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/vr/ - Retro Games

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4186515 No.4186515 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4182198

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.4186519


300 MINUTES OF /vr/
-Speedmapping session allegedly extended to Sunday the 19th
-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-Looking into replacing or removing outdated resources in the OP, need feedback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 ===

[8-12] /arena/ dumps QC comic about Ranger

[8-12] High Noon Drifter 1.1; adds Heretic and Chex Quest support

[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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4186527

help pls

>> No.4186529
File: 386 KB, 720x1280, 1481452669910.jpg [View same] [iqdb] [saucenao] [google] [report]

>Speedmapping session allegedly extended to Sunday the 19th
Wait what? Please tell me this is legit.

>> No.4186530
File: 851 KB, 1280x1024, fiddling with outdoors.png [View same] [iqdb] [saucenao] [google] [report]

xth for maps

>> No.4186532
File: 9 KB, 217x366, no2.png [View same] [iqdb] [saucenao] [google] [report]

Just going off what >>4185959 posted.

I also realized that next Sunday is technically on the 20th, so I don't know what's going on since I'm not the one running it. That's why tripcodes are still a thing.

>> No.4186541

Yeah we really need someone to confirm that.

>> No.4186543 [DELETED] 

https://strawpoll.com/24fwk523 gay

>> No.4186547 [DELETED] 

pre-existing e2m8 will be rolled into the episode 2 replacement and be given a GZD overhaul for some parts.

>> No.4186550 [DELETED] 

why do yall hate sarais again?

>> No.4186553

he talks like a fag and his shit's all retarded

>> No.4186556
File: 126 KB, 206x274, whoops.png [View same] [iqdb] [saucenao] [google] [report]

It is I just fucked up and said the the 19th when Sunday is actually the 20th. Sorry for any confusion.

>> No.4186558 [DELETED] 

cuz i'm a fuckin' wackjob who's too stubborn, RANGER IS FUCKING PISSED and stupid to quit.

>> No.4186563
File: 8 KB, 197x255, 1470999950376.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh thank goodness. Now I'll learn more about GZDoom Builder before making my map.

>mfw the last one got fucked up because I made a mess with the heights and wasted like four hours on that alone.

>> No.4186565
File: 233 KB, 400x359, blursphere.png [View same] [iqdb] [saucenao] [google] [report]

I'll take your word for it, then. And I should double check these things too.

>> No.4186570

How many maps have been submitted for 300 minutes of /vr/? And what's the status of the skies its gonna use?

>> No.4186572

i don't see any reason why the skies would change

>> No.4186578

>storm comes through
>internet goes down
>work on map
>internet comes back up
>immediately close editor and go back to browsing 4chan all night

>> No.4186579

>Hey guys don't worry I'm still working on the mod and I'm also not dead, here's the latest stuff I've done, feel free to give opinions
>Wow you fucker how dare you do this to me

>> No.4186583

Fuck off, Soriel.

>> No.4186585

i can guarantee you the person who was upset that he was posting progress does not actually care about gmota

>> No.4186589

Tell sarais what episode to replace then. pre-existing E2M8 may be reworked w/ gzdoom and implemented into this, if Shores of Hell is selected.

>> No.4186591
File: 252 KB, 1009x707, 1502551318988.png [View same] [iqdb] [saucenao] [google] [report]

As of now, only 7 maps have been submitted. An anon posted this in the last thread and I might choose some from here but feel free to post any skies that you think would work.

>> No.4186594

No shit, sherlock.

>> No.4186597


>> No.4186615

Yoo is that some R-Type?

>> No.4186625
File: 32 KB, 500x367, 721104756034.jpg [View same] [iqdb] [saucenao] [google] [report]

I want to play some Quake co-op with a bro. Is there a retard-proof guide out there somewhere I can use?

I'm talking starting from 0 experience here. One that gives me no choices and just tells me what to do.

>> No.4186631

Yeah, not really sure why it's "fully vanilla assets, except the sky, fuck that thing".

>> No.4186638

two things

1) the dragon claw in heretic looks like a penis to me, the way there is a type of shaft looking piece that leads up to the red top, can anyone explain what that is so I can stop seeing a penis?

also does anybody wanna play multiplayer?

>> No.4186647

Too late anon.

I can also always try to go for something else, be it all things considered. Hit me.

>> No.4186648
File: 39 KB, 800x800, lilshooters.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4186657
File: 47 KB, 147x124, DragonClaw.gif [View same] [iqdb] [saucenao] [google] [report]

It's his arm. The dragon claw itself is just a glove/knuckle thing. Don't worry I had the same problem for ages

>> No.4186661

always thought that was dumb as fuck looking

'look I got a cap at camelot but it's too small so I wear it on my hand instead'

>> No.4186663

I used to think he either had really big sausage fingers or he stuck both hands into it.

>> No.4186671

Why not just use GZDoom?

>> No.4186676


Have you considered using Chocolate Doom or PrBoom+?

>> No.4186697

Yes it is. I fucking love R-Type, so I've ripped off/made tribute to R-Type with the two special attacks for the Blazter.

>> No.4186702

make quakeguy eat plate of meatballs haha

>> No.4186704

Holy shit these are adorable

>> No.4186717

Lava or slime?

>> No.4186720



>> No.4186724


>> No.4186729 [SPOILER] 
File: 9 KB, 228x246, 1502600227150.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4186734
File: 20 KB, 800x800, meatballdaemons.png [View same] [iqdb] [saucenao] [google] [report]

that's a weird fetish, anon

>> No.4186735

make meatballs eating a plate of rangers

>> No.4186737

Except the rangers are all armed and PISSED.

>> No.4186770

xth for my growling stomach sounds like an imp

>> No.4186776


>> No.4186803
File: 44 KB, 500x603, spaghetti.jpg [View same] [iqdb] [saucenao] [google] [report]

mmmmmmmmmmmmmmmmmmmm bet they taste good with spaghetti

>> No.4186806

anon that's clearly a martian

>> No.4186815


>> No.4186817

>everything HAS to be vanilla
>but I get to choose new skies

>> No.4186820
File: 521 KB, 576x432, I Live Again.gif [View same] [iqdb] [saucenao] [google] [report]

BloodGDX got some updates recently
how is that anyway?

>> No.4186824

Oh chill out.

>> No.4186830
File: 3.52 MB, 4032x3024, 15026041810461361320111.jpg [View same] [iqdb] [saucenao] [google] [report]

Copped this at Goodwill for a cool $1.06

>> No.4186834

a buck well spent dude.

>> No.4186849

for fuck sakes WB just make BLOOD aready

>> No.4186861

What's the best single player Quake source port for Linux with vanilla physics that supports eye candy? Particularly textures, weapon skins, conchars and HUD. I'm trying out Mark V and it's pretty good, but it's a bit buggy and unpolished.

>> No.4186863

Got this for the same price

>MFW the CD key actually worked

>> No.4186864

>that supports eye candy?
You lost me.

>> No.4186867
File: 1.92 MB, 480x360, donuuuts.webm [View same] [iqdb] [saucenao] [google] [report]

Finally got these stupid donut sectors to work, and in vanilla. now I can finally actually MAKE MAP

>> No.4186868


tends to be in repos and if it's not, it usually compiles easily

no eye candy, but supports a lot of maps

>> No.4186871
File: 3.32 MB, 4032x3024, 15026056353001269455667.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4186873


>> No.4186879

IIRC it does that for any old GoldSrc key. I entered my original HL1 CD key into Steam years ago (not the GOTY edition, the original phat-box version) and it gave me every GoldSrc game including DoD, Deathmatch Classic and fucking Ricochet.

>> No.4186883

Yeah, I'm already using vkQuake which is basically quakespasm using Vulkan. Just wondering if I can make Quake look modern while still retaining the feel. I want it to look like this:


But I think JoeQuake is old as fuck and doesn't play nice with modern Linux DEs. Some Quake 1/3 source ports I tried still use SDL1 and it fucks up my dual monitor settings.

>> No.4186890

I guess they had a simple database containing all the codes but nothing differentiating them when they originally made the product code system, so they must of bit the bullet and game the platinum pack to everyone

>> No.4186892

You can either make it look modern or keep the same feel. You don't get both, as every single 'modern looking' Quake mod pastes 10x resolution and hyper-detailed textures across levels made of pretty much nothing but square boxes and enemies with less polys than Hunter's left ass cheek, then spews ridiculously saturated colored lighting everywhere even when it doesn't need it.

>> No.4186895

looks like colored lighting and bad hi-res textures

quakespasm can't do the former but i'm not sure about the latter

>> No.4186901

Are there any places that sell original floppy disk retail copies of Doom and Doom II for reasonable prices? Don't really care if its Brand New™, just that its in good condition for collecting purposes.

>> No.4186902
File: 1.44 MB, 1920x1080, quakespasm-sdl2 2017-05-31 18-37-22-46.png [View same] [iqdb] [saucenao] [google] [report]

Quakespasm absolutely can do colored lighting, most compilers put the light info in a separate .lit file along with the .bsp so engines that can use colored lights (like QS) make use of it and engines that can't ignore the .lit file and fall back to normal lighting.

>> No.4186908


still looks incredibly out of place though

>> No.4186915
File: 109 KB, 1280x720, maxresdefault (4).jpg [View same] [iqdb] [saucenao] [google] [report]

Dark Places is basically THE eye candy port

>> No.4186919

eye """""candy"""""

>> No.4186921

Yeah, I know how people abuse the hell out of darkplaces, but I think high res map textures still retain the same feel though. Can't say the same for model/monster skins.

Quakespasm supports custom map textures, but it doesn't support custom item textures.

Darkplaces changes the physics and introduces new bugs, which is why I'm searching for new ports. I guess I'll try out Mark V first and fall back to quakespasm/vkquake if I can't stand the bugs.

>> No.4186924

Making lights really bright in one color always looks out of place just because lights of that sort don't show up very often in reality- even the golden hour after sunrise and before sunset is about the strongest red-orange you'll get, blues in the early morning and late evening, grey-blue on a really cloudy day and the other colors are pretty much never found in nature. You'll see them in cities, of course- neon signs, street lamps, what have you- but there aren't exactly many cities in Quake.

A lot of the fancy maps in stuff like Arcane Dimensions use a lot of colored lights, but they use them subtly with various kinds of ambient and sunlight- nothing like the really obvious and vibrant bright blues and neon-greens in the video in >>4186883, and they keep to vanilla texture and lightmap resolutions so they don't look out of place at all. Certainly nothing like the visual abortion in >>4186915. Also, does that Shambler have a cock?

>> No.4186941

sunday 19th of november

precedent. 200minvr was vanilla and no new assets (for mapping simplicity) but it had new skies for whose use of which there was consensus.

since one of those posts is mine i want to emphasise that i was not complaining just trying to provide an explanation. and >>4186585 i am looking forward to the next gmota. i won't post on this subject again


great! i look forward to taking it apart in a map editor to see how you did it. and playing it the normal way of course

>> No.4186969

speaking of quake, i haven't been able to access quaddicted for like a month now because of some TLS error and my browser won't let me bypass it

shit sucks

>> No.4186987

you're going to get burned.

still parsing for this.

>> No.4187018

>still parsing for this.

What do you mean?

>parse (third-person singular simple present parses, present participle parsing, simple past and past participle parsed)
>1. (linguistics) To resolve into its elements, as a sentence, pointing out the several parts of speech, and their relation to each other by government or agreement; to analyze and describe grammatically.
>2. (computing) To split a file or other input into pieces of data that can be easily stored or manipulated.

>> No.4187020

well i'm a dumbfuck.
still, since a poll isn't allowed, i have to query this way.

>> No.4187036
File: 2.94 MB, 3024x4032, IMG_20170729_073947.jpg [View same] [iqdb] [saucenao] [google] [report]

Best advice I can give you is to keep checking your local thrift shops, goodwill, etc. I get lucky for most of my finds, because I just show up every once in a while and browse through

>> No.4187040

>still, since a poll isn't allowed, i have to query this way.

>> No.4187048

I once found a copy of Doom II for Macintosh in the box for $2 at my local goodwill.
Then I opened the box and there was nothing in it

>> No.4187051

oh okay i get it now, i looked in the archive, there were some posts deleted. i think your poll would have gone better if it was just a choice of episodes without having your name and personality flaws smeared all over it, but anyway, having played your vanilla maps my answer would be "shores of hell, since your chaotic style best fits a mashup of tech and hell corruption", but also to shrug, and add "since it's not going to be a vanilla/boom wad i will probably never play it, so my opinion should not count for much".

>> No.4187056

When will Mitzi's contributions to Doom be recognized?

>> No.4187059

>using DOSBOX
>not just using Chocolate Doom for old school feel

Look into prBoom+ if you want Doom+, or GZDoom if you want the latest gameplay mod and 3d level sexiness.

>> No.4187062

Oh shit speedmapping session extended? I was going to have a big push today on it. Well that's cool. I can split my Doombuilder sessions into chunks instead.

>> No.4187068


I'll still do it in vanilla/boom initially

>> No.4187069

I think you should do an Episode 1 Romero techbase.

Keep to a simple unified theme and try to emulate KDitD. Work on your sense of map flow before diving into huge multi-theme epics.

I'm sure it'll do wonders for your mapping.

>> No.4187070

Yeah, I'm kind of leaning on techbase with a touch of fleshy growth for one of the maps.

>> No.4187078
File: 112 KB, 958x599, sarais makes a techbase and gets a boner.png [View same] [iqdb] [saucenao] [google] [report]

You can also tell I'm much for retaining to standard map geometry.

>> No.4187080

>fleshy growths
Don't go overboard on the corruption. If your first map was anything to go by, you'll end up making a sprawling extra-dimensional flesh maze and killing your level flow.

>> No.4187081

Looks OK

>> No.4187082

Yes, I was sort of still confused with it, much as i appreciate the other anon's aid.

>> No.4187083

>tried making music work for the past hour
>turns out Fitzquake Mark V has no music support for Linux
Fuck that shit, back to vkQuake.

>> No.4187084
File: 134 KB, 800x331, What A Beautiful Dwango 3.png [View same] [iqdb] [saucenao] [google] [report]


My 300 minutes of /vr/ map.
I might touch it up just a bit later, if that'd be okay. I spent a not-insignificant amount of time fighting with Chocolate Doom and so the final rooms are extremely, extremely, extremely bare.

Music is "Preparation D" from Duke Nukem 3D.
Map name is "Saturday Night Codeine".
Author is TerminusEst13.
Tested on Chocolate Doom.

>> No.4187085

The little rocky bit at the end I was trying to replicate an effect in barracks.wad. Couldn't seem to wrap my head around the trick he used with deleted sectors. bottom floor kept showing and homs. Not sure.

>> No.4187086

Because the vanilla Doom 2 skies are unbelievably boring.
The music is also being swapped.

>> No.4187089

quakespasm is incredibly easy to get the music working in. Its the best quake port imo, but I prefer a vanilla looking quake rather than any "eye candy"

>> No.4187090

that's like
your opinion

>> No.4187094 [DELETED] 
File: 114 KB, 897x740, there will be a stuff.png [View same] [iqdb] [saucenao] [google] [report]

Many of my other maps are strewn about over the place.

This is the aforementioned e2m8

>> No.4187101
File: 99 KB, 1173x668, tower of siber.png [View same] [iqdb] [saucenao] [google] [report]

lets just post the wrong one

>> No.4187103

>try out new .wad
>brown clouds
Kills a lot of my enthusiasm fäm.

>> No.4187104

This is the aforementioned e2m8. My other maps are strewn about the place.

>> No.4187124
File: 194 KB, 576x699, 1497708623417.png [View same] [iqdb] [saucenao] [google] [report]

Is HLDS completely defunct now? Is SteamCMD the only way to get a HL server up and running?

>> No.4187125
File: 1.00 MB, 1920x1080, Screenshot_Doom_20170814_112128.png [View same] [iqdb] [saucenao] [google] [report]


My 300 Min submission.

NAME: Blue Sanctuary (Mixtape screwed up the filename)
AUTHOR: Hebridean Isle
MUSIC: Sinking Old Sanctuary from Castlevania: Bloodlines (link in readme in Wad=
TESTED ON: Gzdoom, Prboom, Chocolate Doom

I completely misjudged the time I had and so ended up finishing most of the map with 1 hour to spare. Leading to a VERY self indulging secret.

>> No.4187148


lumping incase it was missed, secondary map alongside the first one made for a techbase. better to just skip this one, it's kind of garbage and doesn't convey map theme well with textures in some places

>> No.4187152

is there any way in gzdoom to check how many maps a wad has?

>> No.4187172

"listmaps" in console?

>> No.4187187

that's the one! thanks!

>> No.4187260

Is there a table or something where I can calculate the colors for GLDefs? Like say I wanted a red light, but not quite a bright red, more of a wine red, is there something I can refer to? Is that even possible?

>> No.4187279

eyeball it?
the numbers go from 0 to 255 in order of R G B

>> No.4187293

Yeah but it seems like putting in 1.0 for red makes it a bright clear red.

>> No.4187294

Burgundy (color)
(Redirected from Wine red)

Hex triplet #900020
sRGB (r, g, b) (144, 0, 32)


>> No.4187305

114 / 255 = 0.447
0 / 255 = 0
32 / 255 = 0.125
There's your numbers

>> No.4187349

use this:

>> No.4187428

>make a replacement teleportfog
>some frames inexplicably seem to flash brighter somehow (despite each frame already having fullbright)
What causes this?

>> No.4187454

I dunno, you're the one with all the code.

>> No.4187458

It doesn't do anything unusual I think.

ACTOR RedSwirl : TeleportFog replaces TeleportFog

Scale 0.65
RenderStyle Add


>> No.4187461

Also it does this both with the bright and pulse flags, and without, it also does this with each frame being given Bright

>> No.4187470

dynamic lights?

>> No.4187471

>RenderStyle Add
You don't really need these as you're already inheriting them from the TeleportFog actor.

+VISIBILITYPULSE would obviously make it brighter or darker since you're using the Additive renderstyle.

Sure it's not the sprites themselves, then?

>> No.4187474

Has no dynamic lights applied to it yet.

Very sure it's not the sprites, they're all consistent 100% in lighting and color.

I'll try removing those flags though.
Visibility pulse I thought would just pulse it through normal renderstyle and translucency, does it also affect lighting?

>> No.4187481
File: 124 KB, 800x600, Screenshot_Doom_20170813_152437.png [View same] [iqdb] [saucenao] [google] [report]

Goddammit it still flickers brightly for no reason.

It's hard to capture in stills obviously, but it's like it just inexplicably gets brighter on random frames.

>> No.4187490

Frames 5, 12, 14, and 15 are the ones that inexplicably light up, and I don't understand why.

>> No.4187492
File: 533 KB, 1181x560, doom2.png [View same] [iqdb] [saucenao] [google] [report]

what mod/reskin is this?

From the last thread

>> No.4187498

>Visibility pulse I thought would just pulse it through normal renderstyle and translucency, does it also affect lighting?
Well what I meant was the RenderStyle you're using is more transparent the darker a colour is, so it's brighter at higher opacity. sounds like you're getting flickering rather than pulsing though.
Does it still happen with RenderStyle Normal? Also how is it flickering brighter than fullbright?

>> No.4187502

Does dropping the TeleportFog inheritance fix it? There could be some weird hardcoding or something.

>> No.4187505

It doesn't do it on normal.

And I don't know, I can set the specific frames on Bright or not, but those frames will somehow still be brighter than the frames with Bright, which confuses the hell out of me.

>> No.4187510

Sounds like it's stacking two copies of the frame on top of each other, which doesn't make any sense at all

>> No.4187512

Taking away the inheritance makes it stop flicker like that, but if I give it Renderstyle Add it starts again.

>> No.4187541

An unreleased WIP partially inspired by No One Lives Forever I think.

>> No.4187543

Well I managed to fix it, by working around it, I take away Renderstyle Add and VISIBILITYPULSE, then I add A_FadeOut(0.5), then progressively add A_FadeOut(0.1) every fourth frame, to achieve the visual effect I was looking for (might tweak some).

I have never ever seen GZDoom do this before, and I don't know why any of this would cause it, but I guess that's sort of solved.

>> No.4187546
File: 10 KB, 121x170, I dunnoeth lol.png [View same] [iqdb] [saucenao] [google] [report]

I'm stumped, it's always something really stupid, too.

>> No.4187568

Well I pretty much solved it.

Now's for the secondary effects and then GLDefs.

>> No.4187593
File: 394 KB, 1280x1024, Screenshot_Heretic_20170813_103033.png [View same] [iqdb] [saucenao] [google] [report]

should probably use parentheses for the heretic pickup messages, since its font doesn't have square brackets

>> No.4187602

Why does GZDoom break compatibility with savegames in almost literally every single update?

Captcha: harter virgin

>> No.4187618


Well, shit. I never noticed it was just on his knuckles. Thought it was like a full glove.

>> No.4187627

I know, I've restared Back To Saturn X three times over already. At least it isn't as bad as the glitch one of the previous versions had where the game crashed every time I tried to save.

>> No.4187628

I can't stop downloading/archiving Doom WADs and gameplay mods. This is starting to get silly, I'll never play through them all.

>> No.4187664

because Graf is a faggot.

I've resorted to just using a bunch of different versions for different shit and using ZDL, it's a pain but at least I'm not constantly restarting and rebinding shit.

>> No.4187673

Think of it this way, at least when they inevitably end up falling off the internet, you'll have a copy of it to toss yourself off over.

Trying to find a version of the legendary addon for Complex Doom is a fucking nightmare now because upload sites have broken themselves and 404 everything.

Luckily I had a backup, which I'm going to dig out all the stupid shit (seriously who the fuck thought one shot kill zombies that move at the speed of light was a good idea?).

>> No.4187691

True, I've noticed stuff like Fractal Doom is no longer available for download since the Dropbox drama.
But then again later versions of GZDoom will probably break everything I've collected sooner or later anyway. Someone already had to fix Pirate Doom a few months ago thanks to the newer builds spazzing out on it.

>> No.4187705

Did that anon add anything else to his synthwave version of Jimmy's Jukebox?
I really like using it, but it feels like there could be a couple of additions here and there.

>> No.4187710
File: 19 KB, 515x178, I can see source ports forever.jpg [View same] [iqdb] [saucenao] [google] [report]

I just deal with that this way, as long as it's playable it doesn't really need to be bumped up to the latest release, regardless of what Graf thinks.

>> No.4187714

Honestly, I think the same way. Unless a new mod I want uses a newer version of GZDoom I don't tend to upgrade much, and I keep previous versions around just in case the new one breaks everything else.
Why Graf feels the need to endlessly tinker with GZ is anyone's guess.

>> No.4187718

>Why Graf feels the need to endlessly tinker with GZ is anyone's guess.
Ego, it's the only way he stays relevant.

>> No.4187724

What exactly is Graf changing all the time that it breaks older WADs?

>> No.4187734

Anything and everything, last month he tried to lock the options menu from being customized, despite several mods taking advantage of it. I don't even know if the situation was resolved

>> No.4187740

>Slade suddenly doesn't let me use my mousewheel to scroll through textfiles (decorate) anymore

>> No.4187789

Didn't Carmack said he wanted Doom to be modded in every way possible?

>> No.4187794

I don't think it got revolved in a satisfactory way for anybody really.

>> No.4187795

I bought 2 games at a goodwill dig for like .50 cents. NAM, and Mechwarrior 2. Got the games home and opened them up. Also empty. Forgot to check...

>> No.4187803


He made his beginnings modifying games for the old Apple II computers, and when he first saw people make mods out of Wolfenstein 3D, he was ecstatic, filled with a sense of wonder.
And this should tell you something because John Carmack is a very reserved and non-sentimental person for the most part, almost robotic (at least in that part of his life). It was one of those things which actually meant a lot to him.

Since you had to basically permanently modify Wolfenstein 3D files to mod the game, he came up with the ideas of having interchangeable .wads for the engine to use, so that a user could simply open up the mod with their existing .exe without having to replace the iwad.
When he released the sourcecode for Doom, he told people to go wild, add jumping and crouching, add slopes (which they had thought of doing during development), do anything and everything.

>> No.4187804

>I don't think it got revolved in a satisfactory way for anybody really.
That's Graf alright.

>> No.4187809

>do anything and everything
And the first thing everyone did was complain about not being vanilla enough.

Will there ever be a Doom equivalent to Darkplaces where it gives vanilla the finger and goes for pure eye candy?

>> No.4187813

>And the first thing everyone did was complain about not being vanilla enough.
I don't think that kind of purism was really a thing back then, what was that, 1997? There wasn't really a lot of deviation from Vanilla back then and it would take a while for ZDoom to start really doing things.

I guess maybe Boom could count, but everyone seems to like Boom.

>Will there ever be a Doom equivalent to Darkplaces where it gives vanilla the finger and goes for pure eye candy?
Doomsday I guess, though it looks horribly dated these days. Maybe GZDoom if you apply a bunch of mods to it.
Thing is that it's only so much you can do with the stock Doom environments and 2D sprites, it can often look better to stay within the texture and sprite resolutions (nominally) than to go hogwild with super high res sprites and textures with shaders and stuff. You can have textures that are thousands by thousands, but Entryway is still going to look like Entryway, and it's easy to hit a point where it looks uncanny and ugly.

>> No.4187815
File: 683 KB, 1293x801, vis.png [View same] [iqdb] [saucenao] [google] [report]


well I'll fiddle with this next week

>> No.4187826

I thought that was a balled up wad of paper stained with blood from the thumbnail.

>> No.4187827

what is this

>> No.4187829

Might be a cool idea.

Doom - Take on Me edition.

>> No.4187830

Liked it. Good end fight.
Didn't need that room full of chaingunners though, Pluterminus.

>> No.4187832

even if gzdoom went into maintenance mode today and only received bugfixes from now on it would take a long time for other engines to catch up with it (assuming they even have the desire to)

>> No.4187834

>Entryway is still going to look like Entryway
I'd kill for brush based level editing at this point.

>> No.4187848

Right, I guess I'll puke out a singular hangar map and then get to the E2. Any objections to episode?

>> No.4187849

Inspired a bit from NOLF. More inspired by Max Payne and Perfect Dark.

I can find the files for you when I get home from work in a few hours.

>> No.4187852

>and it's easy to hit a point where it looks uncanny and ugly.

Part of that is probably due to the abstract level design that yet is supposed to be some form of installation.

>> No.4187860

Oh, before I do so, Is there a way to add custom decorations to Vanilla/Boom? I wanted to use the blinking glass pillars. They'd look good.

>> No.4187868

Some feedback would be grand. I already know that the teleporter lines of the exit of the secret area are facing the wrong way. I fixed that already though.

>> No.4187869

it's a representation of how many visplanes are visible from any point on the map

red = visplane overflow

>> No.4187891

Yeah, putting high resolution textures on a geometrically simple level from the stock games will just not look good.

You really need the geometry to match.

>> No.4187902

...map for quake then?

>> No.4187910

I'd be doing that if I wanted to. Modding Doom is just overall easier.

>> No.4187949

what program is this

would be handy af for working out vanilla limit shit

>> No.4187959

and the end result feels more fun for the effort you put in.

Quake feels like it's had it's day really.

>> No.4187963

GZ Doombuilder

Modes -> Visplane Explorer is the function you want. It seems only to be available in vanilla format though.

>> No.4187974

wow that's useful. thanks

works in boom format too

>> No.4187992

Does anyone know of an approximation how sensitivity between quake based engines translates to gzdoom all other factors being the same?

>> No.4188005

Cool map. Managed to beat it on UV without too much trouble.

Figured out the secret. My compulsive desire to press use on every face-switch texture finally paid off

>> No.4188012

Thanks! Embarrassingly, I have to say that there are no difficulty levels since those is very low on my overall priority. I kinda forgot about them to be honest.

I guess it is an easy map. And it's probably going to be even easier without playing pistols start in the compiled WAD.

Thing is, meatier enemies are not fun to fight in cramped environments, and the temple certainly is that.

>> No.4188024

>Chocolate Doom doesn't crash if you try to go over the moving platforms limit, and just delays platforms or doesn't move them at all
That's actually really unhelpful.

>> No.4188027
File: 144 KB, 800x956, 1478314910928.jpg [View same] [iqdb] [saucenao] [google] [report]

Saw this posted in a nostalgia thread on /b/. Apparently made of stolen .wads from the community.
This and the first one available on .wad sites now?

>> No.4188029

yup, irony of ironies. tried to sell a bunch of fanwads, it got pirated the fuck out of.

>> No.4188051

I think a dump of it exists somewhere.

But yeah, WizardWorks made a business model out of scraping usermade content for games off of whatever BBS they stumbled upon, then selling that on disk.
This was of course unbelievably shady and probably not legal (for many reasons), and they would grind Id's gears (and 3DRealms', and Raven's, and Blizzard's, etc), but they seem to have just kept doing it and got away with it.
The quality was literally all over the place, because there was no quality control, they would take any and all .wads and what not and just shove it on a disc for publishing (they were the textbook example of Shovelware), as a result, they're notorious for being full of garbage, and since some people put copyrighted material in their .wads, there were quite a lot of potential rights issues just there.

You could pour through a dump of it, but a lot of it isn't interesting, and a lot of it is still available online separately.
Id was pretty peeved with WizardWorks, so they decided to upstage them, first they had Final Doom released, essentially a pair of 32 level map packs for Doom 2 (Plutonia and TNT) with some new visuals and music, designed to be a more substantial challenge for players than Doom and Doom 2 (which, lets face it, are pretty easy, even on hard). These were pretty good and remain cherished classics today.
They also published The Master Levels, which in my opinion was mostly mediocre, and along it, as bonus material, Maximum Doom, which was basically the same thing as the DZone disk, a few thousand downloaded .wads complete with the questionable legality and quality.

>> No.4188056

I think once they started getting more attention from developers and publishers, they stopped putting screenshots on their boxes and material, and instead created fake screenshots that literally didn't reflect any of the content, just to avoid the law.

It's amazing to me that they actually managed to go out of business and that nobody sued their pants off, because they were practically begging for it.

>> No.4188058

Damn. That is kinda fucked up. Thanks for the knowledge.

>> No.4188060

This reminds me of something for Quake. No legally shady map compilations though. But the handful of total conversions that were made. I think there is a site hosting them all. From what I remember they kinda ran well with Quakespasm.

>> No.4188078
File: 16 KB, 193x250, 216nZyykIrL._UY250_.jpg [View same] [iqdb] [saucenao] [google] [report]

Weirdly I had this back in the day, which was actually a pretty decent book on modding shit, but it also came with a CD with a bunch of stuff on it.

I'll have to see if I can find it at some point and if there's anything worthwhile on it I'll upload the iso.

>> No.4188096

been there done that https://archive.org/details/cdrom-doom-hackers-guide

>> No.4188102

file a bug report then

>> No.4188103

>watching a video on whether Quake or Doom was the most influential game
>they immediately come to the conclusion that Quake is
>but mostly because because some Bethesda bigshot said so once to one of them at Quakecon
>The footage that isn't demos shows them playing terribly against bots on Quake 3 as they boast about how good they are
>the end shows Doom 4's multiplayer beta and they're talking about how fantastic the game looks and plays, and how it's they way Doom should have always been
I mean, it was IGN, but I still wasn't prepared for that level of shit taste.

>> No.4188104
File: 16 KB, 250x250, himZD0Mh[2].jpg [View same] [iqdb] [saucenao] [google] [report]

>Quake feels like it's had it's day really.

>> No.4188107


>> No.4188108

is it possible to play shotgun frenzy online with project brutality?

>> No.4188109
File: 79 KB, 728x420, 1498671252991.jpg [View same] [iqdb] [saucenao] [google] [report]

>watching ign videos
>giving them attention
>taking them remotely seriously

>> No.4188110

I never knew the story behind D!Zone, but even back then I thought it looked like some shady rip off and assumed it would be full of poorly made junk. 1000 levels shouldn't fill you with confidence on their quality, after all
I guess I was right, but I never knew they stole the content on top of this.

>> No.4188112

I'd say it's 50/50 whether you define most influential as gameplay wise or technology wise. Doom kickstarted most of the FPS genre, obviously (hence the term 'Doom clone'- there wasn't much in the way of 'Wolf3D clones'), but tech-wise Quake blows it out of the water considering there are game still being made today that have remnants of id tech 1 code way under the hood.

>> No.4188113

I was prepared to give them SOME credibility here and there. But that was teeth-grindingly obnoxious and retarded.

>> No.4188114

>*id tech 2
I shouldn't try to type within ten minutes of waking up.

>> No.4188117

>Quake feels like it's had it's day really.
In terms of new games? Yeah, probably. Arena shooters have had their day and Hero shooter stuff like Overwatch is popular now, for whatever reason.
But otherwise Quake is just as playable as Doom, even by today's standards.

>> No.4188126

The majority of the modding mostly died by the end of the 90s, which coincided with Q3 taking a lot of what was left of the multi players.

It's not utterly dead but neither is it at the place it was once at, where interesting shit was going on and two mostly drunk Australians managed to turn it into a racing game for shits and giggles.

>> No.4188129

http://puu (dot) sh (slash) x9cNJ (slash) bc29d3dc01.zip
FDA and a bonus.
Neat map, liked the work with lighting, final encounter made me chuckle. For better challenge I'd make some of the Imps from the big crowd teleport to surround the player.
http://puu (dot) sh (slash) x9cWP (slash) 0353278ff9.lmp
FDA, the ending was intentional.
Liked the theme, sector boat and a secret drawing, though you'd better make these teleport lines WR instead of W1. Texture misalignment in a couple of places certainly should be fixed in final draft though.
I hate this spam filter

>> No.4188141

It's a bit weird how Quake's modding scene is essentially dead now, while Doom still mostly thrives.

>> No.4188148

>quake's modding scene

>> No.4188153

i agree with the guy saying that the chainsaw should be a gauntlet

it's more medieval and fits quake better

>> No.4188158
File: 2.28 MB, 320x240, bluesanct.webm [View same] [iqdb] [saucenao] [google] [report]

i also did a demo, it's not a first attempt though.
not much to add that >>4188129 didn't say already, some attention to texture alignment is needed and i liked the cacodemon pond.

>> No.4188159

There's still a small but really fucking dedicated bunch of people making single-player content, and you can't expect people to make multiplayer stuff for a game 20 years old that has fewer players than even Q2- not to mention the discrepancy between engines, you've gotta use one with a Quakeworld protocol if you want to have actually good netplay but most of the more interesting sourceports are meant for SP and so only have NetQuake.

If anything it's a result of what >>4187910 said- anyone can mod Doom, there's ports with custom features out the ass and entire scripting languages purpose-built to mod the game. Making new visuals can be done in MS Paint if need be, and the top-down mapmaking process is easy if primitive. You want to mod Quake, you need to learn brush-based mapping (which is completely counter-intuitive at times, especially when it comes to building up, then carving back out), then learn about leaks, then get your compilers all set up with the proper command line arguments, then hope shit doesn't break anyway, and wowzers, you've made a boring-ass singleplayer map with vanilla assets. Want to use custom textures? Get TexMex and start importing stuff into the .wad files (NOT the same as Doom .wads at all, which will lead to further confusion if you're used to Doom), but don't forget the size and palette limitations! Oh and sometimes textures get fucked up with a line of color 255 at the bottom anyway, oops. Want to add literally anything else? Time to learn C, and then learn 3D modeling and texturing to make new monsters/weapons/what-have-you, and then learn to do it low poly style so it doesn't look like complete shit compared to the rest of the game (or hit one of the various model limitations and not work at all). Then you do all this shit and there's like 20 people that will ever even play it.

The people with the skill and dedication to make shit for Quake are also the ones who realize the limitations and move on to much newer engines.

>> No.4188165

Thank you for the feedback! Do you remember where the textures are misalignment? I fixed the one on the back of the temple.

>Walls that have both upper and lower textures can be aligned with neighboring single textures by applying upper and lower unpegged at the same time to the linedef


>> No.4188167

>The people with the skill and dedication to make shit for Quake are also the ones who realize the limitations and move on to much newer engines.
I think this is more the main thing than ease of modding. Doom in its modern form, ironically, is far less limited than quake in many ways. If I wanted to make mods for a game with true 3D, I'd certainly pick something other than Quake.

>> No.4188168

I find it amusing and somewhat depressing that it's easier to get a 3D model into Doom than Quake.

>> No.4188171

oh well you've done the most obvious ones then. i didn't particularly notice any others that were glaring.

>> No.4188172
File: 549 KB, 2512x2194, Quake_-_family_tree_2.png [View same] [iqdb] [saucenao] [google] [report]

>Quake's modding scene is essentially dead now
quake modding is more popularly known as "game development," actually
sorry you're stuck with fake 3d floor-over-floor horseshit

>> No.4188174

Doom 4 runs on Tech6.

>> No.4188180

listen buddy, i didn't make the chart, i just brought the bantz

>> No.4188181

>quake modding is more popularly known as "game development," actually
and look at the state of modern game development!

>> No.4188182

>stuck with fake 3d floor-over-floor horseshit
This is my second biggest gripe with the Doom engine these days. I just want to do fancy 3D levels without all the hackery.

>> No.4188184

pls respond

>> No.4188185 [DELETED] 

Gone Home in space just came out, marvel at the gay feels in space!

>> No.4188189


>> No.4188190

Mass Effect did that ten years ago.

>> No.4188191

>Mass effect was ten years ago


>> No.4188192

>in space
IN SPACE! ahaha what a trope/cliche.

>> No.4188194
File: 179 KB, 432x504, 1465824244513.png [View same] [iqdb] [saucenao] [google] [report]

>someone says they just want to do fancy 3D levels
>ask them why they don't just do it in quake
>point out the list of shit you can do with an actual 3d engine- moving platforms, sprawling, vertical maps, no hackiness when looking up or down, independent triggers and targets, on-the-fly geometry modification through func_walls, fucking logic gates and the thousand other improvements
>"but I don't want to play quake, I want to play doom"
>meanwhile they only play with so many weapon and monster mods on custom mapsets they're not actually playing doom at all

>> No.4188195

Our daddy taught us not to be ashamed of our rocket launchers, especially since they're such a good size and all.

>> No.4188196 [DELETED] 

Yeah but this is better, it's by indie asshats who worked for Polygon, so it's the best game the vidya media has seen.

>> No.4188198
File: 169 KB, 979x869, speed mapping WIP.png [View same] [iqdb] [saucenao] [google] [report]

Finished the layout & progression for my speed map. I've got just over an hour to place the monsters, weapons and health. I already have most of the encounters in mind, so it's not impossible, but I fear it will still be a mad rush.

>> No.4188201

Call me when Quake has any kind of gameplay mod that's notable.

>> No.4188203

half-life lmao

>> No.4188205

Okay, perhaps I should elaborate. I already know how to mod Doom and would like if I could do more with it. Modding Quake would require me to learn a new system from scratch and if I'm going to do that then I may as well move onto something more modern like Unity or Godot instead which would offer me the expanded freedom of Quake over Doom and then some.

But I don't want to do that either because I know how to mod Doom and it's a hobby.

>> No.4188206
File: 1.01 MB, 1854x963, speed mapping WIP 2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4188208

Does Malice count?

>> No.4188209

Action Quake (better known as Counter-Strike)
Hexen II

>> No.4188210

why's it gone all greentexty and reactionimagey suddenly? come on people, please write properly.

>> No.4188213 [DELETED] 

Oh, so it's shit that your kind will cry endlessly about, giving it more attention than it deserved. Sorta like certain individuals.

>> No.4188217

Literally different games.
I'm inclined to say no but this looks so much like Quake that I'll count it.

>> No.4188218

this looks good, those big sectors are roads presumably? i do like maps with a bit of scenery that's not part of the game area.

>> No.4188219

i just thought it was funny to want fucking brush based mapping in doom when that would in fact require a complete rewrite of the engine

you'd have to learn another tool just to do brush maps by the way

>team fortress not mentioned
>no threewave ctf (which revolutionized arena shooters)
come on /vr/

>> No.4188220
File: 1.41 MB, 1842x948, speed mapping WIP 3.png [View same] [iqdb] [saucenao] [google] [report]

Stop trolling each other. I highly doubt that there is a single person in this thread who likes Doom and hates Quake / vice versa.

>> No.4188224

>Literally different games.
this thread now has a leak because you just moved the func_goalpost way outside the play area

>> No.4188226
File: 949 KB, 1850x948, speed mapping WIP 4.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, they're very, very primitive roads.

The level is set in some kind of office building and you head up to the executive suite.

It's very, very loosely based off of an event from a tabletop campaign I ran a while back and also the last level of Streets of Rage

>> No.4188229

If they make a Quake movie John Rambo needs to play Ranger. This is non-negotiable.

>> No.4188230

>Counter-Strike = HL1 = Hexen 2 = Quake
2/10 made me reply.

>> No.4188231
File: 11 KB, 638x817, imfree.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4188232
File: 1.07 MB, 1850x951, speed mapping WIP 5.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4188234

>Sorta like certain individuals.
Look you can get all high and mighty over it but John Romero never made anybody his bitch.

>> No.4188236 [DELETED] 
File: 21 KB, 584x1600, cwilv.png [View same] [iqdb] [saucenao] [google] [report]

by the way i've slung all the 300min submissions into a compilation wad. hope nobody minds.


>> No.4188237

is there something you'd like to actually say or would you rather continue being as passive aggressive and vague as possible

>> No.4188238
File: 847 KB, 1855x949, speed mapping WIP 6.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4188239


Wouldn't it have been better to wait until the deadline was hit?

>> No.4188241
File: 1.96 MB, 1857x956, speed mapping WIP 7.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4188242

yeah probably.

>> No.4188243

ROTT in ECWolf support WHEN

>> No.4188247

Right after Blake Stone.

>> No.4188248

So where do you draw the line between a mod and its own game? Is Hexen II its own game because the exe has a different name, instead of using quake.exe? Is Quakespasm a new game instead of a sourceport because it uses quakespasm.exe? How about all those movement-oriented Q3A mods, some with their own executable, some without, but all based on Q3A?

>> No.4188249

Sorry about that, I suggested Quake's best days were behind it as far as modding goes.

Seems to have caused some fuss.

>> No.4188252
File: 796 KB, 1855x958, speed mapping WIP 8.png [View same] [iqdb] [saucenao] [google] [report]

Would've been nice to add details to the library walls and ceiling. I wanted to put some kind of skylight dome over the library area but that shit would take ages.

Anyway, that's it for my WIP. I've got a lot of free time tomorrow so I'll be able to finish it then.

I've got it saved as "Von Treese's Office" but I'm not sold on the name..

>> No.4188253

When so many resources and elements are changed that a casual or moderately educated observer could not recognize it as the base game.

>> No.4188254

Personally, I'm looking forward to gonehomo2.wad

>> No.4188256

Didn't Blake Stone get its source released years ago? What's taking so long?

>> No.4188258

pretty sure that means most of the bigger doom mods count as their own games, as they could be literally one of any several dozen sprite-based first person shooters from the 90's

>> No.4188261

It's interesting to point out that TCs could have this distinction as well.
Would you consider Strange Aeons to be a game?

I wouldn't be against it.

>> No.4188262

There's a basic source port with the usual high res stuff but no one really cares about Stone.

>> No.4188265

Yeah basically, something that's a complete TC is essentially its own game. I wouldn't say most though, even mods that radically change the gameplay like Demonsteele are recognizably doom due to the enemies and textures being unchanged.
I haven't actually played that yet, it's in the backlog. Maybe.

>> No.4188268

>even mods that radically change the gameplay like Demonsteele are recognizably doom due to the enemies and textures being unchanged.
Isn't that just due to the maps being played? i.e. load some other wad with custom enemies and textures and boom, no more Doom assets.

>> No.4188274

Yeah but then you're just mixing and matching stuff together to remove resources. That's not a singular game, that's a set of mods that makes the game into something else. If it's all by the author and intended to be sued together you can make the argument that it's a TC, but otherwise it clearly isn't.

>> No.4188275

I just noticed that the Spider Mastermind in the reboot either has its legs too big or the head too small, so if someone makes sprites for it, they'd have to change the proportions.

>> No.4188294

Hey is scroton around ? I'm trying to implement his monster factions script in Zombies TC but for some reason I cannot get Zombies to focus on anything other than the player. Once they have set the player as target they'll keep attacking me even if they are surrounded by delicious juicy looters.
I remember him specifically saying you could have the monsters switch targets when another faction is getting too close to them, but I cant seem to be able to duplicate the effect.

>> No.4188316

Maybe Doom and it's mutations and mods all have more fun gameplay than Quake?

>> No.4188319

which is why CTF and Team Fortress are ever-enduring, right

>> No.4188325

I was stating my subjective opinion.

I quite like Quake, but I still think Doom is inherently more fun. Also I prefer the 2D sprite aesthetics over the blocky early 3D monsters and weapons.

>> No.4188326

>Team Fortress
Sure thing, hatslave.

>> No.4188327

it's more of the fact that it's looking straight at you instead of hunching over. the brain would look on-point otherwise.

not a fan of the organic legs, though. used to not mind it at once but now I realize how lame it is that she's not a literal brain with arms on a mounted metal leg setup.

>> No.4188328

i don't like TF2 either, but it's successful

hell, what about the games it obviously influenced, like overwatch

>> No.4188341

Or the games influenced by QWTF, like Wolfenstein ET.

I disagree with your opinion but there's no point arguing about it.

>> No.4188365

So what the fuck is the current download link for D4D?

>> No.4188385

click on "clone or download"

>> No.4188394

>Script error, "Doom4Doom.pk3:animdefs.aed" line 3: Unknown texture UAC_ROT0

Help ;_;

>> No.4188404

i haven't played D4D in a long time but did you update your gzdoom? make sure to download the resources as well

>> No.4188426

Are there any good gore mods other than Droplets, Ketchup and Nashgore?

>> No.4188440

Are there maps, or mapsets, or megawads, or campaigns designed for 4-8 player coop?
With Brutal Doom in mind?

Asking for a friend.
And me.

>> No.4188442

even including those there's no good gore mods :^)

>> No.4188452

Whatever Smooth Doom's gore is based on.

>> No.4188454
File: 356 KB, 724x960, 1496356165117.png [View same] [iqdb] [saucenao] [google] [report]

Is this an actual sketch from the devs?
Looks good.
What are other sketches from the game?

>> No.4188458

Nashgore is nice, it's visceral without going into Brudul's absurd and processor intensive shenanigans.

It makes a large spurt of blood fly, leaves a large sticky decal on the wall, while hitting the floor and creating a puddle.

>> No.4188507

Any good Vanilla/Boom Mapsets out there?

>> No.4188512

>American McGee's Alice runs on id Tech 3
We've gone full circle. Can't say I'm surprised though.

>> No.4188513


>> No.4188517

it seems like the whole point is that it is the same chainsaw the ogre uses so therefore fits into the theme of quake. however the other weapons i couldn't say

>> No.4188519
File: 2.86 MB, 9342x5104, Pp2oZ0q.jpg [View same] [iqdb] [saucenao] [google] [report]

no, but this was

>> No.4188545

So how often do /vr/ mapping projects happen? I've kinda wanted to work with other mapping limitations like the 1024 challenge or only using a limited number of monsters, and community projects are a fun and good way to get me to work, but I don't think speed mapping is a good limitation for me.

>> No.4188562

not often

>> No.4188563
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

>tfw Brutal Quake is actually happening

>> No.4188571

at least with 3d models a gore/dismemberment system would be cool, remember Chasm?

>> No.4188576
File: 327 KB, 1366x768, Screenshot_Doom_Runriot.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4188578

you can tell it's using mainly doom 2 textures because it's 90% brown

I don't like doom 2's textures

>> No.4188582
File: 25 KB, 200x303, 1468871410763.png [View same] [iqdb] [saucenao] [google] [report]

>You want to mod Quake, you need to learn brush-based mapping (which is completely counter-intuitive at times, especially when it comes to building up, then carving back out), then learn about leaks, then get your compilers all set up with the proper command line arguments, then hope shit doesn't break anyway, and wowzers, you've made a boring-ass singleplayer map with vanilla assets. Want to use custom textures? Get TexMex and start importing stuff into the .wad files (NOT the same as Doom .wads at all, which will lead to further confusion if you're used to Doom), but don't forget the size and palette limitations! Oh and sometimes textures get fucked up with a line of color 255 at the bottom anyway, oops. Want to add literally anything else? Time to learn C, and then learn 3D modeling and texturing to make new monsters/weapons/what-have-you, and then learn to do it low poly style so it doesn't look like complete shit compared to the rest of the game (or hit one of the various model limitations and not work at all). Then you do all this shit and there's like 20 people that will ever even play it.
Aw fuck. There goes my Final Quaker idea.

>> No.4188584

Just look at the cacowards.

>> No.4188585
File: 48 KB, 500x375, 1498706592439.jpg [View same] [iqdb] [saucenao] [google] [report]

Seriously though, what are some good Coop mapsets?

I feel like the more people are in the co-op, the less fun it is.

It's just 8 people randomly buzzing around through the level, there's no cooperation or camaraderie, everyone's doing their own thing randomly tripping the flags that get to the level end.

>> No.4188586

Unikitty is my waifu.

>> No.4188592

do you have a scanner? I'd kill for a HR scan of the cover

>> No.4188594

This, more than anything else, is the reason I pistol start levels.

>> No.4188597

Memento Mori 1 was designed from the ground up for coop play. Its to the point where some maps are actually inferior when played single player, as you miss out on some content. People also say the sequel is coop friendly, though I don't recall it ever being to the same level as the first one.

And IMO, 4 players is the absolute maximum that Doom's coop should be played on.

>> No.4188601

2-person bro-op on hard difficulties is the way to go, and any more than 4 is just too chaotic (4-player co-op as is can be pretty chaotic and unorganized).

>> No.4188605
File: 258 KB, 1366x768, Screenshot_Doom_desimate.png [View same] [iqdb] [saucenao] [google] [report]


>dem sound effects!

>> No.4188606
File: 174 KB, 1920x1080, 76543.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4188616


Are there any mapsets and or mods designed for more than 4 player coop though?

>> No.4188625

this depresses me on how true it is, just goes to show how much Doom has been able to stay because how easy it is, even other old FPS's are either too complicated or too broken, like Duke 3d for example

>> No.4188628

The link is dead though, which is a shame.
Ketchup is fun in an arcady and cartoonish sort of way

>> No.4188635

Maybe try some slaughter maps? Best I can think of.

>> No.4188638

yeah that's what I was thinking

>> No.4188640

You could always self-impose some challenges and make your own minisode.

>> No.4188642

yes please

>> No.4188645

I'll never understand slaughtermaps or the community's obsession with jamming them into everything. The general tactic for all of them is let most of the monsters kill each other off, so you don't really do much other than dodge around and find the right positioning.

>> No.4188649
File: 229 KB, 778x473, 300mfaggot.jpg [View same] [iqdb] [saucenao] [google] [report]

Here is my 300m submission.


Author: FAGGOT
Music: Anything the project compiler wants to put so long as it's not D_Runnin. I usually just turn music off for testing.

Finished the map architecture and detail in the allotted 5 hours but testing and tweaking of items/monsters put it up to ~7. If that disqualifies it, so be it, but figured it's best to be honest.

Most players will be more comfortable on HMP than UV. I tried to put some stuff in there for speed runners to have fun with. There is enough ammo to kill everything on the map but you don't have to, alot of the fights can be skipped although most enemies can still cause you pain throughout the level if you leave them alive. Lava is harmful, blood is not (I also put monsters on things that don't hurt, but none on things that do.) There are two secrets on the map, and also one or two tricks that aren't marked as secret. If you see an item there is a way to get to it. Tested in Chocolate Doom.

If you want to record a demo then use

-file <files>
Load the specified PWAD files.
-record <x>
Record a demo named x.lmp.

for both Chocolate Doom and PrBoom+. You can put command line params in a shortcut pointing to the .exe for both Chocolate Doom and PrBoom+

>> No.4188650

>so you don't really do much other than dodge around and find the right positioning.

Isn't this true with most maps, though?

>> No.4188652

>Final Quaker
What? Like the oats? :^)

>> No.4188664

It was working in all versions and then he made a new version that broke it and lost the other versions and said "I'll fix it here soon when I'm not busy" and that was a year or so ago.

>> No.4188669

>The general tactic for all of them is let most of the monsters kill each other off, so you don't really do much other than dodge around and find the right positioning.

I find this is only true if playing the Arena style of slaughtermaps. Tighter, more intricate layouts tend to punish players who don't contribute much fire themselves.

>> No.4188674

I thought of doing that with a few map ideas and even started one weeks ago, but the motivation to finish just wasn't there. Ideas like berserk punching only, 1024, only x number of monsters, time-limit speedrun maps, etc. Maybe I'll get back to it one day.

>> No.4188679
File: 699 KB, 1211x1467, tumblr_n4nodqGTY41s95hkno1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Of course!

>> No.4188683

>berserk punching only
This is actually what I'm trying to do for my 300 min map.

>> No.4188684

Well maybe not that extreme challenges.

Though Berserk only I think would be pretty fun if you engineered encounters so that they're actually possible.

>> No.4188690

>if you engineered encounters so that they're actually possible.
Like, mostly projectile enemies (no Mancubi though), and former humans only appearing as surprise close encounters?

>> No.4188697

I guess? A Cyber I think would be too hard for berserking (at least for me), but I figure with enough room to move and pillars and obstacles to block fire with, you could do it for arachnotrons and hellknights

>> No.4188705

I wouldn't really call those extreme, just limiting for map design in a way that sparks creativity. For my berserk-only map I had designed it to be self-looping with new paths unlocking and enemies teleporting in when returning to previous areas, and most enemies would be low-health like imps and demons (no zombies so you can't get ammo), with a few revenants and hell knights sprinkled around and possibly a baron as a final obstacle to get a key. It would also be the first map if more came after it, to ensure you only had the 50 bullets from a pistol start. And an idea I had for a 1024 map involved a lot of raising and lowering walls to create new paths and rooms after hitting switches or walk triggers.

>> No.4188708

You know, with some pillars around and good hit and run tactics, I could see one taking on a Mastermind. Long and tedious though.

Punching arachnotrons would be best at corners. Hell Knights are a piece of cake as long as you can focus your attention on them and have a bit of room to maneuver.

>> No.4188725

devil worms now properly posted on the repository. let's see what people can make with them.

>> No.4188727

As I mentioned earlier, I want to try something like that for my 300 minutes of /vr/ map. Any tips to share? What to do and what to avoid?

>> No.4188731

All that testing and I still fucked up. The red skull key was only flagged to show up on Hard.

Fixed version:
(It looks like it's the same link cause I replaced file. Either way, fixed now.)

>> No.4188753

First and foremost, give the player a berserk pack right away and an enemy they're forced to kill so they understand that berserk-punching is the way to go (for my map I used an imp facing away while blocking a door, with the player starting on a berserk pack).
Avoid using zombie enemies to A) avoid hitscan bullshit when you can only punch and B) avoid giving the player a weapon to use.
Provide obstacles to hide behind for rooms with lots of projectile enemies, or a lot of space to run around in.
If you're using meatier enemies, make sure they're placed away from other enemies (ie, having a mancubus in the middle of a room with a few imps on the sidelines) so they're easier to manage (and so you don't accidentally get stuck running into an imp).
Any secrets should be health-rewarding instead of ammo-rewarding.
Try to keep the flow of the map constant and clear; the rooms should be structured to encourage the player to keep moving forward in one direction, since they'll spend most of their time running around to punch and avoid things, and they should be given decent space to maneuver around. Using health/armor bonuses to "lead the way" can be useful for directing the player while giving them a small reward.
That's the best I can think of in regards to what I did with my map. I had it sketched on paper first but only got half-way through outlining it, since you're on a time limit it may be best to keep things simple.

>> No.4188754
File: 89 KB, 660x435, heck.png [View same] [iqdb] [saucenao] [google] [report]

150 minutes in and I haven't even finished the main layout.

Is there hope?

>> No.4188759


>> No.4188760


You can make it, anon.

>> No.4188761

stream it
i've heard from an artist that having an audience watching your every movement forces you to work
i'd imagine it'd be the same for mapping

>> No.4188763
File: 176 KB, 333x286, [CHIVALRY INTENSIFIES].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4188765

You got this. I believe in you.

>> No.4188767
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]

Duly noted. Thanks!

>> No.4188769
File: 2 KB, 256x256, .png [View same] [iqdb] [saucenao] [google] [report]

I have a doubt to any quake mapper.

whats the best program to make texture wads for mapping?

>> No.4188770
File: 6 KB, 143x114, BFE1C0.png [View same] [iqdb] [saucenao] [google] [report]

Can somebody give me advice on how to make a projectile that fires at nearby targets like the new Doom BFG ball without overly complicated ZScript?

>> No.4188772

Metadoom's BFG does it, I suggest you look at that. I believe it spawns allied dummy monsters whose see state instantly targets and fires at an enemy.

>> No.4188785
File: 2 KB, 100x100, berzerkbox.gif [View same] [iqdb] [saucenao] [google] [report]

On the topic of berserk packs; do you anons prefer saving them to use when you're low on health and need a quick boost to 100HP, or do you prefer grabbing them as soon as possible to punch enemies to death and conserve ammo?

>> No.4188787

this was in decorate in ZDCMP2 in 2012
shouldn't be difficult to do

>> No.4188808
File: 1.50 MB, 964x2006, teleport swirl sample.png [View same] [iqdb] [saucenao] [google] [report]

So I got the teleport fog replacement working, and pretty much finished.

An uneven wave of black/red smoke/fire spirals outwards horizontally from the rift as it opens, symbolizing the magic gateways taking you and the air surrounding you whole (basically cutting that small section of existence out whole without disintegrating it, then moving it faster than light) forcefully shoving you into the destination spot, if that spot happens to be occupied by someone, that rift shoves itself into them from inside and the sudden airpressure (and subsequently, mass) inside them ruptures them like a jar of salsa in a high altitude flight.

The third picture shows me full of holes because I stopped to take pictures in the opening ambush of shotgunners in E4M1 UV.

>> No.4188851

was fun

>> No.4188854

Okay. That's bad-ass. Push it for a resource.

>> No.4188885

I pretty much will.

Once I finish the ICD thing I'm thinking basically all of the stuff I've put together will be up for grabs.

>> No.4188980

It feels so fucking good once you finally get your first map compiling and running perfect, though, even if it's just a fullbright box with two Vores and a brush-built penis statue.

>> No.4188989

Just for fun; think of some interesting or annoying enemy ideas (but don't go overboard with the annoying part).
>An archvile that freezes you in place instead of burning you
>An enemy that can deflect rockets and projectiles back at you
>An enemy that constantly teleports behind you before attacking
>A revenant that doesn't attack but is always running towards you to get in the way and is always screaming very loudly
>A Spider Mastermind that fires rockets (at the same firing speed as normal)

>> No.4188993

I updated the map with some fixes and balancing.


>> No.4189001

>Friendly Imps that shoot stimpacks
>Pain Elementals shooting Mini cacos that grow into full Cacos within one minute
>Cacos who can be turned to your side by petting them
>Hell Knights have as much health as Barons, Barons have as much health as a Cyberdemon

>> No.4189003


I can dig the others but that first one sounds like a nightmare. Wrestling control away from the player :\

>> No.4189005

Yeah, pretty much Rule 1 of How to Not Piss Off Players is "Don't take away their control."

>> No.4189015

Precisely why it's annoying, especially in a fast game like Doom. The archvile wouldn't be a direct threat on its own, but with enemies around it can easily become worse than a regular one.

>> No.4189037
File: 81 KB, 466x486, Caco3.png [View same] [iqdb] [saucenao] [google] [report]

>>Pain Elementals shooting Mini cacos that grow into full Cacos within one minute
>A giant pain elemental that spits out regular pain elementals
>Lost souls that spit out pain elementals that act like lost souls
>Lost souls that explode on impact

>> No.4189039

the wad you uploaded doesn't have any maps

>> No.4189051

>Google corrupts a WAD file
>zip upload of file cannot be downloaded

Just fuck my shit up senpai.


>> No.4189058

where can I find the beta build for dusk?

>> No.4189067

I found this link from "Mod Download Broken? Request Reuploads Here" thread in the ZDoom forum.


>> No.4189073

If you press the switches connected to the yellow key platform in the wrong order the platform won't lower properly and you can't get the key without jumping.

>> No.4189076

>Here's the Chocolate Doom compatible version.

Just started, it's possible to get stuck immediately in the starting area if you fall off the lift and have to restart the level.

>> No.4189081
File: 267 KB, 615x345, scientist-2.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw beat MM map04 in singleplayer

>> No.4189090

not retro

>> No.4189092

maybe to make it a little less annoying, you could struggle out of it with the movement keys

>> No.4189097

had an idea kinda like that last one to give the spider mastermind homing rockets like the revenant so he's not such a pushover once you get a pillar between you and him

>> No.4189116

>nightmare zombieman that's 100% accurate with every shot
>nightmare shotgunner that never stops firing once he sees you. like an autoshotgunner
>nightmare chaingunner that has double the health and no pain state
>nightmare imp that shoots caco fireballs that bounce off walls
>nightmare pinky that's -fast and melees you immediately on collision

>> No.4189125

>lost souls that explode on impact
doomrla kinda has those

>> No.4189136

Which sourceport did this occur in?

>> No.4189138

>A revenant that doesn't attack but is always running towards you to get in the way and is always screaming very loudly

this one is fucking hilarious

>> No.4189142

Chocolate Doom and GZDoom

>> No.4189145

Fixed it. Was not something related to the version, just wrong thinking on my part.


>> No.4189150

>Never ending scream revenant slowly lumbers up to you
>The more you shoot it, the faster it gets
>It never attacks, it just gets in your way and makes it difficult to kill other enemies
>When you kill it, it explodes
Okay maybe this is just a headless kamikaze from Serious Sam, now that I think about it.

>> No.4189157

Linking this to OP for compiler man

>> No.4189175

>zombie marine with demon telekinesis that yanks your weapon out of your hand and uses it against you. have to kill him to get it back

>> No.4189176

>if you're using fist, he rips your arm off and instakills you

>> No.4189178
File: 51 KB, 454x267, Doomgar1.png [View same] [iqdb] [saucenao] [google] [report]

>Zombie marine yanks your BFG away

>> No.4189180

>using bfg to kill zombies
you probably deserve it

>> No.4189181

Not first playthrough, but first playthrough to where I finished. You got me with that ending.

>> No.4189182

Well, fighting a bunch of zombies wasn't exactly the context I had in mind, more like fighting a horde of mid-tier enemies and a stray zombie on the sideline steals your BFG.

>> No.4189186

>pain elemental that spits lost souls for every point of damage they take

>> No.4189192

>Some donuts are now not working in ZDoom despite working in Choco Doom
I guess I'll just go fuck myself then

>> No.4189195
File: 164 KB, 517x480, 1483312969289.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4189197

they have increased health

>> No.4189202
File: 14 KB, 420x492, Agitated.gif [View same] [iqdb] [saucenao] [google] [report]

>Pain Elementals that rapid-fire lost souls like chain gunners

>> No.4189203

Taking doodle requests

>> No.4189205

A revenant punching a pain elemental in the face, which makes the pain elemental spit a lost soul out into the face of doomguy

>> No.4189209
File: 254 KB, 629x334, 1457332483267.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4189220
File: 24 KB, 282x234, 1500317435195.jpg [View same] [iqdb] [saucenao] [google] [report]

>lost souls fired are hitscan

>> No.4189243
File: 141 KB, 278x357, 1478233753968.png [View same] [iqdb] [saucenao] [google] [report]

Any hope for a doom remake on the quake engine? Everything doom related that I have seen is pretty horrible.
Once I learn enough I will try to make it myself but I am surprised no one has made a full conversion/remake yet.

>> No.4189254

remaking doom in the quake engine defeats the point of using the quake engine

>> No.4189262

how so?

>> No.4189267
File: 134 KB, 1350x600, hangrais.png [View same] [iqdb] [saucenao] [google] [report]


Did E1M1 off of memory. Now painfully reconstructing my map into a 1:1 copy and then reworking my reconstruction

Left is the original off-memory and initial node fixing, right is current. Only using E1M1 as a skeletal mesh to align with.

Haven't exactly learned anything.

>> No.4189268
File: 904 KB, 2560x1920, IMG_20170814_145732.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't have any idea how to draw Pain Elementals

>> No.4189271


Thanks for playing, the bonus was fun to watch.


Thank you, but unfortunately I can't seem to run this demo in Chocolate Doom.
It says I need a different version of Doom.

>> No.4189272

It's PrBoom+, sorry should have specified.

>> No.4189283


Ah, got it. Thank you, now I can watch it.

>> No.4189323

Oh, thanks!
Yeah, this fits Doom far better than Ketchup.

>> No.4189325

>An enemy that constantly teleports behind you before attacking

>you get killed by it
>the obituary message is "Psshh... Nothing Personnel."

>> No.4189330

>Now painfully reconstructing my map into a 1:1 copy
why? remakes of iwad maps are always interesting, but why bother making an exact copy?

>> No.4189332

That's some good doodles.

>> No.4189334

dunno about it corrupting plain wads, but i've definitely been able to get wad zips off google drive. not sure what you could have done wrong.

>> No.4189336

It's basically like tracing. It's less "making an exact copy" and more "understanding how things properly peice together, how to form coherant structure"

tl;dr: learning crutches, son.

>> No.4189337
File: 59 KB, 619x639, compare and redraws.png [View same] [iqdb] [saucenao] [google] [report]

I also re-make sectors and compare them, see if it's any more accurate, and go at it again, using the nodes as framework.

>> No.4189339


Oh shit. I guess I'll go back to my hacky shitty decorate version (it kind of broke with newer gzdoom updates). I did pm him though.

>> No.4189340

>G_DoPlayDemo: playing demo with Current PrBoom compatibility
There's -complevel command line option to make PrBoom+ emulate behavior of several engine versions, so you can record demos that playback on said versions of Doom 1&2.
http://puu.sh (slash) x9EiD (slash) d8ddc486a.zip
FDA and a bonus.
Interesting spin on E4M2, the canals for blood are a nice touch. "Windows" have misaligned textures, try setting them to both lower and upper unpegged.
I forgot to tell this in my previous post: side lines of the last 2 doors should be unpegged so wall texture doesn't slide around.

>> No.4189341

oh okay so you are mapping using the techniques they taught you in art class? i'm not sure it's 100% transferable as a doom map isn't just a picture but okay

>> No.4189346

of course not, I can't draw worth shit and never even got through any sort of school. i just figured the same sort of idea could be applied.

>> No.4189352

it says
>You do not have access to view that puush.

>> No.4189384

I've cut off 1 symbol (7) by accident

>> No.4189387

>http://puu.sh (slash) x9EiD (slash) d8ddc486a.zip


this should get past the spam filter, yet still be mouse-selectable and right-click-openable. unless they've fixed this exploit since i last tried.

>> No.4189391
File: 2.86 MB, 320x240, MtHeck1.webm [View same] [iqdb] [saucenao] [google] [report]

recording of Mt. Heck, 300min map posted recently: https://a.uguu.se/oxKkWIcGxhn3_MtHeck.lmp

there is a stuck monster in the entrance to the yellow key's chamber but otherwise has no obvious issues. although i think the 3 locked doors in front of the exit were ugly, i guess you were running out of time at that point.

>> No.4189392
File: 2.74 MB, 320x240, MtHeck2.webm [View same] [iqdb] [saucenao] [google] [report]

(not a first try, in case that wasn't obvious)

>> No.4189394
File: 86 KB, 640x480, 1502702230.png [View same] [iqdb] [saucenao] [google] [report]

>otherwise has no obvious issues.
sorry i forgot, there's a missing sky transfer above the exit teleporter (although of course using sky transfers in vanilla is dubious at best)

>> No.4189406

Maybe one of you guys can help me.

I have two problems with gdxBlood:
1: It jumps automatically when hitting a wall or an object
2: No sound with any of the midis

>> No.4189409

Linking these because they are good.
Also Imp-tan when

>> No.4189410
File: 4 KB, 300x322, Peggy Hill.png [View same] [iqdb] [saucenao] [google] [report]

>want to get into modding
>tons of ideas too hard for a beginner with no prior experience
>decide on a theme for a basic weapons pack
>come up with tons of additional stuff and extras
>lose sight of original idea
>end up with the plan for a quest/challanges mod
>no coding done

How do I not lose sight of what I'm doing?

>> No.4189416

Thanks for taking the time for the playthroughs!

Do I need to add more monsters/more locations mid map? You seemed like you were expecting more monsters that didn't show up.
Do I need to cut down the switches in the last room? I wanted to give the player a way to not have to kill the cyberdemon if they wanted or didn't have the secret plasma but still have to dodge him in the meantime, but I'm wondering if whats there now might be excessive.
What would you change in the map? What did you like least about it?

I didn't realize it was possible to hang over the edge of the teleporters and move back to get around the ""puzzle"" but I like that it provides another bypass.

That's really neat; what tools did you use for the run?

I'm about to go to bed but will reply

>> No.4189419

Okay, so
A mod
Where you have Daisy as weapon
Reload her by feeding her rabbit food out of your hand
Then throwing her at the demons like that killer rabbit from Monty Python

>> No.4189425

Why not Daisy as an inventory item like Roadkill from Comix Zone?

>> No.4189429

Hey, thanks for playing and recording a demo (and now I know how to play demos too)! I always enjoy watching people play the levels I make, I hope you had fun playing it!
>there is a stuck monster in the entrance to the yellow key's chamber
That's a bit intentional; there's a block-monsters linedef behind that imp because the hopes were that it firing fireballs at you would direct the player's attention to that small window, because I was worried some people might overlook it and miss the yellow key.
>although i think the 3 locked doors in front of the exit were ugly, i guess you were running out of time at that point.
Yeah, I was both running out of time and also had some issues with making them choco-friendly so they were kind of a mess. They were going to be outside around the teleporter, but considering the ceiling height I decided to put them inside the tower instead. The map as a whole is pretty ugly and not up to my standards (building the catacomb building at a skewed angle was a bad decision but I think it paid off well), making it choco-friendly as well as being limited on time forced me to cut corners and deal with it, which I kinda wasn't happy with.
>there's a missing sky transfer above the exit teleporter
Huh, I wasn't even aware of that. If that's the room containing the SKY3 texture then I don't know why it's showing up there, when it's out of the map's boundaries. I guess that's just a small bug for using sky transfers?

Also, do demos sometimes have timing synchronization issues? I ask because halfway through, when you were fighting cacos, you started going crazy with your aiming and died a few times over, and I'm wondering if that's just a bug with demos.

>> No.4189442
File: 885 KB, 480x360, 300minutesofDONUTS.webm [View same] [iqdb] [saucenao] [google] [report]

Turns out my map is so vanilla it needs a compatibility flag to work

>> No.4189445

>demo went out of sync
lots of reasons this could happen. demos just record the player input and rely on the engine to behave exactly as it did during recording on playback. which means the slightest difference can break a demo. have you edited the map at all since you posted it here? if not there's a bug in my engine or somewhere else.

>> No.4189454

sky transfers put the sky in the sectors with the same tag as the transfer line. so if you have sky sectors with different tags, they all need their own transfer line with that tag. i guess you used tag zero to transfer sky to "most of the map", but sectors with nonzero tag will still have the original sky.

>> No.4189457
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]

>unlike the 'bip-beep' that plays in Quake every time something prints to the screen or console, the 'deedoodoop' secret-found sound plays from the secret trigger itself, so if the player is a certain distance away they won't hear a thing
For what fucking purpose, Carmack?

>> No.4189458

So co-op players don't hear it and get confused?

>> No.4189459

jpf and hnd have both updated


>> No.4189460

wow, an intentionally multi-pillared donut. those are so rare, i can remember one in CH_retro but nowhere else. and yes, boom broke them. the developers probably never even realised.

>> No.4189463

I haven't touched the map since posting it. I played it back through ChocoDoom, so maybe that's why if you happened to play it on PrBoom+ or something? I at least saw you finish the map through the webms, at the very least.
Ah, that would make sense why it's right over the teleporter then because I think those four sectors of the IoS flats may have had different tags. And yes, I did set it to the zeroth tag to make things easy; that's good to know though for future reference since that was my first time using that tag.

>> No.4189468
File: 149 KB, 961x503, multitiereddonutcontrolsectors.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, it seems that without that compat flag, two different pillars can't be in the same pool, it sucks, goes all the way into GZDoom and won't get fixed for some reason. My personal reason for it is optimisation of moving platforms, since the max in vanilla is 30.

>> No.4189473

oh i get it. this is the old zero-length reject lump problem.

MtHeck.wad 11 139266
12 0 MAP01
12 1810 THINGS
1822 11578 LINEDEFS
13400 49200 SIDEDEFS
62600 3940 VERTEXES
66540 26868 SEGS
93408 3276 SSECTORS
96684 22904 NODES
119588 5278 SECTORS
124866 0 REJECT
124866 14400 BLOCKMAP

so vanilla is essentially reading random data as to whether or not line of sight checks work. that's going to throw the demo off.

I guess you used Doom Builder and ZDBSP to build nodes. At some point ZDBSP started writing, by default, zero-length reject lumps. This is incompatible with vanilla.exe treatment of "short" rejects (i.e. not enough bytes to store square-of-number-of-sectors bits), which reads rubbish from memory past the end of the lump. For the widest portability, a zero-padded (not zero-length) reject table should be written (if not a properly built reject).

>> No.4189475

the secret trigger is usually the thing you stand in to tigger the secret. you are right there when it goes off. You are inside the secret.

>> No.4189479

solution: Use the original Blood files with dosbox and don't use some hacked alternative.

>> No.4189482

>>4189473 (me)
right, if you play my demo back with this version of the wad, which is identical to the one you posted except for having a properly-sized zero-filled reject lump, it should play to the end. i checked with prboom+.


>> No.4189492

>My personal reason for it is optimisation of moving platforms, since the max in vanilla is 30.
that's lifts isn't it? you know, down wait up stay, with the single rising sound? not moving floors, the constantly humming kind.

there's a limit on lifts because they, well some of them anyway, can go into stasis during which they need to remember where they are even when not actually on the list of active thinkers. so this is stored elsewhere in a table whose maximum size is 30, or some such.

>> No.4189493

>I guess you used Doom Builder and ZDBSP to build nodes.
GZDoomBuilder, yes.
>At some point ZDBSP started writing, by default, zero-length reject lumps.
I do not know what zero-length reject lumps are.
>For the widest portability, a zero-padded (not zero-length) reject table should be written (if not a properly built reject).
And I do not know how to do that. You kinda lost me with this explanation.
But thanks for the fix-up and educating me on the problem, I'll keep the demo saved for future keepings.

>> No.4189494

Nope, any moving floor, which includes lifts.

>> No.4189508
File: 1.20 MB, 480x360, multidonutdrifting.webm [View same] [iqdb] [saucenao] [google] [report]

Well I figured out a control sector optimisation that works in both Vanilla and Boom/ZDoom, hooray!

>> No.4189509


Actually, nevermind, I got it to work ! Broke a few things in my maps but nothing I cant fix with a wee bit of scripting.

>> No.4189518

Does anyone want to play multiplayer - co-op or deathmatch?

I dont know how to host but id play for a while, I have too much energy atm

>> No.4189519
File: 2.58 MB, 320x240, toolassistedpacifist.webm [View same] [iqdb] [saucenao] [google] [report]

>Do I need to add more monsters/more locations mid map? You seemed like you were expecting more monsters that didn't show up.
I don't think so. Paranoid style of playing maps is what I got due to recording FDAs for every mapset I play.
>What did you like least about it?
Requirement for very precise diagonal movement to not to drop into lava while going from pillars to central platform is frustrating when going fast but better keep it this way. Webm related is as improvement to the bonus.
>what tools did you use for the run?
Just slowing the game to 1/3rd of game speed and -recordfromto command line parameter, prboom+ is the sourceport.
Also in Chocolate Doom if you stand in Cyberdemon area and look back into BSK location, it's possible to trigger drawsegs overflow which causes HOMs.

>> No.4189531

Any better Doom map makers other than GZDoom Builder? In my opinion this is ass. But I might be able to deal with it if it's the best.

>> No.4189535

>Just slowing the game to 1/3rd of game speed
Kinda spoils an FDA, don't you think?

>> No.4189537

GZDoom Builder is great for a doom map maker. easy to use, good 3d view, good features like the visplane explorer, built in ACS script editor.
Its essentially Doom Builder 2 with a few more bells and whistles.

>> No.4189550

the wiki link corroborates what i said. there is a limit of 30 thinkers of type plat_t, which are the lift kinds. the other kind are called floor_t.

if you want proof, here is a map with 48 lowering floors. run it in chocolate-doom, and note the lack of a "P_AddActivePlat: no more plats!" error.


>> No.4189561
File: 100 KB, 436x348, cirno says no.jpg [View same] [iqdb] [saucenao] [google] [report]

Explain me point of using tools aimed at getting optimal times in speedrunning for "yo, dude, I'm going in blind" kind of recording.

>> No.4189564

the video in >>4189519 is blatantly not an FDA. please re-read his post, he is replying to why his earlier demo (which was an FDA) appeared to be expecting more monsters to show up.

>> No.4189567
File: 1.40 MB, 480x360, notsovanilla.webm [View same] [iqdb] [saucenao] [google] [report]

It does this in both 2.2.0 and 2.3.0(current) Chocolate Doom.

see >>4188024

>> No.4189568

Oh wait I misread what you said, I thought this was intended to crash, alright.

>> No.4189571

yeah it's meant to lower 48 floors without issue (except maybe a visplane overflow - i didn't get one, but that's why i placed the player facing away from the pillars)

heh okay, fair enough.

i guess the problem is this line from the wiki
>A platform is defined as a sector with a moving floor.
is wrong and misleading, so i can see where the misunderstanding comes from.

>> No.4189572
File: 580 KB, 1272x954, Dead_Pinky_Demon_by_NataN77.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh crap, so I've been optimising and being careful for no reason all this time?

>> No.4189579

>but no one really cares about Stone
What a shame really, you have this cheesy sci-fi about super agent saving the world and nobody bats an eye, I wish there was some mod inspired by design and general aestethic of Blake.

>> No.4189581

ice archvile, attacks like regular archvile but leaves large slippery sheets of ice where it last attacked, so the player is constantly forced to find new cover.

>> No.4189582

quite possibly. it depends exactly what kind of moving floors you are using. "Plat"s are lifts and perpetual floors, and, for some reason, a couple of raise+change types. it's an internal engine distinction that you would only comprehend fully by reading the game source, unfortunately.

incidentally, a donut starts not one but two thinkers, but they're both floormove_t types for which the plat_t limit is irrelevant.

>> No.4189591

I don't know how you know this information outside of the wiki, but I'm thankful for the help! Maybe the page needs a little revising. Also unrelated but I'm really tired of the doom wikia showing up on most google searches and having to manually change the url to the not-shitty doom wiki

>> No.4189603
File: 54 KB, 768x435, neo blackhawk.png [View same] [iqdb] [saucenao] [google] [report]

Using that Japanese dude's graphics as a template, I finalized the pickup sprite for the big bore single-action revolver.

>> No.4189608

captain J?
he's korean tho

>> No.4189614

All I know is that they're asian letters and that he draws a bunch of gun profile pictures.

Pictures which work as handy outlines for spriting. If you remember his website then it would be great because I need to credit him.

>> No.4189618

write down your goal for the mod what you want in it before you start. if you want to add any new features, you should validate them using the goal you wrote down. if "quest/challenges" conflicts with your goal of "basic weapons pack", then you could probably cross it out.

>> No.4189641

GZDoom Builder-bugfix is the best you'll get, honestly.

I guess you could give SLADE's map editor a try, but the general consensus is that its weaker than GZDoom Builder.

>> No.4189650

>bought half life 2 and left 4 dead 2 on pc at goodwill
>keys didn't work
Shoulda known better. $8 down the drain

>> No.4189661

Generally should avoid second hand pc games that require DRM. Always a scam.

>> No.4189664

Yeah, the worst part is that I knew better too. Just saw it and got excited since I had just built a PC and didn't own them yet

>> No.4189669

Might as well pirate them, I mean you bought the physical copy.

>> No.4189675

I would but I intend on modding with both games and pirated games usually have problems with modding or even getting them to run. Already own L4D2 but I'll probably just get HL2 on G2A or something like that

>> No.4189684

It only really works with HL1 and the associated games because they were pre-steam and it's not widely known that the keys can be used to unlock pretty much all the games that use that engine in one go.

>> No.4189703

Here's my 300 minutes of /vr/ submission.


Map Name: Syndicate
Author: Rolo
Music: None included.
Notes: It's a short city themed level that would work best around maps 11-14. All non-boss monsters are used but most monsters are low to mid tier.

Map architecture and detail took about 4 hours and item/monster placement took about 35 minutes, everything after that was balancing health/ammo and minor tweaks. Honestly though I wasn't great at timing myself this time because I was called away a lot during initial map creation.

Also I haven't counted my time playing the level in Doom and fixing bugs which (I think) would take me to about 7 hours if counted.

I haven't adjusted for difficulty levels (I'd like to put that in later, if that's OK), monster teleports could do with tweaking, and I wish I'd been able to add more secrets.

>> No.4189721
File: 1.41 MB, 640x360, donutporn.webm [View same] [iqdb] [saucenao] [google] [report]

I hope I never have to fiddle with these ever again, I don't even know if my map's legal for 300min anymore due to how long my technical difficulties have been, the map's been in the mid-way point for ages and it's just been me trying to get the damn donuts to work.

>> No.4189726

Sorry for delay, fell asleep when I got home. This might not be the latest version so I might need to send it again

I'm probably going to make one actually. I've already made some sprites for it. Blake Stone has a very special place in my heart and I fucking love its art direction and color pallet.

>> No.4189728

Make sure to include pushwalls and treasure collecting.

>> No.4189740

Let's see some screenshots!
I'd play it to see for myself but I'm at work currently

>> No.4189748
File: 843 KB, 1835x954, speed mapping WIP 9.png [View same] [iqdb] [saucenao] [google] [report]

There's some screenshots in the thread already, check them out here:


>> No.4189751

That looks really good, I can't wait to play that.

>> No.4189753

>I'm probably going to make one actually
Kudos just for thinking about it.

>> No.4189758

I'm interested to know how other people find it.

Lots of tweaks I'd like to make.

>> No.4189769

>probably illegal
Definitely illegal. id released the tools for free, so you can't make something with it and then sell it (It's even part of the agreement for using the tools)

Still, I wouldn't mind downloading it, as it's a shitload of levels in one spot. But I heard a lot of the levels were really low quality

>> No.4189771

>interesting yet interesting

>> No.4189775

I love Quake, mostly played it growing up instead of Doom. But Doom plays a lot better than Quake in my opinion. Quake just takes way too long to kill anyone.

>> No.4189780

Played a bit of it in chocolate doom. The switches in the room behind the blue door don't work.

>> No.4189785

One of Quake's big weaknesses was the 3D enemies being much more demanding than sprites, so they gave them much more health to compensate for having a much reduced monster count.

It works but it's less enjoyable.

>> No.4189801

Why do I feel the opposite and Doom monsters aren't enjoyable? Mancubi, Cacos, PEs, Barons, Lost Souls, Archviles... too much damn health.

>> No.4189812

They use Boom format actions for whatever reason.
Tried to record FDA in -complevel 2 but switches refused to work see above why, so here's a demo (all blind at elevator and onwards) recorded with -complevel 9 (Boom). Map is good, didn't find absolutely horrendous visual mistakes. Also I think there's too much armor for UV and HMP. Just a single green armor right after the elevator and some armor bonuses should be enough for UV and just a single mega armor in the same place plus bonuses around the map should do the trick for HMP.

>> No.4189847

Shit, thanks man, working on it.

>> No.4189853

I dunno if you used any other boom actions, but you might need to replace them vanilla actions.

>> No.4189879

I feel like a lot of those are managable with a super shotgun.

Fuck pain elementals though. Fucking hate playing a map and the creator hid a few PEs in a spot and you can't get to them because of all the lost souls. Seriously, if there is a mod that replaces PEs with Cacodemons I would DL that shit

>> No.4189891
File: 24 KB, 600x550, BABBY ALERT.png [View same] [iqdb] [saucenao] [google] [report]

Noob question, sorry but I seriously need spoonfeeding this time:
Where can I get the full versions of Duke Nukem 3D and Blood? My Abandonware files seems broken or something because they don't work on DOSBox, and other sites have only the free trial/shareware versions. In GOG I can only find both Blood games, but nothing about Duke Nukem. Where can I get them? And for free?

Thank you in advance.

>> No.4189904

As someone new to Doom, to the Cacowards have some sort of voting thing, where people vote for which content they like the most?

>> No.4189909

Pirate Duke Nukem Megaton Edition for a quick and easy setup.

The contract for Devolver already ended so they get no more money from it either way, and currently Randy Bitchford owns the sole rights to Duke Nukem, and honestly he doesn't deserve money for it. His World Tour Edition also isn't all that amazing. Pirate it if you want.

>> No.4189917
File: 68 KB, 244x312, Chuckledemon.gif [View same] [iqdb] [saucenao] [google] [report]

Not really, we just summon the horde of Cacodemons into a large room with the various mod and wad options posted on signs and let them flock over to their favorite choices on an annual basis. They're called Cacowards for a reason.

>> No.4189920

No, it's pretty much just a committee of dudes, thus the results can be kind of skewed. They're a bit old fashioned.

For instance, none of them give a flying shit about gameplay mods or anything with any kind of advanced ZDoom stuff, so that stuff at best gets an honorable mention, even if it's something very good.
They apparently have a standard procedure where they open up gameplay mods, go to Map 1, type IDKFA, play around with the weapons a little, and then quit. That's how much they care.

Thus, I would largely only take their opinion on map sets, which can often be rather well deserved (except when they disagree with me).

>> No.4189928

So, for gameplay mods, who should i trust?

>> No.4189937

I would like to stick with the original Duke Nukem 3D from 1996, but I heard wonders about the Megaton Edition, pretty much a loyal extended version of the classic as I read. And yeah, I know about that sad fuck of Randy, I would gladly pirate it but they did a good job removing anything related to Duke Nukem that isn't his version. Anything left is broken or incomplete shareware.

What about Blood?
Thank you, btw.

>> No.4189941

Jokes on you, that would be a rad and stupid yet fun idea of a map-based vote system; make static NPCs that have the name of the mod as sprites and the last one who survives from the cacodemons attacks is the mod of the year.

>> No.4189947

Couldn't actually say, I just go try out the ones I find interesting and stick to some favorites.

>> No.4189950

This sounds like a potential mockaward candidate. Someone that's better at scripting and making dumb maps like this, feel free to take my dumb idea and run with it.

>> No.4189957

>pretty much a loyal extended version of the classic as I read
It's actually not really extended, it's just all the original official PC content.

>Original 3 episodes
>Extra episode from Atomic Edition
>The absolutely wonderful Duke Caribbean Episode, 11/10, a must play
>The Duke It Out In D.C episode, it's ok.
>The Nuclear Winter Episode, it's actually rather bad, but it's there for historic reasons I guess

It adds some features and graphic options and stuff, it isn't 100% perfect, but before Megaton, Duke Caribbean had been rare for years, only having a short commercial run in the 90's.

Honestly get the GOG version (pirate it if you want), then run it, it comes with a preconfigured setup.
Make sure to get BMOUSE for better mouselook.
It doesn't perhaps run the smoothest on all PCs though.
There is a sourceport in the works, some crazy fucker actually managed to reverse engineer the game and is building his own port (in Java, for some reason, this is weird, but it works just fine). It's coming along pretty well I hear.

>> No.4189959

>Tfw bought Megaton on sale years ago off of Steam before I knew anything about source ports and what not
>Then earlier this year I wanted to replay it, grabbed eDuke32, and found out I had the Megaton files on hand already
>Tfw not even mad
Also, didn't they outright remove Megaton edition from Steam for the inferior World Tour edition, which was reselling the game with less content besides the WT episode?

>> No.4189964

there is a thread on doomworld where nominations are made. the final choices are made by a committee. i am not sure how the members of this committee are chosen. you can see who is on it by looking at the bylines of the reviews in the articles.

>> No.4189965

Yeah, sort of.
They added the expansions with patches, but they didn't have them for a while.

I got Megaton for 10bux on PSN years ago and thought that was a pretty sweet deal considering how well it ran (at least for me), and it had Caribbean, which I had never played before, alone easily worth the money, the controls are actually quite good.
It made me feel better after having suffered Duke Nukem Forever, which still makes me angry.

The contract for Megaton Edition expired, and Randy didn't renew it, moreover he also pulled at least another port that he probably didn't have the rights to pull, and for some reason which isn't explained, he had the original two sidescroller shooters pulled from GOG.
He DMCA'd a remake some dudes were making of DN3D, and a lot of the World Tour port's code is built on EDuke32 stuff, a community he treated with utter contempt and disdain despite all the help they provided him.

Slightly less related, he scammed Sega out of money meant to develop and finish Colonial Marines, and funneled that into Borderlands 2, he probably also embezzled funds meant for Duke Nukem Forever into Borderlands 2 as well.

>> No.4189971

>i am not sure how the members of this committee are chosen
Cronyism, no doubt.

>> No.4189975

Didn't know Atomic Edition had those last three episodes, that's fucking great. Alright, Then I'll search for Atomic Edition and maybe I'll buy Blood from GOG. Thank you a lot!
Yeah, they took down Megaton Edition from steam and any selling site, you can't get a legit virtual copy of the 1996 original or Megaton Edition anymore if it isn't pirate.

>> No.4189992

Y'know, while reading this post I was thinking to myself "Randy sounds like a real dumb asshole, I wonder if it's the same pathetic Randy behind Blunderborne", and sure enough by the end of the post my question was answered. I didn't know (or simply forgot) he had tie-ins with Duke and 3D Realms, but a quick Google search has educated me. What a sad fucking dickbag that guy is.

>> No.4189994

>it's another "doom player doesn't like quake because the super shotgun doesn't flatter everything into paste" episode

>> No.4190041

I don't like Quake because it never returns my phone calls.

>> No.4190043
File: 399 KB, 1920x1080, e0L3jk2.png [View same] [iqdb] [saucenao] [google] [report]

Check this out:
Looks like what I had in mind actually! He beat me to the idea! Who knows if he'll release it any time soon, but hot damn that's some sexy Blake Stone goodness.

>> No.4190048

every single time I turn on my PC there's my faggot Quake sitting there doing this faggot face. what the fuck?

>> No.4190051
File: 390 KB, 135x192, shub_niggurath_rotation_by_kramwartap-d4juylt.gif [View same] [iqdb] [saucenao] [google] [report]

It's hard to work a phone with no fingers.

>> No.4190058

>Who knows if he'll release it any time soon
It looks even more dead than Space Pirate.

>> No.4190060

>the tentacles you have used to dial with are too fat
>to obtain a slipgate dialing wand please mash the keypad now

>> No.4190080
File: 96 KB, 245x245, bloodab.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4190084

it's a bunch of dudes giving their opinions on what they think is the best of the year

>> No.4190085

>They apparently have a standard procedure where they open up gameplay mods, go to Map 1, type IDKFA, play around with the weapons a little, and then quit. That's how much they care.
[citation needed]

>> No.4190090

Anyone remember that one project that was a pseudo-dungeon crawler in Doom?

>> No.4190091

Why do I get the feeling you're butthurt?

>> No.4190092

I like Quake quite a lot, but once you get past the first episode it starts becoming blatantly obvious that it's an unfinished game.

Has anyone made a mod that made real end episode bosses for the game and made Shub a better bossfight? I mean the only real boss encounter in the game is Cthon, and he isn't exactly a challenge. Some Vores or Shamblers I don't feel counts like a proper boss encounter, maybe mini bosses at best.

>> No.4190109

Awesome, I'll keep it the way it is then.

Is the 1/3 game speed the thing that can be changed in the configs?
That's neat, I didn't even know that existed.

>Also in Chocolate Doom if you stand in Cyberdemon area and look back into BSK location, it's possible to trigger drawsegs overflow which causes HOMs.
How do I fix this, just put something that blocks vision there? I didn't notice this before.

>> No.4190113

>Seriously, if there is a mod that replaces PEs with Cacodemons I would DL that shit

Not even 5 minutes in SLADE fempai.


No More Meatballs

It replaces Pain Elementals with Cacos.

That's it.


>> No.4190121

Not possible, Space Pirate is the deadest of them all.

>> No.4190123

Hey Steve, when's Action Doom 3 coming out?

>> No.4190126

I think this was actually their own words, someone might have the screencap to that somewhere.

>> No.4190135
File: 69 KB, 520x678, 1378092331536.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw if they do that with my gameplay mod, shit breaks, forcing them to either play it proper or individually summon every weapon and item one by one

>> No.4190136

>They apparently have a standard procedure where they open up gameplay mods, go to Map 1, type IDKFA, play around with the weapons a little, and then quit.
This is literally the exact thing I do when I download a new gameplay mod. I dick around for five minutes to try it out and maybe I'll give it a serious go later.

>> No.4190138

good thing it's completely made up, then

>> No.4190141


You realize that basically means "I pulled it out of my ass", right?

>> No.4190142

Do you mean this one? Found it in the News Archive.
[4-14] Anon release; a dungeon crawler mod with three maps

>> No.4190156 [DELETED] 

Oh so you're a butthurt lying bleeding fucking vagina.

>> No.4190157

Pretty much this. The first episode is fantastic, but after that the game makes it obvious there was meant to be more content. It's painfully clear when you just casually pick up the rune and walk out at the end of each episode after that, with just a few more monsters than usual guarding it.

>> No.4190159

gameplay mods though. i mean either you run them on doom2.wad which you've played a million times already, or some new mapset which you've now ruined by breaking its balance. there must be a better way.

>> No.4190160

wow rude

>> No.4190161


Play it on a mapset you like that isn't Doom 2.
Not that difficult, anon.

>> No.4190162

>good thing it's completely made up, then
Yeah, but I still do it. I don't mean it as an insult, I just do it to quickly see what the weapons feel like and a brief glimpse of the features, then probably get back to it at a later date.

>> No.4190164

>there must be a better way
i don't see why you can't play it on a mapset that isn't base doom2.wad that you've already played before

scythe 2 is always a fun romp, never get bored no matter how many times i play it

>> No.4190165
File: 1.52 MB, 1366x768, Screenshot_Doom_20170812_194055.png [View same] [iqdb] [saucenao] [google] [report]

Personally, I like to play harder wads with the broken gameplay mods. I'm such a shitter at Doom that these wads go from nearly impossible to simply a bit tough here and there.
Pic related, It's Going Down with Trailblazer and ketchup, because if I'm going to play a parody of 80's action heroes the gore level needs to reflect it

>> No.4190168

most weapon mods usually end up going at least slightly high in terms of either weapon power or the amount of ammo they get, so maps shouldn't become unwinnable. and if the game's easier, just play something harder, not rocket science.

in other words, who cares, just choose a map pack.

>> No.4190180

High Noon Drifter has a section devoted to mapsets that (supposedly) have been playtested and run well.
More mods should do this, tbqhwuf. I can try something new that's already been pre-checked to see if it runs without breaking.

Epic was alright outside of map03 being an obtuse pussyfucker. Was coo.

>> No.4190186

RIP in peace.

>> No.4190191
File: 355 KB, 458x366, 2017-08-14_13-42-18.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4190194

>Going Down with Trailblazer and ketchup
Goes great until you get to the last five or so levels.

He must have given up by then because it gives up all pretense of not being dumb and has a map with like four cyberdemons in one large area.

>> No.4190197


>> No.4190202

I'm only halfway through and from the wad's reputation I'm fully expecting it to fuck me over like that at some point. Still, so far it's been one hell of a combination and was a lot of fun.

>> No.4190203

Oh God. I basically turned Pain Elementals into cancer.

Harmless but obstructive cancer.


>> No.4190205

>everything coded with C is the same game

>> No.4190207
File: 3 KB, 195x213, lol look at this hapless dipshit.png [View same] [iqdb] [saucenao] [google] [report]

You're a bad person.
Do more.

>> No.4190208

>when you don't know if the gif is stuttering or not

>> No.4190224

>Is the 1/3 game speed the thing that can be changed in the configs?
In PrBoom+ during gameplay just hit Num- to slow down, Num+ to speed up and Num* to reset game speed back to default. You'll need advanced HUD to see the game speed value.
>How do I fix this, just put something that blocks vision there? I didn't notice this before.
Maybe. You might want to wander around in Chocorenderlimits to catch such shit.

>> No.4190226

Yeah, that one. I'm the guy who made that. Working on an alteration of that with new maps.

>> No.4190228

haha, have you played Ludicrium? map05 especially.


>> No.4190240

Ludicrium deserves to be noticed more, it's a great parody of slaughtermaps and has some really cool tricks and gimmicks.

>> No.4190314

It's a really good mapset, it just runs out of creativity towards the end.

Most of it's best are the ones that are limited to doing interesting stuff with a set floor space.

>> No.4190329
File: 51 KB, 129x148, Everyone's favorite intergalactic bounty hunter.png [View same] [iqdb] [saucenao] [google] [report]

"You wanna know how i got these scars?"

>> No.4190338

I played through it with Shut Up And Bleed.

That shit was ROUGH.
On the other hand, the darker and creepier bestiary felt quite at home in those surroundings.

>> No.4190342

I-I like girls with scars.

>> No.4190346

>last posts are from 2014
Well anon, you're our only hope.

>> No.4190348
File: 11 KB, 60x60, Samus.png [View same] [iqdb] [saucenao] [google] [report]

What else do you like on a girl, anon?

>> No.4190351

thanks to sergeant mark iv for single-handedly bringing gender diversity and inclusiveness into doom. note to moderators: this post is a joke

>> No.4190360
File: 31 KB, 283x283, oh yes.jpg [View same] [iqdb] [saucenao] [google] [report]

This is beautiful.

>> No.4190369

What's with oblige making silly switch hunt maps that require backtracking everywhere nonsensically?
Or am I just not using it properly?

>> No.4190373

Slaughter maps with engaging detail or fun gimmicks are the best slottermaps.

>> No.4190375

she looks a bit like Azula with blue eyes and blonde hair

>> No.4190378


>> No.4190379

you mean in, right

>> No.4190381


>> No.4190384


>> No.4190392

Goth clothing.

This man is not me.

>> No.4190407

but I am. we all are. except for you.

>> No.4190408

someones been listening to tooo much aphex twin

>> No.4190409
File: 845 KB, 832x340, 2017-08-14_15-55-52.gif [View same] [iqdb] [saucenao] [google] [report]

new option menu looking delicious

>> No.4190414

damn, that's really cool

zscript menu stuff, i take it?

>> No.4190418
File: 536 KB, 800x726, DHJ_fbvUIAADBGF.png:large.png [View same] [iqdb] [saucenao] [google] [report]

>ywn be in an avatar circlejerk made by 88alice

>> No.4190420
File: 102 KB, 1205x898, gzdoom_2017-08-14_16-04-49.png [View same] [iqdb] [saucenao] [google] [report]


yea, still got some options to convert from the menudef but once its all in it'll be easier to see what each setting actually does

>> No.4190424

c u t e

>> No.4190435

Yholl is CUTE!

>> No.4190437

feels bad man

>> No.4190443

This isn't really doom related stuff.

>> No.4190448

some of them are doom modders, it seems
op is being whiny & dumb but it's still a cute drawing

>> No.4190450

It's a great set of drawings, but I think he posted solely for the sake of stirring shit.

>> No.4190453

OP is a faggot, yes.

>> No.4190458
File: 313 KB, 1909x1018, blastzone.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a place for quasi-realistic deathmatch maps in this day and age?

>> No.4190459
File: 27 KB, 131x148, doomguy c u t e.png [View same] [iqdb] [saucenao] [google] [report]

probably, once you reach a certain level of fame(?) in the doom community people will start inventing reasons wholesale to start shitposting about you
but this comfy doomguy is the cutest thing

>> No.4190462

It's very doom-related and it's cute as hell, op's just being a faggot.

>> No.4190474

in theme? yes, absolutely.
in layout, deathmatch is one of those things where gameplay trumps everything

>> No.4190485

Does anyone have that new reboot of the Touhou Doom that was in the works?

>> No.4190493


Episode 1 and 2 should be compatible with gameplay mods, doesn't seem episode 3 is yet.

>> No.4190501

Cool index, it even has some mods I thought were lost.

>> No.4190504
File: 4 KB, 216x150, BLAKESTONE_STYLE_BIG.png [View same] [iqdb] [saucenao] [google] [report]

I'll see if I can whip something up this week. :D

>> No.4190506

She's CUTE

>> No.4190513

i'm pretty sure you can turn off switch hunts, i've not actually ever used oblige but i've played maps posted here that were straightforward blasting demons, anyway. so i know it can generate such.

>> No.4190526
File: 17 KB, 399x300, 0a0.jpg [View same] [iqdb] [saucenao] [google] [report]

How would I increase the weapon switch speed for doom? Its slow and kills the pace for me.

>> No.4190530

add TNT1 A 0 A_Raise to select states and TNT1 A 0 A_Lower to deselect states

add as many as needed for optimal switching speed

>> No.4190537
File: 88 KB, 322x224, 1502368721275.png [View same] [iqdb] [saucenao] [google] [report]

Oh shit more Blake Stone

>> No.4190539

via something like SLADE? Was hoping there was a command for gzdoom or something.

>> No.4190542

I believe there's an option for instant weapon switch in GZDoom. Might not work well with mods, but most of those increase switch speeds anyway.

>> No.4190546

Play Quake.

>> No.4190551

Quake is too slow. Too few enemies with too much health. If there were a mod that added more enemies and scaled monster health down some then I would love to get back into quake.

>> No.4190564

I feel this way until I get the rocket launcher. But at that point all I ever use is the rocket launcher until a Shamber shows up.

>> No.4190571

Don't wanna play quake to just use 2 weapons, seems kinda boring.

Do you happen to know the command or where to turn it on? I'm searching the wiki but not finding anything so far

>> No.4190573

Quake is boring in the weapon department. Generally everything is
>weaker version of weapon
>stronger version of weapon
I never saw the need to use the drenade launcher when the rocket launcher was around, or the regular nailgun once the super nailgun was picked up.

>> No.4190574

I looked all around and couldn't find anything in the menu or console. Maybe it got removed. Sorry, anon.

>> No.4190578

At least its not just me. Appreciate it, though

>> No.4190703

Most fun I ever had with quake weapons outside stuff like TF was a weapon called the Airfist, which deflected rockets or bounced grenades and stuff around.

It was actually balanced pretty well so you couldn't just spam it constantly.

>> No.4190714
File: 234 KB, 1280x1280, Sartre_1967_crop.jpg [View same] [iqdb] [saucenao] [google] [report]

That looks like a knock off version of the Gnaar from Serious Sam

>> No.4190727


specifically the scar between their legs

>> No.4190729
File: 213 KB, 1125x1500, Monolith_Blood.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the best/most interesting hud replacements?

>> No.4190747
File: 57 KB, 776x1024, FeelBedRomero.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know how to doom map, should I try a 300 minutes one?..

>> No.4190748

>look through ROTT's source code
>see all those DOS exclusive headers
how the fuck do people port anything

>> No.4190754

Wouldn't hurt to try. Make sure it's in doom format and to test in chocolate doom.

>> No.4190757

Grenade launcher fires much faster than the RL though.

>> No.4190761

also you can't get satisfying, 'round-the-corner physics kills with the rl either

>> No.4190762

Other anons are on a similar situation but still decided to give it a go.

>> No.4190763

Oh yeah, th-

Wait, what are you talking about? Scar or 'scar'?

>> No.4190764

Really? It kinda makes you be forced to decide when switching weapons what you are gonna use.

>> No.4190765

That's only really true with the nailguns, though. And if we're there we could also make a case of that being similar to the pistol and chaingun in Doom.

The grenade launcher is full of interesting tricks, and as the other anon mentioned it also has a faster RoF.

>> No.4190767

Indeed, it's great when exploring new areas. Has saved me from many ambushes.

>> No.4190774

How do you do a deselect sound in Decorate without the sound looping? I want to have it so that the gun insults you when you put it away.

>> No.4190787

initial deselect state goes to a state that loops afterwards, first one does not loop

>> No.4190793
File: 322 KB, 1366x768, fb.jpg [View same] [iqdb] [saucenao] [google] [report]

FAGGOT BENEATH is coming along.
Will pick it up again tomorrow.

>> No.4190796

How do I change music for my map?

>> No.4190806

why did you call it that

>> No.4190807

Open slade import the music. Then rename the music file to whatever the original track was called (for instance if you want to replace map 1's music you call the file "D_RUNNIN").

>> No.4190816

Because my last map was called PERFECT FAGGOT

>> No.4190820
File: 2 KB, 180x91, GerardDuGalle.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm sorry, everyone.
I failed.

Maybe I should finish it another time and post it here, in case someone wants to play it.

>> No.4190825

Faggot Beneath
Perfect Faggot
Faggot the Wicked
Unruly Faggot
They Will Faggot
Faggot Thee Wickedly
And Faggot Followed
Unto the Faggot

>> No.4190826

What happened, anon?

>> No.4190836

I'm a slow mapper, I guess.

>> No.4190841

But would this count as staying within vanilla limits for 300 minutes?

>> No.4190847


>> No.4190852

You could just include the music in a zip file and tell the project manager to put it in.

>> No.4190856

Faggot 3: Resurrection of Gayness

That sounds like someone being really sarcastic and angry at another guy that really fucked something up. Like, "Perfect faggot! You really buttered my schlong THIS time!"

>> No.4190860

Optionally we could say "bundle of sticks" which might just fly over the heads of more sensitive elements of the outer community and we don't have to hear (as much) about their shit.

>> No.4190889

>You could just include the music in a zip file and tell the project manager to put it in.
I like the sound of this. Thanks!

>> No.4190915

New thread.


>> No.4190979

I consider myself pretty plugged in to the doom community and I have literally no idea who any of these people are supposed to be.

>> No.4190983

well we're on an anonymous imageboard

i think hating attention whores (whether or not that person really is one) is just a thing we do by reflex

>> No.4191058

>(whether or not that person really is one)
this has been a problem i've found with Internet Discourse in general lately
too many people jumping at shadows and spreading gossip about omg did you see what person-i-don't-like posted????

which i suppose is really off-topic as off-topic can be
i just wanna play vidya

>> No.4191413

There's a bunch of recognizable and prolific ones, Sarge, Weasel, Kinsie, Kegan and Term I recognize pretty much immediately, though I also think these are people who are friends of Alice. It's not made to be all encompassing.

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