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/vr/ - Retro Games


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4328172 No.4328172 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4320236

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
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

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K

>> No.4328174

=== CURRENT EVENTS ===

/vr/ HALLOWEEN MAP PACK
-Deadline: October 15th
-Rules can be found here
-https://desuarchive.org/vr/thread/4294178/#4298105
-Gothic textures and orange edits
-http://s000.tinyupload.com/?file_id=25782884471447397416 (updated 10-08)

QUMP
-Beta released
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

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

=== NEWS ===

[10-14] Demo: Slaughterfest 2012 UV-Max 99:48 by Yatima
https://www.doomworld.com/forum/topic/86724-demos-for-miscellaneous-ribbiks-maps/?page=4#comment-1807159

[10-10] Smooth Doom updated
https://forum.zdoom.org/viewtopic.php?p=1022234#p1022234

[10-10] QC model rips
http://steamcommunity.com/sharedfiles/filedetails/?id=1126969999
https://facepunch.com/showthread.php?t=1576581

[10-9] Qump Exclusive /vr/ Release >>4316161 >>4317567
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

[10-8] The /newstuff Chronicles #539
https://www.doomworld.com/news/the-newstuff-chronicles-539-r5284/

[10-7] 300 minutes of /vr/ updated
https://www.doomworld.com/idgames/levels/doom2/megawads/300minvr

[10-6] Hunter's Moon v2.9.2 released
https://forum.zdoom.org/viewtopic.php?t=30942

[10-6] Fox Sports Chile features Doom WADs
https://twitter.com/FOXSports_Chile/status/915664353906561024

[10-6] HUMP finished; version 1.3 available
https://forum.zdoom.org/viewtopic.php?p=1014985#p1014985

[10-6] GZDoom 3.2.0 released; MENUDEF replacements merged, custom IWAD support, and more
https://forum.zdoom.org/viewtopic.php?t=58078

[10-2] id's FTP server has been decommissioned
https://www.doomworld.com/forum/topic/96999-rip-ftpidsoftwarecom/

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== 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.4328189
File: 250 KB, 600x473, AAAAAAAAAAAAAAAAAAAA.png [View same] [iqdb] [saucenao] [google]
4328189

What's the best way to configure the sound options in GZDoom to get the most out of it?

>> No.4328190
File: 25 KB, 105x124, Imp-tan.gif [View same] [iqdb] [saucenao] [google]
4328190

>Remember; demons are for fucking, NOT for killing!

>> No.4328224
File: 24 KB, 880x655, censored version.png [View same] [iqdb] [saucenao] [google]
4328224

>>4328190

>> No.4328231

I wonder what it would be like to bang a demon haha
i bet they would like it
what do you think demon boobs feel like haha they're probably soggy and bouncy hehehe

>> No.4328232

>>4328231
y-yeah! wow that's be so dumb!

>> No.4328239

when is the new BD coming out?
FUCK

>> No.4328249
File: 25 KB, 466x353, Employee of the Month.jpg [View same] [iqdb] [saucenao] [google]
4328249

What games would you like to see a gameplay mod based off of or heavily inspired by? How about a gameplay mod that attempts to convert that game into the Doom engine somehow?

>> No.4328258

Why does Doomguy wear green armour on the red planet?

>> No.4328267 [DELETED] 

>>4328258
same reason they put black cock in the white pussy

>> No.4328282
File: 2.89 MB, 640x360, Quake.webm [View same] [iqdb] [saucenao] [google]
4328282

>> No.4328284
File: 2.82 MB, 768x432, Blood.webm [View same] [iqdb] [saucenao] [google]
4328284

>> No.4328285
File: 27 KB, 705x696, 1459113817748.jpg [View same] [iqdb] [saucenao] [google]
4328285

>>4328172
https://youtu.be/4RjF4HsAj6M?t=17

What the actual fuck? Is this the true origin of E1M1 theme?

>> No.4328296

>>4328172
REMINDER THAT YOU CAN READ THE DOOM NOVELS HERE:

Doom Novels Collection.rar
http://www39.zippyshare.com/v/a2Oqwcv6/file.html

>> No.4328298

>>4328284
>>4328282
I really do fucking miss my PC, man.
all the cool mods and maps I could be playing from you dudes.

>> No.4328302

Was the Doom comic ever scanned in HD (or just better quality than the version that's usually out there)?

>> No.4328303

>>4328285
the whole first game's soundtrack is basically lifted thrash metal riffs

>> No.4328310

>>4328302
doomworld got better scans a while back

>> No.4328328

>>4328285
Nice find but it's pretty obscure so I imagine it's a coincidence. Bobby Prince was a metal casual after all. E1M1 was more likely inspired by the intro to the much less obscure D.R.I. - Hooked.

>> No.4328334

>>4328328
Maybe you're right. I just can't wrap my head around how similar it sounds.

>> No.4328340

>>4328328
>Bobby Prince was a metal casual after all.

The metal came from Romero, idiot.

>> No.4328346

>>4328340
So what? My statement is still just as true.

>> No.4328393
File: 849 KB, 1920x1080, Halloween.jpg [View same] [iqdb] [saucenao] [google]
4328393

I'll try to sleep something...

>> No.4328443

>>4328249
Not a game, but a mod based on the 90's cartoon Swat Katz would be amazing. It would require gzdoom to support full 6DOF without gimbal lock though (not counting stupid "player-in-a-box-with-camtex-floor solutions). I want to fly around between skyscrapers shooting fuckin' buzz saw missiles at absurd villains.
>https://www.youtube.com/watch?v=LpVpjU9X-xc&index=2&list=PLrzvbou3j6Gbz21v72b5DOmmdS-sIqGjq

>> No.4328528 [DELETED] 

https://www.doomworld.com/forum/topic/97497-doomer-boards-doomerboardsnet/

This will probably get deleted, so read it while you have the chance. It's funny if you're into that kind of thing.

>> No.4328563

>>4327971
posted in last thread before realized thread dead
sector a -- sector you want them to hear from in the actual map
sector b -- sector that they will hear from close to teleporter, note that this doesn't need to be the actual sector the teleporter is located in, just sound wise attached to the teleporter sector
make sector a and sector b(s) have the same floor and ceiling height and floor and ceiling flat, before you join
then join them, and all should be good

>> No.4328586
File: 229 KB, 1664x1280, scrap911_a.jpg [View same] [iqdb] [saucenao] [google]
4328586

Remember to take care of your health and bundle up as the seasons change. Sadly I don't have much time to relax these days, but make sure you rest and recover your strength so you can rip and tear thru the upcoming holiday season, fellow doomers

>> No.4328593

>>4328586
Aw man, that's hella cute, is that a comfy imp-tan?
>Startan coffee
Nice.

>> No.4328594
File: 777 KB, 1359x668, Capture.png [View same] [iqdb] [saucenao] [google]
4328594

>>4328528

>> No.4328606

>>4328586
Cute and comfy, always appreciate your art.

>> No.4328610

>>4328249
Not a game but I'd play the shit out of John Wick Doom.

>> No.4328640
File: 976 KB, 800x600, 2017-10-15 13-13-52.webm [View same] [iqdb] [saucenao] [google]
4328640

aaah im doing it
im scrotoning

>> No.4328642

>>4328328
>D.R.I. - Hooked.

Just looked it up, fucking hell what a fucking mess that song is.

>> No.4328645 [DELETED] 
File: 110 KB, 968x695, dw ban.png [View same] [iqdb] [saucenao] [google]
4328645

Banned for thought crime on Doomworld. Just another reason why /vr/ is better.

>> No.4328651

>>4328645
>frogposting

you brought this on yourself fucktard

>> No.4328657
File: 413 KB, 451x451, firefox_2017-10-15_14-38-13.png [View same] [iqdb] [saucenao] [google]
4328657

Can be tamed with Cacodemon Treats and healed by feeding them any cooked meat.
Mounting

Once tamed and equipped with a saddle, Cacodemons can be very deadly flying mounts. Their mount ability allows you to fire their Demonic Lightning Blasts!

>> No.4328661

>>4328657
Looks like a demonic burger

>> No.4328662

>>4328661
do not eat the cacodemon

>> No.4328667

>>4328657
Minecraft would be infinitely better with Doom's combat. Even vanilla doom style combat.

>> No.4328669

>>4328657
>Please kill me, it hurts to live

>> No.4328678

>>4328657
>MATT CACODAMON

>> No.4328680

>>4328651
lol what did he post

>> No.4328682

>>4328680
hopefully they mjolnir'd him just for the avatar alone

>> No.4328690

>>4328667
minecraft would be better with literally any combat more sophisticated than "mash mouse1 at enemy until enemy is no longer there"

>> No.4328692

>>4328690
I N D I E

>> No.4328695

>>4328692
I don't think that's a valid excuse, Notch is just a dumdum who doesn't know good combat.

>> No.4328703
File: 2.39 MB, 448x252, 1441072222678.gif [View same] [iqdb] [saucenao] [google]
4328703

Was playing some junko, which has a ccuple of nice open maps and hubs.

Are there any other doom wads that aren't TCs that have hubs and open levels?

>> No.4328721

>>4328640
noice, shame it looks like a bunch of frisbees when you look straight up though.

>> No.4328730
File: 64 KB, 665x598, 1475292645582.jpg [View same] [iqdb] [saucenao] [google]
4328730

>>4328721

>hell frisbees

someone make it happen, complete with a "doink" sound if it hits an enemy

>> No.4328732

>>4328730
like the boomerang in high noon drifter?

>> No.4328735

>>4328703
Assault on Tei Tenga?

>> No.4328740

>>4328732

yeah, except it just doinks off of people

>> No.4328741

>>4328735

Gonna try it out, thanks anon

>> No.4328748

>>4328741
Just note that it's more of a ZDoom tech showcase from 1999, also one of the first wads to use the Hexen hub system. Neat for what it is though.

>> No.4328751

>>4328285
>Exactly which song "At Doom's Gate" is based on has been disputed, because this style of riff was hugely popular in 1980s heavy metal. It is mostly agreed that the chorus riff of Metallica's "No Remorse" was the song Prince was trying to emulate. However the riff, almost verbatim, is also featured in D.R.I.'s "Hooked" from their 1987 LP Crossover, while Metallica's "Master of Puppets" has a similar riff and is also suggested. A similar sequence is heard in "The Family Ghost" by King Diamond (the approximately 2:05 into the song). Slayer's "Behind The Crooked Cross" at 1:08, Blackmayne's "Twilight Of Lear" from their 1985 LP Blackmayne, Aria's "Этo Poк" (English: "This Is Doom" or "This Is Fate") from their 1985 debut album Maния Beличия (English: Megalomania) are also possible, as well as Bathory's "Necromansy". Also similar riff can be heard in Yngwie Malmsteen's "Caught in the Middle", Judas Priest's "Painkiller" at the beginning, Grave Digger's "Get Away" and Warlock's "Metal Racer" at 1:54.

>> No.4328753

>>4328303
Partially. One or two were based on some movie tracks, some were original compositions.

>> No.4328758

>>4328645
That's such a fucking Reddit avatar, no wonder they banned you on sight.

>> No.4328759

>>4328667
I remember when Minecraft was gonna have support for Doom maps

>> No.4328763

>>4328759
So I don't know minecraft modding, but since you can export a doom map as an obj model file from gzdoom builder, shouldn't you be able to convert that to whatever data format minecraft uses for map voxel importing (if there even is any)?

>> No.4328771

>>4327847
I saw the author talk about mapping while doing amphetamines, which I imagine could help explain the desolate and dark feeling of the maps.

That, and the eerie silence.

>> No.4328775
File: 499 KB, 498x286, 1456690834940.gif [View same] [iqdb] [saucenao] [google]
4328775

>>4328751
Thank you, anon. Now it's all clear for me.

>> No.4328778
File: 152 KB, 1078x566, Norinco_QLZ87_Automatic_Grenade_Launcher_AGL_Indian_Defence_Forum_1.jpg [View same] [iqdb] [saucenao] [google]
4328778

This should be a weapon in a doom mod. It's a high-pressure (more than twice the muzzle velocity of an m203) fully automatic grenade launcher.

>> No.4328784

>>4328763
I imagine maybe you could do a program that converts a 3D model into a shape in Minecraft, but it's gonna be pretty different, the game is largely 64x64 cubes, and it doesn't do elevators or moving walls like Doom does, and not easily.

Doors is another issue.

>> No.4328785

>>4328778
Go play Trailblazer.

>> No.4328793

>>4328778
I mean aren't we basically just looking at the regular Doom rocket launcher with a reskin and making the projectiles susceptible to gravity?

>>4328785
Oh yeah, I think it had literally that weapon.

>> No.4328794
File: 191 KB, 800x652, L6dxztx.png [View same] [iqdb] [saucenao] [google]
4328794

>>4328130
i took one of these, and made a second one by flipping it and repainting some bits here and there

>> No.4328797

>>4328784
Now I only played minecraft a tiny bit in the early days, but couldn't you make moveable tiles with some kind of circuit lines you drew on them? Of course it won't be a very accurate map since the game is tile based and doom is not.

>> No.4328807

>>4328797
You can only move 1 block at a time. At best, you could have 2-wide doors, but they would require a bit of space.

>> No.4328815

>>4328794
Well yeah, but can you post them frames? Doom needs more randomized muzzleflashes.

>> No.4328817

>>4328748

>one of the first wads

does this mean there are other wads?

>> No.4328819

>>4328797
I never bothered to learn the redstone shit because it seemed really clunky and sloppy.

Like good luck if you want to make your automated gates to not have a bunch of holes and exposed 'wiring', and have fun making it wider than two blocks and not look like shit.
Maybe they fixed this later.

>> No.4328821

>>4328817
why is that spoilered

>> No.4328824
File: 396 KB, 256x168, 1396211692722.gif [View same] [iqdb] [saucenao] [google]
4328824

>>4328819

they fixed it by not doing anything with it and letting modders work it out

Though someone managed to make a working (for a certain definition of working) emulator for an atari in minecraft

Hope you enjoy 1 frame every 20 seconds, which for a monument to autism inside of minecraft is actually pretty neat

https://www.youtube.com/watch?v=5nViIUfDMJg

>> No.4328826

>got jumped by an Arch-vile and panic unloaded my chaingun into it
I've never considered the chaingun a good weapon for these guys, but it actually did a great job at close range. Guy flinched commonly enough from it to never get off an attack.
Was I just lucky or is this actually a thing?

>> No.4328829

>>4328826
The chaingun is the unsung hero of the doom arsenal.
>unloading into enemies at close range, stunlocking them
>tearing through big groups of enemies
>tap fire sniping

>> No.4328831

>>4328819
Yeah to me it seemed a poor version of "WireMod" in garrys mod. That was by the way probably my first experience with something resembling programming. You put these little chips that were logic gates on you props, and connected their inputs and outputs with physical wires. Just like that thing UE4 uses, or Nodes in blender.

I remember making a missile defense system that detected RPG rockets and spawned chip-controlled gas bottle prop missiles towards them. Good times.

>> No.4328832

that homed towards them*

>> No.4328836

https://www.youtube.com/watch?v=pkcEtkVENP8

What was Lobotomy Software thinking?
The level is like a shitpost

>> No.4328840

>>4328815
i didn't save them...

>> No.4328842

>>4328836
>literally jump in a giant toilet to end the map
>Literal shitpost map. "This franchise is a turd, guys!"

>> No.4328850
File: 339 KB, 577x660, 1369374775782.png [View same] [iqdb] [saucenao] [google]
4328850

>>4328824
>they fixed it by not doing anything with it and letting modders work it out
Well isn't that just fucking amazing.

>> No.4328858

>>4328328
Aria is one of the most famous Soviet and Russian rock/metal bands, they're hardly obscure.

>> No.4328864
File: 33 KB, 204x153, muzzles.png [View same] [iqdb] [saucenao] [google]
4328864

>>4328815
here, made some quick shit

>> No.4328873

>>4328842
How dare you, sir?
The Duke of Nukem is an innoccent cinnamon roll.

>> No.4328878

>>4328826
Rapid fire has utility.

I was once stuck in a tiny room with an arch-vile, back turned to me, blocking the door, and got out with just *some* injury by employing the chainsaw.

>> No.4328936

>>4328829
or you learn projectiles and use the plasmagun
> 160% higher dps
> no random spread, it's all on you

>> No.4328938

>>4328936
Bullets are usually more common than cells. Also you can negate all random spread with tap firing and actually have a very steady rate of fire.

>> No.4328948
File: 2.75 MB, 1680x1050, gzdoom 2017-10-15 17-02-22-23.webm [View same] [iqdb] [saucenao] [google]
4328948

These newfangled shadowmaps are nice.

>> No.4328957
File: 341 KB, 555x524, test1.webm [View same] [iqdb] [saucenao] [google]
4328957

>>4328864
how it looks with these

>> No.4328960

>>4328936
The Plasma Gun shots' hitbox give me problems. You can't shoot them through through as tight areas.

>> No.4328991
File: 2 KB, 282x99, youcanthandlethetruth.png [View same] [iqdb] [saucenao] [google]
4328991

>>4328960
small fast projectiles > large slow projectiles

if your projectiles don't look like this , unless they are bfg shots, don't fucking speak to me

>> No.4328995

>>4328991
We're talking about vanilla.

>> No.4329010

>>4328936
>> no random spread, it's all on you
horizontal autoaim is a nuisance.
of course you can turn it off and do your aiming manually, but that's cheating.

>> No.4329035

>>4328991
*EVERY* projectile should be a fastprojectile except grenades (and even then only if they need to bounce since faking gravity on a fastprojectile is easy). Normal projectiles can't be shot anywhere near a slope without getting fucked up.

And you probably can make a bouncing fast projectile by firing an extremely tight "+" of 5 hitscans constantly in front of it and use the angle between all those puffs to determine the relative normal of any plane the projectile is going to hit next tick and use that information to send it flying in the right direction.

>> No.4329061

>>4328957
Pretty good, but make it shoot as fast as the other one, and make it randomly change in size too.

>> No.4329076

>>4328682
>>4328651
There's literally nothing wrong with pepe.

>> No.4329082

>>4329076
I bet you think there's nothing wrong with reddit, either.

>> No.4329084

>>4329082
don't respond or engage

>> No.4329094 [DELETED] 

>>4329082
>everyone i don't like is reddit
You should've stopped believing in boogeymen when you were a child.
>>4329084
Engage? We've only just met!

>> No.4329176

>>4328948
That's pretty cool, but what I'd really like to see is lightmaps and bumpmaps for all iwad and common texture packs.

Original low resolution textures can look fine as shiiiit if you apply effects like those on them.

>> No.4329209

so is anyone releasing anything for /vr/y spooky today?

>> No.4329243

>>4329176
I'd do it, but shaders in gzdoom aren't documented at all.

>> No.4329267

>>4328594
there's literally no way to ask people to turn off adblock without looking like a scumbag in the process.

>> No.4329271

>>4329267
If it's the one I'm thinking of, that forum has bigger problems, but the hosts could always just do what TCRF does and replace the banner with "pls unblock kthxbai". Though it helps that TCRF doesn't do flash or video ads.

>> No.4329278

>>4329209

I think we're all waiting for Repugnus to call for submissions. Lots of polishing up to the last minute going on, I suspect.

>> No.4329279

>>4328249
i wouldn't mind a mod based on/influenced by dark messiah and/or dishonored's gameplay for not only doom but heretic & hexen

>> No.4329285
File: 1.27 MB, 1600x1800, Screenshot_Doom_20171015_220218.jpg [View same] [iqdb] [saucenao] [google]
4329285

wtf doom can look like THIS?

>> No.4329289

>>4329271
>Though it helps that TCRF doesn't do flash or video ads.

I'd like to think if websites stopped being less obnoxious about their ads more people would be inclined to turn off adblock

>> No.4329325

How do I go about making maps for Doom64EX?

>> No.4329328
File: 18 KB, 999x974, latest[4].png [View same] [iqdb] [saucenao] [google]
4329328

Playing through Plutonia 2 for the first time ever. I'm at Map 7, and it's pretty damn good so far, but I have one complaint. I wish map makers would stop overusing Sign Of Evil. Yes, it's a classic, yes, it's eerie, but it only works on a certain kind of map. Map 6 of Plutonia 2 uses it, and it's a massive daytime map with over 300 enemies. Not exactly what I would call somber, and those guitar bends just drone on and on through a very lengthy map. It cheapens the effect of the original use of the song, which was great, since it's probably the only sad moment in classic DOOM, outside of Daisy dying.

>> No.4329334

>>4329328
>Sign Of Evil
You can FEEL the evilness every fucking second of the song. But not of demons, not here, but of the doomguy, our hero. Because after kill all those demons, after all the brutality he committed and lived, he necessary has become a demon, the worst demon, at least in a inner sense.

>> No.4329337

THE FUCK KINDA NAME IS DAFFYD

>> No.4329338

>>4329325
I think there are topics about it on the doom64ex forums.

>> No.4329343
File: 15 KB, 224x299, nonce.jpg [View same] [iqdb] [saucenao] [google]
4329343

>>4329337
Welsh

>> No.4329345

>>4329285
That looks neat, how do you make Doom look like that?

>> No.4329360

>>4329334
I don't disagree with your interpretation, but it still doesn't fit Map 6 of Plutonia 2. Something like Blood Rush from the custom Plutonia 1 OST would be a much better fit, which is pretty much the polar opposite of Sign Of Evil.

https://youtu.be/1uBH8Phs0qQ?t=2150

>> No.4329369

>>4329285
>>4329345
I heard doom can look in a certain way, how do you make it look different?

>> No.4329372

>>4329369
doom can look like that and this, you're gonna want it to look like that

>> No.4329373

>>4329345
lights.pk3 that comes with gzdoom

inside it there is a glxinfo file which contains the sizes for various light source's radiuses, by default they are all very small, barely noticable. The example pic was made by setting them to 10x their default values.

>> No.4329374

>>4329372
oh man so it's this and that, got it.

>> No.4329382

>>4329373
Oh thanks it might work better for some mapsets, gonna give it a try.

>> No.4329392

>>4329382
yea just gotta find the good balance

>> No.4329393

>>4329010
>Having more of a challenge is considered cheating
wat

>> No.4329395
File: 720 KB, 1600x1800, Screenshot_Doom_20171015_230137.jpg [View same] [iqdb] [saucenao] [google]
4329395

>> No.4329402

>>4329395
Why can't we have individual differing light levels per Thing?
The lamps should be that bright, sure, but the torches should be -dork-

>> No.4329404

>>4329360
it's just a youtube comment

>> No.4329406

>>4329402
you actually can change lightning levels per object with GLXINFO

>> No.4329415

>>4329402
>-dork-
kevin pls go

>> No.4329419

I tried pistol starting for a single megawad, and now I've gone back to playing continuously I feel overpowered, using only the Super Shotgun/BFG with occasional use of the Rokcet Launcher.
Is this how most pistol start purists start out?

>> No.4329420

>>4329406
>GLXINFO
Please elaborate?

>> No.4329424

>>4329420
fuck me i actually meant "GLDEFS"
sorry

>> No.4329428

>>4329419
yes
welcome to the club

>> No.4329431
File: 103 KB, 1073x922, Screenshot (24).jpg [View same] [iqdb] [saucenao] [google]
4329431

>>4329420
>>4329424

>> No.4329432
File: 63 KB, 497x373, allaroundmearefamiliarfaces.png [View same] [iqdb] [saucenao] [google]
4329432

>>4329415
im not kevin

>> No.4329436

/vr/ should make its own audiobook of Masters of Doom because fuck Joss Whedon

>> No.4329438

>>4329428
I don't like this. Most FPS games expect you to play continuously, making it a big thing when you find and even better gun. Why does Doom feel different in this regard? The Super Shotgun was a mistake in a way, it's an early weapon with plentiful ammo that annihilates everything outside of bosses. There's little reason to use anything else unless you're stuck fighting long range battles.

>> No.4329446

>>4329431
>>4329424
Oh, GLDEFS I know. You gave me a short-lived hope I could change the lighting conditions of an actor on the fly.

>> No.4329459

>>4329438
each level becomes a separate mini-game, with its own progression. You get to appreciate finding a new gun at least 32 times more often.

in that regard ssg is fine, because you won't actually be having it 100% of the time, and because ammo will be more scarce without carryover, thus making you at least consider using the standard shotgun more often to conserve ammo, even after you've already found an ssg in the level, if there was one.

it is still a weapon that you would probably use more often than others, but i dont see how its a bad thing.

its a gun with most common ammo type, that does good damage up close, in a game where you more often than not fight monsters from up close. It's also iconic as fuck.

>> No.4329480
File: 39 KB, 640x480, 1508096776.png [View same] [iqdb] [saucenao] [google]
4329480

Wooowowowowwoooooo

>> No.4329496

>>4329436
>fuck Joss Whedon
Sure, but why?

Also as much as I hate Wil Wheaton, he does nothing but read that book, and his adult voice is ok.

>> No.4329502

Hey, I have these books.

>> No.4329503

>>4329496
>Wil Wheaton

Don't drag my TV husbando into this.

Joss Whedon's talent as a writer is grossly overstated. Buffy was an awful montage of fan fiction and cheap fan service.

>> No.4329508

>>4329503
yeah but willow was still cute af

>> No.4329515

>>4329503
Isn't Whedon's name being dragged through the mud by the very people who used to practically worship him? It's over for him from the looks of things.
>>4329459
True enough. I just wish GZDoom had an actual "force pistol start" option. Typing IDCLEV[map number] every map gets a bit annoying each time.

>> No.4329518

>>4329515
there are addons that add "Pistol Start" difficulty

i.e. pistolstartenforcer

>> No.4329519

>>4329503
>Wil Wheaton
>husbando
You have a low bar.

>Joss Whedon
I would say he's extremely overrated, and I would say he's a fucking creep, but the first 5 seasons of Buffy are actually genuinely good.

>> No.4329523

>>4329518
yes and they're all nasty hacks that don't work properly with mods that replace the pistol

>> No.4329524

>>4328657
>bigbrik1

>> No.4329526

>>4329503
My TV husbando is Luke Macfarlane :3

>>4329518
There still ought to be a native feature for it. Considering all the other stupid bloat zdoom has on by default I mean.

>> No.4329532

>>4329523
yea well it's because they use GiveInventory() which gives an item regardless whether it was replaced by mods or not

you can try my version, which uses Spawn() instead, which respects the actor replacement.

https://drive.google.com/open?id=0B2IErgIQg4pkZG9uekZ5emxUdG8

>> No.4329538

>>4329532
although there is a liitle quirk to it, you start emptyhanded and have to switch to a weapon at first. It also ruins mods that use various inventory tokens without giving them "Undroppable" property, but that's just dumb modders fault.

>> No.4329543

i should probably just make a zscript pistol start mod that saves the starting player inventory and then gives the items out after each level. Would be 100% compatible with any mod this way, even those that give extra items like grenades

>> No.4329571

>>4328948
They actually work?

>> No.4329575

>>4329523
>>4329538
zdoom pistol start options hasn't been updated in 5ever but still works with all mods, just needs two screen wipes to do so

>> No.4329579

>>4329373
Too bad Graf is an idiot and you can't do it anymore, unless you force add the necessary code to GZDoom sources somehow, so we could customize light sizes once again.

>> No.4329583

Smooth Doom will always be the best mod solely for the SSG gibbing everything. Combined with the ketchup patch it's pretty much perfect.

>> No.4329586
File: 913 KB, 1600x900, Screenshot_Doom_20171015_232119.png [View same] [iqdb] [saucenao] [google]
4329586

>>4329579
are you talking about the old "light intensity" slider?

tweaking the GLDEFS ( glxinfo was a typo ) still works

>> No.4329587

>>4329586
No, light size slider and GL_LIGHTS_SIZE

>> No.4329590

>>4329586
Look like Quake 64. That was quite the disco.

>> No.4329598

Are there any mods that let you play Doom 64 without any of the "brutal" bullshit? I want to play it without horrible reskins and a protag who never shuts up.

>> No.4329606
File: 1.52 MB, 629x350, 1486728220781.webm [View same] [iqdb] [saucenao] [google]
4329606

>>4328296
>I was born at an early age, in a log cabin I helped my father build

>> No.4329610

>>4329598
https://forum.zdoom.org/viewtopic.php?f=19&t=55298&sid=fec8d85831547857184d1ee9543532e6
Is this what you want?

>> No.4329612
File: 326 KB, 1427x637, doom64test.png [View same] [iqdb] [saucenao] [google]
4329612

>>4329338
Noice. Gonna try and make a Doom 64 map or
two after I'm done with this Halloween project.

>> No.4329625

>>4329610
Yes, very nice, but I wish it had the Doom64 monsters too.

>> No.4329626
File: 1.31 MB, 800x600, 2017-10-15 23-03-58.webm [View same] [iqdb] [saucenao] [google]
4329626

They are cubic beziers, but I've yet to figure out how to smoothly curve the last segment p3 with next segment p0. Once I do I'll put the 3d models back in and decrease the total actor number drastically.

>> No.4329630

What happened to that one mod someone was doing, with the quake particles? Someone posted a webm of it here and it looked sick.

>> No.4329648

>>4328296
Someone should do an audio book reading of at least the first two books, those are the ones that are worth looking into.

Anyone here with a good and pleasing manly voice?

>> No.4329650

>>4329625
https://forum.zdoom.org/viewtopic.php?f=19&t=55039

Like this?

>> No.4329690
File: 91 KB, 564x814, 1443870581270.png [View same] [iqdb] [saucenao] [google]
4329690

>>4329515

turns out Whedon was using his power to molest actresses. But this is according to his ex, and I find that testimonies from ex's don't tend to be reliable, especially when it comes to child custody. You will hear the most outlandish shit being said in order to demonize the other party.

Given that Harvey Weinstein's open secret is now being dicussed and the man's getting flak for it, he might get more attention about it.

>> No.4329692

>>4329606

Doomguy as doominfant building a log cabin is a fitting end to the guy who literally blew up hell

>> No.4329693

>>4329690
Knowing Whedon was said to be an sjw or at least close to that, it's not surprising that most of those people always end up as either cheaters or even abusers.

>> No.4329697 [DELETED] 

please go back to your home boards while you're ahead, both of you

>> No.4329703

>>4329693

Open relationships tend not to be the most stable over time since it promotes seeking emotional support from people other than your other and leads to a "I'll just fuck someone else rather than work out my problems"

I've seen some work but a lot tend to go ugly, largely since the people were way too emotionally needy and immature to handle something as ambiguous as that.

But yeah them doom demons are sure something, eh?

>> No.4329709

How come FreeDoom's devs don't have a twitter or something like that?

>> No.4329738

>>4329648
An audiobook reader program would be neat, if you could get it to actually function and not sound like shit.

>> No.4329748

>>4328678

Leld

>> No.4329749

>>4329650
Cool, shame it's a bit annoying to set up without messing around with GZDoom itself, but cool nonetheless.

>> No.4329843
File: 28 KB, 1366x768, Screenshot_Doom_SEND03.png [View same] [iqdb] [saucenao] [google]
4329843

>> No.4329860

mod-agnostic pistol start addon in zscript
courtesy of Matt from zdoom forum

https://drive.google.com/open?id=0B2IErgIQg4pkcFQ1ckNIYVJqSFE

>> No.4329916

What are some good level wads to combine with DoomRPG+DoomRLA on Armageddon? Should I be turning on infinite ammo to play Armageddon? Ammo always seems to be an issue with the hp of Armageddon monsters, and I'm not sure if there are any wads created with Armageddon in mind.

>> No.4329924
File: 489 KB, 1920x1080, Halloween.jpg [View same] [iqdb] [saucenao] [google]
4329924

>>4328393

I'm not gonna make it, lads..

>> No.4329927
File: 867 KB, 1920x1080, Halloween.jpg [View same] [iqdb] [saucenao] [google]
4329927

>>4329924

>> No.4329936
File: 335 KB, 1366x768, doom03.png [View same] [iqdb] [saucenao] [google]
4329936

>>4329924
Fuck, that looks gorgeous. I'm sure the swamp marine wouldn't have committed sudoku if he had lived in a place like that instead of a shabby cabin.

>> No.4329939

How long until Repugnus starts taking submissions?

>> No.4329940

>>4329709
twitter doesnt adhere to the GNU philosophy

>> No.4329952

>>4329939
~3 hours. No need to rush if you aren't finished your map though.

>> No.4329954
File: 66 KB, 800x600, doomG.jpg [View same] [iqdb] [saucenao] [google]
4329954

Alright lads what are your favorite DOOM/II
tracks?

Me? E1M3, E1M8, E2M2, and MAP09

>> No.4329962
File: 395 KB, 1920x1080, Halloween.jpg [View same] [iqdb] [saucenao] [google]
4329962

>>4329952

can I submit the 22?, or I upload what I have done until now?..

(there is no monsters, no textures, no anything desu)

>> No.4329964

>>4329954
Suspense, Sign of Evil and Opening to Hell.

>> No.4329972

>>4329952
It's possible that I won't be around by then. Can I submit it now, linking it to the OP so you don't miss it later?

>> No.4329974

>>4329962
Yes, you'll be able to work on your map until the 22nd so hold on to it for now.

>> No.4329976

>>4329954
VICTOR.MID

>> No.4329978

>>4329972
Sure that works too.

>> No.4329981

>>4329954
doom 1: E2M2, E2M8, E2M4
doom 2: MAP09, MAP28, MAP05

>> No.4329982

>>4329976
googling that actually doesnt give anything so here it is
https://www.youtube.com/watch?v=kX3IA3Nop3o

>> No.4329985

>>4329954
Hiding the Secrets
Deep into the Code
That Them Bones ripoff from bloodfalls
And from Final Doom: Metal

>> No.4329989

>>4329985
the "them bones" ripoff is MAP23 (barrels 'o fun)

>> No.4329991

>>4329989
Oh, right. It was Angry Chair in bloodfalls

>> No.4329998
File: 1.26 MB, 1600x900, Screenshot_Doom_20171016_042926.png [View same] [iqdb] [saucenao] [google]
4329998

i wish you guys used random clutter props like trees and torches as well as uneven geometry more often in your maps

makes them look more lively

>> No.4330024

What's a good site to upload my wad? Something I don't have to register for, and won't redirect you guys to some sketchy ass eastern European dog walking site?

>> No.4330042

>>4329976
you mean D_VICTOR?

i agree

>> No.4330061

>>4330024
don't we have our own site to upload wads? pretty sure i remember someone making one a few threads ago

>> No.4330068
File: 256 KB, 1308x614, JourneyToTheHauntedSwamp (edit area) at 2017.10.15 17-49-54.188 [R2787].jpg [View same] [iqdb] [saucenao] [google]
4330068

>>4328172
>>4328174
>>4329978
Halloween swamp map is ready.

Name: Journey to the Haunted Swamp
Author: Dogman

Tested with PrBoom+. Uses the Gothic Orange textures (GOTHTXORFIN) as well as a full moon skybox a cool anon gave me last thread (included). Music is from Demon's Crest (level 3 - This Enchanted Forest).

Link: https://www.dropbox.com/s/vur6x6h39kzvc3j/JourneyToTheHauntedSwamp.rar?dl=0

Song link: https://www.khinsider.com/midi/snes/demon-s-crest

Also, I'm aware that for some reason when played with GZDoom, the map becomes so dark that it's unplayable. I don't really know how to fix this without lowering the quality when playing on PrBoom+.

>> No.4330081

>>4330068
Also, the Wolfenstein SS are just placeholders in case they do end up getting replaced by chainsaw zombies.

>> No.4330098
File: 1.02 MB, 1600x900, Screenshot_Doom_20171016_061330.png [View same] [iqdb] [saucenao] [google]
4330098

>>4330068
seems like there is some problem with textures on gzdoom

lots of
>"texture 'somethingsomething' references itself as a patch"
as well as
>unknown patch 'somethingsomething' in texture 'somethingsomething'

>> No.4330108

>>4330098
You sure you loaded the skybox after the Orange Gothic textures?

>> No.4330120

>>4330108
>Orange Gothic textures
oh i had to download the texture pack separately?

>> No.4330126

>>4330120
Check the OP.

>> No.4330145

>>4330061
some anon made thevidya.site or whatever but then realized that hosting your own file hosting website actually costs money and had to shut it down with almost no notice within 2 months. lmao.

>> No.4330150

>>4330120
Yeah, I should've made that clearer, sorry.

>> No.4330164

How do I run smoothdoom? Do I have to replace any existing files or anything? I'm very illiterate in this sort of thing and want to try it. I've got ZDL and GZdoom set up and don't know how to proceed

>> No.4330167

>>4330164
Open ZDL
Press add
Select smoothdoom.pk3 or whatever
Select your iwad from the right (Doom, Doom 2, Plutonia, or TNT)
Hit launch

>> No.4330174

>>4330164
>>4330167

Bless you anons

>> No.4330179

>>4329515
> Typing IDCLEV[map number]
You can just open console and type "map map[map number]" instead

>> No.4330198

>>4330179
idclevXX is a lot faster for me. Been typing it for 20 years and all...

>> No.4330206

>>4330061
P2P hosting, like IPFS and something.

>> No.4330289
File: 3.25 MB, 320x240, pumpkin-dance.gif [View same] [iqdb] [saucenao] [google]
4330289

>>4328174
***/vr/y Spooky Announcement***

Mapping submission deadline is pushed back until the 22nd (next Sunday). This gives people another week to finish or start their maps.

If you've already completed a map, made sprites/graphics, or have posted any music please reply to this post, or the OP, so I can see it and compile everything into an alpha build.

Hopefully I'll be able to put everything together and post the alpha here by tomorrow night, and the anons who submitted early can get feedback and make edits.

>> No.4330291
File: 76 KB, 174x329, 1503895009100.png [View same] [iqdb] [saucenao] [google]
4330291

DOOM2, MAP15. How the fuck are you expected to handle all these hitscan enemies on high buildings without freelook? I play with freelook so I can manage the outdoor areas but I'm just trying to conceptualize a strategy for people who would play the game in a more vanilla fashion and I don't get it at all. There are so many chaingunners just sniping you if you don't aim carefully and snipe them first I am going to hate Plutonia when I get to it aren't I and the shotgunners don't help matters much either. This map feels more bullshit than anything in E4 from DOOM1, and map design as a whole feels like it's gone downhill in DOOM2 after you enter your home city, though I'm not at the end of the game yet so maybe it picks up again later.
Am I just a casual for thinking these things?

>> No.4330326

>>4330291
Autoaim. Also climb the spiral building, it has heaps of cover and leads you to where you're supposed to go anyway.
I don't recall the map having any chaingunner problem.

>> No.4330327

>>4330289

https://drive.google.com/file/d/0B1dtznqhZG2fel9HaWo2WVVXUnM/view

I decided to go with the revenant scare cliche and mid-process I started to dislike the whole thing, so I tried to keep it short. I guess it's ok now

For the music, does TNT MAP16 count as spooky?

>> No.4330330

>>4330289
I heard about this from some anon on /v/. Very much looking forward to the finished project!

>> No.4330336

>>4330291
Autoaim exists, dude
Probably the only dudes you won't be able to easily snipe are the ones in the buiding in the lava rock moat and the dudes after the moat.
Also you're probably supposed to run from cover to cover

>> No.4330345

>>4330326
>>4330336
Maybe I am a casual then. I wasn't sure where to go first so I probably got hit by enemies I wasn't supposed to run into yet.
Probably controversial opinion, I'm not a big fan of the SSG. I feel like it's caused enemy placement to cheapen, they sometimes just throw a ton of enemies in a heap at you since you can take them all out with a few SSG blasts, it feels less thoughtful and more spammy.

>> No.4330351
File: 532 KB, 1125x633, nothing at all.png [View same] [iqdb] [saucenao] [google]
4330351

>> No.4330378

>>4330289
>>4327868

>> No.4330453

>>4329325
get doombuilder64

https://doom64ex.wordpress.com/downloads/

"Level Editor"

Check the Doom64Ex forum for help or ask here - I often lurk and I know a thing or two about Doom64EX mapping.

Switches are a bit different in Doom64EX - but everything else is pretty much the same as Doombuilder. Playing with the colored lights is a lot of fun.

Doom64 forums here:
http://z13.invisionfree.com/Doom64EX/index.php?s=4b46df1560409125eabc8b0854b0d3ef&act=idx

>> No.4330457

>>4330289
nice, I started making a map but realized I wouldn't make the deadline. Now I might be able to....

>> No.4330513

>>4329285
>>4329395
Looks nice but way too bright and even a bit over-saturated (I think that's the right term). The lighting and shadows give the images a bit of a Quake feel but I feel like the lights are generally too bright for Doom, or at least the setting's they're in.
The bottom images also kinda feel like [generic FPS indie game].

>> No.4330525

Guise I have a biiiig problem. Slade stopped working, when I try to load it nothing happens for a while and then I get this error message :

"*** Caught unhandled unknown exception; terminating."

Tried uninstalling & reinstalling it, rebooting, compatibility modes, copying to another folder,
deleting temporary files, deleting registry entries but nothing seems to work.
I'm that anon who's doing a chex quest mod with children at a day care and it's very important that I can use SLADE for the project.

Do you guys have any ideas what the problem could be ? It used to work just fine.

>> No.4330529

>>4330525

Nevermind, I found the appdata folder and erased everything, it works again. Fuck, I just spent an hour trying to get it to work.
Carry on guys !

>> No.4330532
File: 567 KB, 900x900, 1505964698791.png [View same] [iqdb] [saucenao] [google]
4330532

anybody in here is directly in contact with Sgt the BD dev?
I tried writing on the mod page asking for something, I tried to message him on moddb, he doesnt answer.

>> No.4330556
File: 55 KB, 351x351, 1470491556173.jpg [View same] [iqdb] [saucenao] [google]
4330556

>Equinox Map12
>end up with 16 health in spiral staircase area
>only way out is through damaging floors with a demon mosh pit blocking the way
Guess I'm starting over

>> No.4330564
File: 167 KB, 640x553, image.jpg [View same] [iqdb] [saucenao] [google]
4330564

>>4330351

>> No.4330569

>>4330532
He's active on his discord

>> No.4330585

>>4330569
can you give me an invite link please?

>> No.4330592

>>4330532
If it's a technical question I can probably help.

>> No.4330618

>>4330592
i just wanted to ask him if with the new version he is also gonna release a stripped down 'Lite' version of BD with only the gore and the monsters so that it can be used alongside other gameplay mods like Trailblazer and High Noon Drifter.

>> No.4330629
File: 27 KB, 450x358, 20-bucks.jpg [View same] [iqdb] [saucenao] [google]
4330629

Does there happen to be a source port for the Blake Stone games?

>> No.4330641

>>4330629
Yep
http://bibendovsky.github.io/bstone/
It's pretty good

>> No.4330675
File: 6 KB, 133x170, 1374286008989.jpg [View same] [iqdb] [saucenao] [google]
4330675

>>4330641

>> No.4330786
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google]
4330786

I've been feeling an itch to try making a custom monster. Where would be the best place to look into resources on the subject?

>> No.4330791

>>4330786
Realm667.

>> No.4330797

>>4330791
Awesome, thanks.

>> No.4330816

>>4330618
there is a monsters only version already

>> No.4330820
File: 775 KB, 1600x900, Screenshot_Doom_20171016_042451.png [View same] [iqdb] [saucenao] [google]
4330820

>>4330513
those images had overblown light sizes for demo purposes. Ive since tweaked it down to 1/5 - 1/4 of those values

>> No.4330842
File: 286 KB, 1280x960, tumblr_o9atvrT0Ln1ty70x1o7_1280.png [View same] [iqdb] [saucenao] [google]
4330842

https://www.youtube.com/watch?v=arejc2dPgvk
>"just wait until episode 3-4 where I'll be mapping on amphetamines!"

You have no idea how exciting that is to me, the shareware episode, Infinite Teeth, has some of the best uses of Alpha and Beta assets in Doom modding.

>> No.4330848

>>4330842
>>"just wait until episode 3-4 where I'll be mapping on amphetamines!"
I do this all the time. I'm not sure it does all that much.

>> No.4330850
File: 1.32 MB, 800x600, 2017-10-16 15-52-25.webm [View same] [iqdb] [saucenao] [google]
4330850

Almost done. Got to make the code a bit more effective/readable and solve an issue where the bolt doesn't quite reach the end point.

The amount of bends in the arc and the smoothness (amount of actors) is customizable with arguments.

>> No.4330853

>>4330850
is your framerate dropping as they get rapid-spawned?

if so, that's worrisome

>> No.4330854

>>4330853
Nah, it's unaffected (locked at 90 as usual). Just the webm compression cocking up.

>> No.4330857

>>4330848
What do you map?

>> No.4330863

>>4330816
yeah but i want the updated one

>> No.4330864

>>4330850
Rotate the sprites randomly if you can.

>> No.4330869

>>4330850
>>4330864
This, just flip and rotate the sprites randomly by 90 and 180 degrees or stuff, it'll do a lot.

>> No.4330870

>>4328190
>>4328231
>>4328232
>this is the first thing I see entering a doom thread for the first time on /vr/

>> No.4330885

>>4330870
When you've been killing demons for 25 years, your mind begins to wander, anon.

>> No.4330886

>>4330869
>>4330864
They're models, not sprites. They use a pretty shitty texture right now. (scrolling or rolling them would be easy in any case)

>> No.4330887

>>4328284
i fucking hate the hitscanners in blood

>> No.4330889

>>4330820
Please post your file anon, I want this!

>> No.4330893

>>4330889
https://drive.google.com/open?id=0B2IErgIQg4pkbXkyLXdGRzJqSGc

>> No.4330910

>>4330820
what weapons mod is this?
pls respond

>> No.4330913

>>4329035
>And you probably can make a bouncing fast projectile by firing an extremely tight "+" of 5 hitscans constantly in front of it and use the angle between all those puffs to determine the relative normal of any plane the projectile is going to hit next tick and use that information to send it flying in the right direction.
this sounds like a massive hack. is all doom modding like this?

>> No.4330921

>>4330910
Final doomer.

>> No.4330931

am i supposed to be a little bit OP in high noon drifter?

>> No.4330934

>>4330931
By default, yes, but there's a damage slider you adjust to make things a little more to your liking.

>> No.4330938

is there a good way to play mac wolfenstein on ECWolf?

>> No.4330959
File: 63 KB, 426x418, 1505716690900.jpg [View same] [iqdb] [saucenao] [google]
4330959

can you guys recommend me a weapons/character/inventory mod that doesnt change monsters so I can play it with BD MOnsters Only?
I usually play with Trailblazer, Guncaster or High Noon Drifter
are there any similar mods out there that I should try out?
Thanks.

>> No.4330962
File: 185 KB, 1680x1050, spasm0002.jpg [View same] [iqdb] [saucenao] [google]
4330962

How was this initially received? I can't imagine people were happy with a boss you had to beat by just running from button to button. Was id counting on it just being different?

>> No.4330968

>>4329692
Even better, Doomfetus. Imagine an Amish barn raising but with an umbilical cord.

>> No.4330969

>>4330962
Id was making majority of game in half of year, they didn't have anything other than engine and some textures before december 1995, blame creative differences between inept Romero who refused to even write down his ideas in design document, and inhuman autistic Carmack who didn't care about what other people were feeling.

>> No.4330990

Does Brutal Doom with D4 weapons ever have upgrades?

>> No.4331002

>>4330962
Also Quake was never as successful commercially as Doom 2, although it made competitive e-sports.

>> No.4331029
File: 2.84 MB, 320x240, vrspooky_rjy.webm [View same] [iqdb] [saucenao] [google]
4331029

>>4330289
all right i read some thread earlier today about horizon lines and how big a map has to be to make them work, so i made a test map. then on a whim i stuck in some monsters and loaded it with my sky texture from last thread, and i thought, "hey this could actually work!". so yeah hopefully i can turn it into something playable within the week, and also use the proper textures.
no title yet, it's totally unfinished and i'm not convinced it is beatable, but i at least wanted to show i had something, since my other ideas weren't working out at all.

http://s000.tinyupload.com/?file_id=97455185121798554413

also as with 300minvr i hope to be available for testing/fixing.

>> No.4331043

>>4330289

Sent the graphics to you on Doomworld because I'm too lazy to sign up for Dropbox.

>> No.4331074

>>4330921
update when?

>> No.4331075

>>4330351
Models for SFM when?

>> No.4331092

>>4330913
Less and less hacks are needed for every year. Zscript in particular eliminated the need for most of them. Hitscan puffs *will* be able to retrieve texture and normal data from geometry at some point, but right now you need to hack it yes. Hacks are really fun though. Its like a creative puzzle.

>> No.4331103

>>4331092
>Hacks are really fun though. Its like a creative puzzle.
agreed but the problem is today's clever hack is tomorrow's broken mod

>> No.4331106

>>4331075
Needs an imp-tan and baroness model too though.

>> No.4331123

>>4331103
Perfectly acceptable to me, both as a modder and player.

>> No.4331135
File: 437 KB, 1920x1080, shot99998.jpg [View same] [iqdb] [saucenao] [google]
4331135

Man I wish Rage was actually good.

>> No.4331138

>>4331135
man
id really likes those fist models don't they

>> No.4331145

>>4331135
I actually like a lot of it despite it's flaws.

If they ever made a Rage 2 I think they could fix a lot of the problems and make a pretty great game.

>> No.4331150

>>4331135
not retro

>> No.4331153

>>4331123
yeah it's all right if the maker is still around and willing to fix it. and nothing else (like a demo recording) depends on it remaining unchanged.

>> No.4331160

this is a thing
https://youtu.be/LO2GO2ONz3s

>> No.4331161

>>4331138
I suppose they made the change from doom's original fist sprite because they themselves couldn't make much sense of it. also because when you're fighting, you're oftentimes doing so with your fists up to face level, to deflect hits and the such. plus I wager they're easier to animate like that.

I swear for the longest of times I didn't know what the fist sprite in the original games wad meant to represent. like what absolute retard brings an open palm up to his face like that? then it hit me, doomguy is supposed to be in this boxing pose where his left hand is offscreen, and all his punches are actually left hooks. which makes sense since he's suppossed to be trained in hand-to-hand combat.

>> No.4331164

>>4331160
>30fps
>no motion controls to make up for it
I would have been excited, too. Or if it at least launched at a budget price.

>> No.4331176

>>4331092
Are there any clever "hacks" in doom modding that you guys know of? I can't make sense of all that code, and it might be cool to know how shit works behind the curtains on some of my favourite doom mods

>> No.4331186

We all know what the best DOOM1 levels are but what about the WORST?

>> No.4331195

>>4330857
mostly faggot maps

>> No.4331215

>>4331195
scroton?

>> No.4331223

>>4331215
yes

>> No.4331235

>>4331223
what is it with mathematicians and speed? paul erdos has a lot to answer for.

>> No.4331241

>>4331186
E2M9, E3M7, E4M3

>> No.4331259
File: 139 KB, 972x565, 1502745328969.png [View same] [iqdb] [saucenao] [google]
4331259

>>4331241
>E2M9

>> No.4331264

>>4331235
I wouldn't consider myself a mathematician by any means
I think the people that like uppers that aren't coke or meth generally just like their brain going faster and increased focus and work output

>> No.4331289

>>4331259
It's three rooms. The first PWAD that was made with a fucking hex editor is almost as complex.

>> No.4331290

>>4331235
Programmers are, generally, really fucking weird.
I haven't met one I haven't wanted to punch in the face.

>> No.4331316 [DELETED] 

>>4331290
I'm sure the feelings mutual fucker

>> No.4331317

>>4331259
>that comic
my nigga.

>> No.4331321

>>4328703
crapi, which was related to junko

>> No.4331353

>>4330585
https://discord.gg/fZBGsv
expires in 1 day get going

>> No.4331459

>>4331186
Most of Inferno springs to mind.

>> No.4331468

>>4331459
is it general opinion now that E2 is great and E3 is pretty awful?

>> No.4331501

>>4331468
not mine. i don't think there are any really bad maps in doom1, nothing as bad as the first half of nirvana anyway.

>> No.4331569

>>4331468
>E1
Fantastic
>E2
Pretty good, not as much as E1, but still good.
>E3
It's still alright, but looks bad compared to the first two
>E4
Eh... at least it's proof you can have tough maps using only Doom 1 monsters?

>> No.4331575

>>4331176
>Are there any clever "hacks" in doom modding that you guys know of? I can't make sense of all that code, and it might be cool to know how shit works behind the curtains on some of my favourite doom mods
wtf are you kidding. where to even begin.

>> No.4331579

>>4331569
just curious, do you base it on level layout or your feeling regarding techbase vs hell textures and looks

>> No.4331583
File: 162 KB, 900x1200, John Romero is about to make Doomguy his bitch.jpg [View same] [iqdb] [saucenao] [google]
4331583

>>4331160
>That statue

>> No.4331587 [DELETED] 

>>4331468
Doom: 2>1>4>3
Plutonia > Doom 2 > TNT > Doom
high quality fanmade megawads > any official Doom installment

>> No.4331591

>>4331579
Level layout. I'm not even a big techbase fan but it genuinely feels like more effort/the better ideas went into the first half of the game.
I actually prefer ancient ruin or big outdoor areas for community maps.

>> No.4331592

>>4331583

>that logo

0/10, see me after class

>> No.4331594

>>4331575
anywhere, my dude
i guess i really like demonsteele, maybe start off with that one

>> No.4331595

>>4331587
>Plutonia above all others
Is this just because of the difficulty? Becaue I'm halfway through Plutonia and the only thing I'm noting is the silly number of chaingunners in cheap areas.

>> No.4331598

>>4331595
TNT is way worse with chaingunners if i remember correctly

>> No.4331614

>>4331468
Doom: EP2 > EP1 > EP 4 > EP 3
Plutonia > Doom 2 > TNT > Doom
high quality fanmade megawads > any official Doom installment

Now, can we all agree that DOS Doom should be played in order of release (Doom -> Doom 2 -> Final Doom -> fanmade stuff)?

>>4331595
Once you get to a certain skill level you will be sick to the bone of Doom 2's piss easy difficulty, even on pistol start, and basically fall asleep trying to play Doom 1. Majority of Plutonia levels are actually very fun to run and not particularly difficult when you're not trying to speedrun them, Go 2 It being the sole exception and even that one is easy compared to most fanmade slaughtermaps.

TNT is just shitty imo, a few standout maps aside.

>> No.4331623
File: 61 KB, 493x1326, 01758744.png [View same] [iqdb] [saucenao] [google]
4331623

>>4331595
>>4331598
The collective consensus / hive mind has it that TNT is the chaingunners IWAD, while Plutonia is all about revenants.

>> No.4331631
File: 1.84 MB, 640x480, skating.webm [View same] [iqdb] [saucenao] [google]
4331631

>>4331176
I don't know what popular doom mods use, but some tricks I've used (mostly as unreleased experiments/tests):

Parallaxing scaled skybox achieved by moving the skybox camera at 1/8th of player movement and textures scaled x8 in density. This allowed me to make skybox architecture that more or less seamlessly connected to "real" level architecture. Since anything in the skybox took up 1/8th of the real estate of "real" areas, I could make it appear absolutely retarded huge. Planned to use make a sci-fi hive city skyline with suspended bridges and stuff but the project died because the other guy didn't deliver on his part.

Perfectly straight laser beams made by scaling a 3d model in height then tilting it in pitch to point wherever, rather than a line of sprites.

Faking roll of a 3d model in zandronum which otherwise doesn't support that by defining 360/5 frame names with tiny non-dynamic roll offsets between them, then "rolling" the model by setting it's state explicitly in ACS depending on a fakeroll variable

Sending a generic argument to a shader by hijacking a sprite's alpha channel for rotating it before SpriteRoll was a thing. Was trying to use bit level manipulation to pack several separate values into it which I was going to use to apply spherical shading to a model, but never got it to work (bit level stuff is above my level).

Freezing a specific actor without altering the code of that actor (monster mod compatibility), so no actual freeze states. And the only built in function for freezing an actor makes it invulnerable. I did it by morphing it to a generic FrostyTheSnowman actor to which I copied the current/max health, sprite, frame, and collision size of the victim. Fire would thaw it and any other damage would make it burst into shards.

>> No.4331632

>>4331594

All right, here's one.
DemonSteele was made fairly early on before the inclusion of A_CheckCeiling in Zandronum, so one huge hack was for when an enemy was launched with the Iron Maiden uppercut was to manually check their position every tic by checking the actor's Z, the actor's ceilingz, and comparing the two values with each other until they were close, then instantly deleting the enemy and replacing it with a splat.
Now, it would just be an A_CheckCeiling jumping to another state.

>> No.4331634

>>4331623
I'm not really a fan of Final Doom to begin with. I struggled to force myself to complete TNT and it's horrible maps and Plutonia feels way out of my skill level outside of savescumming.

>> No.4331636

>>4331631
I like the snow falling around the frozen zombie; it's charming.

>> No.4331647

>>4331468
I think E3 has a lot of great maps still.

>> No.4331649

>>4331598
TNT actually plays a lot better with no auto-aim together with freelook.

>> No.4331650
File: 1.13 MB, 1280x720, shieldeffect2.webm [View same] [iqdb] [saucenao] [google]
4331650

>>4331636
I have a thing about special effects. Both the snow and the ice shard death is also based on actor size by the way.

Oh and this probably counts as a hack too. By comparing the point of a hitscan puff or impacting projectile relative to the center of a victim, I could spawn a 3d model sphere with a few frames of manual texture animation to make a shield bubble effect.

There's a lot of untapped potential in model primitives like planes and spheres for SFX.

>> No.4331652

>>4329610
This looks really cool.
Now I just need the next Smooth Doom update to hurry along so I can play it with the Doom 64 guns.

>> No.4331665

what makes GZdoom better than zdoom? ive been using zdoom for years

>> No.4331669

>>4331665
ZDoom is discontinued now.

>> No.4331675

>>4331665

you can't play the most ultra-super modern gameplay mods with ZDoom, you gotta use GZDoom for that

for nothing other than playing plain Doom, ZDoom still does the job.

>> No.4331680

>>4331665
zdoom is discontinued, gzdoom is gpl 3.0 compatible for his and her freedoms

>> No.4331682
File: 73 KB, 361x405, Nick Tax Evasion.jpg [View same] [iqdb] [saucenao] [google]
4331682

>tfw you don't even remember what megaWADs you've played

>> No.4331701

>>4331665
Gameplay mods and unlimited colors.
Also freelook without distortion, as well as sexy dynamic lights.

>> No.4331709
File: 3.77 MB, 2300x2000, 1484014476807.png [View same] [iqdb] [saucenao] [google]
4331709

>>4331682
>when you go back to a megawad and remember next to nothing about it
It's so familiar, yet so fresh.

>> No.4331723

>>4331652
Just play >>4329650. GZDoom's .INI file needs a minor tweak to get the mod's music working but after that you can play an authentic Doom 64 port using GZDoom.
The other version is more for gameplay mods, and honestly, seeing PC Doom demons in the N64 maps is just weird.

>> No.4331780

>>4330959
final doomer
heretical doom
weapons of saturn

>> No.4331846
File: 299 KB, 649x577, 1475926778023.png [View same] [iqdb] [saucenao] [google]
4331846

Who did it best?
https://www.youtube.com/watch?v=cBnyGG4nng4
https://www.youtube.com/watch?v=AjEx292Ph8M
https://www.youtube.com/watch?v=oQs48dvebck
https://www.youtube.com/watch?v=q657rEkgfKs
https://www.youtube.com/watch?v=j05hzwQf8pA
https://www.youtube.com/watch?v=Jly9qp40rfw

>> No.4331893

>>4331846
https://youtu.be/pG8RAbWs1yo?t=17

>> No.4331897
File: 2.23 MB, 800x430, mods.webm [View same] [iqdb] [saucenao] [google]
4331897

woooooo

>> No.4331903

>>4331897
are you just doing some personal editing to final doomer or are we actually gonna see an update this year

>> No.4331906

>>4331903
the former

>> No.4331916

>>4330289
Just in case. >>4330068

>> No.4331935

>>4331669
>>4331665
can i copy my saves over to gzdoom? I have dozens that i dont want to lose

>> No.4331950

>>4331935
Unfortunately saves don't work between versions. It's bullshit, but it's something you'll have to deal with.

>> No.4332032

>>4331846

https://soundcloud.com/masterbootrecordmusic/doom
https://soundcloud.com/masterbootrecordmusic/doom2

>> No.4332061

>>4331153
>and nothing else (like a demo recording) depends on it remaining unchanged.

it's zdoom, your demos are breaking no matter what

>> No.4332161

Is it possible to make a wizardry clone in doom?

>> No.4332247

>My mechanic for the spooky /vr/ map is working

good, good... let the fear flow through you

>> No.4332259

>>4332247
also - VR SPOOKY QUESTION

we have to include new music - can this be an .mp3 or .ogg? or are we limited to MIDI?

PrBoom doesn't seem to play mp3s or oggs...

>> No.4332260

>>4332259
>PrBoom doesn't seem to play mp3s or oggs...
use prboom+, worked fine for me

>> No.4332276

>>4332259
Read the rules again.

>> No.4332467

Let's say (x) megawad had 31 great maps, and 1 map that is so bad or bugged that it doesn't allow you to beat it.
How would I go about lifting a good map out of (y) wad and putting it into (x) wad to replace the shit map?

>> No.4332473

>>4332467
you have to replace it with doom 2 map21

>> No.4332483

>>4332467
use slade
delete the map
copy and paste other map in
be sure to include all custom resources that map might use
and please don't overwrite the original wad

>> No.4332487 [DELETED] 
File: 32 KB, 400x400, daddy.jpg [View same] [iqdb] [saucenao] [google]
4332487

Who's the genius modder of our time and why is it SgtMark?

>> No.4332490 [DELETED] 
File: 92 KB, 341x348, 1457712209996.png [View same] [iqdb] [saucenao] [google]
4332490

>>4332487
I agree, he is very talented and I only play Brutal Doom

>> No.4332495
File: 6 KB, 178x219, It's Not Fair.png [View same] [iqdb] [saucenao] [google]
4332495

>>4331468
>Mfw reading these replies when Inferno is my favorite episode and has some of my favorite maps, both for gameplay and thematic reasons, and I generally like most of the maps from the episode
And to be honest, episode 3 has some of the most memorable maps in the whole game. The hell theme and the individual map themes are just much more distinct and pronounced than the other episodes are.

>> No.4332504

>>4332487
Guy looks like he traded in his chin for more nose.

>> No.4332508

>>4328172
Is it ok to post some tribute cover songs from the DOOM soundtrack I made?

https://soundcloud.com/totigerus/totigerus-on-the-hunt-from-the-doom-soundtrack

>> No.4332512

>>4332487
>frequents /mu/
>is scared shitless of death grips and questions swans' quality

>> No.4332519

>>4332512
>scared of death grips
has he ever actually said that death grips scares him or what?
how can someone get spooked by music??? i don't understand

>> No.4332520
File: 21 KB, 296x394, 1501059246237.jpg [View same] [iqdb] [saucenao] [google]
4332520

>>4331682
>>4331709
>Start a megawad I could swear I've never played before.
>Partway through all the levels start to look very familiar.

>> No.4332521

>>4332519
I get pretty spooked from Ummagumma from pink Floyd
Death Grips does not spook me. It fills me with a primal rage and makes me want to eat human flesh.

>> No.4332524
File: 51 KB, 361x311, 1500386591133.jpg [View same] [iqdb] [saucenao] [google]
4332524

>>4332521
that's a lot of emotions anon
what does Sutekh Hexen fill you with, then?

>> No.4332527

>>4332520
> start a full playthrough of a megawad
> breeze through first maps and first sections fo all maps
> later sections of later maps are completely unfamiliar

>> No.4332558
File: 135 KB, 719x584, marky mark.png [View same] [iqdb] [saucenao] [google]
4332558

>>4332519

>> No.4332561

>>4332495
Ep 3 is one of my favorites as well, though I really just like all of Doom 1 aside from a few levels. Ep 1 is still good, but I think I like it the least these days just from fatigue from playing them so much. I played Ep 2-4 a lot less, so they still feel somewhat fresh sometimes.

>> No.4332613

>>4332495
welcome to my world. i am in a very small minority of preferring 90s (and newer but 90s styled) maps over modern ones with lots of detail. i have to deal with a constant stream of noobs calling all my favorite wads shit.

>> No.4332736

>>4332613
What are your favorite wads?

>> No.4332759

>>4331650
I will never not be impressed by that .webm

>> No.4332761
File: 199 KB, 1331x1474, a7ea104103dc7046f32aa08a3fcc1f93d2d5cb6c.jpg [View same] [iqdb] [saucenao] [google]
4332761

>>4331631
>>4331650
You're a gift to the community anon.

It's great to see experiments and clever hacks like that.

>> No.4332765

>>4332495
Ep 3 has a nice experimental feel.

Personally, I think that sometimes it works, sometimes it doesn't. House of Pain is mostly good, but it has some weird design choices near the end. I can't stand Unholy Cathedral, although I appreciate the D&D style layout.

>> No.4332943
File: 139 KB, 1044x700, botticelli_hel_grt.jpg [View same] [iqdb] [saucenao] [google]
4332943

>>4332495
>>4331468
>>4331459
>E3M1
A pretty solid opening map all around, short, but that's fine.

>E3M2
Arguably one of the best maps in the game, you fight through sandy rocky canyons and cliffs in a hellscape, the map is also shaped like a hand.

>E3M3
Hellish techbase, this map has a very E2 feel to it, I love it and think it's one of the stronger maps.

>E3M4
It's ok, does a few nice things, but can't but feel it could have been a bit better.

>E3M5
Bit of a slog, the teleporter clusterfuck in the middle is annoying and feels awful, but everything else about the map is generally ok.

>E3M6
I dislike this map, the layout doesn't feel fun and I hate the FIREBLU.

>E3M7
This is actually a really good map in many senses, but it can also be a bit tedious at parts. I feel that this map is best enjoyed when I'm not tired and exhausted.

>E3M8
It's ok, but id frequently fell short when it came to memorable and interesting boss encounters.

>E3M9
I love this map because it starts out as E3M1 and completely throwing you for a loop the first time you play it, but then it turns out to be more, which is kind of great for me because I always wanted E3M1 to be longer.

>> No.4333012

can one of you guys hook me up with a proper DUKE3D wad? Apparetly the version i downloaded back in 2003 was some Russian
ripoff and it plays some R-pop instead of grabbag when the game starts up

>> No.4333027
File: 2.33 MB, 1024x819, 1473051881668.webm [View same] [iqdb] [saucenao] [google]
4333027

>> No.4333030
File: 951 KB, 1360x768, Screenshot_Doom_20171017_161125.png [View same] [iqdb] [saucenao] [google]
4333030

I used to post here about how I'm making some fancy textures and stuff. Not sure if anyone remembers me, but yeah. What I'm trying to say is I haven't abandoned the thing, just took a break. Back on track now.

>> No.4333045

>>4333027
What have you done to my little cable boy?!

>> No.4333138

>>4333030
and i'm still waiting for it

>> No.4333140

>>4333030
ed_c?

>> No.4333167

How do you play Doom?

Is it trial and error method or what? I can't help but savescum, it's ridiculously hard playing for first time and getting ambushed all over. You need to know where certain enemies are before engaging them, otherwise it's suckfest every fucking time. I can't suffer three hits from fucking Revenant while getting pummeled by chaingunners if I don't get behind a wall or run into an obstacle. It's pure trial and error game.

>> No.4333195

>>4333167
get fucking good you scrub

>> No.4333216

>>4333167
Honestly, I've been playing for years and feel the same way about some maps.
Most of the time you can see it coming though, and get familiar enough with most monsters and ambush types to survive them first time.
There's nothing wrong with using saves at all though, it's just an extra challenge for you not to use them, same with pistol starts

>> No.4333223

Does the Doom64 BFG use the same odd mechanics as the PC version?
I'm playing Doom64 Retribution and while it looks more powerful and impressive I can't tell if it really is different or it's all smoke and mirrors.

>> No.4333258

>>4333027
Yeah, what's the deal with pilloblaster?

>> No.4333274

>>4332519
I can understand not liking Death Grips, but to be scared by them? That's just stupid.

>> No.4333337

>>4333167
>it's ridiculously hard playing for first time and getting ambushed all over
Doom is really not that hard, git gud.

If you're not using mouse-turning then strafing and moving with WASD, you're not doing it right.

>> No.4333376

>>4333167
If the map supports easier difficulties, play on them first to get used to its layout and come up with your own strats to get through it with harder monster encounters.
Also git gud.

>> No.4333390

>>4333167
probably just forgot to load brutal doom first

>> No.4333437

>>4333027
I see Newman finally went postal.

>> No.4333478
File: 182 KB, 1680x1050, spasm0004.jpg [View same] [iqdb] [saucenao] [google]
4333478

FUCK SHIT PISS CUNT

>> No.4333481

>>4333478
looks like you found the end of THE PAIN MAZE

>> No.4333491

>>4333478
easy there martin silenus

>> No.4333534

>>4333481

except thats the beginning.

>> No.4333558

>>4333534
it might be the beginning, but it's your end

>> No.4333589

>>4333437
Newman is in a secret area, in Kramer's foyer.

>> No.4333591

>>4333478
you know, don't say s-swears

>> No.4333637

>>4333478
Spawns are really annoying to fight. And to listen to. And to see because they have a habit of spazzing out in corners.
Hell, if Quake had some sort of smellovision ability I bet they'd even smell irritating just to complete the pure annoyance.

>> No.4333646
File: 22 KB, 432x403, h e y b u d d y.jpg [View same] [iqdb] [saucenao] [google]
4333646

>>4331682
>playing a mappack from the start only to realize you already had a savefile farther in the game already

>> No.4333721
File: 46 KB, 128x128, rebar_v1_D.jpg [View same] [iqdb] [saucenao] [google]
4333721

so I was baking some textures for models I made, and noticed that this rebar bake could work as a doom texture, so I scaled it down so you can use it, but note that its not seamless as scaling it down from 512x512 didnt work that great and its also not converted to doom pallet, also its a jpeg because I am a dumbass.
been thinking about making a whole texture wad for people to use in maps but I dont know if there is a lot of appeal/need/demand for such thing.

>> No.4333747
File: 103 KB, 1862x1085, Builder_2017-10-17_15-45-42.png [View same] [iqdb] [saucenao] [google]
4333747

Been a while since I've posted, but I'm FINALLY in the last phase. Just gotta come up some shit in last area and it'll be done for the most part. I may have gone overboard in some areas so I don't know.

>> No.4333748

>>4333721
More textures are always cool. I'm not sure I can think of much use for that particular one though. Other than some kind of decayed Art Noveau mansion?

>> No.4333749

>>4333747
you sure do love 45 degree angles anon

>> No.4333752

>>4333749
I'm not very good at making "natural" terrains. I may go back and redo all the curves.

>> No.4333757

>>4333748
to be fair I always wanted to make a doom map about mountains and weird copper structures (thats what this texture reminded me off), maybe I should attempt it once more.

>> No.4333759
File: 2.03 MB, 1920x1440, lighting comparison small.webm [View same] [iqdb] [saucenao] [google]
4333759

I made a side by side webm comparing doom with brightmaps and dynamic lights to no brightmaps and no dynamic lights.

It's pretty shit but I'm retarded and don't know of any better free video software so oh well

>> No.4333758

>>4333757
Channel your inner Dwemer.

>> No.4333773

>>4333759
i'm not seeing any brightmaps

>> No.4333778

FreeDoom has some interesting assets and stuff in some versions, so how come nobody ever made a mod that was centered around mixing different content and versions of FreeDoom?
Something like MetaDoom, but rather than mixing Doom games, its' with versions of FD, from former ones to current one and it even has it where different version/types or weapons and enemies bring gameplay differences or something.
Not sure about props, so maybe maps made for stuff like that.

>> No.4333779

>>4333773
b-but I don't really know what I'm doing

I thought brightmaps.pk3 did the brightmaps.
I don't know how it all works.

>> No.4333780

>>4333759
just use OBS for recording, or shadowplay if you have an nvidia card

>> No.4333783

>>4333780
Would I be able to take 2 videos and make a video of them side by side with OBS?

>> No.4333794

>>4333783
Yes.

>> No.4333802

>>4333794
but it isn't a video editing tool.
I wouldn't be able to sync the videos to the right parts if they didn't start at the same time in the game, right?

>> No.4333807

>>4333802
I'd use VirtualDub for that.

>> No.4333808

>>4333802
record a demo :^)

>> No.4333812

>>4333783
for editing, I use kdenlive; it's a linux video editor first and foremost though, so expect incredibly choppy video playback on windows

>> No.4333817

>>4333808
I did.
My point still stands.

>> No.4333838

>>4333817
are you really that dense?
you record a demo, then you play it back with whatever settings you want and record it, then you stitch it in whatever video software you got.

>> No.4333856

>>4333838
yes ok

>> No.4333859

>>4333779
>>4333773
ok, so brightmaps don't really work if you have "lights work on sprites" on with dynamic lights.

Some enemies (and items maybe) have certain frames where that enemy or object will light up, regardless of how dark it is. Like when a shotgunguy fires his gun. They light up their entire sprite.
But brightmaps have those frames only light up certain parts of those sprites. This is different from normal maps, which dictates which parts of the sprite light up when lit by something else, and from which angle.

>> No.4333861

>>4333859
Wait, gzdoom has sprite normal maps now?

>> No.4333921

>>4333859
the brightmaps.pk3 that comes with gzdoom is kinda shit
it also never worked for me, or maybe its effect is so minor that it might as well not exist

but what does work and is very noticable is SBrightmaps.pk3

https://forum.zdoom.org/viewtopic.php?t=29792

>> No.4333925

Does anyone have NRFTL.wad? Also anyone have Master Levels as a single compiled .wad?

>> No.4333930
File: 2.57 MB, 1920x1080, Screenshot_77.png [View same] [iqdb] [saucenao] [google]
4333930

What's your opinion on maps with deep water?

>> No.4333932
File: 20 KB, 128x128, stone001.png [View same] [iqdb] [saucenao] [google]
4333932

>>4333721 anon reporting in again
alright so this time I decided to actually make a texture for doom to see how it turns out, this one is indexed (if my palet file is an actual doom one) and should work without issues, sculpted and textured in zbrush, could have added few more bells and whistles but was trying to figure out a workflow first

>> No.4333938

>>4333930
Can be cool.

>> No.4333940

>>4333930
Kinda dumb, because the demons don't react to it at all. It's especially silly with Lost Souls, since they're on fire.

>> No.4333943

>>4333932
grumpy old man face on the right

>> No.4333945

>>4333940
What if they're used for some light platforming sections and not for combat?

>> No.4333946

>>4333930
Annoying.

>> No.4333948
File: 94 KB, 1280x720, Screenshot_Doom_20171017_221449.png [View same] [iqdb] [saucenao] [google]
4333948

This mod combo is adorable.

>> No.4333950
File: 1.02 MB, 2728x2304, Screenshot_Doom_20171018_020508.jpg [View same] [iqdb] [saucenao] [google]
4333950

>>4333921
>>4333859

>> No.4333954

>>4333930
too noticeable. i don't care for source port features that do not blend in seamlessly with vanilla.

>> No.4333979

>>4328174
Hexen Fighter Skill 4in 12:34

https://www.youtube.com/watch?v=nZ53y0h56DY

>> No.4334043

>>4333930
Really cool, but limited to ZDoom maps, which there are only a handful of good ones.

>> No.4334086

>>4333861
>>4333859
latching onto this anons question
is actual normal/bump mapping possible now in doom? really interested in that

>> No.4334153
File: 137 KB, 640x480, shadercomp.gif [View same] [iqdb] [saucenao] [google]
4334153

>>4334086
I didn't think they were a native feature until the anon said that, but I've attempted to hack them in on my own. Only got as far as making a sprite appear lit from above (screen space) so it's completely static anyway.

>> No.4334165

>>4334153
fucking how, openGL fuckery?

>> No.4334203
File: 61 KB, 338x447, normals.png [View same] [iqdb] [saucenao] [google]
4334203

>>4334165
Used nodes to get the normals of the render scene through Blender, then hid that in the non-visible part of the weapon sprite (can also simply be set to alpha 0 and it could just as well be in the visible area since RGB data is still there). Then I wrote a shader for it. Never finished it because there's no documentation and no one's answered my several weeks old post in the "shader help thread".

>> No.4334224

>>4334203
so you basically took object space normals and had those react to light? thats pretty smart thing you did with that sprite masking btw
how much did you test it around actual dynamic gzdoom lights? sector lighting will not give you results you want since its not an actual lighting

>> No.4334243
File: 412 KB, 640x480, vertical rots 02.webm [View same] [iqdb] [saucenao] [google]
4334243

>>4334224
>so you basically took object space normals and had those react to light?
Well that was the plan. They don't react to anything in the present state (other than the time ticker with a minor alteration..)

>thats pretty smart thing you did with that sprite masking btw
Thanks. It strikes me you could hide a depth map in any wall texture by using the alpha channel for that as well, setting it to fully opaque in the shader and using the data for lighting. Oh and I did a similarly halted attempt at vertical rotations with the same hiding-and-masking method. It's unfortunately per-pixel rather than sprite origin (couldn't find out how to get that data either..), so it kind of transitions weirdly instead of snapping.

>how much did you test it around actual dynamic gzdoom lights?
No idea how to retrieve dynlight info (angle, distance etc) in the shader. Would happily attempt otherwise.

>sector lighting will not give you results you want since its not an actual lighting
The idea was to hard-code the lighting to come from above, just like most sprites are shaded anyway. So the shading on your gun would change as you look up and down.

>> No.4334260

>>4334243
>It strikes me you could hide a depth map in any wall texture by using the alpha channel for that as well, setting it to fully opaque in the shader and using the data for lighting.
what do you get from that? pseudo-displacements? pseudo-AO? I dont know much about shaders and code is black magic but I do 3D assets all the time and this interests me quite a bit

>> No.4334263

Have you guys tried any of the Halloween maps submitted so far?

>> No.4334271

>>4334260
>what do you get from that? pseudo-displacements? pseudo-AO?
I kind of just wanted to experiment. Parallax mapped decals is the real dream. You could use the alpha channel for simpler things too, like a (monochrome) demon face that's only visible if you're close to a wall perhaps.

>> No.4334275

>>4334271
so detail maps? I think that is a somewhat viable option

>> No.4334276
File: 254 KB, 480x640, SMT-Strange-Journey-shin-megami-tensei-16599027-480-640.jpg [View same] [iqdb] [saucenao] [google]
4334276

>>4328249
Something based off Shin Megami Tensei Strange Journey. Space Marine is practically Doomguy to begin with. Would be a mixture of melee weapons and gunplay.

>> No.4334281

>>4328249
I just want some Blake Stone stuff, with blaster and other energy weapons doing *PEW* noises while shooting at aliens and human mercenary soldiers.

>> No.4334292

>>4334275
>so detail maps?
..not really, since you can't surpass original pixel density. Which is the point of detail maps. But brightmap, darkmap, heightmap, masking for pulsing lights or colors sure.

>> No.4334294

>>4328282
Saved. Nice little showcase of the weapon combo attacks that Quake makes possible.

>> No.4334302

>>4328258
Because the fucking chaingunners already took all the red armor vests.

>> No.4334346

>>4328258
Uh, he's not actually on Mars.

>> No.4334357
File: 133 KB, 151x200, giphy (2).gif [View same] [iqdb] [saucenao] [google]
4334357

>>4328174
https://www.dropbox.com/s/uikf8kmz3st4z2j/vryspooky_alpha.zip?dl=1

Here I am, late as ever, with the alpha for /vr/y Spooky. Only contains 4 maps. Be sure to load everything in the zip together, else it might not work correctly in prboom+.

>> No.4334367

>>4333861
>>4334086
Sorry, I was just explaining the difference between brightmaps and normal maps, I wasn't saying gzdoom has normal maps. Would be cool if they did.

>>4333921
Also (and this may relate to you) if dynamic lights are on, they will wash out the effects of brightmaps, since they light the whole sprite up.
I'm gonna try out that SBrightmaps.pk3 though.

>> No.4334372
File: 109 KB, 1280x720, aa.jpg [View same] [iqdb] [saucenao] [google]
4334372

Was going through Ancient Aliens and was having a great time But I'm stuck on Map 23 now. There's over 400 enemies.

Do all famous wads inevitably end up being this tough in later levels? I don't wanna savescum but I am kinda wanting to now.

>> No.4334374

Will I ever be metal enough to wear sleeveless armour in space?

>> No.4334381

Are they ever going to add a dump video option to GZDoom?
Would it be possible to just write a script for it?
>take a screenshot every frame
somehow I feel like that won't work as good as I want it to

>> No.4334390

>>4333921
dead dl links

>> No.4334398

>>4334390
>>4333921
http://www.mediafire.com/file/ej48j3d9k32nbd6/Sbrightmaps.zip

nvm found one

>> No.4334404

>>4334372
i wouldn't say *all* famous WADs get slaughtery near the end, but it's a pretty common trope from the author(s) wanting to find a way to "escalate" the action.

>> No.4334423
File: 324 KB, 1280x1024, Screenshot_Doom_20171017_211553.png [View same] [iqdb] [saucenao] [google]
4334423

>>4334357
Nice recolor

>> No.4334425

>>4334404
That one map in BTSX in a big city or some shit is where there's way too many enemies at once is where I always drop the wad.

>> No.4334426

>>4334404
This. It's normally an attempt for a "war of attrition" feel- It's also presumed most players have observed in-fighting and target prioritization prior.

>> No.4334430

>>4334372
>Do all famous wads inevitably end up being this tough in later levels?
Yes. At some point basically every big name megawad gradually turns into slaughtershit.

>I don't wanna savescum but I am kinda wanting to now.
I always savescum and I don't give a fuck, hard and/or lengthy doom maps turn into a chore if you start over every time you die. Especially since veteran mappers use the enemies at the top end of damage output a lot, easy to die to revenants or cyberdemons if they come unexpeced or in cramped spaces, or to medium-tier enemies when there's so many of them the main threat becomes not being able to move due to the sheer mass of bodies.

>> No.4334438
File: 694 KB, 1500x844, 543546.jpg [View same] [iqdb] [saucenao] [google]
4334438

>>4334430

I think I'm gonna try to do a middle ground.

Like "save every 100 kills" or "save after getting a key" (or right before since there's always an ambush afterwards).

>> No.4334452

>>4334438
What is that image from, a sequel to Big Fat Liar?

>> No.4334459

>>4334423
Also, as map author of map02 and having played through map01, can i kindly request a map-slot move later down on the road? Map01 ends with a boat; so I feel that the map following it should start with a boat too.

>> No.4334460

>>4334459
Alternatively; people can edit the start to reflect this.

I know it's nothing major, but you know, map-transition-consistency is cool in my opinion.

>> No.4334462

>>4334452
Are you joking right?

>> No.4334465

>>4334462
yes i am anon

>> No.4334467

Whoever made the map based on Demon's Crest, I highly approve. Even got the fire at the end!

PS see if you can find the spooky easter egg I hid in the graphics.

>> No.4334487
File: 59 KB, 371x534, smokey-the-bear-2.jpg [View same] [iqdb] [saucenao] [google]
4334487

>>4334357
Awesome, testing now.

>>4334467
>Whoever made the map based on Demon's Crest, I highly approve. Even got the fire at the end!
Thanks!

Mancubi, when will they learn?

>> No.4334495

>>4334425
Don't you mean Valiant?

>> No.4334503

>>4334495
I don't remember exactly. I just remember it being a wad I really enjoyed before that map made me not want to finish.

>> No.4334506

>>4334495
It was BTSX
https://www.youtube.com/watch?v=PnDfYQSvtnk

>> No.4334519

>>4334506
Oh, I thought it was this one:

https://youtu.be/NwuP6J6dcFs

>> No.4334525

>>4334374
He isn't in outer space. Besides, both Phobos and Deimos appear heavily terraformed.

>> No.4334534

>>4334519
>arachnotrons turn into flying squid guys when you kill them
I never heard of this wad, but that's a really cool concept that I never would have thought of.

>> No.4334551

>>4334281
We need a third Wool Ball wad based on Blake Stone

>> No.4334693
File: 1.50 MB, 1920x1080, Screenshot_Doom_20171017_174443.png [View same] [iqdb] [saucenao] [google]
4334693

>>4334506
Pistol-started this map today (I'm finally about to finish BTSXE1, just got to the map before the final hub). It's a ludicrous difficulty spike, but I enjoyed puzzling the map out. The slaughter combat itself's more unique and worth experimenting with vs. what else I've played. And it's a smart-looking place to explore with a great megasphere secret. Archviles, too many lost souls to count, and some genuine ammo famine in the middle part gave me a lot of trouble.

>> No.4334694

>>4334281
If someone did a decent blake stone remake in zayband that'd be cool. even better if they remade the levels to have some verticality to them.

>> No.4334786
File: 215 KB, 1095x730, d12fbe5ed1993c6fcf33d753c82671f6-d358yl2.jpg [View same] [iqdb] [saucenao] [google]
4334786

I've played Doom, Wolf, Duke, Chex Quest, Marathon, SS1, and even Shadow Warrior... What else is fun and has billboard enemies/simpler level geometry?

>> No.4334789

>>4332558
whta the fuck that album is awesome

>> No.4334790

>>4332558
lmao

>> No.4334796

>>4334786
Heretic, SS2, Realms of the Haunting, Strife, Blood, Terminator: Future Shock, 'Nam

>> No.4334840

>>4331846
https://www.youtube.com/watch?v=GNTtR6ZpUOo

>> No.4334867

>>4334786
What are you gonna do when you graduate from billboard enemy school and join the model academy?

>> No.4334885

>>4330641
Hori sheet I love you

>> No.4334895
File: 278 KB, 1504x660, 811YM2Go9GL._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
4334895

Am I the only one who plays like this?

>> No.4334907

>>4334786

Here are some I love :
Heretic
Hexen (takes some getting used to)
Strife (a few dud levels but overall very fun)
Powerslave (play the playstation version using Kaiser's PowerslaveEX)
Doom64 (play Kaiser's Doom64ex)
Blo

>> No.4334910

>>4334907
Sorry I potatoed my post :
Blood is the last entry.

heck, you could also go for redneck rampage and the pc version of Powerslave (entirely different from the console version) if you need even more.

>> No.4334915

>>4334895
no

>> No.4334940

>>4334357
cool i will get on with recording this later

>> No.4334941

Seeing as someone has created a wad that combines most of the official releases of Doom and Doom II into one, has the same been done for Wolfenstein 3D and Spear of Destiny?

>> No.4334942

>>4334372
400 isn't very many, although it depends on density than mere population count of course

>> No.4334952

>>4334372
That map is piss easy. 400 monsters is nothing when they're spread across such a huge landscape. Call back when attempting MAP28.

>> No.4335000

>>4334952
>>4334942
>>4334372
>400 is too many
call me when you've taken on over 28,000 and then we'll talk

>> No.4335006

>>4334357
>be sure to load everything in the zip together, else it might not work correctly in prboom+.
Did you get it working in PrBoom+?
I have latest version, running with parameter
-file GOTHTXORFIN.wad spookygfx1.wad vryspooky_alpha.wad
title screen comes up then when I try to start new game it gives me
R_TextureNumForName: SKY3 not found
in a dialog and forces quit

>> No.4335007

>>4335000
i didn't say that, i said "400 isn't very many"
also what map has 28000+ monsters? i recently played something called "eclipse of betelgeuse" which had 20000+ (about the same as holy hell)

>> No.4335024

>>4335006
the load order:
spookygfx1.wad gothtxorfin.wad vryspooky_alpha.wad
seems to work for me.

>> No.4335026

>>4335024
alternatively delete the apparently useless PNAMES/TEXTURE1 from spookygfx1.wad

1645629 12 PNAMES
1645641 40 TEXTURE1

which only define a single texture S3DUMMY of unknown purpose. (where did it come from?)

>> No.4335027

>>4329998
What map is this?

>> No.4335028
File: 2 KB, 128x128, s3dummy.png [View same] [iqdb] [saucenao] [google]
4335028

>>4335026
oh, hmm

>> No.4335046
File: 311 KB, 835x676, wewww.png [View same] [iqdb] [saucenao] [google]
4335046

How's that GMOTA update coming along? Haven't been here for months.

>> No.4335049

>>4335007
Okuplok map has probably more than 30000 monsters

>> No.4335050

>>4335046
it'll come out around the same time there's space pirate and project MSX updates

>> No.4335053

>>4335049
who?

>> No.4335056

>>4335053
Who what?
Okuplok!
https://www.youtube.com/watch?v=-wd939zmCOY&t=4633s&user=Sindrom11

>> No.4335058

>>4335056
So this is the power of Doom modding...

>> No.4335063

>>4335056
Ah okuplok, or as I like to call it "What not to do when making slaughtermaps"

>> No.4335064

>>4334043

Not really, deep water can also be done in Boom.

I think there's a small section with deep water in Monster Hunter Ltd. 1

>> No.4335067

>>4334907
Do I need to play Heretic before Hexen?

>> No.4335069

>>4335067
No. While Hexen is technically a sequel, the gameplay is actually very different.

>> No.4335070

>>4335067

Nah, they're barely related. There's some storyline progression but these are far from story heavy games.
All you need to know when you start Hexen is that some pissed off Elf kicked D'Sparil's butt and now it's time to kick Korax's.

>> No.4335080

>>4328296
If I remember correctly they have a cliffhanger ending... or am I remembering that incorrectly?

>> No.4335112

>>4335080
Not quite, it's a bit open ended but they do win.

>> No.4335125

>>4335050
And doomrla and final doomer updates

>> No.4335158
File: 709 KB, 1992x636, plebbit doom.jpg [View same] [iqdb] [saucenao] [google]
4335158

Behold, the modern gamer!

>> No.4335161

>>4335158
Reddit is the domain of the lowest common denominator, who knew?

>> No.4335162

>>4335049
last i checked it was more like 20000, am i wrong?

>> No.4335174

>>4335158
That really is unbelievably bad.
Speaking as someone who frequently employs cover, E2M2 has more than enough, but it doesn't put you in scenarios where taking cover is the only way to survive, the maps weren't built like that, really.

I'm betting this person plays with keyboard turning, doesn't run, doesn't strafe, has really poor situational awareness, and never once tries to dodge fire or trick monsters into infighting.
I've seen this kind of slackjawed playstyle before, and only this way will E2M2 be insurmountably hard, if he uploaded a playback we'd see him standing still, just eating incoming attacks, while shooting.

This isn't even modern either, you'd see guys like these all throughout vidya history.

>> No.4335176

Hey dudes, how do I place a zscript actor in a map?

My actor is called "truss" and my mapinfo is like this:

SpawnNums
{
20000 = truss
}

But it doesn't appear in any list in GZDB-bf and manually putting that number on a Thing does nothing.

>> No.4335183

>>4335174
yeah it'd be interesting to see him playing, see what he's doing and how one could suggest he improve it
if he's running out of ammo he's definitely not using the conveniently-provided berserk box right at the start of the map

>> No.4335189

how differently does the game play when you pistol start exclusively?

>> No.4335206

>>4335189
It'll be more challenging, but all the original iwad maps were balanced to make pistol starting them viable.

>> No.4335208

>>4335206
Though it does require you to know a bit about the map layout or get really lucky with exploration.

>> No.4335216

quick question, can prboom load umdf maps without problem?

>> No.4335223

>>4335216
no

>> No.4335236

>>4335189
It's a different experience, definately.
It's kinda like a puzzle, especially if you pistol start in an open area
Just running around avoiding projectiles and monsters you can't yet kill while trying to find a gun can actually be kinda interesting interesting
The fact that you'll have lower ammo count, because you didn't bring leftovers from last map, can be annoying sometimes though.

>> No.4335286

>>4335208
True.

I overwhelmingly prefer progressive play though, if I a plasma rifle and backpack in a secret area, I want to hold on to that, it's my trophy for exploring, in a sense. It also makes finding health upgrades and mega armors like they matter more.

>> No.4335305

Just beat Doom 2 for the first time in my life. I beat Doom like four times but never got to actually finishing Doom 2.

Time to download some WADs and roms.

>> No.4335317

>>4335161
>>4335174
>being mean to noobs
Just tell them to try harder

>> No.4335325

>>4335026

That's my fault. Still learning how Doom modding works. Probably should have realized it would be a problem when it wouldn't load in actual doom2.exe. I'll try not to fuck up the final release version.

>> No.4335327

>>4335305
> Time to download some WADs
You should probably also play Final Doom before that

> roms
Umm, what?
This isn't a console emulator

>> No.4335336

>>4335327
Sorry, brainfart. Meant mods.

>> No.4335359
File: 880 KB, 800x600, 2017-10-18 16-49-41.webm [View same] [iqdb] [saucenao] [google]
4335359

splap

Gore effects are placeholder. I want to emulate Devil Dagers 3d blood eventually

>> No.4335407

>>4335359
nice, that hardly even looks like doom at all

>> No.4335431

>>4335325
no problem mate this stuff is annoying and took me many years to master. just let me test the final version before it goes to /idgames and we'll be right :)

>> No.4335432

>>4335158
How the fuck can you run out of ammo on the LEVEL THAT INTRODUCES THE BERSERK PACK?
Just fist them to death, buddy. Jesus.

>> No.4335435

Ok, so question to people here who play Blood: I wanna start playing Blood, what source port should I use?

>> No.4335450

>>4335359
no FEAR skeletonizing disentigration death?
love those bullets

>> No.4335470

>>4335407
Speaking of which, I wonder how feasibly it is to provide a retexturing pack as an optional pk3 for playing on vanilla maps. Ed_c's texture pack, which I'm using in that warehouse level, is one I particularly love.

>>4335450
There's another death type that does that (plasma gun altfire). The lightning cannon I want to simply explode victims into tiny bits. Also the skeleton crumble sprites are shitty and taken from Blood or whatever at the moment.

>> No.4335474
File: 1.29 MB, 1360x765, Base Profile 10.18.2017 - 18.56.33.01.webm [View same] [iqdb] [saucenao] [google]
4335474

This is exactly what I wanted.

>> No.4335476

>>4335474
lol

>> No.4335481

>>4335474
What are you trying to do?

>> No.4335492

Trying to hack the SS nazi into a chainsaw guy. So far, I have a nazi that fires no bullets, does a damageless melee attack, and turns into a pinky once attacking.

I might be in over my head.

>> No.4335495

>>4335492
Are you using DeHacked or Boom Extended Dehacked (BEX) ?

>> No.4335502

>>4335495

BEX. I did manage to get it doing damage with the melee. I think I understand why it turns into a pinky during the attack, but if I'm correct, I suspect changing the sprite will also change the actual pinky's attack sprite.

>> No.4335509

>>4335502
There should be ways around that.

>> No.4335523

>>4335474
https://www.youtube.com/watch?v=zoMiYklHvjk

>> No.4335524

>>4335474
wat

>> No.4335531

>>4335474
Eat your heart out, DOOM 2016 health piñatas!

>> No.4335543

>>4335509

Sure, but I don't know what they are, or if I can figure them out in time for the final deadline. I keep hoping someone who knows what they're doing will speak up.

>> No.4335549

>>4335543
Do you have the spites uploaded anywhere? I can try.

>> No.4335554

>>4335327
>play Final Doom
except not? Plutonia is pretty fucking hard, it's basically Kaizo Doom. There's a huge skill gap between vanilla D1/D2 and Plutonia. It's definitely not gonna be a smooth transition and it's probably a better idea to play some wads BEFORE going for Final Doom.

>> No.4335556

>>4335543
is this for /vr/ halloween? if so how am i supposed to balance my map if i don't know how the monsters in it are going to behave

>> No.4335564

>>4335554
>There's a huge skill gap between vanilla D1/D2 and Plutonia
This is true. TNT would fit between Doom 2 and Plutonia.

>it's basically Kaizo Doom.
This is not true, Kaizo is built entirely on rote memorization of bullshit traps, there's no tactics.

>> No.4335565

>>4335549

Working on it right now.

>>4335556

It's just the SS soldier. Plan is to turn it into a chainsaw wielding zombieman.

>> No.4335573

>>4335564
Okay, it's *almost* Kaizo Doom. It's not only that, but there's definitely a lot of bullshit memorization and newbie traps in Plutonia, even if it's sandwiched with more typical revenant bukkake.

>> No.4335584

>>4335573
I've only just started playing through Plutonia for the first time, and it hasn't been -that- bad so far. My toughest time was with map 7. All it takes is a couple of attempts to learn how to deal with some of the traps.

>> No.4335626

https://www.youtube.com/watch?v=1SSkHixbOms

?????

>> No.4335627

>>x335626
I'm not even going to dignify this with an actual response

>> No.4335635

>>4335627
But dude, did you not know that Carmack and Romero are totally the same person?

It's a Tyler Durden thing, basically.

>> No.4335638

>>4335573
>typical revenant bukkake
unf

>> No.4335640

>>4335627
>It's okay if I don't actually link the post in question guys!

Go the fuck back.

>> No.4335646

>>4335640
to where

>> No.4335647
File: 2.93 MB, 1920x1080, 1502303571289.webm [View same] [iqdb] [saucenao] [google]
4335647

>>4335646
You know where.

>> No.4335658

>>4335158
>>4335161
>>4335174
>>4335432
I remember the first time I played through Doom 1 as a kid pretty well. Managed to breeze through EP1 UV (had a lot of experience with the shareware version) and EP2&3 HNTR, but jumping to UV afterwards had me run out of ammo in the first few levels of these episodes, which forced me to restart them from scratch a few times each to reevaluate my weapon use and look for extra secrets. I didn't even have a particularly shitty aim back then. The problem is that a lot of resources in those episodes are hidden in secret areas and enemies have a lot more HP total than in EP1, so you can't really kill all monsters on your way without that extra ammo. I remember getting stuck in Command Center (E2M5) with literally zero bullets, shells and cells, around 40 rockets and no Launcher to use them because I missed the RL in E2M2. And that's not even getting into pistol starts.
>Berserker Pack
I was among the people who assumed Berserker Pack's fist-boosting effect runs out when the screen turns back normal, so I never used it past a few nearby imps and only learned the truth years later on the internet. I doubt I was among the minority.
So, inability to dodge attacks aside, there's nothing unusual about what that guy's gone through, assuming he played on UV.

>> No.4335660

>>4335531
yeah
no you can do it safely from any distance without having to play the game

>> No.4335661
File: 33 KB, 500x400, 1494325504847.jpg [View same] [iqdb] [saucenao] [google]
4335661

>>4335658
>I was among the people who assumed Berserker Pack's fist-boosting effect runs out when the screen turns back normal, so I never used it past a few nearby imps and only learned the truth years later on the internet.
wait
what

>> No.4335668
File: 216 KB, 600x429, chara is doomguy.png [View same] [iqdb] [saucenao] [google]
4335668

>>4335626
What nonsense. The real theory is that Undertale is a spinoff of Doom.

>> No.4335669

>>4335661
Berserker lasts until the end of the level if you didn't know.
If you did know, it's not exactly telegraphed that your fists do 10x damage until the end of the level because none of the other powerups have lingering effects past the time the screen overlay goes away.

>> No.4335674

Is there an explanation for all the visual differences between GL and software

why does PRBOOM+ software look different than GZDOOM software.

>> No.4335675
File: 2 KB, 84x132, chaleb.png [View same] [iqdb] [saucenao] [google]
4335675

>>4335668
no, Chara is Caleb.

>> No.4335676

>>4335626
I'm sure this is a jab at game theorists.

it-it has to be.

>> No.4335678
File: 19 KB, 480x360, 1482667734668.jpg [View same] [iqdb] [saucenao] [google]
4335678

>>4335669
>Berserker lasts until the end of the level if you didn't know.

>> No.4335679

>>4335658
I've always assumed that the punch damage gets slightly lesser after the red screen effect goes off. At least I think the red screen duration gives you 100 percent crit chance or something.

>> No.4335694

>>4335626
>Doomguy is Link
Lol, my girlbestfriend's favourite game series is Zelda. Wait till she hears about this.

>> No.4335701
File: 104 KB, 739x1024, underdoom.jpg [View same] [iqdb] [saucenao] [google]
4335701

>tfw no doom conversion where you play as Undyne battling out of Hell after she gets defeated by the player

>> No.4335703

>>4335668
>>4335675
>>4335701
Please don't make any mentions of this cancer on 4chan, thank you.

>> No.4335704

>>4335669

WHAT

WHAT

WHAT

IT'S BEEN 23 YEARS

HOW DID I NOT KNOW THIS EITHER

>> No.4335705 [DELETED] 

>>4335703
Should've said that in 2015, cringeshitter.

>> No.4335713

>>4335661
>>4335678
>>4335704
Nice pretend overreacting. Maybe you'll get an Oscar

>> No.4335717

at least it's almost time for a new thread.

>> No.4335726

>>4335717
still hours yet

>> No.4335730

>>4335481
You know how in bullet hells destroying enemy bullets produces goodies? This is the kinda thing I'm aiming at.

>> No.4335734

Page 8 then new thread, right?

>> No.4335736

>>4335730
class rocket2 : rocket replaces rocket
{
default
{
-NOBLOCKMAP
+SHOOTABLE
+TOUCHY //might explode once a monster spawns it.
}

states
{
death:
MISL B 8 Bright A_Explode;
TNT1 AAAAAAAAAAAAAA 0 A_SpawnItem("HealthBonus");
MISL C 6 Bright;
MISL D 4 Bright;
Stop;
}
}

Should work I think.

>> No.4335738

Oh and semicolons after the flags in Default

>> No.4335742

>>4335674
for the same reason source looks different than idtech3

>> No.4335751

>>4335176

I'm wrestling with this, too, my biggest project is put on hold because GZDB doesn't read ZScript well.
Pain in the ass.

>> No.4335754

>>4335751
>my biggest project is put on hold because GZDB doesn't read ZScript well.
God, I've noticed. It's completely impossible to get it to render a model in place. It distinctly remember being able to do that with gzdb a year or so ago (decorate).

I got the objects to appear in-game, but gzdb still has no clue.

>> No.4335756

>>4335734
Page 10.

>> No.4335762

>>4335756
no

>> No.4335773
File: 2.98 MB, 1360x765, Bombin.webm [View same] [iqdb] [saucenao] [google]
4335773

>>4335736
Kinda late, I already solved it in a way.

>> No.4335775
File: 10 KB, 1305x414, 1508352711.png [View same] [iqdb] [saucenao] [google]
4335775

What is your opinion of female mugshots? I don't like this one, I don't feel Doomgal would have goth lipstick and a Skrillex haircut.

>> No.4335781

>>4335775
Looks like an emo kid doing a that fake open-mouth frown.

>> No.4335782

>>4335773
>timed to the music
RIP quicksaves

>> No.4335790

>>4335775
>>4335781
doesn't also help that it's based on doomguy's face.
i think a different base could be better.

>> No.4335791
File: 242 KB, 1536x942, o-HELEN-MIRREN-RED-2-facebook.jpg [View same] [iqdb] [saucenao] [google]
4335791

>>4335775
It's cool. Should look like a military woman ought to though. No bimbos or scene girls.

>> No.4335804

Oh shit, I may have somehow stumbled into a solution. Maybe? They attack me in the swamp level, but not in a test map.

>> No.4335805

>>4335775

I like female mugshots, but it's much better when you actually draw a woman's face to use as a base instead of trying to edit a dude's face into a girl.

>> No.4335841

How the fuck do I get translucency off in GZdoom
These imp fireballs don't look good

r_drawtrans is for software mode only

Someone had a wad for this, but I lost it.

>> No.4335848

>>4335775
I like female mugshots, but it requires a skilled artist to draw a face that's recognizably female but still has a regulation military haircut.

>> No.4335863

OK, here's a weird one for you; if the chainsawguys are in the only sector in a level (like, say, a single sector test level), they never attack. But if there's a sector within the sector (like any real level would have), they behave fine.

I thought maybe they needed to be triggered by losing/gaining line of sight to the player, but apparently, that's not the case.

>> No.4335873

>>4335863
Have you checked if other monters do not act the same way?

>> No.4335902

>>4335863
sounds like the test map has a bad reject table, are you building it with zennode?

>> No.4335917

>>4335112
But isn't there a virtual version of the two that can talk to and starts recruiting demons... then they just kind of end the story? I remember the actual characters returning to a giant fist shaped skyscraper building or something.

>> No.4335926

New thread

>>4335920
>>4335920
>>4335920

>> No.4335973

>>4333167
I always play extra-cautiously because of this. If I'm not under enemy fire I try to determine where cover is, what enemies are nearby if they haven't detected me, etc. You can also find things like ambush walls sometimes due to them having intentionally-misaligned textures.

>> No.4336460

>>4335635
No, Adrian Carmack and John Romero fuse to create John Carmack.

>> No.4336492

>>4335626
BUT HEY

>> No.4336787

>>4335554
Umm
There is TNT before Plutonia

> better idea to play some wads BEFORE going for Final Doom
There is only like a year gap (or something like that) between Doom 2 and Final Doom
Not a lot of wads to choose from
And sure, Plutonia is hard, and both TNT and Plutonia have their flaws, some people may not like them
But you stiil should play them atleast once
They're an important parts of Doom history and a lot of wads and maps were inspired by them.