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4172380 No.4172380 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4167623

Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



Vanilla/Boom: https://www.doomworld.com/idgames/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent (dead)










>> No.4172382


-We're still waiting

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-Looking into replacing or removing outdated resources in the OP, need feedback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

[8-6] Juvenile Power Fantasy's v0 early release is available

[8-4] Source port for Chasm: The Rift

[8-1] Map Jam 9 released (Quake)
-Anon notes a particular crash issue

[8-1] /newstuff Chronicles #532

[7-29] Press F as OBLIGE's 7.666 release will likely be the final version

[7-28] Intermission E2M7, featuring Cage, Wartorn, and Pillowblaster

[7-27] Lilith.pk3, the latest hot mod

[7-26] Project Xenome: Interloper, a map set for Unreal

[7-21] Anon map release: LEISURE.WAD

[7-21] 12.5 Quadrillion Shades Of Doom (monster randomizer)

[7-21] Anon map release: "an arena where you can practise fighting two archviles"

[7-21] High Noon Drifter released

[7-20] New Insanity's Requiem release

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4172387
File: 35 KB, 236x236, please don't pet me I'm working.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4172398

I've played through Knee Deep In The Dead at least 100 times, and I never get tired of it. The only parts of it that I don't like as much are the last few levels before Anomaly, they just don't feel up to the same standard as the first few maps. Not that they are bad maps, they're just less good than the other gooderer maps. And that fucking ending, I spent literally years trying to survive it. Just thinking about that shit makes me want to play again, how the fuck did they do it? Black magic? Fucking Doom.

>> No.4172401
File: 3 KB, 600x550, 1473651997388.png [View same] [iqdb] [saucenao] [google] [report]

Map Jam 9 is now on Quaddicted. Should be available through Quake Injector.

Go play this, it's probably the best jam yet.

>> No.4172410
File: 15 KB, 344x294, hardcore penetration.png [View same] [iqdb] [saucenao] [google] [report]

I made some pikemen.

Two twitchy guys, and two not so twitchy guys.

>> No.4172451
File: 237 KB, 552x228, Charging.gif [View same] [iqdb] [saucenao] [google] [report]

God damn it, I posted in the wrong thread too. I'm really late for screenshot saturday but I'm currently sick and was trying to sleep this off.

>> No.4172470

Will the other eye glow as well

>> No.4172472

Shit I should probably add some draw in effect there too. The old charge animation actually ignored the left eye until it was maxed out

>> No.4172476
File: 316 KB, 1600x900, Screenshot_Doom_20170806_043247.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4172479


>> No.4172501

Are there any gameplay mods that shift the game's focus towards melee combat other than Demonsteele (too arcade'y for my tastes) and Wrath of Cronos (have to intentionally gimp yourself into meleeing - even Fighter is better off going full INT ranged attacker)?

>> No.4172513

GMOTA technically does, though the Blazter in 0.9.9 (the last release) was busted as hell. In general though, I guess more mods utilize melee attacks to decent effect in general.

I thought about making some melee weapon mods but shit like hitscan really kind of gets in the way if you don't touch monsters.

>> No.4172523

I feel like making a map for old counter-strike in Hammer/Worldcraft

give me a general theme

other ideas to force into the map (gimmicks, parts of layout) also welcome

>> No.4172526

At this point Im starting to think that BrudalDum is just an excuse for Mark to do a really cluttered inmersive sim on an outdated engine.

>> No.4172528

Not really, some have good melee options but most tend to go mid way and leave the option of what to go with to the user.

>> No.4172529

I don't think GMOTA is what he's looking for, it's more arcadey than demonsteele.

>> No.4172530

As i said once, people have low standards for mods, so nobody would like it as much if they had to pay for it like an actual DLC addon or a game.

Won't change the fact he has a Patreon, though.

>> No.4172536

I don't see why he doesn't just go into mapping. He's surprisingly pretty decent it, and Brutal Doom for the most just seems like it already does what it sets out to do just fine.

What do either of you mean by 'arcadey'? Does he just want something more deep or fleshed out? The only other notable first-person melee combat I've bothered with was from Killing Floor.

>> No.4172537

I'm assuming what he's looking for is a slower, heavier melee, like Chivalry or Mount and Blade. Though combat like that would be a real slog in maps with a lot of monsters

>> No.4172539

I think he's looking for something like Dark Messiah of Might and Magic or the Shadow Warrior remakes.

Even those are a bit arcadey really.

>> No.4172549


Guessing doom delta's gonna get it's own collection of ingame figurines to collect ?

>> No.4172551

Isn't this a general?

>> No.4172558
File: 276 KB, 525x408, firefox_2017-08-06_17-29-39.png [View same] [iqdb] [saucenao] [google] [report]

No, this is colonel

>> No.4172567

Demonsteele's melee is very simplistic and comes with multiple major deviations from Doom's fundamental rules (quantized HP that's only removed one at a time, invulnerability frames, hitting an enemy once stunlocks it and then you just keep slashing until it dies).
What I'm looking for is a melee system not too different mechanically from that of Doom's Berserker-boosted fist and Hexen Fighter's fist/axe, and without any monster changes (you still deal with the same enemies as in Vanilla, and can potentially port the mod over to any other mod or WAD that only changes monsters), but with extra specialised melee options to deal with boss monsters / tougher swarms. The ranged weapons should serve strictly secondary functions to your melee, being one of: weaker, more expensive or more difficult to set up (something like a few seconds of revving the attack up with movement slowed down).

>> No.4172569

Huh, maybe GMOTA's upcoming update might be what you're looking for, you can't stun lock monsters with melee, and ranged options are limited due to low ammo counts and mediocre damage output, though the new Blazter stuns enemies.

>> No.4172578

>browse /v/ doom threads
>every thread has the same autist spamming his rant about how doom 4 is a serious sam/painkiller clone and not a 1:1 recreation of deus vult 2
he does realize that if doom 4 is a serious sam knockoff then it absolutely shits all over serious sam mechanics and level design wise right?

>> No.4172581
File: 882 KB, 1000x883, 290606877b70aa3c82f0eda8ff9859b856a16847.png [View same] [iqdb] [saucenao] [google] [report]

So you just want something like buffed vanilla melee specialized for different encounters, while ranged weapons take a backseat? One issue I see with ranged vanilla monsters though would be how some would be placed too far away for total melee combat, Chaingunners are memed on for a reason.

>> No.4172596

>quantized HP that's only removed one at a time
There's a menu options for that.

>> No.4172598
File: 37 KB, 417x403, 1501156085932.png [View same] [iqdb] [saucenao] [google] [report]

>>browse /v/

>> No.4172608

why do you care about shitposters and their bullshit? why not just enjoy your games by yourself?

>> No.4172632

owo whats this?

>> No.4172686

When did Painkiller become a classic FPS that everything else has to be like anyway?

Aside from some of the guns, it was pretty fucking dull where nearly every room in every map was just victory by wack-a-mole.

>> No.4172726

this is the true answer

>> No.4172761 [DELETED] 

He's a /v/irgin and therefore mentally disabled.

>> No.4172772
File: 268 KB, 816x816, 1499824548683.jpg [View same] [iqdb] [saucenao] [google] [report]

Only id knows what happened to the Quake one player character after his killing of Shub Niggurath ..

If only they would do a direct sequel to the first one.

>> No.4172793

He's stuck dimension hopping unable to find his way back home

>> No.4172804

looks cool. But why is it yellow? wasn't it originally red?

>> No.4172806

Quake is Sliders?

>> No.4172808

yeah, it's gold/yellow to match the meter on the HUD, so the flames will change color and appearance depending on what you're currently charging up.

>> No.4172814
File: 67 KB, 384x239, haha.gif [View same] [iqdb] [saucenao] [google] [report]

ok. still hyped about gmota!

>> No.4172816

Yes, it was good for the first series and then went to shit.

>> No.4172861

Zero Punctuation

>> No.4172880

feel better soon

c u t e

>> No.4172881

Why do you care about what someone on /v/ has to say?

>> No.4172914


Ranger got abducted by aliens (vadrigar?) and dropped into the Tournament.
> quake 3

Sorry any chance of a direct canon sequel was blown all to hell.

>> No.4172927
File: 801 KB, 900x720, demonade.png [View same] [iqdb] [saucenao] [google] [report]

Not trying to get off topic but what are some other sites where its worth discussing Doom stuff? /vr/ is great and the mods do a surprisingly good job at keeping this place unlike 99% of 4chan, but I'd like to see other places as well.

>> No.4172935

A-at least we've had the expansions, t-they're canon... right?

>> No.4172936

zdoom is okay if you never visit the off-topic sections ever
doomworld is okay if you map and enjoy playing maps
facepunch is okay if you're fine with people liking and rating your post instead of responding
badgame is okay if you want to complain about everything

>> No.4172945

>zdoom is okay if you never visit the off-topic sections ever
More like ok if you never actually read any of the posts and just download content.
>doomworld is okay if you map and enjoy playing maps
And if you can handle the goon-like elitism.
>facepunch is okay if you're fine with people liking and rating your post instead of responding
>badgame is okay if you want to complain about everything
I just use /v/ for that.

>> No.4172963

>facepunch is okay if you're fine with people liking and rating your post instead of responding
Fucking Marphy I swear

>> No.4173004

>dynamic lighting works in gzdoom's software renderer
when did this happen? i kinda figured this was impossible

>> No.4173006


A long time ago.
dpjudas is a magician.

>> No.4173010

now all we need is for it to effect sprite lighting and also brightmaps

>> No.4173015


I always feel so old posting there. Like anyone else is way younger.

>> No.4173021

Looking forward to his per-pixel lighting stuff getting into future version.

Not looking forward to Graf breaking it all for no good reason.

>> No.4173038

It's just edgelord shit to counterbalance something like Neofags.

Also Garry is still a twat.

>> No.4173049

hey redead why are you so interested in reposting /vr/ posts in chatrooms

do you really care that much about what we're saying

>> No.4173057

oh fuck it DOES effect sprites. just not weapons. this is something else

>> No.4173067
File: 253 KB, 1366x768, Screenshot_Doom_Jenova.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4173075

>it has mipmapping too

>> No.4173079

If software rendering amazes you this much, you must have shat your pants when Outcast got released.

>> No.4173081

i just didn't know any of this was even possible in the original rendering engine

>> No.4173083

But it's not the original, it's a totally new one that looks like the original.

>> No.4173086
File: 337 KB, 1366x768, Screenshot_Doom_oe4951.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4173089

zdoom isn't really the original rendering engine

it's still impressive, mind

>> No.4173091

also is it just me or can you look further up and down than you used to?

and no im not using the polyrenderer

>> No.4173126

Correct, the new "capped" sky rendering style is designed for it, or vice versa. Makes all the other rendering styles look horrible though.

>> No.4173161
File: 1.21 MB, 1742x1200, 1498681596376.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn i still feel like a Blame! Mod would be really cool, atleast a """"small"""" map like the section where they encounter with domo and pcell.
If i got inhumanly fast drawing skills i'd make the silicon life and safeguards

>> No.4173179
File: 14 KB, 231x231, 1437144762149.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4173182


>> No.4173197

who's this semen demon?

>> No.4173231

I am port illiterate, what's the differenece

>> No.4173237


>> No.4173240

Zandybam doesn't have ZScript.

>> No.4173241


Zandronum uses a very old version of Decorate and ACS. ZScript is a relatively recent development and only runs on recent builds of GZDoom.
ZScript can modify levels, adjust things, place objects, run event handlers, and etc very easily. Zandronum can't and has to use (as Mark demonstrated) a very hacky observation of the placement of items on maps and then use them to spawn things manually.

I'm amazed that he did it, frankly. But that's not really a good thing.

>> No.4173242


>> No.4173254
File: 21 KB, 512x448, culex-crystaller-battle-smrpg-e.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4173294

It's several inception levels of balls deep in getting shit to work in a awkwardly roundabout way that could have been done easier in something else.

It's Doom modding all the way through, really.

>> No.4173303

>Late x 1

>> No.4173324

>doomworld is full of elitists

Is it, though?

>> No.4173329

Does Mark know about ZScript?

>> No.4173330

he probably does, but it's irrelevant to him because brutal doom very much values its zandronum support

>> No.4173335

Yes, it is. That doesn't mean their content isn't top tier, but if you even mention ZDoom or mods there are still a fair few users who'll throw a 'tism fit. Admittedly it's better than it used to be in this regard.

>> No.4173342

>but if you even mention ZDoom or mods there are still a fair few users who'll throw a 'tism fit.

I've never once seen this.

>> No.4173369

i haven't seen any 'tism fits. i have, however, just seen a lot of straight-up ignoring. zdoom mapsets, even community projects that doomworld loves so much, tend to get ignored and passed over.
gameplay mods are lucky to reach multiple pages. all of the dumps got barely any attention. even joy of mapping 4, made by a long-time doomworlder with a lot of respect in the community, has barely a fraction of the attention it does on the zdoom forum.

i wouldn't say it's "elitist", but more that they just don't care.

>> No.4173392

Since /doom/ hasn't really had any successful collaborative projects in a long while, would any of you guys be willing to participate in another 200 minute speedmapping project? I'll whip up a rules post if there's anyone who's actually interested.

>> No.4173393

linguica was interviewed last week and he admits this is the case and even he says he doesn't understand it apparently

>> No.4173402

200 minutes makes for sort of barren maps though.

What about 300?
I'd also insist on replacement skies, as well as a different soundtrack, stock Doom 2 music is a bit boring.

>> No.4173404

Sure 300 could work.

>> No.4173453

---300 minutes of /vr/---

Basically the same rules as 200 min of /vr/:
-Make your map in 300 minutes or less.
-Use the Doom 2 iwad.
-Make it vanilla compatible (please test with chocolate doom/prboom+).
-No outside resources/textures (however you will be allowed to add mus/midis as long as you post a link to where you found them).
-Make sure your map has an exit.
-Add the name you want to be credited by in your post, otherwise you'll be credited as "anonymous".
-Post a link to your map in the thread by next Sunday and i'll add it to the compilation, but please specify that it's for this project.

Good luck and happy mapping.

>> No.4173462

Sort of, there's a lot of twats who follow Graf's lead in being an enormous cunt, about half or more of the moderation staff.

Then there's a lot of users who follow those, so you get a cascade of asshattery.

>> No.4173468


blew my mind when it was released. Loved the shit out of it. I tried replaying multiple times though and I just find it boring now. Feels bad, I wish I could relive those memories.

>> No.4173470

Should we agree on a standard texture set or what?
Like maybe Useful Doom Edits/Useful Doom Flats? They can be versatile.
Looking at 667, there's a few interesting ones that could give a distinct character, like Darkbase and

It'd be cool if we could get Mark to contribute a map again this time, but I don't think he would.

>> No.4173474

I figured it would be simpler for everyone to just use the stock doom 2 textures.

>> No.4173480

I guess, but it can be a bit dull to look at.

>> No.4173502

link it you fooool

>> No.4173513
File: 146 KB, 1366x768, Screenshot_Doom_legobase.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4173514


>> No.4173523

isnt that the one with the secret porn room?

>> No.4173525

I feel like it has a lot to do with how most of the speedrunners hang out on DW. ZDoom, not so much.

>> No.4173539

isn't thi barret one of the characters in ROTT

>> No.4173546

>plate steps are only 1/4 bricks high each, not 1/3
It's trash.

>> No.4173547

The name comes from the Doom Bible, written by Tom Hall. Guess who ROTT's creative director was?

>> No.4173550

I learned something today.

>> No.4173560
File: 538 KB, 1920x1080, Screenshot_Doom_20160612_190522.png [View same] [iqdb] [saucenao] [google] [report]

Holy fuck, I was just playing this last week as it came up on idgames random wad.

>> No.4173562

Is that supposed to be Crash or just Doomguy with manboobs?

>> No.4173567
File: 675 KB, 1920x1080, Screenshot_Doom_20160614_210111.png [View same] [iqdb] [saucenao] [google] [report]

Yea it was Crash. Bit skinny for doomguy either way.

>> No.4173570
File: 49 KB, 500x1000, P_crash.jpg [View same] [iqdb] [saucenao] [google] [report]

Ought to be even skinnier, then, I'm pretty sure you could fit one hand around Crash's waist.

>> No.4173574

What wad is this?

>> No.4173576

That's cute

>> No.4173580

What am I looking at?

Also, why isn't Golden Souls 2 out yet?

>> No.4173582

Also the dude who created the Dopefish, and got screwed by following Romero's ego.

>> No.4173590
File: 2 KB, 52x126, Lydia_casual.png [View same] [iqdb] [saucenao] [google] [report]

Eh, I was just repurposing an unused sprite anyways.

I was thinking of joining in that map building challenge with everyone and was going to build a happy-go-lucky map, but I had other distractions and couldn't come up with a decent layout for it. This was the music:

>> No.4173593

How do you get the old HUD back on GZDoom? Sure, the current HUD gives you all the info you need, but I miss seeing Doomguy shift his eyes around like a cartoon villain.

>> No.4173597

Press the minus button

>> No.4173598

Where can i play it?

>> No.4173601

press -
adjust hud scaling options as needed

>> No.4173604

I haven't heard this song in forever
That's a perfect song for the appearance of that level

>> No.4173609

where do I submit?

>> No.4173610

Thanks, it's only a small touch, but Doom doesn't feel right without the mugshot.

>> No.4173616
File: 47 KB, 267x409, 2spoopy.png [View same] [iqdb] [saucenao] [google] [report]

Here's some hanging boners.

>> No.4173617

>Post a link to your map in the thread by next Sunday and i'll add it to the compilation, but please specify that it's for this project.

>> No.4173618

They look kind of like those plastic figures you'd see in school or a doctor's office.

>> No.4173626
File: 594 KB, 800x2750, Doom Sprites.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone actually used this before?

>> No.4173637


Yes, it's a very helpful guide.
It also helped me realize how shit I am with Blender.

>> No.4173640
File: 1.12 MB, 1920x1080, Mood46.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4173646

Is that Arcie?
Is there more images of that thing?

>> No.4173648

Meant "Archie" as in Archvile

>> No.4173650
File: 2 KB, 118x64, fcr.gif [View same] [iqdb] [saucenao] [google] [report]

Nowhere, I never finished it. Maybe someday.

>> No.4173656

what map is this anyway?

>> No.4173675
File: 101 KB, 255x255, 1471982500779.png [View same] [iqdb] [saucenao] [google] [report]

>default doom 2 sky

>> No.4173676

that revenant had better use the mother demon fireball sprites, same as that vile and her fire trails.

>> No.4173678

I want to see the chaingunner and the spiderdemon

>> No.4173679
File: 1.47 MB, 1920x1080, Screenshot_Doom_20170806_203616.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, though I might redo the set since the specular lighting is a little too busy.
Part of a mapset that isn't available yet.

>> No.4173680

And yet Mark is receiving money for his BD64 "Revenant".

>> No.4173681

Is this one of the upcoming extra levels for D64 Retribution?
Are you Nevander?

>> No.4173686

looks like argent d nur

>> No.4173695
File: 76 KB, 1024x128, flamepillar.png [View same] [iqdb] [saucenao] [google] [report]

>that revenant had better use the mother demon fireball sprites
Funny you should say that
>same as that vile and her fire trails
Didn't go that far, right now it's 1:1 from Doom2. It's flame pillar was retooled though.
>(no one will correctly guess where pic related originated from)

>> No.4173709
File: 106 KB, 744x172, 64spider.png [View same] [iqdb] [saucenao] [google] [report]

Spidey is still early WIP. Haven't even touched the chaingunner yet.

>> No.4173710

Are good Spider mastermind sprites really rare?

>> No.4173717
File: 22 KB, 330x378, bikinishake.gif [View same] [iqdb] [saucenao] [google] [report]

These are top fucking notch. I'd be easily fooled into believing they were real Doom 64 sprites that were left on the cutting room floor.

>> No.4173728

>actually try Oblige now the recent and possibly last version is out
Yeah, this is pretty fun. The three maps I've played so far were nice enough, but I'm still going to assume that being randomly generated the program is going to come up with hot garbage once in a while.

>> No.4173730

Any chance of seeing these in a webm, please?

>> No.4173732

Does load order in ZDL mean anything? I've been dickign around with it and the order rarely seems to matter.

>> No.4173734

i want to see a doom waifu beach party

>> No.4173738

Heh, thought she was naked before I clicked on it.

Maybe I thought that at first cus of my 3 week long dry spell

>> No.4173739

Who would be included?

>> No.4173752

Crash, the Barrel from A Boy And His Barrel, the BFG.
All in bikinis, naturally.

>> No.4173756

I once thought of a waifu sim on Doom, but as a crossover one with other games characters like Samus, Shantae, Kat etc.

>> No.4173758

Doom mod female characters aren't that common. We've got Lydia, Crash, Hae-Lin, Bassilissa, Samus, Violet, Agent Diaz, Imp-tan, and the Super Shotgun.

>> No.4173763

I'm more partial to H-Doom's Mancubus girl. Dark skin, red hair and bright green eyes go very well together.

>> No.4173765
File: 173 KB, 1366x768, Screenshot_Doom_DBM WADS PACK.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4173767

I'm fairly certain Term said he wasn't trying to make a HDoom girl with Bassilissa, because proper demons have no place having an ass like that.

>> No.4173771

i prefer hell knights, but imp-tan is indeed the hdoom poster girl

i doubt this on both counts, since hdoomguy is the spriter and the cyber ass is fantastic

>> No.4173780
File: 50 KB, 900x900, WutFace.jpg [View same] [iqdb] [saucenao] [google] [report]

>CEREALS.wad from Maximum Doom

>> No.4173782
File: 14 KB, 120x240, melspritewalk1.gif [View same] [iqdb] [saucenao] [google] [report]

I remember Marty sent me a sprite of Mel in a bikini but lord knows if I can find it. I miss that guy.

>> No.4173793

it can, try loading an addon for a mod before the mod

>> No.4173796
File: 192 KB, 1366x768, Screenshot_Doom_20170805_200036.png [View same] [iqdb] [saucenao] [google] [report]

On the subject of Bassilissa and HND, the patch for Strange Aeons is a lot of fun. Cowboys vs Cthuhlu isn't something you see often but I really like it.

>> No.4173798 [SPOILER] 
File: 224 KB, 528x322, 1502071096074.png [View same] [iqdb] [saucenao] [google] [report]

I miss Hell-Knight chan's old design.

>> No.4173803

Ah yes. This reminds me...

Fuck, Term. You totally made me waifu that spider goddess.

>> No.4173804

strange aeons is a very good mapset in general, i'd like to have more stuff in that vein

>> No.4173808

Is he even working on it anymore? The last update was almost a year ago.

>> No.4173809
File: 306 KB, 1080x849, knot-journeyingtothegoddess-wordpress-com-susan_seddon_boulet_shaman_spider_woman.jpg [View same] [iqdb] [saucenao] [google] [report]

i never expected to see a classic native american legend in a doom mod
and yeah, tse-che-nako/sussistanako is hot

>> No.4173810


>> No.4173816

It was a neat little detail. It makes perfect sense that supernatural spiders would actually be good guys in a setting with native american magic.

>> No.4173832

What the fuck is this?

>> No.4173840

I've been lurking there for well over a decade, and have not seen this behavior from the mods at doomworld. Unless you think mods showing their authority to someone who clearly deserves it as being a cunt.

>> No.4173849
File: 53 KB, 400x662, Morhg.jpg [View same] [iqdb] [saucenao] [google] [report]

Those are totally not Mohrgs

>> No.4173852

it's something we've seen before, but more on 4chan here than anywhere else
someone gets banned, so they come to an anonymous image board to rant about how X is totally an arrogant douchebag

this was most common with zdoom bans and people complaining about wildweasel, who judging by how often people complained about him, seemed to be the only moderator who ever issued bans yeah fucking right

>> No.4173947

I never got a particularly harsh or strict vibe from WildWeasel, he's nothing next to the maelstrom of autism that is Graf.

>> No.4173976
File: 451 KB, 500x264, 1496288038267.gif [View same] [iqdb] [saucenao] [google] [report]

I've played Doom a lot through out the years, I've gotten myself well antiquated with mods, source ports and the like. One thing I've always had a hard time trying to tackle is online multiplayer.
I've used both ZDaemon and and Doom Explorer with varying results.
Is it just not so great these days or what?
I just wanna be able to set up a zip file of everything set up and ready to go that for my friends who aren't as into Doom as I am and don't wanna mess with wad files and such for hours on end.I just want some quick multiplayer fun without slow ass servers and crazy ass mod incapability.
What do you guys use?

>> No.4173982

ZDoom has no real multiplayer component (thanks Ednerd), so you'll have to use Zandronum for that, the successor of Skulltag.

>> No.4173992

Oh duh, I used to use Skulltag back in the day too so I dunno why I didn't even think of using Zandronum.
Thanks anon, got my memory a joggin.

>> No.4174008

Not him, but I remember a few months back trying to play with a friend through Zandro and we couldn't get anything to work out. I don't remember if the issue was server creation or what, but we just couldn't figure out how to get a game going at all (though it was like 3AM and we were tired). Is there a 'recommended' way to play some simple co-op with a friend in Zandro, besides going through server creation stuff? I've never tried fucking with multiplayer stuff before then so I'm not really familiar.

>> No.4174012

Can we commend Master of Puppets for a cacoward mention?

no idea why the new dev decided to add RO stuff though.

>> No.4174015


>> No.4174030

>spread word
dude, zandronum's not exactly private knowledge

>> No.4174084 [DELETED] 

some of you guys are alright

don't come to hell tomorrow

>> No.4174085

What about Plutonia/TNT only

>> No.4174092

That'd be a neat thing to do, they have a distinct look which still sort of gels with Doom 2

>> No.4174134 [DELETED] 

to further add to this: hey, not-alright folk. you can come.

>> No.4174154

Newfag to Doom here. I'm really enjoying it but I was wondering if anyone knows on how I can get my soundtrack to sound like this: https://m.youtube.com/watch?v=BSsfjHCFosw
Is there a mod that changes it or would I have to manually download and replace each midi file?

>> No.4174157

The Arms Peddler, a manga

>> No.4174163

If you're using (G)ZDoom, you can change MIDI playback with different playback software and soundfonts. There is a relatively outdated pastebin in the OP regarding them, and you can also find some more authentic SC-55 recordings here.


>> No.4174165 [DELETED] 

hey, not-alt-right folk. you can come.

>> No.4174168

good shit, thanks.

>> No.4174169
File: 963 KB, 2560x1920, IMG_20170807_133541.jpg [View same] [iqdb] [saucenao] [google] [report]

Work in progress

>> No.4174172

Nice stuff

>> No.4174174


>> No.4174175

I haven't been involved with Doom Mapping and shit like since 2014. Has GZDOOM builder changed at all?

>> No.4174179

Is it safe to say that had Doom 64 been a PC release, it would be the best game in the series?

>> No.4174180

somebody's gonna freakin pay for screwin

>> No.4174184

Not with that art style, personally

>> No.4174185

Or music.

>> No.4174192

Main dev called it quits after nobody liked his shitty texture browser. GZDoomBuilder-Bugfix is the continuation.

>> No.4174207
File: 54 KB, 540x720, 0PJwuid.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw finally did a full playtest of your own mod through all official iwads
>tfw you play an easier mapset after
>dodging projectiles and popping demons like you're some kind of gunkata master
No greater feel.

>> No.4174230
File: 3.66 MB, 320x241, saffron.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4174275

S'Arais here

Spit me some theme ideas for my 300 minutes map.

Thinking of some kind of technological crypt or some other hell-themed map. Don't know.

>> No.4174282

A techbase with a cratemaze.

>> No.4174290
File: 6 KB, 49x71, VIL1C5F5.png [View same] [iqdb] [saucenao] [google] [report]

Holy fuck, I'm almost done with the Arc-Vile's spine, that shit is so tedious. I've only got the last attack frame and the pain frames, with their rotations, to go.

>> No.4174292

"300 minutes map" as in a map that was made in 300 minutes?
Anyway, how about a UAC fortress built in the middle of hell? Can have hellish landscapes around the usual UAC techbase, maybe with some hellish corruptions leaking in.

>> No.4174293

a techbase built into a cliffside where they stored hidden weapons

>> No.4174295

Unreal Brute on the left?

>> No.4174298

Yeah, we're having another stab at a speedmapping competition.

Increased to 300 from the previous 200, so maybe they can be a bit more polished this time around.

>> No.4174303 [DELETED] 

cmon now, school shooters aren't THAT sad

>> No.4174308
File: 3.02 MB, 300x226, saffron2.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4174309

With that art style and sound, definitely the best of the vanilla series. Very nice level design.

>> No.4174312

What did I miss?

>> No.4174313

Baitposting, don't mind it.

>> No.4174314

gyigas doom
alt right pun

>> No.4174315

Reminds me of that freeware game/TC thing based off crispy doom's engine with the crazy colours and swarms of hopping aliens (and I can't find it or remember its name, fuck)

>> No.4174317

What to heck ????

>> No.4174318

Or chocolate doom, whatever.

>> No.4174332

>Play Marathon
>Get muscle memory for checking my radar for enemies
>Play Doom
>Muscle memory kicks in and I realize I don't have a radar
Fuck, there needs to be a simple enemy radar mod, it's pretty handy to have.

>> No.4174352

What are some Megawads with no Death Exits?

>> No.4174359


>> No.4174406
File: 2.07 MB, 576x432, lifts_are_my_fetish.webm [View same] [iqdb] [saucenao] [google] [report]

Finally getting something done.

>> No.4174410


>> No.4174448


>> No.4174453
File: 14 KB, 420x300, 1410200843033.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm new to speedmapping and want to give it a go, but have a question: Are you supposed to make a map in one go, or is it just so long as each stab at your map doesn't exceed the time limit altogether? Or does it really not matter at all?

>> No.4174458

Okay, I've been working on my mod some more an-- wait, what the fuck? https://my.mixtape.moe/twvktb.webm

>> No.4174459


>> No.4174461
File: 29 KB, 122x128, OMEGALUL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4174464

Supposed to make a map in one go, but I'd imagine the latter is perfectly fine as well.

Mind, the only one timing this is yourself, nobody would really be able to tell if you spent an extra ten minutes doing last-minute fixes or something.

>> No.4174470

Thanks for clearing that up.

>Mind, the only one timing this is yourself, nobody would really be able to tell if you spent an extra ten minutes doing last-minute fixes or something.
True, though I want to be honest about it for the sake of improving as a mapper.

>> No.4174471

Marathon is more resource based while Doom is typically much more "run and gun". I don't think it'd be tooooo useful

>> No.4174481


>> No.4174482

okay i think i managed to load the right source port this ti--OH COME ON https://my.mixtape.moe/tpxbuk.webm

>> No.4174496
File: 1.29 MB, 1280x3966, 1502097121417.png [View same] [iqdb] [saucenao] [google] [report]

I made a thing for a different thread but someone told me to post it here so...here it is. I was very tired when I made this so it may have spelling or grammar mistakes I haven't noticed.

>> No.4174497
File: 13 KB, 225x225, 1479283641777.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4174503

BTSX E1. Not E2, as it does have one death exit.

>> No.4174505

Oh, that's disappointing.

>> No.4174507

Technically E1 has a death exit.

>> No.4174575

quakebabby here, is one func_plat an impressive thing now?

>> No.4174615

this is great, thanks!

>> No.4174630


>> No.4174640
File: 666 KB, 700x666, 1502107544968.png [View same] [iqdb] [saucenao] [google] [report]

Thanks friend, I hope that isn't sarcasm

>> No.4174641

Thanks senpai, saved.

>> No.4174645

If you're talking about the damaging floor exit in map24, thats not a death exit. Damaging floor exits don't kill the player, as they end the level once the player has reached 11 hp or lower, and cannot drop below 1.

>> No.4174686

is there any way of making weapons affect the environment?

>> No.4174715
File: 470 KB, 500x203, 1466013672546.gif [View same] [iqdb] [saucenao] [google] [report]

What are good WADs/mods to start with for Doom and Quake? Kinda looking for the techbase or castle aesthetics.

>> No.4174723

Dunno about Doom but for Quake, just hit up quaddicted.com and sort the maplist by best/top rated, then search by tags for base/medieval/wizard/etc.

>> No.4174731

You make the environment be affected by the weapon, ergo it's map specific.

>> No.4174832

apsp2 for quake. it requires the quoth mod but its a phenomenal techbase

quoth actually has some very nice redesigns of the first episode. best redesigns I've ever seen - completely new geometry but keeping the rough layout and feel of the originals. Adding some large secret areas too.

Suspended in Dusk for doom techbase. 4 great maps.

>> No.4174861
File: 153 KB, 800x1157, abara-1049159.jpg [View same] [iqdb] [saucenao] [google] [report]

Any good zombie mod for doom?

>> No.4174864
File: 264 KB, 800x600, Screenshot_Doom_20170807_172028.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure what I was supposed to have been doing here, but I'm sure it was good. At least for me.

Final map of Mutiny feels a bit like a letdown, with it being a slog of slaughter, but on the other hand there's only so much you can do aiming for vanilla limits.

>> No.4174889
File: 47 KB, 512x336, translations01.png [View same] [iqdb] [saucenao] [google] [report]


that reminds me in response to "its saturday, post progress" post (since I didnt know exactly what I was doing at the time)

doing a revamp on my personal mod, now that I got help with using the dehacked patches to alter the ammo amounts

so I did a new palette using btsx as a base, and pic related is me reproducing the coloration for the monsters using translations

(the ones on the left are untranslated, and they look okay as is just leaving them in the main iwads, this way I dont have to store custom colored versions)

The baron is translated to red/black and it just about gets close to the way I had it before.

The ettins replace pinkies, and the red version above (think turned-red zelda monster trope) is the replacement for the spectre. No its not invisible so it loses the stealth advantage, but its tough enough that it cant be 1-shotted and its almost as hard to faze as a hell knight (so cornered by these freaks, a chaingun or chainsaw will not necessarily save you).

Overall this gave me the opportunity to tweak alot of other things that had become part of the infrastructure of the mod.

>> No.4174896
File: 30 KB, 187x205, oh you devil.png [View same] [iqdb] [saucenao] [google] [report]

pic related was the way the baron looked before, so it generally still looks badass

I think for something like this I would expect it to be a jumping/climbing maze, for a map that relies on jumping

>> No.4174904
File: 47 KB, 219x241, nigg.jpg [View same] [iqdb] [saucenao] [google] [report]

What's a good Doom frontend? I'm sick of having to drag/drop shit on zdoom.

Sorry if it's a retarded/newbie question.

>> No.4174907

use ZDL

nothing fancy, but you can save and load presets for your favorite mod combos

>> No.4174912

ZDL is a pretty basic implementation, but it works.

>> No.4174916


batch files

gzdoom.exe -iwad tnt.wad -file first.pk3 sloppyseconds.pk3 third.pk3 fourth.pk3

now that mod is all packaged up nicely in the proper file loading order, and all you have to do is run that

im oldschool so I prefer batch to using windows shortcuts because they're location-neutral, if I move it to a thumbdrive, or another place on the drive its not going to break the shortcuts

> though I might use a windows shortcut to run the batch file, which then loads the mod for me

>> No.4174926
File: 142 KB, 1024x686, skullsnsouls.png [View same] [iqdb] [saucenao] [google] [report]

There are some weapons that look incredibly edgy and over the top with skuls and so on.
I like the look. Are there more like this?

>> No.4174929

Damn, Tom Hall had the short end of the stick

>> No.4175015

these are good because they appear to fit the original art style well.

>> No.4175058

The ones on the left look really nice, they give off that "HD texture" look without actually looking like an ugly HD revamp.

>> No.4175062

I'd rather have a single exe to manually arrange the load order of the files and save them in a neat folder, but that's an option too I guess. too much of a hassle for me though.

>> No.4175092
File: 2 KB, 128x128, BTSalteredpal.png [View same] [iqdb] [saucenao] [google] [report]

palette related, the answer to this was just taking the darker ends of each texture range and making them darkened almost to black.

> why iD didn't do this from the beginning I don't know, it looks more realistic this way, there's nothing modern in terms of having been able to achieve this.

I wasnt intending on using vanilla sprites right out of the iwad but I clicked over at an iwad to reference it to see what kind of color anomalies I might have to deal with, and this was the result and its not bad (there are some inaccuracies, for example color #4 is pure white and I replaced that with fuscha, because the top of the blue range has the pure white color now - however little problems like this are easily corrected with translations).

It made the revenant look particularly more undeadlike, instead of semi-polished bones it looks more like the (melee only revenant which appeared here some time ago).

>> No.4175097

Romero is overrated

>> No.4175110

Following Romero into Ion Storm really fucked his career up to.

I think he still works making soulless mobile games or some shit now.

>> No.4175121

>tfw you keep seeing pepe in these pallette images

>> No.4175136

Cool stuff, senpai.

>> No.4175145

>magazine full of red demon jelly
It's so stupid that and I can't help but like it.

>> No.4175183


I know that feel bro

>> No.4175186
File: 170 KB, 350x341, WaltonSimons.png [View same] [iqdb] [saucenao] [google] [report]

> Along with Loot Drop he unsuccessfully tried to crowdfund a game called Shaker on the crowdfunding platform Kickstarter during October 2012. Hall later tried to crowdfund another game on Kickstarter, Worlds of Wander, which was also unsuccessful in reaching its goal.

>In March 2013, Hall joined PlayFirst as Principal Designer.

>Hall provided the following voices for the computer role-playing game Deus Ex: Morpheus, a sentient AI; Howard Strong, a ruthless and cruel MJ12 operative; and Walton Simons, the nano-augmented Director of the Federal Emergency Management Agency (FEMA)

Poor Tom.

>> No.4175197

> All of these maps consist of 7 and only 7 polygons
We should do something like that for Doom

>> No.4175202

zone300 is similar to what you want

>> No.4175207
File: 59 KB, 288x499, WHY.jpg [View same] [iqdb] [saucenao] [google] [report]

>Stealth archviles

>> No.4175214
File: 959 KB, 400x228, 1500858851531.gif [View same] [iqdb] [saucenao] [google] [report]

>Stealth anything

>> No.4175217

What are some texture packs you'd consider "essential" to spruce up visuals?

>> No.4175231

they're fun

>> No.4175240

they could at least make it drop flaming "footprints" on the ground to let you know something is there, along with that sizzle sound that the boss cubes makes

> the lava splash sprite from heretic or hexen would be just fine for this

> even the monster from the iD in the movie Forbidden Planet left giant footprints


I dont know, I saw the motion blur pepe image in the Quake 1 palette, because there was so much green in it.

But im just not seeing it in this one.

>> No.4175243

> that boss monster at the bottom
> looks like fingers with hot red fingernails

>> No.4175249

I'm probably just dumb, but I feel like the instructions for installing Aleph One are asking me to put things in folders that don't exist.

Is the "scenario" folder I need to put the executable in just the main Marathon/ folder, or Plugins, or what?

>> No.4175253

cc4 tex

>> No.4175261


> mfw the players *Actually* killed Tom Hall at the end of rise of the triad, since he was a character in the game
> resulting in the voodoo destruction of his career
> mfw he keeps playing characters that get killed as a voice actor, and it keeps killing his career.

> mfw killing romero's head in doom actually killed romero's career resulting in the shit quality of diakatana

> mfw john carmack wasn't a killable character in a game so his career continued to live on

>> No.4175263

By Shub, I think you're on to something.

>mfw john carmack wasn't a killable character in a game so his career continued to live on
Carmack was a playermodel in Q3A

>> No.4175264


look for the mouth, the rest should reveal itself to you.

>> No.4175271
File: 340 KB, 1280x1024, Screenshot_Doom_20170807_152328.png [View same] [iqdb] [saucenao] [google] [report]


huh. Well, damn. I'll take a while to concept a couple of things. I'm considering re-introducing these pointless little critters.

I love demonic-themed weapons like this.
I always thought it was the souls of the agonized.

Simmons was tom hall? Damn.

>> No.4175273

>Anti-Stealth kneejerk reaction meme

Literally nothing wrong with stealth unless you're a retard. Keep your senses about you. FEEL for it, don't LOOK for it. Your instincts will tell you when to shoot.

>> No.4175275

> i want this lift in my house
> shutupandtakemymoney.gif

Uhh hey guys I was just wondering what the purpose of this was in decorate code...

A_FireBullets got an addon tacked to it awhile back where you can define a projectile to launch (towards the puff generated) in addition to the gun firing

Whats the purpose of that and how might it be used?

I mean usually you would just shoot out either a blaster bolt, or a hitscan bullet, but not both. Whats the purpose of shooting both (if you're not shooting a railgun that is) since the hitscan will automatically hit, then the projectile will hit later on

> im thinking this is for kicking out shell casings, but it sets the Target as the puff object generated downrange so I have no idea why that would play a role in shell casings

I can see the utility of having a projectile go in the same direction as the trajectory of a bullet to follow that path... but senpai a bullet doesn't just half-hit you

>> No.4175279

spoken like a true zdoom modder

>> No.4175287

If anything, he always steps in to tell him to chill the fuck out.

>> No.4175292

I got that one already. It's good, but I need more orange textures or orange lights.

>> No.4175293
File: 16 KB, 307x371, annihilated.jpg [View same] [iqdb] [saucenao] [google] [report]

yes but in quake 3 arena you respawn readily, thus the death isnt actually real its fake

but still didnt he get sued a few years back for stealing someone's artwork?


I always thought it would be good to meta for something like an invisible critter that does VileChase and looks for corpses to reanimate and then goes poof.

> have it do a bunch of A_wander states with 0 tics each, then a bunch of vilechase states with 0 tics each, effect is almost immediate
> make it flying

Sorta like a resurrection missile that explodes somewhere, releases several of these things then suddenly a clump of monsters resurrect

Or like a popper skull that runs you down, explodes in your face, and then shoots out these invisible resurrectors so that it does more than just hurt you it also raises enemies all around you that you've killed.

> im giving people evil ideas and I need to stop it, because I do not want to see this shit come up in a mod at all

>> No.4175295

they're not fun to fight

that's the point

>> No.4175303

I'm not good at tech support as I'm easily confused and not good at explaining things but I'll try to help

When you download Aleph One, just extract it and let it be. There shouldn't be any more work needed. Then download the individual Marathon game and extract it. Clicking on the application inside the Marathon folder will then launch the game.
>Is the "scenario" folder I need to put the executable in just the main Marathon/ folder, or Plugins, or what?
Many people create scenario folders to be better organized. If I download a custom mapset, I can put it in a scenario folder, or just dump it into the main directory of the folder. It doesn't matter. If you're asking about total conversions, all you need to do is copy and paste the Aleph One application (Found in the Aleph One folder) and paste it into the total conversions main directory folder. If you need any more help, just ask and let me know exactly what you're trying to install.

>> No.4175304


I don't know if this is a compliment or an insult, which I suppose is the point.

>> No.4175314

For the speedmapping project I already know I want to include an Erasure midi.

I just don't know which.

>> No.4175317

a good one, preferably

>> No.4175325

Any that you think fits. But if it sounds like ass i'll probably ask you to find a better one.

>> No.4175326

Well, contenders are:

>Oh L'amour
>Blue Savannah

I find Always has become too associated with a certain visual at this point.

>> No.4175339

Is there any working links for D4D v2.0.3?

>> No.4175340

stealth enemies always felt like a weirdly specific feature to me. they're a pretty gimmicky concept for such a base zdoom feature

>> No.4175346

"they're not fun to fight"

Maybe it's time to quit DOOM then?

>> No.4175357


Now with my insulting of others and being a fuckwit aside and dealt with, I was considering using this video for map flair as well as the music. Anybody got some good MAPPING INSPIRATION art?


>> No.4175361


You're a dumbass.

>> No.4175384


>> No.4175393

>and the cyber ass is fantastic
The fact that you get to fug that butt is the best part.

>> No.4175398
File: 1.21 MB, 1200x1785, 31b.png [View same] [iqdb] [saucenao] [google] [report]

and Shihong.

>> No.4175413

yeah, sounds good to me. maybe not play future maps from the same author would do it, but I'll go with that, sure

>> No.4175414
File: 28 KB, 646x424, emotes.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know what's the deal with these Doom 4 emotes?

None of these names/organizations appear in the game at all. I thought they were going to be the team names or flag logos for MP but it's just generic red vs blue.

>> No.4175416

It's possible they reference something that was dropped during development.

>> No.4175417

it's safe to say the UAC is in doom 4

>> No.4175420

>Literally refusing to play instead of gettin' gud.
Bizzare, but that's your call.

>> No.4175426

Listen ok

>> No.4175428
File: 261 KB, 1280x1024, Screenshot_Doom_20170807_170344.png [View same] [iqdb] [saucenao] [google] [report]

best dehacked

>> No.4175432

That's such an unfortunate name

>> No.4175439
File: 220 KB, 1280x1024, Screenshot_Doom_20170807_171630.png [View same] [iqdb] [saucenao] [google] [report]

getting a bit out of hand now though
probably not a good idea to stay here much longer

>> No.4175440


What mapset?

>> No.4175443

BloodGDX is a fantastic port and I'm really impressed with it so far. Are there any good training maps out there for learning the mechanics and tricks?

>> No.4175449

that's you putting words in my mouth

>> No.4175450

really dig those names.

>> No.4175451


>> No.4175453

>With all due respect this poster is suffering from anal bleeding

>> No.4175460

why are you so annoying?

>> No.4175465

It's his default state, even when he's trying to "redeem" himself.

>> No.4175467
File: 32 KB, 708x641, concepting.png [View same] [iqdb] [saucenao] [google] [report]

Just some concepting before I make the 300 mins map. Likely going to go to the various islets there before encountering Icon.

>> No.4175471
File: 8 KB, 171x88, blaster starting weapon.png [View same] [iqdb] [saucenao] [google] [report]


While revamping my mod I decided to replace the pistol with a (semi auto, still fires pretty quick) UAC rifle (its the m41 pulse rifle recolored to be darker).

But while I was at it, since the pump shotgun is also a free starter weapon... also decided to throw in a blaster as a free starter weapon too. Pic related.

This way the player is able to use bullets, shells, and cells from the start if they need to. After the player gets the double barrel they throw the pump action away. After the player gets the plasma cannon they throw away the blaster.

(since the dps of all three weapons are roughly 65-70 points and the blaster will do 6 dice its probably going to have a 13 tic refire)

the blaster is the q2 machinegun from quake champions that someone ripped, recolored, with glowy effects

>> No.4175474

I like that it gets stable continuous updates every other week. it's brimfull of peeves here and there but they're very minor ones, and the palette issue I can easily overlook.


>> No.4175475

>WE machinegun from quake champions
what? they put it in? when?

>> No.4175484
File: 181 KB, 605x476, IKTVczs.png [View same] [iqdb] [saucenao] [google] [report]

these models came from somewhere, rumor was it was quake champions, or quake legacy, or something else like that - im already using the chaingun model rip sprites

> I wouldnt know which game because I dont play modern games
> muh opengl sucks

>> No.4175486
File: 602 KB, 963x720, 1445658458237.png [View same] [iqdb] [saucenao] [google] [report]


Thanks very much.
I decided to take a look at this and see what was inside and what was going on, and I found something baffling.

It seems like the Dehacked redefined the gibbing deaths of the Shotgunguy and Chaingunguy so that, rather than just staying dead, they perpetually shoot out their weapons and keep on doing so for eternity.
...Okay, but why?

This seems like something that would have killed older computers.

>> No.4175492
File: 9 KB, 318x89, Nwh1Wpq.png [View same] [iqdb] [saucenao] [google] [report]

this also was specifically the rip/alteration I got the hand from

the way this looks would be very comfy with quake 2 machinegun sounds, and pitch-shifting muzzle rise dynamic (though im not going for that in my mod exactly)

>> No.4175494

does the same thing happen without drifter?

>> No.4175497

Check how it performs in Chocolate Doom as well.

>> No.4175504

doesn't seem like it's congruent with the designs other gun recreations have in QC. the way the gun model is positioned is on point, though.

>> No.4175506
File: 326 KB, 1600x900, Screenshot_Doom_20170807_174546.png [View same] [iqdb] [saucenao] [google] [report]


In GZDoom, yes, the same thing happens. You gib enemies, either with the rocket launcher or the BFG or plasma rifle or MDK, they splat and start spawning their thing everywhere.
Couldn't run in Chocolate Doom to verify, midway through map01 it gave me a fatal error crash about R_DrawSpriteRange: bad texturecolumn.

This is the sort of thing I'd need to write up a quick map-compat patch to fix, but since it's Dehacked I'm not quite sure where to begin.

>> No.4175514

I thought the point of speedmapping is seeing what you can come up with under a time constraint, not plan the whole damn map out before actually making it.

>> No.4175517
File: 6 KB, 151x154, blaster starting weapon2.png [View same] [iqdb] [saucenao] [google] [report]

its coming along, used beta plasma sprite thing to help make a muzzle flash

>> No.4175518

Stealth monsters in general are pretty awful. Thank fuck its only a (g)zdoom format thing, so hardly any serious maps use them.

>> No.4175520

>so I did a new palette using btsx as a base

Is Essel allowing this?

>> No.4175526
File: 27 KB, 321x490, 200% ERECT.png [View same] [iqdb] [saucenao] [google] [report]

>Those sprites on the left
God damn, those look sexy. Is there a mod that replaces the base sprites with that simple palette edit for all the enemies? Because if not, then there should be. I wonder if it'd work with Smooth Doom as well, 'cause that'd just be a great combo for some eye candy.

>> No.4175527

I checked in prboom+ and it doesn't happen there. Like it says in the reviews on idgames, it seems to be a fault of (G)ZDoom's dehacked interpreter that still hasn't been fixed.

>> No.4175530

thanks, grafbama

>> No.4175531

Huh. And here I thought they were trying to ignore the existence of Quake 2 to cater to salty faggots.

>> No.4175542

It's Quake 3 in your browser, and it's more authentic than Quake Live, meaning mods

>> No.4175550

I can do this in a few minutes, and it will appear here, though like ive said it may have glitches, ill use 1024 doom palette as a basis since it doesnt juggle colors.

> then it will be lost in the morass of 4chan posts and probably not get out much

Its a personal mod, probably not going anywhere, definitely unofficial.
> palettes arent really something you can control

>> No.4175590
File: 2 KB, 128x128, super doom palette.png [View same] [iqdb] [saucenao] [google] [report]


here it is, no telling if it will satisfy but most likely it will have about the same effect I got earlier, ill post some litmus tests later after dinner (or tomorrow)

>> No.4175601

Has anyone in the Doom community ever thrown a fit about something lie that?

>> No.4175603

With exception of UAC, those companies only appears trough stickers or paints on walls, from what i got from them:

1. MIXOM exists since Doom 3, makes appearance also in RAGE, they seems to provide machinery to UAC and other big companies.

2. VORUS Technologies, those are like MIXOM but i think it is more towards computers and hardware, probably laboratory stuff too.

3. TANAKA seems to be a company which provided the chinese workers whose constructed the entire facilities on Mars.

4. TITAN Offplanet Construction, alongside TANAKA they offered the equipment and premade parts of the facilities.

5. NAUTILUS idk.

6. MAGNA same as Nautilus.

>> No.4175606

Essel himself did when someone dared to use the textures he was going to release as a resource before he released them as a resource.

>> No.4175613

Permissions and usage are kind of a big thing in the community.
One thing that's really prominent that's still kind of annoying is the whole "Oh boy, a new gameplay mod! Time to rip the sprites out for my own usage and not credit anybody!" thing.

>> No.4175615
File: 420 KB, 720x786, games journalism.png [View same] [iqdb] [saucenao] [google] [report]


ok then

>> No.4175616

Credit is something that I understand, but permission sounds like unnecessary legwork for something that is not made for profit to be begin with.

>> No.4175617

Must've been a slow news week.

>> No.4175618



>> No.4175621

Games journalism was and still is a joke.

>> No.4175624

>It's never been easier to make games. For Brutal Doom creator Sgt. Mark IV, all you need is a Patreon project and a profound passion for demons and gore to create great things.
Mark's not making a game, gamejournos.

>> No.4175627

Mark invented the Unmaker, ported Doom 64 to pc for the first time, made what the Icon of sin is supposed to look like, made the real way to play Doom, gave birth to John Romero, invented video games, discoved electricity....

Holy shit ,this is why there's people who keeps shilling other mods.

>> No.4175628

and yet you keep legitimizing this shit by giving it clicks and attention.

really makes you think

>> No.4175629

>Described more than two decades ago in Doom's original design document, the legendary Unmaker is back.

it's been back
you clueless idiots
you fucking retards
you dumbasses


i have adblock and noscript
my clicking it does literally nothing for them

>> No.4175630

It absolutely is, and I'd advise you to not give a fuck unless someone is throwing a fit over it.

>> No.4175631

glorified idea guy

>> No.4175632

Here you go, just for you. https://archive.is/dyHRV

>> No.4175635

Why does it only matter if someone's getting paid?
Free doesn't mean "I can use this use however I want for whatever I want".

>> No.4175636

I didn't. I'm just giving my honest thoughts on this shitty advertisement practice.

oh, and you're an idiot.

>> No.4175639
File: 44 KB, 373x500, nigbarf.jpg [View same] [iqdb] [saucenao] [google] [report]

>implying it still makes it okay

>> No.4175640

it is. you do everything under a time limit. you shouldn't even know the theme of what you're doing before the timer starts.

>> No.4175645

yes. woe betide anyone who used the nimrod resources

>> No.4175646 [DELETED] 
File: 92 KB, 595x595, forgot_to_ask_thumb.jpg [View same] [iqdb] [saucenao] [google] [report]

Because if you follow the ridiculous chain of "permissions" back you end up with a situation like this 1000000000 hours in MS Paint, since 99% of all doom resources use some piece of the original game. Feel free to replace Carmack with Zenimax if it floats your boat.

>> No.4175647


It's worth pointing out this is exactly the sort of discussion that gave rise to the Creative Commons license.
Permissions and usage is kind of a Big Deal and can't really be summed up cleanly under a blanket umbrella or a sarcastic one-liner.

>> No.4175648

carmack put out the game for people to use and has actively said he doesn't give a shit

>> No.4175649

Carmack said he doesn't care, dude.

>> No.4175650

>Free doesn't mean "I can use this use however I want for whatever I want".

In this case it does. In my opinion one is a prima donna if they believe they can release resources like this online for free and still have any say or control in usage beyond release. Or believing they are owed anything beyond basic credit.

>> No.4175651


Carmack literally put out the game for people to modify as they want.

>> No.4175652

Nice. I'm not familiar with graphical changes like this, but if I wanted to use this myself would I have to put that palette image through SLADE or something?

>> No.4175653

carmack put out the game for people to edit as they see fit

>> No.4175654 [DELETED] 

Which retroactively applies to all resources derived from his work.

>> No.4175656


No, it doesn't.

>> No.4175657


>> No.4175659

That's not how it works, no.

>> No.4175660


So every game engine that uses idtech code in some way should now be free?
Wow, dude.

>> No.4175662

>Which retroactively applies to all resources derived from his work.
do you want to know how many game engines and games still use idtech-derived code

because i'm pretty sure you have no goddamn clue

>> No.4175663 [DELETED] 

Ok, let me just go ahead and patent anything that's been released for free then, since that's totally how it works.

>> No.4175664

svkaiser must be rolling in his grave

>> No.4175665

you have no clue how this works, do you?

>> No.4175667

You're a dumbass, and the rest of you guys, stop giving him (you)s

>> No.4175668


You're really clueless about this, aren't you?

>> No.4175670

I think it's more the people saying "lol nope not how it works :^)" that have no idea how this works.
Feel free to explain in detail how the license something is released under by a dev becomes invalid when a modder changes it into a transformative work, but not when another modder uses it in their own transformative work.

>> No.4175672

I don't think licenses like this apply to e.g. original texture work.

Maybe for edits? But that's not easy to prove anyway.

>> No.4175674

>>4175649 >>4175651 >>4175653

>>4175660 >>4175662

>>4175665 >>4175668

look at the similarity in these posts. there's some weird hivemind going on tonight.

>> No.4175676

the community cares a lot about licensing and permissions
it's what happens in open-source engine communities

>> No.4175679

happens all the time.

>> No.4175680

Except they do, if no license is specified it is in fact free as in free. If one is then the license applies regardless. The people who seem to think that they can secure their own released content behind a layer of "u need to ask permishuns" but still use tools, engines, and sometimes base content secured under different licenses to do so are deluding themselves. Either transforming the work by using the resource in a new way allows the application of a new license, or it doesn't.

By the way it's the second one if your license is anything actually legal.

>> No.4175683
File: 816 KB, 1780x1050, Sgt Mark IV.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4175686

You are like a little baby, watch this https://boards.fireden.net/v/thread/385750146/#385752391

>> No.4175692

DOOM's community is firmly rooted in forum mentality of "who did what" modding. It's and old horse, don't be surprised.

Mainly because many people in this general are zdoom and doomworld expats who can't express their hot opinions in their main communities.

>> No.4175695

Someone should really just tell WW to link https://creativecommons.org/licenses/ at the top of the projects forum on ZDF and a lot of idiotic drama could be avoided.

>> No.4175698

>what's that you want to use this asset? did you get the permission?
>the creator has been mia for over a decade? you better hunt him down and get that permission kid :^)

>> No.4175701

Pretty much any creative community is a mentality of "who did what".
Even drawthreads on anonymous image boards have people asking who the author is and if they have a tumblr/deviantart/whatever to follow.

People like making stuff. And when they like making stuff, they like to let the world know "I did this".
You'll rarely, rarely, rarely see a really impressive work by a completely unknown author.

>> No.4175712

personally, i would count this as a "fringe case" and would say this is the only real reason to go ahead with not getting permission
but my thoughts on the matter are simple
just message the dude and ask, takes maybe two minutes and 99% of the time they say yes anyway, and if they say no, oh well, there's like fifty other alternatives out there you can use

>> No.4175716

I don't have a link, but I saw an article talking about The Forgotten Sepulcher for Quake, and it said "JUST came out", but that article was like 2 days ago

>> No.4175721

>the creator has been mia for over a decade?
>you better hunt him down and get that permission kid :^)

This is some bullshit.

Like, I understand that they want to stop people from flat-out plagiarizing other people's work and the people don't want their mods getting broodledooped, but I think there ought to be a statute of limitations.

If a creator is inactive for a period of, let's say 5+ years, you should be able to release a version of their work, provided you do the following:

-Be absolutely transparent about what your contributions are to the project and what you intend to do with it. Credit everybody properly.
-Provide a download to the original version.

>> No.4175723

Honestly just be happy that all content in imageboard communities in assumed to be public by default.

Really, what happened to the idea loving and contritibuting to the community and game? Modding should never be used to measure your importance in a community, nor to be claimed as "yours".

True, but that's not the vision in ib culture. If you like something you contribute to it, and that's the end of it. no endless crediting, authorization, nothing.

If your stuff is appreciated by the community (or hated enough), people will remember who you are. We don't need excessive crediting and authorization nor none of that retarded drama (We already have our own style of retarded drama after all). Essentially you post the content here with the implicit understanding that you will not care about what people does with it. People will instantly call you out if you claim something that's factually untrue and people outright appropiating other's work - And even then, if the content's actually good, it will not become some sort of taboo to use it.

if you wanna discuss things here, understand that there's different rules at play. It's really annoying when people jump on defense of community rules that aren't even seen as a thing on 4chan or any other imageboard for that matter.

>> No.4175729
File: 234 KB, 1309x1600, Y O U.jpg [View same] [iqdb] [saucenao] [google] [report]

I would understand that. It was --before-- he released it, and it was a big mod he was releasing, so yeah id be upset too. But btsx has been around for a long time, people have been using the palette for awhile to make sprites, not a big deal in my opinion. Besides I made an even better palette and decided to scale back to just modifying btsx so that I could reference vanilla sprites without including them
> a downgrade
> btsx palette is inferior to mine
> if he wants to bich, he can take the one I made and use it as he wishes since its better than his

welcome to the collective unconscious
> jung

In all fairness I do provide credit for the resources I use. Usually I have absolutely NO idea who made them because I often use a google image search for spriting carnival or some other shit - so I typically leave the door open for "hey man if You made this, then you get credit"

I mentioned where I got the q2mg-turned-blaster-gun from earlier.

> ethics of copyrights

I dont think it should be legal to even charge royalties for something you made. Or tell somebody that they cant use your idea to make money at it.

It should only be legally possible to sue someone for defamation/slander for taking something you made and actively using it to troll you and make it look like shit (which would be up to the judge whether someone is making another guy's product look bad).

> this would gradually increase the quality of products, since for example cheap ass chinese knockoff shit could be (((Shut It Down))) for being cheap POS knockoffs that besmirch the quality that the inventor made it with

However, it should be written in stone for all of history that YOU are the originator and inventor of such said thing. That nobody else can take that glory from you, for making that contribution to the human race. There may be lookalikes, there may be clones, there may even be improvements, but yours is the one that started it all.

>> No.4175730

>Really, what happened to the idea loving and contritibuting to the community and game?
People with more ego than brains. Anything I release ever is under MIT or nothing, specifically because I don't believe in ego stroking by restricting creativity and essentially demanding tribute.

>> No.4175732

Like Project MSX for example. Great mod, but it's fucking OLD. It doesn't work properly in modern GZDoom, and due to its age, it had to resort to some methods to achieve things that are fairly hacky by todays standards, and would be achieved much more elegantly today.

>> No.4175739

>People will instantly call you out if you claim something that's factually untrue and people outright appropiating other's work

I mostly agree with your post, but this part is something I'd say is unfortunately outright wrong. We already have quite a few instances of people crediting Mark for inventing features/creating sprites that he had no hand in (and now he's aiming to be paid for these things that are based on other people's work); I suspect a lot of the current discussion about this in the community is motivated a lot by being burned on the huge gamut of randomizer/mashup wads that were all the rage in the late 00s.
We have a LOT of resources floating around the community that we don't know who made, and now we have Patreon and money entering the equation.
It's a touchy situation all around.

This is why, personally, I either try to make everything myself or make damn sure I know who made it.

>> No.4175740
File: 88 KB, 800x600, strogmg2_shots.sized[1].jpg [View same] [iqdb] [saucenao] [google] [report]

It's not Quake Champs, that's way too low poly and low detail for Q:C. It's some mod someone made a while back called Quake Generations Arena that I'm not sure went anywhere but included remakes of the Q1 and Q2 weapons.

>> No.4175748

Furthermore I don't think it should be possible to sell licenses privately to make money with a copyrighted product... and it should never be possible to transfer the owership of a patent/copyright to someone else (to where the originator, the person who Made the thing to begin with, can no longer claim that it is theirs).

Nor should it be possible to prevent a product from being distributed freely which was protected by a copyright.

Instead the copyright office should hold a list of "waivers" that the Originator files, providing permission for someone else to use it to make money.

And under no circumstances should these ever be held confidentially, since it must be public knowledge who is able to make money from the duplication of a registered product/invention.

This would safeguard the historical record of who made what, while also preventing anyone from having their idea bought out by somebody else (which like I said, is actually harmful to the person who made it, and society, even if they were paid a handsom sum for it).

And it would also safeguard the public existence of a given idea or invention too.

> the recording industry, as well as big business in the computer industry wouldn't die, but would become just business... not big business

If you guys have a time machine you can probably go back in the past and tweak this.

yeah thats probably it now that you mention it, but that guy disappeared and I couldn't find a download link for the QGA...

have no idea how somebody got those rips of it...

>> No.4175756

You are right, but it's a side point to mine. I was trying to describe how imageboard forums differ from normal forums

. And I wanna say that you are the proof of concept on the imageboard case. If someone notices, or even as much as suspects that the other is bullshitting, they will raise the issue and the usual result is that someone else tries to investigate.

It's perfectly possible for an ib to forget who did someone, but it's also a common occurrence that someone will raise the fact that the ib forgot that and people will want to correct the problem. things along the lines of "this uses assets from an old mod whose owner has been MIA" / "we don't know where this comes from but we wanna thank whoever did it" it's a really common sight among general intros, and the same rule applies to a lot of things on ibs.

Alas, ibs won't be the saviours of the doom community, but at the very least the general can provide a bullshit free outlet for them.

>> No.4175758

Why'd you put two returns after every sentence

>> No.4175763
File: 483 KB, 500x375, 1462167951146.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw MagSigmaX will never come back after ayys kidnapped him

>> No.4175776

Because it's kinda hard to read what i'm typing in the inline extention, and it evolved into separating different points of the argument to create implicit emphasis. (ie: if I don't do spacing it's because the points / examples are closely related). It's also used to follow basic forum logic where we adress multiple points in the post we are replying to by using spacing to make it easier to pick up a line of conversation.

Goes like this: original post makes points A, B, C
Reply is formatted this way:

Adresses Point A

Adresses Point B

Spaces, continues point B by providing examples

Adresses Point C
Provides side argument.

And you probably have a massive resolution / monitor so you see things differently than I do with my itty bitty tablet.

>> No.4175782
File: 82 KB, 783x590, 1499805059259.jpg [View same] [iqdb] [saucenao] [google] [report]

"Side Argument" meaning a potential point D make by the replier that's tangentially related to point C

>> No.4175789

you are gay

>> No.4175791


>> No.4175794
File: 128 KB, 947x289, 1500510520159.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4175795


>> No.4175803

at least I'm no homo

>> No.4175839
File: 310 KB, 740x994, Marathon__Hunter_by_genjihl.jpg [View same] [iqdb] [saucenao] [google] [report]

Great to see one of these for Marathon!

The only game in the trilogy for which the source hasn't been released is the first one. The sources for Marathon 2 and Infinity are here:

It's a bit outdated as of now, but a hub with links to Marathon-related discussion, art, resources and the like can be found here:

>> No.4175871
File: 66 KB, 1024x600, super doom palette copy.png [View same] [iqdb] [saucenao] [google] [report]

Here it is guys, it does have a glitch when it comes to very dark greens and grays coexisting (I noticed it on the shotgun reloading frames), and it has a glitch with some of the brown colors as shown with the sample texture but overall its not bad.

Looks like it achieves that HD look.

Be warned, as shown the blood and gore is rather realistic, not highDef realistic but like real life realistic coloring - it might be spooky after awhile. Thankfully since this image has all the colors in the appropriate places just a little bit of tweaking would probably fix that since the results can be readily seen.

and yes to use this you would use Slade, instructions for how to do this (just the palette):

open slade, create a new wad:
archive -- new entry -- new playpal -- existing/current

on the playpal entry click:
import from -- (use pulldown to select .png files) -- select the image I posted

save the wadfile and include it at the end of your wadfile loadup sequence for gzdoom

(slade can also export palettes in .png format, they come along with the image and the color blocks are actually in the order given in the palette - any modification to the image later might mess that up particularly in gimp. I use photoshop 7).

If you want to edit palette ranges in photoshop (7 or higher?)... get the palette editor open (under image/mode) and select a range of colors... first color will be determined, then it will determine the second color but it assumes that you're using the first as a basis...

if you want to make it use the 2nd color as the original end of the range, click over in the image (cursor becomes eyedropper) and click on the 2nd color that used to be at the end of the range (you can still modify before finishing it).

That wasnt me but he's right. Also display on the reply box is much smaller than the actual forum display. It looks like a paragraph to me.

>> No.4175884

are there any maps that make use of doom 4 textures?

>> No.4175907
File: 72 KB, 1024x600, super doom palette copy 2.png [View same] [iqdb] [saucenao] [google] [report]

and here's a version which is mostly fixed, if there's any other anomalies to it only a severe autist would care about them

>> No.4175909

>I always thought it would be good to meta for something like an invisible critter that does VileChase and looks for corpses to reanimate and then goes poof.
in hideous destructor there's this imp variant that releases a little magic spark on death that pretty much does that

>> No.4175923
File: 585 KB, 1024x768, 1501902783429.jpg [View same] [iqdb] [saucenao] [google] [report]

>The only game in the trilogy for which the source hasn't been released is the first one.
I actually did not know that. Neat. You learn something every day
>It's a bit outdated as of now, but a hub with links to Marathon-related discussion, art, resources and the like can be found here:
I put a link to the story section of marathon.bungie.org at the top right. In retrospect I probably should have just put the link to the main page instead.

>> No.4175924

>But btsx has been around for a long time

Only the first two episodes, and only episode one isnt in beta anymore.

>> No.4175954
File: 1.71 MB, 616x466, im_already_dead.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4175959

Here is a thing https://my.mixtape.moe/nzwuhf.webm
Btw I'm not dead, just have a real job now. Mod is still being worked on, just needs more polish, mainly in the sound department.

>> No.4175968

can somebody make this for me?

>> No.4176032


ran out of time

its another shit sarais map


>> No.4176082

it's a palette, who gives a fuck

>> No.4176093
File: 189 KB, 1280x720, doom01.png [View same] [iqdb] [saucenao] [google] [report]

Alright, first submission! First things first I got an error upon trying to start the map in Chocolate Doom saying that you went over the scrolling texture limit, so i'm gonna have to go in and change a few of those if you don't mind. It's also a bit weird to have red and blue key markers on the last door, but I'm pretty sure that's because you ran out of time.

The map is set to map 25 in case anyone else wants to try it out. Not horrible all things considered.

>> No.4176119

To be fair about the textures, Essel wants them to be 100% finalised and 100% released before allowing everyone to use them.

E1's textures are likely finalised, as its no longer in beta, but E2's have probably been touched up and expanded since its beta release 3 years ago. And then theres E3, which isn't out yet, and thus, neither is its lot of exclusive textures.

>> No.4176129
File: 397 KB, 1024x768, 8.png [View same] [iqdb] [saucenao] [google] [report]

I'm that anon from the other thread.
>Finish "Eat It, Vid Boi!" and "The Hard Stuff Rules"
>"Alright, I'm gonna find a save terminal in the next map and quit"
>Save terminal is too deep into the map, end up finishing the level instead
>"Alright, I'm gonna find a save terminal in the next map and quit"
>Save terminal is too deep into the map, end up finishing the level instead
>End up finishing the entire Citadel chapter in three hours
>Next map finally has a save terminal at the start
Nice to be back in the crazy Pfhor ship environments. Those last two maps were kinda shitty to traverse between the crazy fast water levels rising and falling and then walking around the cliff-edges in the magma caverns. The tower map was pretty cool though, even if really heavy on those cyborg enemies.

>> No.4176135
File: 119 KB, 291x641, 1 pixel long sectors.png [View same] [iqdb] [saucenao] [google] [report]

Geez, was this necessary? A note to any other anons who are considering mapping, please don't do stuff like this.

>> No.4176139

>oh god im choking to death on all these visplanes

>> No.4176165
File: 339 KB, 1360x768, doom wii.png [View same] [iqdb] [saucenao] [google] [report]

Two or three threads ago there was a big discussion on how dumb slopes always seem to be, but then I remembered something and now I want to ask: what's everyone's favorite usage of slopes in a Doom map?

Mine's from the third map of Doom Barracks Zone, where they put a Wii in one of the apartments you have to clear out.

>> No.4176175
File: 358 KB, 1024x640, Screenshot_Doom_20170807_222314.png [View same] [iqdb] [saucenao] [google] [report]

>And that was when I knew I did something wrong
But I did get it to work!

>> No.4176180
File: 353 KB, 1024x640, Screenshot_Doom_20170807_223325.png [View same] [iqdb] [saucenao] [google] [report]

It looks good (I especially like the blue shade for plasma blasts) and as expected works perfectly well with Smooth Doom (which I'm excited for). Though I'm gonna have to toy around with my brightness and gamma settings a bit since this seems a bit darker than normal, but that's a minor problem. Thanks for making this, anon!

>> No.4176183
File: 362 KB, 358x383, firefox_2016-12-15_06-29-32.png [View same] [iqdb] [saucenao] [google] [report]

now that's just goofy

>> No.4176194

i fucking love doom furniture

>> No.4176198

hindsight is always 20/20

>> No.4176203


>> No.4176206
File: 394 KB, 1024x640, Screenshot_Doom_20170807_224035.png [View same] [iqdb] [saucenao] [google] [report]

I'll post a few more screenshots of how things look with my current settings.

>> No.4176208
File: 266 KB, 1024x640, Screenshot_Doom_20170807_224241.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4176212

no wrong Cyber-tan is the hdoom poster girl

>> No.4176214
File: 446 KB, 1024x640, Screenshot_Doom_20170807_224345.png [View same] [iqdb] [saucenao] [google] [report]

Things can get pretty dark, but I think the water looks really good now.

>> No.4176217
File: 670 KB, 1024x640, Screenshot_Doom_20170807_224422.png [View same] [iqdb] [saucenao] [google] [report]

Other times, things look roughly the same.

>> No.4176220
File: 357 KB, 1024x640, Screenshot_Doom_20170807_224533.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4176223
File: 425 KB, 1024x640, Screenshot_Doom_20170807_224705.png [View same] [iqdb] [saucenao] [google] [report]

Last one. Again, I'll need to tweak my settings a bit but I think this looks pretty good.

>> No.4176240

Guys I am getting desperate. I found this video on reddit a few years back of this guy who made a custom Doom level for his friend and as a suprise, he super imposed himself into the game as a cyberdemon skin

>> No.4176262

Well, the reason there's only cyborgs and F'lickta is because of a biochemical weapon used by the ancient S' pht in their defense of the citidal. Ultimately it didn't work but it still lingers. "Six Thousand Feet Under" was more of a scavenger hunt for info, sorta like Charon Doesn't Make Change, than an actual level. I really like the part of the game you're at right now, my only complaint is that the new Pfhor textures are a bit...too happy looking?

>> No.4176265

doom launcher not this Bad Advice

>> No.4176284


>> No.4176286

>Sorry any chance of a direct canon sequel was blown all to hell.

meanwhile BJ is getting a new game AND is going to be in QC also doomguy was in Q3 and then doom 4 happened and was leaked to be in QC.

i think the reason why we'll never get another SP quake is more that multiplayer is what people remember the most about quake

>> No.4176293

So it turns out textures are easier to make when you use colors from the game palette to begin with instead of valiantly trying to use actual photo references for everything.

This is still difficult.

>> No.4176297
File: 472 KB, 1024x768, 7.png [View same] [iqdb] [saucenao] [google] [report]

>Well, the reason there's only cyborgs and F'lickta is because of a biochemical weapon used by the ancient S' pht in their defense of the citidal.
Yeah, I kinda pieced that together after the "lingering radiation" part. It was fun to explore though (but the center of the map was unreadable).
>I really like the part of the game you're at right now, my only complaint is that the new Pfhor textures are a bit...too happy looking?
Understandable, the opening room is pretty vaporwave looking. I'm excited for this chapter though since the original Pfhor maps from M1 were some of my favorites.

>> No.4176298


I dunno, Anon, Doom was a surprising success while QC is a flop, so I wouldn't be surprised if we do see a new Quake. It will be just as boring as the new Doom, same console FPS style "epic" cutscene kills and barely challenging gameplay.

>> No.4176310

I don't agree with your opinion but whatever.

>> No.4176315

I like D44M a lot. Could use better map design here and there but the combat is fine.

>> No.4176318

that has barely anything to do with what he said

and QC is hardly a flop considering it's developed quite a playerbase at a beta stage

can't talk about nudoom since I haven't played it enough to form an opinion on it but I can safely say the game is anything but cinematic

in fact it almost seems to me like people whining over the glory kills don't seem to be aware of the fact that they're optional and they don't impact the game flow negatively at all

>> No.4176323

you're from /v/, aren't you

>> No.4176329

Bit late but here's a download for a wad with the palette, should work fine.

>> No.4176339

Just keep in mind you're defending, not assaulting.

>> No.4176384

mostly tracers that follow your shots trajectory, and projectiles that can spread vertically with autoaim on.

>> No.4176393
File: 230 KB, 460x464, all right now.png [View same] [iqdb] [saucenao] [google] [report]

>decide to give brutal wolfenstein a try after playing kriegsland
>mfw they use tank dempsy's lines from COD zombies for BJ's taunts and it oddly fits

other than that it's pretty ok if you like brutal style mods.

while on the topic are there any other wolf 3D mods for doom worth checking out?

i know of blade of agony but it keeps showing up as a virus whenever i try to download it

>> No.4176397

Shadow of the Woolball

>> No.4176401
File: 394 KB, 800x800, 1386257318146.jpg [View same] [iqdb] [saucenao] [google] [report]

>i never played doom 4 but i'm just gonna shitpost because it'll make me look cool on /v/


>> No.4176405
File: 260 KB, 726x885, Doom Depression.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4176413

Is this an intermission screen?

>> No.4176416


Mountains of Impotent Rage strips you of all of your weapons. You have to traverse said mountains while unreachable chaingunners shoot at you from a distance.

>> No.4176421

Could actually work as a theme.

Crippling insecurity-ville would play archivile sounds at certain points, with the odd actual one.

canyon of narcissism would only have marines for enemies.

>> No.4176426

Which one has the stealth monsters?

>> No.4176427
File: 424 KB, 726x885, Shame Lake is the secret level.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4176430
File: 27 KB, 466x492, mad world.png [View same] [iqdb] [saucenao] [google] [report]

I smell a mapping project

>> No.4176435

never heard of it

>> No.4176436
File: 835 KB, 2560x1440, Screenshot_Doom_20170808_085345.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you will never get around to finish that map

>> No.4176438
File: 2.22 MB, 512x384, 1500530401932.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4176440
File: 8 KB, 228x144, all the way through.png [View same] [iqdb] [saucenao] [google] [report]

Please make a .webm of this, I need to see it in action.

Probably because I recolored them from the original sprites.
Though I ended up redoing the first one because his colors and shading ended up slightly inconsistent between frames. He has a helmet now.

There's a lot you can do by just changing color values, saturation, lighting and contrast.

>> No.4176443

this looks like an entertaining chaos. too many cyberdemons though, most likely.

>> No.4176448

>2.22 MB

I need to figure out how to optimize this without sacrificing quality.

>> No.4176450


>> No.4176457

That's sort of how I'm looking at the whole Immoral Conduct thing I'm doing.
Nobody has seen or heard of Cory Whittle for like over 12 years, it's safe to assume he moved on and doesn't care anymore, or he could be outright dead.

>It's largely derivative of the original Immoral Conduct in concept and setup, the code is derivative of the conversion someone else made.
>Some of the assets are derivative from original ICD assets, many are derived from others, some are rips from other games (as was the case with many original ICD resources), a small amount is original
>All of this is acknowledged (I'll have to spend some time citing credits for many sprites once I'm about done)
>All material in it would be free for anyone to use once it's formally released and finished, all I'd request is a small acknowledgment. If used in any large project, I would be interested in hearing about it.

>> No.4176459
File: 171 KB, 512x384, 1502175530646.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4176463
File: 1.08 MB, 2560x1440, Screenshot_Doom_20170808_091644.jpg [View same] [iqdb] [saucenao] [google] [report]

yea, they are there to provide constant barrage, so they serve as major annoyance, like this >>4176416 which reminded me of that map

>> No.4176464
File: 885 B, 56x52, Blood.png [View same] [iqdb] [saucenao] [google] [report]

>Take blood splat
>Find a map
>Place blood splats around map
>New Doom episode

>> No.4176469

are you saying you've conquered depression?

>> No.4176473

Trying to get this to work but all I get is shit like >>4176175
This is a lot less painless than I thought it'd be

>> No.4176481
File: 21 KB, 499x550, do i really.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4176484 [DELETED] 

you may find intentionally placing monsters as "major annoyance"s means nobody will want to play your map

>> No.4176486

Great palette dude.

>> No.4176489

Try using >>4176329

>> No.4176491

I did, but that seems to be of the first image with the faulty browns.

>> No.4176494

Nevermind, turns out I was just importing an image over the PLAYPAL, rather than creating one and then importing into it properly, causing haywire textures.
The download really was the same thing, so i'm just dumb and did it the autistic hard way.

>> No.4176496

Alright, cool, I was just about to make a new download just in case I did mess up because I was pretty sure I did it correctly. The wad should have just been a simple drag 'n drop.

>> No.4176498
File: 120 KB, 511x606, dam son imp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4176502
File: 284 KB, 1280x1024, Screenshot_Doom_20170808_040017.png [View same] [iqdb] [saucenao] [google] [report]

an e2m8 replacement

>> No.4176503

looks good

>> No.4176510
File: 92 KB, 1024x640, Screenshot_Doom_20170808_031551.png [View same] [iqdb] [saucenao] [google] [report]

Fucking around with palette colors is actually kinda fun. Get ready for vaporwave.

>> No.4176513

is it still necessary to use the ep format / 32 map format for the doom IWADs? No way around it?

>> No.4176517
File: 52 KB, 320x200, There's a Baron and Pinky killing two marines in the background.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4176520

and the cacodemon's just up there like AYYYY, DOOOOOOM

>> No.4176521


>> No.4176523 [DELETED] 


>> No.4176524

PrBoom+ still to this day does not support mapinfo, so mapsets that are limit removing or boom format are still stuck to iwad setup for level order.

>> No.4176676
File: 276 KB, 540x540, 1497557937318.gif [View same] [iqdb] [saucenao] [google] [report]

Can we talk about D16 multiplayer here?

It's pretty fun

>> No.4176679

I played it some, it was ok. Dressing up and coloring your player character and your weapons is kind of a nice feature.

Never was big on multiplayer though.

>> No.4176687

Is Blade of Agony supposed to have huge fps drops? It also seems kinda random, I get why it would stutter when I look at a huge outdoor area but in one mission it kept freezing as I was looking at a wall.

>> No.4176690

>Is Blade of Agony supposed to have huge fps drops?
Seems like it'd be standard fare for Tormentor projects.

>> No.4176695 [DELETED] 

what about Combined Arms update author mentioned once?

Is it out yet?

When will you get your ass back to work to fix that diarrheaum of a mod?

>> No.4176696
File: 108 KB, 500x500, 1417680300204.png [View same] [iqdb] [saucenao] [google] [report]

How do you properly load .deh or .bex files with ZDL? It seems to always be hit or miss whether they load correctly.

>> No.4176719 [DELETED] 

I heard he's dead, so no, no more updates.

>> No.4176741

Seconding this
Also it's sequel is done in style of Rise of the Triad

>> No.4176817


its an oldfag/newfag sorta thing

back in the 90s the only way you was playing multiplayer usually was if you were in the city and had access to DSL (at an expensive price)

> contrary to popular belief the majority of people live outside the city, its about a 1:2 ratio.

everyone else had to deal with dialup and usually that meant no multiplayer (because the wifey or the mom would go to pick up the fone in the kitchen absentmindedly and kill your connection) - and ping was usually at least 300 because of that, even with a 56k, and partially because all of the popular servers were "somewhere else far away"

> I did play Duke3d and Heretic across town with a dude a few times, I kicked his ass so hard we stopped playing after awhile
> actually following me in heretic when ive got a stack of timebombs, actually doing this

The only other option was lan parties, and those are like sex parties, you just cant have them everyday. Maybe every few days if you're in college and its between dorm folks, for lan parties that is.

But after about 2003-ish DSL started making its way out of the city and into the small towns and thats when you could start cooking with gas. But thats also the prime age of arena FPS too since UT2003 (I bought this) and UT2004, then UT 3 also came out.

But UT leads to Quake and Quake leads to Doom. So thats when multiplayer really started getting huge.

> yeah everquest came out in what was it... 1996 or 1999? and that made multiplayer as hot as sex for some people, but a game like that is also alot more gentle on people who have a slow connection since it doesnt demand reaction-time level participation.

These were my experiences but living in a town of 10K people more than 100 miles from the city is a condition shared by a hell of alot of people in the 'states. And when you're a kid or not even drinking age yet you just dont have the money to fork over for a T1 Line.

>> No.4176826

Okay I just figured out a use for this...

Shotguns that do alot of damage up close but a little less downrange, and lob a projectile pellet.

The hitscan only has a varied range like up to 256 units, and the projectile follows the same path (the damage stacks if the monster gets hit by both).

> This inspires another critical question

How do you get a Projectile to cause its death animation on a wall - but NOT cause a death animation on a character. We're talking about a bullet replacement which produces the same effect as a hitscan on impact. You can make it cause a bloodsplat so that part can be done, but as far as I can tell there's no way to make the projectile itself only generate (a death animation on the wall only).

Projectiles are also blocked by scenery too, pillars and torches and stuff, I generally think they should but that isn't the way it is in standard.

>> No.4176842

I don't think you understand. it fires a projectile for each individual bullet, that's aimed at their trajectory.

>> No.4176859

I dont see why this is useful then, that could just be done with A_FireProjectile.

I know that this would allow the AMSD primary fire to be duplicated from UT because it shot a hitscan, and had a projectile emitted for the special effect.

But even that effect was incorrect since it should've been handled in that game either as a fast moving projectile, or a railgun style attack like it became in ut2k4... its not like the streamer projectile from it does anything to anyone who gets hit by it, only the hitscan does.

(my understanding is that A_FireBullets will fire BOTH a hitscan, and a projectile at the same time, along the same trajectory)

(if it just "turns a hitscan into a projectile" then whats the point of even using A_FireBullets for it when you can just use the actual projectile firing action, which is much better for projectiles)

>> No.4176874

>But even that effect was incorrect since it should've been handled in that game either as a fast moving projectile, or a railgun style attack like it became in ut2k4
It's a ripple through the air, the delayed effect but instant impact is what made the ASMD feel so good, and later versions crap.

>then whats the point of even using A_FireBullets for it when you can just use the actual projectile firing action
Because autoaiming for projectiles and bullets is different.

>> No.4176878

> autoaiming is different

Oh, didnt know that. Well, I dont have autoaiming in any of my mods, guess I dont need this tweak.

>> No.4176884

Ruh roh @Term

>> No.4176886

Last time I heard, some source port makers were creating a universal mapinfo for ports other than gzdoom.

>> No.4176891


>> No.4176893

Can't you read? Highway to Hell got released :^)

>> No.4176894

>back in the 90s the only way you was playing multiplayer usually was if you were in the city and had access to DSL (at an expensive price)

There was broadband in the 90s? I come from a rural region of Germany, and when we got our first computer, ISDN was the best we could get. Not even the nearest town could get any better than that for years.

>> No.4176897

I though HtH was supposed to be a map set where you have to refill a car?

>> No.4176934
File: 5 KB, 320x138, slade is not up to date.png [View same] [iqdb] [saucenao] [google] [report]


Somewhat unrelated but... my Slade is acting weird even though its actually up to date (I just checked).

Its not recognizing some of the overlay commands nor this one. I wonder whats up with that...

>> No.4176964
File: 19 KB, 456x286, slade acting funny.png [View same] [iqdb] [saucenao] [google] [report]

the plot thickens

>> No.4177004
File: 212 KB, 1127x766, epicstuff.jpg [View same] [iqdb] [saucenao] [google] [report]

Epic2's textures are pretty neat.

>> No.4177007

>back in the 90s the only way you was playing multiplayer usually was if you were in the city and had access to DSL (at an expensive price)
LAN parties motherfucker, you should have went to them.

>> No.4177010

post more ranger memes

>> No.4177021

Gotta update GMOTA first.

>> No.4177023

But now there is that, which is a weapon mod.

>> No.4177026

>shotgun with a flamethrower alt attack

That's a new one.

>> No.4177051

Aren't they mostly ripped from Exhumed?

>> No.4177052


Indeed they are

>> No.4177061

also uses a texture pack originally intended for quake 3, made by the same person who made a bunch of those arcane dimensions maps (sock)(?)

>> No.4177065
File: 29 KB, 316x400, resaurus-alien-strogg-tank-figure-quake-ii-1998-8-tall-ed98e0fbed41a9fb48264ed239f58bbb.jpg [View same] [iqdb] [saucenao] [google] [report]

Ah yes, makes sense.

Really hate how Quake Champions is basically ignoring the existence of Quake 2 just to appease a bunch of salty nerds.
>tfw we could've had a techno-organic Tank monster in glorious modern graphics but instead got generic robutt #3854

>> No.4177070
File: 40 KB, 648x645, 1482044041058.png [View same] [iqdb] [saucenao] [google] [report]

Something something ears.

>> No.4177072

there is something about a "strogg infiltrator" in the leaks

>> No.4177078

Thank goodness.

>> No.4177082

Why not just add Bitterman?

>> No.4177084

Why was chaingun tapping dropped for Quake 2 and 3?

>> No.4177085

That would be interesting. What kind of gameplay could he have?

>> No.4177086


>> No.4177089

because they had the machinegun/railgun and didn't want to make the weapons redundant

>> No.4177091
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google] [report]

Easy there, anon.

>> No.4177094


I didnt know anybody with computers except one dude, everyone else just had (((consoles))).

The only lan party I was ever able to go to was a little tech expo in '98 at a nearby town call civic center, they had some computers set up with quake 2 on them.

I didnt have any friends growing up really, let alone knew anyone with computers.

>> No.4177098
File: 29 KB, 512x800, really makes you think.jpg [View same] [iqdb] [saucenao] [google] [report]

I love how Bitterman was thinking already back then.

>> No.4177101

most smug mofo in the arena

>> No.4177105
File: 32 KB, 900x428, really makes you tink.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4177108


chaingun tapping in Q2 was the reason the machinegun was worthless, Q2 chaingun tap was pretty useful

> tap chaingun, 9 shots come out at the same speed as the machinegun, no spinup required, no muzzle rise, and no concentrating on actually firing because for that short time all I have to do is keep it aimed

their basic chunk of meat (100hp) takes just two of these but the temptation is there to let it go through a short spinup just to remove it, they normally cough up a box of bullets anyway

> quake 3

There wasnt a chaingun in Q3, unless you're talking team fortress. The lack of a real chaingun in Q3 was a big oversight, but I guess having the lightning gun kinda makes up for it.

>> No.4177113

you son of a

>> No.4177117

By chaingun tapping I meant to tap fire with your automatic weapon (not necessarily a chaingun) to fire single (or double) shots with perfect accuracy.

>> No.4177127
File: 69 KB, 365x194, Chaingun_(TA)_–_Black.png [View same] [iqdb] [saucenao] [google] [report]

>There wasnt a chaingun in Q3, unless you're talking team fortress. The lack of a real chaingun in Q3 was a big oversight, but I guess having the lightning gun kinda makes up for it.
But Team Arena had a chaingun.

>> No.4177139

I still wonder if that thing was originally supposed to be your default melee weapon before they decided to go for the gauntlet, and then hastily made it an awkward machine gun instead.

>> No.4177141


>> No.4177163

thats what I meant actually

I wanted to get team arena when I saw it on the shelf at walmart actually, but I think it said it was multiplayer only and I didnt have anyone to play with so I didnt get it.

>> No.4177181

I wouldn't be surprised if characters got unlockable reskins at a later point, kinda like q3's skins. maybe clutch will get a tankjr skin sometime down the line.

also, the q2 railgun is in there.

>> No.4177252
File: 325 KB, 2560x1600, Screenshot_Harmony_20170808_163843.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4177323

titty armor?

>> No.4177337

Okay, now THAT will be damn useful. I wanted to use Sky4 for the inital parts. I may remake this map after it's done in Unrestricted mode, but with requirements for "doom textures for doom" which will be included.

>> No.4177343

It honestly looks like it could have been both.

>> No.4177356
File: 109 KB, 897x740, there will be a tower.png [View same] [iqdb] [saucenao] [google] [report]


I mostly picked Doom 1 due to those DELICIOUS DELICIOUS textures.

Ask me about my Skintek+RedWall1 fetish.

>> No.4177370

i would love a neo 80s texture mod to go wit synthdoom

>> No.4177380

Looks lovely. Just needs some cleaning up of the smears/texture running

>> No.4177410

>that star

>> No.4177418

I fucking love E1M8 stars.

>> No.4177429

E1m8 is my favorite map after E1m1. That star, those two goatfags, and that fucking ending. Too good.

>> No.4177452
File: 60 KB, 346x713, anomprop.png [View same] [iqdb] [saucenao] [google] [report]


Speaking of, Oi, Termyboy, do you want me to start this E1M8 thing for Highway 2 Hell over or see if I can rework it now that I have a bit more experience? Anybody wishing to work on it too, feel free to.

Still haven't worked out a way to give Polyobjs top-and-bottom flats so you don't see through the sides. There IS a workaround, but it is extremely laggy if used in high quantities as it requires strips of 1x1 flats and chaining them together. Also haven't figured out how to make ROTT-Style GADDS, nor easy ways to manage polyobject movement.

Still, I think it's a start.

>> No.4177459

i guess you prefer straightforward maps with little exploration?

>> No.4177460

E1M8 is extremely atmospheric due to it's "Sign of Evil" too.

>> No.4177528


I really think it would be better for you to work on new maps rather than trying to revisit an old man I've already rejected.

>> No.4177531

Alright. Pitch me something to work with and I'll see what I can cook up for you.

>> No.4177570

Other than these, three propositions or ideas are:

CACODEMONS IN SPACE: disguising and hiding the truck as a spacecraft, only enemys are cacos and pain elementals plus recoloured stat changes (ae: 25% transparents, some transparent reds, blues. Two stealth cacos as part of the ending sequence. Proposed custom monsters: R667 Overlord (serves as boss, guarding the oil can) and an edited R667 MaluDemon (makes it significantly harder to hit as it strafes like the Hexen Bosses and randomly shoots up and down in elevation due to a bit of Strife's sentinel things.)

Some sort of "chase atop some vehicles" escapade. No custom content. Revenants have stolen doomguy's truck. Get it back!

Some sort of map that uses a "shop" gimmick, the IDGamesarchive blue cacodemon as the shopkeeper, and the Skullorbs as a "currency"

"Infested Medbay" being a slight ofshoot/revision of my initial project, uac talks to a splinter faction of Hell that doesn't want to be absolutely slaughtered by you. As a result, they've given the uac some of their crap. Notable sequence is of dead marines being somehow stuffed through a skintek-like machine and being brought back.

>> No.4177575

Last one will have to edit the stock marines or use R667 ones as a base so they don't maul the player. Other than that, their spawning in the machine uses a reversed deathscream sound.

>> No.4177581

>playing with Oblige because it's my first time using it
>Ask it to build me a big outdoors map with mostly Nazis as enemies
>Select NUTS! as the amount because I want to see how many enemies that will churn out
>start to play it
>eh, it's oka-
>1500 enemies
>walk around a corner into a swarm of literally hundreds of pissed of Nazis
>craptop starts to chug and I'm forced to watch a slideshow of my execution via the worlds most excessive firing squad
I'm guessing the NUTS! option gets its name from the wad?

>> No.4177608

>>craptop starts to chug and I'm forced to watch a slideshow of my execution via the worlds most excessive firing squad
try using pr+

>> No.4177684
File: 601 KB, 622x490, dumb meme sorry.png [View same] [iqdb] [saucenao] [google] [report]

How many alternate sprites for the Spider Mastermind exist?

>> No.4177713

Is that supposed to run better than GZDoom or something?

>> No.4177762

It handles huge-scale maps with tons of monsters much better since the monster AI is hardcoded.

>> No.4177794

So GZDoom runs runs monster AI internally as an scripts? Da fuck? Graf, where is the JIT?

>> No.4177796
File: 225 KB, 1280x1024, Screenshot_Doom_20170808_202052.png [View same] [iqdb] [saucenao] [google] [report]

another glance at that replacement

>> No.4177817

are there any options for doom on android?

>> No.4177819

Incoming: >>4173709

>> No.4177827
File: 165 KB, 487x410, 1471214291056.png [View same] [iqdb] [saucenao] [google] [report]

>Mark is getting money for this kind of garbage

>> No.4177839

I wouldn't mind the bigger Arachnotron with a skull, if it wasn't also for the Tchernobog from Blood pretending to be a Revenant part thing.

>> No.4177840

Looks good.

>> No.4177869
File: 114 KB, 897x740, there will be a stuff.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4177923

nailed it

>> No.4177938

Thanks doc.

>> No.4177947

doom touch

>> No.4177953

So, Quake only needs the id1 folder to run, right? Much like how Doom only needed the IWADs?

>> No.4177963

I'm playing the Harmony TC. Can't say I like it. I had nice level design and music, but the gameplay itself is really haphazard. No long range hitscaning forces you to depend on missiles, ammo on medium is barely enough to completle the level, enemies are damage sponges. Some level enemy positions are ridiculous ie: cyberdemon stand in with half the HP that drops 1 hit kill mines that fuck with your aim and cyberdemon tier missiles

play it if you want to look at pretty maps

>> No.4177965

Yup. Specifically, you just need the Quake exe (or the exe/additional files for any sourceport you're using), the id1 folder, and the PAK0.pak and PAK1.pak files inside. You can play with PAK0 by itself, but that's just the shareware version, episode 1 only and no custom maps.

You might also want the music folder, though, as the original game played off the CD and most ports have support for external audio files so you don't have to mount a virtual image every time.

>> No.4177972

New thread. 300 Minutes of /vr/ is on top of the news post.


>> No.4178162
File: 293 KB, 1280x1024, Screenshot_Doom_20170809_005627.png [View same] [iqdb] [saucenao] [google] [report]


Alright kids. Another map from SArais, this time it's an E2M8 replacement. Consider this a Pre-Beta 1, Everything is done except for texture alignment and tweaking, and prehaps some additional detail in and around the tower, but I wouldn't know what to put there.


It's Vanilla, Ultimate Doom, not Doom 2.


Comments, suggestions, revisions, whatever, just link back to this post and/or mention my name.

Enjoy motherfuckers, Maybe we should consider a /vr/oom Ult. Doom replacement.

>> No.4178171

A little late buddy.

>> No.4178175


okay i'll re-link it in new thread.

>> No.4178413

It's actually kind of necessary if you want to do all that Decorate stuff, as the standard monsters are all replicated in Decorate (this might have changed with ZScript, but the same thing will apply).

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