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/vr/ - Retro Games

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4199735 No.4199735 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4195437

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.4199736



300 MINUTES OF /vr/
-Managed by 300manager !Os4LYDp5eQ
-Speedmapping session allegedly extended to Sunday the 20th
-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-Looking into replacing or removing outdated resources in the OP, need feedback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 ===

[8-18] Anon provides Basilisk II quickie

[8-18] Quake Champions to have early access release on the 22nd, Doomguy announced as playable

[8-16] Anon release; version 1 of 'Realm of Suffering'

[8-16] Lilith RC2 released

[8-15] Anon uploads a mod that replaces Pain Elementals with Cacodemons

[8-14] Juvenile Power Fantasy updated to v0.6

[8-14] 'Devil Worms' uploaded to Realm667

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

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

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4199743
File: 103 KB, 800x800, 270ac4261faf7cbe498c298045810de5515eb71b.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4199750


New DOOM 2 world record - 18:48


The Wolf3D skip is not needed anymore, RIP.

>> No.4199753

Link? Interested in how to make that wall raising up effect.

>> No.4199754
File: 228 KB, 1280x1024, Screenshot_Doom_20170818_231029.png [View same] [iqdb] [saucenao] [google] [report]

Xth for Episode Replacements.

>> No.4199772
File: 52 KB, 197x190, Comfy.png [View same] [iqdb] [saucenao] [google] [report]

6th for comfy demon slaying.

>> No.4199778

Wizardry devs are running out of ideas.

>> No.4199781

Source ports are allowed for speedruns now?

>> No.4199782
File: 118 KB, 2560x1440, Space Shadow.png [View same] [iqdb] [saucenao] [google] [report]


>Space Shadow
>controlled with a light gun
>had automatic fire on the NES, only light gun on the system that was capable of this
>had fucking RUMBLE


>> No.4199785
File: 1.40 MB, 800x450, 1503088975804.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4199786
File: 3.00 MB, 458x332, Death Mask - AMIGA.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4199789


Only if you use the demo to output a video of higher quality.

You can still download the demo if you want to double check :^)

>> No.4199790

this game looks very hard to navigate

>> No.4199802
File: 100 KB, 625x701, layoutlasts.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4199806

I wonder if this is down to the apparently recently discovered trick to activate switches through just about anything over a much further distance than previously thought possible.

>> No.4199807
File: 215 KB, 1440x900, CyberdemonxSpidermastermind.png [View same] [iqdb] [saucenao] [google] [report]

How important is monster infighting to you as a feature?

Do you make frequent, intentional use of monster infighting, or do you see it as an immersive gimmick?

>> No.4199810

Almost obligatory on slaughtermaps.

>> No.4199815


That's exactly what happened.

Looper, Zero-Master and other started discovering other levels that could be shortened using that trick.

>> No.4199817

Goddamn, stained glass textures are fucking hard to make. Everything keeps ending up too uniform.

>> No.4199818

It's a minor mechanic that adds a lot of depth and new ways to approach combat.

>> No.4199828

What are some games you'd like to see gameplay mods based off of? Or even recreated as much as possible within the engine.

>> No.4199830

I'd like to see more new ideas and less mods "inspired by" shit.

>> No.4199831
File: 292 KB, 1366x768, Screenshot_Doom_20170819_004225.png [View same] [iqdb] [saucenao] [google] [report]

>These hellkights

But why?

>> No.4199832

i'd love to see something based off of wolfenstein the new order, or old blood. kriegsland is pretty close to that but i'm not a fan of the enemy roster or a lot of the weapon sprites

>> No.4199839

I don't use it all the time, but if I see a good opening for it I'll gladly take it, because it's really such a fun feature.

Get some mooks to hit each other so they get into a bitchfit with each other, watch it unfold, or close the door and just listen to it happen.
It never stops being fun for me.
More than once, infighting has saved my bacon, where mooks partially wore down and distracted a Cyberdemon as it was chasing me through a courtyard.

>> No.4199840

In most cases it's a minor luxury to have while fighting that usually happens by chance as a result of avoiding attacks or just moving around quickly, but it's also very useful if you happen to be low on ammo. I usually don't actively try to start in-fighting unless I'm in an open area (which makes kiting and shot-leading easier) or if there's a high-tier enemy with low-tiers surrounding it (like a mancubus with some imps around it). It's a small detail that can have a lot of impact on gameplay, and it's a fun addition that can lead to some entertaining moments.

>> No.4199850

Oh yeah, and in some cases it can be very useful like when a group of barons slaughter a cyberdemon, or when you run through a room and close the door behind you while enemies kill each other left and right. I also enjoy watching enemies in-fight after I die, if one of them happened to piss off another. It can go on for quite a while sometimes.

>> No.4199860

that protip killed me, what is this

>> No.4199868

yes. requiring people to speedrun in a dosbox window is unnecessarily tedious.

>> No.4199871

imo i really hope The New Colossus allows mods, the weak weapon variety is fuckin' killing me.

>> No.4199874

Anyone know of any .wads that increase the difficulty of Chex Quest while keeping it vanilla? Even Nightmare's pretty easy... I mean, it IS a tie-in for kids, but whatever.

>> No.4199878

It probably won't knowing Bethesda. Its weird because mods are a major selling point of the elder scrolls and fallout games.

>> No.4199884 [DELETED] 

Strafe, mostly to take the piss out of that bag of arse.

>> No.4199891 [DELETED] 

Man I'm so upset that game ended up being shit. The aesthetic of the game is great, and I think the core gameplay mechanics are fun, but quake-like and rogue-like just don't mesh together at all.

>> No.4199892

It might be because Bethesda's publishing isn't breathing down Bethesda's developing wing - they give their own personnel carte blanche because they know those franchises will sell regardless and I /think/ their big names like Todd Howard are kind of their marketers? They also had that big controversy and lawsuit over Zenimax fucking their founder and they may not want to risk it with their own crew, but a studio under them is easier to can and control.

>> No.4199893

Juvenile Power Fantasy

>> No.4199895 [DELETED] 

I don't mind the roguelike random mapping, since it works for OBLIGE and Immortal Redneck, but my big issue is the lack of weapon and monster variety.

There's also the bugs...

If anything, DUSK is probably what you're looking for - same aesthetic, but the gameplay's much closer to 90s FPS.

>> No.4199903 [DELETED] 

It's funny that you can get a better experience with Oblige and whichever game plus a randomish weapon mod than you get with Strafe.

Hell you could probably still have a better experience if you generated some maps with Slige.

>> No.4199913 [DELETED] 

My issue isn't really the random maps but that the roguelike permadeath element kind of discourages the fast paced high risk gameplay of games like quake and doom, if you die it's game over, so the best tactic for survival is to funnel enemies into the room and pop them one by one instead of jumping all over the place and shit like you would in quake.

I have been playing Dusk though, and it's very fun.

>> No.4199918 [DELETED] 

See, it asspains me because Immortal Redneck uses pre-generated rooms and go-go double-jump movement to hew it really close to Quake and DooM so you don't get bogged down in taking cover (on top of enemies not doing insane damage until later) whereas in Strafe, all I do is whore the Railgun and hang back and snipe everything. Heck, DooMRL faithfully translated the gameplay to a freakin' flat grid!

I still insist AEOD/DooMRL are better games than Borderlands could ever hope to be.

>> No.4199920 [DELETED] 

I feel like the one area they could really improve in this is the enemy design. The visuals for enemies are fairly generic and, more irritatingly, they seem to shoot projectiles that are just a bit too fast to encourage open-field fighting. The combat to me revolves more around stunlocking and cover than something like doom's dodging and aiming. Also the levels could be a bit longer but whatever.

Overall though, one of the best FPS of the style in years.

>> No.4199921 [DELETED] 

>but that the roguelike permadeath element kind of discourages the fast paced high risk gameplay of games like quake and doom
Which is kind of bizarre since it could have so easily been done in a way that encourages you to play that way without ditching the roguelike mechanics.

What didn't help one bit were the shit weapons, terrible AI and bad level pieces that at least for the first zone meant you almost always was backing up while shooting enemies.

Strafe got rid of the strafing in the title, you barely did any in the gameplay.

>> No.4199929 [DELETED] 

I get on with Complex Doom and LegenDoom more than DRLA but you're not really wrong about the Borderlands bit.

It's a shame because BL1 and to an extent BL2 had some interesting legendary weapon design and effects but it was hampered by retarded bullet sponges and shite meme writing by a cuck.

>> No.4199935 [DELETED] 

>terrible AI

It isn't a 90s FPS without shit AI, anon - I think the shitty enemy variety was a bigger deal - all it resulted was in L4D-stuck-in-molasses rushes, broken up by the occasional firearms guy.

Which brings me to...

Agreed. The KKK Imp-equivalents are super Goddamn boring - same with what I assume are Hellknight and Baron of Hell replacements (the Scarecrows and Witches). They don't have interesting means of attack, they're more or less bullet sponges and annoying close-rangers, and they don't have any special tactics that make you change weapons or style, such as Cacodemons, Oozes, Fiends, Shamblers, etc.

I think AEOD may have ruined me on monster variety... but even so, shit like trying to move constantly as Strogg and the moving floor trap from ROTT chase you while a Catwoman teleports around the room was interesting.

I really hope the mod scene will be good. Fighting rednecks as Sarge or Sorlag while dodging demons.

Also, cows? Really?

>> No.4199937 [DELETED] 

He only did the writing for BL2. Memes aside I thought he did a better job than the writers of the first game. The story of BL1 was so bland and forgettable..

>> No.4199941 [DELETED] 

Oh, and adding on to this, the enemies vary wildly between 'dying in three pokes from my pistols' and 'dying after fifty fucking Riveter shots" - I can get that they're not trying to go for Serious-Sam-style spam-with-irritating-bullet-sponges, but at the same time, even Quake 1's Fiends and Orkz' spacing and HPs made them a challenge, even on Normal.

>> No.4199943 [DELETED] 

Yeah what they really need is enemy variety, not just in visuals but actual mechanics. Right now they've effectively got "Chainsaw dude", "Annoying Rat", and 3-4 variants of "Thing that looks at you and shoots" with varying health pools from "So weak it's 100% ineffective" to "Holy fucking shit why won't it die". Even Doom 1's roster was better. I'm sure the levels would feel a lot better if I wants just dual-shottying everything that isn't a scarecrow/witch, who I just rivet.

>> No.4199946 [DELETED] 

What's worse is that the lack of story in BL1 came about because Gearbox basically decided to go with the cartoon style they had in the concept art over the finalized design - it was bad enough that it actually got one of the writers to quit the video game industry altogether.

Also, as usual, shit enemy variety, shit weapon variety, shit movement - come to think of it, not too far off from Strafe.

>> No.4199950 [DELETED] 

Speaking of which, I feel like they could buff the dual shotties' range into being more like DooM's default shotgun. And, yeah - there's also the fact that the enemy variety comes in super slowly.

I honestly hope there's a stronger version of the cows in the end... and, honestly, I hope there's cosmetic variations, like in They Hunger, or at least more types, even if they're redundant.

Yes, I'm secretly hoping for Turok Velociraptors

>> No.4199954 [DELETED] 

Didn't they straight up steal the art style from some indie animated short movie? It was gonna be realistic at first then they changed it last minute.

>> No.4199956 [DELETED] 

>The combat to me revolves more around stunlocking and cover than something like doom's dodging and aiming.

Please don't pretend Doom didn't have its share of cover based moments. Hitscanners are very much a thing in Doom.

>> No.4199957 [DELETED] 

That doesn't change the point that Dusk has a lot of cover-taking for a game where everything shoots real projectiles.

>> No.4199961
File: 97 KB, 575x1024, H49p2jk.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone have the image of Doom (Doom 2 I think?) on an iMac G3 with "no reason to upgrade" on it?

Here's a hot pocket for your web zone in exchange

>> No.4199962 [DELETED] 
File: 373 KB, 577x660, 1460046985919.png [View same] [iqdb] [saucenao] [google] [report]

>Dusk copies Quake 1's level design and software-rendered look fairly well.
>Enemies are copies of Doom 1's dull as shit enemies instead of a mix of Doom 2 and Quake 1's more interesting enemies.

>> No.4199965 [DELETED] 

>Dusk copies Quake 1's level design
Not even close to as good, the secrets are obvious and the levels don't have nearly the proper flow to them. The rendering, however, looks incredible.

>> No.4199967 [DELETED] 

I wasn't arguing against that. I just flat out hate when people act like Doom didn't involve any form of cover based gameplay, when it in fact did.

>> No.4199970 [DELETED] 
File: 449 KB, 1920x1080, STRAFE 2017-05-11 22-48-26-80.png [View same] [iqdb] [saucenao] [google] [report]

I actually liked Strafe's disposable guns, especially past Icarus you got some fun ones and the feature becomes the highlight of a wrench run. But beyond that the primary/secondary fire mode modifiers for the main gun ended up underwhelming as hell since most of them were either direct upgrades or pointless, Railgun isn't bad early in but probably got shafted the hardest in the lategame when MG got overpowered explosive flechettes and the shotgun got a triple grenade launcher that can kill the boss in record time. Secondaries in general were mostly dogshit and poorly implemented with how they chew through so much ammo in a magazine, often forcing a reload that discards ammo that's otherwise relatively easy to maintain if you remember to look into monster closets.

What's also with the disdain towards hitscan enemies in even vaguely retro-inspired FPS games in the past several years?

>> No.4199972 [DELETED] 


Well fuck, there goes one of my main hopes for it.

>> No.4199976 [DELETED] 

Eh, even Quake had a fair amount of dodge-the-Orc-grenade-and-Fiend-anger.

I wonder if the author was trying to avoid the hate for hitscanners and gunners in DooM 2 and various custom maps...

>> No.4199980 [DELETED] 

iirc the indie animated movie actually IS their original trailer: https://www.youtube.com/watch?v=BlZv9fEY_co

>> No.4199982 [DELETED] 

That's one of my butthurt things over Strafe - I'd actually really prefer a variety of weapons instead of having to find a weapon upgrade terminal and hoping to God it's not a boring piece of shit. I fucking hate it when games restrict us to one or two weapons (looking at you, Killzone: Shadow Fall and Halo clones and Bioshock Infinite). The disposables were cool, but I'd prefer a traditional ammo system.

I liked my gas-grenade shotgun. Too bad I can't pair it with another primary.

Don't worry, there's a few that are obvious, but the rest are pretty well hidden - kinda like how a bunch of secrets in DooM 1 and 2's early game were obvious, but got harder and harder as you went one.

>> No.4199983 [DELETED] 

>but the rest are pretty well hidden
I dunno, I didn't have much trouble finding any of them, just a few of the more obscure switch ones.

>> No.4199986 [DELETED] 

This is what I was talking about

>> No.4199987 [DELETED] 

>Dusk copies Quake 1's level design
No way, Jose.

>and software-rendered look fairly well.
Somewhat, if you ignore the blatant disregard for the id-standard "one texture pixel equals one map unit" and enemies looking like a bad Darkplaces texture mod, but it's definitely closer to Quake 2 than Quake 1 with the COLORED LIGHTING VOMITED ABSOLUTELY EVERYWHERE. Seriously, did the devs never hear of a thing called subtlety? You can make a goddamn farmhouse without pasting neon-blue lights on every wall! It isn't difficult!

>> No.4199990 [DELETED] 

Dusk's level design reminds me more of Redneck Rampage more than anything.

>> No.4199994 [DELETED] 

does dusk have palette limitations or did they do 'retro textures' by just downscaling and then upscaling with nearest neighbor like everyone else does?

>> No.4199995 [DELETED] 

psst there's an option to change the rendering, lighting, and coloring to modes that don't rip off Quake 1 and Blood

>> No.4199996

Is this a motion sickness simulator?

>> No.4199997

anyone know how to get zandronum configured to run MM8BDM on linux? i put the iwads and pk3 where all the other wads usually go but zandronum and doomseeker both don't recognize them.

>> No.4199998 [DELETED] 

It's a bit of both - there's an option to choke the palette into something more like Quake, and there's an option to make the coloring more vivid.

Holy fuck, I've never hated nu-Gearbox as much as I have right now. Come back, Gearbox-that-made-Opposing-Force!!

>> No.4200003

>change viewheight in mod I'm working on so you're face to face with the enemies
>It fucks up if sprite clipping is on in GL mode

>> No.4200010

I think you need to use command line parameters to load megagame.wad as an IWAD and the mm8bdm pk3 as a PWAD.

>> No.4200012 [DELETED] 

>It isn't a 90s FPS without shit AI, anon
Practically everything wobbled up to you and tried to melee or do contact damage.

The things that didn't usually were enemies that couldn't move at all.

Even in the 90s it wasn't difficult to have enemies that had more than one method of attack.
No he at least did the pre-sequel as well.

>> No.4200015

What's the last GZDoom SVN that doesn't fuck over the menudef thing? I keep getting fatal crashes with some mods and maybe it;s because i'm using the last official release

>> No.4200017

Project idea:

>More Perfect Hatred
>Create a map within 6 hours from midnight to 6 AM

>> No.4200024

or 6PM to midnight.
or combine the both and call it from dusk till dawn or something.

>> No.4200026

>Doom 1's dull as shit enemies
Please do not use my waifu's likeness to convey such trash opinions.

>> No.4200028

>time constraints are so old nowand one that fucks with my sleeping schedule = nah man
Instead, why not:
>Heretic/Hexen mapping
>Vanilla/Boom+ compat
>2/3 enemy types in a level
>linedef/sector limits
>area limits

>> No.4200030

Have you ever made a map and hid her in there as a secret?


How can you even claim to love her then you miserable wretch!

It was just a stray idea.

>> No.4200031 [DELETED] 

>It isn't a 90s FPS without shit AI, anon
What did he mean by this?

>> No.4200035

Actually she has been in .wads I have worked on.

>> No.4200036

i tried that and keep getting a script error on load

google is hinting that i have to download zandronum 3.0 and build from source REEEEEEEEEEEE

>> No.4200037

Probably the only 90s (even then, not exactly 90s) game with good AI would be Far Cry 1. Otherwise, 90s enemies didn't take cover and only existed to shoot the player when they could or shoot each other if they got damaged - even Half-Life 1's AI consisted of 'run, throw grenades if player is hiding, or plant grenades at feet and die'.

90s throwbacks tend to really highlight this - they upped the platforming bullshit and added checkpoints to compensate for ROTT2013's enemies consisting of 'run at player'.

>> No.4200038


>> No.4200042

Nothing published yet.

I'll hope to make the chainsaw special for her.

>> No.4200043

What about maps that are meant to be "speed ran", ie playing through them as fast as possible to beat them in under a few minutes. Maybe this could be done by starting each map with a "starting line" that activates a crusher which will kill a voodoo doll at the start? That way you have an actual time limit for each map and a punishment for going slow, and either all maps could share the same time limit or they could be 1, 2, or 3 minute limits.

>> No.4200047

I've got a better one but it's not speedmapping
>Boom format
>Cannot go over vanilla visplane limit (to limit detailing)
>A pool of 32 themes is made, then everyone who participates gets assigned a different theme
>levels must be completable in under 2 minutes (on PrBoom+ with as much vanilla compat as possible) if being speedran, and each submission has to contain a webm of the creator finishing the level in under that amount of time
>This doesn't mean 100%, and it doesn't mean you can't use really stupid tricks, it just means that at least one route must be sub-2m

>> No.4200050

>mapping for speedrunning purposes

Dear God no.

>> No.4200051

Fuck me I couldn't even force myself to beat that turd. I just used cheats to skip to the end and see how it plays out.

>> No.4200057
File: 121 KB, 625x701, e2done2.png [View same] [iqdb] [saucenao] [google] [report]


And without further ado, that makes E2M2. Onto E2M3, whatever that is...

possible ideas:

>> No.4200060

In Unreal, less aggressive Skaarj and Krall will run away to break LOS with the player and take pot shots from behind walls when at low health.
Also some tend to not follow the player around corners and instead taunt and wait for the player to show themselves.

>> No.4200061

Fuck, dude. I literally only made it past the spinny platform tunnel by spamming jump after the 30th time.

>> No.4200064

holy fuck, why'd I forget about Unreal 1? It asspains me there's no remake or HD version. No other fuckin' game had so much atmosphere or a sense of wide-open spaces.

I still wanna gather a bunch of 90s FPS fans and punch through the custom co-op campaign someone ported to UT2004.

>> No.4200065

It's not mapping for speedrunning, it's made to ensure that people don't make maps that are insanely long.

>> No.4200073
File: 76 KB, 424x352, HUMP LOGO.png [View same] [iqdb] [saucenao] [google] [report]

>Heretic mapping
I'm thinking about starting HUMP either this monday or next monday. Will need some time to work out what kind of format is best and what to aim for (and to finish Heretic which I haven't done yet), as well as learn about the things you can do in heretic so I can at least help people out.

Idea so far:
>4 weeks to make a map
>Heretic standard textures and enemies
>All the stuff you can do in vanilla heretic (supposedly some voodoo doll scripting you can do?)
>Likely UDMF aimed at modern sourceports like zdoom/GZDoom
>New MIDIs fine provided they fit with Heretic's aesthetic

Probably just let people go nuts with weapons rather than try to plan an episode. Should be able to force wand start / full health using ACS (That will be the only usage of ACS)

If anyone has any ideas let me know. In the meantime, those of you interested think about a map idea and play some heretic to get back in the zone.

>> No.4200074
File: 108 KB, 850x1056, 1482914159616.jpg [View same] [iqdb] [saucenao] [google] [report]


>tfw i was one of the few people that liked rott13 enough to 100% it.

>> No.4200083

apologies, i went to bed.
>This one? It's a secret
yeah that one. and if so, fair enough, it doesn't need another way out. i assumed the whole thing was a pitch black maze full of spectres.

>> No.4200096

I'll never forgive hulshult for what he did to Oww

>> No.4200106

Seriously, where the fuck did that guy get metal from when he composed for the game, the original ROTT soundtrack is anything but

>> No.4200114
File: 55 KB, 600x375, hematite.jpg [View same] [iqdb] [saucenao] [google] [report]

it's cool
As this one states, it's MOSTLY specter-maze. There's a few zombiemen though.

unrelated, anybody got the alpha/beta resource wad hanging around? pic related

>> No.4200124
File: 91 KB, 1020x667, 300t.png [View same] [iqdb] [saucenao] [google] [report]

Made a map for 300 minutes of /vr/, mr 300 minutes manager.
Made and tested in 260 minutes, so if anything is dicked up I still have some time.
Was tested in chocolate doom.
Use this Enya midi for the music please: http://www.sysrq.info/~stv/enya/midi/sm/joh_smao.mid According to the site author it should download fine if you use Netscape.
Map link:
Please name it "Top Secret Labradoodle"
Made by Revae

>> No.4200136
File: 145 KB, 756x661, allaroundme.png [View same] [iqdb] [saucenao] [google] [report]

Note that there is pinkies -and- specters, but they're essentially the same monster anyway, aside from darkness-camo.

being perma'd from zdoom and doomworld sucks because i'm actually GOT MEDIOCRE now.

>> No.4200137

I can't muster the strength to call this trash 'metal'


>> No.4200140
File: 2 KB, 243x366, 1503126264.png [View same] [iqdb] [saucenao] [google] [report]

i bet that's hebredean_isle
>>Boom format
>>Cannot go over vanilla visplane limit
yeah, no.
wow actual interconnection. could it be you're finally improving at layouts?! m-masaka...

>> No.4200146
File: 8 KB, 62x62, 1487081921820.gif [View same] [iqdb] [saucenao] [google] [report]

>actual interconnection
cough. it's existed in prior maps, not in good fashion though.

>> No.4200157
File: 40 KB, 239x256, FUCK.gif [View same] [iqdb] [saucenao] [google] [report]

also im not sure if wheelspinners are allowed but here, have fun with a wheel picking your next map theme. can edit and add a total of 100 possible map themes. might be useful for the >>4200047
theme assignment.


have fun?

>> No.4200159

>>Boom format
>>Cannot go over vanilla visplane limit (to limit detailing)

How would you even reliably test this?

>> No.4200160
File: 1 KB, 194x75, 576314-android_dummy.png [View same] [iqdb] [saucenao] [google] [report]

>implying some enterprising asshole won't strategically over-detail to work around the visplane limit.

>> No.4200168

>made by Sarais
>get Flesh Canyon

I am not surprised.

Vanilla and BOOM formats have a Visplane Explorer in GZDoom.

>i bet that's hebredean_isle

>> No.4200169

>>Cannot go over vanilla visplane limit (to limit detailing)

A better rule for limiting detailing would be a Lines limit, IMO

>> No.4200173

Are there any Star Trek Doom mods?

>> No.4200174
File: 137 KB, 623x527, 1485992164391.png [View same] [iqdb] [saucenao] [google] [report]

Is anybody, at this point?

>> No.4200176


And then there is this:



>first video has Nirvana's 'Rape Me' as a midi

I'm reminded of Vinesauce's Vinny now.

>> No.4200179

looking forward to playing this one!

>> No.4200182
File: 148 KB, 1200x1113, DFvTt9lUQAAKez3.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't get too excited. And maybe don't play on hard. I might add some more health and ammo in tomorrow. Lemme know.

it is beatable though

>> No.4200185

Interesting that Boom format has visplane explorer. No boom compatible port has the limit.

>> No.4200186

I was going to wait until the project is released. Nothing wrong with a bit of difficulty. Whatever it is I'm sure we can handle it. As long as it isn't harder than the hardest moments of Plutonia or TNT it will be manageable.

>> No.4200190
File: 22 KB, 272x348, 1376259040240.jpg [View same] [iqdb] [saucenao] [google] [report]

>According to the site author it should download fine if you use Netscape.
Yeah, sure, why not just use DeHacked while we're at it? Want me to pick you up a can of Jolt?

>> No.4200192

I'm afraid the difficulty will be all over the place. Specifically I'm afraid my map will be too easy.

>> No.4200193

just increase enemies and reduce ammo and health on hard. People can usually handle it and its nice to have a challenge. They can save-scum if necessary.

>> No.4200196

I would rather a bottle of orbitz

>> No.4200207
File: 649 KB, 691x779, 1503130902105.png [View same] [iqdb] [saucenao] [google] [report]

whlhen's hdoom getting an update

>> No.4200208

i don't know but that's adorable

>> No.4200209

same time as qump drops

>> No.4200213

>ywn have a qt3.1415 busty plump baroness gf bawwing over you and checkin you out rockin that hot bod you don't have

>> No.4200221

which doom enemy is that?

>> No.4200225

The Weebshitcubus, you've never heard of it?

>> No.4200228

>The Weebshitcubus
Realm667 has gone too far this time

>> No.4200236


>> No.4200246 [DELETED] 


>> No.4200247
File: 13 KB, 321x240, CsG9uY4W8AEOX2S.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4200258


>> No.4200262

>not in good fashion though.
yes, exactly

>> No.4200264

Did anyone end up playing that map that got released at the end of the last thread? Any feedback on playability?

>> No.4200271
File: 60 KB, 691x590, 300vr.png [View same] [iqdb] [saucenao] [google] [report]

1 hour in. I don't know if this will work out or not, but hey.

>> No.4200275

Nice gladiator helmet.

>> No.4200289

It's obviously the CHAD MAP.
>has never seen an ingame texture
>only plays in automap
>doesn't use IDDT, kills enemies based on sound alone
>makes sure every wall is mapped out before exiting level
>finish time is measured in years

>> No.4200295

Which map? Moonlit Harbor or Subterranean Hideout?

>> No.4200301


>> No.4200304
File: 436 KB, 525x365, NLv.png [View same] [iqdb] [saucenao] [google] [report]

Are you okay Anon?

>> No.4200307

>the virgin leak

>> No.4200310


>> No.4200313

No. He memed so hard he herniated himself. RIP

>> No.4200317


>dog map


>> No.4200319

Actually I fucked up. The thread before last. I'm retarded.
I need to know if its shit and why before making more maps, so I don't just make a bunch of shitty maps.

>> No.4200323
File: 477 KB, 470x360, DOOM IRL.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4200324

Why don't you just get yourself unbanned?

>> No.4200325

do not

>> No.4200326

Linking us to the post with your map, or at least telling us the name or anything to go on might help us work out which one you're talking about.

There have been a lot of maps posted recently

>> No.4200354
File: 424 KB, 1920x1080, DHjFbFHXcAAgj0L.jpg [View same] [iqdb] [saucenao] [google] [report]

We purple now.

>> No.4200358

What the fuck that's a lot of enemies. You better be giving me quad and a pent if I'm gonna be followed by a dozen fucking Voreballs everywhere.

The purple is neat but I really like the neon on the ground around the item pickups.

>> No.4200361

I keep getting this
Script error, "HighNoonDrifter-v1.1b.pk3:decorate.txt" line 1:
Parent type 'NewTorch' not found in ChexVisorReplacement

Execution could not continue.

Any solutions?

>> No.4200380

Is this an attempt at a Quake slaughtermap?

>> No.4200383

>Why don't you just get yourself unbanned?
not him but you make it sound so easy

>> No.4200409

Better cut down on those "droles" or whatever they're called. Their animations and attacks are really unpolished in Quoth.

>> No.4200418
File: 165 KB, 512x512, ranger_by_dshpilevoy-d8ewyv6.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw you come up with a great idea for a mod but you haven't modded a game in your life

>> No.4200427

Time to get crackin.



Grab shit from Realm667, crack them open, figure out what makes them tick, learn, experiment, ask questions.

>> No.4200447
File: 83 KB, 900x635, 1502002802465.jpg [View same] [iqdb] [saucenao] [google] [report]

Ideas are plenty, maps aside the hurdle for something like ZDoom modding is probably more about art assets and pilfering sounds if anything.

>> No.4200450
File: 155 KB, 906x297, wizard2.jpg [View same] [iqdb] [saucenao] [google] [report]

Not him but thanks for that first link, that's gold.

>> No.4200456

Because he has really serious personality flaws that he doesn't seem to work on, which makes him difficult to deal with. Some of his maps aren't bad though.

>> No.4200461

> stardate 20x6 in quake

>> No.4200465


>> No.4200518

i made a map for that 300 thingy

title: did you seriously just copy and paste map01 4 times???


>> No.4200546

Does there exist a compilation of the Rise Of The Triad tracks converted for Doom?

>> No.4200554

when was this made? Raycasting engines seem pretty interesting, even if they all look the same

>> No.4200559

I think we should wait until QUMP and 300 minutes of /vr/ are done lest we overload the community

>> No.4200601

This is clever and dumb at the same tiem, but I do not think that map edits count.

>> No.4200620

High quality wad I made in about half an hour. All weapon fire sounds are replaced with me saying shoot.

>> No.4200624

What map?

>> No.4200626


That's Strife

>> No.4200628

Oh ok

>> No.4200635

that was my first thought as well, that one deathmatch map with the jump pads (not morpheus)

>> No.4200651

How do I make a powerup give resistance/immunity to a damagetype for as long as the powerup lasts?

>> No.4200683
File: 32 KB, 478x238, Probably a better way to do this.jpg [View same] [iqdb] [saucenao] [google] [report]

So how do you guys organize your wads?
Pic related, there might be a better way but it works for me.

>> No.4200686

Also, I'm not sure why I linked that post, but whatever.

>> No.4200694

My organizing is all outright fucked.

>> No.4200705

Maybe next he'll move onto green levels, or orange ones.

>> No.4200712

Pretty much this but I have it a bit tidier, all the mod folders are in a mod folder, I've got a folder for all the source ports, subdivided into types, one for applications like Oblige, Slige and slade and one for iwads.

>> No.4200714

Also I use ZDL so it's all drag and drop into that, or using .zdl files for shit I've already set up.

>> No.4200717

>shit talking dehacked
I'll fuckin fight you.

It's a joke, anon. It'll download just fine.

>> No.4200719
File: 103 KB, 640x801, Death_Mask_-_Box_scan_n°1.jpg [View same] [iqdb] [saucenao] [google] [report]

1994 for classic Amigas and Amiga CD32

>> No.4200737

Someone pls answer.
Do I need to use ACS?

>> No.4200757
File: 52 KB, 640x480, 1503160063.png [View same] [iqdb] [saucenao] [google] [report]

this is a terrywad isn't it. i know where this is going

>> No.4200781
File: 62 KB, 640x480, 1503160737.png [View same] [iqdb] [saucenao] [google] [report]

they are multiplying

>> No.4200786

You need to use DECORATE.

Basically, create a new power up that inherits everything from the power up you want to edit and then add your changes.


>> No.4200789

like them with a stick through the bars

>> No.4200794

So they looked at Doom and thought it needed more vomiting?

>> No.4200813
File: 50 KB, 640x480, 1503160615.png [View same] [iqdb] [saucenao] [google] [report]

all right well i won, i skipped most of the final quarter because i hate monsters spawners.

even without that i think 100% kills / secrets is impossible in vanilla, e.g. this needs crouching to access, and there is a sector toilet a bit further back that as far as i could tell you need to jump to reach. as for 100% kills there's simply not enough ammo and a bunch of cacodemon stuck inside the sky wall behind the cyberdemons.

>> No.4200814

I know that, but I can't find any definition for making an item give resistance or immunity for damage types.

>> No.4200820

its the second faggot map

>> No.4200829
File: 78 KB, 640x480, 1503161258.png [View same] [iqdb] [saucenao] [google] [report]

>a bunch of cacodemons stuck inside the sky wall behind the cyberdemons

so yeah, it's a bit buggy, and requires non-vanilla player abilities. i also tend to agree with >>4200601 that it seems against the spirit to spent your 300 minutes editing an existing map. not to mention the problems with getting modified id maps into /idgames.

>> No.4200838

What wads have ton of eye candy? I know about Bloody Steel.

>> No.4200839

Also I've already defined the item as an actor already, all I actually need to do is to make it give 100% resistance towards a damagetype for the duration of the powerup (240 seconds).

>> No.4200847

Crucified Dreams, though it's just a set of deathmatch maps with no single player gameplay.

>> No.4200853

a faggot map on 4chan? well that certainly narrows it down.

only joking. i've only got as far as downloading it. i want to playtest the whole lot to help 300mgr decide on a map order, plus trying to fit in making a map of my own before the end of sunday. i will do it, but please bear with me.

>> No.4200854

Perhaps this is what you are looking for?



The latter providing an example of a Fire resistant armor. maybe it can be applied to a power up?

>> No.4200860

Well it's not gone homo.

>> No.4200862

what about Combined Arms update?

>> No.4200875 [DELETED] 

RIP Kegan, he never scored.

>> No.4200880

It didn't work, which is why I'm thinking I might have to somehow use ACS trickery to apply the effect to the timed powerup.

I could make the powerup give me an armor that would negate the damagetype, but then it wouldn't go away when the powerup ends, and it would go away prematurely from other damage, as the armor wears away.

>> No.4200884

I made this in about an hour, I haven't had enough free time to commit to a original map so rather than nothing I came up with this which is why its a bit wonky in a few areas
I didn't map with jumping or crouching in mind I just never got round to detagging the secret sectors I guess but for the sector toilet you can easily arch jump up there (did this many times accidentally during building which is why I put something there in the first place)

Ah didnt realize this was aiming for idgames that would make things tricky

>> No.4200887

No rush, especially with that mapping deadline.

>> No.4200892 [DELETED] 

We're still in mourning here you asshole.

>> No.4200895

Then I'm at my wits end, unfortunately.

>> No.4200909 [DELETED] 

i can't believe kegan is fucking dead
his skeleton continues to shitpost, for his spite against mankind is too strong to be held back by mortal bounds

>> No.4200913

Just inherit off this and use the DamageFactor property.

>> No.4200919

I actually tried that copying from another actor, but it doesn't seem to work.

Can I specify two poweruptypes on one actor?

>> No.4200926

If you mean on a PowerupGiver, I don't believe so.

>I actually tried that copying from another actor, but it doesn't seem to work.
Not even the example HalfDamage powerup on the page?

>> No.4200927


What I'm trying to do is to make a special radsuit item that gives protection from a custom damage type (gas).

>> No.4200939

IMO, Bloody Steel is an example of what not to do with Detailing. Inconsistent texture resolutions, alongside a few nooks n crannies that can impede on gameplay.

>> No.4200941
File: 1.47 MB, 480x336, 1498353098159.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone here play with any enemy AI mods?

>> No.4200942

On the PowerProtection powerup, did you set DamageFactor to 0? It could be this bug then

>> No.4200949

Yeah, I did, and the gas does full damage like usual.

If I set it to 0.0, does that change anything?
Can I divide it down to effectively zero?
It'll still make the player do coughing sounds though.

>> No.4200950

I didn't even know people made those. I'd play the shit out of them though.
Doom has wonderful AI for what it is, as in the enemy all have their own basic movements and attacks that work reall well within the game, but mixing it up or giving them more advanced behaviour would be interesting.

>> No.4200952

I don't freaking know, good luck

>> No.4200953

It says it's fixed, so why am I still experiencing this?

>> No.4200972
File: 2.70 MB, 320x240, mmmmaaaapppp00001111.webm [View same] [iqdb] [saucenao] [google] [report]

fair enough
nonetheless, have a demo, for your trouble


>> No.4200981

Hah, the archviles.
>Nah, fuck that

>> No.4200989

i would not have bothered getting the bfg too, but it was useful for swatting the final cacodemon out the way, rather than faff around trying to lure it when there's half a dozen bossbrains spamming the place.

>> No.4200991

I'd love to join in a mapping project, especially if it's Heretic. I've also just been given an extra week or so off work so a Monday start would work well for me.

I'd kind of like to try a theme to unite the levels, but forced wand vanilla Heretic would be ok for me. I liked the horror idea in the last thread, and thought about a Castlevania-style giant castle theme, a bit like Hecatomb was planned to be

>> No.4201001

Somebody on /vr/ was making an enemy AI mod that adds fear, morale, and synchronized squad tactics to the monsters.

No clue what happened to it. I think it was finished but I can't remember the name to check if it was.

>> No.4201002

wow I never knew unreal was a game about roman conquest

>> No.4201006

That's me, it's Babel, still being worked on my I had some crazy shit go down IRL so I had to take a break.

>> No.4201007

Would it be bad if the Doomwiki copied or took stuff from the Doom Wikia?

>> No.4201016

Yes because the wikia is garbage meant to collect ad revenue and the wiki is the proper heir
What is it missing? Just add it in properly.

>> No.4201028

Well, I managed to get the suit to actually negate gas damage completely by making the damage factor 0.01

Two issues remain, the gas clouds behave like explosions and will toss you up into the air like a balloon (or something), and the powerup doesn't seem to actually do the radsuit thing.

>> No.4201032

Is there a link to Babel anywhere?

>> No.4201042
File: 72 KB, 800x600, rcXaTTd.png [View same] [iqdb] [saucenao] [google] [report]

Any other mods like Nido force? I had so much fun playing it but it just fucking ended after like an hour fuck.
I arleady played Pirate Doom

>> No.4201046

I'm confused by which one you want
Cute/cartoony wads, or wads where the game plays completely different

If cute/cartoony, i really enjoyed Adventure of Square and Golden Souls

>> No.4201047

Warosu has a few older versions archived, I think this is the most recent (though not fully up to date at all by a few months) link https://www.dropbox.com/s/vf7jujd8l0fiwbf/ProjectBabelv3.pk3?dl=0. The new one will be released as a feature complete mod.

>> No.4201051

Jesus Christ my eyes.

>> No.4201054

Update your GZDoom.

>> No.4201057

>wads where the game plays completely different
I like that, I like platforming in doom for some reason. I just like when it looks like a completly different game, I liked Action Doom 2 despite it being shit when it comes to gameplay.

>> No.4201059

how about no

>> No.4201061
File: 1.47 MB, 1024x1308, in_the_DOOM_for_love.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4201063

Doomguy looks a bit rapey in the image.

>> No.4201064

Does pink offend you, anon?

>> No.4201070

> Nido force
"Sonic Robo Blast 2" then

>> No.4201071

Love is difficult man

>> No.4201074

No, but bright colors in a pattern designed to fuck people's eyes sure as hell does.

>> No.4201085

i take it you don't do well with crt's?

>> No.4201087

I used to, but now I'm an old bastard and it just hurts my eyes.

>> No.4201093

It looks better in motion

>> No.4201095

What actor are you copying from? What does it inherit from?

>> No.4201102

Ah, that explains it.

>> No.4201113
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4201132
File: 1.13 MB, 1366x768, Screenshot_Doom_20170509_180301.png [View same] [iqdb] [saucenao] [google] [report]

As metal as this looks, how in the fuck is that a moon? I know Phobos isn't round like ours, but this is just silly.

>> No.4201137

It's not, it's a chunk of the moon where the base was.

>> No.4201138

Huh. Guess I'm retarded.

>> No.4201149

> people still think the brown stalagmites are wood

>> No.4201150

Just walked out of the house, no no pics :^(. Working on new titlemap for Babel that works with all iwads. Also maybe changing some stuff with the pulse rifle.

>> No.4201169

dont worry you can post pics when you get home./

>> No.4201173
File: 184 KB, 800x600, Screenshot_Doom_20170819_211521.png [View same] [iqdb] [saucenao] [google] [report]

It inherits nothing.

I've made it spawn an invisible and undetectable actor on itself to act as the second half of it, where you pick them up at the same time, but I'm not 100% sure it's working.
Fiddling around with a bunch of things.

Pic related shows me not being harmed by the gas cloud (ignore the colormap), but immediately after the screenshot, I launched up into the air.
Not sure what I'd do to the gas cloud actor to stop that.

>> No.4201174

Doom would be better if every enemy was a chaingunner and every map was circular arena without any cover.

>> No.4201185

You mean if your only attack was the fist, all enemies are lost souls and the map was Vomitorium from ROTT.

>> No.4201186

Well, it inherits 'PowerupGiver', which I'm under the impression it has to do to function as a powerup.

>> No.4201191 [DELETED] 
File: 202 KB, 1280x1024, bullshit sector deletion trickery.png [View same] [iqdb] [saucenao] [google] [report]

Muh episode replacement. See >>4200057

Point me to the nearest "ban appeal" forms for Zdoom, Doomworld and Joy of Mapping.

I'm a fucking nut, sure. but I'm trying my damnest to make people enjoy my works and work past those flaws. Jimmy and co have no intrest in forgiving me and want to hold onto a lifelong grudge though.

Because that's the CRATER the base was on. The entire moon literally up and got dissapeared.


Speaking of this, any of you smug motherfuckers know how to get an actor to explicitly follow Patrol Points and NOTHING ELSE? A_Stand doesn't allow it to do anything at all. It should move to a point, then immediately stop when at this position. This is necessary for ROTT Gadd Disk styled platforms using Floatingskulls.

still need to query what to do with e2m3


So, if any of you want to do vanilla crouching or other odd effects, there's barracks wad that you can crack open and try to figure out.

Like whatever the fuck they did for this deleted sector tunnel. How the hell?

>> No.4201206
File: 330 KB, 1280x1024, Screenshot_Doom_20170819_154340.png [View same] [iqdb] [saucenao] [google] [report]

They LOOK like wood and have the same visual texture to them as the trees, so they can be both.

As for actual screenshots...

>> No.4201207

I meant the gas clouds, what they inherit from

>> No.4201208

>I'm a fucking nut, sure. but I'm trying my damnest to make people enjoy my works and work past those flaws
I think it could frequently help if when a situation feels like it's getting heated, stop and think a bit, consider what you said, consider why someone said what, and consider how you possibly might look to the other person in this situation, and whether or not they would be rational in their perception.

I used to engage in some pretty spergy behavior, I wouldn't say I'm really 'normal', but I think I've improved in some areas by not doing things I used to do. Do you ever talk to a therapist or professional about this?

>> No.4201210

you're already using +NODAMAGETHRUST, right

>> No.4201212

>This is necessary for ROTT Gadd Disk styled platforms using Floatingskulls.
What are these?

>> No.4201217

Never thought I'd say this but that E2M2 map actually looks half decent, glad you've finally kept it simple! However that curvy section in the upper right looks too verbose - although it looks neat on the auto map I can see it being annoying to move around in, I'm not saying to remove it entirely but maybe time it down slightly

>> No.4201221

DUMP 2 MAP51, actually.

>> No.4201224

Oh, those? They don't inherit from anything else either.

Oh, hold on, looking at it, the code has +NODAMAGETHRUST commented out, along with +PIERCEARMOR, the latter being commented out because the gas cloud already does absolutely hideous damage as it is (this being built on a port of the Immoral Conduct EDGE mod).

I figure if I re-add +NODAMAGETHRUST, it should stop shoving you around.

>> No.4201228

Nope, as it turns out, and that was the problem on that end.

The only thing that remains to see if it works is the 'IronFeet' property and the small added armor bonus.

>> No.4201231 [DELETED] 
File: 1.32 MB, 1280x1024, cryptic metaphor.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, and I apologize for my behavior. but that's just how my brain is wired. Psychologist/therapist said there was nothing wrong with me, but I'm damn certain it's him that's wrong.

>stop and think a bit
see, that's just it, I can't. After a certain point or given specific factors, I'm beyond reasoning or logical behavior at a given time, so the best thing to do is either ignore me and come back to try to work things out, or try to defuse the situation. Nothing that can be done. and sometimes even the slightest thing sets me off. It's just how my head works, I didn't ask for it.

too bad i'll never be part of ZDCMP3 or any cool shit like that. The hilarious irony of it all: try to make sure your life means something so you can die happy. And I've barred myself from it. Way to go, jackass!

>> No.4201235
File: 47 KB, 684x501, Tveršana.png [View same] [iqdb] [saucenao] [google] [report]

I suppose I could post my super special speedmap for the compilation. 3 hours in already, jeez.

>> No.4201236
File: 926 KB, 1920x1080, Screenshot_Doom_20170819_215104.png [View same] [iqdb] [saucenao] [google] [report]


Oh my bad ! It's not just the textures the overall layout really looks like strife.
Anon. I have misled you.


Zombie TC'ing all day everyday. Turned that nondescript building into a fancy shmancy travel agency for rich douchebags.

>> No.4201240

You ever play Rise of the Triad? There's a bunch of floating metal disks that fly around and the player can ride them. It was a superficial means of giving a 3d floor effect to a Wolfenstein Engine game, as well as walkable midtextures.

I kind of agree. There was an intresting effect that albertoni used for "The Ship that Wore a mask"

I am really NOT a fan of how cluttered it looks on the map though.

I'm also pretty convinced I'll have to trim/redo it anyway. Possibly too many lines/nodes and might cause a vanilla implosion. We'll see.

>the last sentence isn't spoiled
fuck i specifically put tags around my mopey blog-posting bullshit.

>> No.4201241

yeah, that map uses exclusively strife textures and is based off the second hub (the one where you can first buy shadow armor)

>> No.4201247


Yup, man I love strife, I still regularly replay it every couple of years.

>> No.4201248 [DELETED] 


Before I just jump to improvisational mapping-as-i-go again, any specific ones that people want for E2M3? Take a look at some of the proposed ideas, or reply with a concept or idea of your own.

that's right, get your asses over here ideaguys.

>> No.4201251
File: 1.34 MB, 1920x1080, gzdoom 2017-08-19 15-58-40-55.png [View same] [iqdb] [saucenao] [google] [report]

Not exactly sure what I'm doing here. Should I continue?

>> No.4201252

I'm no professional by any means, but have you considered asking a doctor (another one), to diagnose you and see if you are bipolar or have Borderline? It's just a vague hunch and I don't want to armchair, but based on how you describe it, it seems like it MIGHT be something like that.

>> No.4201258

Is there something like a doom wad analyzer? I'm organizing my wads by Source Port/IWAD/Level Count and would like to get the info fast.

>> No.4201260 [DELETED] 

It wouldn't surprise me if I had an absurd mixture of brain damage/disability bullshit, like:

Intermittent explosive disorder
general learning disabiltiy
contamination and mutants
possible parasite cysts which is really fucking bad.

i am one buggered up not-metal man

Also, at the time, I was emotionally compromised too.

but that's more a discussion for elsewhere.
oi, any of you fuckers ever want a co-op or gaming partner or whatever, bother saraisvanu eh?

>> No.4201268

>I'm a fucking nut, sure. but I'm trying my damnest to make people enjoy my works and work past those flaws. Jimmy and co have no intrest in forgiving me and want to hold onto a lifelong grudge though.

"I-I-I-I-I'm TRYING! HONEST!" is not a valid justification for your actions, especially when you have done this several times before and are more than likely to do it again.

>> No.4201270

It served us well.

>> No.4201271 [DELETED] 

>trying to start shit again
For what purpose?

>> No.4201272

Have you ever tried just not being a huge faggot?

>> No.4201273

>trying to start shit again
S'arais is fucking blogposting about how fucking SAD :(((( he is and that Jimmy holds a grudge and you're saying HE'S starting shit?

>> No.4201274

I'm starting shit? After Captain "Blame jimmy because he has a grudge" here?

>> No.4201275
File: 109 KB, 895x565, meem.png [View same] [iqdb] [saucenao] [google] [report]

I'm currently organizing and renaming textures from Quake's IKBLU and IKWHITE in preparation for a Heretic map.

>> No.4201283
File: 1.65 MB, 1366x768, Screenshot_Doom_20170617_232520.png [View same] [iqdb] [saucenao] [google] [report]

>It's the final level and you get all the guns right off the bat, making you immediately shit yourself wondering what could be hiding around the corner
Anyone else here love that feeling?

>> No.4201285

the intermission art for doom 1 is weirdly really expressionist. you just can't think about it like that

>> No.4201286

>gives you all the guns
>first challenge is a voodoo doll maze with like two enemies
i see what you mean tho lol

>> No.4201287

The epic action theme of Last Call alone does that (though it's effect is kind of dampened by how it's used in a few previous maps).

>> No.4201291
File: 1.49 MB, 2048x2048, 1500077873523.jpg [View same] [iqdb] [saucenao] [google] [report]

>Gives you all the guns
>it's just a standard Icon of Sin fight

>> No.4201292

>Have to reactivate my account for security purposes
It's like they don't want anyone to post there ever
>Have a guy brute force accounts
>Don't change anything to prevent brute forcing of passwords
>Just deactivate all accounts that haven't posted in 3 months
>And take nearly a fucking year to do that after the problem arises
>And YOU CAN STILL BRUTE FORCE PASSWORDS ANYWAY, just need to have your bot know "super shotgun" :^)
Amazing net security

>> No.4201293
File: 1.70 MB, 620x349, 1498926470293.gif [View same] [iqdb] [saucenao] [google] [report]

>in preparation for a Heretic map
Does that mean what I think it means?

>> No.4201296

they really haven't integrated the "locks you out after a few failed attempts" protocol? that's like web 1.0 shit

>> No.4201302

I just wanted to do one for myself without time constraints with a texture pack I have never seen in the DOOM engine.

>> No.4201309
File: 164 KB, 800x600, Screenshot_Doom_20170819_222154.png [View same] [iqdb] [saucenao] [google] [report]

And there we have it, the suit protects me from damage by the chemical gas cloud (it also no longer shoves me around or launches me in the air), the suit also protects me from damaging floors, and it has four times the duration of a normal radiation suit, and will give small token armor bonus.

It has 25% chance of spawning in place of a normal protection suit.

>> No.4201316

No, just deactivated a bunch of accounts.
This is good because it solves the security issue and also helps retain old users that are now required to prove they are who they say they are and if they don't have access to their old email they are shit out of luck and even then if the moderation thinks they "sound suspicious" then they're also fucked.
Also no two step authentication with email so the site can piggyback off another site's security measures. And no email notifications for anything. And still not even a fucking captcha for the logins.

>> No.4201326

found the ex-pat

>> No.4201328 [DELETED] 

Fuck off, cunt.


>> No.4201330 [DELETED] 

lmao, blown the fuck out and got angry about it

>> No.4201332


These threads aren't your haven to whine about the other forums, sorry.

>> No.4201335

>just need to have your bot know "super shotgun" :^)
I stand corrected, they added more security questions.
>If you could set a skull on fire and make it fly, I would exist. What am I?:
>This question is a means of preventing automated form submissions by spambots.
There is no way a master-level script kiddie hacker could ever add the fucking questions to his bot that already answers the "super shotgun" question. Site 100% secure.

>> No.4201339
File: 129 KB, 800x600, Screenshot_Doom_20170819_222247.png [View same] [iqdb] [saucenao] [google] [report]

Also here's the suit itself.

>The AlchiTec T1200A, CBRN Protective Suit (Chemical, Biological, Radiological, Nuclear)
>This is an advanced Hazard Protection suit, it is fully sealed and offers an onboard air supply and fully seals against contaminants [giving a usable effect that is four times the duration of the regular suit]
>The steel reinforced and sealed boots protects against heat, electricty and radiation.
The material making up the suit is multilayered and very tough, and will self-seal (to a point) [acting as 25pts of added armor], it is treated against various agents and acids, the material being very dense and resistant.
>The T1200 is the only thing that will protect a person against the [REDACTED] agents used in the 37mm Gas Grenades
>Once the air supply is expended [the powerup wears off], the helmet piece must be removed to allow for breathing [though it no longer quite protects against gases, radiation, biological, or radiological threats, the material of the suit still acts as armor].
>The T1200A is intended to be connected to a larger air supply for special sustained hazardous work, but it has the oxygen tube for emergencies [you have no central oxygen supply available, so you're stuck with the onboard reserve]

Compare to the normal radsuit pickup which is just a covering body suit and boots, no gasmask or anything, which, while surprisingly effective against liquid exposure and electricity, isn't long lasting (you can even see residue and wear from corrosives on the boots from workers having used them).

>> No.4201340

Would you guys consider playing the original Doom I and II with a mouse cheating if the player was a first timer? Or in other words should players new to Doom beat the game for the first time using only their keyboards ?

>> No.4201341

>video game forum nationalism

>> No.4201342
File: 195 KB, 1280x1024, Screenshot_Doom_20170819_163817.png [View same] [iqdb] [saucenao] [google] [report]

Can we get back to talking about vidya now?

this is a stair builder now

>> No.4201343

What you mean? Is there an issue with not posting for a while?
Not me

>> No.4201345


Only if you look up and down.
It's ultimately a bit of a moot issue, though. Jumping through maps breaks things far more than freelook does.

>> No.4201346

doom was made to be played with mice

mouse-only's a way more interesting challenge anyway

>> No.4201347

Christ fucking no. I have no idea how I managed without a mouse as a child. Mouselook and actually having to aim up and down has spoiled me.

>> No.4201350

Doom and Doom 2 had native support for the mouse, but only or turning horizontally, auto-aim is there in place of vertical aiming (so basically back up until whatever is up or down is visible and let auto-aim do it's work).

>> No.4201351

Doom was designed with a mouse in mind, dude.

>> No.4201352
File: 89 KB, 1920x1040, Image1.jpg [View same] [iqdb] [saucenao] [google] [report]

trying to see if I can get a speedmap finished by sunday but I've been slacking. Hopefully i can get off my ass on my day off and take a few more hours to get this map that people will probably finish in three minutes done, but I still gotta think about how I want the map to flow first.

>> No.4201353


>> No.4201360

Are there any good Wad's based on Friday the 13th?

>> No.4201362


>> No.4201364


Not him, but because this is the general /doom/ thread and because anyone can post here, we have a wide variety of different people from the different communities.
Some people take advantage of this anonymity in order to try to complain about issues they have with other forums/people (S'arais is especially fucking bad about this), or to take advantage of this anonymity to shitpost (Linguica was caught doing this), or to try and start a fight on another forum (Decay/OneTwo).

It's not relevant to /vr/ or to Doom. The "Oh my god can you BELIEVE he said this?!?!" machine is already cancerous enough as it is.

>> No.4201369


>> No.4201375

and it sucked, it also sucked even more on Hexen.

>> No.4201378

>It's not relevant to /vr/ or to Doom. The "Oh my god can you BELIEVE he said this?!?!" machine is already cancerous enough as it is.
thanks for being the literal definition of a hypocrite

>> No.4201380

Well auto-aim sucks, but honestly, most of Doom and Doom 2 just don't really have enough verticality or situations where there's aiming up and down would be really important.

It's a pretty easy game as it is.

>> No.4201385

you have no clue what that word means

>> No.4201392

"a person who acts in contradiction to his or her stated beliefs or feelings"
>shitsmears 3 people then immediately complains about shitsmearing people.
Looks pretty accurate enough to me

>> No.4201394

Not what happened, but ok.

>> No.4201395
File: 83 KB, 600x600, 1345011418782.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4201404

Ok, I'll just go and play some Doom now until this situation goes away.

>> No.4201406

I was the zdoom article about creating weapons and I get the frames and all that but how am I supposed to make the weapon actually available and usable?
If I use "replace" it turns anything I replace it with an empty texture so am I supposed to make another decorate file with the object or in what way do I change this one with the weapon's properties?

>> No.4201409

Define it's spawn state.

>> No.4201414

>Linguica was caught doing this
That is fucking amazing.
The deactivation is dumb and solves nothing. I would post about how dumb it is on the forums themselves but I'd have to ask to have my account reactivated and I'm not going to because that's dumb so I have to complain here.

>> No.4201416


Your weapon needs a Spawn state, which spawns it in the world.

>> No.4201417

Not him, but how is you naming names and behaviours of other people in other forums not exactly what you were just bitching about?

Like what the fuck would you call it?

>> No.4201419

texture offsets?

>> No.4201420

>looking down on using freelook
Without it you're relying on autoaim anyway, I don't get the big deal.
I still beat the original two iwads with the classic setup for my first time, meaning no freelook either, but it's not like it's gamebreaking

>> No.4201423

Don't worry. It'll be around forever, unfortunately.

What are some good mapsets you've played recently, not too crazy long or slog-like that only takes a leisurely stroll to complete, even on UV. Like Echelon, mayhaps?

>> No.4201424

>in other forums
I was saying what they did here, in this forum.

>> No.4201428

Oh alright, I got it wrong and intended it like the state in which it would be when I picked it up somehow, thanks and will report later if there's something I'm not getting right.

>> No.4201432

Not on UV, but Mutiny was a pretty good and fun mapset.

It's designed to be challenging (but in a fair way), I would recommend playing on HNTR at the highest, unless you're very skilled.

Another is Double Impact, a E1 replacement with very good design and atmosphere.

>> No.4201438
File: 3 KB, 52x60, doomghigh.gif [View same] [iqdb] [saucenao] [google] [report]

This isn't a forum you dunkass it's an image board.

>> No.4201441

To me freelook makes things substantially easier, your range isn't defined by the auto aims limitations and you can also selectively choose which monster dies first when there's a layered setup
still usually have more fun with freelook though, probably because it makes you feel invincible

>> No.4201442

>Some people take advantage of this anonymity in order to try to complain about issues they have with other forums/people

Says anon complaining about issues with other people.

>it's not hypocrisy when I do it

>> No.4201446

>Like what the fuck would you call it?
examples of behavior here.
in your own words, the issue was "in other forums"

i can call s'arais a faggot here because he's a giant fucking faggot here
when someone makes stupid posts about doom on twitter, it's not /vr/ because it's about a no-name trying to stir drama with other people

>> No.4201448

there's that misused word again

>> No.4201450


> gives me all the guns

> it's just Spider Mastermind that dies from four BFG hits

What did id mean by this?

>> No.4201451
File: 495 KB, 1366x768, Screenshot_Doom_20170724_203351.png [View same] [iqdb] [saucenao] [google] [report]

confinement 256

>> No.4201453

samefag pls go

>> No.4201454
File: 81 KB, 1012x732, 300t.png [View same] [iqdb] [saucenao] [google] [report]

Fixed a few minor things. Tested a tad more. All done.
this, and started another map
one after another

>> No.4201456

shhhh, it's ok

>> No.4201457

>probably because it makes you feel invincible
Average to shit pkayer here, no it does not.
It can make the sprites all weird though, since you were never meant to look up or down at them. It's pretty funny seeing how enemies are literally 2D as you shoot down at them.

>> No.4201458
File: 7 KB, 109x130, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4201459
File: 175 KB, 1586x890, dsfargeg.jpg [View same] [iqdb] [saucenao] [google] [report]

Best way to escape the autism.

>> No.4201463

Honest question, does the phrase "other forums" just keep bouncing off of you, or are you just momentarily blacking out every time you read it?

>> No.4201464

Trailblazer is so much fun, especially with Ketchup and the synthwave jukebox that anon kindly posted a few months back.
>the latest GZDoom build breaks half of the powerups
Annoying, but at least the guns are fine.

>> No.4201467

Ah, I remember submitting to that. They called my map "inner demons" for whatever reason but it was a really bad map and abysmal to navigate, not to mention it's poor general quality.

>> No.4201471 [DELETED] 

>These threads aren't your haven to whine about the other forums, sorry.
>this after 100+ posts about Graf Zahl and the ZDoom.org mods
look, let's be real. this absolutely is the place to Whine About Other Forums, and i love it.

>> No.4201472 [DELETED] 

He's literally only here to shitsmear and shitpost (he's the doombabby poster too).

>> No.4201473

>and i love it
i don't
imported drama is aids

>> No.4201474

>this absolutely is the place to Whine About Other Forums

This should be the place to Play Doom And Mod Doom.

>> No.4201478

I just run Trailblazer on GZDoom 2.5, there's no reason not to right now.

Also I'm hoping this dude eventually finishes his stuff because it's 80s as fuck https://www.doomworld.com/forum/topic/93974-synthwave-doom-mega-wad-update/

>> No.4201479

also Whine About Not Enough People Playing/Modding Quake

>> No.4201480

and yet you call others ex-pats...

>> No.4201481
File: 29 KB, 447x329, alreadydead.jpg [View same] [iqdb] [saucenao] [google] [report]


This isn't the place to beat a dead horse.

>> No.4201484

Holy shit that looks good

>> No.4201485

how many times have you shitposted about graf zahl? please answer truthfully.

>> No.4201492

none, whatever graf does to his engine is entirely irrelevant to me. whether i like it or not, it's his engine and he's within his rights to do what he wants to it.

i play boom.

>> No.4201495


>> No.4201496

Currently, /rhg/ gets occasional nonsense about romhacking.net and a supposed "war" going on between web owners.
It's just as irrelevant there and gets purged pretty frequently. Why should forum drama be enabled here?

>> No.4201498

don't do it, you're gonna attract the ">doom shitters" guy

>> No.4201501

Yes, yes it does.

The only thing I've found that comes close right now is the Underglow level from the 20 monsters community challenge pack. https://www.youtube.com/watch?v=JHbFlfl127s

>> No.4201502

It's not shitposting if it's about Graf.

>> No.4201503

>i play boom.


i still think it's funny though. in fact because i am not personally affected by gzdoom shenanigans, i am able to laugh at it.

>> No.4201508 [DELETED] 
File: 32 KB, 742x512, JoeIlyaBestEverPost.png [View same] [iqdb] [saucenao] [google] [report]

because it's fucking hysterical.

what you said sounds boring.

>> No.4201516

I think Quake is fun to play but I have no interest in modding it but have respect for everyone that does.

>> No.4201519

Exactly. This map is fucking cluttered to shit and I'm not going to do it again.

>> No.4201524

/vr/ should have a weekly multiplayer game or something. Most of the servers on Doomseeker are either empty or modded to shit.

>> No.4201527

I'd be cool with that.

>> No.4201530


>> No.4201532

how do we set this up

>> No.4201534

our only room setup man & janny is fucking lazy

>> No.4201542

I'm late to this, but not until GMOTA gets updated.

>> No.4201545
File: 328 KB, 1280x1024, Screenshot_Doom_20170819_173233.png [View same] [iqdb] [saucenao] [google] [report]


Before I go back to my improvisational mapping-as-i-go again, any specific ones presented/proposed that people want for E2M3? Take a look at some of the possible map theme ideas and tell me what you'd like for each. Or pitch in your own.

now where are those ideaguys when you need them?

>> No.4201556

Setting up a server through TSPG is entirely automated and straightforward, just go to the irc channel

well thats what best-ever was like before it got nuked, I assume it's the same

>> No.4201560

trigger warning: conspiracy theory

personally i think half the posters banging on endlessly about Quake are only here to keep the franchise prominent, in the hope that it translates into more sales of Quake Champions.

consider: Bethesda's Social Media Brand Management contract operatives know QC can't be discussed directly on the Retro Games board, as they found out during the DOOM 2016 prerelease marketing drive, by having all their posts purged constantly, and eventually all discussion of the new game blanket banned. "but maybe," the thinking goes, "maybe if we still keep the quake franchise itself front and center, and discussed constantly" (note that even Quake II is getting praise!) "it will translate into more sales."

it's clever and subtle, and worse there's no way to prove it one way or the other, except to see what happens after the game is released.

in before alexjonesinatinfoilhat.jpg.

>> No.4201562

Huh, Russian Overkill was completed a month or so ago.

>> No.4201565

You're an idiot.

>> No.4201573

that's a rarity

>> No.4201580 [DELETED] 

Alright I got the pickup right it's visible and you can use it however the weapon itself isn't (visible) and I was wondering which offsets you're supposed to use since HUD/weapon don't change a thing.
Also on how many different directory am I supposed to paste the textures?

>> No.4201581

Quake 2 really wasn't bad. I'd say it's better than Quake.

>> No.4201582
File: 31 KB, 600x750, 7e3.jpg [View same] [iqdb] [saucenao] [google] [report]

sounds p stupid, really
that's just what a shill would say

>> No.4201587

alright, seems simple enough. what time/day of the week should we do this though? I'm thinking either Friday or Saturday nights

>> No.4201593


Damn, both of those nights are out for me.

>> No.4201601

I mean idk, I figure these would probably be the most available for most people. Sunday might work too; what nights are you free?

>> No.4201602

>half the posters banging on endlessly about Quake are only here to keep the franchise prominent
or maybe they like a game with lighting throwing yetis, weapons with shit damage & rocket jumping

>> No.4201607 [DELETED] 

Anime was a mistake.
How long till Yholl and Terminus want to be the little girl?

>> No.4201610
File: 540 KB, 1280x1024, Screenshot_Doom_20170819_175245.png [View same] [iqdb] [saucenao] [google] [report]

Alternatively I can punt out my current revision of the wad, which has E2M1, E2M2, and E2M8

if any of you motherfuckers wanna add your own maps, feel free. i'm just doing episode 2, so i'll regulate it to E1, E3, or E4. Don't need to stick to a specific theme for each, I'm just doing a couple that I feel would work for Episode 2, but many of them have a very E3 aesthetic.

This way, you can chew out my E2M2 for being too dark. I agree with you however I feel that making it much brighter will make the specters/pinkies too visible early on. The player is given minimal health pickups and a light amp, alongside a chainsaw and scarce pistol ammo, to help give a possible sense of urgency. Damaging floor should also hopefully be clearly indicated from non-damaging (only lava this time)

course this is all a real pain when you don't have your glasses proper and need to be less than a foot from the screen to see jack shit of it, so i'll worry about other refinements once i can actually see worth a damn.

>> No.4201614

>sounds p stupid, really
yeah it does, it's based on my observation that the amount of quakeposting has risen markedly since the announcement of the game, and it's been getting more aggressive with people trying to start fights saying quake is better than doom, not realising that we don't do that sort of shit here, which makes me think they're outsiders who are more used to other boards' culture.
i'm not saying all of the quake fans here are not genuine, just some of them. enough of them to notice. anyway i won't post about this any more since it's clearly controversial.

>> No.4201615

>room setup man & janny

>> No.4201616

Alright I got the pickup right it's visible and you can use it however the weapon itself isn't (visible) and I was wondering which offsets you're supposed to use since HUD/weapon don't change a thing.
Also on how many different directory am I supposed to paste the textures? I noticed for some objects I need to spam the texture everywhere in the normal directories before it shows up.

>> No.4201618

>and I was wondering which offsets you're supposed to use since HUD/weapon don't change a thing
Slade should show you the outline of the screen in the window if you select HUD

Then you align the offset in the ways you want.

>> No.4201623

eric is mod & room setup man right?

>> No.4201625

if there really was a correlation here, 4chan wouldn't be so hostile about it

or idk maybe that proves it

>> No.4201630

Knowing PB, he'll keep updating them on the side.

>> No.4201632

>it's been getting more aggressive with people trying to start fights saying quake is better than doom, not realising that we don't do that sort of shit here

Most of that shit is by a specific troll, and if there are people constantly clamoring that Quake is better than Doom, I've not seen it.

>which makes me think they're outsiders who are more used to other boards' culture.

Oh the irony.

>> No.4201635

Speaking of, I've been considering hosting a UT2004 coop server for the original campaign (someone ported it) or perhaps invading one of the Invasion servers for a night. Anyone down for that?

>> No.4201637

H-how do you like awful platforming and checkpoint systems?

>> No.4201640
File: 100 KB, 700x545, __abe_shinzou_abe_takakazu_and_barack_obama_kuso_miso_technique_and_real_life_drawn_by_hanpen_puuhanpen__77149f374d7e1d5acfd5028d0c49ae4b.jpg [View same] [iqdb] [saucenao] [google] [report]

so it seems i have a pending ban request. shortly i may find i cannot post for 24 or 72 hours. since my IP address is difficult to change, i may need to ask 300manager for an extension to submission deadline. i do apologize.

>> No.4201645

If you spent your time mapping instead of shitposting, you'd have your 300 submission finished by now and could happily wait out your ban instead of asking for an extension.

>> No.4201647

are you suggesting my belief that the retro fps thread does not, in general, fight over which game is the best, is incorrect? aside from the machinations of one particularly obsessive troll (whose posting you even alluded to)

>> No.4201656
File: 313 KB, 1909x1018, blastzone.jpg [View same] [iqdb] [saucenao] [google] [report]

Zdoom DECORATE question:

I want to do a simple thing in Deathmatch where each weapon spawn is replaced by a random weapon. I haven't used Decorate in a while, and it sounded easy in my head, but now I can't figure out how to do it. I want the spawns to spit out a different weapon every time they're picked up. Any ideas?

Pic sorta related.

>> No.4201659

>making a dm map
Just don't make it a predominantly SSG map. Shit's gay yo.

>> No.4201660

can you make a truecolor png set too?

>> No.4201662

Well it looks like I can't trick a moving camera into going through a portal :^|

Fucking thing just shits out the second it hits the node that's supposed to take 0 seconds.

>> No.4201664

Most of us love Quake and Doom equally, or at least, we don't hate either enough to shit talk in this thread about it. See also: the general excitement for QUMP in a predominantly Doom thread and HUH memes.

I've always felt that the Quake v Doom shit was one obsessive troll, glad other people are saying it too.

>> No.4201668

It absolutely is one obsessive troll. That's been going at it for five fucking years. And constantly tries to start shitfits with sarais

>> No.4201671

let's not go full imx and say all shitposting is one single person

>> No.4201674

>And constantly tries to start shitfits with sarais

Let's not paint him as the victim here.

>> No.4201681

I'm thinking of making a DM mod, the maps are separate.

>> No.4201682

or maybe
> QC announced
> "oh yeah, quake had a single player game"
> "oh yeah, machinegames made an entire episode for it"
> arcanae dimensions

the horrible state that the QC was in the early weeks of beta had me clamoring for some singleplayer quake
thanks to guide in OP, i finally played through all episodes + expansions + arcane dimensions

your consipracy theory is dumb
even if the correlation is there

>> No.4201687

>your consipracy theory is dumb
>even if the correlation is there
i agree it's dumb but thank you for at least understanding how i arrived at the conclusion instead of just calling me a retard.

>> No.4201692

Why do you need it to go through a portal?

>> No.4201694

Because it would look cool.

>> No.4201697

Nobody said I was.

>> No.4201705

Oh man, of course, Babel. I miss your updates and I hope you're able to resolve your crazy shit.

Holy shit I need this in my life. Heretic maps & textures.

Will you upload your re-organized textures after you're done?

>> No.4201706

>"oh yeah, machinegames made an entire episode for it"
They seem like a couple of cool dudes desu.

>> No.4201708

No I mean what's the context, the purpose of going through, is it a one time thing or is it following an actor or what.
Unless you already got it covered.

>> No.4201714

>I hope you're able to resolve your crazy shit
It was more like tragic shit, and yeah it's fine. I've got to do some road-trip stuff next weekend but other than that my life has settled down significantly.
It's for a new titlemap, I was planning on having the camera do a sweep over an area, then zoom through a portal into a new area and look around there before warping back in a loop. The problem is that I can't just set the camera to spend 0 octics on a piece of the path, so I have to either accept the janky-looking "speed through some walls real fast" look or not do it.

>> No.4201717

Couldn't you hypothetically just switch to a new camera really damned quick with a bit of a fadeout/in?


>> No.4201718

I'd rather avoid the ACS fuckery to be honest.

>> No.4201732

Can you do it with On-Death Thing actions in GZDB?

I wouldn't know. I know jack and shit about cameras yet.

>> No.4201746

Was going to suggest either
Or just plain setting the camera to have a different position via ACS.
>I'd rather avoid the ACS fuckery to be honest.
It's like 20 lines of code, if that.

>> No.4201748

alright. Got a server up for you fags to enjoy
search "/vr/" on doomseeker
password and ingame password are both /vr/age

>> No.4201753

Anyone want to play some CTF on Funcrusher?

>> No.4201756

Might play when I get home from gym

>> No.4201757

No idea.
>Or just plain setting the camera to have a different position via ACS
Considering it snaps to a path I doubt that would work. I'm trying a thing with interpolation specials right now, maybe that'll work.

>> No.4201761

Forgot to mention, requires dwango12 and the latest dev version of zandronum. Server will go down monday morning probably, and go back up on friday night.

>> No.4201764

>interpolation specials right now, maybe that'll work.
Why can't you just set velocity via ACS and make path with a little bit of math, then you wouldn't even have to do two things, just the one

>> No.4201768

Because, as I mentioned, it snaps to a given path as far as I know. That wouldn't do anything.

>> No.4201769

Some people, myself included, are literally incapable of complex math.


>> No.4201773

If either of you can figure out the mystery of the GADDs for Doom, let me know.

>> No.4201776

Use an actor inheriting from RandomSpawner:
You can set a probability for each weapon you add into the list, too. It's probably what mods like Guncaster use.

>> No.4201779

I've got no idea what you're talking about man.

>> No.4201785

Seems like just changing cameras is the easiest thing then, right? It's like 3 lines of code.
Failing that what about the camera type that follows an actor, and have it follow an actor?
Wtf is a GADD?

>> No.4201794

>spawn protection
>weapons don't stay when picked up

>> No.4201795

Cool, thanks man.

>> No.4201797

Is there a list of Inventory.PickupSound and other general things to use after normal programming syntax?
zdoom.org always just sends back to the property explanation rather than give an extensive list of commands

>> No.4201801

You don't even need code, I got it working but it still jerks around a bit. Not totally sure why.

>> No.4201802

If I need to do 7 state jumps, what odds should I give each of them to get an even chance for each?

>> No.4201803

That's not gonna work in multiplayer, its gonna keep spawning random weapons since it disappears after it spawns them. Also won't respect sv_weaponstay (or whatever the flag is), he gotta do other. Will post what in a sec.

>> No.4201808

>i'm not saying all of the quake fans here are not genuine, just some of them.
there's like
four of us

>> No.4201817
File: 200 KB, 1308x527, help how do i screenshoot.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, I've got another map for the 300 minutes compilation. The map's name is Thy Flesh on a Silver Platter. Tested it on Cioccolato Doom.


>> No.4201820

So, as to actually playing 300 minutes once it's completed and out:

It's going to play like a total clusterfuck isn't it?

>> No.4201821

Yeah, I had a feeling it wouldn't be so easy. You understand what I'm trying to do though, right?

>> No.4201826
File: 15 KB, 320x200, gads.gif [View same] [iqdb] [saucenao] [google] [report]


These damn things. Moving floating platforms made out of Things. GAD stands for something but I forget what.

>> No.4201829

this is too easy

>> No.4201830

As the person who's submitted two maps, neither of quality:

you're goddamn right.

>> No.4201831

It should also work with players being able to drop their weapons. The idea is to make it so players have to scrounge weapons and can only carry a limited amount, so weapons will be discarded when something better is found, or they disappear completely when they're out of ammo I guess.

>> No.4201835

community projects in a nutshell, really

>> No.4201836

join a server and i shall arrive unceremoniously.

thanks for that

>> No.4201845

Basically you gotta have a custom actor that spawns from a list of things, either decorate or ACS, then sits around and checks if that thing is still there (ACS and uniquetid) and if its not and the weaponstay flag is set then it immediately spawns another thing, and if flag is not set then waits according to the item respawn timer, which it also needs to check, then spawns something. Will have to spawn or even spoof the item respawn teleport fog.
You have to spawn the weapons and can't give them directly with custom inventory (like with spoofing item pickups) because then it wont be compatible with mods because "replaces" only works on things spawned in the map.
You also can't place your weapon spawners with "replaces" because that will loop forever, you'll have to use spawn ids.

>> No.4201853

Mod compatibility isn't a problem, I'm planning to use a custom weapon set for this particular thing.

>> No.4201862

you talkin bout lil ol me?

you're obviously trying to shill the new colossus omg out of my board

>> No.4201876
File: 1.78 MB, 1280x1024, Screenshot_Doom_20170819_194055.png [View same] [iqdb] [saucenao] [google] [report]

but anon you're not me, I'M me.
unless you're my own clone
now neither of us will be virgins

Now* hosting 10-lives ZDCMP2 survival on Zanzabar

*as soon as the file uploads

>> No.4201889

most posts about nudoom took place around the time the alpha was taking place, and even then there weren't that many since we knew they'd get pruned anyways. however people were openly discussing UT4 at the same time no problem.

some folks from the board which shall not be named took note of this and began actively engaging any and all nudoom related posts with snarkiness and generally being more of an annoyance than anyone could ever hope to be. I vividly recall posting some hidden screenshots I found on the official website sometime around 2016, and got four to five posts in rapid succession taking the piss over a revenant joke.

people were really getting their cashews engaged about it back then. which is funny considering how it all reached full stop once the game turned out to be a commercial success.

>> No.4201890

Are you making your own maps or using existing?

>> No.4201906

>host this three fucking times SPECIFICALLY with no password
>TSPG fucking autoassigns one anyway

>> No.4201923

I'm shooting for using existing maps. My plan was to just replace weapon spawns with a random weapon spawner or something. I'm not sure how that would work with dropping weapons though... maybe just make a custom Drop command that spawns the actual weapon dropped instead of a spawner.

>> No.4201932


Anyway. It's up.

Forced-Password is AAAA

>> No.4201934


Heretic and Hexen needs some Daggerfall and Arena levels of Custom maps

>> No.4201939

Randomly generated messes of winding corridors and dead ends full of bats and skellies?

>> No.4201942

Gravitational Anomaly Disks if my memory serves me well.

>> No.4201945

In this case then you can use replaces to spawn the spawners, no issue with loops since you're spawning your replacement actors directly instead of vanilla. You'll still need to use your own custom spawner but it's not hard.
>I'm not sure how that would work with dropping weapons though... maybe just make a custom Drop command that spawns the actual weapon dropped instead of a spawner.
I don't see how dropping weapons affects this at all.

>> No.4201950

Oh. Whenever someone actually finishes their version of actor-based moving platforms (there are like a dozen versions by different people) you can just swap the sprite and away you go.

>> No.4201951


Something on the Vein of the already Fixed ones, like the Mantella part, where you need to do some crazy shit to reach the end level at the top of the map, like being thrown into a FUCKHUEG crossbow into the air

>> No.4201957
File: 5 KB, 640x100, 1503188701.png [View same] [iqdb] [saucenao] [google] [report]

sadly the title is too long for one line in the usual font

>> No.4201960
File: 649 KB, 1366x768, gzdoom 2017-08-19 17-34-10.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4201962

Well, is there anything stopping you from just using a larger graphic with appropriate alignments?

>> No.4201963

>openbsd branch for gzdoom
fuck yes

>> No.4201970

I'm a little confused still. For the weapon pickups, I replace them with a random weapon spawner. So for example:

Actor WeaponSpawner : WeaponSpawner replaces Shotgun

Aren't the pickups the same Actor as the weapon itself? Or would I need to make the spawner spit out a separate pickup item for each gun?

>> No.4201972
File: 822 KB, 1366x768, gzdoom 2017-08-19 17-34-43.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4201975

>i'm going to sneak past the demons!

>> No.4201981

have you played the previous /vr/ community project? what did you think?

>> No.4201983

>I replace them with a random weapon spawner.
>So for example:
>Actor WeaponSpawner : WeaponSpawner replaces Shotgun
You'd need to have them inherit from something that doesn't have the same name, like
Actor WeaponSpawner1 : WeaponSpawner replaces Shotgun
but yeah. And you'd want the WeaponSpawner## actors to probably just be dummy actors to allow you to replace everything, since it sounds like the all the weapons will be randomly spawned with nothing to do with what weapon they were replacing.
>Aren't the pickups the same Actor as the weapon itself?
>Or would I need to make the spawner spit out a separate pickup item for each gun?

>> No.4201989

Honestly, I haven't. But I will give this one a go, even if it's shaping up to be an insane mess and have a guy named FAGGOT behind one of the maps.

>> No.4201991
File: 663 KB, 1366x768, gzdoom 2017-08-19 17-51-02.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4201993 [SPOILER]  [DELETED] 
File: 125 KB, 320x200, 1503189999301.png [View same] [iqdb] [saucenao] [google] [report]

Sorry, but I'm not extending the deadline any further than tomorrow. Hopefully you can make something before you get banned.

I hope not.

Oh shit, someone's already making map title graphics? I was going to do this, but thanks, it saves me a bit of trouble! Do you mind posting a download link to the graphics once the deadline is reached tomorrow?

Also, I made a shitty intermission picture.

>> No.4201996
File: 662 KB, 1366x768, gzdoom 2017-08-19 17-51-13.png [View same] [iqdb] [saucenao] [google] [report]

captcha: CALIFORNIA Only.

>> No.4202000 [SPOILER] 
File: 125 KB, 320x200, 1503190096955.png [View same] [iqdb] [saucenao] [google] [report]

Sorry, but I'm not extending the deadline any further than tomorrow. Hopefully you can make something before you get banned.

I hope not.

Oh shit, someone's already making map title graphics? I was going to do this, but thanks, it saves me a bit of trouble! Do you mind posting a download link to the graphics once the deadline is reached tomorrow?

Also, I made a shitty intermission picture.

>> No.4202002
File: 445 KB, 1366x768, Screenshot_Doom_20170819_175127.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202008

I like that 92. What mod is that? I'm falling in love.

>> No.4202012

nothing really other than i can't be arsed to rewrite the title graphic generator to handle line breaks. it doesn't matter though as i'm not the one who has to compile the final wad. i just thought i'd mention it as a heads up for the guy who does.

>> No.4202016

is that an environment map?

>> No.4202017

300 minutes will be over by the time this starts, and QUMP I wouldn't want to be waiting for. I'm sure they will finish in their own time...

I did some fooling around with Heretic yesterday and I think the Heretic : Heretic (Doom format) will be best as its simple and doesn't have all the unnecessary GZDoom fuckery.
I definitely want to finish the original game though and maybe put together a resource on what weapon uses what ammo and any other useful things mappers should know.

>> No.4202018


Pretty sure that's Shadow Warrior, not Doom. Different engine.

>> No.4202024


> Reads thread title.

Never mind, I'm a dumbass.

>> No.4202025

Looks pretty cool. continue

>> No.4202026

>Oh shit, someone's already making map title graphics?
yeah remember i said i found the 200minvr build scripts still worked, so i've been putting all the 300minvr maps into it? i'll happily post all the title graphics when you're ready for them.

>> No.4202029

>a guy named FAGGOT behind one of the maps
two of the maps

actually iirc he might be doing a third named THY FAGGOT CONSUMED or something

>> No.4202034

>apparently recently discovered trick to activate switches through just about anything over a much further distance than previously thought possible.
the what now?

Also: Why is Doom 2 the one I typically see speedrun'd. Why not Doom 1 or Final?

>> No.4202042
File: 52 KB, 180x180, 1332884072432.jpg [View same] [iqdb] [saucenao] [google] [report]

post your face when you do some really hacky shit in your map and you run it and it works flawlessly first try

>> No.4202048

Now post your face when Graf breaks it in the next update.

>> No.4202050

WHat mod? Looks so sexy.

>> No.4202051
File: 2.90 MB, 700x406, UnrealSm2.webm [View same] [iqdb] [saucenao] [google] [report]

It was a gift from God Himself, anon.

pic unrelated

>> No.4202052
File: 944 KB, 499x281, angry-loli.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4202056
File: 16 KB, 500x461, 09011b44ae29d4b11154bbede26c7c2d_i-know-that-feel-bro-i-feel-you-bro-memes_500-461.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4202058

>he might be doing a third
I was gonna make another for 300min but I probably don't have time cause I gotta do stuff cause school start monday.
>named THY FAGGOT CONSUMED or something
That was if I do a full episode.

>> No.4202065

Oh bloody hell, I fucked that up. In that case it can have Juicy Gib Shishkebab as its name.

>> No.4202067


Whoever Agrippa was, cheers lad, was fun.

>> No.4202071

There is an actual working WAD of Doom where LITERALLY EVERYTHING from the backgrounds to the enemies to the Menus to the weapons are replaced with Timothy Allen, and the sound effects are voice samples of him grunting in Home Improvement. Only a matter of time until a working WAD of Doom where not only are level designs, backgrounds, and stage names are altered to be memetic and a tad more cyber in nature, but so will the enemies and music. The titles Doom Meme edition or Doom Memeverse would be appropriate.

Meme-based enemies likely to be in the place of regular doom enemies in said WAD: several different emlojis, The pointed nose smile emote, Robbie Rotten saying lines from "you are a pirate" and "we are number one", Big Smoke, Ronald Mcdonald, Homer Simpson, Jack, Tito Dickman and Horat from the flash-animated show "The Nutshack", Snoop Dogg, MLG glasses, floating Mac Tonight heads(these will directly replace Cacaodemons) Shrek, Giant Doom pauls that scream "ITS HAPPENING!" Pedobear, Wilford Brimely, Stingy, 1000°F knives, Trollfaces, Pink Guy, Filthy Frank, Le Happy Merchant and Forever Alone guy.

Oh my word...

>> No.4202073

Like this?

>> No.4202078
File: 1.54 MB, 2448x3264, sorg2.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4202081

replace the demons with angry gondolas

>> No.4202101
File: 198 KB, 1308x528, ThePunchDimension (edit area) at 2017.08.19 18-04-20.684 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Here's my 300 minutes of /vr/map. Also babby's first map, pls don't bully too much. Hope you enjoy Berserk punching.

Name: The Punch Dimension
Author: Dogman

Made for Doom 2 format, tastes nice with chocolate. Included is also a song from the Age of Empires 2 OST (I Will Beat on Your Behind) for the organizer to add to the map, if possible.

Link: https://www.dropbox.com/s/wvuuk143mni7dg1/ThePunchDimension.rar?dl=0
Song link: http://www.vgmpf.com/Wiki/index.php/Age_of_Empires_II:_The_Age_of_Kings_(W32)

>> No.4202103

I like it already.

>> No.4202104
File: 795 KB, 430x334, 1441507735680.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4202109

So something like this?

actor WeaponSpawner1 : RandomSpawner 1111
DropItem "BFG9000"
DropItem "Chaingun"

actor WeaponSpawner : WeaponSpawner1 replaces BFG9000
actor WeaponSpawner : WeaponSpawner1 replaces Chaingun

>> No.4202116

Not to mention they run like shit.

>> No.4202117

what doom demon needs cute art?

>> No.4202120


>> No.4202123

What kind of toaster do you need to have to make Dosbox run like shit?

>> No.4202124

>Hope you enjoy Berserk punching
Like half my maps are made to be completable with it.

>> No.4202127 [DELETED] 

Do a self portrait of your inner demons that insist that you ruin good things by doing shit-tier anime girl versions of them,

>> No.4202129

Speaking of cute cacos

>> No.4202136


>> No.4202137
File: 24 KB, 111x112, LAWL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202138
File: 183 KB, 425x450, 1464226855697.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202140
File: 77 KB, 266x176, a72.gif [View same] [iqdb] [saucenao] [google] [report]

Somebody's fucking angry

>> No.4202142
File: 378 KB, 550x600, 1425370528843.gif [View same] [iqdb] [saucenao] [google] [report]

Damn son u mad af

>> No.4202165
File: 2.10 MB, 3264x2448, >cacoposting.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder who could be behind this post

>> No.4202169


>> No.4202178
File: 16 KB, 725x561, gondola.png [View same] [iqdb] [saucenao] [google] [report]

i'm bad at drawing but you got me to do this

>> No.4202185

Are you new to decorate and ACS?

>> No.4202187


So this has random weapon spawning, but I'm not seeing how it works. There's a new spawning actor, but it doesn't seem to replace any existing actors. I would assume all of the weapons would be replaced by one of these things.

>> No.4202192
File: 480 KB, 634x608, even worse.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202193

It's been about a year since I've touched it, so let's just say Yes.

>> No.4202194

you know acs though?

>> No.4202195

cute work anon.

>> No.4202198

Exactly what I thought.

>> No.4202202

I don't think I've ever used it, but I've done other code so it shouldn't be an issue to learn. Is that what I want to use?

>> No.4202203


>> No.4202206

Actor BFGSWAPPER : RandomSpawner replaces BFG9000
DropItem "BFG9000", 255, 80
DropItem "Unmaker", 255, 20

The wiki is your friend.

>> No.4202209

Is there a mod that adds just a little bit more to the game? Not a total overhaul, not a full-fledged gameplay mod, but a mod that just adds more stuff that fits into the classic style?

>> No.4202212

Plenty depending on what you mean, try Faspons maybe if you want a kind of fast-doom.

>> No.4202213

Holy shit, that's all it was. Thanks dude. Will I have an issue trying to replace multiple things with the same actor?

>> No.4202214

It's going to be a lot less hassle to make with that than decorate, mostly because you have to fuck around with states in decorate and everything will end up being 10x as long. All you really need the actor for at this point is it's position and to be able to run acs from the actor, so you just need a spawn state where it calls the acs and then a loop state where the actor spawned does nothing forever. Or, hell you can just have the actor go away once you get it's position, really.
I am going to bed pretty soon but lemme see what I can do, either write it or just give you a post with the tools you need.

I missed that you were inheriting from RandomSpawner and it was just some random actor so I thought you had code that made no sense. Whoops.
You don't actually want a RandomSpawner though, because of the problems listed >>4201803

>> No.4202215


If you want to replace more stuff, duplicate the definition and change what it replaces.

>> No.4202218

>There's a new spawning actor, but it doesn't seem to replace any existing actors
The number after the actor's names are the DoomEd number they're replacing.

>> No.4202220



"Daemonicon entry" of the UAC:
"Fucker. The rocks. The goddamn rocks. They're alive joson. Shit hasn't been getting easier since the Hell Generator. Crafty bastards keep throwing more and more at us. This is no different. You'd think the DOOM marine would of dealt with them- but it just wipes us CyberCore out like goddamn nothing. Killed em all in one fell swoop.

Thing is huge, and very commonly attacks other demons to feed upon them- to cause a major shift in biomass and cocoon. This thing has a wide variety of abilities at it's disposal- damn thing is a living volcano.

Gotta use the rockets. Break up the armor on the bitch. Then you can move in with your other weapons. They're resilient. As if it's many-stages wasn't enough, the damned thing will sometimes try to split when near-death, depositing an egg out of it's torso cavity. This fortunately makes it much easier to kill- exposing internal organs.

UNfortunately, the eggs grow fast.

Oh. And they like to roll over our troops and beat us with what are essentially minivan-sized fists. I don't care WHAT you assholes put through my head or how many mindwipes you give me to deal with all this horseshit. That sticks.

>> No.4202225

Doom, but with more weapons, powerups and/or monster variants. Everything else stays practically the same though.

>> No.4202226

Noob question here, but in Slade are you supposed to make a zip archive or a WAD if you want to make your stuff?
Also I can't see the directories, how do I enter weapons/mosters etc.?

>> No.4202229
File: 516 KB, 1366x768, file.png [View same] [iqdb] [saucenao] [google] [report]

so cool

>> No.4202230


>> No.4202231

https://www.doomworld.com/files/file/17362-zone-300/ map 27 with High Noon Drifter

>> No.4202232

are you the same guy who did the doomkart pic?

>> No.4202245
File: 266 KB, 961x1327, Heirarchy2.jpg [View same] [iqdb] [saucenao] [google] [report]

Let's talk demons.
>Favorite and least favorite enemy design
>Favorite and least favorite enemy to fight
>Favorite and least favorite enemy to use in mapping

>> No.4202246


>> No.4202249
File: 131 KB, 274x290, 1452781066231.png [View same] [iqdb] [saucenao] [google] [report]

I think I'm gay for the Cyberdemon's ass.

>> No.4202254
File: 290 KB, 480x480, cyberass.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202257

>Favorite and least favorite enemy design
>Favorite and least favorite enemy to fight
Cacodemon or pinkys
>Favorite and least favorite enemy to use in mapping
Shotgun guy
Spider mastermind

>> No.4202258

What was that GIF file for!?

>> No.4202260
File: 80 KB, 500x498, cat no banana.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4202261
File: 13 KB, 697x617, hehehe.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4202268

if anyone maps for quake, these dev textures were released recently

>> No.4202271

>Barons / arachnotrons
>Hell knights / pain elementals
>Hell knights / arachnotrons, because they're so awkwardly big and require a lot of space to be practical

>> No.4202280
File: 4 KB, 58x125, B1_zombie.gif [View same] [iqdb] [saucenao] [google] [report]

What's everyone's opinion on BloodCM?

>> No.4202281
File: 70 KB, 509x767, 1461218745713.png [View same] [iqdb] [saucenao] [google] [report]

>those tiny fuckin hands

>> No.4202289
File: 11 KB, 303x157, clipp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202291

why did everyone ignore this

>> No.4202294

they ignored everybody, dude.

>> No.4202297
File: 38 KB, 1439x333, zztest.png [View same] [iqdb] [saucenao] [google] [report]

That's pretty neat. I couldn't find some good devtextures when I started mapping so I wound up just cobbling together a couple of my own; that set has various sizes and colors but from what fiddling I've done, having something written in it (even if it's just 'test' or the texture size) is ridiculously useful for manually lining up textures on finicky or oddly-angled brushes. It's not like you need a huge swathe of colors for dev textures anyway; I'm used to Valve's "orange walls, grey floors" setup and it's not like you don't find yourself tweaking bits and bobs as you apply final textures anyway because this brick texture doesn't line up nicely, or this ground texture's tiling is too obvious, etc.

>> No.4202307
File: 84 KB, 900x750, shambler doing its best khezu impression.gif [View same] [iqdb] [saucenao] [google] [report]

>Want to play through megawads I haven't touched yet
>Also want to try out other gameplay mods at the same time
>Think it might ruin the intended experience
>Don't end up playing anything at all

>> No.4202309

replying to news post in case anyone cares

hows he do it tho?

>> No.4202310

>demon in medium while lost soul is in easy

>> No.4202312

I also disagree with it, but the person who made it probably easily figured out that whacking a lost soul in mid-charge makes it useless, and probably never learned to look like goku with demons

>> No.4202317

i'm really not sure how you DON'T figure out how to do that trick. the pinky's melee has so much obvious starting lag

>> No.4202318

All that stuff in the description and he doesn't actually explain what the trick is

>> No.4202323

I just figured no one cared about it

which is fair, it's mspaint doodling, but I think gondolas are cute

>> No.4202324

ZDCMP1 has been added to the ZDCMP survival server.

>> No.4202325

>No Chaingun Gondola in the background

>> No.4202328

switches ignore z height, and if you're in exactly the right spot, you're just barely in range on the XY plane to use the switch (exactly 64 units away, starting from the center of your hitbox)

not feasible outside of TAS's, but neat regardless

>> No.4202329
File: 22 KB, 356x408, 1390892414258.png [View same] [iqdb] [saucenao] [google] [report]

so that's what func_detail is for

>> No.4202335



>> No.4202336

This might be broken or have errors and is completely untested in any capacity, but here:
I gotta go to bed now

>> No.4202343
File: 17 KB, 725x561, gondola.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202346
File: 102 KB, 300x300, urf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4202360

Actually, I lied. Here:
This one should recreate instead of approximate the respawn timer. Now I go to bed.

>> No.4202361
File: 33 KB, 677x342, visport.png [View same] [iqdb] [saucenao] [google] [report]

As it turns out adding brush-built chains is a fantastic way to make vis completely shit itself and take several minutes to compile what's otherwise a square box with a hallway on a system with an i5 4670K, then fuck up and have gaps to the void visible on the sides of the chain anyway.

>> No.4202416

>make chain a func_detail
>am using a compiler that supports func_detail
>doesn't make much of a difference at all, chain still has parts with faces cut in half or missing
>make it a standard func_wall instead
>map compiles instantly with vis -fast, has one tenth the visleafs and portals, no graphical errors or visible void
>run full vis
>the holes are back
I'm screaming and I'm screaming and the void is screaming back.

>> No.4202430

How come enemy animations are so choppy and low fps in the GOG version of Quake 1?

>> No.4202431

That's the way they always were?

>> No.4202434

They've always been that way, Quake's model animations are animated at- and run at- ten frames per second maximum. Sourceports add animation and movement interpolation, to varying degrees of quality depending on port.

>> No.4202435

Are you sure?

>> No.4202436

Okay, I guess that explains why I've seen better animation in videos. Cheers, guys

>> No.4202454

I hope you're not playing the original glquake or through dosbox.

>> No.4202482

bring down the console

r_lerpmodels 0
r_lerpmove 0

>> No.4202495
File: 16 KB, 420x300, 1410761384835.jpg [View same] [iqdb] [saucenao] [google] [report]

>wagging tail

>> No.4202497


>> No.4202498
File: 65 KB, 600x441, 98b.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking love gondola. I'm saving this. You beautiful bastard

>> No.4202502

>tfw playing eviltech map14

>> No.4202508

use quakespasm.

they weren't. they should move smoothly

>> No.4202512

Thanks for the game, Adol!

>> No.4202518


>> No.4202519

I think it's the kind of thing you only really notice when it's not there. I prefer having it in since it's a fun way to save ammo and approach fights from a different angle. It's weird when I play a mod that doesn't have it.

>> No.4202528

Sneaky Doom or whatever it's called was pretty cool. It had basic stealth mechanics where the amount of light plus noise you made would influence monsters finding you. If they knew you were around they'd patrol and hunt and could be avoided by staying in the shadows. You had a few silenced weapons as well.

>> No.4202541
File: 42 KB, 640x480, NaliHouse.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4202561

additional doom monsters:

yeti: baby shambler
shambler: quake rip and resprite
greater shambler: shambler but it's a teleporting douchebag.
giga-shambler: remember when the BFG had an additional beam that fired at enemies? NOW IT FIRES AT YOU. Mixed in with traditional shambler electricity, ground shock-waves and teleporting douchebag.

>> No.4202573
File: 997 KB, 160x160, 1444431118543.gif [View same] [iqdb] [saucenao] [google] [report]

>baby shambler

>> No.4202576

A Shambling?

>shambler but it's a teleporting douchebag.
fuck no

>> No.4202595

Are there any realistic weapons mods for Doom? I actually really like Real Guns Hardcore or whatever it's called, but the sprites are horrible looking. I wouldn't mind ripping the Brutal Doom guns into a separate mod, but I'm way too lazy.

>> No.4202598

What does Project Babel do at the moment?

>> No.4202601

>It tries to shock you from a distance so it cant
>IIt does pitiful melee damage
>But you drop your inhand weapon if it hits you with it's tiny sparks

>> No.4202604

hideous destructor, but it turns the rest of the game into hardcore realism

>> No.4202608

>Archviles can't revive archviles but can revive shamblers
>shamblers can't revive anything EXCEPT arch-viles
>shambler actively tries to flank you and force you into the vile's sight
>one has no melee
>The shambler can't fit into many places the archvile can
>The shambler sambles neatly into a spot between archile and baron, but is arguably easier than either due to it's MASSIVE TELLS

>> No.4202614 [SPOILER] 
File: 29 KB, 512x800, 1503213556437.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4202618

lol nice
very cute also lol at chaingunner
looks like a sarais map heh
i only just woke up mate
i don't think it's precisely known yet. only that you can press switches from ridiculous long ranges but the conditions under which it works were not fully understood last time i read the thread about it.
cool, now make the waterfall outside! i only ever played that game once for 15 minutes at a friends house but that bit really stuck in the memory.

>> No.4202623

I forgot about HD, and then I downloaded it and remembered why: it never runs on anything. Using GZdoom 3.2xxxx and the thing comes as a loose folder full of files. Tried putting it into a pk3 and nothing still.

>> No.4202627


The mod I'm making is the Zombie TC remake, the gun is from one of them "super shooter" online games. Found the rip on zdoom forums.

>> No.4202628

why is he so smug

>> No.4202637

>really makes you huh

>> No.4202653

because you thought it was ranger, didn't you?

>> No.4202659

nah i knew it was bitterman

>> No.4202703

Special weapons by SidDoyle
The dls broken, so here
Also get Good Ol' HUD

>> No.4202715
File: 2.93 MB, 320x240, punchdimension-1.webm [View same] [iqdb] [saucenao] [google] [report]

you said you weren't going to put any archviles or cyberdemons in this!

no this is okay though. i worried a bit about the monster count but you don't have to punch absolutely everything it turns out. it's still quite a long, slow map, at least on first attempt, probably can go a lot faster when you know what you can skip and come back for (or omit entirely).

there are quite a lot of lines with missing textures. the most noticable ones were lines 249 570 575, the rest less noticable, on the inside doors of monster closets.

unfortunately one monster appears to be unkillable (it's also stuck in a wall and unable to attack, but this looks intentional). well i suppose you could stand there and empty all of your weapons into it but i blundered into the exit before that occurred to me.

it's a dubious ask to punch the fatter monsters in vanilla. i guess if you're a new mapper you may not know about zdoom's intercept/blockmap fixes that make punching fat monsters a lot easier. i was just about able to punch a mancubus but an arachnotron i'm just not going to bother. fortunately i was able to leave it and later you get other ways to dispose of it, but at the point i met the arachnotron (thing 100) i thought oh boy i bet he's only playtested this properly in zdoom.

i think that's about it. good job. it's a very simple layout and won't win any design awards but i enjoyed playing it in the end and that's the main thing.

first attempt demo:

>> No.4202718
File: 2.32 MB, 320x240, punchdimension-2.webm [View same] [iqdb] [saucenao] [google] [report]

(sorry the video is really sped up, but i don't feel like splitting it into so many pieces)

>> No.4202729
File: 1.39 MB, 1920x1080, quakespasm-sdl2 2017-08-20 04-31-44-87.png [View same] [iqdb] [saucenao] [google] [report]

I ate a sub sandwich and got the chain to render right! Think it might just be something relating to weird angles- dead on or at 45 degree cants it works fine, it's when you start getting into weird 15 degree angles on three axes that I guess the engine just shits itself over that many tiny brushes at weird angles.

>> No.4202730
File: 3.14 MB, 1920x1200, sm179.png [View same] [iqdb] [saucenao] [google] [report]

SM179 for Quake was Released. 5 Wizard themed speedmaps.

>> No.4202732
File: 482 KB, 321x237, heart of manliness.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4202749
File: 139 KB, 383x364, HOLY SHITTING SHAMBLER.png [View same] [iqdb] [saucenao] [google] [report]

Forgot the link Dammit.


>> No.4202757
File: 761 KB, 640x960, NLvfalls.png [View same] [iqdb] [saucenao] [google] [report]

>cool, now make the waterfall outside!

>> No.4202759

>the rest less noticable, on the inside doors of monster closets.
Intentional, wanted to save time there. But on the other hand...

>the most noticable ones were lines 249 570 575
Yikes, completely missed those.

>unfortunately one monster appears to be unkillable (it's also stuck in a wall and unable to attack, but this looks intentional). well i suppose you could stand there and empty all of your weapons into it but i blundered into the exit before that occurred to me.
I was trying to go for a sort of "oh shit" ending where Doomguy walks into a dark room, a Cyberdemon roars, and then the map suddenly ends. Not sure if I pulled it off too well.

>it's a dubious ask to punch the fatter monsters in vanilla. i guess if you're a new mapper you may not know about zdoom's intercept/blockmap fixes that make punching fat monsters a lot easier. i was just about able to punch a mancubus but an arachnotron i'm just not going to bother. fortunately i was able to leave it and later you get other ways to dispose of it, but at the point i met the arachnotron (thing 100) i thought oh boy i bet he's only playtested this properly in zdoom.
Yeah I remember being pretty puzzled when I saw the fatasses absorbing my punches as if they were nothing, but at that point I was running out of gimmicks for the punch out challenges. Though thankfully they can be left alone for later, indeed.

>i think that's about it. good job. it's a very simple layout and won't win any design awards but i enjoyed playing it in the end and that's the main thing.
Thanks! I'll probably try my hand later on at a more elaborate punching map. Mapping turned out being a lot of fun once I got the hang of the building tools, and I particularly loved the Berserk-only challenge style.

>> No.4202781
File: 50 KB, 1918x1182, 1503221396.png [View same] [iqdb] [saucenao] [google] [report]

>Intentional, wanted to save time there
for future reference, your editor most likely has a button that will fix all missing textures quickly. at least eureka does and so i'd be very surprised if *doombuilder doesn't have similar.

> Not sure if I pulled it off too well.
hard to say, it might work well on a less experienced player. unfortunately i was expecting one last monster, both because of lots of maps' tendency to put a final nasty behind the exit door (especially in trap- and closet-heavy maps like yours) but also because of the source port's live monsters counter.

>> No.4202797 [SPOILER] 
File: 1.11 MB, 1144x1961, 1503222339056.jpg [View same] [iqdb] [saucenao] [google] [report]

New thread.


>> No.4202935

So, it was late, and I was on my lunesta, and looking at it again there were some errors, so here:
This is the version with the tic counter, which is probably what you want since its not really a hassle to recreate the tic counter.

>> No.4203415

Post the contents of the .pk3 when you open it immediately, you might have it as a folder in a .pk3 which doesn't work. Otherwise I will upload my compiled copy for you.

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