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4407270 No.4407270 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4402621

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


Doom: https://desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg



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









>> No.4407271


-Looking to clean parts of the OP that aren't active

=== NEWS ===

[11-19] Source engine-style devtextures for Doom

[11-18] OBLIGE's final bugfix update: 7.70

[11-18] Defrag World Cup is back for the first time since 2014

[11-18] Golden Souls 2, Demo 3 released

[11-14] Dark Tide, a huge gothic castle map by Lutz

[11-14] La tailor girl first full release

[11-13] EZDoomJukebox, a Python-based .pk3 jukebox generator

[11-11] GMOTA 1.0 pre-release

[11-10] High Noon Drifter 1.2 officially released

[11-10] Anon map release: Garosaedris.wad, to be loaded with current Halloween map pack
https://www.dropbox.com/s/xioyu73xznardt9/Garosaedris.wad?dl=0 (updated 11-19)

[11-9] Anon release: Custom Smooth Doom upgrade

[11-9] /idgames archive now accepts 12 character filenames

[11-8] Anon map release: Cave Complex >>4385037

[11-8] Alien Vendetta D2ALL in 1:33:21 by ZeroMaster

[11-6] Doom2 UV-speed in 18:45 by eLim

[11-5] Crispy Doom 5.0 released: now switched to SDL2

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4407279
File: 183 KB, 700x467, 1472255601106.png [View same] [iqdb] [saucenao] [google] [report]

>put Trenchbroom on laptop
>now I can make brush toilets while shitting

>> No.4407287
File: 73 KB, 654x368, chocodoom.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, I've got this issue with chocolate doom and its derivatives where the sound effects are linked with the music. This only happens when I'm using GUS or native MIDI. OPL doesn't link the two together, so if the music is muted, the sound effects still play.

Does anyone know why this is? I feel as if it's a problem with Windoze itself but I'm not sure.

>> No.4407296
File: 1 KB, 52x60, 1493027806081.gif [View same] [iqdb] [saucenao] [google] [report]

Loss it.

>> No.4407304
File: 268 KB, 800x532, d_runnin outta time.png [View same] [iqdb] [saucenao] [google] [report]

So /doom/, now that I've found time to ask, what could be done to improvise and update the OP for a little spring cleaning?

>What kinds of extra information could be useful
>Do you find any particular items on there vestigial or redundant
>Does anyone want to take up the mantle of updating/replacing any of the pastebins that haven't been updated in ages
>Link other dedicated Doom/Retro FPS news outlets in the news?
>Anything else

>> No.4407371
File: 356 KB, 1280x1024, Screenshot_Doom_20171116_003232.png [View same] [iqdb] [saucenao] [google] [report]

Got nothing dude.
Have a map bump even though I'm late for Screenshot Saturday

>> No.4407378

I think this is a bug in GMOTA:

That triple shot spear subweapon can fire infinitely even when ammo runs out if you're using the double or single shot after chain firing

Unless that's intentional then my bad

>> No.4407381

Also the lightning stab for the lance is incredibly weak

>> No.4407383

Oh crap. That is definitely a bug.

I can buff that.

>> No.4407402
File: 3.00 MB, 1360x764, Base Profile 11.19.2017 - [View same] [iqdb] [saucenao] [google] [report]

Stealing weapons from other games is how I roll.

>> No.4407405

Is this supposed to be Daikatana's C4 launcher?
Because it is kicking your own ass

>> No.4407408

It uses health as ammo.

>> No.4407421
File: 33 KB, 227x703, not sure.png [View same] [iqdb] [saucenao] [google] [report]

Draw on this damn thing and inspire me. Maybe you'll see something I'm not.

Failing this I guess I'll just spam hexagons again.

>> No.4407430

The BFG of The One God?

>> No.4407436


>> No.4407439

>wall of explosions, possibly both standard and energy but hard to tell
>clocks off exactly 50 health with each shot
Please tell me that's a Massacre, you glorious bastard.

>> No.4407501
File: 45 KB, 688x736, layote.png [View same] [iqdb] [saucenao] [google] [report]

I think I might have something. Layout's almost done barring the IOS room and it's possible offshoots.

Feel free to draw on it and make suggestions. I'm not sure if I want to add onto the orange room with the first two pillars or more on the right.

Then there's the monsters. I'm thinking a bunch of revenants and an archvile here and there; maybe a fatso or two; possibly an arachnotron.

The Icon will generally be used to repopulate areas. What do you think of this layout? Where can it be improved? What could be changed or added?

>> No.4407509
File: 75 KB, 315x703, map.png [View same] [iqdb] [saucenao] [google] [report]

this was supposed to be a quick little scribble, but I'm a bit high, so here ya go

>> No.4407521


fwiw seems much too disjoint-rooms-and-halls for me. beautiful drawing though.

>> No.4407525

feel free to merge rooms or change bits, or just pick some bits out that you might've liked

>> No.4407546


>>4407501 >>4407421

Looks pretty cool, good drawing, seems a lot more coherant and inventive than what I've got.
That central pillar was initially a spawn-spot but I like the idea of a teleporter more.

Kek'd heartily.
Pretty useful all around though. Thanks lad.
A couple of those corridors seem like they'd be useful for something I wanted to fool around with (a crouching illusion)

>> No.4407578

>finally listened to Black Album
>can't stop noticing familiar tunes in pwads now

>> No.4407580

good on you
if i hear sandman one more time on the radio i'm gonna puke, i've heard the black album enough for a lifetime

>> No.4407592

>playing Legendoom
>get a "get an extendable 3x damage boost on kill" effect on a weapon
Holy hell, I love this effect but I hate it. It makes the guns fucking powerful, but it causes me to play extremely recklessly because I feel like I have to rush and kill every single thing before the effect wears off.

>> No.4407595

so it's just like picking up an invulnerability in vanilla

>> No.4407601


>> No.4407603
File: 38 KB, 545x551, Ah Yes Perfect.png [View same] [iqdb] [saucenao] [google] [report]


So, funny story?
Your layout almost co-incides with a couple of rooms already. Only about two segments are incompatible; but they're almost identical to pre-existing rooms, so I can just combine them.
I'll decorate and tool up the rooms, play around with them a bit, then tweak and edit them before bringing it together completely.

I thank you deeply for this; I sincerely could of used more like it while I was starting out.
I'll probably retool the rooms that already exist in my map or something.

>> No.4407613

I'm pretty sure there's a way to have these mid-textures scroll away or disappear. They're the only conflict in this joining room, so push comes to shove if I can't figure it out I'll just pull the midtexture off so I can have the sksnakes behind them lower.

Fascinating. It's wonderful how a fresh perspective can remedy things you wouldn't of came up with on your own. Already I've figured out a bunch of what the player's going to do.

>> No.4407614
File: 296 KB, 1280x1024, Screenshot_Doom_20171119_033410.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4407634
File: 334 KB, 1280x1024, Screenshot_Doom_20171119_035146.png [View same] [iqdb] [saucenao] [google] [report]

Also, terribly sorry for what is effectively blogposting at this point, but this effect with the EvilEyes and a basic transparency turned out pretty fucking spooky-cool.


>> No.4407718

Use BassMIDI, VirtualMIDISynth or Timidity++. AFAIR it's the problem with SDL and later Windows' default MIDI driver.

>> No.4407719

It's funny as fuck when you get an explosive chainsaw.

>> No.4407721

I love that thing.

There is only one thing more fun than an explosive chainsaw, and unfortunately it's in the unfinished update.


>> No.4407732

>Cave Complex
What's with the .dbs file in the zip when I unpack it? The maps seems to be the same without it.

>> No.4407762
File: 17 KB, 420x410, 1509996225274.jpg [View same] [iqdb] [saucenao] [google] [report]

Shit, what WAD was this again? I should know.

I used to take a bit of pride in knowing exactly what level something was when I saw random doom footage.

>> No.4407793

>Shit, what WAD was this again? I should know.
sunlust, map28, start of blue key section.

>I used to take a bit of pride in knowing exactly what level something was when I saw random doom footage.
i know that feel

>> No.4407797
File: 136 KB, 466x486, 1498693595845.png [View same] [iqdb] [saucenao] [google] [report]

I've been stuck on TNT MAP11 for like a week. The part where you go into the room filled with crates and enemies just keep spawning in gets me every time. It feels like I don't have the firepower to kill enemies quickly enough when cornered when I use the regular shotgun or chaingun, but at the same time when I use the SSG I can't keep up with enemies coming out from a corner in succession without them getting potshots off me due to the slower rate of fire. Am I stupid, is there an intended way to handle this situation that isn't "run outside and spend ten minutes shooting any enemies that wander past?"

>> No.4407803

>"run outside and spend ten minutes shooting any enemies that wander past?"
that's pretty much what i do. except not 10 minutes, it doesn't take that long.

>> No.4407825

thanks man, just had a romp in it now

>> No.4407830
File: 1.72 MB, 1273x1174, 1506735310050.png [View same] [iqdb] [saucenao] [google] [report]

One thing that really impressed me about Russian Overkill was the special effects from the guns themselves.

Seriously, some just looked fucking spectacular.

>> No.4407836

I thought Plutonia's Icon of Sin was easier than Doom 2's.

>> No.4407839

> Do you have any particularly fond Doom memories?
So we had a computers class in the beginning school (that's like first four years. It's kinda analogue to elementary school I guess.). It was called "Informatics".
So since we were really young (like 3 or 4 grade) we weren't really thaught how to use the computers besides the basics and paint, instead the teacher actually taught us hot play games. And how to cheat in them!
Most specifically I remember playing Dangerous Dave 1, Wolfenstein and Doom 1 and 2.
Those were really old PCs, they did run on windows (don't remember which), but they launched DOS games without DOSbox

So our class really liked Doom, especially Doom 2. So did I. But I never finished it back then. Cause I got stuck really stupidly. I got stuck at fucking Dead Simple!!! Seriously, I just couldn't find the exit at all, I never realized that the cube with eyes in middle is clickable, or that it even served any purpose at all, nor did I notice that when I killed all monsters it became available to go to it. So for a really long time on classes I was just running around Dead Simple arena trying to find the exit. And I knew there had to be one, I saw other pupils playing later levels, I was really jealous of them. And nobody fucking told me how to exit that level.

So I guess this is a negative memory trapped inside a comfy memory...

>> No.4407854
File: 2.90 MB, 320x240, tnt11_1.webm [View same] [iqdb] [saucenao] [google] [report]

>>4407803 (me)

>> No.4407859
File: 2.23 MB, 320x240, tnt11_2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4407862

Huh, cool story.
It reminds me actually that I never figured out how to exit the spirit world because the switch to the exit room is a shootable wall and it's a texture you'd never thing was a switch, much less a shootable one.

>> No.4407863

Your .webms are always encouraging, anon. I really should learn how to archvile jump so I can grab that megasphere, I've been ignoring it out of the thought process that it's too risky to get but the health and armor is probably what I need to push through the level.

>> No.4407864
File: 25 KB, 1600x1120, 1511092588.png [View same] [iqdb] [saucenao] [google] [report]

thank you, i appreciate that you find them helpful

it may also help to know exactly where the teleport triggers are. they are not immediate, after each line is crossed you then have to fire to wake up the teleportees.

>> No.4407921

by the way, whats agood map pack that goes with gmota? like something medieval/fantasy themed

>> No.4407924

I just finished Doom for the first time. I loved it, although I don't really like thy flesh consumed - is that considered part of the game or an expansion?

Overall, is Doom 2 considered even better?

>> No.4407926

where do i get the best version of GZDoom?
I currently have ZDoom, which just werks, but whatever GZDoom version i have never goes full screen.

>> No.4407932

Thy flesh consumed is an expansion
Doom 2 adds some stuff
Whether its better or not is up to you to judge

>> No.4407936

TFC I believe was when Doomguy first got back to earth. Doom 2 has some great maps, yes but I think most people agree that atmosphere of Ultimate Doom was much better.

Doom 2's main thing is the extra gun and monsters, which are all very good.

>> No.4407940

> thy flesh consumed
You should have saved it after Doom 2

>> No.4407942

I didn't actually finish TFC yet. Currently on Downtown in D2

>> No.4407945

Is it true Doom II lends itself better to Brutal Doom?

>> No.4407947

It would go well with it I suppose, yes.
It's balanced for it.

>> No.4407951

Thoughts on Simpsons Doom?
Will we ever get a Rick & Morty Doom?

>> No.4407952

Simpsons was one of the early major TCs, I could never get into jokewads though but it was probably amazing back in the day.

I hope Rick and Morty Doom never, ever *ever* happens.

>> No.4407954

>Will we ever get a Rick & Morty Doom?
If this was the 90's then I'd say it was inevitable. I mean there's even an old mod in the archives that replaces all sound effects with things from the Joy of Painting and makes Bob Ross comment on everything. It's nowhere near as fun as it sounds though
But these days people seem less interested in dumping stupid sounds into Doom and more interested in making actual mods, so who knows?

>> No.4407958

Someone should remake Batman Doom. Batman should never have lethal weapons like a FUCKING FLAMETHROWER.
Unless you pretend you are Ben Affleck's Batman I guess.

>> No.4407992

holy FUCK those chaingunners on Dark Tide are a pain in the fucking ass. Especially when you're out in the open.

>> No.4408004
File: 27 KB, 1249x181, FD possible release date.png [View same] [iqdb] [saucenao] [google] [report]

Maybe FD might get its update next weekend.

>> No.4408005

Just be patient anon. They're doing all they can to make this update GOOD. It will come with time and it will be worth it.

>> No.4408009
File: 173 KB, 1100x737, 1509970735278.jpg [View same] [iqdb] [saucenao] [google] [report]

Question about sprite artists.

How do they make new sprites themselves? Do they use a drawing tablet? Draw it pixel by pixel with a mouse? Make clay sculptures? (lol).
What's their process?

>> No.4408016
File: 9 KB, 320x200, CNNGA0.png [View same] [iqdb] [saucenao] [google] [report]

Everyone has their own process. Personally I draw a black base with the pencil tool, sometimes with a mouse, and then shade over it with a million layers drawn with a tablet, and apply gradient maps for color.
I know a lot of people use 3d models as a base, or clay models. I think my process is similar to what Eriance does?

>> No.4408019
File: 5 KB, 100x74, PAING1.png [View same] [iqdb] [saucenao] [google] [report]

Depends. "mspaintrockz" makes great sprites with mspaint and a mouse.

Some do "frankenspriting" where you copy and paste bits of previous sprites.

Some make 3d models and render those as sprites.

>> No.4408020


I see. I got a tablet recently and am just wondering how it's all done so maybe one day I can contribute to new sprite work.

>> No.4408029
File: 14 KB, 183x96, SDSGA0.png [View same] [iqdb] [saucenao] [google] [report]

Also another sprite I made that I quite like. BFGs are fun.

Learn the elements of shading, how light reflects and refracts, how shadow is cast, etc. Though I will say that it's necessary, sometimes shading is only secondary to design.

>> No.4408030

A tablet makes shading much more comfortable.

>> No.4408037

Any thoughts on monster sprites instead of firearms?

>> No.4408041
File: 3 KB, 104x70, IONGA0.png [View same] [iqdb] [saucenao] [google] [report]

Rotations are pure pain. I've never drawn a monster sprite, so I don't really have any advice there. I know Revae does, though.

>> No.4408047
File: 159 KB, 325x318, doomguy.png [View same] [iqdb] [saucenao] [google] [report]

On monster sprites does anybody have the image of a certain cyber demon edit?

He was like a cyber-cyber demon, one arm was a huge gatling gun and the other was the rocket launcher, he was more metallic looking like his skin was blown off. Cyan backgrond from the editor.

Was on the spriting carnival.

>> No.4408052

>Any thoughts on monster sprites instead of firearms?
Render from 3D models or have an autistic amount of skill, patience and dedication. You can of course clean them up after the render.

>> No.4408053

As with all mme stuff nowadays, either you get VERY shittily made gameplay mod in which case someone comes along and polishes it or it'll be decent from the get go.
But once again, even if someone made the "smoother" version of Woah mod, it's still piece of fucking shit.

>> No.4408062

1337 gamer bfg

>> No.4408069

Dude, that mod was literally made during the Dark Age of Comics and was based on 90s Batman Comics
More speficially it was based around the Knightfall Storyline, cue Bane and some Azrael references

>> No.4408070
File: 27 KB, 376x440, Super Cyberdemon - Mike12.png [View same] [iqdb] [saucenao] [google] [report]

Here you go, once off thing by HDoomGuy.

>> No.4408079

Did he ever finished that?

>> No.4408083

I was working on that for a while

>> No.4408090

Fuck yes, god what a great sprite.
Thank you.

>> No.4408098

I'd have to wonder how he did it, actually.
If I wanted to work on this where would I start, you can't even tell it's an edit because it looks like he made a new model.

>> No.4408119
File: 293 KB, 1366x768, Screenshot_Doom_desert.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4408120
File: 222 KB, 1366x768, Screenshot_Doom_desert2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4408121

No, it's just a single sprite.

>> No.4408127

>7 maps into Plutonia on UV
Sure, stuff has been killing me, but this isn't the exercise in bullshit difficulty its reputation had led me to believe. So far.
Is Plutonia's rep all memes, or is it because I'm doing my first playthrough continuously?

>> No.4408135
File: 1.99 MB, 490x560, panic.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4408136

Plutonia is challenging, but it's not unreasonable.

>> No.4408137

It's more because mapsets have gotten progressively harder over the years because what we'd consider pretty normal goes up in skill.

For instance it's almost impossible to die if we were to play Doom 2 on UV now because so many of us have played it so damn long.
But imagine playing Doom 2.....then playing Hell Revealed.

But don't worry, it'll get harder.

>> No.4408138

>Archie wandering off again
Why do they seem to do that more than any monster? Do they actively look for dead demons to reanimate or something?

>> No.4408146

Something's missing here, hmm...

>> No.4408152

>Is Plutonia's rep all memes
>misusing memes

i think it's mostly new players who become sick of the modern industry and try out retro games as the obvious way to get away from it, so get into doom as an obvious classic retro game, enjoy it, leaves them wanting more, they do doom2, still want more, so final doom, and plutonia is like


-archviles on map01 what the hell!
-sudden chaingunner trap from behind, where's my health gone!?


-red key trap with archvile blocking exit, panic and death if you're not expecting it

and after 3 or 4 sudden unexpected deaths after the relative peacefulness of doom/doom2 they ragequit and come online to whinge

>> No.4408157

interesting, i don't think they specifically search for corpses, they just check for corpses in A_VileChase before returning to the standard A_Chase pattern. but you're right they do seem to wander more, but i think the reason is they have significantly higher movement speed, monsters will choose a movement direction, move that way for a certain time, then choose another, so archviles with higher movement speed go further in each direction before randomly choosing to change it again.

>> No.4408171

Yes, that's part of their behavior.

This too.

>> No.4408260

Icarus actually reviewed a non-doom mod!

Together with actual Doom Mod review
Looks pretty cool

>> No.4408270

i wonder why all his videos get posted here. are you him?

>> No.4408274

Has anyone tried playing the latest version of Adventures Of Square recently? For some reason I cant go underwater. Using the swim keys does nothing.

>> No.4408285

He knows Terminus, therefore he'll get his shit shilled here.

>> No.4408304

And don't exaggerate, c'mon.
Not ALL of his videos are posted

>> No.4408306

Anybody knows the name of this song? It's from the first map of 1994 Tune Up Project.

>> No.4408324
File: 310 KB, 1920x1080, Screenshot_Doom_20171119_190239.png [View same] [iqdb] [saucenao] [google] [report]

This is coming along nicely.

>> No.4408325
File: 151 KB, 690x490, REF.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4408331

How will you do the cars?

>> No.4408342

3D models or not at all.

>> No.4408346

Neat! Are the diagonal shadows sprited or did you use sloped invisible 3d floors with different light levels than the parent sector?

>> No.4408348

I was about to link you a tutorial on a guy who easily turned cars online into gzdoom models/voxels, now I can't find it.

>> No.4408349

I mean textured of course

>> No.4408353
File: 351 KB, 1366x768, Screenshot_Doom_Stranger.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4408362

Yes, they are "baked" textures I think is the term?

The map already is a mix of 3D floors and a portal leading into the basement rooms.

I wanted to go with an artificial feel, so even the dark areas likely will not have any difference in light levels. Helps that I plan on it being an enemy less hub level.

I know which one you are talking about. I appreciate your gesture, but I will be able to find it myself.

>> No.4408384

that's beautiful

>> No.4408407
File: 1.98 MB, 400x188, 1505584871262.gif [View same] [iqdb] [saucenao] [google] [report]

How fast do you work on things?

I'm drawing out the details of a map I'm making and I'm thinking at every step of the process and I can get maybe a room done in a day and I'm wondering if that's slow as hell or reasonable.

I see how fast some people churn out maps and it's amazing, like they can make in a month what I'd make in a year.

>> No.4408415
File: 404 KB, 1366x768, Screenshot_Doom_20171119_153114.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4408430

I haven't made enough maps to comment on that. >>4408324 is my sixth map.

>> No.4408496

what happens if you step on the bullseye

>> No.4408513


>> No.4408526
File: 309 KB, 1366x768, Screenshot_Doom_mrgris.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4408528

100 pts

>> No.4408534

Nice mountains!

>> No.4408558

>Batman should never have lethal weapons like a FUCKING FLAMETHROWER.
It was Azrael, so yes he would.

>> No.4408567

he does good videos and covers neat mods
you're a moron if you think that's a problem

>> No.4408578


On a good run I get maybe one map every eight months done.

>> No.4408604


>> No.4408605
File: 83 KB, 550x275, 8bEbx.jpg [View same] [iqdb] [saucenao] [google] [report]

Recovered a few images of this goldsource map

>> No.4408607

>brutal doom+rick and morty
god save us

>> No.4408608
File: 85 KB, 550x275, c1oxg.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4408610
File: 81 KB, 550x275, QmqWC.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4408616

That shouldn't have made me laugh this hard.

>> No.4408619

This image is just two updates away from adding a "do it for her" collage.

>> No.4408625

Oh I remember this. The sky there used to be a blank wall, nice you changed it.

>> No.4408626

hell fucking no.

>> No.4408628
File: 120 KB, 456x337, 1504472524981.jpg [View same] [iqdb] [saucenao] [google] [report]

Adult Swim presents....in association with Sergeant Mk IV (creator of Doom II).

>> No.4408629

Don't you agree 0.0625 MPH is such a nice speed?

>> No.4408632 [DELETED] 


>> No.4408647

my eyes have gone sore just pondering this

>> No.4408658


>> No.4408715
File: 828 KB, 533x919, ohwell.png [View same] [iqdb] [saucenao] [google] [report]

A simple photoshop shouldn't have taken this long to do.

Oh well!

>> No.4408719

fuck this hit me in the nostalgia

>> No.4408724
File: 1.36 MB, 1228x1792, except the arduino still functions somehow.png [View same] [iqdb] [saucenao] [google] [report]

More like this

>> No.4408726
File: 32 KB, 620x411, cave.jpg [View same] [iqdb] [saucenao] [google] [report]

Players, mod makers....
How do I make a cave/underground map interesting?

What is cool shit, what is bad shit.

>> No.4408732

Cool Shit
>narrow tunnels
>large open chambers
>steep drops
>flowing water
Bad Shit
>Literally a techbase retextured
>tons of lifts
>Chasm-type platforming (in excess)
>encounters where it's nearly impossible to avoid damage due to movement restrictions.

>> No.4408735

This is stuff I had in mind, minus drops and platforming, but because of narrow tunnels it is very hard to avoid damage so I was conflicted :/

I feel perhaps it's an issue of health management, over taking damage at all. So you try to keep to an acceptable level?

>> No.4408739

Doom isn't really a game about entirely avoiding damage, or else hitscanners wouldn't be a thing. Make the tunnel wide enough so that players can bait attacks into the walls and be done with it. When playing, if you take a lot of damage, add more health.

>> No.4408747

Zscript should be Moorhuhn Zahl's avatar making the happy merchant face

>> No.4408749

Yes I see now.
I was wanting to experiment with narrow tunnel networks as a means of having the player get potentially surrounded by roaming monsters if they're too impetuous. Though you'd have to be really screwing up to fight more than 5+ at a time.

>> No.4408751

sunlust map20
don't make it so stupidly difficult though.

>> No.4408759

What would be Dehacked?

>> No.4408761

Sylvanian Families

>> No.4408762

Dollar store knockoff lego bricks with diamonds instead of circles to attach to each other.

>> No.4408769

but comes in a german-proof container

>> No.4408772

I tend to have a burst of creativity and make the layout of a map all at once, then have no more ideas for rooms and spend a week fine-tuning the details.

>> No.4408775

To be fair, you have to have a very high IQ to understand Brutal Doom. The violence is extremely unsubtle, and without a solid grasp of Doom modding most of the stolen content will go over a typical viewer's head

>> No.4408781
File: 40 KB, 480x353, 500.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4408783
File: 187 KB, 800x600, Screenshot_Doom_20170707_131648.png [View same] [iqdb] [saucenao] [google] [report]

TNT Revilution had a great cave map, very spooky and cramped at parts.

>> No.4408785
File: 323 KB, 1500x1093, 91S8jojtzqL._SL1500_.jpg [View same] [iqdb] [saucenao] [google] [report]

You guys are overlooking the most obvious one.

>> No.4408787

which level

>> No.4408793

Can't actually recall, somewhere around the middle I think.

It's actually a really good set of maps and they're worth playing fully though.

>> No.4408806

how is that obvious? i have never heard of it before

>> No.4408808

Must be some american thing

>> No.4408810

It's not that obvious. Lego is something you get worldwide, I'm assuming Lincoln Logs are just a US thing, because I've only heard of them recently.

>> No.4408813

this board is already bad enough, we don't need that shit here, thanks.

>> No.4408815

>this board is already bad enough
>we don't need that shit here, thanks.
you are right, i am sorry.
i think the board is fine, though. well, this thread is, i don't read any others.

>> No.4408820
File: 705 KB, 635x414, XZsKDgl.gif [View same] [iqdb] [saucenao] [google] [report]

cyberdemon stuck in traffic. by valkiriforce

>> No.4408826
File: 255 KB, 1280x1024, Screenshot_Doom_20171119_173834.png [View same] [iqdb] [saucenao] [google] [report]

map 'overzealous' continues to come along nicely, still banging out the rest.

name is just a reference to map12 of sunder; as is some of the detailing in the map.

could probably use a better name; but hey, honeycombs and visual crushers.

>> No.4408868
File: 296 KB, 570x960, q3avisor1.jpg [View same] [iqdb] [saucenao] [google] [report]

About to play arcane dimensions, what am I in for?

>> No.4408873

Looks Good

>> No.4408898
File: 146 KB, 500x500, e5d6b02dede2b31b82bebbd94644a54934a2b2f0.png [View same] [iqdb] [saucenao] [google] [report]

A good time.

>> No.4408909

Pain to run Forgotten Sepulcher.

>> No.4408940

I want a shambler plushie.

>> No.4408980
File: 107 KB, 500x240, M_DOOM.png [View same] [iqdb] [saucenao] [google] [report]

Thread's ded as fuck but whatever, gonna stream a bit of test gameplay for Babel,
twitch tv/fkerguy

>> No.4408983


What the fuck, is that a wedding ring? Ednerd is married!?

>> No.4408989 [DELETED] 

i clicked on this and he was telling somebody to get the fuck out of the chatroom. never said the name though.

>> No.4408991

nice choice of wad

>> No.4408997

>sound completely out of sync
>go in, see someone get told get the fuck out


>> No.4409000

is he someone known

>> No.4409002


>> No.4409003

gee i wonder who the faggot who got booted was

>> No.4409006

Not really, he's just consistently really fucking weird with other people.

>> No.4409007

not me, nigger, try again

>> No.4409010

it ain't me

>> No.4409012

Pretty sure it was Sarais.

>> No.4409014

I'm still there you dip. Quit shitflinging my name for no reason.

>> No.4409017 [DELETED] 

Reminder to report, filter and hide.

>> No.4409018

Well who else is in the chatroom? I don't have (or want) a twitch account.

>> No.4409020

Not that surprising, really.

>> No.4409021

t. deninofag

>> No.4409023

Literally only me.

>> No.4409025

He was pretty well known on /vr/ back when it was new. He hasn't done a lot by the name fkerguy recently that I'm aware of.

Page he isn't streaming now I guess.

>> No.4409028

weird i've lost video but am still getting audio

>> No.4409030

He did babel; which I briefly commented about using some of the SP_Faces for the fear particle effect

>> No.4409034

he mostly did fker mod, which was pretty meh and he got super defensive about
he also got really angry over completely random things in the irc

that was a long time ago, tho

>> No.4409042

me on the right in the mercury

>> No.4409050

i suppose that means you think you deserve being credited as co-author

>> No.4409051

I liked fker.

Haven't tried babel yet tho

>> No.4409056

yeah it was all right, i remember it making the game harder especially when attacked by crowds, because most of the r667 monster replacements are stronger than the originals they replace. i'd be dying repeatedly on maps i know backwards and can usually stroll through.

>> No.4409061

stream has broke completely now it seems, getting nothing through the web page. curiously mpv/ytdl still gives audio but no video

>> No.4409086

This has some good advice:


>> No.4409097

Remind players that they're underground by putting skylights in occasionally. If you can have structures (like maybe wells or logs or some such) pass over the hole, so it looks like there's life outside the cave.

>> No.4409101

Goddamnit I really want to like Inquisitor 3 but the gameplay is an inept shitfest that feels like everything about it is made to piss the player off.
>better give these basic enemies a zero-warning lunging attack in a melee heavy mod
>and these ones too
>and these ones as well
>these big slow golems could use a lunging attack with no windup too
>better give this enemy that looks exactly the same as an easy enemy a massively spammed no windup homing projectile attack which also makes them block that makes them some kind of a revenant+slaughtaur mutant abomination
>better put bullshit ambushes with basically unavoidable damage everywhere
>better gradually spawn in enemies triggered by random shit so you're always being stabbed up the asshole after you smash open even after doing something like smashing open random pots
>better use trees and waist high fences with extremely oversized hitboxes as walls and obstacles so you can enjoy the feeling of getting stuck on invisible geometry while enemies are fucking your ass
>better just fuck my shit up and optimize catacombs so badly you get 1-2 fps looking at a plain brick wall and have to godmode through the entire section because it's literally unplayable
>while we're at it, better make the catacombs boss spam an earthquake punch that flings you across the room any time you're anywhere close to it and the only time it's vulnerable is when it's randomly using a short-lived shooting attack which it only seldomly uses

>> No.4409107

It has been some time since I looked at it. Is ZDL the best Doom manager? I remember an anon here was working on something for managing Doom wads and mods.

>> No.4409110

Are there any alternatives to Simple Quake Launcher? That won't work on my system for some reason.

>> No.4409112
File: 193 KB, 1920x1080, H13Luqd.jpg [View same] [iqdb] [saucenao] [google] [report]


So here's something interesting, a 62 Map GZDoom megawad designed to be compatible with gameplay mods. 6 episodes, a mix of short and long maps, designed in mind with DemonSteele and High Noon Drifter

>> No.4409116


>> No.4409123

>64-map GZDoom megawad
what the FUCK
downloading it.

>> No.4409124

>designed in mind with DemonSteele and High Noon Drifter

This is a bit of a misnomer; he tested with DemonSteele and High Noon Drifter, not designed for.

>> No.4409126
File: 451 KB, 1920x1080, wot.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4409129

Oh man gotta check this out

>> No.4409130

49 of those are actually playable, but that's still neat I guess.

>> No.4409131

That's an awful skybox. Even most skytransfers are better.

>> No.4409136

It's something to do with the resolution, scale, or positioning. It doesn't "look" right. Maybe downscale it about 20-30% and sharpen it a little, but it just looks off.

>> No.4409141
File: 48 KB, 640x480, 1511138635.png [View same] [iqdb] [saucenao] [google] [report]

>>4402953 (me)
okay so i figured out what was up with the sky texture in the halloween wad. it seems there were two definitions of sky1 in texture1 in gothortx.wad. the first was the original doom2 sky, the second was the replacement. unlike most things in the doom engine, it's the first one that wins in this case (multiple textures with the same name in the same texture lump). yet another annoying special case we all have to remember, sigh.

anyway my "solution" was to simply rename the original sky1 to sky1_ (with an underscore on the end - to save faffing around with deutex i did this with a hex editor, it's a one-byte change to the file, offset 0x63b5 changes from 0x00 to 0x5f) then my moon sky shows up as the regular sky1. no-one seems to be using it as a sky transfer, at least in the maps in the zip which i think is the latest. (downloaded from here:
https://drive.google.com/uc?id=0BxbbtKR5bll_bk10Mk1IWHJiSnM )

anyway here is the updated gothortx in its entire one-byte-different glory:


scroton if you are willing you may like to pull this into your zip on googledrive?

>> No.4409145

It seemed to work fine when I was working on the second map for the "garosaedris" sub-wad.

>> No.4409149

what source port were you using

>> No.4409153

I'm having a problem with yamagi quake 2
the music tracks don't play unless I turn shuffle on

>> No.4409157

Read a readme or two, open some zips, extract files, learn the -game option and 'map x' command. You'll be better off for it.

>> No.4409158

Whilst it's supposed to be worked with in Boom, I didn't have that handy as par always. ZDoom.

then again it was through gzdb and that thing behaves a little oddly.

>> No.4409159
File: 206 KB, 1366x768, Screenshot_Doom_yuggot.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4409161
File: 240 KB, 1366x768, Screenshot_Doom_20171119_220627.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4409163

oh okay then i'm not going to worry too much

>> No.4409170

Maybe an updated Doom infographic. And I know people say"just check quaddicted!", but I'd really like an infographic list of /vr/'s favorite Quake stuff.

>> No.4409172
File: 41 KB, 640x400, J6pb86tl[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>a new mesoamerican map

shut up & take my download

>> No.4409173
File: 51 KB, 150x150, tumblr_inline_n8vvot_Mj821r95fgm.thumb.gif.23aebe5dc0eb7f6cad0c2a0376fd860c.gif [View same] [iqdb] [saucenao] [google] [report]

Tried to use Smooth Doom on ZDoom and I get this error, but not on GZDoom.

Execution could not continue.
Script error, "SmoothDoom.pk3:deco/monsters/zombieman.txt" line 89:
Expected string constant but got '+' instead.

>inb4 who uses ZDoom
I like playing at a chunky low-res.

>> No.4409176



>> No.4409178

Yeah, there shouldn't be any conflicts.

>> No.4409181

ZDoom is dead and way outdated.
Use GZDoom. And set the chunky low-res.

>> No.4409182

Similar thoughts, but with the TNT IoS. That thing was a shitload easier than the Doom 2 one.

>> No.4409183 [SPOILER] 
File: 50 KB, 600x480, 1511140671071.jpg [View same] [iqdb] [saucenao] [google] [report]

I told Sarais he could kindly get out at any time, which is pretty much standard considering it's Sarais.
Thanks, though I completely suck at it.
Yeah I dunno what the hell actually happened there, NVENC seemed to desync the sound horribly so I swapped to x264, then the entire thing just broke.
That was a great idea by the way, it's still in.
I actually toned down the r667 monsters a lot, especially in later versions. The baseline ones were absolutely insane in terms of HP and damage.

Sorry to everyone who couldn't watch, I've never had that kind of trouble before but this is a new machine at a new location so maybe something went wrong partway. I'll see if I can figure out what happened and fix it up, I just wanted to have a way to show the mod off in non-webm form since it's pretty hard to capture the gameplay changes and little mechanical tweaks in ~3MB.

>All the rest of this shitposting
Top kek m8, I can't believe my name alone causes this. I didn't even read the thread until near the end of stream.

>> No.4409186

>I like playing at a chunky low-res.
GZDoom literally allows you to select between 2D and real 3D rendering, as well as full color, for the former, if you want to.

It has all kinds of resolutions and filters can be turned off.

>> No.4409190
File: 26 KB, 640x400, Ke8CUUnl[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4409192

I swear, Yholl and Shivers sometimes seem like a married couple.

>> No.4409201

>considering it's Sarais.
But okay.

>> No.4409202

You know, this is how I suspect the original Cyberdemon looks like under his skin (sans gatling cannon of course). The sprite always seemed to imply a more thorough cyborg conversion than merely an arm and a leg.

>> No.4409206

>misusing memes
He's not misusing the word, unless you think meme means something more like "funny captioned internet pic".

>> No.4409209

Is there documentation for the old doom map specification? Implementing it would be a nice code challenge.

>> No.4409215


>> No.4409217

yholl seems to give that impression with whoever he is working with, remember when people used to ship him with kyle872?

>> No.4409220

I remember you was shitpostin
misusing your memefluence
sometimes I did the same

>> No.4409224
File: 184 KB, 1035x1440, 22eb8ec52e46bcf61445ee3f4b21bb80.jpg [View same] [iqdb] [saucenao] [google] [report]

confirmed: yholl is best waifu

>> No.4409225

I want Yholl to DECORATE my PK3s

>> No.4409228

no he's a whore, he's NTRing his first husband kyle with sgtshivers

>> No.4409230

we should never give Graf control, go back home.
control, go back home.

>> No.4409231
File: 214 KB, 1360x768, pizzapastaputitinabox.png [View same] [iqdb] [saucenao] [google] [report]

Second map in. Pretty good so far.

>> No.4409234

This made me download.

>> No.4409238

thanks bruh

>> No.4409239
File: 92 KB, 326x284, yum.png [View same] [iqdb] [saucenao] [google] [report]

>sector pizza

>> No.4409242
File: 980 KB, 335x348, hell.gif [View same] [iqdb] [saucenao] [google] [report]

>Sector Starch-Disk

>> No.4409250

>he doesn't like starch, grease and salt

>> No.4409265
File: 12 KB, 275x184, wewer.jpg [View same] [iqdb] [saucenao] [google] [report]

>He thinks I don't like starch, grease and salt

>> No.4409272

I'm listening to that album just now while finishing my map. go figure.

>> No.4409275
File: 339 KB, 1280x1024, Screenshot_Doom_20171119_212405.png [View same] [iqdb] [saucenao] [google] [report]

So; for whatever reason I decided to put in grey liquid.

There's no grayfall for whatever reason. Improvising brings me to Adel_P60's.

Works for my purposes.

>> No.4409294

Pineapple on pizza is fucking wrong. It's worse than FIREBLU, STARTAN2, and chaingunner closet traps combined

>> No.4409305

>FIREBLU, STARTAN2, and chaingunner closet traps combined
thanks for the map idea

>> No.4409308

name it "the ultimate pineapple pizza"

>> No.4409309

How do I disable the custom weapons in Strange Aeons when I'm playing with a gameplay mod?

>> No.4409315
File: 885 KB, 250x189, 1355900154898.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4409317

You have to manually patch them out.

>> No.4409319 [DELETED] 

I assume I need SLADE for that?

>> No.4409321
File: 29 KB, 137x145, marge knows you jack off to her.png [View same] [iqdb] [saucenao] [google] [report]

hey term remember when you were making that loss map the other night and you shot a rocket launcher at a closed door and died

>> No.4409323

Alright, how would I go about doing that?

>> No.4409325

remember when he was going back and forth into a hallway shooting stuff with the Ancient Aliens rocket launcher, saying this is the boring part, and then he strafed into a wall and blew himself up?
Pepperidge farm remembers.

>> No.4409331

Disregard this, I wanted to play with high noon drifter and it turns out Term had already made a patch for that himself.

>> No.4409338
File: 14 KB, 200x179, 082.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4409340


I think there might be an unconscious reason I tend to make explosive weapons do only a fraction of self-damage to the player.

>> No.4409342

hnd and strange aeons is a fantastic combination

>> No.4409354
File: 648 KB, 1600x900, Screenshot_Doom_20171119_224253.png [View same] [iqdb] [saucenao] [google] [report]

I gotta say, this new/last Oblige is pretty good. It's got just about everything good from previous versions all mixed in. Combined with ObHack for an improved version of the really old generator, you can really crank out some decent random level sets.

>> No.4409369

What weapons you playing that with?

>> No.4409371

The thing is practically made for this.

>> No.4409378

Ah right, FKER, I shoulda guessed.
I've toyed with the idea of making a simple weaponset that'd play nice with Oblige maps. Might be something fun to make later down the road

>> No.4409380

Honestly I think the monsters are more important. Weapon sets are a dime a dozen but decent random monster sets are really rare.

>> No.4409382

GOOD weapon sets are rare though, plus the reason why you don't see many custom monster packs is it's a bitch to make interesting monsters balanced around the vanilla weapons, if you make the monsters faster or more aggressive, you'll NEED something more than just vanilla weapons to take them on.

Come to think of it, the best answer for this is to make a weaponset with custom monsters.

>> No.4409385

>plus the reason why you don't see many custom monster packs is it's a bitch to make interesting monsters balanced around the vanilla weapons

This sounds like a challenge.

>> No.4409386

Which is exactly what FKER is, and why it works so well. The monsters are a bit OP at times but pretty much everything has been buffed, with the exception of starting gear. You can really take apart a crowd quickly with some of these guns.

>> No.4409389

Sounds like you want to take such a challenge on.
Do it. This world could do with more monster packs.

>> No.4409398

Nothing too exciting, but I've had a couple ideas in the past:
>Pinkies that have half the health and deal less damage per bite, but are twice as fast.
>Another resurrecting that fires out a wall of fire to block movement.
>A Mancubus on a hovercraft.

>> No.4409404

>ressurector who blocks movement with fire walls
a bit too strong

>> No.4409408

I don't think it would if it had low health.

>> No.4409413
File: 1.69 MB, 1518x868, unreliable.png [View same] [iqdb] [saucenao] [google] [report]

What do you guys think about this guy?

>> No.4409415
File: 623 KB, 1600x900, Screenshot_Doom_20171119_232051.png [View same] [iqdb] [saucenao] [google] [report]

So I realized I posted the link to the enemies only version, anyways I fixed up a sprite name collision so it works with HND now. These enemies are tackle-able with the vanilla weapons but you'll probably get murdered on a few times.

>> No.4409418

>A Mancubus on a hovercraft.
Make it a floating mobility scooter.

>> No.4409427

Just shoop this a bit.

>> No.4409435

I have no idea who that is.

>> No.4409438

>check out my channel guys

>> No.4409439
File: 135 KB, 1280x1024, this is a lot of work.png [View same] [iqdb] [saucenao] [google] [report]

[sweats profusely]
I hope you like it when it's done

>> No.4409440

Incredibly annoying voice, but he's not wrong on his points in that video.

>> No.4409441
File: 63 KB, 433x703, this is a lot of work.png [View same] [iqdb] [saucenao] [google] [report]

>Didn't crop it
oh for fuck sakes.

>> No.4409442


I don't know. What do you think?

>> No.4409447

Isn't Avira antivirus kinda shit nowadays?

>> No.4409497
File: 317 KB, 1280x1024, Screenshot_Doom_20171120_003344.png [View same] [iqdb] [saucenao] [google] [report]

lol i dunno
shit happened on the other drive
can't be arsed anymore; just wanna enjoy myself again.

This map is turning out to be a real pain in the ass though. Not so much that it's not co-operating; it's just tedious and time consuming; and I'm not entirely certain on the visuals yet.

>> No.4409521

>1.1k subscribers
This is you isn't it?

>> No.4409554

With that most recent video it sure seems like they did it, waited a week and then tried to link it here.

>> No.4409598

Quantity over quality really shows in my opinion.

I took a look at some random levels, and most of the time it was basic geometry with not a lot of detailing and palette swapped textures that didn't look great.

Also, going into a level and seeing a monster count of 745 is a turn off for me.

>> No.4409609
File: 6 KB, 233x252, JUST.jpg [View same] [iqdb] [saucenao] [google] [report]

Say what you want about [the unspeakable], but right now I'm having a guilty blast chucking these fuckers left and right. The novelty may wear off in a few days, but I can't deny I'm currently having fun (not allowed) with it.
That being said, I can't decide which grab system is the less shitty of the two.

>requires the Berserk, requires to be using Fists, but can grab zombies and imps at any time

>doesn't require Berserk, can be used even while holding other weapons, but requires the victims to be in down-but-not-yet-out state

>> No.4409630

You have no idea how badly I want to make a grab and throw mod for Doom. But implementing a system that makes sure monsters don't instantly die when picked up and thrown would be difficult

>> No.4409656

"plutonia is hard" is not a meme, it's a popular misconception. It is an opinion, and statement that can be argued about.
Someone that is isolated from the Doom community can play Plutonia, consider it hard then tell other people it is hard.
"aggitated skeleton" and "distant chaingunner" are memes. Modders putting revenants at the end of their WIP showcase webms are also a meme, or rather a memetic mutation of "agitated skeleton" meme.
Somone isolated as per above case would not come up with them on their own, but another isolated community would come up with something completely different which would be a memetic genesis.

>> No.4409660

>Modders putting revenants at the end of their WIP showcase webms are also a meme
It's actually just one guy.

>> No.4409670
File: 151 KB, 1280x1024, Screenshot_Doom_20171120_023240.png [View same] [iqdb] [saucenao] [google] [report]

coming along nicely. map path and flow mostly done; just need to rig up the Icon's room and we're laughing, at least; on the actual geometry and complete layout side; we've got some other anon who's filled in some blanks and i've tweaked accordingly, and there's a slight bit of final detail and balance, but we're almost done with my [third] /vr/y spooky map

I may do 4-5 of them then go back and revise again based on final feedbacks.

How are people enjoying Map03 and Map08?
Any additional words for them?
Would you like to play around with the current revision of the unfinished and unexitable M08?

>> No.4409678

Sorry. M09 is the incomplete one. I'm being fucking retarded again.

>> No.4409708

on doom 64 ex my mouse wont look properly. it just pans a few centimeters in either direction even though i have mouselook enabled

im on windows 10 btw

>> No.4409714

Plutonia's reputation for difficulty is perfectly justified when you take into account that its a pretty big step up from both Doom 2 and TNT on UV. People with no experience with pwads are certainly going to notice.

To people that are well versed in pwads (mapsets in particular), its still challenging enough to keep you awake, but fairly tame for the most part. I actually think the Revenant count is a bit overstated when compared to even the tamer pwads of modern times.

>> No.4409715

I think this is kinda funny, because a lot of people that try to avoid modern games like to go on about how games used to be harder. Doom 1 and Doom 2 by themselves are actually pretty easy games compared to most other classic FPSs (including Wolfenstein 3D, funnily enough)

>> No.4409729

not to mention problems with hitboxes
giving the player precise manipulation of a given monster's position is bound to get something stuck somwhere

>> No.4409760

Good point. What if we did it like Snow Bros, Bubble Bobble or a lot of other single screen arcade games of that generation? As in you shoot the monsters with a weaker weapon til they get stunned or die, at which point they turn into a projectile that can be used to wipe out other monsters?

>> No.4409762
File: 307 KB, 500x375, 1509362446247.gif [View same] [iqdb] [saucenao] [google] [report]

I return with more feedback about GMOTA, kegan. This time i will go on deeper detail with the subweapons and powerups since Fear (as in, the Scythe map) made me cycle through EVERYTHING

The Hatchet is very decent, my fav when it comes to versatility because it rebounds and arcs down which means you can throw them on some monster traps where monsters come out of the floor. Power Up is AMAZING in cramped maps, it shreds everything, and its also a nice throwback to Psychic. -The Torch is actually good, it rips through crowds and floorhugs, it came in handy in said map where i cycled through everything. Power Up is weak though, i expected that bigass slash to instakill anything below Baron of Hell health but even the fatsos tank it. -The Daggers are pretty nice, while the spread makes it mediocre to "snipe", its pretty good anyways, the powerup is good for clearing out crowds of weak monsters, against a closet of revenants you're getting boned though. -The Lance is probably the token ranged weapon nothing else to say but the power up shouldn't be so prone to fail, it needs some range to impact really hard but overall, its very destructive. -The glass bombs are rocket launcher tier, it kills monsters but also kills you. Power up is MEATY as hell and it evens out considering it leaves you out of your sword. -Boomerangs are kinda fucky, i don't find a big purpose for them against crowds outside of having a subweapon that barely runs out of ammo but in that case i found the shield slightly better and the Power up seems decent but i wish the swordboomerang could go back to you faster so you could throw a ripper that comes back in a short time, kinda like some of the boomerang-like weapons from Megaman. -The wand is pretty good for a ranged weapon as it doesn't outclass the lance and the orbital swords help with cqc. And i already talked about the shield in my other post, MVP at crowd control. Next post will be about Blazter Subweapons and the BFG. And a Bug

>> No.4409771
File: 171 KB, 800x600, Screenshot_Doom_20171119_205340.png [View same] [iqdb] [saucenao] [google] [report]

Now about everything else.

First of all, bug report: Revenant gibs (pic related) are +SOLID, you can slash them which farms up blue power and you can also slash them with powered-up Zarach to restore health I abused this like a little bitch in said Scythe Map so i am ashamed. and them being solid killed me so many times because i got stuck with them

Second of all, the supreme slash. This thing is pretty cool as it rips through a LOT of shit and that death effect is rad and when i was using the boomerang power up, i found out that the BFG on fists gives you the Fist of the North Star, god damn the stream of punch projectiles is just amazing it gave me a lot of reasons to throw the sword

Now for Blazter subweps. I already talked about the heatblast, that shit is op and im glad you're nerfing it.
Also apologies for not using the real names, i didn't memorize them. The shotgun subwep is actually strong it can kill a bunch of things at close range, the spikeball is decent to control crowds and it doesn't kill you as much as the other blazter subweps, cluster missile is the second best blazter power up (could be first but as i said, heat blast is 2op4me), my personal favorite. The big grenade is probably the most explosive weapon in the mod but god damn this kills you as much as it kills enemies. Spike vulcan is just shoot a lot and keep shooting, glad you nerfed the ammo usage because damn, when i saw it on Term's stream i was like "shit son that's op".

Keep up the good work, kegs.

>> No.4409780
File: 783 KB, 720x360, easier stinger.webm [View same] [iqdb] [saucenao] [google] [report]

Another fine block of feedback, I recently buffed the torch's range and damage output a little, along with buffing the firebrand sword slash. Here's a webm of the tweaked thunder stinger move, you shift into lightning mode a lot faster and it does more damage, so hopefully that's better. I've also buffed the lance's damage output.
Regarding the boomerang sword tech, I recently made it so the sword bounces off monsters and flies back towards you afterwards, though it'll continue to fly around going apeshit for its normal length, if it continues to be underwhelming I have another plan for it.

That bug is fucking hilarious, though I'll need to fix that ASAP. Thank you for all of this and I'm glad you're enjoying GMOTA.

>> No.4409787

I'm secretly moot himself. I took my trip off and waited for a year to post here.
I'm also jesus, lamb of god. I took several millennia off only to post here so nobody would notice.
I'm also your mom, I take chances at shitposting whenever I'm not busy cleaning around the house.
I'm everyone itt too, but I have to wait a couple hours in-between strings of posts so it's not as evident.

>> No.4409793

If Jesus is Lamb of God what is Doomguy?

>> No.4409794

that's very, uh, specific.

>> No.4409806 [DELETED] 
File: 62 KB, 300x300, grafzahl.png [View same] [iqdb] [saucenao] [google] [report]

yea, you might not want to speak of graf, or some rogue mods/janitors will go into autistic rage and delete your posts!!! i'll leave this here anyhow for ppl to use to make beautiful mockery of graf in the future

>> No.4409812 [DELETED] 

man, i can't believe off-topic irrelevant forum drama is being deleted
what a shame

>> No.4409818 [DELETED] 

zdoom is an aspect of the community, and one of the only things (and NOT the only) that make a good portion of the community nowadays.

therefore ppl like you are pretty dumb for saying that anything to do with the forum being irrelevant are stupid and entirely invalid

>> No.4409823 [DELETED] 

But how else will I anonymously vent about people I don't like?

>> No.4409824 [DELETED] 

man, i can't believe off-topic irrelevant forum drama is being deleted
what a shame

>> No.4409826

Yeah that distance range for the thunder stinger is better than the one on pre-release version. And i'm pleased to see the rest of the changes.

>> No.4409829 [DELETED] 

exactly, and i'd go as far as to say that a quarter of the individuals present on /doom/ the majority of the time, are from zdoom forums.

i didn't quite get that the 2nd time either, hope u don't mind drawing it out to me a bit more

>> No.4409832 [DELETED] 

That was not encouragement.
/doom/ is not your anonymous ventbox.

>> No.4409834 [DELETED] 
File: 27 KB, 158x132, 1510350010635.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4409846

it's not irrelevant when he makes some change that makes the engine 90% of you use to play the game noticably worse.

>> No.4409852
File: 65 KB, 921x1079, 586.jpg [View same] [iqdb] [saucenao] [google] [report]

this person is OK.

>> No.4409854

since no link was posted i can't "check it out" as it were

>> No.4409858

step 1: go to youtube (https://www.youtube.com)
step 2: navigate your way to the search bar at the top of the page
step 3: type "unreliable garbage" in it and press enter
step 4: click on the first channel that you find

see? it wasn't that hard now was it, anon? i would've given you a gold star for effort if you would have at the very least, tried before!!!!!

>> No.4409861

Sure, when he fucks the engine that's relevant.
Crying about his posts while on an Taiwanese basket-weaving forum like a pussy hiding behind a shield of anonymity isn't.
Sorry, this isn't your place to cry about zdoom staff without repercussions, none of us give a shit about forum politics.
GTFO, ex-pat.

>> No.4409862

Hold up, walk us through step 2 more thoroughly please.

>> No.4409865
File: 8 KB, 770x28, 2017-11-20_02-08-48.gif [View same] [iqdb] [saucenao] [google] [report]

there ya go pal

>> No.4409867

why should i bother though? if you can't provide a link to your channel then you must think it's rubbish and not worth visiting. in that case, why should i waste my time jumping through hoops to access it?

>> No.4409868

I love how you smugly give us step by step instructions of how to do this ourselves, when you could've used less effort by just giving a link.

Congrats, you played yourself

>> No.4409870

The hell does ex-pat mean anyway

>> No.4409871

>your channel
actually not mine, just checked it out myself and subbed since i thought it was cool

no, i have fun doing these things; there isn't any harm in doing it

>> No.4409873

you're not much of a believer in the right to criticise without persecution, i see.

>> No.4409876

short for expatriate, someone temporarily residing in a country other than their origin

the application is questionable, given how 4chan isn't a country. but for someone who only comes to /vr/ to whine anonymously, it fits. we've always had an annoying history of people who jump on after being banned to cry about their banning.

>> No.4409879

So criticise him to his face where he can see it, instead of hiding and shitting up an entirely different forum.

>> No.4409882

Makes sense, I was wondering if the pat was short for something along those lines. Thanks for clearing that up for me, and you're right about people getting banned to come here and complain about it.

>> No.4409883

means you emigrated here from somewhere else.

unfortunately in this case it has an unintended consequence. not being an expat means you must have got into doom here on /vr/, not been a part of a different community such as doomworld or zdoom beforehand. but since /vr/ is only 5 years old, that implies you must have got into doom less than 5 years ago. which means if you're not an ex-pat you are outright underage, or at the very least you are the proverbial doom baby that one faggot keeps ranting about.

bit of a sticky situation, eh?

>> No.4409885

I mean in my case I've always liked doom, I didn't come from any of the other doom forums, though I DID use to participiate in the /v/ doom threads back in the day.

This is getting dumb, I wanna go back to talking about weird and interesting gameplay mod concepts.

>> No.4409886


I got into Doom on /v/.

>> No.4409887

alternatively, you've been on /v/ or took part in the /vg/ threads.
/vr/ wasn't the start of doom on 4chan, remember.

>> No.4409890

>weird and interesting gameplay mod concepts

Michael Jackson's Moonwalker Doom when

>> No.4409892
File: 311 KB, 678x601, 1377775640328.png [View same] [iqdb] [saucenao] [google] [report]

>kick fairy dust at demons, hold button to spin and cause dance numbers which cause them to gib at the end

>> No.4409893

hmm. all right, point taken. but if you've been around for long enough you've been playing doom for years before 4chan was even created. in which case it's impossible to not be an expat.

>> No.4409897
File: 2 KB, 188x252, 1504572647663.png [View same] [iqdb] [saucenao] [google] [report]

I've always wanted a Drag Queen mod.
Basically, it just changes the monster sprites so they now wear women's clothes and wigs terribly.
>Chaingunners in big gingham dresses
>Mancubi with blonde wigs and spilling out of daisy dukes that are many times too small for them
>Pinkies wearing too much makeup
And so on.

>> No.4409898

>This is getting dumb, I wanna go back to talking about weird and interesting gameplay mod concepts.

All right. Here's something to chew on.
One thing I've been thinking about lately is how death is handled--there's been a lot of situations where you could just narrowly have made it through a situation, but an unlucky hit kills you and you have to restart the area.
This isn't a bad thing! If you fuck up, do it again but better this time. But I do think it would be interesting to experiment with.

One idea I've been tossing is the idea where death isn't actually the end of the game. So you've got one character who actually has two forms, one "alive" form and one "dead" form. Both can move around, and you start "alive", but killing/gibbing/draining enemies gives the "dead" form more HP.
Once you die, you shift to the dead form, and your HP starts draining bit by bit. You can kill/gib enemies to bump it up more, or pick up more medikits to bring your alive form's HP up, and once the dead form's timer runs out, it checks to see if you've gathered any HP for the alive form. If so, you swap back to being alive again--if not, game over for real.

>> No.4409902

A Wizard's Lizard does something like this, after running out of HP you turn into a ghost and have access to certain Ghost areas, but otherwise you continue fighting as normal. It'd be a novel concept for Doom I feel.

>> No.4409905

there would probably need to be something to keep the dead form from being instant nuked if the player is on a slaughtermap

>> No.4409907

all right it's not your channel. point still stands though. if you can't provide a link to this channel you supposedly think so highly of, then you can't be very confident in your belief in its worthiness. this is offputting and suggests it's not worth other people's time jumping through hoops to access it.

>> No.4409915

yes. it's the best ever. and it's so damn good, that i am being selfish by keeping it all to myself.

sarcasm aside, if you think that finding a channel with a unique name is "jumping through hoops", then i'm quite astonished that you have the basic hand-eye coordination to use a computer

>> No.4409918

I remember an Anon made a level (quite loosely) based on MJMW
Hope it gets people's creative juices flowing

>> No.4409920

i am perfectly capable of finding it if i wanted to. that's not the point, which for some reason you continue to attempt to evade. again: why SHOULD i bother, when you can't be bothered to provide a link?

>> No.4409921


Here's a link to the channel so the sperging can stop.

>> No.4409924

so asking for some reasonable explanation of why the effort is worth it is spergning now?

>> No.4409928

The contrary.

>> No.4409929 [DELETED] 

i'm eluding from that, because it's amusing to see you continue your autistic screeching about how i view the channel as some awe-inspiring amazing thing and how i'm not showing adequate effort to share it with you

>> No.4409935

lol if you think that is autistic screeching

>> No.4409949 [DELETED] 
File: 2.84 MB, 250x255, 119.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4409950
File: 57 KB, 500x210, intensifies.gif [View same] [iqdb] [saucenao] [google] [report]

k, I'll bite, here's one idea, but very unoriginal:

Limit Break.

Weapon alt-fire is the limit break, and the limit break mechanic itself is traditional (deal damage, gain limit; receive damage, gain more limit; gauge auto-fills when at 25% health, etc...)

>> No.4409951
File: 334 KB, 1280x720, Screenshot_Doom_20171118_223339.png [View same] [iqdb] [saucenao] [google] [report]

I'm enjoying this unofficial Smooth Doom upgrade but I'm not 100% sold on the new colours.
Why was this done, anyway? It makes the plasma bolts look amazing but it messes with everything else. It looks really gritty and grimy, but maybe that was the point. In a way it reminds me a little of Quake 1.

>> No.4409953

This is also interesting, so would it be a different limit break for each weapon, and one limit break meter for all of them?

>> No.4409959

Well the dude who made this was posting the progress here multiple times and nobody really said anything negative about colors back then

>> No.4409961

It is starting to grow on me a little, I'm assuming it was done for atmospheric reasons.

>> No.4409973
File: 59 KB, 960x640, 1506524727177.jpg [View same] [iqdb] [saucenao] [google] [report]

What parts in levels/wads have really "wowd" you? Like stuff that makes you just stand back and admire the scenery?

This video shows one example, I haven't played Hunters Moon but the way the room forms itself looks like it's pretty sweet.


"UAC Vinur Prime Research Base" had some pretty cool parts too, the outside areas looked very grand and the levels size grew on me by the end.

>> No.4409990 [DELETED] 

A singular bar is simpler, unless you'd want to exclude the limit gains from receiving damage.

>> No.4409992

I know it's a shameless shill, but I will still check it out because hey, decent Doom youtubers aren't easy to come by.

>> No.4409993

A singular bar is simpler, unless you'd want to exclude the limit gains from receiving damage. (and of course each weapon would have a unique special)

>> No.4409996

DOOM video vault is pretty good, he just plays wads with no commentary.

>> No.4410003

why are they needed? why not just play the game for yourself?

>> No.4410004 [SPOILER] 
File: 16 KB, 320x240, 1511178852102.png [View same] [iqdb] [saucenao] [google] [report]

How about Doomer Arts

>Every weapon has a bunch of specials you can choose from
>Some utilitarian, general use ones also exist
>Gradually unlock some overtime, but have at least one each
>At the start of each map the game pauses and you select a limited pool of which ones you want

>> No.4410018

I know you can make sliding doors in GZDoom, but can you make them into the *floor*?

Like an airlock on a spaceship?

>> No.4410020

Fist of Rage

>> No.4410021

yes you can make doors that slide into the floor. they are called lifts.

>> No.4410028

Lifts go up and down, these doors go side to side.

>> No.4410031

how does a door go side to side into the floor?

>> No.4410032

Imagine a trap door, but instead it's an automatic door and doesn't open outward or inward, but into the walls either side of it.

>> No.4410041

oh, i get it now. sorry. had completely the wrong mental picture.

>> No.4410061


Lmao no it's not me, just a guy I'm subscribed to that I never see you guys talking about. I was just curious is all cus he doesn't seem that bad.

>> No.4410065

First, how the fuck am I gonna learn about new wads/mods? Youtubers are a pretty good way of doing that.
Second, I enjoy watching videos, and why not watch videos about something I enjoy?
Third, I don't mean lets players, I mean people who make videos ABOUT Doom. Like people who review wads, various discussion/opnion videos, et cetera.

>> No.4410078

> I never see you guys talking about
> 1K subs
Gee, I wonder fucking why?
(Cause nobody here knows him except (You))

>> No.4410082

What do you think about Maps of Chaos

>> No.4410083

Never thought he was really popular, just thought he made interesting doom-related stuff.

>> No.4410093

>First, how the fuck am I gonna learn about new wads/mods? Youtubers are a pretty good way of doing that.
forums. /newstuff.

>Second, I enjoy watching videos, and why not watch videos about something I enjoy?
fair enough i prefer to read

>Third, I don't mean lets players, I mean people who make videos ABOUT Doom. Like people who review wads, various discussion/opnion videos, et cetera.
again i'd rather just read than listen. shrug

>> No.4410109

Quaddicted needs to have a quake equivalent to the cacowards. If it happened, what would it be called?

>> No.4410116

The Quacksars

>> No.4410120

The Quemmys

>> No.4410124


>> No.4410127
File: 1.38 MB, 349x254, 1387679219691.gif [View same] [iqdb] [saucenao] [google] [report]

holy shit perfect
everybody else go home
my sides

>> No.4410131
File: 176 KB, 863x500, combat training.png [View same] [iqdb] [saucenao] [google] [report]

The Quadawards
The Shub-Nig Prize
The Vorewards
The HUHchievements

>> No.4410138
File: 3.00 MB, 1360x764, Base Profile 11.20.2017 - [View same] [iqdb] [saucenao] [google] [report]

High noon, high damage.

>> No.4410142

Are you using Tilt++?

>> No.4410143

The Quazzies

>> No.4410145

>The HUHchievements

>> No.4410146
File: 92 KB, 597x678, yhole OTP.png [View same] [iqdb] [saucenao] [google] [report]

Not gonna lie, every now and then Kyle and I get reminded of this and crack up laughing.

Good times.

>> No.4410150

Probly. I think it comes together with Lithium.

>> No.4410151

Christ. Time sure does fly

>> No.4410161

The QQQ Awards for Quintissential Quake Quality

>> No.4410164

The Doom Is Better Why Are We Bothering Awards

>> No.4410165

awards for quake would be cool, i wonder why there is nothin like this

>> No.4410168

Is Lithium a mod where the features are much more pronounced in a longer playthrough?

>> No.4410175
File: 5 KB, 169x137, bruh.jpg [View same] [iqdb] [saucenao] [google] [report]

A minor idea/suggestion for La Tailor Girl:

- For every 10 points of single-instance damage received, the player drops a single point of scrap fabric (preferably the said scrap would get thrown towards the direction of where the damage came from). Likewise, "voluntary stripping" the suit you are currently wearing should apply this principle, but only as a chance (depending the the accompanying flavor text) and with the scraps thrown in random directions.

>> No.4410181

I wrote the view tilt code myself, it can be disabled (or mitigated) in the options.

Yeah, I would say that.

>> No.4410246

>Quantity over quality
This. Played a bit and it's a collection of speedmaps made prettier with unusual colors, a very planned texturing and high representationalism. Which are the only redeeming qualities.
It seems that there are some level with massive monster counts, I tried a couple but I got bored after a while.

>> No.4410308

I watched Tarnsman play some over the weekend and I recall hearing that the map sizes reset every 5 maps (so 10 mini episodes essentially) and that they were made in order so that they should get more complex as the megawad goes on, I'm unsure about that last part though as I got the impression that pinchy was quite full of himself and even started to grate on tarnsman so I didn't stick around long to see for myself

>> No.4410361

i was surprised to see him streaming; i thought he was dead.

>> No.4410451

Downloads for more build games like blood and shadow warrior with all dlc

>> No.4410454



>> No.4410461

It looked like Cyber had an itch in an unreachable place

>> No.4410463
File: 938 KB, 640x480, Very Fast Traccer Flying At Incredible Hihg Speed.webm [View same] [iqdb] [saucenao] [google] [report]

Arduously rewrote the FastProjectile collision code with Vaecrius bullets as a template. Basically instead of checking collision in bazillion tiny increments the projectile shoots a hitscan in front of it each tick and checks if it hits anything. This allows for projectiles to fly at blistering speed without much performance impact.

The ones in this vid have a speed of 600. Also the trail spawning code now always spawns 10 trail actors and stretches them to fit no matter the velocity. Next step is to spawn 10 of them and keep track of the pointers so they can be warped rather than created anew each tick, further saving performance hopefully.

>> No.4410465

Hatters gonna Hat

>> No.4410472


what determines whether a monster goes after your hat or stays intent on you, anyway? it seems rather random.

>> No.4410498

Funny, I was doing the exact same thing earlier.

>> No.4410529

I'd love to take a peak at your code some time. Not very confident with my own implementation. Like this check for collision:

puffdist = distance3D(puff);
if(puffdist < (vel.length()-1.0))
hitsomething = TRUE;


>> No.4410545

Too bad that when the projectile hits a Lamp or Techcolumn it will be stopped (unlike a normal bullet).

>> No.4410552

Make the Ghost areas contain explosive shit that can damage/kill the player in ghost form. So it doesnt matter that they only have 1 HP normally, but there are other things that suddenly become a hazard.
> Spirit Power Bottles that are used by the enemy to fuel their supernatural bullshit, now you're in a section where these ki-force bottles are encountered.
> If you're scoring points in the game then these give you alot of points. However like Barrels O Fun you can get killed by them, also you and enemies can accidentally hit them and Blam you're ectoplasm.

>> No.4410560

Except I can check for puff.tracer.SomeProperty.

>> No.4410561

Has anyone ever created an entire level using nothing but FIREBLU?

>> No.4410569
File: 1.10 MB, 320x240, everyone_was_harmed.gif [View same] [iqdb] [saucenao] [google] [report]


Try this one, its been done before but its rare.
While running around casually there's a small chance (to make it sporadic) that the resurrector will spawn a fast Skull that will go around seeking to resurrect monsters

(also give it a chance to do it at the end of a standard attack too, so a failed immolation isnt without penalty after all).

Its got a limited lifespan but it moves kinda quick (as fast as the resurrector). It doesn't have any attack to speak of, and as soon as resurrects a monster it dies (the soul of this ghostly skull goes into the monster and possesses it, regenerating it).

The point of this is to allow the resurrector to reach out beyond whatever playpen or playform they've got to work with so that they can provide a more dynamic challenge. Maybe they were only supposed to be a Pedestal Archvile restricted to flaming you, but this allows them to reach beyond that capacity and still provide some challenge.

> by having it do this occasionally just while its running around, it allows it to be a resurrection Spawner thus making it a pain in the ass to leave laying around as well. If its in a monster teleporter room then you will have these Ghost Skulls start filtering into the map
> and performing some minor resurrection in the map bi-proxy for the archvile in advance of its release.

You SHOULD be penalized for leaving a monster alone to do its devilish work.

This is also an option for monsters that dont normally regenerate things such as Cyberdemons or Spider Masterminds (or rather dont get regenerated themselves). Could make it on condition of pain or such... you wont get too many of these things coming up like you would with an archvile but it adds an extra element to the situation.

(since by the end of the battle, you may have a mancubus, baron, a couple revenants come back to life to provide flanking for the cyber)

>> No.4410570

no but there's a whole megawad of levels made of nothing but fireblu and greytall.

>> No.4410586

Can we get a list of all the monsters?

>> No.4410592

I wonder what the final boss of Thy Flesh Consumed is? Also, who exactly claimed "all wads/maps are canon in doom"?

>> No.4410595
File: 81 KB, 466x486, caco cringe.png [View same] [iqdb] [saucenao] [google] [report]

That would be because of Quake 2 probably.

Better way of solving this perdicament and its good for monsters too is to give explosives a 2 stage A_Explode. Depends on how high you want the damage to go but this is what my anti-tank rocket launcher did (besides 100-250 direct hit damage)


That way just like a real life explosive without fragmentation it Hurts you if you're inside the blast radius, but its not going to fuck you up major unless you're right next to it.
Meanwhile make sure to turn it into a FastProjectile and make it radius/height 1 so that you're not going to clip anything with it (since that doesnt actually make sense IRL).

Speaking of which I want to see a feature in a game that when you hit something at a shallow angle with a Rocket the rocket wont explode, instead it ricochets like a skipped stone. That angle could be pretty wide too, like as much as 15 degrees.
> we need to minimize aiming at footwear gentlemen

About the only thing that might make it right is if its a bbq pizza with some sriracha sauce... but then again im not touching that combination either (unless it has roasted baby onions on it, in which case ill pick off the pineapple and eat it separately, since having the sauces stuck on it does kinda make them okay).

Pizza needs to have meaty/cheesy/veggie type flavors, not sweet shit. Canadian Bacon might seem sweet but that is an unintended focus (and its not that sweet anyway, its an acceptable amount). Regardless of tomatoes being a fruit they are NOT sweet, at least not after they come out of the oven.

I suspect pineapple came onto pizza as a result of flaming gay fucks pondering what they could do to make things worse in the world. There were already people who put pineapple on kebabs and this is wrong as well, but then they must've thought since pizza is cooked as well then that had to be tried too.

>> No.4410603

Why do Quake 1, 2, and 3 Arena have it coded so that several seconds after reaching health level above 100 its starts to decrease back to 100, even if you aren't touching any toxic materials? Oh, and I've wondered for a long time how one installs expansion packs that come on a physical medium, such as a CD or DVD when the regular game comes on a disc as well?

>> No.4410605

>Speaking of which I want to see a feature in a game that when you hit something at a shallow angle with a Rocket the rocket wont explode, instead it ricochets like a skipped stone.
I can do that. Good idea.

It's a bitch and a half with fastprojectiles, but theoretically possible.

>> No.4410606

it encourages u to use it extra health fast, or its gone. its pretty good idea if u ask me

>> No.4410608

>Oh, and I've wondered for a long time how one installs expansion packs that come on a physical medium, such as a CD or DVD when the regular game comes on a disc as well?
You install it like any other game but in the director of the base game. Unless it is standalone which a fair amount of them are.

>> No.4410610

Hellbound Map29, looooong ago i was marathoning Hellbound with Project MSX and god damn, Map29's size just amazed me and when i saw the monster count i was like "Shit just got real". Hell, the entirely of hellbound wow'd me.

>> No.4410614


>> No.4410623

First question:
Spider Mastermind again.
Doom 4 sort of implies it where the demon history stone things mention that the Doomguy has been hunting them throughout time and space and other dimensions. Many players took it as a nod to all the mods and mapsets for the originals.

>> No.4410626

es thank ou.

>> No.4410627

Waterlab GZD was impressive, even if certain areas ran like shit for me.

>> No.4410635


Why not do something similar to MOP then, give it some sort of Displacement Sphere or a Gout (ae; instead of instantly having a flame on you, you have a big ass column of fire coming at you in a straight line chasing the ground, If the player is not in line of sight of the monster, the Displacer shall pull them towards the projectile. If the monster can see the player, it will push them away.

The displacer does zero damage; but it's specifically designed to force players out of cover. You CAN shoot the spheres to destroy them; but it's not cheesable.

Where the standard archvile flame would burst the player vertically, this would be more horizontal.

It is inherantly designed to force the player into unfavorable situations; best used combined with Revenants, Chaingunners, and Archviles.

>> No.4410636

They wanted to keep Quake 1 tough and gritty and make sure that nothing you got actually made you OP. And getting super amounts of health is inherently OP because it really reduces the sense of desperation when, say, you're dropped into a pit with 3 fiends crawling around in it.
> decreasing health above 100, faster if its above 200, adds a sense of desperation
> quad damage makes player OP but at the same time you have to use it when you get it, and you have to be strategic about it, and if you bump into it by accident it adds sense of desperation like an unplanned pregnancy
> many monsters like fiends are either bullet sponges or corner you and its hard to shake them... sense of desperation

Quake 2 and Quake 3 were like pottery by inheriting these items and dynamics, but the health countdown honestly is an okay dynamic because it makes it a situational temporary bonus only (with the exception of the adrenaline packs and the +2 items, which rewarded you for being git-gud by not decreasing).

Q2 had a counterbalance to all this that its monsters had high fucking accuracy hitscans that did chip damage. So even if you did rack up lots of health with +2 items you was gonna lose it pretty much because there's only so much you can do (I wanna see somebody No-Damage that game on Hard).

No the fastprojectile idea is just so that you can set the Radius to 1 without any collision errors at speed 20+

The skipping stone rocket is a generalized idea for FPS games in general, remember the nosecone on most rockets is conical, so you would expect that on a glancing blow with a flat surface the impact trigger wont actually get hit and it will be deflected downrange.

In reality this would probably make the rocket sputter around and obtain all sorts of spin but, the point is on a shallow strike you're not going to get an effective use out of that shot.

>> No.4410641

I'll finish it up later and post it, currently supposed to be doing my job :^)

>> No.4410645


It is.

>> No.4410650

Id also like to say that in Q2 there were multiplayer mods that automatically gave you an Armor Jacket to start with to prevent spawncamping (I forget whether it was 30 or 50 armor, it was the shitty low-tier version though).

Not only does it make alot of sense its also plausible from a logistics standpoint too, it just feels right. In Q3's case I guess it makes sense because its like the player is psyched up to jump into combat and that gives them some temporary extra health to play with.

>> No.4410657

oh no wonder i couldn't find a pattern to it.
how do you find your hat again if it gets knocked a long way away?

>> No.4410668


If you can't find it, you'll just get a new one at the start of the next level.

>> No.4410669

> quad damage makes player OP but at the same time you have to use it when you get it, and you have to be strategic about it, and if you bump into it by accident it adds sense of desperation like an unplanned pregnancy
this is the best analogy I've heard in a long time

>> No.4410670

Appreciate it man!

>No the fastprojectile idea is just so that you can set the Radius to 1 without any collision errors at speed 20+
Yeah but AFAIK they don't allow you to use bounce flags. And there are other benefits of fastprojectiles like not going bananas around floor and ceiling slopes like normal projectiles (try shooting a rocket up steep ramp). Anyway I've been wanting to put bounce mechanics into my own modified fastprojectiles anyway.

>The skipping stone rocket is a generalized idea for FPS games in general, remember the nosecone on most rockets is conical, so you would expect that on a glancing blow with a flat surface the impact trigger wont actually get hit and it will be deflected downrange.
Yes, I know this is the case.

>> No.4410671

right, yes i'd discovered it comes back on a level change. just wondered if there was another way i'd missed. fair enough though, thanks.

>> No.4410675

but... it's not the same.
that hat is special. my mom wove it for me. she even measured me for it. it reminds me of her.

>> No.4410678

shut up retard stop pretending to answer for me

>> No.4410685


Outside of that, there isn't. Sorry.
Maybe some kind of auto-drag-back tool might be useful, for long levels?

>> No.4410695

I wasn't trying to.

>> No.4410696
File: 69 KB, 142x286, doomguy.png [View same] [iqdb] [saucenao] [google] [report]


A gameplay mechanic capable of being done well, or a useless and malignant cancer?

>> No.4410701

is humor lost in you?

>> No.4410702

Ancient Aliens is full of moments like that. Too bad it's so fucking hard most people won't ever see any of it.

>> No.4410706

If any sort of ability needs to have a cooldown, it's too strong to begin with.

>> No.4410708


I like reloading. It's a nice little punctuation at the end of gunfire that makes you savor it all the more.
With Doom's emphasis on needing to firing constantly, however, reloading should be quick and magazines should be large.

>> No.4410709

the pistol in dn3d had it and it was done well, besides it not being particularly strong.

>> No.4410713

I like it. It is one of several tools for balancing and making a weapon unique.

Like, I enjoy when an automatic gun has a high fire rate/DPS broken up by fast reload animations. It feels more involved than a non-reloading slower firing gun that has the same sustained fire rate.

Miniguns absolutely should not require reloading though. Doom 3's minigun was atrocious.

>> No.4410715 [DELETED] 

fuck reloading and all other "realism" mechanics the original game didn't have but were added by stupid faggot mods later on

>> No.4410718

You prefer the quake super shotgun to the reloading one in doom then?

>> No.4410720

I don't know what bit you in the ass this morning, but go take some fresh air.

>> No.4410730

The only sort of reloading I like is TF2's auto reload, and Combined Arms' pistol.

>> No.4410735

Reloading is foreplay for your gun.

>> No.4410736

Doom done right on the Acorn Archimedes... I wonder.

>> No.4410746

I think its fine, as it makes the bonus you get out of exceeding max health a temporary thing no matter what. Besides, Quake 1's red armour protects 80% of damage.

>> No.4410768

Personally, I'm fine with reloading in any context, as long as its not too long, the animation actually matches when the ammo increases if its single shot reloading, can be interrupted if you still have ammo in your clip/mag, and the clip/mag size between reloading is balanced around dps, so that low damage weapons for example aren't making you reload too often.

>> No.4410778 [DELETED] 

i don't play quack so i have no idea what you're talking about BUT THANKS
kiss my ass, i write what i want

>> No.4410780

any thoughts on Doom 2 (2018)?

>> No.4410790 [DELETED] 

the doom ssg doesn't reload. you don't have to press a button to reload it manually after however many shots. just having a reloading animation isn't that kind of reloading. don't twist my fucking words. i don't play quake so i don't care about your comparison.

>> No.4410793 [DELETED] 

did germany just get out of school?

>> No.4410794

Not as good as Final Doom (2019). The octuple shotgun really needs some work

>> No.4410796

Not retro.

>> No.4410797 [DELETED] 

>the doom ssg doesn't reload.
inb4 a bunch of faggot retard shitters take this literally and go "actually no it does reload" learn the difference between reloading as a mechanic (e.g. brutal doom rifle or shotgun) and an animation that pads out a long time between shots that you see every time so it's just a constant part of the firing animation cycle.

>> No.4410801 [DELETED] 

It's still plagued with dumb modern mechanics like cutscene kills and rpg upgrade bullshit. Also, having to fight off hideous spiderpeople in order to survive isn't nearly as much fun now that we have to do it in real life too

>> No.4410806
File: 385 KB, 1280x960, tumblr_otrjurkQUo1sb5cf7o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

I love reloading when it's either expedient or visually interesting, preferably both, since a nice animation isn't any good if it seriously hampers gameplay. They make the weapons feel more detailed and satisfying.
For fast games like Doom, reloading should generally be quick, fast magazine swaps then hitting the slide/bolt release, stripping/inserting a clip into the magazine then closing the action.

Brutal Doom tries to speed up shotgun reloads by just making an animation where you put in the shells in a cartoonishly fast fashion, and it looks god fucking awful, so there's some things you gotta consider when making fast animations. The obvious solution would be to have you insert two shells at a time, so six shells would be loaded in like twice the time.

Generally, I prefer gameplay mods and TCs made these days to feature reloading, but I also don't think it's a critical feature, just something that's nice, hell, I think for a lot of TCs and gameplay mods, Goldeneye 64 style reloading would be cool enough, just the gun quickly dropping down off the screen and coming back up with some decent sounds.

>> No.4410807
File: 27 KB, 600x322, 812e934ebd19c7db9167d63ee2f83029a8c15bbe.jpg [View same] [iqdb] [saucenao] [google] [report]

NuDoom2 isn't EVEN OUT YET! WTF?

>> No.4410808

i am fine thank you for asking but i do not think you appreciate my strength of feeling on this issue. i am deeply grateful to the makers of mods which allow the mechanic to be disabled.

>> No.4410809

If a mod has weapons that need to be reloaded, they better ALL be that way.

>> No.4410812 [DELETED] 


>> No.4410813

>now that we have to do it in real life too
Where do you live!?

>> No.4410814

The DN3D pistol was an excellent example of reloading done right for a game of it's kind.

You have the pistol being able to provide some brief rapid fire, and it's actually not a terrible weapon, the reload pause and it's own ammopool also let's it stand apart from the chaingun. The pause isn't prohibitive though, it's a very fast reload and you can easily dodge behind a corner or pillar for a brief second while laying out lead.

>> No.4410816

Sounds like a boring attitude to have.

>> No.4410818

Guess you won't like my mod then.

>> No.4410819

it does reload
just because it doesn't fit your specifications doesn't mean it doesn't
sorry, nerd

>> No.4410820

He was probably from /v/ or maybe even /vg/(not as likely for the latter, though). OR he could be a vapid /b/tard

>> No.4410821 [DELETED] 

he's been sieging these threads for five fucking years

>> No.4410826

definitely from /v/, they were having a doom thread so one of those posters probably wandered here

>> No.4410827 [DELETED] 

agreed, we really should do something about s'arais already

>> No.4410828
File: 161 KB, 1366x768, Screenshot_Doom_e6y_2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4410829


>> No.4410830 [DELETED] 

epic name drop dkg!!!

>> No.4410832
File: 187 KB, 800x600, Screenshot_Doom_20171120_204805.png [View same] [iqdb] [saucenao] [google] [report]

I can almost feel the 'floor' move and slither beneath the heel of my boots.

>> No.4410835
File: 249 KB, 800x600, Screenshot_Doom_20171120_205253.png [View same] [iqdb] [saucenao] [google] [report]

A massgrave, how pleasant.

>> No.4410841
File: 159 KB, 800x600, Screenshot_Doom_20171120_205812.png [View same] [iqdb] [saucenao] [google] [report]

Imagine going down a hallway, into a room that previously wasn't there, and in there you find yourself behind glass, literally a copy of you, behind glass, but not just once, not just twice, there's four of you in there, you don't know why they're there or what's going on, you're just there together with yourself.

>> No.4410843

Playing Quake Map Pack 1, haven't played Quake for ages. Is the boomstick supposed to be so weaksauce?

>> No.4410850
File: 85 KB, 1280x960, pictured center.png [View same] [iqdb] [saucenao] [google] [report]

it would be cool if it weren't for the fact that there's yous all over the floor already

>> No.4410851

okay i'll bite. what's your mod? i'm giving you the opportunity to draw attention to it, don't waste it.

>> No.4410854

Yes, the shotgun in Quake is very impotent.

>> No.4410858

Those are dead, and green, not the same thing.
Also the level name had something to do with clones (I don't speak German).

>> No.4410859

Not yet, way too much work left to do.

>> No.4410865

>a Quake Champions mod for Doom has actual singleplayer support and you can pick whether to fight doom enemies or quake enemies

>> No.4410868

yeah, I saw it on Reddit.

>> No.4410870

haha hello fellow redditor.

>> No.4410871
File: 223 KB, 640x480, doom_texture_poison.png [View same] [iqdb] [saucenao] [google] [report]

Does anybody know which texture packs contain variants of the yellow warning signs like pic related?

>> No.4410874

The Alpha and Beta of the original games had a few actually.

>> No.4410875

it just doesn't have a campaign as of now
maybe at a later date

>> No.4410878

i didn't check the thread on the zdoom forums so i thought this was a multiplayer only mod. i'm interested in it now at least

>> No.4410881

you blew it

>> No.4410883

I didn't either, I just follow the guy on youtube and only through this video uploaded 40 minutes ago did I come to learn that fact, somehow I skipped the previous ones.

>> No.4410887

1) I don't know who you are.
2) There's a quasi-focus on realism, you probably wouldn't like it.
3) Again, lots of work to do.

>> No.4410897

was being facetious sorry. if you're not ready for publicity yet fair enough. good luck with your work.

>> No.4410934 [DELETED] 
File: 109 KB, 658x335, Terry Comic.png [View same] [iqdb] [saucenao] [google] [report]

>Inb4 Bethesda C&Ds them faster than Terry can rape your ass

>> No.4410948

Not that it means much because most of them are altered somehow, but
Beam Revenant
Beam Zombie
Blood Demon
Bruiser Demon
Burst Arachnotron
Chaingun Major
Chaingun Spider
Cracko Demon
Cyber Baron
Cyber Fiend
Dark Cardinal
Dark Imp (Nether)
Dark Imp (Void)
Double Chaingunner
Flesh Wizard
Forgotten One
Fusion Spider
Grenade Mancubus
Hellfire Revenant
Hells Fury
Hell Warrior
Imp (Slim)
Nightmare Demon
Nukage Fiend
Phase Imp
Phase Spectre
Plasma Elemental
Profane One
Pyro Demon
Pyro Imp
Rapid Fire Trooper
Rifle Commando
SMG Zombie
Spirit Imp
Super Shotgun Zombie
Warlord Of Hell

>> No.4410960

I don't think they would do that or else D4D would have gotten the axe

>> No.4410960,1 [INTERNAL] 

At what point do you think the moderators will actually ban the multi-year shitposter?

>> No.4410967

They might, they've taken a sudden turn of blocking mods that they don't approve of.

>> No.4410970

Wait, for new doom or regular doom?

>> No.4410973

So how bad is it I've only downloaded Skulldash to look at the levels and not for the gameplay.

>> No.4410975
File: 187 KB, 800x600, Screenshot_Doom_20171120_224836.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4410976

Got to do something about the tracers spawning at the side of the gun when strafing but other than that not bad

>> No.4410978
File: 149 KB, 800x600, Screenshot_Doom_20171120_224903.png [View same] [iqdb] [saucenao] [google] [report]

How'd he even get in here to begin with?

>> No.4410981


>> No.4410982

>do something about the tracers spawning at the side of the gun when strafing
I don't think there's any way to actually stop that from happening in the engine.

>> No.4410983

maybe it was placed in there. name of map/mod?

>> No.4410990

probably because the Q1SP mapping community is so small that there's no need to give out achievements when you can easily tell which maps/mods were the best/most innovative/most fun of the year

>> No.4410991

which ones?

>> No.4410995
File: 186 KB, 800x600, Screenshot_Doom_20171120_230654.png [View same] [iqdb] [saucenao] [google] [report]

Seen here, a mean setup, you grab a blursphere, then a gray knight ports in. Since the blursphere randomly offsets enemy ranged attacks left or right, and the gray knight stops in place to spam projectiles, you're put in a very dangerous situation.

Nihility: Infinite Teeth

And yeah, obviously it was placed there in the map making process, but like, if he can't fit through the door, how would he have gotten in there? The floor lowers down into a chamber, but the way out of there is likewise too small for him. Maybe they built him in there for some reason.

>> No.4410997

NuDoom, Fallout and most recently a multiplayer mod for Skyrim.

I don't think they've dicked over older games yet but it's a growing trend with them.

>> No.4411000

I was trying to think of things right as I posted that and the only thing I could think of was not have them in the first place and I don't think that's what you want

>> No.4411001

hmm. the hud is part of it?

>> No.4411014

You can use fullscreen if you play in GZDoom, I just got used to the typical HUD because I played a bunch of Immoral Conduct.

>> No.4411017

oh man.
fuck bethesda.
at least there's nothing they can do against rippers and the folk extracting the models and meshes.
it strikes me as somewhat amusing considering how open doom 4 is to modify if you know what you're doing. the devgui feat is a pretty comprehensive list, and hex editing is pretty extensive too. shame on them.

>> No.4411020

no it's fine, i don't mind it, i just was under the impression it was only a mapset. i should read threads properly i guess

>> No.4411023

It's kind of a partial conversion.

>> No.4411045


>> No.4411048

Welp, turns out the thing I was gonna do doesn't work properly because the player's hitbox gets in the way. Going to have to get a bit more hacky, but I assume my method is the same. Shoot a ray, get a puff, determine if the puff hit anything. If it did, move there and kys.

>> No.4411051

it's been said already repeatedly

>> No.4411056

I know I mentioned that I disliked the colors before, and I think like the first response on some forum is got posted to mentioned the colors.

Personally I just went in with Slade and cut the palette changes out

>> No.4411060

i could have sworn i also mentioned the colours here. can't find the post though.

>> No.4411064

excuse me for not getting the correlation.

>> No.4411071

no problem i've done the same often enough, you see one screenshot and post before you realise there's a whole discussion

>> No.4411075

could've just done it.
nihility: infinite teeth.

>> No.4411089

What mods in particular?

>> No.4411092

What would be a good way to tell the player, in a map, to use the BFG more like a Shotgun or discharge the projectile into a wall to simply get the rays?

>> No.4411093

Yeah, it's hard to tell they're the same map/wad in some instances.

>> No.4411098

One way wold be to adjust the trail drawer to shorten the trail chain of the projectiles first tick a bit. That ought to help a little since they at least wouldn't extend to behind the supposed 3d location of the muzzle.

I would use actual interpolation to align the trails to the player actor, but it seems to in fact be completely impossible to interpolate either the angle (not at all) or position (only x/y, not z) of an actor in relation to the playerpawn. However, sticking the player onto an object with warping/angling works perfectly fine! GZDoom is fucky like that.

>> No.4411103

>the player's hitbox gets in the way.
I solved that in a typically hacky way:

target.bshootable = false;
actor puff = LineAttack(angle, vel.length(), pitch, 0, 'none', "movepuff",LAF_NORANDOMPUFFZ|LAF_OVERRIDEZ, null, 0);
target.bshootable = true;

>> No.4411110

these I wager

>> No.4411112
File: 85 KB, 500x673, 1460259433056.jpg [View same] [iqdb] [saucenao] [google] [report]

And here I was going to lerp to the edge of the player then shoot from there.

>> No.4411114
File: 2 KB, 108x137, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

I kinda like this idea
might play around with it

>> No.4411116

that's amazing as fuck
why would they EVER bring down something like this

>> No.4411119

...Is that going to have waifu powers to get demons to fight amongst themselves?

>> No.4411126

I think toggling shootability is the least hacky method, unless the projectile will only be used by the player in which case you can probably use Species property/flags. Anyway think checking Distance3D towards the puff is the best way to determine collision, and the puff's tracer field to check if a monster is hit. This means you don't have to do a bunch of ceiling and floor level checking.

Not sure about portal traversal though. If anyone has a test map with those in them (or a link to one) I'd be very grateful.

>> No.4411127

third person viewpoint: for when having a huge weapon model covering half the screen just isn't enough

>> No.4411132

I see you never played max payne

>> No.4411147


>> No.4411160
File: 56 KB, 698x526, c813d99.jpg [View same] [iqdb] [saucenao] [google] [report]

there's some stuff of interest to be found datamining the files.

>> No.4411169

>"Is the starting weapon supposed to be weak?"
First rule, stop thinking of Quake as Doom. Take every weapon and bump it down a tier compared to where you'd expect- the single shotgun is your general work-horse weapon, ammo is plentiful, the SSG spreads way too wide outside pissing range, and it's good against everything. If nothing else it's LEAGUES better than Doom's goddamn pistol.

>> No.4411182

>so it's Doom enemies reskinned to Quake enemies
>the player jumps exactly once through the entire video
>gibbing a Zombie with a gauntlet or nailgun without quad
>tarbabies dying to a single SSG shot
>300+ total nail/lg ammo
>doom level design

>> No.4411189
File: 50 KB, 600x761, scared merchant.jpg [View same] [iqdb] [saucenao] [google] [report]

>exit is in the oven

>> No.4411191

Sorry abut your autism.

>> No.4411194

I'm more sorry the mod is like this because it seemed fun. I guess he novelty will do.

>> No.4411213

What's so interesting about that? Isn't that the door to the classic levels?

>> No.4411219


>> No.4411228

>tarbabies dying to a single SSG shot

>> No.4411232

My mistake. A Spawn absolutely doesn't die to a single Q1 SSG shot, but that mod is using the Quake Champions damage values for weapons so the double barrel does 100+dmg if everything hits up close like the Q3A shotgun.

>> No.4411237

I meant to imply that's a positive change because Spawns are cunts

>> No.4411238

that I can use make a sprite out of it maybe? that it's one of the many props I can rip out?

>> No.4411332

The Duke pistol and Quake shotgun are probably my favorite starter weapons. They're designed in such a way that they're pretty useful even later on, while not being too powerful either.

>> No.4411394

>Acting against the mod comunity
How retard can one be.

>> No.4411402

go to bed Todd, I aint buying those Creation Club credits! and I pirated fallout 4

>> No.4411439

>the player jumps exactly once through the entire video
A problem with the map, which isn't a part of the mod. It's from Requiem.
>300+ total nail/lg ammo
Quake Champion gives both 150 max ammo, combine that with a Backpack and it hits 300.
>doom level design
It's a gameplay mod.

>> No.4411472

>>so it's Doom enemies reskinned to Quake enemies
Clearly not?

>> No.4411474

>I'm more sorry the mod is like this
You mean your dumb ass thinking the map is part of the mod?

>> No.4411475

Yes, that's why they announced paid mods remember?

>> No.4411507

I'm not him. I think it's pretty clear I was focusing on the other points made, I know what a doom map looks like and how it plays at this point perfectly so I'm not bringing that up.

regardless, I still stand by my opinion. there's some design choices in there I don't agree with. QC was specifically tailored as a multiplayer only game, having that same balance in a single player environment doesn't click with me.

>> No.4411510
File: 27 KB, 400x400, I.jpg [View same] [iqdb] [saucenao] [google] [report]

>corporation that has already enacted several anti-consumer and underhanded business tactics
>they'd never do something dickish in perceived self-interest

>> No.4411563

It's more that historically what saves bethesda RPGs is modability. Playing one of them vanilla after the first run or two -if even that- is a joke.

>> No.4411576

Sure, but it's not as if Bethesda has any sort of respect for modding because of that.

The Creation Club and payed mods fiasco is clear proof that they only care about how mods can help their bottom-line, with no reverence for community or art beyond the potential for more exposure/sales.

>> No.4411581

This implies Bethesda have any respect for modding, they don't.

Modders are the chumps who fix their games so they don't have to.

>> No.4411593 [DELETED] 

well what company outside of tw & total war does?

>> No.4411752
File: 214 KB, 800x600, Screenshot_Heretic_20171121_084404.png [View same] [iqdb] [saucenao] [google] [report]

So GMOTA is actually partially compatible with Heretic? Neat.
I still pick up Heretic weapons and ammo, but it seems once I switch to the sword I can't select them anymore. So it's not a big deal.

>> No.4411764
File: 116 KB, 800x600, Screenshot_Heretic_20171121_084908.png [View same] [iqdb] [saucenao] [google] [report]

Okay, spoken too soon. It seems Undead Warrior got replaced by the longbowman from GMOTA, and after death got stuck in this last frame of death animation, pic related. They seem to act as corpses, as I can pass through them no problem.

But other than that minor hiccup, I completed E1M1 (Docks) no problem. It's actually kinda fun slashing all these medieval-type enemies with a slightly overpowered sword.

>> No.4411769
File: 245 KB, 800x450, Screenshot_Doom_20171121_060023.png [View same] [iqdb] [saucenao] [google] [report]

I made a small WAD for Ultimate Doom of a sky someone made that I found neat. Here it is.

Credits to Lud and YukiHerz from the ZDoom forums.

>> No.4411770
File: 2.07 MB, 1920x1080, quakespasm 2017-11-21 02-52-02-60.png [View same] [iqdb] [saucenao] [google] [report]

>have had a few Quaddicted tabs open for months
>finally decide to play the levels and clear the tabs
>Something Wicked This Way Comes
>get a red dildo/wizard staff that slots next to the shotgun that recharges ammo and makes explosions
>get a chainsaw that outright replaces the axe
>it's ear splitting and fugly and stunlocks weak mooks easily but is useless against tougher ones
>less cool
Also Shadowplay is apparently detecting Quakespasm again, which is neat, but it's saving it to a fucking folder called 'Base Profile' instead of where it should be which is rubbish. I hate computers.

>> No.4411778

[11-20] TNT:Evilution UV Speed D2ALL in 38:58 by ZeroMaster

>> No.4411782
File: 239 KB, 800x600, Screenshot_Heretic_20171121_091528.png [View same] [iqdb] [saucenao] [google] [report]

Huh, it seems the only thing that was changed regarding the Undead Warriors are sprites, they attack exactly the same as they used to. Seeing archers throw axes is weird.

Other stuff: it seems I can still use items though inventory is obscured, but I guess that's not a big issue. Also, I can't refill Gauntlet ammo at all, which might end up being a problem later. But for now, it seems easily 90% of enemies can be killed in melee, and more open level design seems way better suited to melee combat than in Doom. I'm definitely having fun.

>> No.4411789
File: 166 KB, 1280x1024, Screenshot_Doom_20171121_032101.png [View same] [iqdb] [saucenao] [google] [report]

More work on MUH MAP goes along well. I can't wait to be extremely autistic tomorrow and do all these honeycombs!

>> No.4411792

There's also archers that shoot you from everywhere, all the time, and Knight variants that run at you at Mach 5 and throw their fucking axes so you can't just strafe directly backwards and they have ridiculous sound effects, even more ridiculous than the new SSG. Seriously, just listen:

Oh and I fixed Shadowplay, it turns out you just have to open your Nvidia control center and make a profile for the game by adding it to the list of programs in the list of shit you can change like anti-aliasing, prerendered frames, etc, then it saves Shadowplay clips to its own proper folder. I know someone else posted webms earlier in the thread with the Base Profile shit going on, hopefully they'll read this.

>> No.4411825

[11-20] TNT:Evilution UV Speed D2ALL in 38:58 by ZeroMaster

[11-20] Anon wad: sky by Lud/YukiHerz from zdoom forums, for ultdoom

[11-20] A Quake Champions mod for Doom has single player support

[11-20] Anon map: Moonwalker1.wad

[11-20] FKER Enemies Only updated for High Noon Drifter compat

[11-19] /vry/spooky: gothortx sky1 fix

[11-19] The Alfonzone: 62 maps for GZDoom, designed for gameplay mods

>> No.4411857

oh hello that one map from sunder

>> No.4411961

new thread?

>> No.4411972
File: 1.69 MB, 1920x1080, quakespasm 2017-11-21 06-02-48-48.png [View same] [iqdb] [saucenao] [google] [report]

Something fucked up and I'm being chased by a tiny blue orb that is also invulnerable and occasionally shoots lightning at me.

>> No.4411973

Give me some time.

>> No.4411981

Quick question - does anyone else enjoy watching doom streams on twitch?
If yes - who's your favorite and what's the more interesting stuff they stream?

>> No.4411985

New thread.


This was useful, thank you.

>> No.4412429

What wad?

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