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/vr/ - Retro Games

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4182198 No.4182198 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4177969

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.4182202
File: 83 KB, 672x423, old memes.png [View same] [iqdb] [saucenao] [google] [report]


300 MINUTES OF /vr/
-Speedmapping session open until next Sunday (the 13th)
-Rules can be found here

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-Looking into replacing or removing outdated resources in the OP, need feedback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

[8-11] Juvenile Power Fantasy updated to v0.5

[8-10] New Evolution of the WAD episode

[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)

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4182224

not even gay and I melted.

>> No.4182239

Keen isn't tall enough to reach the camera frame, you dunce.

>> No.4182240

> doomguy with Slayer shirt
> ranger with NIN shirt
> blazko with pilot jacket
all sorts of perfect

>> No.4182257
File: 112 KB, 958x599, sarais makes a techbase and gets a boner.png [View same] [iqdb] [saucenao] [google] [report]

so i did a layout did

>> No.4182258


>> No.4182261
File: 27 KB, 800x600, FOORPAN.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4182279

Good news!

>> No.4182309
File: 532 KB, 1000x817, hitboy.png [View same] [iqdb] [saucenao] [google] [report]

How many have submitted anything for 300 minutes of /vr/

>> No.4182320
File: 101 KB, 350x400, manc suicide.png [View same] [iqdb] [saucenao] [google] [report]

Only 3 maps have been submitted so far.

>> No.4182342
File: 299 KB, 366x497, 1498706105028.png [View same] [iqdb] [saucenao] [google] [report]

I wanna join in on the speedmap thing but I've done fuck all for mapping. I don't wanna disgrace a /vr/ project with a '94map.

>> No.4182343

Dude we had all sorts of stupid shit in 200vr, just go for it you dumb dumb.

>> No.4182346


I wanna join, but my weekend is busy.
I'd definitely have something done next week.

>> No.4182347

No one is going to expect a Speedmap to have the level of polish of a Skillsaw map, anon. In fact, one of the charming aspects of speedmaps is how raw they feel.

>> No.4182348

Same here!

>> No.4182349

Just skip sleep.

>> No.4182351

scaredy anon from earlier with a query involving the rules:
it's 300 minutes, but are we able to pause the timer in between breaks (like to take a piss) or do we have to keep it going

>> No.4182353

Make something anyway, my man I'm not expecting them to be perfect.
No worries, I'm probably just gonna extent the cut-off date to the 19th (next Sunday) because of the lack of submissions.

>> No.4182356

>but are we able to pause the timer in between breaks (like to take a piss)
Of course, 5 hours is a long time.

>> No.4182361
File: 17 KB, 278x221, 1498705628077.jpg [View same] [iqdb] [saucenao] [google] [report]

alright, I'm a little self conscious, but I'm gonna do it anyways starting tomorrow. here's hoping i can whip up something that isn't dogshite for a first attempt.

>> No.4182368
File: 125 KB, 539x479, doom dissatisfied.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4182369
File: 538 KB, 320x240, giphy.gif [View same] [iqdb] [saucenao] [google] [report]

I believe in you anon

>> No.4182372
File: 120 KB, 900x658, dead_cacodemon_colored_by_natan77-d307llu.jpg [View same] [iqdb] [saucenao] [google] [report]

I would love to join, but I'm an absolute beginner at this and I fear just embarrassing myself. Maybe next time. Hopefully.

>> No.4182373
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>> No.4182382


>> No.4182393
File: 113 KB, 262x313, 1463053515741.png [View same] [iqdb] [saucenao] [google] [report]

>Ave Maria
This is what I always imagine playing in the background when I unleash on rooms full of monsters with automatic weapons without releasing the trigger

>> No.4182414

Oh FUCK sarais just threw out another map of GARBOGE

just fuckign about with layout. no significant detailing


hope you like playing with chainsaws.

>> No.4182423
File: 516 KB, 1366x768, 1477983243193.png [View same] [iqdb] [saucenao] [google] [report]

I should use Reshade again but I don't like how the SSAO darkens the hud.

>> No.4182426

>Play some cool maps that make me want to make cool maps again
>Think about the effort that would require and how rusty I am after years of not mapping
>Have some good ideas for some complex maps but I'm not sure if I'd even be able to handle them well or finish them without losing interest or motivation midway through
Fuck it, maybe the 300 minutes challenge will do me some good. I've got a general idea of what I want to do, but I think I'll hold off on paper-planning and mapping until the early hours of the morning. I assume by the rules that we can use official Doom songs without having to link anything? 'Cause I'll probably use something from TNT.

>> No.4182443

>I assume by the rules that we can use official Doom songs without having to link anything?
You would be correct. Good to see more people interested in the project.

>> No.4182454
File: 842 KB, 1920x1080, Screenshot_Doom_20170810_222403.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4182492

Hey guys, been a long time since i've been back here, any fun new wad that are a must to check out?

Also what has everyone been up to recently?

>> No.4182496

I really don't get this mod, it's just a giant mishmash of random themes. It seems to be seriously lacking any sort of direction.

>> No.4182502

high noon drifter and juvenile power fantasy recently came out
they're fun

>> No.4182505
File: 288 KB, 1366x768, gzdoom 2017-08-10 21-12-50.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4182517

Welcome to gameplay mods in 2017. Bunch of idiots who grew up with too much control of the game racing to have the most useless bullshit in their mod.

>> No.4182520

While I have a sneaking suspicion this is S'Arais I do feel like that's a fair criticism of the more recent stuff. HND is alright but fairly bog standard with a lot of cool looking but relatively inconsequential features and JPF is... certainly a mod in the technical sense. Not sure what else there is for 2017 specifically.

>> No.4182525

Kinsie's ZScript sandbox, ultimately.

>> No.4182527

Who cares, it's fun

>> No.4182529

I'd normally say "Then why did he release it?" but at this point I think anything released by a Big Name™ would get some downloads.
I don't personally find it fun, and I've tried. It doesn't really have any kind of intended gameplay, feels more like a mishmash of attempted AI/difficulty changes (done in a very hacky and sometimes unfair way) with some piss-weak weapons.

>> No.4182535

Well then I guess you'd best get to making a mod that adheres to your strict standards of quality then.

>> No.4182537
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I guess I'll have to. Still doesn't change the janky style of JPF though.

>> No.4182538
File: 31 KB, 252x235, revenant balls.png [View same] [iqdb] [saucenao] [google] [report]

>I'd normally say "Then why did he release it?" but at this point I think anything released by a Big Name™ would get some downloads.

Even if it wasn't released by a big name, I'd say in the short term at least it's interesting look into what the relatively new ZScript can do seeing how barebones the documentation is for it, and what we can learn from them.

>> No.4182539

Thanks friend, i'll check it out.

>> No.4182541

ZScript docs when? Honestly it's getting to the point of ridiculousness. It's like the entire ZDoom community expects us to hop into their Discord every time something isn't documented.

>> No.4182550

There's a piece of map editing software for an obscure game that I
'm trying to get to work, but I downloaded it from github and all of the source code (c# .cs files) is split up. How do I compile it into an executable?

>> No.4182552

See if you can find a .sln file and open that with Visual Studio, then use the dropdowns to select "Release" on the top bar and build the Solution.

>> No.4182557

nvm, found an old release version deep on the internet.

the editor is called Weland, it makes M2 maps

>> No.4182560
File: 19 KB, 331x139, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

>use almost 200 edicts in a 256x256 square room
fug :-DDD

>> No.4182564

Pretty much this.
JPF and HND are the two opposite spectrums, with HND aiming to be a simple generic weapon replacement and JPF aiming to be more of a feature toybox, but both of them are specifically more down-to-earth examples of what ZScript is capable of.
We already know that ZScript is powerful, both D4D and Hideous Destructor have demonstrated that, but they're also not approachable. Like, at all.

>> No.4182582
File: 121 KB, 800x800, 1362828318205.jpg [View same] [iqdb] [saucenao] [google] [report]

Literally never mapped before in my life but I'll try to submit something

>> No.4182603
File: 359 KB, 160x221, go_man_go.gif [View same] [iqdb] [saucenao] [google] [report]

Go man, go!
Just try to make something small and fun if it's literally your first go. Don't make half a map and run out of time.

>> No.4182660

What if I make a map that has literally half of everything like Wonka's office?

>> No.4182663

Then you would be making a shit ton of new assets and would probably stop half way through.

>> No.4182668
File: 215 KB, 726x533, 1458322979674.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4182685

>make a map that's half of everything
>stop halfway through
sounds about right.

>> No.4182696
File: 75 KB, 268x260, edgelord.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4182707

> how do i not fuck up blending these colors together?
> i know! monocrhome that shit!

>> No.4182710

I'm pretty sure research into how things work can be done outside map time.

So if you map for an hour or so and think it might be cool to do a lowering platform or teleporter, you can take a break, fool around in a test map and learn what you need to learn, then clock back on and work on your map. I don't think that's against the rules...
I would recommend having a good grasp of doors before starting.

Likewise I don't think playtesting is counted as part of the mapping time, as long as you're purely playtesting, not altering anything.

Good idea might be:

1st half hour: sketch out basic layout
2nd half hour: work out heights and textures
3rd half hour: add in monsters and weapons.

Then take a break, playtest, make sure things work and take notes if they dont. Learn about what didn't work and why. Then come back to it later, do another half hour or hour, expand on your layout or do more detail stuff. fix the things that didn't work.
rinse and repeat until the 5 hours are up or your totally happy with your map, whichever comes first.

>> No.4182712

I'm colorblind, I'm not even gonna try to make this work

>> No.4182719

Realistically how long is it going to be before Zandronum supports ZScript?

I ask not because I'm impatient, but because I'm trying to decide if it's worth it to adopt ZScript or just keep decorate and acs hacks for now and not lose zand compat

>> No.4182723

Playtesting is an integral part of the mapping process, I fail to understand why it wouldn't count towards the 300mins

But again this is just fun project I don't think anyone would care at all much if you did 5 hours or 8, not that they would know anyway

>> No.4182728

hi kegan you flawed individual

>> No.4182745

No words huh? I'll give it another go or two before going back to sporradic.

>> No.4182747

have some patience, not everyone is in your timezone and at the computer all hours.

>> No.4182768 [DELETED] 

Fun is just a buzzword when you can't actually think of any real reasons as to why a game is good, don't use it.

>> No.4182769

r & i

>> No.4182772

p b & j

>> No.4182778

I know

Somebody hates fun.

>> No.4182786
File: 309 KB, 640x2400, 1502438699.png [View same] [iqdb] [saucenao] [google] [report]

1. please do not rely on zdoom implicit tagging of backsectors, tag your sectors properly. i could not enter this thing. (set lines 73,118,119,121 to some nonzero tag and sector 14 tag to match)

2. (not a bug, i just liked the view. sector trees, nice)

3. this alcove-concealing middle texture bleeds into the floor. easiest way to fix this is to make the light levels of the sectors on either side of it differ by 1, forcing a visplane split and giving the engine an edge to clip the texture against.

4. the red floor has no lower texture in front, shows up as missing/HOM. lines 39,79,297 need lower textures on the appropriate side.

5. the actual exit has an inexplicable manual door wall in front of it, probably not intentional as you can open the exit and bypass the revenants. (set type of lines 376,378 to zero)

>> No.4182787

Is that Ranger on the left?

>> No.4182791

yeah, he's hard to recognise without the permanent grimace

>> No.4182794

you could get keen in frame by having one of them be giving him a piggyback ride

>> No.4182797

doom is fun.
quake is fun.

fuck you.

>> No.4182802

"fun is a buzzword" is some old catchphrase like "turn 360 degrees and walk away", stop replying to it

>> No.4182805 [DELETED] 

I hereby declare "assgay doublejew" a new buzzword

go ahead and use it until it gives out and people on Twitter start using it ironically

>> No.4182812 [DELETED] 

put me in the screenshot

>> No.4182816

nvm found my answer

another question:
is there anything that strictly can only be done in zscript, and not just done much easier?

>> No.4182826 [DELETED] 

>as you can open the exit and bypass the revenants
sorry this is wrong, it's a lowering wall and the button does need to be pressed. but then the ceiling can come down afterwards, either by the player pressing the 'use' key at the wrong moment or even by a monster, so the door actions should still be removed.

>> No.4182827

>as you can open the exit and bypass the revenants
sorry this is wrong, it's a lowering wall and the button does need to be pressed. but then the ceiling can come down afterwards, either by the player pressing the 'use' key at the wrong moment or even by a monster, so the door actions should still be removed.

>> No.4182830

Would have to be Blazkowicz considering that's grandson.

>> No.4182831

>that's grandson
that's his grandson

>> No.4182834
File: 96 KB, 1600x1200, 1502441410.png [View same] [iqdb] [saucenao] [google] [report]

ITYM greyscale. monochrome is black and white and a lot of dithering.

>> No.4182896

What are some unique or uncommon level themes you'd like to see more of?

>> No.4182898

A mall, you go into stores to find other weapons and health items

>> No.4182930

Dark abandoned derelict urban settings.

Old projects and apartment buildings, old factories and warehouses.
Preferably with a texture set to really sell it, darker and more muted colors.

>> No.4182942

You should probably check out the Russian scene if you haven't already. I understand they and Slavs in general have a thing for making gritty urban levels, not just in wider vidya but in the Doom community too.

>> No.4182945

Seconding that. I don't remember the name of it, but I know there's a map made by some Russian mappers that's just a huge exploration map set in a muted snowy middle-of-nowhere urban setting. Don't remember if it had a bunch of enemies or not though.

>> No.4182974


>> No.4182985

Never, Graf is a huge faggot.

>> No.4182989

I know that Lainos does that, I am *so* in love with his mapping style (I even sent him fanmail once), but the issue is that he progressively gets into more and more linedefs and detailing, and it'll only run so well on my shitcan laptop, I haven't been able to play some of his latest works at all.

>> No.4183001

I really appreciate this, a lot of my time's been spent looking up how to do stuff.

>> No.4183006

Just discovered that there are somewhat fixed versions of Plutonia and TNT but they are rare as fuck and the patches somebody made to be fixed like them only work on 32bit. A fucking fixed TNT is going to be my white whale, I know it.

>> No.4183009

I've only just found out about it, but I'll try and knock something out for it.

>> No.4183014

>ZScript docs when?

>> No.4183017

they're wads. data. not executable. they don't have cpu word size issues.

>> No.4183023

The patch itself is what doesn't work on 64Bit systems, not the wads.

>> No.4183025

hmm, okay, executable patch files, i remember there used to be such to turn your doom2 v1.666 into v1.9 and so on. not heard of one for finaldoom though.

>> No.4183039

You could seriously fix them yourself.
What is it, one error in Map 31 TNT where the yellow key is tagged to only appear in multiplayer?

>> No.4183045

That's the one, yepyep.

>> No.4183046

Yeah, you could seriously open TNT.wad with Doombuilder, select the yellow key in the throneroom, then set it's tag to appear in single player difficulties. Then save and exit. Make a copy first I guess.

There, your .wad is fixed.
Granted, this might make it incompatible for if you play in multiplayer, but if you want to do that, just pick the original .wad since it has the key flagged for multiplayer already.

>> No.4183048

Sounds easy enough, I think I'll just do that, thanks a bunch

>> No.4183049

Going to make a map for 300 mins

what kind of theme should my level be?

>> No.4183050

Underwater base.

>> No.4183053
File: 16 KB, 188x214, Bullshit.png [View same] [iqdb] [saucenao] [google] [report]

>Start planning out and begin creating my map
>Hour and a half has passed and I'm still outlining the map and it dawns on me just how long it'll take to finish
I uh... Probably got too ambitious here. I'm gonna go ahead and save that one for another time and start over.

>> No.4183057

presumably it does more than that? i don't know i'm not the guy who wants it, i prefer my iwads to be the ones that the demos get recorded on.

>> No.4183059

replying to myself. maybe it's this?

>A slightly different, and rarer, version is found on some, but not all, id Anthology discs as well as the Macintosh and GOG.com versions of Final Doom. This version does not have the yellow keycard bug, and has a few changes in MAP10. Unfortunately, there is no revision change between both versions so it is also called v1.9.

>A slightly different, and rarer, version is found on some, but not all, id Anthology discs as well as the Macintosh and GOG.com versions of Final Doom. This version adds the missing deathmatch starts to MAP12 and MAP23. Unfortunately, there is no revision change between both versions so it is also called v1.9.

>> No.4183060

Basement and steam tunnels of some large commercial building.

That's basically what the fix does, at least the real important part.

>gameplay demos
Unless you're recording those demos through the original .exe, does it really matter?

>> No.4183062

>Unless you're recording those demos through the original .exe, does it really matter?
yes. demos go out of sync if played back on a different version of the wad from which it was recorded on. i don't want to start watching the latest 30-map plutonia UV-max only to have it go out of sync halfway through.

>> No.4183063

Then keep a spare original .wad to watch demos with then?

>> No.4183065

A "Getting started with ZScript" would be grand for an intro.

>> No.4183067 [DELETED] 

i'd rather just have the one copy, thanks. why are you so prostate-perturbed that some anonymous poster on a taiwanese tranny fancier website's only copy of tnt.wad doesn't have a yellow key on map31?

>> No.4183069

Are custom textures allowed for 300 minutes of /vr/? I kind of want to try making a techbase with Chasm: The Rift textures.

>> No.4183070

I beg your pardon? Are you not the same poster who asked for a fixed version of the .wad?
Does it come off as aggressive?

>> No.4183071

I think that would stand out way too much from the other maps.

>> No.4183073

Those versions are indeed what I am after, and if it's true they're on GOG then fuck it, I'll buy that shit again.

>> No.4183074

>-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).

>> No.4183078

Whoops didn't spot that.

All right then chaps. Time to go think of a theme.

>> No.4183082

no. see >>4183057
>i'm not the guy who wants it, i prefer my iwads to be the ones that the demos get recorded on

>> No.4183101

A medieval castle, except it's made out of flesh and skin.

>> No.4183118

Don't some source ports amend this automatically?

>> No.4183121

I haven't heard of this but I'd be glad to know which do.

>> No.4183125

gzdoom does

>> No.4183126


>> No.4183127

where are you

>> No.4183130

ZDoom family does at least.

>The yellow key is accidentally flagged as multiplayer-only and hence does not appear in single player. However, players have found a couple of interesting, albeit challenging, ways to complete the level without the yellow key, involving hitting the switch on the right throne from its edge above, or wedging the player through the key-color bars in the same room to hit the switches therein. The unofficial Doom Patcher utility (Doomgate patching utility) can also fix this issue by modifying the IWAD. A walkthrough without the yellow key is available on YouTube.

Apparently this fixes it

>> No.4183134

At the back of the monster closet

>> No.4183136


>> No.4183151
File: 219 KB, 800x600, Screenshot_Doom_20170811_131632.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of Lainos earlier, I actually went through Urutsoki: Inferno Road

It's definitely got his style, with the black overcast sky and the dark grays and greens, though it wasn't as overly detailed as some of his other works (meaning it won't be a slideshow on my PC), and wasn't as long either (5L1C, Sonar, Doxylamine Moon and Deneb Colony were all real big and drawn out adventures).
Still a looker though.

>> No.4183154
File: 171 KB, 800x600, Screenshot_Doom_20170811_131719.png [View same] [iqdb] [saucenao] [google] [report]

Monsters teleport in silently in this level, which makes for some effective ambushes, the starting area has imps teleport in quietly to start grabbing at you each time you pick something from the red lights. You don't even realize what's happening at first.

>> No.4183159
File: 221 KB, 800x600, Screenshot_Doom_20170811_132651.png [View same] [iqdb] [saucenao] [google] [report]

I always love Lainos' texturing choices.

>> No.4183160
File: 161 KB, 800x600, Screenshot_Doom_20170811_132259.png [View same] [iqdb] [saucenao] [google] [report]

Never figured out how to get down there, there's some armor in one corner that would have been helpful.

Also the music is kind of unsettling and disgusting, I really like it.

>> No.4183169

/doom/ how do I set up a server with all the mingames and Cyberrun shit y'all used to host? Thems were good times and I would like to host some more good times.

>> No.4183172


>> No.4183193
File: 255 KB, 800x600, Screenshot_Doom_20170811_133213.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4183207
File: 15 KB, 241x228, janitor uniform poss.png [View same] [iqdb] [saucenao] [google] [report]

building a translation for the zombieguy which I call the "janitor uniform"... maroon colors (dirt/blood) for the shadowed areas and dark brown for the rest
> taken from the greentrooper recolor, a player skin I think, useful for translation ranges

>> No.4183236
File: 167 KB, 595x575, layouting.png [View same] [iqdb] [saucenao] [google] [report]

Blurgh, soon done with this part of the map.

>> No.4183242
File: 125 KB, 640x480, 1502465134.png [View same] [iqdb] [saucenao] [google] [report]

technology hell. a disturbing landscape of organic curves yet everything made from metal and wires (along with blood and lava). sf2012 map34 was a similar thing.

>> No.4183243

pleasingly compact.

>> No.4183245

Feels a bit Tom-Hall-ish, 'No space gets wasted'

>> No.4183261

i haven't seen a hell mission map for a while.

these are maps where you start in some futuristic techbase that's been invaded, and you can't leave without a key or something that requires a trip to hell to fetch. UAC_DEAD is a good example, as is Outpost 21 and map07 of cchest2 for something a bit more recent.

>> No.4183271

That sounds like a neat little idea. Might do something like that for my 300 min map.

>> No.4183285

hmm well, i'm not telling you not to, but it needs to be a large map to work properly, or the sense of a mission to hell and back is lost, so i don't think it'd be something that could be done in 300 minutes

>> No.4183290

A colorfull japanese city, like it came out of Jet Set Radio or Splatoon.

>> No.4183298

Playtesting wouldn't add 3 hours on, more like 3 minutes every few hours.
A quick playtest to make sure all the doors and triggers work and that things are somewhat balanced shouldn't be a problem, especially important for people new to mapping. It is an important part of level design, but it is not level design in itself - just useful feedback for future tweaks

thats not that bad, 1 1/2 hours for the format would probably still be finish-able in 5. Sometimes the format/layout can take quite a while.

>> No.4183302
File: 812 KB, 277x288, 1498694952339.gif [View same] [iqdb] [saucenao] [google] [report]

>tfw have literally done this already for my vr300 map and mostly finished.

whoops... ah well

>> No.4183309


>> No.4183312

It's all good. Probably just gonna stick with a tech base anyway.

>> No.4183313

Is this for 300mins?

>> No.4183315

No. Just a standalone map I am working on.

>> No.4183319

I like to think that the arachnotrons in D64 are the classic ones, after they hit puberty, where they lose their arms, but grow extra legs and when they become full adults, they get 8 legs to become actual spiders.

>> No.4183331

Someone should mod the pain elementals to be more like their D64 versions in that the explosions of any failed lost soul spawns actually hurt.

>> No.4183335

why do that when you can just give a random chance for the PE to spit a fireball in your face if you're too close?

this is what I do, half chance it spits a fatso fireball at you (at close range very hard to avoid)

whats more it still has +Notarget, so it can do this to monsters and they will not fight back

>> No.4183338

why do you want to remove the one way to make pain elementals not annoying?

>> No.4183342

Because Doom 64 did?

>> No.4183346

okay well fair enough but please reduce the health of a lost soul to like 40 to compensate

>> No.4183348
File: 51 KB, 454x267, 1502338488138.png [View same] [iqdb] [saucenao] [google] [report]

Wait is there really only one vanilla skybox in Doom 2? I'm trying to add a different one in Doom Builder but I'm only finding one

>> No.4183352

i think you've misunderstood how skies work, sky is indicated by using the flat F_SKY1 and the engine handles it specially, drawing the sky (either SKY1/2/3 depending on map number, a texture, not a flat) in the gaps

>> No.4183353
File: 33 KB, 225x220, AAAHHH.png [View same] [iqdb] [saucenao] [google] [report]

>Spend an hour working on one room and end up scraping half of it while what's left hardly works with the rest of the map
>What I worked on wasn't even vital to gameplay and I don't even know where to go with the rest of the room
>Wasted half of my time already and I'm not even halfway done with the map
Fuck it, I'm scrapping this one. This is what I get for winging it without a clear goal or vision in mind. I'll just try again tomorrow, I think I need to make something that's purely for gameplay and not about looks and themes.

>> No.4183358

There's 3. RSKY1, RSKY2, and RSKY3. RSKY1 is used in earlier maps and RSKY3 in later ones, but they're all set to F_SKY1 in doombuilder.

>> No.4183365

So is there any way to change it from Doom Builder itself?

>> No.4183378

Nope, you gotta go into slade and work it out. If you want the hell sky from doom 2 for example, you open up doom 2 in slade and you look for a file called RSKY3. Copy it into your map and rename it RSKY1 and it should hopefully appear.

>> No.4183386

you can mess about with sky transfer linedefs (type 271,272) or for zdoom i think you can set a different sky texture in mapinfo (someone else will have to confirm this, i don't do zdoom)

>> No.4183389

>I need to make something that's purely for gameplay and not about looks and themes.
thats what speed mapping's all about. dont worry about looks until you find yourself with a fully functioning map with an exit and monsters and guns

>> No.4183395

Yeah, I was just stuck in my usual mapping mindset of taking things one sector at a time and adding in "hey this would be cool" details. I need to go more minimal with details until I get the core level worked out.

>> No.4183396

Yeah, you can set skybox in mapinfo, but that only works for ZDoom-derived ports.

>> No.4183398

>What I was trying to do with the donut linedef doesn't work as the tagged lowering sector doesn't change texture
RIP my water draining effect and my 300min map, lower floor and change texture isn't vanilla

>> No.4183403

It isn't? I think I've seen it happen in vanilla maps, although I may be confusing Doom with Hexen.

>> No.4183406

the pillar lowers and doesn't change texture. the moat around the pillar rises, and changes texture at the end of the movement.

they're hard to get right, they have all these restrictions on which way the lines should face and whether they're two sided or not and which one is the lowest numbered one can be significant. they weren't very robustly programmed.

>> No.4183408

lower and change is vanilla, but i think only exists as a walk trigger

>> No.4183417
File: 853 KB, 640x360, draining.webm [View same] [iqdb] [saucenao] [google] [report]

This is what I was trying to do.
Oh right yeah, it's vanilla but not as a single use switch, for some strange reason. guess I'll have to make them pressure plates, oh well.

>> No.4183456

are you doing a "drain the swamp" map? it's inevitable at least one submission will have /pol/ in it somewhere

>> No.4183457


>> No.4183459

Can anyone provide a mirror for anon's palette releases?
MEGA downloads just aren't starting for me

>> No.4183460 [DELETED] 

Do not enable.

>> No.4183462

And I just remembered why it won't work, I can't tell the already-lowered floors not to lower further on the next draining switch, I could do that with the donut linedef action as it doesn't read entire sectors, damn.

>> No.4183467

It was a nice attempt at least, I can appreciate the effort. It reminded me of some of Marathon 2's maps.

>> No.4183471

i was just saying. i'm just guessing it's likely some map may refer to politics somehow. don't know why you have to jump down my throat.

>> No.4183474

oh you're trying to lower the floor in multiple stages. hmm

>> No.4183482

Yeah, the idea was 3 switches around the map that you could hit in any order you like and lower the water, making reaching the other switches more difficult. Hitting all 3 switches grants access to the exit.

>> No.4183501


>> No.4183530

He could have at least done that Doot mod, both are stupid faggotry but that's slightly more tolerable faggotry.

>> No.4183536

if that counts as "docs", i'll eat my hat

>> No.4183543

Well it's a new mod
Also it has Fidget Spinners instead of a Chainsaw

And in the second half of a video he laments how he did'nt pay attention to the modding scene this week, so he did just because it was somethin that immediately caught his eye.
He doesn't really seem too happy to cover this mod

>> No.4183551

He could have covered something like Lilith, or just built up a collection of stuff he's not covered yet.

It's a pretty bad idea for somebody who does this shit as a job to be doing it all at last minute every week.

>> No.4183559


As someone who works on something similar, a weekly process is painful to do.
I think bi-weekly would be better for Icarus. A week is short. Too short to really play through these, get information on how they all work, record footage, edit them together, etc.

>> No.4183564

Just from his comment that he "did'nt watch the modding scene too closely this week" it seems that he was probably occupied by something, so he just this simple review

>> No.4183572

Doing them in the same week you release them is usually begging for shit to go wrong, not to mention burning yourself out really quickly.

>> No.4183590


1: Huh. should be working proper, it did when I used it, but I'll keep it in mind.

2: sector trees are fun, and the outdoor rock textures/zimmer textures are EXCELLENT for this. Zimmer7 can also be used like "mold" or "rotten flesh" in my book.

I think I'm going to make another 300 minutes map, I already have most of the idea planned out.

What about the layout itself?

3: somewhat aware of this, the grates in the E2M8 were fixed in the same manner.

4: whoops

5: also oops but not a significant issue when the door can be re-opened. NONETHELESS...

Unrelated: Why the hell does BROOTLE DOOG keep getting media attention while other gems, like Durla, get nothing? That should of been the one for the Unmaker weapon, not Sgt. Dork

>> No.4183598

>Unrelated: Why the hell does BROOTLE DOOG keep getting media attention while other gems, like Durla, get nothing? That should of been the one for the Unmaker weapon, not Sgt. Dork
It's what I call the media spiral. Once something becomes [in]famous, it comes up first in searches and casual research. As a result, it becomes more likely to be found in reports and lazy journalism, so it stays or becomes more [in]famous.

>> No.4183606

Like that fucking "running simulator" or "day one DLC" meme?

That's kinda shit. Give some other things the attention. Fuckers.

>> No.4183614

Back from the topic at hand off from Evolve's misfortunes:

My next 300 minutes map is NOT going to have a layout, as it's more just a "scenery porn" map. "Gentrosenph" is a fleshy hell theme, naturally many are not going to like what I'm going to do with it, then.

>> No.4183617
File: 6 KB, 306x290, mfw.png [View same] [iqdb] [saucenao] [google] [report]

Alright time is up I guess. For the 300 Minutes of /vr/ thing, map name Bay 54, author name Red. I hope it works and isn't too shit.


>> No.4183621

I also think it has to do with the fact that BD is too popular to the point it has its own subcutlure, which kind of devides it from other mods, if not Doom mods and the series in general.

And at the same time, Doom modding in itself is too niche, even while attached to a very popular series, since most "gamers" don't explore the medium.

>> No.4183631

Is talk of Brutal Doom retro?
Because v21 is looking badass.

>> No.4183632

still sore about that, huh

>> No.4183635

You wanna know how I know you're from another board?

>> No.4183636
File: 817 KB, 902x585, waternoose_shitpost.png [View same] [iqdb] [saucenao] [google] [report]


Yes, it's a retro mod.
No, the mod is not retro.

Figures. I really wish we could scrub clean that subculture though.
I said "scrub clean" not "ass annihilation" mind you.
pic unrelated

oh boy i'm gonna play this now

>> No.4183638

'course I am. faggots didn't even look into the situation before parroting everybody else.

We're all from another board you ass. /vr/ is a newer board than the others.

>> No.4183640

>We're all from another board you ass. /vr/ is a newer board than the others.
What if he's a newfag?
Checkmate, Atari.

>> No.4183641
File: 31 KB, 411x310, 1498707889616.jpg [View same] [iqdb] [saucenao] [google] [report]

same anon, starting map today. really nervous but, here goes

>> No.4183642

Everybody's a newfag to an oldfag.

>> No.4183645 [DELETED] 

S'Ar here. Don't worry about it. You likely won't be ridiculed as I am.

Good luck.

>> No.4183652
File: 101 KB, 1280x1024, Screenshot_Doom_20170811_155216.png [View same] [iqdb] [saucenao] [google] [report]

Well, this looks promising.

>> No.4183653

Submission #4! Awesome job considering you've never made a map before.

>> No.4183654

why are you this intent on drawing attention to yourself
get a trip already

>> No.4183656

>S'Ar here.
Thanks, that was really relevant to the post.

>> No.4183662
File: 60 KB, 346x713, anomprop.png [View same] [iqdb] [saucenao] [google] [report]

Well, that was a short and simple treat. You seem to know what you're doing. The only argument I can add is that the exit room could of trimmed a couple of the twitching corpses in exchange for a little bit more geometry/architecture to enhance the aforementioned existing twitching bodies, and the Key Door lacks Key Indicators.

Certainly a step up from my first map.

>> No.4183670
File: 17 KB, 394x315, Oh+gosh+more+please+_0498d3aa41b9bcf5559d491dfda99056.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks anons! Will keep it all in mind.

>> No.4183675
File: 107 KB, 456x703, design thoughts.png [View same] [iqdb] [saucenao] [google] [report]

These are my thoughts on what I would of put there.

>> No.4183681


"lava1/rock05/slime09" cracks is what was there.

>> No.4183685


Oh. You could of also potentially swapped the right-sides for actually twitching corpses or just mixed twitches in with the statics. This gives more visual flair and/or also has both racks facing the player, which is neat.

Use of decoration things in creative flavor is always nice, but try not to have long strings of the same single decoration and mix in some others with other possible flair.

>> No.4183692

Fuck off, you of all people shouldn't be giving mapping advice.

>> No.4183693
File: 335 KB, 1280x1024, Screenshot_Doom_20170811_161212.png [View same] [iqdb] [saucenao] [google] [report]

Another REALLY USEFUL trick for Thing Decorations is the age old "receed it into the floor with untextured sides so the player doesn't see it."

I did this with my Fireblu "universal stillpoint rods" map for Constriction.

>> No.4183696 [DELETED] 

Somebody's salty.

>> No.4183706

I haven't touched GZDB in a while, how do I set a global fog again? I'm guessing I can use MAPINFO for this 300VR thing?

>> No.4183715

>I'm guessing I can use MAPINFO for this 300VR thing?
please read the rules
>Make it vanilla compatible (please test with chocolate doom/prboom+).

>> No.4183716

No, it's a vanilla thing.

>> No.4183717

It's a vanilla project, m8. >>https://warosu.org/vr/thread/4172380#p4173453

>> No.4183728

Oy, anybody know how to choose a different sky texture for vanilla doom maps?

>> No.4183734

replace aforementioned sky file
select befitting map slot

>> No.4183739

>replace aforementioned sky file
please do not do this for a community project

>> No.4183741

What's the steepest angled wall a player can run up in Quake? Normally, I mean, not the 'hold W and slowly, slowly make your way to the top' method.

>> No.4183773

>Another REALLY USEFUL trick for Thing Decorations is the age old "receed it into the floor with untextured sides so the player doesn't see it."
note this only works in engines that have proper over/under, otherwise the torches in the floor still block you because they're infinitely tall

>> No.4183776

>1: Huh. should be working proper, it did when I used it, but I'll keep it in mind.
like i said it will behave "correctly" only in zdoom/gzdoom, it won't work in other engines

>> No.4183784

Swamp map with blues music.

>> No.4183787
File: 146 KB, 786x563, riebs.png [View same] [iqdb] [saucenao] [google] [report]

Ah, yes. this. I forgot to mention that.
It's still fine as long as the player and monsters dont need to be in it's area in said sourceports

And here's just some basic visual/architecture concepting beforehand. Those are supposed to be like "ribs" of some descriptor, but I'll need to find a better texture.

>> No.4183792

it's a bit of a grey area isn't it? the game itself is from 1993 so clearly within the rules, but the mod, and pretty much every other gzdoom mod discussed here, is less than 10 years old. same with most maps, bar the classics (memento mori, hell revealed etc.) were all made later than the /vr/ cutoff.

>> No.4183798

Hell yes.

>> No.4183808


I figure it's the same grey area that allows for /rhg/ to exist.
It's really quite wonderful to see the creativity people can do with these old games.

>> No.4183809
File: 35 KB, 640x480, 1502485463.png [View same] [iqdb] [saucenao] [google] [report]

oh yeah it's fine if it's just decorative and the player can't reach the area. here's some torches in the floor in pl2-27

>> No.4183812

That looks like a secret.

>> No.4183818

I get that it's vanilla, but that means I can't use MAPINFO or fog?

>> No.4183821

FOG and Mapinfo are part of later sourceports, so no.

>> No.4183823

No. There's no fog in vanilla and MAPINFO is a zdoom thing.

>> No.4183828

mapinfo is a hexen thing
but yeah, not vanilla doom

>> No.4183829

it's not. there is a sound tunnel at the back leading to the map's collection of teleporter holding areas, though.

you think vanilla means zdoom with no mods, don't you. blergh

>> No.4183830
File: 379 KB, 640x480, MetaDoom and the history of Doom.png [View same] [iqdb] [saucenao] [google] [report]

Was kinda bored, so i grabbed some screenshot and did this, for fun.

>> No.4183832

Oh, so that's what I'm seeing.

>> No.4183835

it's a bit pants mate

>> No.4183841

>you think vanilla means zdoom with no mods, don't you. blergh
the term for that is "zvanilla", iirc
zdoom vanilla is too far off from actual vanilla

>> No.4183843

yeah that little bright spot, it's probably a bug. PL2 has quite a few minor issues that were never resolved. for example that particular map has a few monster teleporters that don't work.

>> No.4183847

I know, i was bored, so if anything, it's more stinky used underwear.

>> No.4183848

i thought it was "modless"
"zvanilla" just sounds daft to me

>> No.4183849

given that zdoom itself modifies behavior quite a bit, modless is a bit of a misnomer

>> No.4183854


Agitating skeleton looks like he's wearing a funny hat.

>> No.4183857

That sucks. Can I use slopes at all or 3d floors?

>> No.4183858
File: 2.94 MB, 1280x720, Desktop 08.11.2017 - [View same] [iqdb] [saucenao] [google] [report]

At some point I forgot to ask "why?" and instead I asked, "where?" To which the answer was "Here," as in, I AM, DOING EVERYTHING I CAN

yes, the letters can be collected in any order and the messages work properly, the only fucky part is where the messages show up due to message size/location and \n's newline size varying between engines and the player's own config

>> No.4183859

Holy shit, i just noticed it.

>> No.4183861


>> No.4183863

at this point i must assume you are intentionally playing dumb

>> No.4183864
File: 45 KB, 720x720, C-R9QgsXgAUyMHl.jpg [View same] [iqdb] [saucenao] [google] [report]

I really like this, anon.

>> No.4183871
File: 82 KB, 360x400, hohoho.gif [View same] [iqdb] [saucenao] [google] [report]

fair point. i still dont like zvanilla though
wouldn't be the first time

>> No.4183873
File: 2 KB, 300x300, Nice hat.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4183878

Well, that answers my question at least. Oh well, don't put my map in the pack, idgaf

>> No.4183882

Well whatever.

>> No.4183887
File: 1.56 MB, 1920x1080, ezquake-gl 2017-08-11 17-25-06-66.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. No idea what the point of it was because it uses a ridiculous number of entities (an individual trigger for each possible combination of letters, and almost a hundred [!!!] spike shooters, which might be able to be simplified but I never want to look at spike shooters again), but if nothing else it's fun to see just what you can do with map hacks alone. It runs in fucking ezquake (pic related) if for some reason you use ezquake to play custom singleplayer maps, albeit with the message placement screwy (which could probably be solved with a custom config specifying message size but FUCK IT); put much more into the map though and it'll probably hit the 600-edict limit- QS had it raised to 8192 by default so that's nice.

>> No.4183892


Previous /arena/ thread on VG has the link and the entire comic


>> No.4183894

Are these custom models for the letters?

>> No.4183895

Do any of you know of royalty-free 80s sounding music I could use in my WAD? Not looking for synthwave specifically, mostly for cheesy 80s stuff.

>> No.4183898

Does the comic mention Ranger entering the slipgate with a machinegun, when he actually had a shotty?

Maybe, i'm getting this from Marphy Black on twitter, but it feels like they're doing some accidental retcons in this game.

>> No.4183904

>marphy black

also which comic

>> No.4183906
File: 1.91 MB, 714x1079, Screenshot_8.png [View same] [iqdb] [saucenao] [google] [report]

Func_walls that are shaped like letters which are then teleported into the gameplay area using more hacks from the code-monkeys at func_msgboard (read: Preach).

Note that at this point editing anything relating to the letter brush models, the triggers or especially the various walls that block the spike shooters is pretty much impossible because everything fucking overlaps everything else and the only way I got anything done was hiding the entire previous letter-set when working on the next one.

Comic doesn't mention it but it does show it, with his modern appearance and the Quake Champs machine gun, no shotty in sight. The Enforcers and Grunts in the background of one of the panels are also holding MGs, and the Shamblers in another page aren't fuzzy (despite the in-game Shambler Head cosmetic item being properly yeti-skinned).

Also, Ranger's flashbacks make him look just like BJ Blazkowicz.

>> No.4183908

A strange cheeky son of a bitch that's been around for ages, works for running with scissors, has done a lot of videos covering half life 1 and other retro FPS games.

>> No.4183915

Are there more pages of this?

>> No.4183916

you can't post a single page and keep it at that. don't do these things to my dick.

>> No.4183927

i dunno what you're talking about but this picture made me laugh a bit >>>/vg/185120028

>> No.4183928

they are too small to be shamblers tho

>> No.4183929


>> No.4183930

/arena/ makes some excellent OC

>> No.4183931

Fuck you, I'll take out my slopes and 3d floors.

>> No.4183934 [DELETED] 
File: 13 KB, 130x150, lookanimage.png [View same] [iqdb] [saucenao] [google] [report]

I'm not your type!

>> No.4183936
File: 73 KB, 625x900, 29fb1915b4d4611cc5d3323a41eb77b4--dark-fantasy-fantasy-art.jpg [View same] [iqdb] [saucenao] [google] [report]

So I think I've finished up all of the codestuff that's left for a new High Noon Drifter release.
I'd just wanted to do some fixes, patches, and include in some suggestions and address some critiques, but then an acquaintance sent me code for a cool quickdraw thing and a friend asked me to add Heretic support. So I did. And Chex Quest support, because it took five minutes.

Build: https://www.dropbox.com/s/58zbdfzxs56qf61/HighNoonDrifter-v1.1_prerelease.pk3?dl=1
Changelog: https://pastebin.com/CkgsZtEJ

Give or take some minor bits of polish and/or critical bugfixes/balance adjustments, this should be pretty close to the release build.
Please enjoy. Let me know if you have any complaints, suggestions, or whatever, or if anything breaks horribly.


Good shit, anon. Thanks.

>> No.4183937

Just make sure it works in chocolate doom and you're good.

>> No.4183951

who is this Annie person supposed to be.

>> No.4183952
File: 278 KB, 578x578, 1495261295173.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh shit, I was waiting for this.

>> No.4183954

"home" is actually the 2D universe, believed to be reachable via slipgates. the womans name is Annie May

>> No.4183956


>> No.4183957

Ranger's wife. They gave him a new back story beyond "wake up at 4 AM, be angry forever."

>> No.4183961

oh boy it's the wife play again

>> No.4183962

How are you so sure?

>> No.4183965


>> No.4183967
File: 62 KB, 268x372, Not good walk.gif [View same] [iqdb] [saucenao] [google] [report]

I can't into animation but it might have paid off this time


>> No.4183968

the hwat

>> No.4183969

walk looks fine to me, outside of him perpetually shaking his head

>> No.4183971


>> No.4183972

What's the issue with it? Aside from the hood, I think it's ok.

>> No.4183973 [SPOILER]  [DELETED] 
File: 59 KB, 569x600, 1502490464306.jpg [View same] [iqdb] [saucenao] [google] [report]

Because I'm a demented fuckin' nut that the entire community hates, with an abysmal mary sue mockery of H.R. Giger's infamous treasure?

>> No.4183979

>Heretic support
Hell yes.

>> No.4183983

I'm not a fan of expanding on it beyond the 'family photo in the armor' mentioned in Q:C's bio, but at least he sounds good in game. It's a small but nice change- Doomguy has evolved to an angel-powered ball of fury, BJ refuses to settle down as long as there are Nazis to shoot, and Ranger is a sad sack who's spent the last twenty years being pissed and now just really wants to go home.

>> No.4183985

The hood is mainly chapping my ass though I feel like the shoulders look odd.
I'm not keeping the hood thing, it's way too silly.

>> No.4183989 [DELETED] 

tell me more fuckboy

>> No.4184015

Sooooo i re-installed Muh Quake so i can play AD + Necropolis remake

Theres some heretek that i can do to make the game look like ol DOS quake on Qspasm?

>> No.4184024
File: 2.00 MB, 1280x1024, Screenshot_Doom_20170811_183645.png [View same] [iqdb] [saucenao] [google] [report]

I'm sure.

Let's see some cool architecture.

>> No.4184025

>heretic font doesn't support punctuation
interesting to learn
>The Montaraz 1899's quad-shot now gibs enemies at close range.
well now, that's interesting. now how in the world did you manage to do this without replacing monsters?

>> No.4184035


Using ZScript, you can override certain "points" in an actor's lifespan. For example, BeginPlay is a ZScript override that takes place before the actor is spawned and before it's able to set all of its flags and such.
So when a bulletpuff spawns (via +PUFFONACTOR), I can use BeginPlay to check and see how close it is to the player, and then either set +EXTREMEDEATH or +NOEXTREMEDEATH depending on whether they're close or further away.
Thus, when the actor appears as normal (i.e., hitting a monster) it can gib them.

>> No.4184037

fascinating, thanks
zscript really allows for a lot

>> No.4184042

Add the line
gl_texturemode gl_nearest_mipmap_linear
to your autoexec file. if you don't have an autoexec file, google how to make one.

>> No.4184056

Does this mean eventual Strife support? :^)

>> No.4184057


Probably not.
I still have nightmares about Strife.

>> No.4184072

What cat?

>> No.4184076

get out of here alyx

>> No.4184084
File: 24 KB, 250x340, she knows about kegan.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, uh, yeah. About that cat.

>> No.4184114

> filename
i'd post some kind of reaction image but i don't actually have any

>> No.4184154

You can also do this in DECORATE by simply assigning a custom death state and damage type to monsters, but ZS's version is more broadly compatible.

>> No.4184158 [SPOILER] 
File: 74 KB, 190x263, 1502495893206.png [View same] [iqdb] [saucenao] [google] [report]

Dogs > cats

>> No.4184172

>dogs > cats
>when a cat did wolfenstein 3d
come on now.

>> No.4184173

yes, thank you, but my question was how it was done WITHOUT custom monsters

>> No.4184180

Trailblazer and Going Down work so well together, it feels like an 80's action movie. With demons.

>> No.4184182

the cat wasn't playable in it
unlike the dog in rise of the triad

>> No.4184186

That pic makes me sad. John Carmack took Mitzi away :C

>> No.4184187
File: 5 KB, 405x237, pawbitch please.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4184191

No need to be a dick about it.

>> No.4184192 [SPOILER] 
File: 18 KB, 300x282, 1502496819786.jpg [View same] [iqdb] [saucenao] [google] [report]

She’s going down! Down to Chinatown!

>> No.4184196

i agreed and said thank you
what's being a dick about that

>> No.4184197


Probably thought you were being sarcastic.

>> No.4184213

but that's a hedgehog! are you cuhrayzee?!?

>> No.4184216

>I understand they and Slavs in general have a thing for making gritty urban levels,
"write what you know"

>> No.4184223
File: 1.84 MB, 714x1079, 1502318819852.png [View same] [iqdb] [saucenao] [google] [report]

it's pretty good.

>> No.4184228

an anon on /vr/ organized a deathmatch classic game once

would be fun if someone organized a quakeworld game

>> No.4184234

are you?

>> No.4184247

I like Anarki. He seems as playful and cheerful as he was in Quake 3.

>> No.4184253

> eat my balls
> bro

>> No.4184257
File: 46 KB, 157x207, babi.png [View same] [iqdb] [saucenao] [google] [report]

>Brutal Doom
>"Taunt button"
>Press it

Who the fuck thought this was a good idea?

>> No.4184260


>> No.4184265

>come back to the thread after a good while
>SoYouWantToPlaySomeFuckingDoom is at version 7
Man, I missed some shit.

Anyone remember that wad that was one really big post apocalyptic city?

>> No.4184267

And yet, V7 is still outdated, because some stuff came out.

>> No.4184272
File: 637 KB, 1920x1080, Screenshot_Doom_20170811_200652.png [View same] [iqdb] [saucenao] [google] [report]

Exterminate all bandicoots

>> No.4184274

Are the maps for 300M (hey that kinda looks a bit like "DOOM") going to have any kind of forced pistol start or will they be played sequentially like normal wads?
Also toss me a level idea, preferably on the vanilla side.

>> No.4184278

hell forest

>> No.4184284

No forced pistol starts. I'm gonna try and order all the maps in terms of difficulty and theme.

>> No.4184289

What mod

>> No.4184292 [DELETED] 

Juvenile Power Fantasy, Doom 64 Consolation Prize, Slomo Bullettime, and the super palette someone's been making the past couple threads.

>> No.4184295

Juvenile Power Fantasy, Doom 64 Consolation Prize, Slomo Bullettime, and the super palette someone's been making the past couple threads.

>> No.4184296

Not a bad idea.
Alright, I'll keep that in mind. I'll still build around a pistol start but I'll be sure not to overstock the player or anything for the next map.

>> No.4184308

Does that mean that my lava flood ain't going to work?

>> No.4184309

There's also been some neat recent mods, like MetaDoom, High Noon Drifter and Space Hunter.

>> No.4184314


cringy as fuck

>> No.4184448
File: 472 KB, 1280x720, Screenshot_Doom_20170811_193647.png [View same] [iqdb] [saucenao] [google] [report]

Here's my entry:
"Graveland" by Axebeard


>> No.4184487

Prolly old news at this point, but this is pretty neat: https://www.youtube.com/watch?v=s-RRKvc7D_k

>> No.4184493
File: 1 KB, 372x32, This is what you should be using.png [View same] [iqdb] [saucenao] [google] [report]

Doesn't work with chocolate doom or prboom+, my friend. I opened it in gzdoombuilder and it looks like you made it using the UMDF format.

Any anons who are mapping or are considering PLEASE make sure you're using Doom format. Also, PLEASE test your maps with either prboom+ or chocolate doom and NOT gz/zdoom to avoid any zdoomisms. I really don't want to have to reject any maps because of mistakes like this.

>> No.4184497

I'll be honest, I don't really care about this

>> No.4184498

how about DOOM RETRO

does doom retro even exist anymore

>> No.4184502

>That OC

I never knew HUUUH was this strong.

>> No.4184507

Sure that works too I guess

>> No.4184540
File: 349 KB, 800x1207, 1481498348670.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon from here >>4182372

Fuck, I'm gonna do it. Pls don't bully the final product too much.

>> No.4184542

fuckin' do it

>> No.4184549

I'm gonna bully you if you disregard >>4184493

>> No.4184551

Wow, that looks awful. This is Sunder, right?

>> No.4184557


Do it, mate.
Just keep in mind the limitations.

>> No.4184562

Goddamn it. Hopefully it's an easy fix.

>> No.4184569

What? You can do it in DECORATE with +HITTRACER and A_DamageTracer, if the puff is close enough to the player, set the +EXTREMEDEATH flag before dealing damage.

>> No.4184570
File: 1.23 MB, 1280x1024, Screenshot_Doom_20170811_233414.png [View same] [iqdb] [saucenao] [google] [report]

This is sunder.
This is sunder.

>> No.4184575

Doesn't seem like it. Can't just magically convert a map from UMDF to vanilla. Your options are 1. Try and remake it in Doom format, or 2. take your loss and try your hand at a new map. Real sorry about the inconvenience but rules are rules.

>> No.4184580

Bother me, sarais for map requests.

I'll do them as I'm working on Gentrosenph >>4183787

>> No.4184584

finish your map

>> No.4184586

Finish your map.

>> No.4184591

what one

>> No.4184606

post cute doom!

>> No.4184621
File: 326 KB, 1020x562, 1381004280884.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4184626

I wonder if they ever got the hint that the cacodemon was always such a inadvertently cute design.

>> No.4184635

Albums to play Quake and Doom to:

This is guaranteed to give you some good, classic FPS vibes.

>> No.4184637


looks like campaigner fortress in turok 1

>> No.4184640

>playing Quake to something that isn't the Quake soundtrack which already counts as a NIN album

>> No.4184643

Hey fuck you, Quake 1 on nightmare with the Quake 3 OST was some damn good HUH if I've ever found any

>> No.4184647

>Quake 1
>playing on Nightmare when you know it breaks shit and makes fights easier
Don't you HUUH at me like that, young man.

>> No.4184649

Here's the Chocolate Doom compatible version.


>> No.4184650

I like nightmare mode because it makes me feel overwhelmed.

>> No.4184659

How does it make you feel overwhelmed, Ogre grenades? It doesn't change enemy or item count/placement compared to Hard.

>> No.4184662

okay, fine, I'll just play hard. Way to kill it fucker

>> No.4184663

rude, dude

>> No.4184668
File: 167 KB, 512x512, 900percentangery.jpg [View same] [iqdb] [saucenao] [google] [report]

getting the thing you like shit all over by some random dude doesn't feel great
big surprise

>> No.4184670

>shit all over
he was asking you a question, dude

>> No.4184671


He was just asking how it made you feel overwhelmed. It was just a question, that's all.

>> No.4184673

I actually did this, using the NIN album "things falling apart".

A lot of old CD games were cool in that they would play whatever audio CD you had in the drive.

>> No.4184675

I see the facts of the situation, that nightmare is objectively worse than hard. I now agree.
My problem is now that something I used to like is being kinda ruined to me. I like nightmare because it felt like you were accessing a part of the game thats tucked away, like its the base game but a million times harder. I didnt know hard was a better equivalent and when I learned how to circle strafe enemies from nightmare mode, learned how to BHOP, all that just from wanting to beat Q1 on nightmare as a kid, then somebodys telling me that the game is worse than hard on that mode and it sucks to be shot down.

>> No.4184701

You'll pick a set of sky textures too, right? Even if just from like Final Doom or Doom 1 or whatever. Just so it's different.

The Doom 2 skies bore me a lot.

>> No.4184714

You can actually get these fixed versions off the gog release. Not rare anymore

>> No.4184719



>> No.4184727

IMO, Nightmare actually makes quake easier.

>> No.4184735

I never picked up on how much tankjr resembled a mancubus. those bumps and crannies on his face really give off a doom monster design vibe.

>> No.4184756

I always felt The Fragile worked pretty well with Doom and Quake. Tracks were generally more atmospheric compared to your typical official NIN album

>> No.4184760

>Out of all possible mods Icarus decides to review the unfunny Crash Bandicoot meme shitpost mod

>> No.4184769

That's because it is easier, isn't it? Something about the AI becoming dumber on nightmare mode or something IIRC, so hard mode was the truly hardest difficulty. Or am I just totally wrong and falsely remembering things?

>> No.4184771

At this point it really does seem like he's gone through nearly the entire backlog of notable-but-also-normie-friendly mods and is just looking for a way to keep his channel making vids.

>> No.4184774 [DELETED] 
File: 70 KB, 434x428, nicholson_brows.png [View same] [iqdb] [saucenao] [google] [report]

Doom babbies. What an awful thread filled with with untold amounts of clueless retards.

>> No.4184776

For the 300 minute challenge, if I make an open-air hell themed map will I be allowed to change the sky texture or do I just have to deal with using the default SKY1? Was thinking of doing a Mt. Erebus inspired map and just wanted to know in advance.

>> No.4184778
File: 2 KB, 128x142, .png [View same] [iqdb] [saucenao] [google] [report]

Shut the fuck up

>> No.4184779 [DELETED] 
File: 22 KB, 396x386, 7664b25b990f182f73ae2fe0795a8be8--laugh-lines-james-franco.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom babby """taste"""
jesus. it's AIDS even when it comes to music.

>> No.4184781
File: 5 KB, 184x184, e951204b622a2960d60e0b9d4946e91d0b0d6df3_full.jpg [View same] [iqdb] [saucenao] [google] [report]

What is it about games with low resolution textures and simple geometry that makes them so goddamned cozy? I feel like wrapping myself up in a warm blanket every time I boot up Quake or Half-Life.

>> No.4184783 [DELETED] 

>with with
or course he's a phoneposter.

or course he is, holy shit.

>> No.4184786

Mobile read-only when

>> No.4184791 [DELETED] 
File: 441 KB, 420x420, (You).png [View same] [iqdb] [saucenao] [google] [report]

>or course

lol what a retard

>> No.4184793

Could be because your brain can easily process that stuff, it also helps there's good art direction in those games, adding to that cozy look you're talking about.

>> No.4184794 [DELETED] 


>> No.4184795


literally search for "final doom gog" on any tracker

>> No.4184808 [DELETED] 

Fuck off doom babbies.

>> No.4184820

put it in the applicable map slot.

>> No.4184825
File: 1011 KB, 688x721, 1396946188243.png [View same] [iqdb] [saucenao] [google] [report]

>still fiddling with this out of the boredom that comes with "I got this stupid hacky shit working, now what do I do"
>remember Quake has fiddly ramp jumping physics
>does it do what I want it to do?
>sure as shit it does, make a quarter pipe and jump up it and you'll skyrocket upwards; run at it normally and you won't get much higher than the lip

Kickflip Quake may be long, long dead, but I bet this shit could be made into a full map.

>> No.4184828

So HUH I am

>> No.4184831

I mean I can put it as map21 to use the SKY3 texture, but wouldn't that just leave a big gap in levels if there aren't enough maps submitted? Or is there a way for the project manager to go from, for instance, map14 to map21 without a gap in levels as if they were listed one after the other?

>> No.4184841

Can't he just prefab the entire map?

>> No.4184848

As far as I'm aware any mod, remake or remaster of a /vr/-eligible title is also allowed. This is why GBA is brought up all the time despite technically not being allowed - its library is full of SNES remakes so comparisons are inevitable.

>> No.4184849


I don't know.

>> No.4184856

why would i get visplane overflows in an area that i didn't even alter? i've changed the rest of the map heavily, but this one area didn't change and now im getting overflows

>> No.4184858

Lol I dunno shit about visplanes.

>> No.4184860
File: 129 KB, 900x692, 1498137317204.gif [View same] [iqdb] [saucenao] [google] [report]

Does anyone have the gif of the revenant sprite doing this?

>> No.4184861
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]

got you covered

>> No.4184871
File: 2.49 MB, 1280x720, Desktop 08.12.2017 - [View same] [iqdb] [saucenao] [google] [report]


>> No.4184875

Were there ever any surfmaps for Quake, or was that a GoldSrc/CS thing?

>> No.4184879

Not sure. The physics are there, but at the time Quake 1 was big I didn't even have an internet connection yet. I know they were big in GoldSrc, but no idea if they'd been made earlier or if it was all just bunnyhopping/rocketjumping maps.

>> No.4184881

Now we need just full fledged game out of Shadow of the Hedgelord

>> No.4184890

Dang, and I thought UEngine had the fun ramp physics.

>> No.4184891

>Shadow of the Hedgelord
I glanced over that spoiler and my brain registered "Shadow the Edgelord". Where's that DAMN fourth chaos emerald?

>> No.4184894

no, using doom retro to test vanilla compatibility will not give correct results

>> No.4184895
File: 12 KB, 199x139, pain.jpg [View same] [iqdb] [saucenao] [google] [report]

You're not the only one, my friend.

I'm not your friend, am I?
Please love me.

>> No.4184904

Unreal has lift jumping, though, and that's even better.

>> No.4184924
File: 1.34 MB, 1360x768, 1502507001522.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4184929
File: 2.86 MB, 640x480, BEST GAME EVER.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4184931

RIP both you and your framerate.

>> No.4184946

how is it that i was fucking around with quake 1, 2 and 3 map editing in 2001 and now it's 16 years later and you guys are still only doing shit in doom

>> No.4184947

>gets blown up with two of Lil' Kim Jong's Nuke Pipe Bombs™
>still manages to put a rocket in your face
that green cyberdemon was clutchin'

>> No.4184948

Do you still make Quake maps? What are good resources for learning?

>> No.4184954

to be honest i just wish trenchbroom supported HL1

>> No.4184959 [DELETED] 

Liar. In 2001 you were a 8 year old playing Halo on your first console.

>> No.4184961

This: >>4183543 >>4183564

>> No.4184962

You know what he could do? Review map packs, but I guess he would just play only few maps and declare the pack shit or godlike

>> No.4184985

How do we fix Heretic?

>> No.4184986

play on black plague difficulty
it's actually fun unlike every other idetch1 game's nightmare equivalent

>> No.4184990
File: 154 KB, 320x200, 1498694430058.gif [View same] [iqdb] [saucenao] [google] [report]

>300 MINUTES OF /vr/
Here's my expanded and fixed version of (submission #2?)

My name and name of map are in the text file. There's a midi I would like used as well if that's possible.

I'm pretty happy with it for 5 hours. Glad I found the bug that was causing all the linedefs to scroll textures in seemingly random directions on any source port except crispy doom... don't use the "scroll line based on vector" special kids, especially if its in a sector with the 0 tag.

in the sector you want to have a hell sky, use the regular F_SKY texture, and give it a tag. in one of those sectors use a linedef with the special 271.
Set the front and back texture of that linedef with the sky you want (SKY3 I think for hell) and set the linedefs tag as the same as the sector tag.

That should give you any sky you want, and you can have different skies for different areas.
It works in prboom, zdoom, crispy doom etc, but doesn't seem to work on chocolate doom - I suppose chocolate is more vanilla than prboom?

Rules said boom format which I think is slightly more advanced than 'vanilla', which could explain why this doesn't work on chocolate doom.

Someone let me know if I'm wrong about this. I also used this sky trick so if its against the rules I can remove it.

>> No.4184994

>guy literally making quake maps ITT
>Quake Upstart Mapping Project been running for 8+ months and still not finished
>Last 4 or 5 OPs have been quake themed.

We do quake sometimes. You should get back into quake mapping, check func_msgboard there is an active community there

>> No.4184995

>8+ months
It's seriously been that long? Shub have mercy.


>> No.4185000
File: 633 KB, 1256x1330, file.png [View same] [iqdb] [saucenao] [google] [report]

>Last 4 or 5 OPs have been quake themed.

Three, if including this one. I definitely used a lot more Quake than usual over past months though.

>> No.4185003

As a dude whose Quake OC has made it into the OP image a few times, thanks for making me feel warm and fuzzy inside.

>> No.4185006

it's nice to have variety

go out of left field and have something hexen related next time

>> No.4185014

>Rules said boom format
Did they?

>> No.4185019
File: 172 KB, 272x267, Whuzzat.png [View same] [iqdb] [saucenao] [google] [report]

>in the sector you want to have a hell sky, use the regular F_SKY texture, and give it a tag. in one of those sectors use a linedef with the special 271.
>Set the front and back texture of that linedef with the sky you want (SKY3 I think for hell) and set the linedefs tag as the same as the sector tag.
Well look at that, I didn't know about that trick. That'll certainly be useful for future reference, thanks anon. I was about to ask about how changing skies worked for sectors within sectors with different tag numbers, but I tested it out myself and it seems like you need to have the sectors separated completely for the change in sky to take affect, so having the 0th tag set with the 271 tag and sky sector should just make the whole map have the desired sky texture. That's fucking rad, thanks anon.

>> No.4185020

looking again, no. They say vanilla compatible and to test with chocolate doom and prboom+.

So what is the vanilla way to set skies? is there one?

The line 271 special only seems to be a failure in chocolate doom - the new sky doesn't show up, but just shows up as the old sky, so not too broken.

>> No.4185027
File: 2.86 MB, 720x405, PowerSlave EX.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4185032

That definitely wouldn't be weekly
But he does occasional livestreams, which are basically full showcases of a mod+some mappack

>> No.4185042

It's easier to do the Shambler dance because they have a higher attack chance. I think fiends are easier to bug out because their leap is weird.

Personally, I find it pretty hectic with all the ogre grenades, at least until I get the rocket launcher.

>> No.4185047


So... nothing came out of the source being released right ? *sigh*

>> No.4185058

Icarus is away for the weekend on a long time friend's stag do. A trip to an old castle on some remote island off the coast of Scotland.

>> No.4185068

How the heck does Automap Mode work? I can't find any documentation about that feature of GZDB.

>> No.4185069
File: 909 KB, 640x360, fuckimplicitlinedefnumbers.webm [View same] [iqdb] [saucenao] [google] [report]

Please tell me there's a simpler/easier way to reorder multiple linedefs, because dealing with Doom Builder's implicit linedef numbers are pissing me the fuck off.
There's a couple asshole linedefs floating out in the void just to get webm related to work.

>> No.4185089
File: 136 KB, 1920x1080, Quake2.jpg [View same] [iqdb] [saucenao] [google] [report]

Months ago some anon converted FreeDoom maps into Doom 2 using Doom 2 textures. Anyone know where I can find that?

>> No.4185104

I thought the guy just ripped apart FreeDoom's assets into numerous separate WADs.

>> No.4185108

You can click on the linedefs to change them to appear as onesided on the automap (red in traditional doom) and you can also right click to remove them from the automap entirely such as monster closest and generally ugly sections

>> No.4185126

this was the second best part of being thread guy. you could make someone's whole day by using their cute fanart as the starter image

>> No.4185146


>> No.4185147


Reminds me of playing Carmageddon.

Good times.

>> No.4185159
File: 212 KB, 622x618, halfdone.png [View same] [iqdb] [saucenao] [google] [report]

Alrighty, half of the map done and playable, now for the second act.

>> No.4185173

Vanilla skies are limited to what maps there used on by default

1-11 = rsky1
12-20 = rsky2
21-32 = rsky3

Line 271 is a boom special (technically MBF introduced it, but it became standard in boom format maps because prboom allowed them in -complevel 9.)

>> No.4185179


>> No.4185198

Is there a mod that makes revenants walk around like that?

>> No.4185208

Speaking of which, what sky textures are we using for VR300?

>> No.4185248 [SPOILER] 
File: 56 KB, 498x490, 1502549121205.jpg [View same] [iqdb] [saucenao] [google] [report]

>Seal - Kiss From A Rose
>"My eyes become large"
>"The light that you shine can be seen"
he's singing about QUAD DAMAGE, isn't he?

>> No.4185249
File: 120 KB, 667x609, 300min2.png [View same] [iqdb] [saucenao] [google] [report]

About two hours of mapping so far. The building on the right is finished except for proper texturing, the left and bottom buildings have their outlines done and I'm still thinking on what to do with the final building. Gonna save enemy placement and decorating for last. Only had a few minor hiccups so far due to rust but I'm getting back into the swing of things, hopefully I can speed things up for the next two buildings.

>> No.4185253


Hey does anybody know how to get Dehacked patches working on gzdoom?

I have one to modify the starting ammunition capacities but its not registering for some reason. Values I gave were 240/80/80/400 and its still showing the basic values instead. As far as I know the dehacked formatting is correct.

> there will be no backpack doubling, ive got it balanced in a different way

I am avoiding making custom ammo types because I want it to show up fine on the regular statusbar.

>> No.4185286
File: 252 KB, 1009x707, maybe skies.png [View same] [iqdb] [saucenao] [google] [report]

I looked at some stuff in my folders, but I'm not so sure of them. Anyone else have any good suggestions?

>> No.4185291

The one with the skulls bleeding could be neat for a wall texture.

>> No.4185293

Project manager here. I'm digging the two skies made by people on /vr/ for the techbase and middle part. If anyone can find a better hell sky though that would be great.

>> No.4185294

True, but we're not doing any other custom texures for this one.

It was one of the cut assets from the alpha and beta development of Doom and Doom 2.

I'll see if I can find anything.

>> No.4185318

The middle row top, top-middle, and bottom ones look nice, and of course the classic ep1 sky works well. I'd say just go for classic skies out of Doom 1/2, or maybe TNT's SKY1 and SKY2 or techbase maps.

>> No.4185319

Yeah the sky is super fucked in chocolate doom. Can you do me a quick favor and remove the sky trick?

>> No.4185327
File: 34 KB, 1024x128, HACX sky.png [View same] [iqdb] [saucenao] [google] [report]

What about the third sky from Hacx? It has sort of a dark vibe to it, might fit hell. It's in 4 sections and would have to be cut up though.

>> No.4185340
File: 61 KB, 512x240, GLWuZPN.png [View same] [iqdb] [saucenao] [google] [report]

How about this? I found it in an old doomworld thread and thought it looked pretty good.

>> No.4185347
File: 47 KB, 1024x128, HACX sky with mountains.png [View same] [iqdb] [saucenao] [google] [report]

I put some mountains on it.

Will a 512x240 sky even function for Vanilla?

>> No.4185375
File: 190 KB, 1280x800, hellsky.png [View same] [iqdb] [saucenao] [google] [report]

had to shrink it down a bit, but it works

>> No.4185380

>that seam

>> No.4185394 [DELETED] 

Ugh damn didn't even notice. I doubt there will be than 21 maps anyway so I'm not going to worry that much about sky 3 anyway.

>> No.4185397

Ugh damn didn't even notice. I doubt there will be than 21 maps anyway so I'm not going to worry that much about sky 3.

>> No.4185401


>> No.4185409

starting my 300 min wad now, posting now to have start time for me

>> No.4185413
File: 150 KB, 380x380, 1501486453316.png [View same] [iqdb] [saucenao] [google] [report]

>check out Lee Jackson's youtube channel
>he reads el goonish shive

>> No.4185417
File: 30 KB, 448x692, bre_300vr.png [View same] [iqdb] [saucenao] [google] [report]

I may or may not be making something for you guys.

>> No.4185467
File: 98 KB, 330x253, black mage.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4185479

Kinda looks like samurai armor

>> No.4185493

"50 years have passed..."

>> No.4185505
File: 28 KB, 1600x1120, 1502558619.png [View same] [iqdb] [saucenao] [google] [report]

looks BTSX-like with everything at non-right angles.

>> No.4185520
File: 442 KB, 1366x768, Screenshot_Doom_20170803_093729.png [View same] [iqdb] [saucenao] [google] [report]

lainos was beastly making sacrament map02

>> No.4185528

I much preferred the standalone version of that, Doxylamine Moon: Overdose

The pitch black cloudy sky with the red moon really helps sell the gloomy and melancholic feel of the setting he's building.

>> No.4185531

In the upcoming codex entries for MetaDoom, will the entry for the bull demon mention something about the wheelchair guy from the movie?

>> No.4185536

that reminds me of what the sky is gonna look like pretty much after yellowstone goes off, maybe kinda like in the afternoon for the first year or so

>> No.4185541

is there some suggestion that will happen any time soon, though?

>> No.4185543
File: 477 KB, 1366x768, Screenshot_Doom_20170803_093708.png [View same] [iqdb] [saucenao] [google] [report]

>The pitch black cloudy sky with the red moon really helps sell the gloomy and melancholic feel of the setting he's building.

an evening in the park?

>> No.4185556

thank u for ur service

>> No.4185558
File: 292 KB, 800x600, Screenshot_Doom_20141224_182613.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4185565
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]


*** SATURDAY! ***


>> No.4185581
File: 955 KB, 1366x768, Screenshot_Doom_20170811_195517.png [View same] [iqdb] [saucenao] [google] [report]

um term, i like the evil dead evil spirit look, but can you eliminate the motion blur? it lags dicks

>> No.4185592
File: 152 KB, 300x351, 1334186-dmc_vert_large[1].png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know where I can get Deathmatch Classic resources like mods and custom maps?

I'm thinking of getting a server running, but I want some maps and shit like the grappling hook mod. Also some documentation on how to start and maintain a server would be nice. From what I've read HLDS isn't the best way to get things going.

>> No.4185603
File: 85 KB, 494x347, beard.png [View same] [iqdb] [saucenao] [google] [report]

Besides the mastermind replacement, I also made this earlier in the week, I refrained from posting it here because I know we have sensitive types.


That's the Wave Buster and Hyper mode taken care of, so all that's left is to finish up the master mind replacement, a nazi replacement of some kind, and start polishing and balancing shit til works smoothly.

>> No.4185607
File: 1.17 MB, 1920x1080, Screenshot_Doom_20170813_202604.png [View same] [iqdb] [saucenao] [google] [report]

Working on muh 300 minutes.

>> No.4185609

>Besides the mastermind replacement
oh is that what dark grey dsparil was? somehow i didn't realise. anyway, cool. love the powering-up pitch crescendo. not crescendo, the other word that means rising pitch, not rising volume.

>> No.4185636

sorry, evidently i meant Heresiarch, i'm very unfamiliar with the Heretic series.

>> No.4185659

Drag the deh patch onto Doom, like any other wad.

>> No.4185663

there's an option to turn it off
optimization > vision effects

>> No.4185665

>I also made this earlier in the week, I refrained from posting it here because I know we have sensitive types.

Fuck 'em.
Post more often.
People will get mad at creators for anything, even if they have to literally make up reasons to do so.

>> No.4185668
File: 885 KB, 1920x1080, gzdoom 2017-08-12 14-56-11-10.png [View same] [iqdb] [saucenao] [google] [report]

I'm still in the layout phase so I don't have much right now.

>> No.4185669

yeah but I want to store the patch in my mod
> inside a .pk3 file

>> No.4185671

in gmota's case the problem is hype fatigue. his fans have been avidly waiting for the sequel for so long, and he keeps them in a state of high agitation (lol) with a constant dribble of new feature development footage, but after so long without anything to actually play, intimate parts of one's body begin to turn blue, and start to hurt. as it were.

>> No.4185680

You can open .pk3s with winrar.

>> No.4185696


> this is a mod im making, its not an existing mod
> im using slade 3 so I have no problem opening a pk3
you're not getting it, as it stands the .deh is being discarded by gzdoom and I dont know why - all it does is sets the ammo capacity to be different for the vanilla ammo types. But gzdoom is ignoring these changes.

Do I need to put it inside a wad inside of my pk3 in order to get it to recognize it?

I know gzdoom interprets dehacked patches so I need it to recognize and apply my changes.

> the following is my deh text, dehacked.bex lump
Patch File for DeHackEd v3.0
Doom version = 21
Patch format = 6

Ammo 0 (Clip)
Max ammo = 240
Per ammo = 20

Ammo 1 (Shell)
Max ammo = 80

Ammo 2 (Cell)
Max ammo = 400
Per ammo = 20

Ammo 3 (RocketAmmo)
Max ammo = 80
Per ammo = 2

>> No.4185697

Oh, it's you. Shouldn't have even responded.

>> No.4185705


I still think this is the dumbest fucking thing.

>> No.4185739
File: 106 KB, 800x600, Screenshot_Doom_20170811_194641.png [View same] [iqdb] [saucenao] [google] [report]

Most of what I've done today is sound, thus I don't have a lot of visuals to show, but...

>mancubus makes footstep sounds (sort of), his fat feet stomp the ground as he makes his way forward (only issue is that this inexplicably stops working, no matter the method I use to employ it, this also seems random with each mancubus)
>cacodemon now has a designated bite sound, and his own active sound (a sort of laughter/chuckle), I also found a higher fidelity version of the lightning sounds he used to have, compare that to the pain sound he was given earlier, and he now has his own complete soundset
>cyberdemon now has his own pain sound, thus with the previous added active sounds, he also has his complete set as well
>arachnotron now has his own pain sound
>spidermastermind now has his own pain sounds and active sounds
>37mm grenades (both 'offensive' and gas) have had their graphics replaced with the ones I made earlier (still have to implement the new ammo case), the 37mm empty casings now also have their own sounds, rather than using the shotgun shell sounds
>made a replacement bulletpuff, it's ripped from Metal Slug, though I'm not sure I like it, it looks a bit much like a spark, I might have to fix another bulletpuff (though this one I feel would be rather fitting if used with the chainsaw, so it wouldn't be wasted work)

>> No.4185741
File: 2.96 MB, 1280x720, 20170812(1).webm [View same] [iqdb] [saucenao] [google] [report]

Working on performance optimizations, the system I have is a bit heavy so I'm hoping I can make it a bit less so. However I also have an AMD card so it's entirely possible the relatively minor performance issues I'm having are due to Graf not really trying to make his code work on my platform.

>> No.4185742

In a PK3? Rename it to DEHACKED.TXT

>> No.4185746

I love that you made the chaingun a bullet hose, pairing it with the plasma SMG means I can save every bullet for that shitstorm cannon

>> No.4185750
File: 9 KB, 1600x192, 1502566051.png [View same] [iqdb] [saucenao] [google] [report]

FWIW there appears to be nothing wrong with the patch -- at least, prboom-plus loads it correctly. no idea why gzdoom doesn't like it.

>> No.4185758

Yeah I love it too, it's just powerful enough that you don't want to use it on everything, but is still usable enough to be a good "fuck this shit" option for tough rooms.

I think I might put the PSMG in as a non-separate file sometime later, just because having done a lot of playtesting lately I realize that there are some maps that are REMARKABLY sparse on ammo and since melee is far more risky the PSMG is a good option to make said maps more playable without requiring the player to invest a ton of time is getting insanely gud or abusing quicksave.

>> No.4185760

what mod?

>> No.4185761

I agree with making the PSMG merged into your main mod files, just having it as a seperate player class, that way the player can choose if they want the PSMG or the regular SMG

>> No.4185765

I mean I always did plan to do something to that effect eventually, but I now actually see a good reason to. Plus having it have sprite or model tracers almost necessitates that merge.
Babel. There's a few older versions floating around if you care to search though warosu's archive. It kinda got shitcanned for a few months because I got a job and a few other really godawful things happened in my life but I've got a bit of time now so I'm working on finishing it up.

>> No.4185793
File: 18 KB, 540x544, 1501143810698.jpg [View same] [iqdb] [saucenao] [google] [report]

>when you realize the enemies in rise of the triad are actually soldiers instead of taxmen and businessmen like you thought

>> No.4185794

I'd like to shoot at taxmen desu.

>> No.4185796

you mean I wasn't fighting Eddy Valiants this whole time?

>> No.4185817

oh, you're back

i was wondering why we had a sudden surge in shitposting again

>> No.4185821

On ChocoDoom and PrBoom+ I end up stuck in the exit room (between two doors) without a way out, only activate able thing says I need a red key when I have yellow.

>> No.4185829

There's a hidden door in the room that leads to the red key.

>> No.4185836

are there any level sets or megawads for chex 3

>> No.4185838

Don't the flickering lights work? I made it so you could notice one of the walls has a different color indicating you can open it, sorry if it didn't work.

>> No.4185841

could you tell me, what is the map you're playing on there?

>> No.4185843

It's Disjunction MAP01 from floatRand. Pretty decent mapset, though it does get a bit extreme later on.

>> No.4185848

cool thanks. my wad backlog is ridiculous. that is on it.

>> No.4185850

Ah, missed that. Thanks!

There is a flicker, but it's uniform throughout the room and the room is pretty dark even with the flicker.

>> No.4185853
File: 44 KB, 800x1200, didn't even try.png [View same] [iqdb] [saucenao] [google] [report]

When do we start classifying fps protags as alphas and betas?

>> No.4185854
File: 509 KB, 1600x900, Screenshot_Doom_20170319_123845.png [View same] [iqdb] [saucenao] [google] [report]

Yeah it's definitely worth a play. Very good visual work and they maps play pretty well too. Also good for stress testing :^)

>> No.4185858

i think as a theory it explains the observed behaviour. but fair enough, i won't mention it again

>> No.4185859

Who's the guy saying nah?

>> No.4185861

System Shock 2 protagonist

>> No.4185863
File: 159 KB, 496x508, 1349395659069.png [View same] [iqdb] [saucenao] [google] [report]

Dr. No from Bioshock Origins

>> No.4185865

I don't get it.

>> No.4185867

i suggest never. leave that stuff on r9k or wherever it belongs.

>> No.4185870

Let's see if I can name the rest then, starting from left to right
top row:
>Lo wang

Bottom row
>system shock 2 guy

>> No.4185871

It's a forced new meme.

>> No.4185872
File: 87 KB, 800x600, dnf_dec00_sammax.jpg [View same] [iqdb] [saucenao] [google] [report]

where's you sense of humor?

>> No.4185873

only thing that's missing is the hacker from system shock 1

>> No.4185875

i think the lady is prisoner 8(mumble) from unreal

>> No.4185876


these ones are wrong

>> No.4185879

That's dumb, but a virgin/chad comparison of someone else v doomguy would be pretty funny I think.

>> No.4185882

on r9k.

>> No.4185884

Who else has a big hood that covers most of his face like that? Garrett?

>> No.4185887

where's sam & postal dude?

>> No.4185889


I thought the drawing in it self was supposed to mean something, the douk group and the freeman group were staring each other off for a reason I didnt understand.

>> No.4185891

yes it's garrett. I would think that the glowing green eye would be a give away

other two are Strelok and Unreal Prisoner

>> No.4185893

I thought it was yellow but I was paying more attention to the figure being in a hood.

>> No.4185895


Corvus' ingame sprite also has green eyes.

>> No.4185896

>I thought it was yellow
you are color blind, my friend

>> No.4185898
File: 94 KB, 960x720, 1482878976416.jpg [View same] [iqdb] [saucenao] [google] [report]

Yes. Yes I am.

>> No.4185902

Can we use DOOM.wad as a resource file for 300M? That would be sweet but I understand if the answer is no.

>> No.4185906

And in case I need clarification what I mean is run it with doom2.wad as iwad but like
-file doom.wad 300m.wad
so I can get those joocy hell textures

>> No.4185915

i thought it was demoman from team fortress 2

>> No.4185921
File: 2.87 MB, 640x360, There I did it.webm [View same] [iqdb] [saucenao] [google] [report]

Ok, PSMG is now a thing in the menu. Still gotta figure out how to make the sprite tracers not look shitty but at least the old ones are 100% intact and functional just in case.

>> No.4185926

Nearly finished with my 300 minutes entry, but I'm running into weird node building errors. Must be unclosed sectors but I could probably fix them after I've submitted.

>> No.4185931
File: 90 KB, 1024x768, 1498098681721.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4185932
File: 228 KB, 800x600, Screenshot_Doom_20170812_221812.png [View same] [iqdb] [saucenao] [google] [report]

Also fully implemented new turret graphic.
Has rotational fixes too.

It has two weapons, a shotgun and a machinegun, with one barrel for each, thing is that some of the rotations were off and the wrong barrel was firing in some of them, this is fixed. There's now also a frame for when it's broken.

>> No.4185947

Nope sorry, we're just sticking with the stock doom 2 textures.
If you know where they are I would appreciate it if you can take a few minutes to fix them before you submit.

>> No.4185950
File: 79 KB, 1600x1000, fpschad.png [View same] [iqdb] [saucenao] [google] [report]

I tried, but I didn't think it was too funny

>> No.4185957
File: 29 KB, 256x270, AngelSky 2.png [View same] [iqdb] [saucenao] [google] [report]


Any of you fuckers got the Doom Alpha/Beta assets zip? Or prefferably, one pre-sorted for it's contents? I recall seeing switches lumped in with skies, which isn't too organized.

Not sure where I found this sky, but it's a beaut.

>> No.4185959

Before I foget to mention, I'm extending the deadline for 300 minutes of /vr/ to next Sunday (the 19th).

>> No.4185960
File: 40 KB, 192x192, Animated_SS.gif [View same] [iqdb] [saucenao] [google] [report]

No clue, but it would be awesome to find again if anyone has the links?

>> No.4185963
File: 510 KB, 1280x1024, Screenshot_Doom_20170812_170327.png [View same] [iqdb] [saucenao] [google] [report]

I did a lot of stuff in mapping terms!

That tower of babel (pictured) replacement and map01 replacement.
Will need to get started on Gentrosenph for my second 300 mins submission (>>4183614 >>4183787) soon, and have recently went and visited my cat's monument. Fun.

>> No.4185964

linking to >>4182202

>> No.4185965

you've missed much of the point of the joke, which is that the chad descriptions on the right are over-the-top unrealistically stupid, in mockery of the quentin comic on the left. yours just looks like the work of a angry teenager whose favourite is duke but his classmates keep telling him doom is better. if it's a parody it's too good of a one to be distinguishable from the real thing.

>> No.4185970

You're supposed to make Doomguy the chad and some random modern FPS protag the virgin.

The virgin atrocity (Martin Walker from Spec Ops)
>Has limited stamina
>Kills civilians then goes mad over it
>2 guns at once
>opponents are poor desert-dwellers
>needs backup
>Needs an airstrike to commit warcrimes

The Chad Omnicide (Doomguy)
>Literally unlimited running time at superhuman speeds
>can carry all guns at once and switch at will
>Opponents are the forces of hell
>Is already insane and uses it as a weapon
>Kills everyone and feels great about it
>Cannot even use backup because he's the only one left alive
>Is a war criminal in hell, which is probably some kind of sainthood everywhere else
>Had a beloved pet killed, which only angered him further, a task thought scientifically impossible

>> No.4185972

>yours just looks like the work of a angry teenager whose favourite is duke but his classmates keep telling him doom is better. if it's a parody it's too good of a one to be distinguishable from the real thing.
ouch dude

>> No.4185978
File: 2.95 MB, 1280x720, Circles are heretical.webm [View same] [iqdb] [saucenao] [google] [report]

Turns out that there was already the perfect sprite, PLSE A. Looks pretty ok to me.

>> No.4185981

Eyyy those are some good looking plasma bullets.

>> No.4185984

>and have recently went and visited my cat's monument
at last, the inspiration i needed for my 300min map has appeared

>> No.4185986

The sprite tracers were originally put there for the people who want to use the QZDoom renderer since I'm fairly sure it doesn't work with models, but it turns out they look so good I'm almost having a hard time deciding which to set as default.

>> No.4185987

>>Had a beloved pet killed, which only angered him further, a task thought scientifically impossible

So like those two anon's cats?

>> No.4185990

I say just stick with those, they look really good for the plasma SMG shots, it'll further differentiate them from standard SMG tracers.

>> No.4185993

>your 300 minutes map is a memorial to a deceased pet or family member
why isn't this more of a thing anyway, aside from Joy of Mapping 4?

>> No.4185994

Oh yeah, either way both are going in. I think I'll default the sprite tracers because they're compatible with software mode too.

>> No.4185995

my apologies. but i speak from experience: it's like the stuff i wrote as a 13yo on why IBM PC-compatibles were awful and stupid and no good for anything other than being thrown out of a window into a duck pond.

>> No.4186004

because, as jom4 has demonstrated, people who have attached overwhelming emotional value to their maps get fucking crazy

hell, he's STILL trying to get back in jom4

>> No.4186005

I forgot for Doomguy
>Cannot jump, instead runs so fast he does not need to
>Never speaks since his guns do all the talking
>Punches so hard that it's comparable to an explosive rocket
>Never reloads, his guns are too afraid to run out of ammo

>> No.4186007


>> No.4186008

r u d e

>> No.4186013
File: 41 KB, 800x500, DOOM04.png [View same] [iqdb] [saucenao] [google] [report]


Alright, here's my 300 minutes entry. I may have gone overtime a bit but whatever, I tried.

Submitter name - Breezeep
Map name - Supreme Webbed Court
Build time - eh
Music - "Flip the Switch" by Alfonzo

>> No.4186014 [DELETED] 

No, I'm not trying to get back into JOM 4 itself. I don't care if they re-implement it or not, I'm more displeased they had next to no respect for the deceased whatsoever. That's part of what's made me bitter.

People want to harbor a grudge, so be it. May it poison them to their graves. But it's understandable. They don't want a nut running the nuthouse, regardless of the nut's well intentions or instability at the given time, regardless of his attempts to right wrongs.

But that's their business. I'll keep on mapping and seeking what I'm after until it kills me. But enough talk about that.

How's everyone's content coming along?

>> No.4186015

i had hoped my embarrassing youth story might have rung true with others or at least amused them, i guess not though.

>> No.4186017

>Submitter name - Breezeep
hey, didn't you use to post here before going off to doomworld to become a professional mapper?

>> No.4186018

hey breeze, good to have you here

>> No.4186023

>Trying to test my map in ChocoDoom
>Error: R_FlatNumForName: SKIN2 not found
Can someone explain? I think I'm doing this properly after reading the readme, but I can't get the game to start on the proper map.

>> No.4186027

SKIN2 is a wall texture and you've tried to use it as a flat (floor or ceiling). mixing textures on floors/ceilings, or flats on walls, is a zdoomism.

>> No.4186029

I believe SKIN2 is a walltexture, not a flat.

>> No.4186030

Pretty good, though I definitely just juked the archie at the end.

>> No.4186032

Ah fuck me, this is gonna be hell then. Time to fix up the map a bit.

>> No.4186037

i guess SFLR6_4 is the nearest replacement, it's rather more knobbly than the smoother skin2 though

>> No.4186042

>system shock 2 guy
you mean goggles

>> No.4186046


please explain

I guess it makes sense

>> No.4186047

>A term for common mapping errors that may appear when a mapper only tests maps in ZDoom, without testing in other source ports. Can also be used as a term for the quirks ZDoom exhibits that other ports do not. Comparable terms may be invented for other ports with idiosyncratic behaviors but do not tend to achieve widespread usage (the ironic "Chocolatism," referring to an unintentional deviation in Chocolate Doom, would be an example).

>> No.4186048

>please explain
Not him, but lazy/incorrect mapping that you can only get away with in ZDoom.

>> No.4186050

zdoom is not a very vanilla-faithful source port
so when folks make "vanilla" maps using zdoom features, they don't actually run in vanilla format

>> No.4186054

>but lazy/incorrect mapping that you can only get away with in ZDoom.

There's nothing really wrong with ZDoom mapping, it's just when people make supposedly-vanilla maps and only test in ZDoom then it becomes a problem.

>> No.4186060


Sometimes people make vanilla maps that aren't actually vanilla because they're using ZDoom features, but they didn't know because ZDoom's vanilla constraints aren't really vanilla.

>> No.4186064

to add to this, it's worth saying that if you intentionally make a map for zdoom, then by definition it's impossible for it to have zdoomisms.

>> No.4186065

I just used the find and replace function to replace the SKIN2s with FLAT5_3. Except the game is still giving me the same SKIN2 error despite there not being any more SKIN2 textures or flats at all.

>> No.4186069

perhaps you missed one?

>> No.4186074
File: 763 KB, 640x480, 1502321199153.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4186076
File: 432 KB, 640x480, 1502323889992.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4186078


>no samus behind Douk and doomguy

>> No.4186079


Man, that takes me back.
I miss playing Hexen DM with /v/ back in the day.

>> No.4186081

is samus a FPS protagonist?

>> No.4186082
File: 56 KB, 356x374, 1416900523195.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4186085

As of Metroid Prime, yes.

>> No.4186087

Turns out I was being dumb and wasn't using the updated version of the wad (after saving) because I have ChocoDoom in a different folder from my other wads. Still having flat problems though, so more fixing ahead.

>> No.4186092

hah. accidentally running an old version of the file would have been my second suggestion

>> No.4186101

what are some decent weapon replacements for doom? i can only play smooth doom for so long before getting a bit tired of it. i already have final doomer and high noon drifter

>> No.4186102

That's an excellent loop.

>> No.4186107

i remember this thing being good.

>> No.4186109
File: 1 KB, 205x101, visplane error.png [View same] [iqdb] [saucenao] [google] [report]

Excellent job, however at the very end of the map chocolate doom crashed and I got a visplane error. What should I do to fix this?

>> No.4186117

>Finally clean up all the flat errors (some flats make good walls)
>Have to change the skull flat I was using as a wall of skulls for a catacomb
Fuck. Other than that, I got the map to run; there's no music which I'm assuming it's a choco compatibility issue, easy to fix, and I've got some buggy skyboxes that look fine in GZ but look buggy in Choco. TIME FOR MORE FIXING.

>> No.4186118

Dakka, Trailblazer, Combined Arms, Demonsteele, High Noon Drifter.

>> No.4186119

I see. What are the most common zdoomisms?

Also did I make a mistake playing the DOOM wads in zdoom?

>> No.4186121

There's an updated version on the Zdoom forums I believe, also that flaregun will never not be amazing.

>> No.4186124

Most common is probably misusing flats/textures and using implicit lifts n stuff. Play the wads in whatever, personally though if you want vanilla I'd say do chocolate doom or PrBoom+ if you don't mind some minor inconsistencies.

>> No.4186125

>Also did I make a mistake playing the DOOM wads in zdoom?
No, don't let turbo autists shame you for using zdoom

>> No.4186127

nope, play what you want

when it comes to making things compatible, though, you have to keep in mind what the limits of compatibility are

>> No.4186130

Playing whatever you want is a separate matter altogether, it's when you try to make something vanilla and it's not actually vanilla is where the issue lies.

>> No.4186134

>I see. What are the most common zdoomisms?
implicit tagging of backsector of special line with zero tag
implicit passuse through non-usable special lines (walk triggers etc.)
solid hanging bodies in tall sectors, and other issues from allowing solid actors of non-infinite height
mixed flats/textures
there are a few others but they elude me right now, will get back to you.
>Also did I make a mistake playing the DOOM wads in zdoom?
not unless you used jumping/freelook/etc to take unintended shortcuts, the problems are more when you make a map and only use zdoom to test it

>> No.4186161
File: 139 KB, 800x450, Battlemage Samus.jpg [View same] [iqdb] [saucenao] [google] [report]


speaking of that, mainly because the other boards here on /vr/ are trigger happy lately and iwas banned for some time from here

any updates on any Metroid Related wads

mainly dreadnought

>> No.4186167

Space Hunter came out a few months ago, but it's loosely based off the NES Metroid.

>> No.4186168
File: 1.27 MB, 1280x720, Screenshot_Doom_20170812_152539.png [View same] [iqdb] [saucenao] [google] [report]


Here's my 300 Min of VR thing:

"Graveland" by Axebeard

In case you didn't catch my update from earlier.

>> No.4186174

Only thing to happen with Dreadnought is there's a ketchup patch for it.

>> No.4186176


i expect this to become a extra for GMOTA, if not a skin

>> No.4186191
File: 159 KB, 1240x547, gentrosenph.png [View same] [iqdb] [saucenao] [google] [report]


SArais's second submission (Gentrosenph) to 300 mins is underway.

Though, I may mostly can it and submit it as-is. You can mostly just skip the level. I can't think of anything significant for it other than establishing a map theme/visuals. I also am trying to figure out how to factor the "STONE" and "ZIMMER7" textures together with the redwalls to make what looks like necrotic tissue, but I got nothing. Maybe it might be of use to somebody? I can post what I have and somebody who likes it can take it for a spin.

Consider it more of an "autistic/artistic pile of shit" because I don't know what I could possibly do with it other than waggle some unusual texture propositions, like Skinlow as bone.

You can mostly just skip the map entirely as it is. It would go in any slot with a hell-sky and the desired music of our manager. I'll keep picking away at it until the timelimit is done, though, see what I can figure out.

>> No.4186203

Gah, my bad. That was a sneaky visplane overflow. I've trimmed down a little bit of detail in my map and it's all good now:


If the session organizer is reading this, please redownload.

>> No.4186209

Thanks man. The less bugfixing I gotta do, the better.

>> No.4186247
File: 2 KB, 48x67, 1501837794369.jpg [View same] [iqdb] [saucenao] [google] [report]

>wanna contribute to 300 min /vr/ speedmap
>have never mapped before

I got the tools sorta figured out but I dont even know where to start. Should I start with a simple floorplan of the entire map and build up from there?

>> No.4186253

Whatever you do don't go apeshit with detailing your map and do your testing in chocolate doom.

>> No.4186264

That guy clearly has two eyes.

>> No.4186290
File: 8 KB, 314x305, Hey Buddy....png [View same] [iqdb] [saucenao] [google] [report]

>Spend something like twenty to thirty minutes figuring out and fixing a problem I had with three red/blue/yellow key doors being too close to each other so that (only) in ChocoDoom you couldn't open the second and third doors without noclipping slightly, presumably because the center of the player entity wasn't physically close enough to the wall to activate the trigger (presumably because the entity itself was too large?)
>Tfw finally fucking done with the map
I never want to reverse engineer a map to be Choco-compatible again. The map is still functionally the same, it's just that a few textures got changed around and I had to fix that door problem because it was a Choco-only issue. This experience has made me grateful for modern source port engines and the UDMF format. Aside from some sky texture screen tearing due to ceiling heights, and having to add the proper midi version of the TNT song I want into the level, the map is basically finished even though I kinda went way over time with the clean up shit. I'll finish it up and post it tomorrow because I'm hungry and tired as fuck now.

>> No.4186303

Chocoloate doom seems to not like the large outside area at the start - there is no sky trick there, its just normal sky.

I tried removing the sky trick from the hell section of the map, but chocolate doom still HOMS out with the sky in the starting area, until you get closer then its fine. Must be the large outdoor area is my guess.

I can upload the altered version if you like, but the sky in the start area will still be weird in chocolate doom

>> No.4186319

I also get visplane overflow in the starting area.
I shouldn't have tested in crispy doom - seems its not vanilla at all.

So I essentially need to remove linedefs so there's no more than 128 at a time? I'm guess there is no sane way to do this except deleting vertices and testing over and over again? my time is already up for the map...
I think boom format would have been better than vanilla for this project. vanilla has a lot of specialist limitations that even experienced mappers need to adjust to. This is purely my fault for not testing with the advised engine.

>> No.4186327
File: 2.96 MB, 1280x720, PewPewPew.webm [View same] [iqdb] [saucenao] [google] [report]

Well I nerfed the PSMG a bit so it's now *slightly* statistically worse in every way compared to the regular SMG to make up for its recharging ammo. It's still more than capable of killing
>11 zombiemen
>7 shotgunguys
>3 imps
>3 chaingun guys
>2 lost souls
>a demon or spectre
in a single magazine of 25 shots (on average, not counting any pauses for recharging, no missed shots) though, it's just not the objectively superior choice anymore. I've found that the general combat flow that works best with it is either using it to open up then swapping when out of ammo, or swapping to it for cleanup. Sometimes both. Whereas the SMG is more of a stunlock/sniping tool, the PSMG is more about putting out "free" damage to save ammo.

>> No.4186330

Also that list is clearly A or B or C :^)

>> No.4186331

I do kind of regret not making this a boom project. Didn't think vanilla would be such a pain in the ass to work with before making the rules, I was mainly just basing them off of the 200 min project rules.

>> No.4186337

Map on the webm?

>> No.4186338

what's done is done, most we can do is call OP a faggot and move on

>> No.4186341

That would be Doom the Way id Did - The Lost Episodes E2M1.

>> No.4186353


>> No.4186357

i kinda want to make a full game with the quake engine some day

what kind of functionality can i expect from QuakeC? would i have to go into the engine code often?

>> No.4186373

Its alright, I should have tested in choco and learned about what the vanilla limits are and how to work within them.

I deleted a shit ton of detail which got rid of most of the tears from too many linedefs:

crash site:

>> No.4186374
File: 548 KB, 1920x1080, Screenshot_Doom_20170812_205105.png [View same] [iqdb] [saucenao] [google] [report]

Here you go, I just happened to have had these saved.


>> No.4186405
File: 176 KB, 677x613, 300min.png [View same] [iqdb] [saucenao] [google] [report]

It's fucking done, finally. The readme file has all the necessary information regarding the map. The mapping process itself was just a bit over the five hour time limit, but cleaning up everything to be Choco-compatible took way longer, hope that's fine. Part of me is satisfied with the final product of the map considering the limitations, and another part of me isn't satisfied with the fact that it could have been a lot better. Either way, it was fun briefly getting back into mapping again and actually finishing something, even if it turned out kinda cruddy. Hope the ammo isn't too scarce.


>> No.4186428

Lol, I do too, i like TG stuff

>> No.4186435

Wher'es the proof? Stop disparagin his name like that

>> No.4186449

What happened to this?

>> No.4186457


Stuck in "coming soon" mode for god knows how long

they allegedly found out how to reverse engineer the textures but for me they still look like screenshot rips

>> No.4186464
File: 686 KB, 633x633, 1500091954481.png [View same] [iqdb] [saucenao] [google] [report]

Thanks! just what I was looking for

>> No.4186473

I can't get DOOM to run perfectly in DOSBox. It's playable but the music is lagging in a way that makes it apparent that it's not running at a consistent speed. It was running perfectly before I reformatted, but since reinstalling it's been super shitty.

What settings should I mess with to try and fix laggy music? It's like the music isn't keeping time. Very frustrating.

>> No.4186474

How do I do monster kill exits (like E2M8 and E3M8)? I need to know so I can finish my embarrassing babby's first Doom map.

>> No.4186475


>> No.4186476

Also can we still submit maps by Sunday? What is the absolute deadline?

>> No.4186481

Right. Out of time. Did what I could with what I could think of. Set it on a sky3 map, preferably for an intermission text screen.


Not very well polished or tested, most of the time was spent wondering what the hell to actually do with it; and how to properly bring out the idea (large fleshy area, canyon-like, decayed/rotting flesh of the entity that the map takes place on)

I dunno. It's probably trash and will need to be not-accepted.

>> No.4186487

In vanilla, you can only do them on those two specific map slots. Since it's a Doom 2 project, you don't have access to either. You could perhaps request that your map be Map07 and then you could use the Mancubus or Arachnotron death specials, but only one map can take that slot so you might have to fight other anons who wanted to use it.

>> No.4186494

Why would you use DOSBox? Chocolate Doom exists.

>> No.4186498
File: 244 KB, 1280x1024, Screenshot_Doom_20170812_221650.png [View same] [iqdb] [saucenao] [google] [report]

unsurprisingly its a s'araismap

>> No.4186501

Because I like playing DOS games in DOSBox

>> No.4186506
File: 408 KB, 1920x1080, Screenshot_Doom_20170812_221702.png [View same] [iqdb] [saucenao] [google] [report]

I had a ton of ammo left, but I let monster infighting do most of the work, and that's always oh so satisfying. Was there a rocket launcher hidden somewhere? I found ammo for it but I missed a secret.

Glad I happened to have that. There's some weirdness with it though, like lighted areas that just change color for no reason. At least in freedoom 1 maps.

>> No.4186514

I'd rather see anons with actual skill make use of Map07 and its special characteristics.

Guess I'll settle for something else.

>> No.4186523

New thread.


>> No.4186524

Pls reply.

>> No.4186525

>Was there a rocket launcher hidden somewhere? I found ammo for it but I missed a secret.
Yes, it's behind the arachnotron just over the edge of the cliff.
And good to hear that ammo wasn't too much of an issue, I left plenty scattered around as well as a secret ammo cache since I didn't have time to balance appropriately, but I found my self low on ammo while play testing (though I also played mostly through keyboard controls only, so I probably missed a lot). Given that it's kind of an open map with a few directions to go in, it's tricky getting a good ammo balance done.

>> No.4186539

absolute deadline has been extended to the 19th

>> No.4186682

what mod is this

>> No.4186913

sunday 19th.

next time the 19th is a sunday is in november so you've got plenty of time.

>> No.4187292

How is that image doom

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