[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr / vt ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Due to resource constraints, /g/ and /tg/ will no longer be archived or available. Other archivers continue to archive these boards.Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 198 KB, 800x1015, step on the GLASS.jpg [View same] [iqdb] [saucenao] [google] [report]
4276198 No.4276198 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4271586

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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.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.4276201


300 MINUTES OF /vr/
-Project completed!


-Project ends on the 24th of September
-All rules found here

-Looking to update the OP, suggestions are welcome
-Include thevidya.site and The Inmost Dens somewhere?

=== NEWS ===

[9-22] An E2 replacement

[9-122 Crispy Doom v4.2 released; supposed to be the last release based on SDL1

[9-20] Evolution of the WAD E9

[9-18] Sun Damage Omen, gameplay mod alpha release

[9-17] 300 Minutes of /vr/ released

[9-13] The Ultimate Torment & Torture: Supportive Edition; a mod friendly edit

[9-11] Doom Builder X: continuation of DB2 by anotak

[9-11] PortaDOOM Cacowards 2016 released

[9-10] A new Touhou Doom mod

[9-10] The Inmost Dens, a sideblog of new mod releases for Doom and other retro FPS

[9-8] Golden Souls creator working on a Castlevania TC, Simon's Destiny

=== PREVIOUS ===


=== PROTIP ===

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

>> No.4276217
File: 245 KB, 400x400, doom64.png [View same] [iqdb] [saucenao] [google] [report]

Is there a wad that replaces Doom 1, 2, and Final textures with Doom 64 style textures?

>> No.4276241
File: 38 KB, 1234x182, fucking discord.png [View same] [iqdb] [saucenao] [google] [report]

QUMP allegedly soon

Think there was one guy who working on such a thing for at least Doom 1, not sure what happened to it.

>> No.4276267

>I don't see how you're supposed to beat InYourAss from a pistol start

people is shitting on this map because you have to die a few times to get how it's done

>> No.4276326

How has it not hit me before that he's holding an AK-47 in an ostensibly WW2 era game

>> No.4276403

People are probably predisposed to shit on it because of what the map is.
It is nicely detailed.

>> No.4276414

can't believe kegan is fucking dead

don't lookat the previous thread, he lies

>> No.4276417


literally who

>> No.4276420

Awesome can't wait to finally play me some QUMP

>> No.4276464
File: 88 KB, 640x400, Screenshot_Doom_20170921_233000.png.fb50f886872db1101e59c8aee50307e4.png [View same] [iqdb] [saucenao] [google] [report]

>Took me 10 dummy sectors to make properly the 3d sector toilet

>> No.4276468

You were still reeling from him having an M-16 on Wolf3D's cover

>> No.4276473

Wasn't the AK inspired by German WWII weapons?

>> No.4276476


I think a .md3 model is way better in this case

>> No.4276480


Yeah, you could use the Doom 3 toilet, it is EZ AF to rip it since it is in lightwave format due to being a static map prop.

>> No.4276518


That got me thinking about the special level in DoomRL where you fight the Angel of Death and can only use melee attacks. My idea to make it a Doom wad is as a special starting map (like MAP99 or something) where you start with only fists and have to punch the AoD and maybe also lost souls and pinkys to death using scattered berserk packs. And after you beat him, he drops either the Spear of Destiny, Azrael's Scythe, or the Dragonslayer depending on either difficulty level or how much damage you took during the fight. After you grab the weapon, the exit opens which drops you to MAP01 so you can play any wad using your shiny new melee weapon.

What do you guys think?

>> No.4276550
File: 43 KB, 294x455, bring em on.png [View same] [iqdb] [saucenao] [google] [report]

>One will protect you
>The others will try to kill you
Choose carefully

>> No.4276556

I take calleb cuz in samsara is OP and thats why he was removed
SO im good

>> No.4276564

>I take calleb cuz in samsara is OP and thats why he was removed
No that's why strifeguy was removed

>> No.4276567

>went to bed before I saw this, now I'm at work typing under my desk
Pistol does much more damage per shot, and is therefore more ammo efficient. It's also more accurate when not fired continuously. The SMG is better at DPS than the pistol but overall is a less efficient way to spend bullet ammo than the chaingun, but the Pistol is just as efficient in a bullet -> damage sense as the chaingun.

To put it another way
>SMG kills fast and is good on enemies up to revenants, great stunlocker but you'd be better off using the chaingun if you're close and ammo is tight
>Pistol uses less ammo and is good on enemies up to cacodemons, deadly accurate for sniping individual humans or imps
>PSMG has recharging ammo and is the weakest option, but is still good to finish off weak enemies or clear small rooms
Each option has its own advantages.

>> No.4276569

Fred Chexter is an obvious choice. He'll zorch those fuckers back from whence they came.

>> No.4276571

How much can you remove from Doom and still call it Doom?

What are the criteria for people that create content for it to still be for Doom?

>> No.4276596


i'll just call the cops because there's a dead corpse at my front door

>> No.4276618


it needs the doom wad

>> No.4276628
File: 370 KB, 1280x960, 1506092744.png [View same] [iqdb] [saucenao] [google] [report]

okay thanks for the update.

as a suggestion, may i move the yellow key outside so it's not just plonked in the middle of a random corridor? if i put it here you get a nice glimpse of it from near the start -- i love this kind of thing.

>> No.4276638

>shitting in your ass
well, this is just perverted

>> No.4276643

What is in that?

>> No.4276656

that's some heavy-r shit

>> No.4276657

Your map literally reads "I-N-Y-O-U-R-A-S-S" on the automap. It's like something a giggling 12 year old would do ("haha look timmy I made it say rude words hahaha"). Maybe it's not so surprising that people don't take you seriously. Especially if then the gameplay feels like borderline trolling. Leanrn your lesson and make a less immature map next time.

>> No.4276659

>a borderline trolling map from /vr/
who could have tought

>> No.4276662

I mean >>4276657

>> No.4276667

>implying everyone on /vr/ is as as much of a prick as he is

>> No.4276669
File: 18 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

He would BTFO doombuy.

>> No.4276670
File: 361 KB, 512x512, Z7HeRxU.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4276676

at least is not a terry wad

>> No.4276682

>Leanrn your lesson and make a less immature map next time
seriously, it's a fucking videogame

>> No.4276689

what could he possibly do to keep me from ever buying doom

>> No.4276694


/vr/ takes its Doom very seriously, Sir.

>> No.4276695

top row middle isn't wearing any pants

>> No.4276696

no, hdoom is a fucking videogame

>> No.4276706
File: 61 KB, 960x600, doomhavewant.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to create "dull" coloured lighting in UDMF maps? The desaturation modifier in the colorsetter thing has almost zero effect.

Attached is what I'm trying to achieve. The left side is how it looks, the right side is how I want it to look, which required Photoshop.

>> No.4276708

has anyone successfully mapped the entirety of doom 3 in doom 2?

>> No.4276721
File: 95 KB, 374x174, file.png [View same] [iqdb] [saucenao] [google] [report]

I just found that Flak Cannon model from Unreal Championship (XBox) has a different model from UT '03 and '04, and I consider it to be the better looking than those.

Any way to get it out as a model, or maybe make a sprite rip?

>> No.4276741

Final Doomer update when?

>> No.4276746

>The others will try to kill you
But why? What did I do wrong? With that being said, I'll chose Strife Guy, if he's as OP as he would be in Samsara. Otherwise, I'll choose Doomguy or BJ.

>> No.4276776

that thing doesn't even have a trigger what the fuck

>> No.4276782

None of UT weapons had before 2007.

>> No.4276804

half of ut2004's weapons had fucking music controls on them

>> No.4276806

yea sure that sounds good to me but make a little platform for it so it stands out a little, otherwise it might be easy to miss if the aracnotron stands over it

>> No.4276829


in fact, you might wanna just remove the aracnotron entirely

>> No.4276837

the game

>> No.4276863
File: 140 KB, 1300x1100, 1506099118.png [View same] [iqdb] [saucenao] [google] [report]

thanks, will do

i like the crossfire effect you get from being trapped between two sides both with arachnotrons firing down at you.

>> No.4276918

I'm gonna have to take Nukem because he can jetpack to avoid damage and shrink everyone else

>> No.4276920


>> No.4277008

>Mike actually made that icon for personal use for Kingsway, but it's so damn good I had to ask if I could use it too
which icon exactly? regardless it all looks real nice

>> No.4277025 [DELETED] 

y eah duke n ujkem balls of stee

>> No.4277114

What the worst black and white enemy in Coloful Hell?

Also, what the fuck is the White Archvile even doing?

>> No.4277127

it's time to stop

>> No.4277172


>> No.4277173

take a guess. if somebody had, it would be big news.

>> No.4277174

Not really, but there were maps inspired by the game.
I think Hellbound had a map inspired by Doom 3's hell.

>> No.4277176

is your work now

>> No.4277181

so freedoom isn't doom?

>> No.4277190
File: 1.23 MB, 450x450, 1500307858750.gif [View same] [iqdb] [saucenao] [google] [report]

What's the best sourceport of Wolf3d for Windows?

>> No.4277193

perhaps try the fade function instead?

>> No.4277196


>> No.4277201
File: 438 KB, 733x1024, 20120929-091859.jpg [View same] [iqdb] [saucenao] [google] [report]

Man I want this illustration but without the Magazine stuff

>> No.4277210
File: 281 KB, 1366x768, Screenshot_Doom_20170921_163442.png [View same] [iqdb] [saucenao] [google] [report]

post your ouch faces

>> No.4277213


Not quite what I was looking for, but it does create a fog effect, which was going to be my next question.

>> No.4277221
File: 406 KB, 1366x768, Screenshot_Doom_20170921_163451.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4277228
File: 60 KB, 1280x720, Screenshot_Doom_20170922_223133.png [View same] [iqdb] [saucenao] [google] [report]

Nice, this one even has colors.

>> No.4277229


I didn't even post that

>> No.4277230
File: 36 KB, 320x285, scrapjacker.png [View same] [iqdb] [saucenao] [google] [report]

Captcha agrees, too!

>> No.4277235
File: 323 KB, 624x957, ScreamsInternally.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4277260


Charcola does some pretty nice waifus.

>> No.4277303
File: 1.57 MB, 320x240, GoSlowly-Blue.webm [View same] [iqdb] [saucenao] [google] [report]

all right i think i'm done with this for the time being. i also fixed some texture alignment / doortrack pegging. sadly i don't think the melting walls by the blue key switch can be fixed easily, if i remove the lower unpegging flag the alignments all screw up and can't be fixed without redesigning the whole thing so that the upper and lower textures are on the different linedefs. so i'm not going to bother.

here's the map and three quick exits, one for each key/route, starting with blue, which seems to be the quickest


>> No.4277306
File: 1.97 MB, 320x240, GoSlowly-Red.webm [View same] [iqdb] [saucenao] [google] [report]

red key route, slightly longer

>> No.4277308

loading up doomseeker for the first time in a while after the 3.0 drop, there's some neat shit that no one is playing
>strife deathmatch
>custom hexen co-op
>duel tourneys
>D4T deathmatch

>> No.4277309
File: 2.36 MB, 320x240, GoSlowly-Yellow.webm [View same] [iqdb] [saucenao] [google] [report]

yellow route, probably the easiest to get to the exit, due to fewest hitscanners, but the longest distance/slowest

i hope some of the top speedguys get into recording 300minvr when its done. it has some nice maps for it.

>> No.4277310

>praise vanilla wizard
How is this remotely fair?

>> No.4277315

haha you should have seen it before it went through playtesting

>> No.4277319

It's just pure bullshit. No wonder the guy called himself "Faggot". I might have to give up on the "no saves" run, because my skill level is pitiful as far as this map is concerned.

>> No.4277336

i think the first version took me about 20 tries before i managed to exit it. there were 20+ sergeants and 6 revenant sniper towers in an open area, and 4 (yes four) stimpacks. now there is a bit more health and fewer sergeants, but i think the rocket launcher secret is still necessary.


perfect hatemail is harder than PVW now. before they were the other way round.

>> No.4277346
File: 447 KB, 1366x768, Screenshot_Doom_20170922_135247.png [View same] [iqdb] [saucenao] [google] [report]

don't worry, the barons will complete the level for me.

>> No.4277354

Yeah, this just seems like needless masochism and anti-fun from my perspective, so I'm done.
The rest of the wad was really nice though, with a few small exceptions. Toomb, Curse of the Donuts and Blue Sanctuary all stood out as some really cool and well made levels in particular.

>> No.4277382

I fucking hate that level

>> No.4277385
File: 3.60 MB, 4032x3024, 1482219919154.jpg [View same] [iqdb] [saucenao] [google] [report]

what was it like playing doom on crt

>> No.4277387

Turns out MetaDoom and Doom 2 In Name Only isn't that much of a great mix.
When the wad kills you, it means you not only loose all of your weapons and only recover a few, but the enemy randomization gets stronger as well.

>> No.4277393

which one is it? the final frontier?

>> No.4277396

From what I hear you aren't the only one to give up around this point.

The last few maps are really hard, especially if you're pistol starting.

>> No.4277428

The Blaz head icon of course. The other icons are all from other video games

>> No.4277443

>The Blaz head icon of course. The other icons are all from other video games
oh, of course
i suppose that was obvious in hindsight
sorry, my knowledge of other video games is weak

>> No.4277448

In fairness I have a habit of digging deep for sprites and other things to draw reference from in vidya.

>> No.4277459

you know like when you play a mod and all the sprites are just recolours of stuff from the last mod you played? like the modpacks in doomrla are also in russian overkill as one of the ammo types, that kept confusing me for a while. avoiding that by using obscurer sources is good.

>> No.4277573

>ow there is a bit more health and fewer sergeants
Thank goodness.

>> No.4277580


>Online SNES Doom deathmatch
>this was done back in the day and not as a modern ROM hack

>> No.4277667
File: 2.89 MB, 720x404, Hitboxes sure are weird man.webm [View same] [iqdb] [saucenao] [google] [report]

Here thing

>> No.4277672

what's the map?

>> No.4277673

zone300.wad map01

>> No.4277676

>completely ignores the mod, to ask what the map is

>> No.4277679

huh that's pcorf right? i'm sure i'd played that. damned if i recognise it though

>> No.4277684

It's this, didn't even know what pcorf was before googling it. Looks like I have another community project wad to try.

>> No.4277689

Half of UT2004's playermodels had music controls on them, too, like Romulus and Remus's belts.

>> No.4277691

>Be to busy with getting my master's degree to play games.
>Finish the damn thing and reinstall zDoom
>Realize there's a brutal version of Wolfenstein
>Realize there's WolfenDoom-Blade of Agony
No sleep tonight boys.

>> No.4277702

Boy there is something wacky going on in...I don't even know if it's the editor or the map format, but somehow two slopes with identical angles and sector heights render with different heights, and absolutely nothing seems to resolve it.

>> No.4277713

>didn't even know what pcorf was before googling it
heh it's the name of the guy who made the wad. there's also a 100 lines community project with multiple authors

>> No.4277716

Oh wow I guess I never noticed.

>> No.4277734

Out of curiosity I skipped ahead to see what this guys second map was.
It's actually more bullshit than the last one. Jesus Christ. Why ruin a nice wad like this?

>> No.4277742

Sun Damage Omen has probably the most satisfying chainsaw weapon I've ever used. That shit is beautiful.

>> No.4277747

Scroton quit self-trolling it won't bait people into giving you an ego massage.

>> No.4277756

Arcane Dimensions Doom Edition?

>> No.4277757

pretty much everything about it is pretty satisfying, except the rocket. too bad i suck at it

>> No.4277764

Learn photoshop nigga

>> No.4277776

I mean I've never played AD though I do have it stashed away somewhere. I definitely made the trails and stuff look Quake-y because I like that aesthetic.

>> No.4277793
File: 2.85 MB, 320x240, ChooseYourPath100.webm [View same] [iqdb] [saucenao] [google] [report]

choose your path (300min)

now with 100% kills. putting in a load of crushers to squash everything in the other path seems to work.


>> No.4277797

AD changes all the hitscan weapons in Quake to partical effects fairly similar to yours.

>> No.4277802

Not all the hitscan weapons, just the shotguns (and AD's own triple-barrel variant). The Lightning Gun is still hitscan, at least unless the map author replaces it with the Plasma cannon.

>> No.4277803

I mean I guess. Lightning gun never felt like hitscan to me because of the physical projectile, even though obviously it's hitscan in use.

But it also replaces all the enemy hitscans with that as well.

>> No.4277807

>Lightning gun never felt like hitscan to me because of the physical projectile
It's just a visual beam, no different than the LG in later Quake games or the Linkgun in UT. The fact the shaft appears instantly should hint that it's hitscan, no idea why it would feel otherwise.

>> No.4277814

Seems to work perfectly fine in chocolate doom, good job. But damn does it look weird when you noclip to the path you didn't choose.

>> No.4277815

It doesn't feel like the typical instant travel bullets like 99% of hitscan weapons out there, because it has a physical presence is all I meant to imply, which is why I forgot it when thinking of hitscan. I didn't mean to say that it wasn't blatantly obvious it was hitscan in function.

>> No.4277819

Ah. That's fair I guess, especially how in vanilla Quake the beam kind of lags behind your crosshairs due to engine limitations.

>> No.4277824

worth noting is that it does have limited range
which might've been fucking with your perception of the thing

>> No.4277825

Oh, well, AD Doom edition then, but the player's guns are still hitscan, those are just tracers (and configurable). Monster guns are projectiles though.

>> No.4277872

Spear of Destiny is so underrated.

>> No.4277898

does it matter? doesn't look interesting.

>> No.4277909
File: 63 KB, 800x600, gondola.jpg [View same] [iqdb] [saucenao] [google] [report]

Before: https://pastebin.com/BWMsJy3r
After: https://pastebin.com/MbkLmeQY

Testing inventory stuff.
What am I doing wrong? Instead of firing 5 shots in quick succession normally and then entering the "reload" state it fires eternally without pause, just much slower than usual.

>> No.4277941
File: 1.93 MB, 3103x2193, image.jpg [View same] [iqdb] [saucenao] [google] [report]

man of doom

>> No.4277947
File: 1.53 MB, 2921x2253, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4277953
File: 1.54 MB, 3111x2295, image.jpg [View same] [iqdb] [saucenao] [google] [report]

I'll try HeXen next

>> No.4277961
File: 1.55 MB, 2774x2003, image.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4277981
File: 1.05 MB, 2213x1749, image.jpg [View same] [iqdb] [saucenao] [google] [report]

is this what doom was like back in the day

>> No.4277986

I know I'm gonna eat shit for asking, but who is bottom right?

>> No.4277991

Protagonist of Strife.

>> No.4277996

Derp. Of course. Thanks, Anon.

>> No.4277998

Trying to run blood with bloodgdx. I put all the files in my steam blood folder and downloaded the latest java, but when I double click the jar file nothing happens.

>> No.4278017

Is java set in your path variable in windows? (google it)
if so, try this command in the command prompt
java -jar BloodGDX.jar

>> No.4278025
File: 94 KB, 320x480, Marathon_320x480.jpg [View same] [iqdb] [saucenao] [google] [report]

But where is Marathon's Cyborg?

>> No.4278034
File: 3 KB, 515x47, java.png [View same] [iqdb] [saucenao] [google] [report]

i set the path to jdk9, and tried the prompt and this is what it gave me

>> No.4278046

>get Photoshop on new laptop
>text and interface is fucking microscopic
>apparently it's because my monitor is too high resolution
>this is a problem that goes back like 7 years and which Adobe hasn't really addressed at all
So I might not be doing so much spriting for a while.

>> No.4278065

did you set it to the bin folder in java?

>> No.4278082
File: 2 KB, 380x45, java.png [View same] [iqdb] [saucenao] [google] [report]

i changed it to bin and now i get this

>> No.4278085

are you in the same directory as bloodgdx?

>> No.4278093

Is there any way to make an item/weapon that makes a door gets "stuck" for some time? Like a Hand Welder or something like that?

>> No.4278095
File: 33 KB, 658x329, cmd.png [View same] [iqdb] [saucenao] [google] [report]

now i got this

>> No.4278102

I'm running java 1.8 and it seems to work fine. Maybe try downgrading?

>> No.4278104

maybe with zscript; you'd need to mess with the door thinker to make it not open if welded, then figure out how the hell you detect someone welding a specific door. I have no idea if that's actually possible.

>> No.4278105

is that JRE 8?
I'll try that then

>> No.4278115

What editor are you using?

>> No.4278128

Just had an idea for a simpler alternative:
Make a deployable item that is wide, impassable, and has some decent HP, like a barricade or cover. That would serve for what I had in mind, which is making the Sentry Gun take more time to deploy without fucking over the player too much..

>> No.4278139

that'd work, and has been done before. just keep in mind that actor hitboxes are square from above, so you'll need multiple things overlapping each other if you don't want it to be oddly fat or act weird diagonally.

as for keeping track of health, have one central barricade with X health, and set it as the master of the side barridcades. whenever a side barricade takes damage, have them deal damage to the main barricade. +NORADIUSDMG might be good for avoiding explosion weirdness.

>> No.4278143
File: 1.48 MB, 2693x1802, image.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4278151

Rayen? What did they mean?

>> No.4278153

was there ever a doom map simply called 'doom'

>> No.4278160

Only problem I'm having is that item sprites are not appearing on the inventory bar. Probably caused by the HUD I'm using.

>> No.4278183
File: 590 KB, 1920x1080, Screenshot_Doom_20170923_010216.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4278186
File: 26 KB, 226x212, 4ee367409ba643ceedd3edf5b4be4f75f949eb11.jpg [View same] [iqdb] [saucenao] [google] [report]

is there a combined mod of high noon drifter and complex dooms monsters?

>> No.4278194

Can Complex Doom's monsters can be loaded by their own? Then it can work because High Noon Drifter doesn't use custom monsters, you're even encouraged to load any other monster mod you want.

>> No.4278196

Who's top-middle?

>> No.4278197
File: 23 KB, 600x300, 11222226_10155933708080441_6496220683020178124_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey friends, how do I mass scale sprites in zdoom? I need to "scale 0.62" on mostly everything

>> No.4278201

corvus from heretic

>> No.4278212

>John Carmack in DoomRL only makes former human sounds
>mod them into Icon of Sin sounds

I dunno, it just seems fitting since he's the game's FINAL EVIL true final boss.

>> No.4278216

That's Romero.

>> No.4278259

How does something like DOOM (or its source port) actually draw?

I looked inside the source code of some old dos games, and some modern ports, and I saw render calls, but I wasn't able to make sense of where they went. With the modern ports (like chocolate doom) I thought it would be easier to search for one of the commands that has SDL blit or render something and I couldnt find anything there either.

I want to be able to make a simple engine where I can easily swap out the libraries without it affecting the overall game. It's for learning/hobby.

>> No.4278270

its inspired by e4m1 and e4m2
sorry you didn't like them

>> No.4278272

werent me

>> No.4278273

could you lower your resolution when you photoshop?

>> No.4278278

Why not use something like Aseprite?

>> No.4278293


>> No.4278356

He could and it would probably be better if he's doing sprites.

>> No.4278361
File: 171 KB, 374x347, 1472684516553.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4278379

can anyone reccomend me some good doom weapon wads?

>> No.4278389
File: 550 KB, 1836x2448, 1505415708342.jpg [View same] [iqdb] [saucenao] [google] [report]

I can't get beautiful doom to run. Any advice anons?

Also any mechwarrior/battletech wads?

>> No.4278390

I THINK this is related to what you're asking.

>> No.4278491

have you tried any yet?

>> No.4278516

I tried trial blazers and another generic doom weapon mod both pretty good i just looking for some more like it

>> No.4278520

This article goes into detail on the render process: http://fabiensanglard.net/doomIphone/doomClassicRenderer.php
tl;dr Doom is super freaking optimized

The author has recently released a book "Game Engines Black Book" that literally walks through the Wolfenstein 3D code and explains everything in detail with diagrams. He's doing Doom next.

>> No.4278525

There's the other Pillowblaster stuff, Pillowblaster being the guy who made Trailblazer... stuff like Russian Overkill, Guncaster... turns out I'm retarded because I can't think of any of his other stuff, but I know he has more
There's Demonsteele if you're into anime, or even if you aren't, maybe just into Devil May Cry
High Noon Drifter if you like spaghetti... westerns
Lithium if you're into sci-fi bountyhunting or some Shadowrun stuff
Bullet Eye if you enjoy stuff like SNES era shooties
Nazis! if you want to live your Wolfenstein fantasies out in Doom
most of that stuff is arguably on the same level as trailblazer, try stuff out at your discretion

>> No.4278526

thanks anon

>> No.4278527
File: 1.57 MB, 720x360, Blaz inventory.webm [View same] [iqdb] [saucenao] [google] [report]

there we go, I'm really pleased with this.

>> No.4278532

>The author has recently released a book "Game Engines Black Book" that literally walks through the Wolfenstein 3D code and explains everything in detail with diagrams

Fuck I need to look at that.

>> No.4278534

Wasn't there a weapon pack for JCPC in the works? Was the Ancient Aliens one ever released?

>> No.4278535
File: 154 KB, 1920x1080, Doom_1.jpg [View same] [iqdb] [saucenao] [google] [report]

What're the differences between D4D, D4T/Death Foretold, Argent and Zion?
Which one would you recommend for someone who has never played Doom 4?

>> No.4278583

single frame skeleton

you should just have a graphic of a closeup revenant about to punch and a very short clip of his scream when you cheat

>> No.4278590

>any mechwarrior/battletech wads?
Is there ever:


>> No.4278592

D4T is a fork of D4D that originally ran on Zandybam
Argent and Zion are their respective author's takes on Doom 4 weaponry

I haven't played D4D in a good while so I don't know how bloated or not it is now

>> No.4278594

> d4d
major cooke's original forey into making a D4 mod

> d4t
above eventually started to suffer from feature bloat, so dbthanatos made a more streamlined zandybam compatible branch and got some new sprites
> argent
xaser's take on it, decidedly lite and not quite 1:1
> zion
can only stake claim to being technically the first D4 mod, having the first version out before the game, using screencap rips for sprites and attempting to mimic what nobody had verifiable info on

>> No.4278603

is it saturday yet in yankee land?

>> No.4278607


I only tried D4D & D4T, so I can only say I found D4D to be a clusterfuck and failed to evoke the feel of doom 4 (despite being the most faithful) while D4T is one of my favorite gameplay mods ever. It doesnt get too complex with all the mods shit, the gun action flows beautifully, it didnt break too many of the mapsets I played with it... It's just fun.

>> No.4278610

>never played Doom 4
why though?

>> No.4278629

been for at least four hours m9

>> No.4278630

It's all one mod it's also going to include a BTSX weapon pack and according to the authors blog it's nearing completion and will be released around the time of the new DRLA update

>> No.4278631

Old PC, can't handle it.

>> No.4278639

i want to play some blood

is that an ok thing to do?

>> No.4278645

just don't tell anyone if you play it in anything other than dosbox and you'll be fine

>> No.4278649

why is there something inherently wrong with GDXblood?

>> No.4278656

there's at least one guy who goes apeshit over it because java

don't think he shows up in these threads though so it's probably fine

>> No.4278658

java is fine if you disable it in your browser and dont run random ass jars

>> No.4278662

are they all meant to be blue? fair enough if so but you're known for mixing this stuff up so i just thought i'd ask

>> No.4278664

Tried that, doesn't help. Also for some reason the cursor sometimes morphs into three blurry ones, that's annoying as fuck.
Worse is that this laptop has some fucking weird yellow tint to the screen that doesn't help with spriting.

Not familiar with that program, can it select pixels specifically with a rectangular marker? Does it have filters and color options? Layers and transparencies?

>> No.4278667

In this case, yes. A lot of Blaz's items and upgrades are based around his sword, and all of that mana is blue. So I wanted to keep around the blue color scheme

>> No.4278675
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]





>> No.4278691
File: 1.19 MB, 1920x1080, gzdoom 2017-09-23 08-10-18-72.png [View same] [iqdb] [saucenao] [google] [report]

finally done with the cave looking section

>> No.4278714
File: 1.09 MB, 1213x2007, non-canon.jpg [View same] [iqdb] [saucenao] [google] [report]

What's your dream Doom WAD?

I want a full and accurate adaptation of the Doom novels separated into 4 episodes, one for each novel.

>> No.4278718

The design of that suit on the bottom left is so fucking cool.

>> No.4278727

I just realized Doom 2's art is infighting between a cyberdemon and a shotgun zombie, not the Doom Marine.

>> No.4278736

giant E1-style techbase with dozens of secrets, eventually after collecting keys warps you to some Elsewhere to fetch an artefact, clear that out, come back, mass invasion while you were gone, clear that, escape on a shuttlecraft or some such after setting the self-destruct blahblah. 5000 monsters total but no huge slaughters, 10 hour par time, triple deus vult sized entire mission in a single map. boom-compatible, strongly limit removing.

>> No.4278746
File: 40 KB, 530x331, 530-90_97129.jpg [View same] [iqdb] [saucenao] [google] [report]

You now that TF2 map, that is like giant moving trains, with bases in them?
Something like that for Doom, but in Mars and the moving vehicle has a UAC base with stuff in it.
Then for the fun of it, add teleporters that lead to other giant base vehicles, like a ship on earth's sea or a space ship in outer space, i dunno.
Maybe those two other vehicles should be their own maps.

>> No.4278747

Fuck, they're not actual trains, because they don't run on tracks.

>> No.4278748
File: 1.02 MB, 1920x1080, ratemyhud.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4278749

Strange Aeons had a level like that, on a giant threaded fortress moving across an endless desert.
Also that map was ripped wholesale from UT2004.

>> No.4278753

brushed metal/10
looks like a smartphone interface/10

>> No.4278754
File: 2.05 MB, 800x450, 1497724936498.gif [View same] [iqdb] [saucenao] [google] [report]

>each map has a secret exit that takes to a way harder version next map
>a big warning sign before each exit like that
>the whole sector layout changes
>monster and item placement differs
>the shortcut that was in map04a is blocked or made harder to pass through in map04b
>you can still see similarities between each pair of maps

>> No.4278756

It was directly inspired by UT2004 but was reworked as a symmetricap capture the flag map, instead of the original AS-Convoy which was Assault (attack vs/ defend control points).

>> No.4278757

As someone who kind of likes the books (to a point), that seems like it'd be tricky at best.

First you'd end up rethreading a bunch of original maps and locations inbetween some new content, and then by the point you get past Doom 2, and shit gets weird, you'd get shit so weird they might not work very well or be easy to do even in GZDoom.

And then at the end you'd rethread Doom 1 again, before the real ending.

>> No.4278761

> ammo pickup
> bullet puff replacement
> blood decal
i recognize this gameplay mod

>> No.4278762

looks too sharp for doom, compare the shotgun to the text and the middle bottom of the visor

>> No.4278765
File: 426 KB, 997x1584, Untitled-1.jpg [View same] [iqdb] [saucenao] [google] [report]

I did it for him. Was a bitch to do his helmet but I think I did alright considering what I had to work with, though I welcome anyone more skilled with Photoshop to make improvements.

>> No.4278767

Better yet, instead of a ship on the sea, it's a big submarine underwater, that gets flooded and the space ship has glass tubes connected to other parts and areas, where you need the radiation suit to go outside or something.

>> No.4278774
File: 411 KB, 997x1584, doom mag new chain.jpg [View same] [iqdb] [saucenao] [google] [report]

Also, here's another version where I replaced the chainsaw with the nuDoom one, as I wasn't happy with the outcome on the original image.

>> No.4278781
File: 489 KB, 2816x1584, doom mag 16 9.jpg [View same] [iqdb] [saucenao] [google] [report]

...aaaand finally a quick wallpaper conversion.

>> No.4278784

What's the best way to play Doom 64? Should I just booting up an N64 emu?

>> No.4278792

Doom 64 EX
All you need is an N64 rom of the original D64, then run it through the little converter program bundled with Doom 64 EX, and hey presto: PC native Doom 64.

>> No.4278795

Tom Hall's Doom Bible in finished wad form

>> No.4278798

that would be cool if it was continuous and didn't have any cinematic cutscene bollocks.

>> No.4278804

Thank you!

>> No.4278805

The cutscenes would also have to be there.

>> No.4278890


Doom Builder 2.

I suppose the logical thing to do would be to adjust the angle of one so it matches visually, even if it's numerically different, but it's weird that this happens at all.

>> No.4278896
File: 378 KB, 556x500, concept_art.png [View same] [iqdb] [saucenao] [google] [report]

>predator headed mancubus with lamprey arms spriteset
fund it

>> No.4278902 [DELETED] 

Are we gonna do a Halloween themed was soon?

>> No.4278905

Are we gonna do a Halloween themed wad soon?

>> No.4278912

I own these. They're corny "extended universe" style shit but they're pretty good action adventure sci-fi novels overall.

Always wondered though, is the cover art for the third and fourth books made by the same guy who did the Doom 1/Doom 2 covers (and thus the first and second book covers)? It looks like it fits in perfectly.

>> No.4278995

no. in fact the original paintings for the third and fourth books were put up on ebay maybe half a year ago. I allllmost bought them but I simply couldn't justify such a dumb expense

>> No.4279013
File: 6 KB, 754x170, 1506184260.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4279023

Can we talk about DOOM 2016 here?

Anything good come out of Snapmap? I got a PS4 copy from a friend and I'm blasting through the campaign right now.

>> No.4279028

How are either of these things retro?

>> No.4279031

No. It's really limited and there's only been some demo tier stuff.

>> No.4279032

those are good to look at, do they also explain how the actual pixel itself is blitted to the screen?

>> No.4279035


Great game, but not the place. /vg/ almost certainly will have a thread for it.

>> No.4279040

stream the frame buffer into a texture, then give that to the gpu


>> No.4279061

I like these a lot. cheers anon

>> No.4279096

do these come as nice audio books?

>> No.4279103

I don't like Ancient Aliens. The aesthetic really puts me off, it's fucking gross. Gonna pass on this poop.

>> No.4279105

blasphemy how dare you have an opinion you piece of shit

>> No.4279113

Any custom quake maps that use the zero gravity effect like in ziggurat vertigo? I love that shit.

>> No.4279114


it's a 3d slope?

>> No.4279121 [DELETED] 

You need drink few gallons bleach, shit guzzler.

>> No.4279124


too much definition

>> No.4279125

so why cant i switch weapons the right way in doom enhanced? sand how the fuck do i do it?

(right way meaning with number keys)

>> No.4279126

Damn, really? I've never seen fullsized versions of them that aren't just scans/photos of the book covers.

>> No.4279142
File: 1.83 MB, 960x540, gzdoom 2016-03-04 18-08-23-666.webm [View same] [iqdb] [saucenao] [google] [report]

Hey Terminus, did the unchangable doomguy mug sprite bug ever get fixed with the newer versions of gzdoom? This would actually open up a world of possibilities if I could get it working without having to morph player. Besides my own projects, I could do a doomguy mug spriteset where he's wearing the night vision goggles or the hazmat helmet and actually have them work with said items.

>> No.4279146
File: 321 KB, 1280x1024, Screenshot_Doom_20170919_221233.png [View same] [iqdb] [saucenao] [google] [report]


I still can't see shit without my glasses.

>> No.4279148
File: 70 KB, 456x386, 1491353255199.jpg [View same] [iqdb] [saucenao] [google] [report]

seconding this.
just drop the bit about them not being demons though

>> No.4279149
File: 56 KB, 636x360, snapshot.jpg [View same] [iqdb] [saucenao] [google] [report]

are you sure you don't have them on your head

>> No.4279150

Mugshots are fully scriptable now. I think you can make as many custom states for it as you wish.

>> No.4279153

They're broken on the right arm, misisng the left lense, and broken on the bridge.

They're not, son.

>> No.4279154

wow did you get into a fight with your fursona or something?

>> No.4279158

good post

>> No.4279160
File: 2 KB, 124x124, sunglasses concept6.png [View same] [iqdb] [saucenao] [google] [report]

scriptable with editing SBARINFO like I had originally tried or do I have to make a full on ACS script to pull it off?

>> No.4279161
File: 20 KB, 128x148, BringThatHorde.png [View same] [iqdb] [saucenao] [google] [report]

Working on a thing for my mod rn.

>> No.4279164

None of that. You use ZScript which has completely replaced both SBARINFO and DECORATE plus all ACS that isn't map-dependent. It's absolutely wonderful.

>> No.4279165

(the things ZScript replaces are of course still there in the engine, but they're deprecated and won't see further development is what I mean)

>> No.4279180
File: 422 KB, 1920x1200, doomprobs.jpg [View same] [iqdb] [saucenao] [google] [report]


Here's the problem I'm having. Two sets of computer consoles on opposite sides of a room. Same length, same height, same slopes for both the floor and ceiling. Yet, as you can see, they don't match. They were created using "set floor slope" and "set ceiling slope" things in a UDMF map.

I have no god damn idea what the problem is.

>> No.4279184

Can you upload the map somewhere so we could take a better look?

>> No.4279185

What's the command to see the framerate in PRBoom+? MSI Afterburner doesn't seem to detect it.

>> No.4279191

flat alignment? are both console sectors offset the same from the standard 64x64 floor grid?

>> No.4279198


Fuckin' rad, mate.

>> No.4279203


They are, just in opposite directions. For a laugh, I decided to shift the west one east by 16 mu, and NOW they're identical. which STILL doesn't make any fucking sense, and throws off the sizing of the rooms I'm trying to do.

>> No.4279212

I like the aesthetic but find the gameplay tedious.

>> No.4279214

>They were created using "set floor slope" and "set ceiling slope"
I'd personally much prefer using Alt-V and dragging the vertex handles myself. Saves on having to mess with Things and Line Specials.

>> No.4279217


You're going to have to be clearer on how that works, because alt-v just activates the view dropdown menu for me.

>> No.4279220

Oh, I may have been mistaken. It V and some other key in 3D view mode. It's active when you see little pyramids on all vertices.

>> No.4279230


And that's a Doom Builder function? Not a GZDoom Builder one?

>> No.4279231
File: 28 KB, 350x350, cells-reaction-face.jpg [View same] [iqdb] [saucenao] [google] [report]

Man this is fucking lame. I had to drop ZDoom resolution to 1366x768 to stay over 60fps on this level on Sunlust.


I tried PRBoom Plus because I heard that it gets better performance than ZDoom but I had even worse framerate on that level.

Any advice for better performance? Lame I still apparently can't play at 1080p + 60fps minimum at all times on modern megawads. I don't wanna go back to 1366x768.

>> No.4279238

can't remember what that shows exactly

>> No.4279241
File: 886 KB, 368x276, mindfudged.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4279248

GZDoom Builder.

>> No.4279249

This is an awesome fucking idea.

>> No.4279251
File: 1 KB, 52x60, 1493027806081.gif [View same] [iqdb] [saucenao] [google] [report]

You made me laugh you asshole.

>> No.4279253

Does it us a GL renderer? Because you'll probably want that.

>> No.4279257

*Also does GZDoom get better performance than ZDoom? Should I try using something other than OpenGL for ZDoom or something? What can help?

>> No.4279264

Yeah it's set to OpenGL. Apart from that it has stuff like 8bit, 16bit, 32bit renderers.

>> No.4279268

if it's a hideous destructor shotgunguy I know who to bet on

>> No.4279269

Oh shit Thanks dude! I didnt think anyone would really do it. Cheers anon

>> No.4279274

That's actually just doomguy without the helmet. You can see that same hairstyle after beating TFC.

>> No.4279297

Then try GZDoom just to see what happens (setting all graphics settings to low values). Or buy a new pc.

>> No.4279298
File: 82 KB, 1366x768, Screenshot_Doom_20170923_204548.png [View same] [iqdb] [saucenao] [google] [report]

Well, I completed 300mins on my very first attempt at pistol starting through a wad on UV.
Very nice work guys, the difficulty and quality was all over the place but I had a lot of fun running through it, and have a new found appreciation for pistol starting maps.
Favourite maps:
>Moonlit Harbor
I'm a sucker for stuff like the exploding hallway, plus the map was just all out fun from the start
>Blue Sanctuary
Lovely music and map design, would play again
>Crash Site
Tells a story of sorts and I love the momentary teleport into Hell section
Atmospheric as fuck, I still can't believe this was made in five hours. The Arch-Vile trap was nasty, but the rocket launcher helps.
>the first half of The Punch Dimension
The part where you get a gun is where the map fall apart, in my opinion. Otherwise running through bezerk punching everything is so much fun.
Honourable mention to Pergatori for both being fun and for the map being shaped like a succubus. That's really cool. Curse of the Donuts was also impressive with the water lowering effect. I didn't even know vanilla Doom could do that.
>least favourite maps:
Far too much health and ammo considering the low ranked enemies and small number of them. Also too dark
>Choose Your Path
Just because you can't 100% it currently, I hear there's a fix coming though
>Perfect Hatemail
It's just too damn hard and I ended up save scumming something fierce, I didn't have to do that in any other map. Loved that secret where you telefrag all those irritating Revenants one by one though, very satisfying stuff.

Anyway, I enjoyed this. Maybe next time I'll try and make something.

>> No.4279313

Okay so I switched to GZDoom and with OpenGL Accelerated renderer I get flawless 200FPS on that level like I should be getting (and at all times). problem is it looks like shit, I don't like the filtered look. Can I make this look like ZDoom? I tried out the Software renderer in GZDoom and I get bad framerate again.

>> No.4279326

Set filter mode to "none" or preferably none (linear mipmap) rather than the default barf-inducing Trilinear.

None and None(linear mipmap) look more or less the same, except the latter reduces noise and artifacts in high resolutions and for walls/ceilings etc at high angles.

>> No.4279330
File: 2 KB, 256x256, doom.png [View same] [iqdb] [saucenao] [google] [report]

It's been a while since I've played around with it myself, but it is a program specifically designed for making sprites as well as pixel art so you can select pixels specifically. Can't remember about filters, as for color options you do have some there like you can create/import color palettes like if you wanted to work with just the Doom palette and you can indeed do transparency as well as layers, the software even has the ability to do animations within it too.

There's a trial version you can get (can't save files), you could also freely compile the program yourself if you really want.

Here's also the Doom palette I have and a fellow by the name of spritenoob also used this program which I think is where I got my Doom palette. Can't remember exactly.

>> No.4279337

Nice, thanks dude.

>> No.4279338

vavoom lives. apparently.

>> No.4279389

How do I make certain sprites non-transparent in GZDoom?

There was an option for Lost Souls and I made them non-transparent, but I can't find the option for certain fireballs, for example the fireballs that Mancubus shoots. The transparency is annoying.

>> No.4279398


That's a problem. I tried to run GZDoom Builder, but my antivirus software shit itself upon seeing it and deleted half the files. This isn't the first time either. It recently decided Soul Reaver was a threat, and repeated deletes the exe even when I tell it not to.

As much as I'd like to use them, I'm starting to think slopes aren't worth the trouble.

>> No.4279402

Finally finished MetaDoom + D2INO
What a ride that was.

>> No.4279410
File: 67 KB, 132x146, huge ducks big.gif [View same] [iqdb] [saucenao] [google] [report]

Do we have any good example mods out yet that I can read over the code? I seem to learn best by example. My C/C++ skills are pretty bare bones.

>> No.4279413
File: 61 KB, 640x640, 1429634-196945_50224_front.jpg [View same] [iqdb] [saucenao] [google] [report]

Anybody ever play this? I just found out it even existed.

>> No.4279415

Aseperite I think it. I use it for all my spritework now.

>> No.4279419

Have you tried both installed and portable versions? Also, use GZDoomBuilder-BugFix, it's the only one that gets updates now.

Try looking up the standard doom monster/weapon/function definitions in gzdoom.pk3 (the zscript folder), and read the zdoom wiki zscript entries. The basic stuff like guns and monsters isn't in any way harder than decorate, but huds and menus (yeah goodbye menudefs, they're scriptable now) are a bit more complex. Learn one thing at a time.

>> No.4279420

Yeah I played the demo on my ps1. Decent graphics, but very poor level design.

>> No.4279432
File: 529 KB, 1200x1155, Big Carmack.jpg [View same] [iqdb] [saucenao] [google] [report]

No problem my pedigree chum

>> No.4279441


You're looking for RenderStyle and Alpha.

>> No.4279443

does zscript have all the acs features and c-lite stuff?

>> No.4279451

>all the acs features
It doesn't have quite the same level of sector control. You know, lifts, doors, light switch scripts and such. For those things ACS is still more convenient.

>c-lite stuff
It has that, but at an infinitely higher level than ACS. Zscript exposes some of the actual internal code of the engine to user mods. You can make custom pointers (which do not even have to be actors), you can make custom action functions on your own and all sorts of things. Weapons and everything else can have variables of their own that actually stay with them if dropped, so never ever again will you have to mess with dummy inventory tokens. You can run action functions on any pointer by prefixing it like such: Target.A_Explode(...);. It's fully object oriented and the sky is pretty much the limit.

So say goodbye to CallACS arguments too.

>> No.4279454

This sounds really awesome.
Should I still do stuff in dec/acs if zandybam compat is an issue, or will zand be getting this soonish?

>> No.4279463
File: 236 KB, 750x844, huhuhuh.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4279472

Looks nice though, and now you can save it as a GZDB template

>> No.4279478
File: 2.85 MB, 5122x5120, 1498708494994.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom is serious business

>> No.4279480

Zandro lags behind, but by way of rumor I think they've been working on a really huge update. I'd just not worry about netplay in the meantime. Unless you're making a pure MP mod.

>> No.4279493

On the note of multiplayer, had anyone heard anything new about GZDoom netcode that was supposed to be in the process of being rewritten to have server-client capabilities?

>> No.4279504


No other way about it, just scale 0.62 on everything.

>> No.4279508

make a base class with scale 0.62?

>> No.4279550



>> No.4279552
File: 195 KB, 452x250, build vs doom vs id tech.png [View same] [iqdb] [saucenao] [google] [report]

Which is the best FPS engine ever? Doesn't have to be just out of the ones in pic related.

>> No.4279568

no such thing
depends what criteria you're judging on
suspect argument bait question unless proven otherwise

>> No.4279569


Impossible to determine because "ever" isn't done yet. The best one might come out tomorrow.
Stupid question with no answer.

>> No.4279575

What >>4279568 said.

>> No.4279586

doom is in a sweet spot of being sufficiently advanced to be able to produce a believable 3d environment but still simple enough to be very easy to modify and extend and make new content for it. build and quake are both more advanced technically, allowing floor stacking and true 3d, but are correspondingly harder to mod for.a so it really depends on what you mean by "best".

>> No.4279595
File: 6 KB, 184x184, 4d12dffd6204c0507a533851548842f260cdd255_full.jpg [View same] [iqdb] [saucenao] [google] [report]

>hi say your name

>> No.4279602

man i hate nondescriptive urls where you can't tell what they're about from the link. including every youtube ever of course

>> No.4279608


>> No.4279610

>Should I just booting up an N64 emu?

I would.

>> No.4279617

Was he high on drugs or what?

>> No.4279623
File: 65 KB, 300x349, 1437859654927.png [View same] [iqdb] [saucenao] [google] [report]

>no-one posted this there

>> No.4279650

>that reply from negrostrike
Fucking lol

>> No.4279654

I'm having some framerate issues with the newest version of GZDoom. What are some settings that I could change to get it to run better? ZDoom and older versions of GZDoom ran fine, it's just this newest version that is running badly. It's never consistent either, the beginning of levels tend to be fine, but the more I explore the level the worse the framerate gets. It also gets bad whenever I alt-tab or at the end of a level when the screen starts melting and the results screen shows up. Anyone know what settings I could change to get the game to run better?

>> No.4279659

Is your ram usage going up by any chance? Could be a memory leak.

>> No.4279687


and with gzdoom in its current state, you're talking about a literal sandbox with the exception of very few primary limitations (i.e. the way maps are built from a top-down 2D design, hence actors are the only things that actually move on a true 3D space)

>> No.4279695
File: 1.37 MB, 1024x768, file.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4279705


Newstuff 538 featuring Fanta Base by /vr/'s own Hebridean Isle

>> No.4279708
File: 157 KB, 683x384, eFkjYaL.png [View same] [iqdb] [saucenao] [google] [report]

also featuring what appears to be sarais's mapping twin, except he seems to be able to stick to the grid at least

>> No.4279720

I don't think so, it's the around the same as old GZDoom and Zdoom. If it were a memory leak, how would I fix that?

>> No.4279723

What makes software rendering mode have such distinctive dithering?

>> No.4279747

If you hadn't told me that wasn't a S'arais map, I wouldn't be able to tell the difference.

>> No.4279758

Is there a way to scale console text in Q3? I'm fiddling with 16:9 resolutions and the text is miniscule.

>> No.4279760

>The part where you get a gun is where the map fall apart, in my opinion.
I'm actually wanting to make a modified version of the map balanced for pure punching goodness. Perhaps not for 300, but just a little thing for you guys to try.

>> No.4279795
File: 137 KB, 1280x720, Rage Easter egg.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4279798
File: 19 KB, 320x200, Shadow Warrior Easter egg.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4279804
File: 422 KB, 1920x1080, Shadow Warrior.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4279807
File: 3.04 MB, 1600x1000, dxlYAD.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4279830

Bless late 90's/early 2000's "official" wallpapers that were so cluttered and messy you couldn't even find your icons half the time.

>> No.4279837 [DELETED] 

>except he seems to be able to stick to the grid at least
Fuck off

>> No.4279849 [DELETED] 

stung, huh?

>> No.4279854 [DELETED] 

>Grid sizes other than 32 don't exist
Fuck off

>> No.4279868 [DELETED] 

yup, stung

>> No.4279869 [DELETED] 

Typical child.

>> No.4279879
File: 284 KB, 1024x768, 1503854189425.jpg [View same] [iqdb] [saucenao] [google] [report]

>shades of brown

>> No.4279881


>> No.4279884
File: 1 KB, 128x128, PALETTE.png [View same] [iqdb] [saucenao] [google] [report]

It's the funniest Quake may-may.

>> No.4279903 [DELETED] 

There is absolutely nothing wrong with those textures

>> No.4279929

>that shell box
oh god, it's that awful HD respriting project that was based off of real life pictures isn't it

>> No.4279931

I'm always on duty

>> No.4279956

Anybody wanna coop Doom 2 or something? I've never played online Doom coop before how do we do that? Can I go online somewhere and just coop Doom 2 with someone right now on GZDoom?

>> No.4279968

Just uze ZanZ&

>> No.4279982

doomguy because he's canonically an unstoppable force of rage

>> No.4279986

Just drop a bigass rock on him and hope it holds until you die of natural causes.

>> No.4279991

it's not that the palette has escessive amounts of brown
it's that most of the levels are textured with lots of brown colors

>> No.4280010

You just wait while I go cherry pick a screenshot of a small portion of a particular level while ignoring the thousands of other pics that prove me wrong to blow you the fuck out.

>> No.4280015

brown will always look better than doom's garbage crayola colors

stay mad

>> No.4280026
File: 14 KB, 262x158, moving-the-goalposts1[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4280042 [DELETED] 
File: 14 KB, 364x322, 1467077967444.png [View same] [iqdb] [saucenao] [google] [report]

they fall for it every time

>> No.4280052

the early levels used some very garish browns and greens. it was of course a stylistic choice. the game still has plenty colors, it's just that they chose it to be a moodier game than doom, so the gritty look obviously comes with it.

>> No.4280105
File: 25 KB, 320x200, TITLE3.png [View same] [iqdb] [saucenao] [google] [report]

>15 maps so far for HUMP

Its all looking very good my friends. Some great stuff in there.
Expect an alpha build in the next few days.

Is there a correct way to make or save "Graphic (Raw Screen)" files for doom/heretic?
I have pic related, its a .png and runs fine on zdoom, but shows up as garbled colors in crispy heretic. Do I need a specific program to create the raw image files? or can I save in some kind of 8 bit format?

>> No.4280123
File: 288 KB, 1920x1080, 1506222098120.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4280130
File: 187 KB, 1280x720, 519216.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4280132
File: 320 KB, 1920x1080, Duke_Nukem_3D_Megaton_Edition_Artwork_1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4280135
File: 269 KB, 1920x1080, Duke_Nukem_3D_Megaton_Edition_Artwork_2.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4280136


>> No.4280141
File: 279 KB, 1920x1080, Duke_Nukem_3D_Megaton_Edition_Artwork_3.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4280143
File: 277 KB, 1920x1080, Duke_Nukem_3D_Megaton_Edition_Artwork_4.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4280149
File: 276 KB, 1920x1080, Duke_Nukem_3D_Megaton_Edition_Artwork_5.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4280151
File: 329 KB, 1920x1080, Duke_Nukem_3D_Megaton_Edition_Artwork_6.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4280198
File: 3.80 MB, 5100x3338, 1506207569567.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4280205
File: 415 KB, 1500x1500, doom switch box art.jpg [View same] [iqdb] [saucenao] [google] [report]

The best thing about D44M's Swich port is Bethesda officially admitting that that the throwback boxart is superior to that generic garbage they slapped onto the original release.

>> No.4280229

ECWolf, definitely. It has an automap which is going to save you a LOT of frustration.

>> No.4280234


>> No.4280243

So prboom-plus won't load wads when I direct it to them with -iwad ~/Games/wads/doom.wad for example. Anyone familiar enough with it to help me out here? I don't want to have to move my wads to a different folder

>> No.4280246
File: 113 KB, 980x784, CwuFKZTWQAE6aI8.jpg [View same] [iqdb] [saucenao] [google] [report]

Unused promoart is worth mentioning.

>> No.4280247
File: 186 KB, 980x1175, CwuEwQGWQAAXAOQ.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4280248
File: 50 KB, 449x425, sweating japanese man.jpg [View same] [iqdb] [saucenao] [google] [report]

what has this site done to me.

>> No.4280250
File: 551 KB, 490x668, gmOHCS3.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4280253
File: 243 KB, 980x551, UIXmEAW.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4280254

my fucking god please don't tell me their eyes are actually supposed to look like that

>> No.4280270

Solid 3d midtex polyobjects as well.

>> No.4280273

How real are these?

>> No.4280274

>cuts out the imp looking back to the viewer
you were there
and then you weren't

>> No.4280284
File: 160 KB, 576x768, switch-vs-wii-u-game-case.jpg [View same] [iqdb] [saucenao] [google] [report]

Switch boxes are too lean.

>> No.4280286
File: 495 KB, 490x668, fob_03_lores_490.png [View same] [iqdb] [saucenao] [google] [report]

Guy who made those deleted it.

>> No.4280298

I think they were from some artist at id. the f-90 on the helmet is a giveaway. these were all marketing placeholders.

>> No.4280316

if they were from some artist at id, it wouldn't use literally the third result for "demon skull" on google images

>> No.4280324

they mentioned that too, I recall that. the skull was by some other artist. the doom logo went through several iterations though so I'm guessing that's what they were experimenting with on these.

>> No.4280354

>Solid 3d midtex polyobjects as well.

sadly, not really.. for instance, should you make a composite polyobj train and you want it to move (or not move, it doesn't matter either way), it'll require you to create a dummy/debug sector (or several, if you want to for whatever reason, divide it into segments) and for this reason, is to use portals. portals unfortunately - aren't 3D. though this does ring the bell of 3D floors which i happened to accidentally omit before and those are rendered in a true-3D-esque space, too

>> No.4280363

- some nerd

>> No.4280365

They will move on the X/Y axis and work like a platform you can stand on, but will lack floor and ceiling textures.

>> No.4280367

Axes as in plural woodcutting instruments or axes as in x/y/z?

>> No.4280375

chop chop kind

>> No.4280380

not if you do a certain work around though; i have a colleague who already created a test level on a project with a train composed of polyobjects, some acs (to move the polyobjs), and interactive portals (so the player can step inside while it moves). and as desired, there are textures on the "planes" as well

>> No.4280386

makin an unreal map?

>> No.4280387

Hah, that's neat.

>> No.4280432
File: 810 KB, 845x616, All garbage goes to shit.png [View same] [iqdb] [saucenao] [google] [report]

Is there a more pointless mod then this?

>> No.4280445

Why even bring it up? Both these bandwagon groups are getting a little old.

>> No.4280448

> a single ranger gets 1800+ more frags than the rest of the 6 players combined

>> No.4280517

Its 1995 Unreal tech demo.

>> No.4280554

can you post the whole command line you're trying to use? i suspect something like
prboom-plus -iwad ~/games/doom.wad dtwid.wad
when you need to do either
prboom-plus dtwid.wad -iwad ~/games/doom.wad
prboom-plus -iwad ~/games/doom.wad -file sunlust.wad
the point being you have to put all the "loose" filenames before the switches, or use the -file switch explicitly

>> No.4280556

uhh i meant dtwid. why would you be loading a doom2 pwad with doom.wad. sorry.

>> No.4280616
File: 4 KB, 96x96, no(se)guy.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4280634
File: 734 KB, 665x642, firefox_2017-09-24_13-07-40.png [View same] [iqdb] [saucenao] [google] [report]

This caco in the back looks terrified

>> No.4280685

So is Project Brutality basically the epitome of the Doom experience?

>> No.4280686


>> No.4280687


>> No.4280698
File: 2.87 MB, 640x512, fuck archviles.webm [View same] [iqdb] [saucenao] [google] [report]

This map is a bitch.

>> No.4280704

>crushing corpses with doors so they don't resurrect
what is this, doomrl

>> No.4280713
File: 46 KB, 1280x1024, Screenshot_Doom_20170924_074035.png [View same] [iqdb] [saucenao] [google] [report]

this is my answer to the 5+ archviles in this map
i don't care if my time SUCKS, i won't be beaten here

>> No.4280718

Does anyone else kinda wish they'd go back to Lovecraftian Horror like they did in the first Quake?
Kinda like Doom, but instead of Hell, you get different champions to go through the campaign following their story of them taking down elder gods and hordes of other dimensional creatures like Night Gaunts, etc.

>> No.4280726

No, because I know they'll try to modernize the rest of the game too much and fuck it all up.

>> No.4280753
File: 288 KB, 645x773, 1504870105194.png [View same] [iqdb] [saucenao] [google] [report]

>playing Going Down UV pistol starts
>HMP is easy
>UV is fuckhard barely able to scrape through even with saves and not all levels

>> No.4280784

>If it were a memory leak, how would I fix that?

You can't, it'd be a very big bug the devs would have to fix.

>> No.4280786

Thanks now I have to fap.

>> No.4280789
File: 189 KB, 512x512, sarge.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4280794

go to sound options>openal options and set Enable EFX off. Don't forget to restart sound. At least this worked for me and I had the same problems.

>> No.4280797

I do, but they'll mess it up and give it a shit or unfitting soundtrack.
The levels were moody and creepy, but it was Trent's soundtrack that made it all work. Just try and play Quake 1 with metal or rock in the background, it's just not the same.

>> No.4280798

Going Down is too tough with vanilla weapons for me, but damn I love it with mods like Demonsteele and Trailblazer.

>> No.4280837
File: 592 KB, 1920x1080, Screenshot_Doom_20170924_154956.png [View same] [iqdb] [saucenao] [google] [report]

Gee, you think these are enough zombies, shotgunners, imps and chaingunners?

>next map has only 88 enemies

I fucking hate this.

>> No.4280845
File: 585 KB, 1024x1024, big_rigs.webm [View same] [iqdb] [saucenao] [google] [report]

I'm *finally* getting the hang of rigging, parenting and inverse kinematics. Got this model rip from wherever and am remaking the rig myself. Will hopefully be able to make some sweet sprites with this.

>> No.4280849

careful with his foot anon it probably hurts

>> No.4280871
File: 5 KB, 80x75, eyepatch.png [View same] [iqdb] [saucenao] [google] [report]

I like Kinsie's new icon.

>> No.4280912

the gameplay feels way more slaughter like on UV as in without prior knowledge of the maps and some idea what to do i have absolutely 0 idea how one could get through them on the first try

>> No.4280930

>this is nice, fairly easy and give me a chance to kick back and play some simple Doom after those tougher wads I've been playing
>umphing walls to find secrets on map 02
>map finished, moving to MAP 33
>wait, what?
>it's utterly fucking insane with not enough ammo to kill everything and the end has you fighting two Archviles with almost no health or ammo
Oh, goddammit.

>> No.4280936 [DELETED] 

i fucking hate greentexters

>> No.4280940

>hates arrow posters

>> No.4280941

I hate bread, milk and food in general

>> No.4280950

The point still stands. That map was very well hidden and it was only (bad) luck that I found it. Moving onto the next map with 1% health was amusing though.

>> No.4280986


do you mean memearrows?

>> No.4280990

How do you make a pickup item that hurts the player ? I initially thought that making a health item with a negative inventory value would work, but it doesnt seem to do the trick.

>> No.4281006

Why would you even want to do that?

>> No.4281010

That's a callback to the 360 port of Doom 2 where randomly humping a wall in MAP02 will take you to a MAP33 that was some really shitty level one of the port developers made when he was 12 or something.

>> No.4281013

is this the hot new meme?
where do i get in on this?

>> No.4281014


>> No.4281015


I'm the guy who's making a Chex TC with a group of children at the day care and they insist on having some kind of negative powerup that takes health away.
Tried to reason with them, saying it wouldnt be very fun, but they're having none of it.
But I thought about it and I think I'll circumvent the issue : I'll have one of monsters throw "poison potions".
Thanks anyway, that'll come in handy if the monster that throws poison potion doesnt satisfy them.

>> No.4281038

Is it me or does the Consolation Prize version of Doom 64 has a bug, where you can't use the secret exit from the first level?

>> No.4281046

it's time to kick-

>> No.4281052


bubblegum, and chew ass

>> No.4281058


Man, I thought it was pretty cool when my second grade teacher played Star Fox, but you take it to another level. Those kids are going to have a kick ass childhood memory. Good on you.

>> No.4281060


>> No.4281064
File: 289 KB, 1320x1000, 1506271182.png [View same] [iqdb] [saucenao] [google] [report]

blood feud (300min)

lower the outer walls around the central platform when the cyberdemon appears, so it can actually shoot over them. i remember terminus loudly mocking this on stream, so i changed it.

also when the windows lower, don't reveal a missing texture, and change the floor to blood so you don't get an awkward liquid-against-solid-at-same-height transition.


(the ending is still totally skippable. i could open another window between the cyberdemon and the exit bridge so you can't just run straight past and hide from it, and i could put something in the way so you have to fight the two archviles instead of just running straight past them. thoughts?)

>> No.4281078

Where can I get GZDoom Builder in a functional state? Everywhere I look, it seems to come in source code form, expecting me to compile the god damn thing.

>> No.4281108

Neat. Not to play of course, but a neat little detail at least.

>> No.4281114

someone's gonna friggin pay for screwin

>> No.4281123

your legs higher, burning like fire, keep it rolling like a mad truck tyre. attack the dancefloor like a bulldozer. those who came to stand - move over!

>> No.4281149
File: 1.01 MB, 1366x768, Screenshot_Chex_20170924_185956.png [View same] [iqdb] [saucenao] [google] [report]


Thanks, here's a screenie of our work so far. They draw/paint everything and give me broad strokes of what they want in the game.

>> No.4281157





jeez, that was a hell of a google search

>> No.4281163

Ah. Hadn't seen it before. I remember some dragon in a magazine advert that was scrapped. Kinda wish it'd made it in.

>> No.4281185
File: 19 KB, 612x234, herp.png [View same] [iqdb] [saucenao] [google] [report]


jeez, that was a hell of a I've done this shit before and it didn't work then either.

>> No.4281224

Do you have all .NET Framework shit installed? Also all patches for it?

>> No.4281239
File: 973 KB, 1024x1024, ow_my_elbow.webm [View same] [iqdb] [saucenao] [google] [report]

That is fucking cool as hell.

>> No.4281257

yah man, when you rig things properly it's nice as hell. you wouldn't believe how many people get paid to make fucked up rigs. makes animating them a pain in the ass, trying to work around someone elses shortcomings.

>> No.4281260


As far as I know, everything is up to date as of two weeks ago.

>> No.4281269

Is "over-texturing" such a thing, like the "overanimating" meme? Cause god damn, that image feels like a visual mess with all those textures.

>> No.4281271

HRESULT errors are COM errors.

>> No.4281273

Oh I meant the daycare collab. I'm just playing around and the rig is probably all sorts of fucked up.

>> No.4281275

The review says that all those textures are also rotating

>> No.4281293

Is there any way to map on linux? Like, GZDoom stuff. I started mapping this summer but took a break and now want to pick it back up. No windows of any kind on my current machine though, which kind of puts GZDB out of reach. Am I fucked?

>> No.4281304

there's eureka but if you're used to gzdb it'll seem underfeatured and annoying

>> No.4281314

thecatamites, is that you?!

>> No.4281316


Who ?

>> No.4281323

You can try run GZDoom Builder in Wine.

>> No.4281324

oh fuck i missed suitepee stream of my map

he's currently about to start map24

>> No.4281331

FAO scroton
your maps will be on soon if you're around

>> No.4281345

Are you supposed to be trapped when you get the first key in Warehouse Cleaning? I've spent like 20 minutes mashing space everywhere

>> No.4281357

lol he really hates the chaingunner towers at the start of No Archviles Allowed

>> No.4281363


"that's the first real thing i've not liked about this project"

gg xangi

>> No.4281374

>Tuned in while he was halfway through my map but he said he liked it
That's a thumbs up for me, I can always watch the first half later.

>> No.4281376

A developer who is somewhat the Scottish Franz Kafka of indie games.

His visual style is not unlike what's in that screenshot, and he made a ton a short, experimental video games.




Vinny's videos turn up as top results for some reason.

>> No.4281382

Download an official free Windows VM directly from Microsoft: https://developer.microsoft.com/en-us/microsoft-edge/tools/vms/

>> No.4281384



In my case, everything is drawn by children 6 to 7, with me providing help from time to time

>> No.4281385 [DELETED] 

oooohh nooooo they're putting revenants on sniper positions now? fucking obnoxious

gg scroton

>> No.4281389

"oooohh nooooo they're putting revenants on sniper positions now? fucking obnoxious"

gg scroton

>> No.4281392

Welp, he needs to git fucking good.

There are 2 perfect spots to take out the bottom two without taking more than a single hit, and the third is easy if you rush it. Also who are we talking about here?

>> No.4281402

the commas really add to the intended message

>> No.4281408

>Also who are we talking about here?
this guy, i've been using his stream to find bugs

"oh i see the vanilla wizard is the archvile"

>> No.4281414

was important to show it was a quote not my own words/opinion

he really really hates perfect hatemail

>> No.4281415

Any other streamers aside from Term and him who did the WAD?

>> No.4281416

Yeah I found him. He seems to hate the scroton maps :^)

>> No.4281428

>Joe-Ilya talking shit on scroton's maps

>> No.4281431

no that i know of
there was somebody named Rowsol who posted a youtube in the doomworld thread

joe ilya also writes "this mapper is uncreative" in the chat. lol

>> No.4281436

lol "kill revenant" in console

"killing three rev snipers, that's just tedious as fuck"

>> No.4281437

Looking through the first part right.

>so close to finding the secret on Blue Sanctuary

I'm starting to think it might be good that they didn't.

>> No.4281438

annoyingly he doesn't seem to work out the pillar clue


>> No.4281439

poor guy doesn't know about the secret telefrag sequence

>> No.4281441

>Joe-Ilya thinks roaming enemies are luck-based
Holy fuck.

>> No.4281445

i think the complaint about the pillar jumping is valid

he's only just wokred out it's a teleportre puzzle

>> No.4281448


The only thing I didn't like about the map is the pillar jumping.
Everything else can be solved by a healthy dose of proficiency.

>> No.4281449

oh he's just realised what the clue was, finally

>> No.4281450

/!\ scroton appears on stream chat /!\

watch him stop saying "this is fucking stupid" and become a lot more polite

>> No.4281456

scroton/fker: link them to the thread please lads

>> No.4281458


>> No.4281460

i want him to see my posts

>> No.4281462

>watch him stop saying "this is fucking stupid" and become a lot more polite
called it, he's completely stopped insulting the maps and started insulting his own ability instead

>> No.4281467

Good because if he kept complaining about the start of NAA I was going to have to make a webm of me doing it perfectly to explain how he was wrong as fuck. That whole map was made to be easy, if he wants a challenge I can send him the original.

>> No.4281470

i'd join but i don't have an account and someone else has my name.

>> No.4281475

thanks scroton!

>> No.4281478

panties sighted

>> No.4281486

apparently charcola and walter confetti are the same person, according to joe ilya

>> No.4281489

That nigga's just retarded.

>> No.4281492

"okay this is definitely a female character", he says, navigating around the bra section

>> No.4281498

What's this for?

>> No.4281502

"or you could make like 400 minutes of /vr/"

well cats out of the bag now lads, get on with it

>> No.4281507

Guess I'll remake another old map for this one, but let's make it Boom compat pretty pls.

>> No.4281512

"this is woman with wings, carrying a shield"

"maybe this is a succubus or something"

>> No.4281514

>>4281389 >>4281392 >>4281408
>>4281416 >>4281431 >>4281436
seems to be the consensus for my maps
I did add in difficultly levels, but that doesn't really get used in a megawad like this, so it's my fault for putting the difficulty where it is

>> No.4281515

Didn't you know anon? All women are succubi, just maybe not for you.

>> No.4281518

oh here we go in your ass

>> No.4281519

The E4M2 one was the only one that felt over the top to me, and only at the beginning. This guy's just kinda scrubby compared to the average /vr/ player I think.

>> No.4281523

oh he found the chainsaw first time

>> No.4281525

>inviting normies here
fuck off

>> No.4281528

future plans: i think repugnus wants to do a halloween wad

>> No.4281530

lmao scroton, fucking madman

>> No.4281532

There was that other guy that posted yesterday and hated my maps, and the guy that posted demos died a bunch to it and the guy that played it with colorful hell and trailblazer also died a bunch and seemed to hate it too

>> No.4281534

joe ilya saying other people map like ninth graders

>> No.4281539

Then being shocked when scroton tells him just who he's insulting.

>> No.4281541

what the fuck is going on?

>> No.4281542

no linguica did not make that map
why would scroton go on the internet and tell lies

fker: repugnus moved it to map12, against my recommendation. i wanted it at the end out of the way where it wouldn't put people off the whole wad too early

>> No.4281549

>why would scroton go on the internet and tell lies
Because it's fucking hilarious

>> No.4281550

wer'e following a stream of 300minvr and posting about it here because having a twitch account is for children.

>> No.4281553

Not that I mind, just that it seems that's the consensus.
>why would scroton go on the internet and tell lies

>> No.4281556

"thank you for playing 300 minutes of virtual reality-- wait, i mean /vr/"

>> No.4281559

behind the first door is a common place for a secret, not surprising the amount of maps he's played

>> No.4281561

map04 was done by some goon named Nuclear Potato

>> No.4281562

video games in general are for children, get over yourself

>> No.4281564

no, it's for children. it's nothing to do with the fact that my name is taken.

>> No.4281565

>Can't fathom that the people who didn't attach names to their maps might have just been anons
>definitely it had to be doomworlders

>> No.4281570

he's called for the thread link lads, wat do

>> No.4281573


>> No.4281574

>Scroton doing his best Todd Howard impression
I love you guys.

>> No.4281576

>skroton: yeah, there's a thread in /vr/ but posting is a pain because the mods have to approve registration and that usually takes like 2 weeks

>> No.4281578

so FKER is pronounced "fucker" not "eff kay er"? my whole life is a lie

>> No.4281580

It's pronounced FKER

>> No.4281585

>Sarais: experienced mapper who makes lots of maps which play well but can be a little sparse on the detail side; generally a pleasant person
Scroton you're going too far man, you're going to get somebody hurt.

>> No.4281587

he posts the opposite of the truth for everyone else but says something nice for me. i must be a real arsehole

>> No.4281592


>> No.4281593

he posted mostly the truth except for sarais it seems like

>> No.4281595

my mistake sorry

>> No.4281608

>Joe_Ilya: This wad is already half-made by DW members
This kid.

>> No.4281614

link to stream?

>> No.4281621

"deserves a mention in cacowards" <3

he just said he might do it

>> No.4281636
File: 496 KB, 450x250, BopI5sd.gif [View same] [iqdb] [saucenao] [google] [report]

FUCK. Missed another stream. I was out and didn't get a notification. This fucking blows.

>> No.4281653

it was a lot of fun
scroton pretty much stole the show
apologies to anyone who felt i was spamming this thread with commentary

>> No.4281659
File: 12 KB, 476x411, 1438196946908.png [View same] [iqdb] [saucenao] [google] [report]

It's fine. I go out for like two hours and that's of course when he decides it's a good time to stream. Oh well.

>> No.4281668

we already have enough fucking expats as it is

>> No.4281686

Guy who got buttmad at your maps yesterday here:
I actually got used to PVW after many attempts, but just ran past the enemies once I got the skull out of there because fuck that. Maybe the secrets contained weapons that could deal with all the crap going on, but I couldn't find them. It's not so bad if you don't want to 100% it I guess.
My opinion of Perfect Hatemail hasn't changed even after beating it, I get what you're referencing but the map is just too bullshit for it's own good compared to the other maps in the wad. I gave up my no saves run on this map and saved like a motherfucker by the end and did not feel guilty for it in the slightest.

>> No.4281705

i'm an expat but i've lived here since May 2013, can i apply for citizenship yet?

>> No.4281708

Glad to hear you got used to PVW; regarding secrets there is a rocketlauncher in the lava area you have to hit a partially submerged switch on the rev stand with the stimpack to open, made it that way since in the original you basically had to get the secret to kill all the barons.
On both maps I tried to make it so you can skip monsters; some guy even posted a (tool assisted) pacifist run of PH. That's less possible in PVW because of the hitscanners, but the two key areas basically protect you from monsters outside those areas once you're in, and you can straferun bumpgrab the red key to bypass a lot of the hitscanners if you wish.
If you wanted to give PH another shot (completely understandable if no) there are actual difficulty levels for it.

>> No.4281721

Is the settings menu on chocolate doom faithful to the original's (if it even had one)? I'm too used to WASD but I don't want to use any movement options that weren't there back then like freelook, jump, etc

>> No.4281730

My advice. Do not listen to feedback if its "hurr revenants". These tend to come from shit players who prefer a scapegoat over acknowledging their own fuckups.

>> No.4281735

I will say that the secret where you telefrag all the Revs in the pillar room is a lot of fun. Even better that I discovered it after being knocked into it by yet another homing missile.

>> No.4281751

I don't think you can jump or freelook in Chocolate.

>> No.4281757

guess i'll crosspost the current 300minvr changelog here

01: speed up monster teleporter (without desyncing 3m01p037)

03: fix non-reusable lifts to get out of slime pools

04: make it easier to find way out of blue key area in the dark [suitepee]
04: sound secret switches so you know something happened even if you don't know what
04: thinner exit door, texture realignment on switches (upper/lower unpegging)

05: fix non-reusable lift in air duct after yellow key [rowsol]
05: add locked door indicators [te13]

06: add lift out of slime pool by exit door [te13]

08: fix texture alignment on scenery [te13]
08: speed up main lift

09: update from author to address "early exit oversight" - there were always three ways to the exit, now each has a key
09: texture alignment / door pegging fixes

10: copy in 300manager's start area drawsegs reduction with my fixes

11: move teleport trigger to before ssg [suitepee, breezeep]

12: increase reactor core room switch visibility in the dark [suitepee]
12: reduce the ridiculous amount of ammunition [te13, suitepee]

13: realign textures around the hidden passage behind the mancubus

15: add a second trigger for the perpetual lift [da_werecat]

16: add teleporter for retreaters from the not-really-a-crusher [leodoom85, lirui1001, anonymous]
16: allow 100% kills by crushing everything in the other path
16: add a light source to aid visibility of passageway to blue door

17: remove transparency from cage bars [te13]
17: fix lowering bars by archvile trap that went too far, exposing missing textures [te13]
17: make crusher switch repeatable [da_werecat]
17: fix a couple more missing textures

19: lower ledges so cyberdemon can fire past them [te13]
19: fix missing textures and transfer blood flat when windows open

20: remove useless secrets (leave one so you still get 100% on exit)

29: replace with original, harder version [partyboy]

D_RUNNIN: add replacement suggested by memfis

text file: clarify project development [suitepee]

>> No.4281761

it's too long to fit into a single post heh.


02: windows in glboom? [k_d] (don't bother, IMO this is a port bug)

18: see if you can do something about that tree that clips through the floor

22: 100% kills? allow player to walk up to cyber and punch it?

go through 300maporder_demos
go through noisyvelvet's FDA set
go through part 2 of suitepee's stream

>> No.4281801
File: 87 KB, 300x300, UFFFFF.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4281808
File: 23 KB, 600x600, fdc.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4281810

where get?

>> No.4281813

The guy just really doesn't like revenants in general, and I don't blame him.

>> No.4281817

What instrument/sample is used in this song? It goes like WOOOO WOOO WOOOOOO WOOO.

>> No.4281819
File: 296 KB, 800x511, Screenshot.jpg.1334b6e86e745bc25f5329e1c3c0ba59.jpg [View same] [iqdb] [saucenao] [google] [report]

Where is the filtering haters?

This screenshot certainly was made to trigger them a lot.

>> No.4281825


>> No.4281828

heh yeah i saw that earlier but forbored to comment. it's not just the filters, it's the broken aspect ratio, that's so much worse

>> No.4281829

what's wrong with the radiou

>> No.4281835
File: 254 KB, 431x579, Filters.png [View same] [iqdb] [saucenao] [google] [report]

Someone should make a mod that just gives you a dozen different filter options to mix and match for horrible results.

>> No.4281837

Just wanna throw it out there before the thread dies, that 300 minutes is a good time limit for a speedmapping megawad. 200 was a bit tight for quality from newer mappers, but 300 was enough that nothing felt TOO rough. Probably a good guideline for any potential future sequel.

>> No.4281840

Things like control customization were done using the setup executable, or editing the configuration file.

>> No.4281842

yeah that's probably why 3 heurs d'agonie has so many sequels

>> No.4281843

>3 heurs d'agonie
>180 minutes

>> No.4281846
File: 130 KB, 1024x512, the_bounty_hunter_and_the_space_marine_by_davidroman30-d8sjxf8.jpg [View same] [iqdb] [saucenao] [google] [report]

Can anyone recommend some theme appropriate map packs for the Space Hunter gameplay mod?

>Pic mildly related

>> No.4281849

Try Vrack 1 and 2, Equinox, BTSX, and UACultra

>> No.4281852

why is that BFG a pistol

>> No.4281857
File: 123 KB, 1258x816, Z9kGKEE.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4281869

oh yeah
decimal time when. this base 60 nonsense is confusing

>> No.4281872

mind, the 3 hours was just for the base layout
decorating, actor placement, and detailing was done afterwards

>> No.4281925

-Dick Kickem

>> No.4281928

put your helmet back on samus, that thing is dangerous.

>> No.4281930

There is only one episode and and couple of levels in Doom Bible other are blanks.

>> No.4281949

I assume these aren't still commercially available?

>> No.4281953

Oh shit.. They still are. Covers aren't nearly as good though.

>> No.4281961

Vote lads

>> No.4281971

>links to results page
when will people stop being idiots

>> No.4281982

Usually a mix of A and B. I save at the start of levels, and then if I die I save whenever I feel.

>> No.4281993


>> No.4282002

I make sure to save after 10 steps, every 7 shots fired, after every 2nd kill and when I pickup every weapon. I load should my health ever drop below 95%.

>> No.4282057


This seems to have been missed, so I'd like to remind whoever's tweaking the txt file that 18's music changed in the polish update.
It's not Preparation D from Duke 3D anymore, it's Prog Rock from The Incredible Machine.

>> No.4282065

I play most wads saving whenever I want to, but I've played a couple of wads using IDCLEV and immediately saving then only using that save for the map.
It's a nice challenge but generally I prefer to play continuous and use saves as a checkpoint system.

>> No.4282089

I never save for any reason nor do I ever lower the difficulty below UV no matter what. I play only with keyboard controls and purely with boom. I grind for hours on end every day pushing myself through my giant backlog composed of an archived version of idgames and every other major wad archive as of june 3rd 2011, I go through these wads alphabetically.
It took me 16 months to complete chillax and I have suffered multiple strokes during that period, it left my left leg as well as all my facial muscles paralyzed, it also gave me a speech impediment.

Recently I've been getting towards the end of my backlog, all I have left now to play are terrywads with numbers and symbols for filenames.

>> No.4282108

hmm map18 is D_ROMERO, right?

all the versions of the wad i have - the original 300maporder alpha, the idgames version, and my current build tree, all have exactly the same D_ROMERO lump: 30381 bytes, crc32 2dbf09ad, md5 57de6f647b00d03ab991b6c01528afaf

by polish release you mean 300minvr-draft20170921.wad i posted a thread or so ago?

maybe something strange is going on but i have no idea what it is

>> No.4282142

I thought this concept originally came from an Unreal map?

>> No.4282159


Sorry, I should've clarified.
I initially submitted two versions, the first version had Preparation D, then another version with a bit of polish, with Prog Rock. The second version got included, but the txt still lists Preparation D.
I'd listed the song change, but I'd probably not made it clear enough, sorry for that.

>> No.4282169
File: 144 KB, 512x256, file.png [View same] [iqdb] [saucenao] [google] [report]

Yes, a UT2004 assault map. Never played the TF2 counterpart so I don't know how shameless it is.


>> No.4282175

My bad, I must've forgot to update the text file to reflect the change of music.

>> No.4282264

you denied an on-stream brojob
how could you

>> No.4282270


demonsphere, a long time doom player and deathmatch community pillar, has killed himself.

press F to pay respects

>> No.4282271

Holy shit.


>> No.4282272


>> No.4282273

what the fuck
demonsphere was a bro

>> No.4282275

Damn, one of the few cool DM players.

>> No.4282276


>> No.4282280


>> No.4282282
File: 186 KB, 899x598, 56544-48244.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.4282284
File: 43 KB, 379x411, that doom when.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4282290


Fuuuuuck ;_;

>> No.4282292


>> No.4282293

Wasn't familiar with this person, but it's always a shame to hear when a member of the community passes. F.

>> No.4282294


who? I've never heard of him

>> No.4282295
File: 149 KB, 1280x879, ContemplativeCat.jpg [View same] [iqdb] [saucenao] [google] [report]


he went to kill demons personally

>> No.4282296

one of the greatest deathmatch players in doom
not exactly a very notable bar, but it's always a shame to lose a community member

>> No.4282297


Give 'em hell for us in the afterlife, mate.

>> No.4282302 [DELETED] 

hey everyone a guy died. time to meme!!!

>> No.4282302,1 [INTERNAL]  [DELETED] 

People like you get beaten in the streets for a reason.

>> No.4282303

Careful not to cut yourself on that edge.

>> No.4282305

fuck off

>> No.4282306


>> No.4282314


>> No.4282315



>> No.4282316


What, do you think memes are some kind of poison?

>> No.4282317

Guess what asshole? When people die sometimes people care. I mean they won't care when YOU die because you're an edgy waste of human life, but when someone else dies people care.

>> No.4282320

what are you even doing with your life


>> No.4282321

I'm in shock right now. F

I feel like a total shithead posting this after hearing the news about Demonsphere, but I just finished up an update to my /vr/300 map after watching Term and Suitepee's streams.

-Changed the name to Warehouse Cleanup, because I wasn't totally satisfied with my original title and I'm a goober. Obviously if you don't want to change the title graphics on the intermission screen, it's no big deal.
-Tweaked the difficulty a bit. Mainly tweaked the opening and the final encounters so that they were less of a cakewalk. Added ammo to compensate.
-Replaced the backpack secret with more ammo, because backpacks are lame as fuck, and isn't even really needed for this map anyways.
-Tweaked the hell out of the misaligned textures (thank you anon for reminding me that upper/lower unpegged had more uses than just for doors) and added lights, for my verisimilitude.
-Stopped being a goober and put my name on it, since it was kinda pointless releasing it anonymously when like only 2-3 other people did it throughout the WAD.


>> No.4282324

An update is an update, can't help it if the timing was unfortunate.

>> No.4282330


Do you think a meme is just a big picture with impact text or something?
A meme is an idea and emotion that spreads from person to person to become a part of a culture. This includes negative emotions, like sadness, and the idea of paying respect to someone's accomplishments and passing.
Using a meme doesn't suddenly invalidate those emotions. It allows us to connect and honor him.


>> No.4282360

>thread title is unwise decision

>> No.4282364


i could make a deatmatch related joke here, but i'm not really feeling it

>> No.4282367

Like what? He reached the fraglimit?

>> No.4282376
File: 62 KB, 1024x768, ColonyShipForSaleCheap.png [View same] [iqdb] [saucenao] [google] [report]

What was Jason thinking?

>> No.4282381


But what was the cause of death?

>> No.4282395
File: 37 KB, 517x557, THANK GOD IT'S YOU.jpg [View same] [iqdb] [saucenao] [google] [report]

Just like with G4 Sunbathing, they wanted to extend the game's playtime by artificial means in order to make the players feel like they got more value out of their money; the difference here is that G4 Sunbathing was actually a good map. CSFSC is the worst map in the series though, so you can only go up from here especially since you're coming up on some of the best maps in the game in the next chapter.

>> No.4282396

New thread.


>> No.4282439 [DELETED] 

Soo... He couldn't wait to burn in hell?

>> No.4282993


>> No.4283221

Making a gameplay mod using a bunch of stolen 3d models to render as sprites.

considering making the thing pilotable and releasing it alone as a teaser/promo

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.