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4294178 No.4294178 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4287370

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
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
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.4294180


-Start map is being worked on

-Beta release available

-Looking to update the OP, suggestions are welcome
-Half of the soundfont links are dead in their relevant pastebin
-Include The Inmost Dens somewhere?

=== NEWS ===

[9-29] thevidya.site, an anon's WAD upload site, is put on hiatus

[9-29] High-res official art

[9-25] HUMP now in beta

[9-25] DemonSphere, a longtime deathmatch player, has committed suicide

[9-24] Newstuff 538: featuring Fanta Base by /vr/'s own Hebridean Isle

[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

=== PREVIOUS ===


=== PROTIP ===

Would you like to submit any news, personal releases, or other contributions? Just reply/backlink to this post with a link, so the next OP can easily find it.

>> No.4294192

>Not UNF UNF UNF, HAAAAAH (the rarer overkill death scream)

>> No.4294202

>[9-25] DemonSphere, a longtime deathmatch player, has committed suicide
it turns out that it was apparently an accident, not an intentional suicide.
doesn't make it better of course but nice to know he wasn't secretly suffering with depression for years but hiding it very well.

>> No.4294242 [SPOILER]  [DELETED] 
File: 281 KB, 1280x720, 1506763068351.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4294298

I just had "one of those" weird ideas again: MODELDEF could be used as an aliasing system for unrestricted (hud/weapon) sprite names. You know how every model based actor in a mod can use MDLA or something for it's sprite simultaneously? Well if you used a single sided flat plane model for every weapon, you could change the Skin property in between frames for each of them.

So for example you'd have your RLDA A[...]Z frames in your weapon reload state, and the modeldef assigns something like

Skin 0 "Phlebotonium_gun_reload_frame_01.png" etc to them.

>> No.4294301
File: 1011 KB, 1920x1080, Witchaven Jumpscare.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know what causes this in Witchaven?

>> No.4294326


>> No.4294331

he sees ur dicc

>> No.4294334


>> No.4294336

From the review of this I watched recently
It's the game
The game itself is causing this.

>> No.4294338


>> No.4294340
File: 200 KB, 1024x768, 291350456.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4294359
File: 246 KB, 285x224, New marines on the block.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4294361

>No Guy's Sky

There, I've finally played No Man's Sky. It kinda baffles me that this wad got like no discussion at all, neither on Doomworld nor on the ZDoom forums.

>> No.4294362

Vinesauce did video on it.

>> No.4294364

> In Her Jar

>> No.4294365

How large can a Doom level be?

>> No.4294371

Planisphere 2 hits limits hardware can pull.

>> No.4294374
File: 1.10 MB, 1600x1485, memorial.gif [View same] [iqdb] [saucenao] [google] [report]

memorial.wad is basically all of Doom 2 put together seamlessly

>> No.4294375

Boi I gotta try that

>> No.4294382

Is it physically larger than >>4294371 ?

I can't tell.

>> No.4294383

never heard of it

>> No.4294472

Isn't that the map that recreates NYC?

>> No.4294509

>[9-24] Newstuff 538: featuring Fanta Base by /vr/'s own Hebridean Isle

Gosh, I completely missed this. Nice to see they liked it.

>> No.4294510

How do I make an altfire that heals the player in decorate?

>> No.4294520

How do I level select in No Rest For the Living?

>> No.4294523

either give the firer some health items or use HealThing

>> No.4294537

What are your goto "Vanilla" mods? Where you want vanilla gameplay with just visual changes. Mine are probably Smooth Doom + Ketchup.

>> No.4294548
File: 351 KB, 666x334, hwp.png [View same] [iqdb] [saucenao] [google] [report]

is there a full version of the holy water pistol's pick up sprite from the original doom 2 rpg?
something like the one in meta doom, but the one from the actual game.

>> No.4294552

Is there a way to have it based on an internal dice roll? I want to implement a spell to the shotgun in my mod that heals 1d12 health.

>> No.4294553
File: 935 KB, 1920x1017, Screenshot_Doom_20170929_141522.png [View same] [iqdb] [saucenao] [google] [report]

Memorial doesn't save Doom II of its accused level design

someone needs to make a "Doom: One" of Hell on Earth

>> No.4294563

HealThing(random(1, 12))

>> No.4294598

That's exactly how I heard of it in the first place.

This link is like the only post about it: https://www.doomworld.com/forum/topic/90872-no-guys-sky-with-download-link/

>> No.4294601

Wich would be the best Aliens inspired WAD?

>> No.4294626

Anybody here with bcs experience:

Is it possible to have a per player reference to a struct?

IE all players have an associated struct type WeaponT called PrimaryWeapon, and the main ticker loop that runs per player will only read the struct assigned to that player. Like if player0's primaryweapon is set to Berretta and player1s primaryweapon struct is set to GAU8.

Or will I have to do array memes to properly allow this to happen.

I already tried defining the struct child in an enter script, but bcs doesn't like complex types being used in another namespace, thanks to scoping memes, even if the namespace in question is lower than the defining namespace.

Does that make sense or am I just word salading?

>> No.4294631

Also I should mention that enter script was the main function ticker's initialization.

Whats funny is that I had no problem casting variables as complex types when it comes to arguments. And that in turn allows me to do cool shit like have 2 weapons at once, but for now my implementation of how that works means all players have the same weapons because the references used for them are defined in the uppermost namespace

>> No.4294724
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4294743

i would but according to some whiny dumbasses doing so is apparently obnoxious

>> No.4294754
File: 22 KB, 642x427, portadoom_5yearsofdoom_top10.png [View same] [iqdb] [saucenao] [google] [report]

Just chugging along slowly. I added colour themes to PortaDOOM so different sections can be coloured differently from each other.
I'm doing 5 Years of Doom since it's relatively small and I can work out what code is needed to support the very old stuff.

P.S. I love everything you doom authors are doing out there. I want to make PortaDOOM the easiest way to access and expose that content for everybody.

>> No.4294757
File: 424 KB, 1600x900, Screenshot_Doom_20170930_122501.png [View same] [iqdb] [saucenao] [google] [report]

Hitting things with an axe is fun.

>> No.4294765

so in retaliation, you decided to be as whiny a bitch as them? get over yourself and post your cool pictures already.

>> No.4294769

>best mappers
>Tim Willits
that was written from a bygone age...

>> No.4294778

Oh indeed. It's interesting because the next guy in the list is Malcom Sailor and in his txts he says:
> It pisses me off to see all those mid-quality wads (which will remain nameless, except for Raven.wad. Dumb Fucker's now at Id, and his stuff is __UGH__). get so much attention cause of their distribution.

>> No.4294843

>believed suicide
>turns out to be accidental
I'm not trying to be a dick, but this sounds like autoerotic asphyxiation to me. It's a more common cause of death than you'd think.

>> No.4294895
File: 2.98 MB, 1280x720, Base Profile 09.30.2017 - [View same] [iqdb] [saucenao] [google] [report]

Bonus points if you can actually see what changed.

>> No.4294913
File: 491 KB, 1101x929, Builder_2017-09-30_13-44-16.png [View same] [iqdb] [saucenao] [google] [report]

Top area is still a WIP, but it is what it is. Don't know if I should make the whole level cave caverns or mix it up.

>> No.4294920

you appear to be able to fire ssg with only 1 shell left

>> No.4294921

what are those rings the ssg is firing, and does it not need ammo

>> No.4294935

cool it's grown again
presumably those two lilac squares in the void aren't supposed to be there

>> No.4294940

kek yeah those are just the keys I haven't found the place for yet.

>> No.4294942

>Japanese Community Project
>The Odd Encampment

This is just the tip of the bullshit iceberg, isn't it.

>> No.4294981 [DELETED] 

What makes brutal doom so disliked here overall/

>> No.4294990

just look up archived /vr/ threads and look up anything to do with the mod or the creator himself.
you might find him bitching about doom 4.

>> No.4294991

It just ignores that one shell and goes back to normal ones.
Those are just fancy bullet puffs that deal more damage.

>> No.4295004

there was another thing, and I just now noticed it was rockets

>> No.4295026

>What makes brutal doom so disliked here overall?
this is the wrong question.
>What makes people who constantly bring up brutal doom so disliked here overall?
is the right question, and it pretty much answers itself.

>> No.4295037

when will we get a brutal doom compatibility patch for hideous destructor

>> No.4295051

Capstone liked their random jumpscares. Corridor 7 had them too.

>> No.4295082

when you kill yourself

>> No.4295085
File: 6 KB, 469x436, iron lich.png [View same] [iqdb] [saucenao] [google] [report]

Why is he always happy?

>> No.4295092

what did I do wrong

>> No.4295097

r u d e

>> No.4295112

>why isn't xxxxx compatible with brutal doom!
only noobs clueless about how the doom engine works, and obnoxious twats who probably do know, but like to be obnoxious twats, make these requests, usually accompanied by a side display of huge arrogance which admittedly was only hinted at in your post.

>> No.4295116

Because he just barebones and doesn't have any flesh to show his actual emotions?

>> No.4295120

But he's made of iron.

>> No.4295124

and that's why he doesn't have any flesh

>> No.4295126

Yes. Iron bones. Not iron flesh

>> No.4295145

I don't think he was being serious, anon

>> No.4295147
File: 690 KB, 1366x768, Screenshot_Hexen_20170925_101300.png [View same] [iqdb] [saucenao] [google] [report]

if i wasn't finna say it, someone else would've.

plus thats a thing http://www.moddb.com/mods/brutal-doom-redemption

>> No.4295156

i was just answering the question. i didn't make the first of those posts

>> No.4295184

HEY! Exactly WHY WAS my post about brutal doom deleted? I'm not even a brutal Doom user, I just wonder why is not popular in these parts!

>> No.4295185

Cause of death definitely rules that out

>> No.4295189
File: 1.37 MB, 1680x525, DOOM_ANAGYLPH[1].png [View same] [iqdb] [saucenao] [google] [report]

put on your 3D glasses!

>> No.4295194

What was the cause?

>> No.4295205
File: 57 KB, 1000x1000, why do people hate brutal doom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4295216

I'd say you're baiting, but I know there's at least one new poster in these parts playing Doom for the first time.
Suffice to say it's an average mod with a horrible and loud fanbase who demand other mod makers make everything compatible for it, and the guy who makes the mod stole most of his mod's material from other people and gave them no credit for it.

>> No.4295242

if you're not even a user, then why do you care about why it's not popular?
actually, why do you care at all about whether any mod is popular or not?

form your own opinion.

>> No.4295254



>> No.4295259

Isn't that what The Ultimate Doom 2 does, recreate Doom 2 levels in a more "Ultimate Doom" style?
I cried genuine tears when it turned the shitshow that was Underhalls into a cool complex sewer stage where you have to manipulate level of water to progress (not unlike sewer stage of Batman Doom).


>> No.4295304 [SPOILER] 
File: 589 KB, 1920x1017, 1506803508122.png [View same] [iqdb] [saucenao] [google] [report]

something butt

>> No.4295309

In Doom's standard binary format with a limit-removing source port, the extension is 32767, crossing that will make collision problems and visplane overflows appear.

In UDMF after the floating point rewrite they did in ZDoom last year when it was active, the limit only limit is the grid GZDoom Builder can show to you map.

>> No.4295312


>> No.4295335
File: 70 KB, 704x704, 1505269452025.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4295338
File: 1.56 MB, 1920x1080, Screenshot_Doom_20170930_230351.png [View same] [iqdb] [saucenao] [google] [report]

This is what hell must be like.

>> No.4295339

This is fucking terrifying

>> No.4295345

> not maximum ceiling height and minimum floor height
are you even trying

>> No.4295347
File: 123 KB, 792x600, 792px-TNT_MAP09_map.png [View same] [iqdb] [saucenao] [google] [report]

Developing a Doom map:

>Open Doom Builder
>Blank template

Playing a Doom map:

>Play through map(s)
>This texture is misaligned? Must be a door
>Holy crap monsters spawning in, how did they know I am here
>This switch flicked on and off; some door/lift just activated for a limited time; better find it
>Red key door spotted; need a red key soon
>Find blue key instead; find yellow door next to it
>Find yellow key; enter yellow door; get red key

How is it that map developers are able to plan/plot/develop maps that flow so smoothly? You don't even subconsciously think about it as you play, but when you think about the A-to-B-to-C-to-D-to-E fetch quest you're doing, and the placement of everything on the map, they all just flow so smoothly and encourages exploration, like misaligned textures and stuff.

Meanwhile, I attempt to make a map and, while I really want to make my own, my brain just hangs up.

>> No.4295356
File: 2.00 MB, 1920x1080, Screenshot_Doom_20170930_231103.png [View same] [iqdb] [saucenao] [google] [report]

I was more interested in width.

It takes about 1 minute and 50 seconds to run from one end to the other.

But here you go.

>> No.4295364
File: 1.85 MB, 1920x1080, Screenshot_Doom_20170930_231430.png [View same] [iqdb] [saucenao] [google] [report]

Can you see him?

>> No.4295367

There's something really wrong with your brain and you're different and strange. Everyone here, and probably everyone you know, creates expertly-crafted Doom maps with minimal effort.

>> No.4295370

Which is funny, because Doom 3 guy is a pussy who shames the actual Doomguy with his very existence.
>Spends the game terrified of the monsters rather than them being terrified of him
>his guns suck
>needs a flashlight
>spends most of the game taking orders from a guy who just screws him over (sure, Doom4 does this too but at least Doomguy clearly hates the guy giving the directions and fucks him over whenever possible, like with the argent cells)
>needs a magic brick to hurt the Cyberdemon
>the spider mastermind doesn't even care enough to show up

>> No.4295371

Well you just said how. Basically you have a bag of proven good design choices and then pull out of the bag to make a map. What you're getting hung up on is that you really don't seem to have an idea for a theme or shape, just need search for inspiration I guess.

>> No.4295375

y-yeah, look at this guy who can't even bang out a cacoward-winning map in a day

what a loser, right guys

>> No.4295414

I wish this were in webm format so I could skip ahead, this gif is like ten minutes long.

>> No.4295431

Yeah, I never liked any maps from Tim Willits. Never liked him as a person either, with the lies about quake deathmatch maps being a recent example of why.

>> No.4295434

Wolfenstein 3d and Spear of Destiny are good from what I've seen, but I honestly don't see myself coming back to it like Doom 1, 2, Chex, UT and SS1. Just my 2 or so cents.

>> No.4295443

>stolen assets
It's not stolen, if the original still exists. The correct term here is "plagiarized".

>> No.4295447

It's completely superseded by Doom, there's literally no reason to play it besides street cred or if you have a burning need to kill pixelated nazis and mecha hitler.

>> No.4295450

No, plagiarism is copying what others have done. Simply taking what others have done without credit is art theft.

>> No.4295452

That's no theft, if the original is still there.

>> No.4295460

>burning need to kill pixelated nazis
Even then there's Oblige and the ability to make maps that are just Nazis.

>> No.4295468

are you contradicting Google?

>> No.4295475

Thats because Wolf3D is incredibly primitive that its virtually impossible to make rooms and layouts stand out. This lead to most maps being literal mazes that blur together.

>> No.4295505


>> No.4295509

>Implying Google is correct

>> No.4295532

if you carry on like that, you're going to get "disappeared"

>> No.4295537

OK, let them try.

>> No.4295542
File: 1 KB, 80x120, minimalistchaingunner.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4295549

six pixels of pain

>> No.4295554

he did bring a few things to the table
> chainsaw is super satisfying and actually kills things
> machinegun and chaingun are two different weapons
> D44M guy builds upon these

>> No.4295573

I hate myself and I love to suffer through atrociously hard games. Should I try System Shock 2?

>> No.4295578

>I hate myself and I love to suffer through atrociously hard games
i recommend Sunder.wad.

>> No.4295582

I don't play doom.

>> No.4295591
File: 254 KB, 1080x1080, 3mz3uikauecz.jpg [View same] [iqdb] [saucenao] [google] [report]

/r/ing a Doom version of mistakes into miracles

>> No.4295625

Dr. Radiaki's Isle seems right up your valley.

>> No.4295635


>> No.4295640

I said hard, not shitty.

>> No.4295642

How do I break things in Deus Ex? Do I have to use explosives whenever I want to blow something instead of picking it?

>> No.4295645 [DELETED] 

Sgt_Mark is a true artist and fags who hate on brutal doom are neckbeards with small cocks

prove me wrong, you can't

>> No.4295646

I'm perfectly shaved.

>> No.4295648

the gep gun is the best lockpick in the game

>> No.4295649 [DELETED] 

he's right

>> No.4295651

I thought that was the dragon's tooth sword

>> No.4295652

Mark, what are you doing here?

>> No.4295653

What about the crowbar? Does it have a use?

>> No.4295660

play ss1 with all the difficulty settings maxed

>> No.4295663

it does its damage in 20 damage increments, so it can't break down every door

I snuck up to people and bopped them on the back with a baton, or shot them with a silenced pistol

never really used the crowbar or knife

>> No.4295665

Is System Shock 2 that shitty? You all told me to try something else.

>> No.4295668

Need some final adjusments but it is working already: https://youtu.be/gJBEncWi0iA

>> No.4295676

You've asked about a "atrociously hard game" and System Shock 2 is not one of them, simple as that.
You should really consider what >>4295660 said. SS1 on highest difficulties is pretty damn challenging.

>> No.4295682

System Shock 2?
Not hard?

>> No.4295685

Yes. As long as you don't forget about different ammo types.

>> No.4295696

Then I've been lied to, I've been told it was hard as fuck because all the weapons broke in two hits and you were always low on ammo and money.

>> No.4295712

Here's a map pack idea: Regular Doom/D2 levels, but the levels are in reverse order and the difficulty is changed accordingly (with some minor map alterations as needed). So for example; episode 1 would start with E1M8, which would be very easy, and E1M1 would be the boss map with two barons somewhere near the end, possibly the last room with those grate textures removed for more room to run around. Each D1 episode could be in reversed order as well (so E4 is easy and E1 is very hard), and Doom 2 would basically be an adventure of escaping hell and getting back to the starting platform of map01.
Only snag I can see with this idea are map-specific triggers, like Dead Simple's Mancubi/Arachnotron walls.

>> No.4295729

>no love for Unreal

>> No.4295730

Every game that isn't Doom get ignored in that thread.

>> No.4295747

my dick is huge

>> No.4295783

System Shock 2 is only hard in the early game. It gets easier later on as you've leveled up essential stats.

>> No.4295837

It's theft of intellectual property, you are taking away the credit from the other person.

>> No.4295892

That's the rocket launcher.

>> No.4295896

Those people were probably not very good at videogames.

>> No.4295906

Oh he just played it for one hour. He's not into retro games, to say the least.

>> No.4295938

>playing Urania.wad
>has a recreation of that archvile maze level from Plutonia but with revenants too
>becomes a switch hunt after i clear them all
god damnit why the fuck is every level in Urania a switch hunt?

>> No.4295949

it came from uranus

>> No.4295961

there are also free weapons all over the place. You can play with a pistol and never have to maintain it because you keep finding new ones. There is usually plenty of ammo too. plus you can literally buy more ammo from a replicator. SS2 is pretty easy imo. Plus you can save at any time if you're struggling.

Once you get the crystal shard you can annihilate all the melee monsters and the only thing you need to worry about are turrets and robots - both which can be destroyed with the pistol and some AP rounds (which you get plenty of and never have any other use for)

You have many options in SS2 - you can play as a gun specialist who has an assault rifle and rechargable energy gun, and can maintain and fix his own weapons

You could play as a researcher who never touches maintenance skill or heavy weapons and plays with crystal shard and disposable pistols.

You could play as a psi agent and just use psi to fuck everything up - never really needing regular weapons but you can still use pistols as disposable free ammo. All you need for to keep your psi going is psi hypos which are plentiful and can be bought at replicators anyway.

>> No.4295974

does vanilla doom have a maximum midi size or something? i know MUS is limited to 64kb, but i have midis over 64kb that play just fine. but one doesn't want to play.

>> No.4295976

About 100kb iirc

probably 124 knowing programming shiet

>> No.4295979

>probably 124 knowing programming shiet
aight. cool. thanks.

>> No.4295983
File: 2.36 MB, 1920x1200, spasm0000.png [View same] [iqdb] [saucenao] [google] [report]

For an Advent Calendar Jam on func_

>> No.4295989 [DELETED] 

E1M5 of HUMP is pretty damn terrible.
Epecially noticable after 2 previous maps which are great.

>> No.4295995

That actually sounds kinda nice desu senpai.

>> No.4295996

How do I play RL Arsenal over netplay? Please help me.

>> No.4295997

goddamn that's pretty

>> No.4296010

What the fuck is the point of Hideous Destructor?

>> No.4296012

What's this mod gonna be about?

>> No.4296015

>tfw finally think you might be able to make a quake map
>but now arcane dimensions has become the standard codebase and so has its level of graphical quality
fuck this, i'm going back to doom

>> No.4296020
File: 189 KB, 500x350, ZDoom netcode.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4296035

the satisfaction of beating the insurmountable odds that stack against you with very powerful weaponry.

like a certain game you know, but with a slight twist.

>> No.4296036

That's why I'm asking for help.

>> No.4296040

Don't worry about AD my dude. ID1 is still as enjoyable as it is. go map!

>> No.4296068

Its a great game, one of my favorite FPSs up there with S.T.A.L.K.E.R.

I played through it quite a few times and the different options for character development mean it has a high replay value. You can play it many ways and each way is fun.

>> No.4296079

arcane dimensions had this issue where there are some models that are higher in resolution than most others, though. it's very blatant in some parts.

make a classic map, you don't see people giving up on doom mapping because Deus Vult exists do you?

>> No.4296081

Yeah. Urania feels more like a harder version of Eternal Doom than an actual Plutonia styled wad.

>> No.4296089

IIRC, the map15 midi in BTSX had to have a condensed version that cuts out about a minute or so of content, as the full version doesn't play at all in vanilla. Full version is activated through an internal dehacked patch, as vanilla can't read internal dehacked anyway.

>> No.4296091

I thought that was only in older versions? As of 1.5 they've updated all the weapon worldmodels and most of the uglier enemies (Grunts, Enforcers, etc) to use their own higher-poly and randomized models, and for stuff like Knight types they already have Quoth's array of models to use.

>> No.4296094

It sure is a testament to No Man Sky's utter shittiness when even fangames that perfectly emulate its basic """""gameplay""""" get no discussion at all much like the original game.

>> No.4296095
File: 93 KB, 481x784, 1503643879556.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw forgot about the birthday hats

I should've picked a better image for the OP.

>> No.4296125

Is there a site for royalty-free MIDI songs I can use for my wad?

>> No.4296128

>IIRC, the map15 midi in BTSX had to have a condensed version that cuts out about a minute or so of content, as the full version doesn't play at all in vanilla. Full version is activated through an internal dehacked patch, as vanilla can't read internal dehacked anyway.
That's pretty clever. I think I'm going to have to hack something together like that for zdoom ports because my rocket launcher replacement doesn't work right in zdoom/gz/z&... AH WELL.

>> No.4296131

I like No Man's Sky. The base building shit they added was kinda neat and kinda lame at the same time, but it did pretty much what I expected it to do. It was modern Noctus IV, more or less. If you expected any more than that you were probably an idiot.

>> No.4296134

if not working in zdoom is the issue, just including a decorate lump that replaces the rocket launcher entirely should suffice, right

>> No.4296137

fine asses

>> No.4296139

The gun works, the physics for the projectile don't work in zdoom like they do in doom because zdoom doesn't like backwards compatability because fuck old shit. So I have to make it emulate the old shit in zdoom somehow. I don't know anything about decorate, or zscript, or anything past dehacked more-or-less. So we'll see how that goes.

>> No.4296141


>> No.4296157

I also like Stalker a lot because the gunfights are shorts and bloody. I like games where enemies don't have a lot of hitpoints and where reflexes count.

>> No.4296167

If you rotate a model in GZdoom on the x or y axis does it rotate the collision as well? Like if you leaned a table against a wall, could you walk up the tables surface?

>> No.4296215

no, hitboxes are always axis-aligned rectangular prisms that look square from straight up/down

>> No.4296217

that's great if true.

>> No.4296220

personally I didn't have an issue with what was already there. it was pretty barebones and release, though. I'm sure they've ironed out most bugs at this point in time and more content is always welcome.

the shitty thing was, however, that they flatout lied about a LOT of stuff.

>> No.4296229
File: 966 KB, 450x337, Redneck Rampage.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4296239

>they flatout lied about a LOT of stuff
They were pretty decent about saying "possibly" etc. If you watch any of those interviews in their entirety and got the impression that they were 100% certain about anything then I'd think you were guilty of hope. It's important to take everything a dev says with a grain of salt these days.

It was barebones, and I do get the complaints people have... It's just weird being the only person (or one of them) who got what they expected, and was satisfied. The backlash felt too heavy for what I considered to be more of a perceived crime than an actual crime... Anyway. Not retro I guess, unless you wanna talk about finding kangaroos and rabbits in Noctis.

>> No.4296242
File: 18 KB, 206x237, 1267201455110.jpg [View same] [iqdb] [saucenao] [google] [report]

I swear to Fuck, if Doomguy is the pregnant one, I'm going to run up the goddamn walls.

>> No.4296246

A lot of information on the internet and on "reputable" magazines makes people think they have an idea of what a game is going to be like, devs make absolutely no effort whatsoever to dismiss this claims, and in fact, embrace them, if they are saying anything at all, which doesn't happen often.

Devs are completely at fault here because they didn't even tried to clarify really what the game was or give information to avoid confusion.

>> No.4296248
File: 137 KB, 623x527, 1485992164391.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4296251

I'm actually working on a different map than this shows, but listen to this dope-ass music (thanks hexenmapper).

>> No.4296281

They showed quite a lot of "gameplay footage" where 90% of the features shown were not in the actual game.
When other devs were doing graphical downgrades, this can be considered a gameplay downgrade (except there was nothing to downgrade as it was all just prerendered shit).
Pretty much same GBX did with colonial marines turned up to 11.

>> No.4296285


>> No.4296303



>> No.4296340

Romero and Carmack with Doomguy as the baby

>> No.4296343

is there a lights.pk3 alternative that doesn't suck shit? Because lights.pk3 sucks shit.

>> No.4296357 [SPOILER] 
File: 52 KB, 504x696, 1506837313465.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4296364
File: 943 KB, 1024x606, file.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4296387
File: 66 KB, 1009x777, TEMP.png [View same] [iqdb] [saucenao] [google] [report]

Soonish? I work on it every day. There are less maps to do than done and they're at least 95% of what's left to do. So, assuming that maps are 50% of a wad, that's at least 80% done? I don't know math, get off my back.

>> No.4296409

That picture reminds me why I like fantasy games.

>> No.4296410

You really ought to sell a collector's physical boxed edition. In one of the classic big boxes PC games came in back in the day, with nice art and screenshots on the back and shit.

>> No.4296417

I planned on making one for myself, just for vanity. With a jewel case insert and printed CD (some amount of them), etc. I'll put the art online when I finish it. Could be some time after the wad is released. We'll see.

>> No.4296423

Yessss. Could you look into 3D printed figurines as well? I've no idea what it'd cost, but I really would want to have one.

>> No.4296436
File: 22 KB, 880x655, running from temptation.png [View same] [iqdb] [saucenao] [google] [report]

and because of this im never drawing again

>> No.4296437

Oscard Wilde would already be fucking her.

>> No.4296468

For some reason I see that and just imagine Doomguy breaking out of Hell via jumping into some hell portal and exploding out of a Pain Elemental as it telefrags behind him, propelled forwards and just murdering an entire room with his bare hands.

>> No.4296471

Prolly not. We'll see. Only monster it would be worth doing for is the final boss.

>> No.4296476

I was thinking more of the player character.

>> No.4296487
File: 24 KB, 880x655, censored version.png [View same] [iqdb] [saucenao] [google] [report]

forgot to censor it

>> No.4296506 [DELETED] 
File: 145 KB, 880x655, pain 2.png [View same] [iqdb] [saucenao] [google] [report]

i've read the loomer book and from what i've read at the very beginning you have to know shapes first, then why the hell can't i just free hand everything i just wanna draw dammit lemme draw pain elementals

>> No.4296508
File: 862 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

E1M6: "the fuck am I suposed to do level"

I've humped every wall and even used cheats, and I still don't know what to do to lower the pillar hiding the exit portal.

>> No.4296510

Now the nipples version.

>> No.4296518

I don't have a 3D model of him.

>> No.4296536

Walk over the lowered platforms....

>> No.4296539


>> No.4296547
File: 568 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Already checked the editor. The script that was supposed to lower the first of the tall pillars did not activate for some reason. Worked after I restarted the map however.

Meanwhile in HUMP
Lava pits juuuust deep enough to be inescapeable
Obvious secrets within obvious secrets within obvious secrets (there's really 3 secrets that follow one into the other)

>> No.4296552

Oh, I see. I thought you did for DM/Co-op purposes.

>> No.4296559

hmm strange. I've played though that map a lot and that's never happened.... did you know that map was made in WadC? I'm still flabbergasted how people make anything in WadC....

I'll probably change that lava so you can step out, but you reaaally shouldn't have fallen in there :^)

>> No.4296573

super cute

>> No.4296576
File: 1.06 MB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Its a large hole in a small room with goodies on the borders. When I saw the laval I immediately thought "isn't that's too deep to be escapable?", tried it and yep - inescapeable.

E1M8 is really cool. I thing the idea of buildings collapsing into lava as you go has more potential (it was used only once in here) . Maybe I'll even use it as a gimmick in one of my own maps (when I get to actually making them :'( )

>> No.4296582

>I'm still flabbergasted how people make anything in WadC
not him but i'd probably do it if i weren't so averse to Java
i'd always rather write a program to do something, than actually do it myself, this includes making maps, processing images, etc.

>> No.4296585

Speaking of Heretic...
Has anybody ever completed a Gauntlet sprite to show more stuff on screen than just fingers?
I want to do a gauntlet-only weapon mod that has you installing different gems into the gauntlet to alter its firing modes, but there is not enough of the gauntlet on screen in the vanilla to actually show inserted gems in idle mode.

>> No.4296614
File: 636 KB, 1920x1080, unknown[3].png [View same] [iqdb] [saucenao] [google] [report]

>try Planisphere 2 with colorfulhell
>runs kinda laggy.
>expected, mostly just wanted to explore the city for now
>sv_nomonsters 1
>get pic related
Not sure what caused this, but holy shit, 600+ monsters using special abilities destroyed my framerate.

>> No.4296648

10 white monsters and 17 blacks

Makes me wonder what playing okuplok wad with colorfull hell would be like.
Probably 0 fps from all of the blacks and whites that would spawn

>> No.4296652

No, all 600+ enemies were replaced by their boss versions.
Also this happens if you turn off monsters in any map while playing colorfulhell, apparently.

>> No.4296671

Huh, neat.
Now play that with Russian Overkill

>> No.4296702

wow that seems like a bit of a troll

>> No.4296723

Trashcan sounds intesify
What white variant is this?
Pain Elemental?

>> No.4296731

How many of these are that overpowered scientist bitch

>> No.4296743
File: 242 KB, 1301x1223, 1488615353104.jpg [View same] [iqdb] [saucenao] [google] [report]

newfag itt, how the fuck do .pk3 files work
also legacy of doom (https://forum.zdoom.org/viewtopic.php?f=19&t=22008) DL link seems to be dead for me so if someone could get me a way of getting that I'd be appreciative

>> No.4296745

That's what I meant by plagiarizing. He copied the work of others calling himself the real author of the works he copied, which was not the case. This is what plagiarism actually means. If you don't trust me, look up this term on Wikipedia or dictionary.

>> No.4296749

A pk3 file is a zip file with ".zip" simply changed to ".pk3". GZDoom also supports dragging whole non-zipped folders into the .exe as long as the subfolders and files within are correctly named and located.

>> No.4296750
File: 10 KB, 206x214, 75550_577698939063507_3795373344623588023_n.jpg [View same] [iqdb] [saucenao] [google] [report]

I remember doing a playthrough on maps of chaos and that bitch spawned and it was practically impossible to beat her without iddqd because she was also buffed from some other mod I had.

>> No.4296751
File: 3 KB, 800x600, 1506858298.png [View same] [iqdb] [saucenao] [google] [report]

300minvr status update:

i was meant to release it last night after letting it sit for a couple of days, but at the last minute i had a brainwave to fix the windows on map02 in glboom+. in the middle of that, an interesting couple of bugs were reported on doomworld:

> Two things which may or may not be ZDoom-related. I noticed the last letter of map names are being cut off when you look at the automap. I didn't go back and check all of them, so I'm not sure if it's all map names or only new map names which are longer than the original hard-coded Doom2 map names. Adding a space to the end of each map name in Dehacked seems to fix it.

> MAP19, linedef tag 8, has SW1PANEL for normal and lower textures. When multiple switch textures are used on one switch, Doom doesn't know which one to animate, so it doesn't animate either. The switch works; it just looks like it doesn't. Removing the lower texture should fix it.

i've fixed the switch problem, but i have no idea about the map names being cut off. so if anyone else can reproduce it, let me know. i don't know of any other things blocking a final version, so speak up now please! here is another release candidate:


>> No.4296753

PK3 is a zip archive
PK7 is a 7zip archive
They contain resources for whatever mod.
Difference form a WAD: they do not have follow the format restrictions of lumps, as they are simple archives
You load them exactly the same way as any other WAD.

>> No.4296762
File: 14 KB, 722x289, oh boy.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4296767
File: 56 KB, 960x1077, 1506859696.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4296770

I wish I could get DoomRLA's old betas, so I could try them out in Zandronum 3.0. I know that 1.05 doesn't work there yet, because the engine needs to be updated to GZDoom 2.1.0 or 2.2.0.

>> No.4296774

>that midi
I think you need to change your soundfont, because default one sounds... not quite as good as you might expect, but at least it's hilarious because of the soundfont you use.

>> No.4296790

I wonder whether that Anon who wanted to make a /vr/ Halloween Community Project will announce the rules today.

If there isn't I will just speedmap something.

>> No.4296791
File: 61 KB, 1080x808, Kenneth Scott Spiderd mastermind.jpg [View same] [iqdb] [saucenao] [google] [report]

Spidermind was intended to appear.

>> No.4296796

except for doomworld >>4296767
that's where most of the faggots are

>> No.4296821

I saw Doomguy fucking Cream once

>> No.4296853

I saw it thrice. And saved it.

>> No.4296856

I want more of it
It's the best OTP

>> No.4296871

>Hideous Destructor used to be a tough mod where you're a realistic regular soldier going through Doom, so it's actually pretty tough
>Suddenly, an update turns it into yet another overpowered mod.
It's still a lot of fun, but it feels like they took the original idea for HD and just threw it away.

>> No.4296873

Explain further?

>> No.4296926

>Obvious secrets within obvious secrets within obvious secrets (there's really 3 secrets that follow one into the other)

sounds like heretic to me

>> No.4296935
File: 415 KB, 1280x1024, Screenshot_Doom_20171001_100043.png [View same] [iqdb] [saucenao] [google] [report]

I can hear an archvile on the other side of that wall. Better hide the bodies while I can.

This is still pretty damn hard, I wouldn't call it overpowered at all. It's just more playable and less instant death than it used to be. Getting set on fire from a single fireball used to be a death sentence, to say nothing of the times when you couldn't shoot straight if you weren't crouched and perfectly still. I do think the supernatural healing needs some kind of nerf, though. I haven't needed a medikit in ages and have only rarely used stimpacks to heal up a little faster.

>> No.4296957

justs play harder mapsets :^)

>> No.4296960
File: 336 KB, 1280x1024, Screenshot_Doom_20171001_102653.png [View same] [iqdb] [saucenao] [google] [report]

I don't like it.

>> No.4296969
File: 355 KB, 1280x1024, Screenshot_Doom_20171001_102900.png [View same] [iqdb] [saucenao] [google] [report]

That's never a good sign.

>> No.4296975
File: 322 KB, 1280x1024, Screenshot_Doom_20171001_103422.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4296995
File: 50 KB, 1280x1024, Screenshot_Doom_20171001_105336.png [View same] [iqdb] [saucenao] [google] [report]

These death exits just don't work.

>> No.4297026
File: 908 KB, 800x600, muh hd.webm [View same] [iqdb] [saucenao] [google] [report]

8 rots 35 fps. 256*256 was too high res though, so I'll have to redo it at 128*128. Not sure if 8 rots is really better?

>> No.4297029

Uh I meant 16 rotations.

>> No.4297068

Make the mech itself bigger, and try making the shots withot antialiasing (or with less AA) to make it look crisper.
Also cut the ammount of frames in half.

>> No.4297102

Cut 3/4 of the frames. It's an eyesore.

>> No.4297115

Is this part of the MSX revival?
It looks really cool.

>> No.4297169

AA turned off actually makes it more blurry rather than less. The big issue is that the resolution is simply too high.

I can try 1/2 framerate, but any less than that and the shooting-while movement system I'm planning (alternate firing frames for each sprite in the walk cycle) won't work.
Is this part of the MSX revival?
Yes it is.
>It looks really cool.
Thank you. Any coolness is more thanks to Monolith than me however.

>> No.4297182

really should go with 4/6 frame walk cycle
if you want smoothness for monster graphics, just go with 3d models

>> No.4297194
File: 23 KB, 480x360, hqdefault[1].jpg [View same] [iqdb] [saucenao] [google] [report]

this shit is so fucking fun

>> No.4297223

Is the id software FTP dead for anyone else?

>> No.4297226
File: 1.15 MB, 800x600, muh less hd.webm [View same] [iqdb] [saucenao] [google] [report]

Half resolution now.

God I fucking love that artwork.

>> No.4297228

He's done by hand.

>> No.4297232
File: 31 KB, 472x472, impressive.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4297241


It's dead, but it's been mirrored by idgames.


>> No.4297245

Are you supposed to be able to play through the whole of the original DOOM on one life? I get further every time, but i'm still not cracking the first ten or so levels.

>> No.4297258
File: 14 KB, 320x640, FdwyN2J.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4297264

> proportions
> rectangular torso, arms included

>> No.4297267

...why the fuck?
You're supposed to save, dude

>> No.4297287

What a shame, I'm glad mirrors exist

>> No.4297301

The answer is no.

However, that gives me an idea for a Doom roguelite mod. It could randomly generate levels using Oblige and ask you to complete an entire 8-level episode of increasing difficulty without dying.
(For extra points, combine it with the DoomRL mod)

>> No.4297309

The answer is technically no, as game is designed to be played with saves, and id even encourages players to save often in the manual.

However it IS possible as a challenge run if you want, since there is nothing stopping you from doing that. It's definitely possible to play the game without dying, since you can avoid pretty much all damage in the game. In fact, on HMP it probably wouldn't be even that challenging.

I recommend playing through entirety of Doom with saves on UV first, tho, and THEN trying your challenge run idea tho. If you can't complete first episode without dying, then probably it might be a good idea to get better at the game first.

>> No.4297319

you die at the end of level 8. it can't be avoided.

>> No.4297371


1 minute of silence, late but sad.

>> No.4297430

i wanna play DooM on my 3DS

>> No.4297459

Im noticing something weird with the resolution on GZDOOM

I have a 1920x1080 screen, so I set it up on the video options but while the visuals in general look like they are supposed to, the HUD elements seem a bit too chunky

by that I mean things like the aiming reticle, if you play vanilla there is no reason to worry about that because you just disable them, but in gameplay mods like guncaster some of the wepons have big reticles that are now bigger and take too much screen space

for example the "dot" reticle now looks like a chunky +, thats exactly what it is but its not supposed to be that big

>> No.4297462

Then do it. I haven't figured out how to load anything but official IWADs, though.

>> No.4297465

Toggle crosshair scaling.

>> No.4297490


I did not find a toggle, but I found a slider that worked just as well, thankfully

>> No.4297502

the pk3 is a .7Z desu, and attempting to load them like a WAD just brings up vanilla doom

>> No.4297507
File: 340 KB, 1366x768, Screenshot_Doom_20170929_155505.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4297514
File: 386 KB, 1280x800, Titlescreen Original 2x.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4297518


>> No.4297519

Are you using a source port? If so, what?
(Because pk3 files won't work with a non-sourceport version)

>> No.4297520
File: 65 KB, 556x803, Hitler Ahegao.png [View same] [iqdb] [saucenao] [google] [report]

> Duke Nukem wielding a magical axe with nosebleed watches, as Hitler with chaingun-arms is being raped by hell goats

>> No.4297521

We have our next thread image I think :)

>> No.4297523

>that fucking chaingunner

>> No.4297524

> chaingunner


>> No.4297525

oh my god

>> No.4297528


>> No.4297529

Term Art (tm)

>> No.4297531


Wait is that really how the sausage is made ? Shit nigga, that's pretty smart.

>> No.4297534

next two thread images (along with the immediately previous post >>4297507)

>> No.4297536
File: 24 KB, 128x128, pika.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4297537

Fucking kek

..is that arabic on the sign?

>> No.4297542

I'm using doomsday engine
I think "newfag itt" didn't quite suffice for how completely illiterate I am

>> No.4297546


okay, obvious question. is there anything about the doomsday engine you especially like, or are you willing to swap to another engine?

>> No.4297549
File: 331 KB, 704x569, firefox_2017-10-01_22-02-17.png [View same] [iqdb] [saucenao] [google] [report]

Holy Fuck
There is actually a chainginner in the original pic

>> No.4297551

Everyone's talking about the chaingunner but I want to point out the pizza sun.
Like, nigger, you could've just drawn a circle.
Why use a pizza???

>> No.4297553

I guess I like the interface but I'm willing to swap
I'm only using it because it was the first thing suggested when I googled "how to run doom on a modern computer"

>> No.4297556


It is.
I'm not good at art, so I have to cheat a bit sometimes.


Yup. Not a damn clue what it means.
Hopefully it's not actually a secret military HQ!

>> No.4297557


I like it !

>> No.4297558

i'd suggest gzdoom, check the infographic in the op.
gzdoom is a lot more flexible than doomsday, i m o, and it reads .pk3s easily.

also, obvious question 2: what's inside the 7z?

>> No.4297571


I fucking love you term

>> No.4297576
File: 13 KB, 940x700, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

pic related
also it's .zip.7Z because I thought renaming it to .zip would maybe make it work, but it didn't

>> No.4297583


WildWeasel's Accessories to Murder is definitely for GZDoom, won't work on Doomsday at all.

>> No.4297585

if you've been dragging the .7z onto doomsday, that won't work, you have to extract the .pk3 out first
it's a moot point, though, since iirc that's explicitly a g/zdoom mod and won't work on doomsday

>> No.4297589

>when the moon hits your eye like a big pizza pie, that's amore

>> No.4297595

that was actually what my single word "lol" post was in response to

>> No.4297606

nice name hiding, Nathan

>> No.4297610
File: 87 KB, 609x670, 1496443309847.jpg [View same] [iqdb] [saucenao] [google] [report]

d-delete this

>> No.4297616

No way Nate, you're a mate.

>> No.4297619

Ken, you're a man

>> No.4297631
File: 356 KB, 599x510, 1474400448071.png [View same] [iqdb] [saucenao] [google] [report]

stop calling me nate you fricking frick that isn't my name

>> No.4297634


Oh no.

Sammy got into DOOM after Sonic!

>> No.4297643

give me the gun, nate
everything's gonna be just fine

>> No.4297646

Calm down, Nathan.

>> No.4297705

What's this.

>> No.4297713

High Noon Drifter.
It's a weird west cowboy mod and it's really damn good.
There's also a patch for Strange Aeons that changes the story to fit the mod, and it ends up feeling very Dark Tower for it.

>> No.4297714

my buldge OwO

high noon drifter

>> No.4297721
File: 38 KB, 1210x271, 1506886089652.png [View same] [iqdb] [saucenao] [google] [report]

The inevitable Mogeko castle wad is among us brothers

>> No.4297727

>It's gzdoom
>Can only run zandronum for the time being
I'll go to the crying corner.

>> No.4297736

Post your gameplay mod+mapset\megawad combination you have tried and liked

1994 tuneup with Burl Tumd

Epic with HND and syche with demonsteele as sugested by Term

Bullet Eye with the way id did

>> No.4297741

MSX with Vrack.
Bullet-Eye with Equinox was fun.
High Noon Drifter with Strange Aeons was fantastic.
Brotherhood of Ruin with GMOTA is fantastic.

>> No.4297746

What happens when you try to run GZDoom?

>> No.4297747

MetaDoom + PlayStation Doom: Consolation Prize edition

>> No.4297748

Kernel panics, segmentation faults, you mention it when it comes to opengl. I got some serious issue with my GPU and won't be getting a new one anytime soon.

>> No.4297749
File: 259 KB, 1366x768, 800mhz_strangeaeonsHND.png [View same] [iqdb] [saucenao] [google] [report]

What are you running on? I'm right-now using an i5 4200U *underclocked* to 800 MHz when I'm on battery and even running as slow as it can go and with every power-saving option enabled it still runs Strange Aeons + High Noon Drifter at 30-60 fps.

(NB: Windows shows the processor graph at the normal CPU speed, but the processor can never go above 800 MHz, as shown by the graph not using more than 10% despite the heavy rendering load)

>> No.4297761

If integrated graphics, could be bad RAM. Boot Memtest86 and run it over-night.

>> No.4297783

High Noon Drifter + Strange Aeons. The two feel made for each other.
Demonsteele + Scythe 2. Term supposedly used these two together in testing and it shows, it's a solid and fun combo.
GMOTA + Brotherhood of Ruin. I got this from an Icarus youtube video but he's right on the money about this combination.
Combined Arms + Maps of Chaos. The best shotgun in any mod ever gets a solid workout and the silly weapons make a mess out of the place without things getting too easy.

>> No.4297784


>> No.4297785


should I play stragne aeons vanilla first?

>> No.4297789

Nope! The weapons, sounds and hud graphics are all annoying. HND makes everything right.

>> No.4297792
File: 553 KB, 1366x768, Screenshot_Doom_20170929_155545.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4297807
File: 327 KB, 1366x768, Screenshot_Doom_20170929_155451.png [View same] [iqdb] [saucenao] [google] [report]

combining wads is the best ever, Immoral Conduct with Complex Doom with Bright maps with Smooth Doom with Beutiful Doom with Cool Spot with HeXen weapons and Gangsta Grosse, I need more wads. Gimme more weapon and monster randomizer wads. Wads wads wads.

>> No.4297809

>Robot Hitler Afro Funk Hellknight march
What the actual fuck is going on in this picture

>> No.4297813

i don't know what that is but it looks cute

>> No.4297814


My personal philosophy is to play mapsets vanilla first and then run them later with gameplay mods, especially with more "out there" gameplay mods that change up a lot of gameplay and can break things.
...Mind, High Noon Drifter isn't one of those, so it's up to you. But at the very least, give it an initial vanilla run and see if you're interested in it.

>> No.4297815

I forgot to mention I added in Samara in there too.

>> No.4297817

sf2012 + russian overkill

>> No.4297820

>My personal philosophy is to play mapsets vanilla first and then run them later with gameplay mods
same except i skip the part with the gameplay mods

>> No.4297825

This. Any Slaughtermap with Russian Overkill is always a good laugh, especially with Ketchup.
RO is one of those mods that needs silly amounts of gore to sell the power of it's guns.

>> No.4297826

why are you playing as duke with timon's axe

come on man, there is a class in that very mod that already has it

>> No.4297828

because believe it or not george isn't at home

>> No.4297840

then that's not really relevant for whether to play it with gameplay mods or not, is it?

>> No.4297851
File: 118 KB, 1300x1090, kid-pointing-you-isolated-white-background-70035547.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4297853

yep that's the joke. well, opposite of joke really

>> No.4297861

Holy shit that looks nice.

>> No.4297867

Plutonia 2 + Demonsteel

>> No.4297870

Moonman + 1994TU.

>> No.4297871

Question: Would Doomguy prefer Chex cereal or Nesquick cereal?

>> No.4297872

Nesquick would remind him of his rabbit's shits.

>> No.4297875

why 1994tu in particular?

>> No.4297876
File: 14 KB, 128x128, MWF1B2.png [View same] [iqdb] [saucenao] [google] [report]

Wait till you see it shoot! Takes ages to render these because of all the lights and barrel motion blur and stuff.

>> No.4297883

Just at random.
I like Moonman's system where there are a lot of weak monsters.

>> No.4297903

>I like Moonman's system where there are a lot of weak monsters.
oh okay, so there's an actual gameplay reason, not just because it's the premier white supremacist's day of the rope fantasy simulator? cool, i've never played it, i dismissed it as just a neo nazi's wet dream in doom mod form

>> No.4297909
File: 155 KB, 1280x800, 3cGgRvB.jpg [View same] [iqdb] [saucenao] [google] [report]

we've been through worse roads than this

>> No.4297912

Well, the moonman mod adds a lot of really weak monsters to replace the zombies and imps, so I like it. You still have Cacodemons and Hell Knights, but otherwise, it's pretty fun.
It also adds different characters, but the moon man is probably the funniest to play, while Zyklon Ben is a bit annoying, since his "shotgun" has a slow reload and meh damage. Otherwise, Hitler is pretty fun to play, but the moonman has a fun shotgun, a decent minigun, and his plasma rifle is really fun to play.

But yeah, I wouldn't suggest playing it if you don't like racial slang, because the entire game is about killing minorities.

>> No.4297924

hmm, i see. if there is a way to turn the player character speech off it might be worth trying out. thanks.

>> No.4297927

>Uh hello you're not a medikit

>> No.4297929

Only the moon man speaks. Hitler and Zyklon Ben are silent. Well, except for the groans of pain.

But the monsters are really loud. You have Lost Souls saying "I'm a niggah, AAAAAAAH", you have imps reusing Systm Shock 2's stock scream of monkeys , you have zombies screaming "patriarchy, fuckface" and "yo where the white women at".
That's what will annoy you.

>> No.4297932

It pretty much is this. It's also the pinnacle of the other chan's modding achievements, which says a lot about them.

>> No.4297939

>4chan's /vr/ gets noticeable people like Term
>Other chan's most notible piece of Doom modding history is a mod based around /pol/ memes

>> No.4297946

to be fair there are about 3 people who post over there

>> No.4297950

I wish i could say Mark goes there, to fake either someone supporting him or a strawman of someome who hates him, but i don't think he would be that good at sock puppeting and he probably knows that.

>> No.4297956

The admin can see IPs there, so if he tried to samefag, he would be spotted.

>> No.4297962
File: 1.11 MB, 800x600, 2017-10-02 00-09-44.webm [View same] [iqdb] [saucenao] [google] [report]

Last of this until wearable/playable.

>> No.4297969

The animation is pretty smooth.

>> No.4297974

the majority of their doom topics are filled with (1)s that just try to start shit
literally nothing of value

>> No.4297981

I don't like Moonman's Shotgun. It feels way too powerful early game.

>> No.4297985


cvar for heavy weapons guy voice plz

also those muzzle flashes would look pretty damn good with brightmaps
which would be an absolute nightmare to actually make

>> No.4297986

I guess it is, yeah.

>> No.4297987
File: 29 KB, 164x152, dedede.jpg [View same] [iqdb] [saucenao] [google] [report]

hey thats a nice 3d mod-WAIT A MINUTE

>> No.4297990

could you just batch a levels/select by color/mask/color overlay automation in photoshop?

>> No.4297993

3D models being rendered as sprites is the new thing. Significantly easier to do than hand-drawing every frame, and when done properly has negligible difference in quality.

>> No.4298016

what does that mean?

>> No.4298026

That means only one IP posting in the thread.

>> No.4298040

some 8ch boards have a feature where posters are assigned an ID unique to their IP, and you can see how many times an IP has posted in a topic by a number next to their ID
so posts with (1) next to their ID have only posted once, and if their post is bait, well, it's pretty obviously an indicator of someone trying to post bullshit

a nice idea, but people like to reset their IP so you get a whole bunch of (1)s agreeing with each other about how mark did nothing wrong and (((modders))) and etc

>> No.4298045

Yeah or i could have blender do it with nodes.

>> No.4298049

Yah. or render layers. Whatever blender uses.

>> No.4298051

oh, all right, thanks. i only ever go there once every few months, when i remember it exists. it's interesting to see if the 8/vr/ doom thread has filled up. i use the definite article, because there only ever had been one. it must be nearly two years old now.

>> No.4298053

[C&C Renegade - Stomp intensifies]

>> No.4298069

That sounds like a really sad and boring posting environment.

>> No.4298071

>thats a thing
lens flares
grey colorfilters
shitty dumb looking poorly made sprite animations
shitty dumb looking recoil that looks more like parkinsons tremors

>> No.4298075


>> No.4298078

too smooth

>> No.4298083
File: 80 KB, 827x375, nodes al dente.png [View same] [iqdb] [saucenao] [google] [report]

I just think of it as "spaghetti"

>> No.4298089

weapons are too op

>> No.4298093
File: 146 KB, 585x900, koume spooky.jpg [View same] [iqdb] [saucenao] [google] [report]

So it's spooktober, have we laid the foundation for that thing we wanted to do? We settled on Boom, right?

>> No.4298105
File: 113 KB, 422x348, giphy (1).gif [View same] [iqdb] [saucenao] [google] [report]


Little late I know, but it's finally October first! That means it's time for a new Doom mapping project! The theme this time around is spooky/atmospheric/Halloween. I will also be changing the cacodemon's skin to be the cacolantern, but that's merely an aesthetic thing.

-Maps need to be in Boom: Doom 2 format.
-Testing should be done in prboom+
-New music is required and has to be spooky. Acceptable formats are midi, mus, ogg vorbis, and module. Include a link to where you found your music. (modules can be found here: https://modarchive.org/)
-For textures, use the Gothic Texture Pack, found here: http://www.realm667.com/index.php/en/texture-stock-mainmenu-152-97360/doom-style-mainmenu-153-87237/620-gothic-deathmatch-texture-pack
-If you want to include any outside textures, don't go overboard and be sure to include a link to the sources.
-Initial deadline will be October 15th. I'll then post an alpha build and let people submit any more edits or bugfixes until the 22nd.
-Make sure to post a link to your map in the thread (obviously).

>> No.4298114

>-Maps need to be in Boom: Doom 2 format.
>-Testing should be done in prboom+

>> No.4298118

Since it's Boom, is it possible to have a different sky set on each map? I genuinely don't know.

>> No.4298125

can't we just play unhinged.wad?

>> No.4298126

yeah pr+ lets you use mbf sky transfers in boom maps. its an anachronism (boom did not have sky transfers) but nobody cares.

>> No.4298129

usually boom compat allows for MBF's sky transfer special, since all boom-compat ports these days support it and the ones that don't will just ignore it

>> No.4298130


>> No.4298131

If this is going to have new textures, music, etc, does it need a new font, logo, interface as well? I'm not a great mapper, but I could certainly do something along those lines.

>> No.4298136

do remember you need to have a separate sky transfer linedef for every tag that maps to sectors with F_SKY1 ceiling

>> No.4298140

what gameplay mods do you usually play?

>> No.4298142

Yes that would be awesome, I'd love to see what you come up with.

>> No.4298149


Alright, a few questions before I get started.

Do you have a name in mind?

What's the mood? Serious? Goofy?

Any preference in colour scheme?

>> No.4298164

>Do you have a name in mind?
Probably just /vr/ Halloween map pack, unless someone comes up with a better name.
>What's the mood? Serious? Goofy?
Really depends on what gets submitted. I would say go with serious.
>Any preference in colour scheme?
Orange and black. Fits in with the whole Halloween theme and whatnot.

>> No.4298168

not him but
>What's the mood? Serious? Goofy?
it's a /vr/ wad so probably a combination of both
>Any preference in colour scheme?
it's a halloween wad so, you know, black

>> No.4298175

>unless someone comes up with a better name
what about "Hallo/vr/een"
bit too stupid i guess

>> No.4298180

A /vr/y Spooky Map Pack

>> No.4298184


>> No.4298203

there's a cvar to lower weapon damage

>> No.4298207

Any more ideas? I'll make a quick strawpoll if we get any more. Otherwise, I like "A /vr/y Spooky Map Pack".

>> No.4298208

> video showcases 6 different machineguns
> 6 of them

>> No.4298214
File: 245 KB, 2562x536, npZHiSE.png [View same] [iqdb] [saucenao] [google] [report]

Looks like UE4's blueprints/shaders.
Which are a lot of fun btw.

>> No.4298221

i don't think i can do better than him >>4298180

>> No.4298226

pumpkin caco when?

>> No.4298232


>> No.4298238

Inb4 multiple anons submit a map titled "AAAAAA" and it's just full of screaming revenants around every corner.

>> No.4298241
File: 90 KB, 1000x1000, spookydoom.jpg [View same] [iqdb] [saucenao] [google] [report]


Alright, real quick idea mock up. Top is visual effects, bottom is rough idea of a logo layout.

Yes, I know, blood on metal isn't terribly original, but with a two week day deadline, you better believe I'm resorting to the cheap and easy tricks.

I really should re-learn how to use a tripcode, if I'm going to contribute anything. I haven't used one in over a decade. That's how long it's been since I last posted original content.

>> No.4298249
File: 509 KB, 918x918, Zex7gve.jpg [View same] [iqdb] [saucenao] [google] [report]

It's getting spooky in here

>> No.4298252
File: 277 KB, 680x384, [DISTANT RATTLING].webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4298268


Term goes to 8 chins, I bet he supports fascism too, comrade

>> No.4298273

he's probably a skeleton in disguise

>> No.4298275
File: 18 KB, 287x280, AGITATION.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4298278

Totally and absolutely completely unexpected.

>> No.4298287

>The new /vr/ Halloween project bases map progression off of this image (which is brought up in game somewhere, maybe intermission screen?) and levels get continuously more filled with skeletons the further into the WAD you get

>> No.4298291

I can't wait for the imminent revenant closets

>> No.4298307

> revenant is the spookiest enemy
> lost souls have the "spooked by" obituary

we need a revenant
that throws lost souls

>> No.4298312

why aren't lost souls the spooky ones?

>> No.4298315
File: 4 KB, 292x206, notice me doomguy senpai.png [View same] [iqdb] [saucenao] [google] [report]

I'd be down for that. Though maybe make their lost souls short lived.

>> No.4298316

besides the mentioned sf2012, what are some other good mapsets or megawads one can use with overpowered gameplay mods?

so basically anything else made by pillowblaster; demonsteele, and juvenile power fantasy

>> No.4298317

>Revenants are one of my least favorite enemies
this will be torture to play. and i will fucking love it.

>> No.4298320

>Revenants that fire regular lost souls as direct rocket replacements (act as per usual) and green homing lost souls that explode upon impact
This sounds awful.

>> No.4298325

ancient aliens isn't really all that great for things like russian overkill, but it should be just fine for the other ones. plus I think it's pretty fun on its own.

and, y'know, there's always sf2014

>> No.4298326

Did someone say HUUH?

>> No.4298327

I hate AD because a lot of the maps lag on my toaster.

Go ahead and map, anon. You're my only hope.

>> No.4298334

tell me about ranger
why does he HUH

>> No.4298349

life is awful.

>> No.4298354


we need a floating Pain Elemental skull spawning lost souls that grow legs and become full sized revenants

>> No.4298357

>black on white

also, what does this do about the keys?
And the boss death triggers? I guess there's only one?

>> No.4298365

Replace the Revenant projectiles with a slightly different Lost Soul sprite.

>> No.4298367

heXen would like to have a word with you

>> No.4298375
File: 10 KB, 369x300, HUUHposting.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4298376

I'm retarded and can't find a download.
somebody help

>> No.4298382

I wanna play a shooter, but with level-ups. I just want a dungeon crawler where I can go fast as fuck but also keep getting stronger.

Is there anything under the Doom umbrella that does that?

>> No.4298383

literally the first hit on ddg

>> No.4298384

yeah but
I have to have a fucking login to their site

>> No.4298428

What is that high pitched instrument in this song?

>> No.4298432

I dont get the difficulty modes in russian overkill

one is just godmode, you get no damage

one is "standard health" you still get fuckhuge levels of health

most of the others have even more health I think?

and the hidden one is one hit kill

I get its supposed to be over the top, but I would like to have my health maxed out at 200

>> No.4298445

Wasn't Trump Doom made by them? That one was pretty damn good.

>> No.4298454

no you don't, look harder. there are other download links than from wad archive itself.

>> No.4298458 [DELETED] 

reddit spacer

>> No.4298460


>> No.4298479

Someone who is better at pixel art than me NEEDS to make Doomguy's status face a series of jack o lantern carvings.

>> No.4298492

go away

>> No.4298504


I love how the author went the extra mile for the snowflake mode, he could have just given you god mode and called a day


ur mom calls me worse things at nite m8

>> No.4298510
File: 27 KB, 321x490, 1478135804388.png [View same] [iqdb] [saucenao] [google] [report]

Oh, sweet. Time for a second Doom map.

>> No.4298583

Get Colorful Hell

>> No.4298630 [DELETED] 
File: 1.16 MB, 1616x1294, file.png [View same] [iqdb] [saucenao] [google] [report]

The door on the pic can not be open from the inside once you get in and pass an ambush linedef
Going back outside (which is required for progression) can only be done through an area that is marked as "secret", technically making it a mandatory secret.

Great map otherwise

>> No.4298634
File: 1.17 MB, 1616x1294, file.png [View same] [iqdb] [saucenao] [google] [report]

The door on the pic can not be open from the inside once you get in and pass an ambush linedef
Going back outside (which is required for progression) can only be done through an area that is marked as "secret", technically making it a mandatory secret.

Great map otherwise

>> No.4298638

Disregard this, im a faggot who missed a blue key because it was obscured by a monster corpse and though it was behind a yellow door in the building outside lol.
Still, that key was really easy to miss.

>> No.4298648
File: 84 KB, 640x480, mapshit.png [View same] [iqdb] [saucenao] [google] [report]

Working on my first ever map, it's basically gonna be a techbase with some outdoor areas

>> No.4298653
File: 1.05 MB, 800x1066, daisy.png [View same] [iqdb] [saucenao] [google] [report]

here's a thing for you, /doom/

happy day of the spooks in advance

>> No.4298654
File: 264 KB, 1663x1025, tezt.jpg [View same] [iqdb] [saucenao] [google] [report]

Everything went better than expected. Palette conversion turned some of the red to brown, so the rust I was thinking about adding just got automated.

>> No.4298656

That looks really good.

>> No.4298658

Maybe add revenant skulls under the S and Y, to fill blank space and to put skeletons into the title.

>> No.4298663

zootopia 2 took a weird turn

>> No.4298664
File: 439 KB, 800x800, 632bf15c864a17c19dc424cbc1626fae.jpg [View same] [iqdb] [saucenao] [google] [report]

i like it
anthropomorphized daisy is about the only acceptable doom related furry

> daisy got the short end of the stick in E1M8

>> No.4298665

How do I make different projectiles fired from the same weapon autoaim onto different targets, like Heretic's Ethereal Crossbow does?

>play as Daisy
>low viewpoint, about to the knee of a zombie
>moves slowly with regular movement options
>moves at doomguy running pace when jumping repeatedly (bunnyhopping)
>gets recoiled back from firing most powerful weapons (SSG, RL, BFG)

>> No.4298668

ZDooMtopia 2: hell on earth yiff in hell


>> No.4298669

i'm not a furry but thanks

>> No.4298672

> melee is a bite because rodents are fucking vicious like that

>> No.4298674
File: 77 KB, 800x533, spheres.jpg [View same] [iqdb] [saucenao] [google] [report]

Is this TF?

>> No.4298675
File: 64 KB, 1034x773, 1451210153875.jpg [View same] [iqdb] [saucenao] [google] [report]

I bet she gives incredible head

>> No.4298683

> /out/
both of you

daisy is pure

>> No.4298686

I had had these issues for longer than I used linux and didn't even think of using memtest before
I think you just helped me solve an issue I've had to deal with for literal years
This, this is why vr niggas are my niggas.

>> No.4298689
File: 138 KB, 807x1181, C2aOoQIVQAAodnP.jpg-orig.jpg [View same] [iqdb] [saucenao] [google] [report]

What does STARTAN mean to you?

>> No.4298690

Also uh, where do I get the last gzdoom version that doesn't need new opengl for linux?

>> No.4298696

Get QZDoom. It's same as GZDoom, but software, with most effects working.

>> No.4298701

It's the texture everyone uses when they're just startan out

i'll see myself outta here

>> No.4298702

I always read STARTAN as SPARTAN.
Also FIREBLU suit when?

>> No.4298718
File: 9 KB, 403x68, file.png [View same] [iqdb] [saucenao] [google] [report]

Not to use the thread as my personal IT, but.
Also already saw that drdteam's repo has old gzdoom. btw. Both that and zdoom work well.

>> No.4298734

those bunny bearing hips say otherwise

>> No.4298738

>15th October

That's pretty tight. Oh well, guess I will make another 1024?

>> No.4298742

that's fucking amazing. you're the same guy from the arena threads aren't you?

>> No.4298746

Fucking Almonds (?) strikes again.

>> No.4298747
File: 157 KB, 660x660, illegalfireblu.gif [View same] [iqdb] [saucenao] [google] [report]

Did someone said FIREBLU?
Cause I've been smuggling some FIREBLU.

>> No.4298752
File: 282 KB, 660x660, illegalfireblusmooth.gif [View same] [iqdb] [saucenao] [google] [report]

also SMOOTH version

>> No.4298786


>> No.4298792
File: 185 KB, 780x620, lllll.jpg [View same] [iqdb] [saucenao] [google] [report]

>those hips

>> No.4298823
File: 25 KB, 886x573, Unbenannt.png [View same] [iqdb] [saucenao] [google] [report]

Hebridean Isle here. I'm gonna edit some orange variants of those textures who don't have one.

>> No.4298861
File: 951 KB, 1280x720, lights.webm [View same] [iqdb] [saucenao] [google] [report]

Doom lighting is real fun to play with

>> No.4298871

Which format is this? BOOM or more advanced? Or even vanilla?

>> No.4298883

It's BOOM, yeah; I saw a map do this and wanted to try it out for myself. You set the linedefs to WR light change to 255 while the sectors they're sharing a tag with have 1 sec light glow.

>> No.4298897

The original placeholder background art was some spaghetti (hence the working title Spaghetti Western) so he was probably going for some more italiano

>> No.4299017
File: 384 KB, 1179x811, CHAINMAN.png [View same] [iqdb] [saucenao] [google] [report]

Glad you're enjoying it my friend.
That blue key is in an out-of-the way area, but the player is essentially trapped in that quite small area and so I hope they would come across it eventually, even if it's obscured by the weredragon corpse.

>> No.4299023

you can do that in vanilla, cf. mm2 map20.

>> No.4299036
File: 551 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

I was not trapped in that area and had the whole underground part to explore. Only found the key by cheating, because corpse of a monster obscured it from me completely.

Also a few turret monsters behind fake walls you cann ot get behind were cheap.

This one for instance is hidden behind not only a fake wall but a wallcrack.
It shoots at you only once per 20-30 seconds and if you are anywhere but the depicted spot, its shots will impact the walls of the crack and won't go through to you. So unless you hang around that exact spot for at least 30 sec you have a high chance of missing this monster completely.

I found him only because NCHUD has enemy HP bar shown by default.

So overall the map is great, but there are some blunders.
Also inescapeable lava pits.

>> No.4299039
File: 256 KB, 925x687, orange you glad.png [View same] [iqdb] [saucenao] [google] [report]

Okay, I think I edited most of the textures that could work.

I completely forgot however that BOOM still uses different formats and such, and sadly I can't read up on how to add it to the Gothictexture wad because I have to leave for work. I will look into it in the evening. (Although I wouldn't mind if someone just game me instruction on what to do.)

>> No.4299040

Lithium has you leveling up, and it's a Doom mod.
You might want to check it out.

>> No.4299045

>Not making man pissing lava

>> No.4299047

Oh yeah, shit I forgot to remove that one ophidian - I decided he was too cunty for his own good

I made a spooky title track you can use if you like:


>> No.4299048

Thats what I was going for (based on the anon from here who was making a heretic map), but I wanted to do a 'realistic' homage to the liquid pissing CHAINMAN texture

>> No.4299050

Just making cracks wider and more open so that his shots could actually go through would be an improvement.
Making walls slightly transparent so you could actually notice a monster silouhete behind (Heretic can do that) would be a huge improvement.

>> No.4299053

To be honest this looks more sophisticated than just straight up "MAN PISSING LAVA HAHA"
It actually looks accidental, like it just so happened that wall broke funnily

>> No.4299065

Its not a specific instrument - just a synth preset chosen for the track. If you were to choose a real instrument that was close, you could look at a penny whistle, or a boswun's call, or a piccolo, or a perhaps a Chinese Dizi, although the way the instrument is used in the Strife track is nothing like the idiomatic way a Dizi is played - just the timbre is similar.

If you want to find out the exact instrument, get an SC-55 soundfont and fool around until you find it

>> No.4299123

What is the surname of spritenooobs "Lydia" character?

>> No.4299130

E2M3: "Gimmicks: The Map"

>> No.4299146

It is called "Cacowad's funhouse of artitraps"... I think his MO was to make a map all about artifacts and dangerous environments.

I see you made it past the bungalow of Dr. Chaos (E2M2). I had to check the editor before I realized you could walk through the waterfalls in the water area

>> No.4299151

>I had to check the editor before I realized you could walk through the waterfalls in the water area

Final fight in E2M2 was bullshit, until I realised you can telefrag the guy and doing that kills all of them

>> No.4299152


>> No.4299156

If that's you, can I have my PC be a distant descendant of her?

>> No.4299159

things that have happened since QUMP started

High Noon Drifter started
High Noon Drifter finished
300minvr started
300minvr finished
HUMP started
HUMP finished
/vr/ Spooky started
/vr/ Spooky finished (prediction)

>> No.4299163

>If that's you
it isn't him sorry. i just made up something that sounded sexy, illicit, and dangerous.

>> No.4299167
File: 216 KB, 640x480, Screenshot_Heretic_20170927_190546.png [View same] [iqdb] [saucenao] [google] [report]

yeah once you kill D'Sparil - all other monsters in the map die - including other D'Sparils...

Hope you enjoy the rest of HUMP anon. There are some really great maps we saved until last. E2M4 is top tier, as is E2M8.

>> No.4299171
File: 225 KB, 500x738, a4f756a6717270de51567a764cf52efd0f961663.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4299173

if she has a second name he's never mentioned it

>> No.4299175

And you made up something that souns super corny instead

>> No.4299180


>> No.4299184

It sounds so much like a spy's name no one would think she actually was one.

Anyway I want my mods PC to be an ex military older lady. Think Helen Mirren in a powered exoskeleton.

>> No.4299189



>> No.4299192

haters gonna hate. i'm gonna piss on you
>It sounds so much like a spy's name no one would think she actually was one.
tropes aren't bad anon
>Helen Mirren in a powered exoskeleton.

>> No.4299195

oh that's boring. it sounds like a country vet.

>> No.4299206

Thanks senpai :3

>> No.4299210 [SPOILER]  [DELETED] 
File: 562 KB, 900x963, 1506941725821.png [View same] [iqdb] [saucenao] [google] [report]

It sounds like a pony name

>> No.4299213
File: 47 KB, 640x480, spasm0012.png [View same] [iqdb] [saucenao] [google] [report]

a lot can happen in 11 months

>> No.4299225

GG, anon. I hope you'll enjoy your short vacation!

>> No.4299227

No rest for the wicked :3

>> No.4299229

is the halloween inspired mapset gonna take inspiration from Pirate Doom, Strange Aeons and Golden Souls?

>> No.4299231

Imagine Doom 1's intermission screens, but made to look like the level select maps from SMW

>> No.4299267
File: 80 KB, 750x750, 1504526460625.jpg [View same] [iqdb] [saucenao] [google] [report]

Is that Homeworld in the background?
Answer me in three days.

>> No.4299270

I can answer you now.

>> No.4299443

Fuckin' a, just managed to make a basic state-independent actor that runs every thing on a single looped tick. Other than enemies that shoot while walking, it means I can also run A_SetTicks every frame: Could be a bit of a bitch for performance, but it should be entirely possible to have fairly smooth F.E.A.R-like bullet timethat can even fade in and out. Shame there's no way to play sounds at a variable speed.

>> No.4299516

Should the spooky wad have most if not all enemy sprites edited to be more Halloween-y? I'm not good at mapping, but I like to edit sprites

>> No.4299520

Just replace all the monsters by skeletons.

>> No.4299525

Zombiemen replaced by skeletons would be cool.

>> No.4299540

what, just reskins? or complex dehacked shit? and you think you can do eleventy million sprites in three weeks?

>> No.4299572

Just reskins. If not all enemies, changing the Pinkie to be orange would be enough

>> No.4299584

Give him a pumpkin head with a dislocating jaw.

>> No.4299592

Idea for Revenant:
Edit out the rocket launchers and generally make him less Tech and more Magic
And resking his rockets into those face-things that golems shoot in Heretic

>> No.4299593

Well, there's platformers and even MK imitation on the engine, I figure making a hub world in a SMW map style is totally possible, but would require extensive ACS and ZScript knowledge to implement.

>> No.4299602

Hey, I can start working on that. What guns should they hold?

>> No.4299605

The same guns would be fine.

>> No.4299613


Oh man, what if his shoulder cannons were ALSO SKULLS?

>> No.4299614


>> No.4299617

I'll use a 3d model though. A low poly g36 should look fairly close. Should the skeleton have spoopy accessories?

>> No.4299624

...and he was black
And he was basically wither from minecraft!

>> No.4299628

But Revenant is already black, anon!

>> No.4299632


Well what if his projectiles were ALSO SKULLS?

Please don't tell me the wither also does this.

>> No.4299650 [SPOILER] 
File: 32 KB, 300x300, 1506958564347.png [View same] [iqdb] [saucenao] [google] [report]

It does

>> No.4299694
File: 20 KB, 960x96, spookySTBARbig.jpg [View same] [iqdb] [saucenao] [google] [report]


God damn it.

Alright, how's this status bar? Spooky enough? I highlighted the text so it would stand out a little better against the darkened texture. I don't relish doing this for every single glyph image, but if we're doing a custom font, it has to be done. Would orange be a bad idea for the general text colour, though? I get the feeling there's going to be a lot of orange in the maps, and I don't want the text to become unreadable.

>> No.4299696
File: 894 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

Hump E2M4
I assume there is an error in the stairs department, as the current arrangement does not allow to climb out of the pit once the water was drained.
The first stair goes lower than the floor and the next 2 are clearly out of order.
Same on the opposite side (I assume they were copy-pasted)

>> No.4299716
File: 354 KB, 800x600, spoopy.webm [View same] [iqdb] [saucenao] [google] [report]

Re-rigging this /fit/izen to use Mixamo animations of which there are plenty.

>> No.4299724

Green is also a Halloween color.

>> No.4299763

if you are going to do all custom monsters and such you might as well go full zdoom/udmf instead of making a boom mapset.
(which is what i thought was going to happen - why did he switch it to boom, anyway?)

>> No.4299784 [SPOILER]  [DELETED] 
File: 429 KB, 1280x960, 1506962256948.png [View same] [iqdb] [saucenao] [google] [report]

do you dare enter?

>> No.4299785


>> No.4299786


>> No.4299805


>> No.4299808

the inverted pentagram is a nice addition.

>> No.4299871

Best I can do on a short notice. Can put any props or animations you guys would enjoy onto this. Or change the lighting or whatever.

Skeletons are inherently hard to render well in low res so an actual artist might want to go over the sprites after (if anyone wants them)

>> No.4299872
File: 261 KB, 1920x1080, Screenshot_Doom_20171002_172251.png [View same] [iqdb] [saucenao] [google] [report]

First wad I've made, Doom 2 format and tested in prboom+, its balanced best around UV but difficulty options are implemented.
I've been trying to tweak the gameplay since it was quite rough especially in the areas I made before getting the hang of the ropes with the editor, hopefully its not dreadful now.


Any playtesting and feedback would be greatly appreciated.

>> No.4299875
File: 88 KB, 240x240, skul0.gif [View same] [iqdb] [saucenao] [google] [report]

wrong file

>> No.4299880

...is he dabbing? Spooky

>> No.4299883
File: 41 KB, 1315x500, spookytextcolours2.png [View same] [iqdb] [saucenao] [google] [report]

Some recoloured text samples. Any thoughts?

>> No.4299884

The animation is called "swing dancing". "Thriller" is also available among other silly and serious animations.

>> No.4299893
File: 47 KB, 1315x500, 1506965794.png [View same] [iqdb] [saucenao] [google] [report]

those are really nice but do remember they won't all work in the doom palette. the last one turns into fireblu

>> No.4299895

i think probably the best one is top right, orange / color

>> No.4299897

I'd use green/soft light, since as said before, the maps are likely gonna have a lot of orange in them

>> No.4299903

i thought the softlight ones were a bit flat as when mapped to the palette end up using very few colours so you lose much of the definition

>> No.4299936
File: 4 KB, 789x54, kditd.png [View same] [iqdb] [saucenao] [google] [report]

well compare it to the other three greens when paletted. the soft light sucks the least.

but if you're stuck to the palette anyway, you might as well just use palette translations

>> No.4299959

>but if you're stuck to the palette anyway, you might as well just use palette translations
the alternative is going gzdoom.

>> No.4299963
File: 23 KB, 1195x96, kditd2.png [View same] [iqdb] [saucenao] [google] [report]

doesn't glboom+ also do truecolor graphics? not that I'd recommend that, but y'know, not necessarily gzdoom

did an orange translation too
>green translation: "176:191=112:127", "32:47=120:127"
>orange translation: "176:183=215:223", "184:187=232:235", "188:189=166:167", "190:191=78:79", "32:47=76:79"

>> No.4299969

Bumping for interest

>> No.4299970
File: 87 KB, 507x766, goatse-quake-level.jpg [View same] [iqdb] [saucenao] [google] [report]

Too blatant, I prefer the slightly more subtle version.

>> No.4299972

oh, yeah, you put PNGs with the same name as the graphic you're replacing, between HI_START and HI_END. not sure if it works for menu graphics though, it's meant for textures/flats. i've never tried.

>> No.4299992


Doesn't Boom support a larger palette? Or is it simply able to replace the existing one? I'm still learning how vanilla Doom handles colour, hardly looked at any of the expanded sourceport functionality.

>> No.4300006

boom's palette limitations are the same as vanilla's, max 256 colors at once (but you can choose them arbitrarily from a 24 bit palette)

>> No.4300007

>palette translation

Mind giving a quick rundown? For >>4299039 I used Aseprite to move the orange swatches in the palette around.

>> No.4300014

You alright, bro?

>> No.4300017

Me alright

>> No.4300018
File: 178 KB, 640x480, doom00.png [View same] [iqdb] [saucenao] [google] [report]

>>4299972 (me)
okay yeah that works
rainbow m_doom in -vidmode gl

>> No.4300028


>> No.4300036

I like the movie.

>> No.4300045

I just mess around with it in slade 3's translation tool

as long as you're still using doom's oranges exclusively, your method will work too

>> No.4300047

Man, Slade has probably tons of stuff that makes things easier, and I'm not aware of it.

>> No.4300050

I've done it for the first two episodes, but there's nothing wrong with saving at the start of a level.

>> No.4300072

Isn't that how the original DOOM sprites were made?

>> No.4300076

They were physical objects, but pretty much.

>> No.4300104

>why did he switch it to boom, anyway?
The plan was to make it a boom project from the beginning. I thought about making it a UMDF project so I could enforce pistol starts, but people obected to that, so I ended up sticking with boom.

>> No.4300141

You wanna use the orange edits in >>4299039?

>> No.4300162


>> No.4300167

Cool, I'm just reworking one of the windows and then will make a wad.

>> No.4300181

How's that?

SPOS A to F.

>> No.4300184


Any preferences among the samples from >>4299883? Or other text ideas in general? I'm not going to commit to doing the entire alphabet and menu items until I know I won't have to do it a second time.

>> No.4300191

What are some good sky textures for a spooky moonlit night?

>> No.4300212


>> No.4300216

you can't automate it...?

>> No.4300217


>> No.4300221
File: 86 KB, 640x480, 1506975946.png [View same] [iqdb] [saucenao] [google] [report]

i remember the one in Baker's Dozen was pretty nice

>> No.4300229

Something like that would be great.

>> No.4300234

are we aiming for a particular complevel?
does anyone know if prboom+ allows ghosts?
what about the lost soul limit?

>> No.4300240

Looks good, this is a zombieman skin right?
The shade of orange in the first "dead" is pretty good.

>> No.4300251

It's for the shotgun guy but yes.

>> No.4300274

>are we aiming for a particular complevel?
Boom 2.02 (9) presumably
>does anyone know if prboom+ allows ghosts?
mandatory in complevels 2-4
prohibited in complevel 9
optional (up to the user) in complevel 11+ (MBF and later)
(assume you mean crushed resurrected corpses)
>what about the lost soul limit?
same as ghosts above

>> No.4300282


I'm sure there's a way to do it, but I don't know enough about Slade or Photoshop macros to make it more efficient than just doing it manually.

>> No.4300285

You can rearrange the pallet in Slade.

>> No.4300290
File: 1.15 MB, 1329x1067, SMW styled Doom intermission.jpg [View same] [iqdb] [saucenao] [google] [report]

Speaking of the Super Mario World themed intermission screen, i tried to do something like this, just to see what it would look like, but it looks ugly for many reasons.
If anyone wants to make that sort of changes to the intermission screen, this could be used as inspiration, but to make it better.

>> No.4300296

Can the intermission screen be animated?

>> No.4300315

Maybe, depending on how good at ACS or ZScript someone is

>> No.4300320
File: 89 KB, 256x372, Better than Funko Pop.jpg [View same] [iqdb] [saucenao] [google] [report]

Now i wish i didn't draw that tiny Doomguy, so i could have added something like this instead.

>> No.4300336 [DELETED] 

wrong thread?

>> No.4300410

New thread when?

>> No.4300419
File: 66 KB, 1325x5005, 1506979900.png [View same] [iqdb] [saucenao] [google] [report]

>make it more efficient than just doing it manually.
mate the whole point of computers is making it more efficient than doing it manually


>> No.4300443
File: 62 KB, 1325x5005, 1506981159.png [View same] [iqdb] [saucenao] [google] [report]

or if you want a green version, this was literally changing 7 characters from #fe6321 to #77ff6f and rerunning the command


>> No.4300463


As I said, I don't know Slade that well. My first Photoshop graphic was made about 15 years ago. My first Slade graphic was a little over 15 hours ago.

>> No.4300483

heh okay. i didn't use slade though. i used imagemagick, which i have been using for about as long as you have been using photoshop.

>> No.4300503

Thanks doc

>> No.4300532

Here's the orange add-on (?) for the Gothic textures.


>> No.4300542

And purple.
Purple is aesthetic as fuck and is an underused color.

>> No.4300548

Doom has like 5 shades of purple in it's palette though.

>> No.4300551

Linking to the news post so OP can add it in the new thread.

>> No.4300554

Is there a mod similar to the Moonman one that adds a lot of weak enemies? Russian Overkill is, well, overkill, and I can't really play Moonman in public, but I still want a mod where enemies die easily.

>> No.4300558

Didn't meant to quote, sorry.

>> No.4300568

uguu links only last a day

>> No.4300574

Fuck, then let me make a Dropbox link real quick.

>> No.4300579


>> No.4300583

How bout some cobwebs? Was thinking in the doomguy portrait window.

>> No.4300585

see >>4300579

>> No.4300589
File: 889 KB, 1913x1080, 7YB7Z99.png [View same] [iqdb] [saucenao] [google] [report]

How is it that these games are so fucking comfy and new games are just not that comfy?

>> No.4300593

for gothictx, may i suggest linking to
instead of a site that begs for donations?

>> No.4300598

There's still comfy newer games, you just have to find them.

I recall /v/ stumbled upon some Cabela's hunter game a few years ago, it featured Sniper Elite style bullet trajectory sequences, and overall it was super calm and comfy because it was very pretty and you'd actually just wander through a beautiful autumn forest looking for deer to shoot at.

>> No.4300601

(the files are identical, in case anyone thought otherwise.)
% sha1sum gothictx-r667.zip gothictx.zip
8d3b24d561e3d33343c0a135c2174d54ed3da2ed gothictx-r667.zip
8d3b24d561e3d33343c0a135c2174d54ed3da2ed gothictx.zip

>> No.4300621 [SPOILER] 
File: 64 KB, 500x296, 1506986203045.jpg [View same] [iqdb] [saucenao] [google] [report]

>Merely mentioning the name of that animal gets you banned.

>> No.4300624

Read the rules. EVERYTHING about this is to be considered shitposting.

>> No.4300721 [DELETED] 

This is 4chan for you. Global Rules are cancer.

>> No.4300790

New thread.


And no I haven't forgotten the High Noon Drifter pic

>> No.4301020

Luckily, ban evasion is easy on 4chin :P

>> No.4301803

4chanX has that too for this site btw

>> No.4301823

How the fuck did you mess that up?

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