
https://youtu.be/HF-kEUhb0bc?t=2052

>> No.4167315

So both games pioneered a well known gaming mechanic.

They both receive medals yay.

>> No.4167318

>>4167315
Cyclones is a pretty neat game. I -think- it might have an explosive projectile weapon of some sort, can't quite recall though. It does have looking up and down + jumping.

>> No.4167321

>>4167318
also post was meant for >>4167310

>> No.4167323

>>4167313
Seems as though the url time doesn't work on embeds, skip to 33:55
>>4167315
Rott and Marathon are also tied for being the first FPS games to feature dual wielding.

>> No.4167328

>>4167318
>>4167321
Makes it a pretty good contender.

>> No.4167331 [SPOILER] 
File: 138 KB, 350x350, 1501824060976.png [View same] [iqdb] [saucenao] [google]
4167331

>>4167323
>Rott and Marathon are tied for being the first FPS games to feature Dual Wielding
Woo!

>> No.4167334

>>4167313
From what i can recall, the rocket launcher itself wasn't actually featured in the Marathon demo though, which means they're tied for the rocket jump.

>> No.4167338
File: 223 KB, 400x324, 1500967530713.png [View same] [iqdb] [saucenao] [google]
4167338

>>4167206
pretty sure that's because of zdoom coding it in. The only acceletarion in vanilla doom is downwards to simulate gravity

>>4167218
marathon their own 2.5d vector physics engines and rotts used an a modified version of wolf3d engine. Wolfenstein 3D already XZY angles and vector physics but had even less features because it was designed in 1990 hardware. I'm certain they understood what the DOOM engine allowed for and built their games with it in mind.

They could not solve the rendering problem, but had several years worth of hardware upgrades that allowed them to add extra features and not slow their games to a crawl. So they made couple Z level features to their games. They could have used that time and effort to polish their games desu

The question would be which game began development first. Let me check... aaand here it is.

As the game was getting into deeper development, project leader Scott Miller was contacted by John Romero, informing Miller that the project had been cancelled. Miller suspected that this was because id Software did not want to draw the spotlight away from their upcoming game, Doom.[4] In order to keep as many of the numerous game assets the team had already created from going to waste, Tom Hall came up with a new storyline which still incorporated the Nazi themes seen in the Wolfenstein series.[4]

Here you have it boys. Marathon began development in reaction to DOOM, while rise of the triad was already in development since at least the release of Wolfenstein 3D.

Therefore, The first game to implement rocket jumping into their game was Rise of the Triad.

>>4167276
There is not "horizontal dimention" in doom engine. there's a R2 vector that governs movement, that had the potential to be an R3 vector because the engine was design around XYZ axii

>> No.4167343
File: 10 KB, 255x256, 1274645970977.jpg [View same] [iqdb] [saucenao] [google]
4167343

>>4167331
Clever devil, you!

>> No.4167351

>>4167338
>The first game to implement rocket jumping into their game was Rise of the Triad.
That we know of. Gotta dl cyclones and ss1 to be sure. I don't think any engine earlier would've been capable.

>> No.4167358

>>4167331
>>4167343
Son of a bitch, made me think.

>> No.4167359

>>4167351
Almost certain SS1 doesn't really have anything like that, don't recall though (also it's made on the Ultima Underworld engine, not sure what physics that had)

>> No.4167362
File: 593 KB, 791x448, Capture.png [View same] [iqdb] [saucenao] [google]
4167362

>>4167338
>Marathon began development in reaction to DOOM
Actually untrue. I don't care about the "who did it first" debate but I feel the need to point out that Marathon went through multiple versions before we got what we know today. Marathon was originally based on Pathways into Darkness, a previously released Bungie game (and even features reoccurring characters from PiD such as the Jjaro or W'rkncacnter). Bungie decided they didn't like it and scrapped most of their work and made it be more like Doom and less like PiD. If you ever wondered why Marathon has so many cramped corridors, it's because it was based on an dungeon crawler like game originally, not Doom.

Pic related. THIS is what Marathon originally looked like

>> No.4167364

making textures is fuckikng hard

>> No.4167378
File: 90 KB, 905x756, baserer.png [View same] [iqdb] [saucenao] [google]
4167378

This any more ideal?

>> No.4167381

>>4167359
It had some physics. Pretty decent for it's time, really. I don't remember any explosions being enough to launch a player though.

>> No.4167410

On another note, the first true 3D engines where early flight simulators which used a simulationist approach to vector physics (I'm not sure if they implement force as a concept in them, but the 3 vectors - acceleration, velocity and position, are definitely there.

https://www.youtube.com/watch?v=aizO27MVAPI

https://www.youtube.com/watch?v=Qga0-OHigtM

>>4167351
It is entirely possible that any early engine would have implemented it. By the end of the 80s flight simulator engines would have been fully capable of rocketjumping too, provided they scripted in collisions.

The key aspect is hardware - computers between 1990 and 1994 didn't have much computing power. the flight physics engines developed in that period had a silky smooth 2 FPS framerate. Machines where so weak ID had to cut so many corners in the wolf3D physics engine they could only map 90 degree angles, and even them it was slow as all hell. In fact, the Ultima Underworld engine (together with proto-BUILD engine, the 2.5d physics competition of doom) had better 3D features than Wolfestein 3D, but it was slow as all hell.

ID could have implement a lot of features in DOOM if they wanted, but they wanted their game to be fast paced - that was their key philosophy - and the one that broke the market.

Honestly I should start digging into the history of simulationist game physics. This is all very interesting. Wonder what was the first game to implement objects as force vector carriers that affect acceleration.

>>4167362
Would you update their wiki? they don't have a development section.

That's a 2D engine I think. I guess in the end the prize should go to both games - only games in development to take notice of the possibility after doom pioneered collisions and work with it

>> No.4167412

>build a section of a map
>hate it
>delete it
>start over
>still not great
>tweak it
>eh it's okay I guess
>move on
>build another part
>hate it
>go back to previous area
>suddenly seems much better
anyone else map similarly? i seem to judge things as being better after a day or two

>> No.4167424

>>4167412
I believe that's a common thing with all things creative. I have that with both mapping and drawing.

>> No.4167425

>Although Wolfenstein 3D was not designed to be editable or modified, players developed character and level editors to create original alterations to the game's content.[1][15] John Carmack and Romero, who had played numerous mods of other games, were delighted, and overrode any concerns about copyright issues by the others.[15]

we don't deserve these guys

>>4167338
From the looks of it, SS1 / ultima underworld engine could have impletemented rocketjumping if they implement collisions, since they have vector movement. But there's no way in hell they bluid anything around rocket jumping - they predate the concept.

Actually, checking out the history of the ID raycasting engine and ID Tech 1, Carmack kept close tabs at what ultima could do and was worried about being able to have similar graphics without being so slow.

Cyclone definitely could have too, it was built on a version of wolf3D engine. Hell, it implemented multiple z level floors, but checking out the weapons, none had collisions coded in.

>> No.4167428

>>4167412
stream of conciousness deisgn will always have the problem that you are dissapointed you couldn't replicate what you pictured in your head.

the best approach to design is that after it's finished you take some time to see whether it's good or not think. After some time you'll get a feeling o

>> No.4167438

What does your typical map-making workflow look like, /doom/? How many editors open at once?

>> No.4167440
File: 186 KB, 500x388, 1501181150235.jpg [View same] [iqdb] [saucenao] [google]
4167440

>>4167438
all of them

>> No.4167441

>>4167438
Three at most. GZdoomBuilder, Slade and Aseprite.

Or just GZDM and Asesprite if I use the pk3 structure.

>> No.4167532

>>4167294
I like the one in MAP05 of TNT where there's a bunch of short alcoves along a hallway, you go down one and the one behind you opens up further to reveal a zombie, rinse and repeat with the next set, so by the third you think you're onto their game and head down the alcove backwards and it opens up to reveal a chaingunner right behind you

>> No.4167541

>>4167532
TNT's trap game is exquisite tho'. One of the best designed megawads in that sense

>> No.4167576

What's the name of that one wad where you play as Gumshoe from Ace Attorney, some of the enemies are Broly, Solid Snake, Barney, Sailor Moon, etc please? Suddenly remembered it but the name escapes me and it's bugging the hell out of me.

>> No.4167584

>>4167576
CraftyTitan's Doomhack.

>> No.4167585

>>4167576
DoomHack
http://www.mediafire.com/file/ogjcmxjwihbmgyk/DoomHack.zip

>> No.4167587

>>4167584
>>4167585
Thanks.

>> No.4167589

>>4167096
>>4167123
who?

>> No.4167603
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google]
4167603

>>4167438
My workflow is one giant shitpost.

>> No.4167607

>>4167603
Amazing.

>> No.4167610

>>4167603
I found working with GZ Doom Builder + Slade to be a pain because SLADE never updates to changes you made in GZDB.

So if you say, open your map/wad in both make some changes to your map in GZDB and save, then make changes to DECORATE or textures in SLADE and save, the map in GZDB will have reverted to it'S state from the very beginning,

>> No.4167628

New thread.

>>4167623
>>4167623
>>4167623

>> No.4167629

>>4167610
i had the same trouble with eureka after running zennode on a file it had just saved, eureka doesn't notice and carries on writing to a deleted file descriptor, so you end up silently losing all your changes

>> No.4167630

>>4167121
Looks like a cat taking a leak

>> No.4167694

>>4166562
.png lets you have whatever fucking colors you want whenever, wherever, on top of transparencies where you say they go, regardless of palette, translucencies and all that good shit. The format is also easier to work with than .bmp I feel.

I prefer .png over palletes by a mile, but it's also kind of neat to see people just give the game a new palette like in Back To Saturn X.
And of course, you can't use .png for Vanilla, so if Vanilla is your goal then that's important.

>>4166524
>Yeah, the Jaguar version didn't have any music during gemeplay, if only the processors were less streamlined by Atari.
The Jaguar in general was pretty ill thought out as far as hardware went.

I think the people who actually managed to figure out how to work with it called two of the processors "Tom & Jerry" because you had to make them not fuck each other up with your programming.
Then there was the CD addon, which was just badly engineered and manufactured, connections were bad and the engine for the CD drive would frequently break down (not rarely because the lid would clamp down too hard and stop it from spinning freely, yes, this was actually a common problem).

>>4166595
There was quite a few formats like that.
The WormDrive comes to mind. Expensive as shit back then, but it held so much data and was actually pretty resilient towards the elements, so you could actually have that shit out in military operations and the thing wouldn't die because some sand particles made it's way inside the drive.

>> No.4167730

>>4166967
Ok but what would you even do with a function like that?

>> No.4167751

>>4167210
Arch-Vile launches you up in the air, which is how you reached at least one secret in Final Doom.

>> No.4167920

So which of the Quake engines do you guys use and why?