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/vr/ - Retro Games

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File: 1.73 MB, 512x321, 1513122699118.gif [View same] [iqdb] [saucenao] [google]
4461742 No.4461742 [Reply] [Original]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4456943

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 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/1512/04/1512043037238.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

+Downloads: for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)



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.4461746


-Seeking for possible improvements and additions
-Current points of interest for some posters include
--Build game downloads w/ all their xpacks
--Migrate infographics to other external hosting?
--Updated 'Our Wads' pastebin?

=== NEWS ===
[12-14] Babel Dev fixes shotgun and autosave bugs

[12-12] La Tailor Girl v1.1 released

[12-10] Sonic Mayhem: 7 maps for Quake 2 for its 20th birthday

[12-10] Cacowards 2017 published

[12-8] Tangerine Nightmare RC1 released

[12-8] Bytesize maps: 10 small (100-line) maps by traversd

[12-8] Anon intending on starting community mapping project

[12-5] Yet another /vr/spooky update

[12-4] Dead Marine - "general enhancement" mod from maker of Smooth Doom - beta released

[12-4] Anon release; MAP07 replacer 'Panas'

[12-2] Hunter's Moon Version 2.9.3 released

[12-1] Hellscape final version on idgames

[12-1] New Quake infographic

[11-30] Babel creator hosts website to hold current DL links and information

[11-29] Exporting resources from Chasm: The Rift now possible

[11-27] Complex Doom v27 update

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post

>> No.4461773
File: 333 KB, 1200x875, 1513131763301.jpg [View same] [iqdb] [saucenao] [google]


>> No.4461776
File: 9 KB, 128x128, W65B_1.png [View same] [iqdb] [saucenao] [google]

*kills your bitrate*

>> No.4461786

I'm playing Episode 1 of Saturn now!

I keep getting lost. I have to wander around for minutes until I happen upon where I was supposed to go.

>> No.4461808
File: 157 KB, 660x660, illegal fireblu.gif [View same] [iqdb] [saucenao] [google]

hey kids, you wants some fireblu?

>> No.4461810
File: 1.05 MB, 1920x1080, gzdoom 2017-12-15 17-36-32-71.png [View same] [iqdb] [saucenao] [google]

No thanks, I got my fill today.

>> No.4461816

I filled out more info on https://babel-mod.neocities.org/ too, just now.

>> No.4461827

any quake 2 mods that center the weapon models

>> No.4461830
File: 322 KB, 1366x768, Screenshot_Doom_20171215_133701.png [View same] [iqdb] [saucenao] [google]

Specifically, some weapon projectiles are apparently too big to fit in narrow corridors than they appear to be.

>> No.4461832


>> No.4461837
File: 244 KB, 1366x768, Screenshot_Doom_20171215_133708.png [View same] [iqdb] [saucenao] [google]

Although everything is fine WHEN shooting straight along the said corridor, it's still jarring, since imp fireballs can pass fine in shallow angles while your projectiles can't.

>> No.4461841
File: 271 KB, 1366x768, Screenshot_Doom_20171215_134959.png [View same] [iqdb] [saucenao] [google]

Additionally, just hugging along the wall and shooting certain projectiles is an issue. (for comparison, vanilla RL)

>> No.4461845
File: 233 KB, 1366x768, Screenshot_Doom_20171215_134722.png [View same] [iqdb] [saucenao] [google]

And here's one of the offending weapon projectiles.
Bottom line: Big guys.

>> No.4461848

Uh, reduce its height/radius, then..?

>> No.4461896
File: 316 KB, 1920x1080, Hollowlands_1.jpg [View same] [iqdb] [saucenao] [google]

>> No.4461897

hand 2

>> No.4461901
File: 207 KB, 400x300, 1509645346402.png [View same] [iqdb] [saucenao] [google]

what if fireblu was argent energy

>> No.4461903

argent energy is pure red so it cant be.

>> No.4461917

google/doomworld/zdoom forums show up nothing
where do i get this?

>> No.4461921
File: 858 KB, 1920x1080, Hollowlands_2.jpg [View same] [iqdb] [saucenao] [google]

in the works buddy

>> No.4461924
File: 566 KB, 1920x1080, hollowlands_3.jpg [View same] [iqdb] [saucenao] [google]

>> No.4461930

the bridge bothers me

>> No.4461932
File: 611 KB, 1920x1080, hollowlands_4.jpg [View same] [iqdb] [saucenao] [google]


>> No.4461934
File: 18 KB, 480x534, 1513082824541.jpg [View same] [iqdb] [saucenao] [google]

pretty fucking sweet!

>> No.4461942

The bridge continues to bother me.

>> No.4461945

IMO the bridge should use same texture as the rest of the road for its road part.

On the other note: are you Russian? I see some distinct architectural quirks in here.

>> No.4461949

yeeeea, that type of stuff doesn't kill framerates

>> No.4461951

is it the knife or the pile of rusty metal?

>> No.4461959
File: 648 KB, 800x550, file.png [View same] [iqdb] [saucenao] [google]

Not only. The texturing and the way buildings are detailed, as well as a knack for architectural realism in plases where it needs not to be.

Anyway it looks good, but something feels off about the texturework. That black granite-like texture looks out of place. Maybe it would be better to replace it with a grey concrete like picrelated.

>> No.4461963
File: 78 KB, 240x240, 1466701381206.png [View same] [iqdb] [saucenao] [google]

>had some trouble with lithium
>it turns out that it was a sound problem
>look to see why
>most if not all the sfx were in .flac

why ?

>> No.4461971
File: 168 KB, 720x960, 1513198551473.png [View same] [iqdb] [saucenao] [google]

>didn't get to be the OP pic yet
...o-okay. :[

>> No.4461972

> I <3 DAISY on the sword
I love it.

>> No.4461981

Gotta have absolute maximum fidelity in muh Dooms

>> No.4462000

>holding a what looks like a sword
>it's named "Daisy"
It's a "Daisy Cutter". get it?

>> No.4462003
File: 86 KB, 696x452, sentinel blade.jpg [View same] [iqdb] [saucenao] [google]


>> No.4462008

I wish there existed models of this before I started work on the Doomslayer.

>> No.4462049

>You've had it, You just can't take it anymore.
>You thought you saw the worst humanity had to offer; being shunted to countless schools and dealing with corruption. Abuse and neglect wrack your mind and childhood. The trauma infects your life; leaving you to never speak again
>The only thing worth living for was a meager paycheck from the UAC and your childhood pet Daisy; an unusually long lifespan for a rabbit.
>They wanted you to fire upon civilians who did nothing wrong. You punched the sonofabitch who commanded you to. They're not demons. They're people.
>You eventually got shunted through the system and wound up on phobos for your actions.
>Hell invades, bringing unspeakable horrors with it
>You don't care. You're used to this sort of treatment. Nothing they can do to you is any worse than what people could do.
>Fighting through hell and kicking their ass leaves you weak and weary. You really just want to go home.
>After kicking enough of it's ass, hell resurrects you and kicks you the fuck out.
>Demons already invaded earth while you were gone. You didn't care; people deserved everything they got.
>An awful putrid smell lingers through the air; but you care not; trundling through a field after a rabbit. You presume it's daisy; but she's running away. Bah. You're home now and she's enjoying her time outside. Might as well relax in the fields and enjoy a nice, long, permanent sleep.
>As you rest and watch the rabbit, something makes you turn towards the smell.
>... That's not your rabbit in the field.
>You slowly crawl over, shaken, disturbed, deeply upset as you come to a horrifying truth.
>Grabbing your shotgun in one hand and Daisy's head in the other, you grit your teeth as your heart pounds and your eyes grow bloodshot.
>After decades of silence, you finally scream a guttural roar as you lose yourself entirely to nothing more than rage; no logic, reason, or higher thought coming to you than the demand for revenge. Earth shakes.

>> No.4462057
File: 67 KB, 722x725, 1480700431506.png [View same] [iqdb] [saucenao] [google]

>>After decades of silence, you finally scream a guttural roar as you lose yourself entirely to nothing more than rage; no logic, reason, or higher thought coming to you than the demand for revenge. Earth shakes.
Oh that's good

>> No.4462062

Thank you doctor.

>> No.4462110
File: 461 B, 49x54, tempofield.png [View same] [iqdb] [saucenao] [google]


Hmm I'll go through the projectiles then

>> No.4462130
File: 775 KB, 798x794, Untitled.png [View same] [iqdb] [saucenao] [google]

in which I realize ive been a complete idiot and have had forgotten to change many of the hitboxes to match their actual sizes back when I made them

>> No.4462136

That is absolutely fucking badass.

>> No.4462182
File: 190 KB, 1280x932, baroness of hell.jpg [View same] [iqdb] [saucenao] [google]


He's disorganized and reeks of a manipulative sociopath to me but probably much better project leader than Carmack, who can do shit efficiently but is an uncaring sociopath and probably not a very leader or a visionary beyond tech.

Probably for the same reason retards keep pushing 8k textures into Skyrim.

>> No.4462184

Man, that La Tailor Girl mod could actually be worthwhile if the different outfits affected weapon behavior/performance rather than just giving the player different slot 1 attacks (who cares) and some passive ability

>> No.4462195
File: 31 KB, 266x317, carmack talking to himself.jpg [View same] [iqdb] [saucenao] [google]

How do you guys approach going through a 32 map megawad? Do you work away at a few levels every session or so or even just go for one large sprint?

>> No.4462197

>that trashy baroness
Gosh, I really want to HOLD her HAND.

>> No.4462198

I play until I die.

>> No.4462205

>map starts with you having 1hp in prison rape zone

>> No.4462216
File: 2.22 MB, 1600x1035, community_image_1414288155.png [View same] [iqdb] [saucenao] [google]

Do you guys have a handy guide for modding Duke Nukem 3D/ Build Engine? I want to make my own total conversion/game in that engine but unlike Doom there little useful information about it, and if there is it is very well hiden in niche pages. I want something that covers from creating weapons and NPCs to do do my own HUD/ menu. If it isn't in a single master guide, then a collection of guides I guess.
I really, really want to play with Build 3D but it's getting tiresome starting with it, I'll probably switch to doom engine if I don't find anything useful soon.

>> No.4462247

>Lanterns on in the daytime

>> No.4462250

>That crappy couch
This really is the Hell

>> No.4462257

i do every map from a pistol start. as many as i feel like until i take a break. i keep a note of which ones i've done. i reduce the skill level if one proves too troublesome. eventually i end up with a list of which maps i've done on what skill level. i usually start at map01 and go forwards but other times (especially if i've done the maps before on a lower skill) i will jump around randomly.

>> No.4462259

A few levels at a time, until I start getting bored or die. If it's not too hard, I try to not save throughout the level. Pistol starts unless the gameplay mod is based on progression.

>> No.4462279

I dont think there is anything build can do that you cant recreate in gzdoom

>> No.4462282

This is perhaps the most beautiful environment I have ever seen in the Doom engine. Well done.

>> No.4462319

so, who is the son of a INBRED BITCH who did this one?


>> No.4462321

Begun, the Thread Wars has

>> No.4462337 [DELETED] 

Careful about mentioning this place. /vg/ is probably filled with 2016babies and brutaltards.

>> No.4462382

>icarus is streaming final doomer

>> No.4462416
File: 17 KB, 215x174, pondering archvile (2).png [View same] [iqdb] [saucenao] [google]



>> No.4462418
File: 125 KB, 480x720, hell awaits.jpg [View same] [iqdb] [saucenao] [google]

>fucked up the crosslinking


>> No.4462423
File: 104 KB, 512x512, 1341182122821.jpg [View same] [iqdb] [saucenao] [google]

Any good megawads for Project Brutality?

>> No.4462432

i'd say map of chaos or the hell on earth starter pack wad

>> No.4462438

D44m gets regularly mentioned in this thread though, like the earlier post about argent energy, and prior to that we had all those months of D4D/D4T discussion.

>> No.4462441 [DELETED] 

Yeah, but those aren't most likely babbies, meaning 2016babies are more like people who have never actually played any other Doom game and probably think that Doom 3 is retrospectively significantly worse than 2016.

>> No.4462442

A megawad of C4 as a pillow your inbred dummy.

>> No.4462443

whoever made this thread can't've gone through the backlinks properly

>> No.4462445

the arch of the bridge looks too exaggerated, looks like it has been stretched on the z-axis

>> No.4462447

slopes always look rubbish frankly

>> No.4462469
File: 136 KB, 250x250, 1386104319706.png [View same] [iqdb] [saucenao] [google]

Those are good ones, especially the Hell on Earth starter pack, but I've already played them. These are the ones I've also played and enjoyed with Project Brutality:
Scythe 1 & 2
Doom 2 Reloaded
Back to Saturn 1 & 2
Alien Vendetta
Going Down
Whispers of Satan
Community Chest 3 & 4
Vile Flesh
Flashback to Hell
Hell Revealed 1 & 2
UAC Ultra
Memento Mori 1 & 2
Valiant: Vaccinated Edition

I started playing TNT: Revilution today, really enjoying it so far.

Why so mad, friend?

>> No.4462524
File: 1.24 MB, 768x432, Base Profile 12.15.2017 - [View same] [iqdb] [saucenao] [google]


>> No.4462585

oh no
people with different opinions

>> No.4462668

hexen souls man is that you?

>> No.4462689


>> No.4462701

Are there any wads like Ancient Aliens that isn't Epic 1 and 2?

I'll settle for scifi or space themed ones.

>> No.4462706

Have you tried Valiant, https://www.doomworld.com/forum/topic/71704-valiantwad-now-on-idgames/? Also made by Skillsaw.

>> No.4462718 [DELETED] 

Don't play ayylmao themed trash. Doom is about demons and hell. Uninstall the game.

>> No.4462719 [DELETED] 

go back to badgame

>> No.4462721


Just bring your own music.

>> No.4462727

what about ayydemons?

>> No.4462737

don't, not even ironically.

>> No.4462787
File: 2.51 MB, 720x404, who killed hannibal.gif [View same] [iqdb] [saucenao] [google]


>> No.4462807

what's badgame?

>> No.4462823

fuck thats cool

>> No.4462826

Outfits do affect some weapons, though.

>> No.4463026

..But they do?

>> No.4463039

Depends on how difficult it is. Most I'll keep playing until I get bored, but when I play something like Ancient Aliens or Sunlust I can only play maybe two or three maps a day.

>> No.4463043

I've only played a few, am relatively new to Doom, but I generally play a few maps at a time for most 100-300 monster-per-map Megawads, so it'll take me a week or two to get through one.

I don't pistol start, but I think I might start doing that for more challenge.

>> No.4463053
File: 8 KB, 62x62, 1487081921820.gif [View same] [iqdb] [saucenao] [google]

>You don't know how long you've been doing this now. Seems like years since the Hell Invasion began on earth. You completely lost track of time- something that doesn't involve killing demons.
>You've never let go of her head, weilding everything in one hand due to sheer belligerent delirium in your hatred. You can't think of anything but killing demons- the very universe seems to will it; a repentance for your early life and treatment.
>You weren't going to help your fellow man, initially. Why should you have? They never helped you or anybody else. Innocent? Laughable.
>You keep going, smashing through their ranks even as their newest creations assault you. How long were you even in hell? You never saw these on your first tour.
>You eventually find where they're holding the population hostage and blast it all. Though you shouldn't, a minor word in your earpeice from the UAC merely requests you do so. You're not a bad person; Maybe a small shard of your humanity lost in your head thinks your actions and Hell's Invasion will serve as a lesson to treat each-other with better respect.
>Releasing them; they tell you of the source of the infestation, just as you were ready to slink down and die having saved your species.
>... You may actually get your revenge after all.
>Fighting through into hell once more, you decide you must close it from the other side; the gateway undulating infront of you like some sort of sickly rectal sphincter.- Actually, that's exactly what it is.
>You destroy the Icon of sin- wrecking untold miles of hell as it's eldritch form thrashes about, formless tentacles and demonic goat-limbs destroying it.
>Eventually you manage to get back to earth, somehow. Bewildered by your accomplishments, the UAC declares it's new Elite Cybercorps enhanced marines; with YOU, the only natural human without cybernetic enhancements at it's head. They even craft you your own special armor (1/2)

>> No.4463083
File: 195 KB, 800x600, Screenshot_Doom_20171212_205131.png [View same] [iqdb] [saucenao] [google]

How many people here play with ViewTilt++?

>> No.4463093



>> No.4463096

It's neat as an add-on.

>> No.4463102
File: 12 KB, 476x251, 1495375703518.png [View same] [iqdb] [saucenao] [google]


I just don't know how to keep desecrating this game...

>> No.4463107

put your dick in it

>> No.4463108

>not making love to doom diskettes every night

>> No.4463113

high resolution textures

>> No.4463118

Is that the one with the cracked glass and blood?
Anyways, take inspiration from this

>> No.4463145
File: 611 KB, 850x800, cinematic mod.png [View same] [iqdb] [saucenao] [google]

What is the Doom equivalent of the HL2 Cinematic Mod?

>> No.4463153

Brutal Doom
instead of fully modelled vagina, it is real gore.

>> No.4463159

Instead of crashed planes under undamaged bridges, it's turning white guys into niggers faster than rap music

>> No.4463163

One of those shitty HD texture wads, combined with filters.

>> No.4463287

I don't think the WW version has that shit.

>> No.4463298
File: 7 KB, 250x250, 1510164395147.jpg [View same] [iqdb] [saucenao] [google]

>about to continue quake 2 playthrough
>tap 'nightmare' instead of 'load game'
>autosave is immediately overwritten
even the menus in this game are well designed and well thought out, goddamn. they really did think of everything.

>> No.4463303

im autistic

is this sarcasm?

>> No.4463312

i believe so yes. i would think losing your autosave is undesirable.

>> No.4463313

>relying on autosaves when they could easily be overwritten as mentioned

>> No.4463316
File: 121 KB, 800x613, CvCYaD1XEAA1QrX.jpg [View same] [iqdb] [saucenao] [google]


>> No.4463325

I think it would be fun to make a contest of who can make the mod with the silliest hacks and bug exploits in gzdoom.

>> No.4463328

I didn't really care much for that run but I was mildly annoyed by how stupidly easy it is to overwrite something

you'd think they'd have the idea of including the load and save menus somewhere in the main menu

but no, they had to make do for the brand new VIDEO™ submenu

>> No.4463330
File: 540 KB, 504x725, thinking saw.png [View same] [iqdb] [saucenao] [google]

Why wouldn't you just use manual saves?

>> No.4463337

Basic shit. You brought this upon yourself.

>> No.4463340

Because I unfortunately have ears good enough to hear Vorbis deficiencies while playing videogames. I would encode all of them in Opus if ZDoom were able to read it.

>thou hast died-eth
Thou hath deceased.

>> No.4463341

as I stated, it's not that I care about it
I was a couple steps away from the palace unit anyways

>> No.4463347

Thouest wasth deadeth

>> No.4463351

OK then, how exactly is Graf a furfag at all? Indeed Sarais is, but Graf? I just don't see it.

>> No.4463356

fake news

He's a boring type autist, not a lolcow type autist.

>> No.4463361

How long would Ranger from Q1 last on Citadel station?

>> No.4463363


>> No.4463376

If he can into cyberspace, he might make it as far as Engineering. I don't see any way for him to survive that level, though. All the HUUH in the world can't do much against groups of powerful hitscanners in tight corridors. Hacker's powerlevel is insane by that point and it's a hard time even for him.

>> No.4463378

da chikin avatar xD

>> No.4463386

do you wish for more writefaggotry? i should be finishing up my map or tf2 contracts but...

>> No.4463402

Moorhuhn mod when?

>> No.4463404

when graf changes his profile pic

>> No.4463420

Why exactly did System Shock 2 have no Cyberspace levels save possibly for most of the last level?

>> No.4463429

Cyberspace was pretty looked down upon in SS1. I'm sure it's fondly remembered now, but I remember people bitching about it taking them out of the game back in the 90's

>> No.4463434

Didn't someone already try this and it 404'd insanely fast?

>> No.4463441

he's about as much of a furfag as pillowblaster is

>> No.4463443


The RPG Maker generals are a nice indicator of how the Doom threads would survive on /vg/: That is, they wouldn't.

>> No.4463445

Only threads that survive /vg/ are the ones with a lewd anime girl on the OP image

and hdoom isn't enough to keep that fresh

>> No.4463446

>looked down upon by many in SS1.
OK then. That group was probably mostly people who either barely read the manual, or set cyberspace settings to 2 or 3 when they weren't ready yet.

>> No.4463448

>no doom 64
>no doom rpg
>no playstation doom

>> No.4463451

Yeah, I didn't mind it. But other people did. That's probably the reasoning is all.

>> No.4463456
File: 1.12 MB, 519x283, 85e.gif [View same] [iqdb] [saucenao] [google]

What's "that one" enemy that you hate so much that you go out of your way to try to kill?

>> No.4463458

Playing Dark Tide with Kriegsland is pretty fucking kino. Especially with the music addon.

>> No.4463461 [DELETED] 

I'm fairly certain S'Arais is not actually a furry. They do have a character (hence the namesake) that could loosely be considered one, but they themselves have stated not wanting to mix in with that bunch for a variety of reasons.

>> No.4463464

Still looking for the hud mod in the pic. Anyone know the name?

>> No.4463469

Seems like a gameplay mod rather than just a hud mod.

>> No.4463474
File: 3.19 MB, 460x402, viledoor.gif [View same] [iqdb] [saucenao] [google]

Pain Elementals become a problem fast if you don't deal with them. Thankfully, you don't necessarily need to divert your firepower to them to keep them in check, just bully them and abort their children.

Arch-viles are *fucking terrifying* and really versatile against you, so you gotta deal with them for some peace of mind, let off the fucking tension and nerves. Being stuck in a space with no cover with a vile is horrific, being stuck somewhere in the dark with a vile you can hear but not see, but you know is walking free nearby and looking for you, that shit's beyond unbearable to me.

Arachnotrons aren't generally too bothersome in most situations, but their walking and gunning is loud and annoying so I often try to kill them soon to get some fucking peace and quiet.

>> No.4463479
File: 185 KB, 800x600, Screenshot_Doom_20171212_210049.png [View same] [iqdb] [saucenao] [google]

Immoral Conduct

Load the old Edge .wad first for it's assets, then load the ZDoom .wad for all the code that replicates the original functions (mostly).
It's a classic, and it's pretty good, if fairly dated.
Of course, you could just run the original mod in Edge, but why would anyone want to do that in 2017, soon 2018?

Yeah. Also I'm doing stuff with it so stuff you see in my screenshots won't be in the straight port in my link.

>> No.4463483

I generally try to deal with hitscan as soon as I can, unless they're in a position where they can easily infight other monsters. Archviles however are cunts that get glassed as soon as possible.

>> No.4463494
File: 2.55 MB, 277x219, tommygun.gif [View same] [iqdb] [saucenao] [google]

Hitscanners can be trouble, generally it's the shotgunners because if you're close enough and they have line of sight, you're guaranteed to take a good hit, but they're also typically pretty fragile, so it seldom takes too much time or effort to deal with them.
Chaingunners I find aren't quite as much trouble as they deal their damage over time, so if you hurry behind cover (pillar, wall, another monster), you can interrupt the damage they do. And again, they're reasonably fragile.

Hitscanners I actually find to be good assets, particularly those with machineguns, because they are very prone to start clusterfucks with everyone else, which can really buy you time and net you opportunities at times when you most need them.

>> No.4463497

>Immoral Conduct
Thanks, anon. I appreciate the tips

>> No.4463505

congrats on being retarded

>> No.4463513

good post

>> No.4463523

Are there any plans to reorder the weapon slots? Really weird to have to go to slot 0 to use the enemy sawn of shotgun instead of it being in the shotgun slot.

>> No.4463542
File: 170 KB, 800x600, Screenshot_Doom_20171212_205339.png [View same] [iqdb] [saucenao] [google]

Yes, those are things I've been doing.
I don't really know why weapons were organized so jankily in the original.
Also I'll be consolidating a lot of weapon functions. Like there's more shotguns than are practical or necessary, also lots of superfluous pistols. It'll be different from Immoral Conduct in quite a lot of ways, though also similar. I initially just kind of started out making a few weapons centered (because the mix of centered and angled bothers me), and just a bunch of minor tweaks that I liked.
I don't know what I'll call it yet. "Immoral Conduct: Milsurp Edition", "Immoral Conduct: Centerfire", "Immoral Conduct: Parabellum"? It's kind of hard to actually top a name like Immoral Conduct because it's short, recognizable, sounds cool and suggests things.

I really got thrown out of gear earlier this fall because my computer died and I had to spend money rescuing things from my hard drive, coupled with iffy compatibility of programs and jankiness of a new computer+OS, etc. But I'm really itching to get some things done, and playing some Doom again. My new PC has a shitload more processing power and memory so I can do more things.

>> No.4463554

Are you ditching one of the pump shotguns? I personally prefer the enemy drop Sawn off, it just seems to have more oomph than the normal pump action if that makes any sense.

>> No.4463570

Also glad to see the old M16 sprite is gone, it looked really odd and out of place compared to the rest.

>> No.4463578


>> No.4463598

my pleasure

>> No.4463629
File: 245 KB, 800x600, Screenshot_Doom_20170826_014743.png [View same] [iqdb] [saucenao] [google]

Well, there'll only be one shotgun, it's centered and pumps fast, tight spread. Has a loud and pleasant BANG noise.
If I can figure it out, I want to make it reload two shells at a time, like in Doom 3.
I was going to delete the Uzis and transform them into a new single subgun, but playing, I actually found that the twin Uzis, with a bit of a higher rate of fire, kind of fit the role of the Super Shotgun, in a way, so I'm thinking that it'll replace that, and in the chaingun's slot the CAR15 spawns.
Thus, in Doom 1 (and replacement episodes), where the SSG has no spawns, you'll either hope to run into a subgun zombie who can randomly replace a shotgunner (which isn't rare, actually), or you'll rely on the carbine for machinegun duty and have a lot of pistol ammo to fall back on if you need to.

The twin Uzis will thus survive conceptually, because they're actually really good, I just need new graphics for them.

Yeah, it was originally for a Duke Nukem 3D TC, Platoon TC (that I think might have eventually become Nam), drawn by a guy called BadKarma. It kind of fit the goofy style of it. Cory Whittle drew an M203 on it for his stuff.
It's really cartoony and doesn't really look that good, for that matter, what features it does have were incorrect for the Vietnam era (and this got worse in Nam).
I also found it really awkward to use, the burst was annoying and delayed, the arc of the grenade was weird, thus I replaced it with a thrown hand grenade, and it just started spiraling from there into something I actually thought about developing further and releasing.

>> No.4463648

Shame about dropping the M203, always felt satisfying in games to reload one, I'd guess there are just no suitable centered sprites that would look right.

>> No.4463660
File: 255 KB, 800x600, Screenshot_Doom_20170814_035237.png [View same] [iqdb] [saucenao] [google]

That, and I already have a centered grenade launcher that's really badass.

The thrown hand grenades are really versatile because they bounce readily and showers the general area with fragments which ruins pretty much anyone's day, even your own if you don't take care to learn it's range.
I plan on making this just a quick button (with an animation, of course), that's available with each animation.

The launched grenades have no real frag effect, partially because of balancing reasons, that shit would just be goddamn ridiculous, and partially because with just a typical explosive radius, this is rapid fire explosive weapon you can advance with like the normal Doom rocket launcher, just mind the explosive radius and you can rush with the thing and lay death, not worrying about stray fragments breaking your stride.
There's also the chemical gas, which is it's own brand of rape.

>> No.4463663
File: 196 KB, 800x600, Screenshot_Doom_20170724_222357.png [View same] [iqdb] [saucenao] [google]

>that's available with each animation
*available with any weapon.

The hand grenades won't be their own separate weapon slot anymore, because that shit's fucking clunky to really deploy, and I'm looking to reduce weapon slots.

>> No.4463670

Actually that raises another question from playing the version of this currently out, will the flak shotgun be there, how will the flak be handled? Because it's really easy to hurt yourself with it unless you only use it to hit stuff around corners and keep a wall in the way of the flak hitting you.

>> No.4463695
File: 70 KB, 890x417, soon.png [View same] [iqdb] [saucenao] [google]

I'm going to replace the Flak Gun because it's really completely impotent as a replacement for the BFG9000.
Anything that throws just a little bit of slaughter at you renders the Flak gun useless, because it can't put out massive hurt fast enough to matter, it's completely dwarfed by the launcher and hand grenades, like there's encounters in TNT Revilution where you're supposed to use the BFG9000, and the Flak Gun just can't do what's needed. It can hurt you if you're not careful, but that's a smaller problem compared to the fact that it can't hurt enemies enough, rarely do I kill myself with it, mostly I'm killed because the Flak isn't enough to kill who's trying to kill me.

It can really hurt one or even a few strong monsters pretty good in certain situations, but if there's many it won't cut it, and it's actually pretty dangerous to use against the big bosses because you kind of need to get closer, and they can sort of 'stomp' at you, while also putting you that close to the bouncing flak puts you at risk, so you need to be careful how you move, which isn't good against the cyberdemon because just one or two (of his REALLY fast) rockets is enough to completely destroy you at full health, you need speed when you're close to him.

I kind of dislike doing this, because back when ICD was new, and I was a little shit, I thought the Flak Gun was really cool (because it's a super deadly version of the Duke Nukem shotgun), but one thing I kept running into in years of quiet amateur modding is that I kept just throwing in everything and the kitchen sink, and I really have realized over the years that bloating your arsenal with lots of superfluous weapons is bad, it kills flow, and I can't find a good spot for this weapon that the others don't fill better.

>> No.4463710
File: 419 KB, 1000x667, tumblr_nonwyaWd9W1sp7x5mo1_1280.jpg [View same] [iqdb] [saucenao] [google]

Like, ICD originally has too many pistols, there's the 1911, the silenced 1911, the twin 1911s, the Beretta, and then the Revolver, the last two are really superfluous, and the silenced pistol shouldn't have been a separate weapon, the Revolver doesn't do any substantial amount of damage to justify it's use, and the Beretta is not only rare to find, but pointless if you have the Uzi, which does everything it does better.

In my tinkering in years before, I was a lot worse at this, too many different pistols, too many different shotguns and subguns, etc. Stylistic clash (angled vs. centered, etc) was really bad too.
They weren't identical, but often close enough that they needlessly filled the same roles, often with their own ammo pools.
I'd put polish into them, make sure they felt cool, but that didn't matter, because they'd ultimately weigh you down as a player.
Potentially this could have been solved with a system where you only carried one of every type and you'd drop and swap weapons, but that I feel doesn't fit Doom, not the way I was going at it (also I wasn't smart enough to code something like that).

The absolute worst example of arsenal bloat I think you can see in NeoDoom, there's just way more weapons in that than what's practical (I think maybe 30+ different weapons and then a bunch of usable items). I suppose there's also that Aeons Of Death thing, or whatever it was called, where it takes near every fucking weapon and monster from all the big 90's FPS games and throws it into a horrible clashing blend that's a crime against aesthetics.

>> No.4463717

Dude. That'd be a great base for an intermission screen.

>> No.4463719
File: 415 KB, 1000x667, tumblr_nonx0r1VM21sp7x5mo1_1280.jpg [View same] [iqdb] [saucenao] [google]

I thought so too, I think it's from a mine or something.

>> No.4463720

Why is it so fucking red? What things on this planet would even look like that?

>> No.4463721

Is Doom better than Quake?

>> No.4463725


>> No.4463729

Not for duel. So no. Maybe for silly mods, but that's really it.

>> No.4463730
File: 453 KB, 1368x627, textureees.png [View same] [iqdb] [saucenao] [google]

Totally is from a mine or quarry.
Possibly some form of copper, almost looks volcanic.
It may be patches of unrefined minerals, too. Hematite definitely can have similar coloration, see right.

>> No.4463734

So I just loaded up NeoDoom since you mentioned it and I've never seen it.

Literally the only good thing is the nuclear BFG, and that probably still needs work with the actual sprites of the attack.

A mod I actually like that kinda does the "too many weapons" thing is Call of Doom, but I think it's nice to see the upcoming version is really cleaning up the sprites and how the mod works, and giving a bunch of different, neat functions to the weapons like dual mode sights.

Seems to track back to being Iron ore piles in Minnesota.

>> No.4463735

They're equal in my opinion.

>> No.4463736

I think weapon bloat could be compensated if the player can swap out weapons in one slot for another or have a carry limit like DRLA.

>> No.4463737


This I think is actually pretty neat.

>> No.4463740


>> No.4463746

Though stuff like that and Real guns advanced will always have some big issues, like inconsistent hands / arms, and in the case of Call of Doom, switching to dual wield for the M1911 changes the actual design of the pistols completely due to them being from a different Call of Duty game.

>> No.4463765
File: 368 KB, 1920x1080, 20171216013138_1.jpg [View same] [iqdb] [saucenao] [google]

Just gave https://forum.zdoom.org/viewtopic.php?f=43&t=57522 Highway to Hell a try.

Sticking a flamethrower on a pump action shotgun is one of the more insane yet fun ways to make a shotgun even better at close range.

>> No.4463769
File: 194 KB, 1920x1080, 20171216013558_1.jpg [View same] [iqdb] [saucenao] [google]

Also a desert eagle with a three round burst and plenty of punch as the pistol replacement is all kinds of silly and fun.

>> No.4463772

Sounds redundant to me?

>> No.4463779

The flamethrower hits way harder but somehow guzzles down shotgun shells, it has a range issue due to being a video game flamethrower though, so the normal shotgun function works better at a distance.

>> No.4463786

So if Hacx 2.0 is never and if Reelism has weapons that would've been used in it (Uzis/Gen-Amp Taser/Stick), would there ever be a weapons mod that would imitate their intended function?

>> No.4463790
File: 50 KB, 499x636, caco monitor.jpg [View same] [iqdb] [saucenao] [google]

I like how you think.

Oh. That's lame, you should make it a long range liquid jet with a thin spread, doing really horrible damage to whatever it hits, that sets it apart from the shotgun attack and provides a different function.

I guess you could make it like a single shot attack with a reload/recharge animation, like it's a canister with pressured gas that projects a charge of napalm a far distance

>> No.4463797
File: 1.29 MB, 3264x1836, LuIptot.jpg [View same] [iqdb] [saucenao] [google]

A spread and range like this, for like maybe 10 tics, and it just ruins anything that isn't a boss monster.

>> No.4463804

It has around half that reach, in practice it's a very effective "I want this monster or group of monsters out of my face RIGHT NOW" weapon when you have shells to burn because it does very heavy damage.

>> No.4463820

Normal shotgun in Doom is a long range weapon.

>> No.4463827

Also eats all your fuel in 6 seconds of continuous fire. IMO less range and less fuel consumption (realistically - by lowering pressure in the tank so it does not pump out fuel as fast) is better for the kind of encounters Doom has. Maybe Doomguy has tinkered with it for that purpose.

>> No.4463828

I suppose if you don't have a chaingun to tap fire with, or just no bullets to use with it, but I never handle it that way.

Also Highway to Hell does something that always bugs me, casing ejection on miniguns / chainguns where the casings seem to come from the barrels instead of out of sight like they should.

>> No.4463848
File: 386 KB, 1282x960, actually__trying.jpg [View same] [iqdb] [saucenao] [google]

would anyone mind trying out this level? Spent a few hours making it.
>inb4 texture work
gonna work on it now, just wanted to get a decent level set.

>> No.4463856

I'd recommend making 2 colored stone walls to have a color cutoff at the brick edge, insted of at the middle - would look much better and organic since bricks usually aren't made out of 2 different kinds of stone at once.

>> No.4463861

I think it may be better, if possible to have those pillars rise or drop to reveal enemies, instead of having the wall lower to reveal imps in the room with the blue key.

>> No.4463862

Was thinking about that too. I'll work it in.

>> No.4463929
File: 266 KB, 1280x1024, Screenshot_Doom_20171208_133937.png [View same] [iqdb] [saucenao] [google]

I'll give it a test later.

Initial playtest-feedback-collection beta available for testing for s'arais entry into the Spess Castle project.

Yes, it's boom compat 9.


Manager can name the map whatever he likes.

>> No.4463948

I was about to complain about the lack of health, but noted the stimpack in the secret and short length of the level; so it's kind of okay. It is a bit architecturally bland, however.

>> No.4463968

Doom's monster roster is more flexible and accommodates battles in wide open spaces but that's about the only thing it has over Quake.

>> No.4463970

How do you figure? Quake has less enemies total but they're just as flexible due to the multiple methods of attack.

>> No.4463973
File: 1.41 MB, 1600x1800, file.png [View same] [iqdb] [saucenao] [google]

I always wondered, what's the point of creating a special effect that complitely obliterates not only your enemies, but your frame rate as well.

You want to marvel at the destruction your weapon makes, not angrily wait until your game begins responding to your controlls again, while you can't see WTF is going on, especially at how your enemies are getting melted, which is the whole point of an overpowered gun..

>> No.4463978
File: 47 KB, 152x140, average UAC soldier.png [View same] [iqdb] [saucenao] [google]

>He doesn't like when ridiculously powerful guns kill your framerate
I bet you're a giant insect!

>> No.4463979

Updated it a little bit, made it quite a bit harder
and added more health packs to compensate.

>> No.4463986
File: 535 KB, 1280x1024, Screenshot_Doom_20171216_043809.png [View same] [iqdb] [saucenao] [google]


>> No.4463987

With EDF at least the framerate drop is there because you see your weapons obliterating the surrounding environment, with Doom mods it's just excessive particles and calculations of stuff bouncing off walls that you'll barely see anyway.

>> No.4463990

maybe don't use huge guns that shoot huge things in enclosed spaces/short distances
boot up a slaughter map and activate the space nuke

>> No.4463991

Working as intended. I try to make maps I can only beat 1/2 to 2/3 of the time with a pistol start. I'm also trying to make players "earn" ammo by limiting on-ground ammo pickups. I honestly feel like you end up with too many shells at the end of the level and may add some more closets someplace.

>> No.4463993

> implying he has huge guts of any kind

>> No.4463996
File: 288 KB, 1283x674, blue.png [View same] [iqdb] [saucenao] [google]

I think a bit more variation in with heights could do well here, you started off well with the first room but then the rest are quite similar - flat medium-sized square-ish rooms where the monsters come from a single direction.

I agree with that other anon about the blue key trap too, those pillars are prime position for a pinkie/imp trap. Also, the blue door seems liable to breakage, looks like the sector in front of it is tagged too?

You've done well with the general progression from pistol to shotgun to chaingunner reveal and I quite like it as a map01, much better than I was expecting honestly, now lets get it textured!

>> No.4464000

With EDF you see monsters getting obliterated, while your framerate drops. In Doom all you get is a flash of white/green/whatever and get your screen blocked.

It still has exactly same effect in the distance, bc. Doom has no LOD dropoff all the particles that block your view of the area close up, block your view of the blast zone when you observe it from a distance. The effect is still the same - your frame rate tanks, you don't see your enemies getting nuked - all you see is a slideshow of the effect in motion that blocks everything.

Doom should have proper particle code, not the humiliation we have now. I.e. all those effects tank frame rate so much because each "particle" is an actual actor, whose behaviour gets processed every frame. Wouldve been much better if we could get custom particles that could have just the basic animation in them and an option for simple bounce physics that do not interact with anything outside of level geometry and thus completely skip the checks for interaction with other actors. (+nointeraction only skips the passive checks, but not all)

>> No.4464003

Updated. Check the replies. Don't remember if that includes the fixed blue doors. I feel like a fucked the balance quite a bit, but depending on how the rest of the mapset goes, I may leave it as a pseudo slaughtermap.
All points taken into consideration, gonna work on it tomorrow after getting some sleep.

>> No.4464020

More or less suffers from the same problem, sure you've buffed up the monster opposition but again they're usually just trickling in from a single direction making them easy to pick off - you never really catch the player off guard. Heres an idea: on the door that leads to the blue key room change the linedef so that it immediately lowers all the pillars behind the player and hide a switch in one of them that opens the door.

>> No.4464035
File: 22 KB, 444x462, disgusting.png [View same] [iqdb] [saucenao] [google]


>> No.4464037
File: 8 KB, 120x125, why not.png [View same] [iqdb] [saucenao] [google]


>> No.4464056

What was the first Doom version everyone played?

Mine would be Doom 64, though my brother says I played Doom on the 32X before that I don't remember it.

>> No.4464058

Original Dos version together with dad when I was about 4 years old.

>> No.4464065


>> No.4464067

Now I'm starting to feel like the weird one for playing a console port first, a wildly different in tone one at that.

>> No.4464068

DOS version. My PC bought in 1995 came with Doom 1,2 and Heretic pre-installed. I was 8 at the time.
I liked Heretic the most, and I still do to this day, liked the weapon, level and enemy design much more. The architecture, at least in the first episode felt much better to me.

>> No.4464070

>>4464068 (me)
IDK why, but at the time Heretic levels felt like could-be real places, while Dooms felt like much more abstract labyrinth

>> No.4464075

I wanna make a wad for my friends, whats the best program for making wads today?

>> No.4464078

It's not a port, though. It's a complete new game. The mythical Real Doom 3

>> No.4464084

I blame it as the reason I prefer more atmospheric "music" with Doom, though I still do like the normal stuff.

>> No.4464090


DB2 or its many derivatives for maps, Slade 3 for code.

>> No.4464094

DB2 sadly doesn't have DBX's pen mode

>> No.4464124

What's that and why do you find it important?

>> No.4464135

Hold down alt while drawing
Cream yourself at freehand draw, meaning it auto-places nodes as you move your mouse around versus CLICK CLICK CLICK CLICK

>> No.4464140

post screenshot of example map using this technique. i suspect it will be full of millions of 2 unit long linedefs and look awful as a result

>> No.4464151
File: 255 KB, 1366x768, Screenshot_Doom_20171216_205800.png [View same] [iqdb] [saucenao] [google]


Boolets aren't gimped on tight spaces anymore. Thanks, Obama

>> No.4464170
File: 71 KB, 300x221, literally everything by this dude.png [View same] [iqdb] [saucenao] [google]


>> No.4464181 [DELETED] 
File: 82 KB, 350x350, 1490068083803.png [View same] [iqdb] [saucenao] [google]

no problemo senpai

>> No.4464183
File: 82 KB, 350x350, 1490068083803.png [View same] [iqdb] [saucenao] [google]

no problemo

>> No.4464184

way to go champ.

>> No.4464189
File: 183 KB, 810x431, file.png [View same] [iqdb] [saucenao] [google]

I always wondered why Ribbik's stuff so fucked up node-wise.
Now I know.

WTF is wrong with person that designed 4chan's auto-replace, and where can I see the list of replaced words

>> No.4464193
File: 203 KB, 981x495, file.png [View same] [iqdb] [saucenao] [google]

sure, it's a different map, but it's in the same wad, made by the same person with same tools, so my point still stands.

picrelated is how it looks in the nodebuilder

>> No.4464196
File: 136 KB, 746x748, 1480325161113.jpg [View same] [iqdb] [saucenao] [google]


>> No.4464209
File: 117 KB, 454x480, IMG_2504.png [View same] [iqdb] [saucenao] [google]

What kind of fucking eldritch horror?

>> No.4464216
File: 2.45 MB, 876x520, gzdoom 2017-12-16 16-06-25-49.webm [View same] [iqdb] [saucenao] [google]

I suppose there's no way to fix this?

>> No.4464219

The z-buffer works with the data it gets. The more data there is, the more it has to work with. If an alpha channel object refuses to stay behind another alpha channel object, the objects may have too few vertices for the z-buffer to make an accurate render decision on which one to put in the front.

>> No.4464224


So post a request on ZDoom forums and wait for Graf to [No] it?

>> No.4464232
File: 2.97 MB, 341x217, look at those textures console pleb.gif [View same] [iqdb] [saucenao] [google]

I'm just talking out of my ass using standard rendering pipeline jargon. I don't know how Doom sourceports handle alpha channels and z-buffers. Usually in AAA games devs don't never even bother to fix those issues because nobody runs into them unless they're smashing their faces at every wall to find flaws in the textures.

>> No.4464234

Sunlust, map31

>> No.4464243

Begin with what is this first
Is this an actor that is a sprite?
Is this an actor that is a model?
Is this a lower texture?

>> No.4464254


actor Grass1 10253 {


Scale 0.5

States {
GRA1 A -1

I suppose I should probably make a narrower one.

>> No.4464258
File: 1.42 MB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]

This section gives me ~3 times lower fps than any other section.

>> No.4464262

Why does he do that?
I mean I get detailing but it doesn't even look like all of those linedefs are being used at all.

>> No.4464270

As stated above, it may be a byproduct of using some sort of automated instrument, then not cleaning it up, because it still wokrs flawlessly and GLBoom.

>> No.4464272

unnecessary overdetailing has been a blight on mapping for many years

>> No.4464286

I still find it hard to believe someone made ridicolous weapon arsenal mod just so you could kill some insects.

>> No.4464291

Not a native english speker so maybe that's why i never understood whats so humorous in that video/scene
Can you enlighten me?

>> No.4464292

I like strong detailing desu, but it's just that this linedef usage isn't very sensible. Curved wall, fair enough, but all those fucking lines and sectors aren't DOING anything.

>> No.4464301

It's just Duke Nukem telling you to be careful so you won't get bitten by a spider

>> No.4464345

I would rather see this than seeing people talk about the "game," Brutal Doom.

>> No.4464353

Burtal Dom is a best gaem
u can look up and down and monsters drop blood and shit!

>> No.4464376

Look at the top of the metal structure (>>4464258), he's used those linedefs for midtextures to make the top seem 3d, I'm not sure why he didn't just use the ceiling but I don't doubt he had a good reason

>> No.4464419

Are you actually trying to replicate EModE conjugation or are you referencing something? Because it would be "hast", not "hath".

"Hath" is an alternate inflexion for the third person singular, so it replaces modern "has". The informal second person singular used "hast".

From wikipedia: The perfect of the verbs had not yet been standardised to use uniformly the auxiliary verb "to have". Some took as their auxiliary verb "to be", as in this example from the King James Bible, "But which of you … will say unto him … when he is come from the field, Go and sit down…"

So we see that you could also write, "Thou art deceased." If this is a reference to that game of course this is irrelevant.

>> No.4464448

Thanks, I'm still studying archaic forms, this was quite informative.

>> No.4464457

why don't any of you big niggas talk about Unreal?

>> No.4464462

i have no interest in it

>> No.4464463


>> No.4464469

because it's real
how would we ever discuss a game that doesn't even live to its own title

>> No.4464486

weren't kinsie and drpyspy working on a codex for metadoom?

>> No.4464525 [DELETED] 
File: 78 KB, 1024x900, 1506606820825.png [View same] [iqdb] [saucenao] [google]

What's your go-to testing map for tryig new wads? I always use the first map of thunderpeak since you can get all weapons except the BFG pretty quickly if you know what you're doing.
On another hand thunderpeak breaks with Brutal Doom...

>> No.4464528

Has there been any other submissions for this space castle project? I haven't seen anything relating to it besides the initial rules post and your map.

>> No.4464529

I use the test room from Consolation Prize's Doom 64

>> No.4464535
File: 78 KB, 1024x900, 1506606820825.png [View same] [iqdb] [saucenao] [google]

What's your testing map for trying out new weapon mods? I always use the first map of thunderpeak since you can get all the weapons except the BFG pretty quickly if you know what you're doing.
On another hand thunderpeak breaks with Brutal Doom...

Sorry for deleting my post.

>> No.4464545

random doom2 / tnt / plutonia maps usually, ones i feel like i haven't played for a while, or are always entertaining. downtown / industrial zone / the courtyard / stronghold / odyssey of noises / go 2 it. the latter is especially good for mods as you get all the weapons immediately.

>> No.4464551

I also try to use random Oblige maps

>> No.4464557

I literally just load up map 1 of Doom 2 and type IDKFA.
It isn't ideal, since you only really get a feel for the guns after using them in a real fight, but at least I get the gist of them and can see if they're satisfying to fire.

>> No.4464560

>odyssey of noises
I love that map.
Its the only good official urban map.

>> No.4464565

No. As soon as his participation was confirmed, no one else wanted to be involved. Similar story with the Halloween project.

>> No.4464568

>>odyssey of noises
That made me realize the theme of earth and cities hasn't been kind of explored in Doom, as much as UAC's bases on other planets and hell
Doom 5's hell better be more than just grey sky and destructed builings

>> No.4464569

There's not a lot to say about it. It's a super slow mods scene, but the rare occasion something of note does come out it usually gets a mention.

>> No.4464571

agreed. i never did manage to beat it on UV with NewGmota :/
(i love all of plutonia. well except maybe map11 because it isn't very replayable)

>> No.4464604

Anyone know where SLADE stores its settings? I started it up this morning and now I can't zoom in on sprites.

>> No.4464637

One map a day. Depending on the month, there'll be one or two days when I do 2 in one sitting to get the whole wad done in 30-31 days.

>> No.4464643
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google]


~ S A T U R D A Y ~


>> No.4464653
File: 65 KB, 1639x866, 7fcd042bee.png [View same] [iqdb] [saucenao] [google]

t. is a professional at programming
If Graf had just fuckin listened to me this could have been avoided

>> No.4464658

Spiders are fucking terrifying, so.

>> No.4464659

Love the game to death, played it constantly back in the day, not a lot to talk about now.

>> No.4464661


I use Oblige maps.

>> No.4464663


I'm making the final level for this game we're making at the day care. (kids draw monsters and give me ideas, and I decorate & gzdoombuilder the shit of their ideas) and I'm being a complete sadist. Too lazy (and drunk) to make screenshots right now, but I'm learning a lot about level making through that project, so that's good.

>> No.4464667

btw, by sadist I mean that kids said that "the final level should be REALLY HARD and FULL OF TRAPS" so I'm making lots of puzzley rooms and ambushes

>> No.4464672
File: 1.84 MB, 1214x720, gzdoom 2017-12-16 21-39-38-72.webm [View same] [iqdb] [saucenao] [google]


>> No.4464685

Unfortunately don't have anything new to show this week because I've been working on a compiler for reasons. Here's a minigun.
As for the compiler, the parser is context-free. It compiles to an AST at the moment, working on translation to IR (and then compilation to native C code.)
Only somewhat relevant to this thread because I plan to use it in Lithium's source.

>> No.4464687
File: 203 KB, 1600x900, 1513453971.png [View same] [iqdb] [saucenao] [google]

Damn it all, I keep forgetting to attach images.

>> No.4464693

first time I've seen a gun that fires fag ammo

>> No.4464698

youre wasted here mate. you should be out somewhere making megabucks from googlebook or whoever

>> No.4464702

>Here's a minigun.
It's kind of pointing in the wrong direction. Like up in the air and to the left of where the crosshair is.

>> No.4464703

That would be an admission that he's not perfect.

>> No.4464709

Well instead now anyone who wants to use tracers on shotguns and not have them fuck up trajectory at close range will have to make a hack like this. GG grafu

>> No.4464714

Sprites are placeholder, don't worry. They're from a very old version of Lithium from mid-2016 when I wanted there to be dual rocket-launchers, a minigun, and a 12-shot SSG.

Just something I find fun, wouldn't like to make money off of it.

>> No.4464721
File: 281 KB, 1920x1080, scootlebutt.png [View same] [iqdb] [saucenao] [google]


>> No.4464723

>Just something I find fun, wouldn't like to make money off of it.
I used to think like this. Computers are just a hobby. Don't believe you could earn a living messing with them. Now I'm a 40 year old NEET whose only still alive because his mum's too soft to kick him out. Don't let this happen to you. Please.

>> No.4464729

I'm sure I could, but I would rather not ruin something I like doing by making it work. There are fields of computing that I would like to work in, but they aren't related to anything I usually do for fun.

>> No.4464738


>> No.4464756

I remember you. That's pretty cool. Are you making it kid friendly or is all the blood and stuff going to be in?

Brutal version when?

>> No.4464762


>> No.4464765
File: 245 KB, 649x1000, 1505764959078.jpg [View same] [iqdb] [saucenao] [google]

I don't doubt that when I'm forty, I'll still be posting in these threads, or wherever the 2037 equivalent will be.

>> No.4464779
File: 479 KB, 1028x800, 1510872123640.png [View same] [iqdb] [saucenao] [google]

Along with Half-Life 1 and UT 99, it's my favourite retro shooter. Is a shame it isn't discussed more.

>> No.4464786

>i would argue that graf has long not been "worth it", that graf pushes away many more people. the longer he continues to behave in this manner, the more people he will push away.

>y'all think it's not harmful that graf threatens to throw another childish tantrum and delete gzdoom every time someone disagrees with him? really? like maybe the only reason he seems like such a valuable programmer is because other programmers simply do not want to put up with his shit?

>yes, i think graf can change. no, i don't think he has changed. yes, i think he should change. yes, if he doesn't change, i think he should quit like he's been threatening.

anotak continues to drop bombs. the whole thing is worth reading

>> No.4464789

Snes version (on an emulator)
couldn't get past E1M1, thought it looked cool but sucked overall
i was so wrong

>> No.4464791

Does Combined Arms work with the latest version of GZDoom?

>> No.4464792

it worked fine with 3.2.1, i redid plutonia with it. not sure about 3.2.3 which i think is latest.

>> No.4464812


There's no gore, I use a_fade for the death animations (also because it saves time) and I flagged monsters with +noblood. I dont want to get in any kind of trouble with the parents or the mayor's office because I traumatized kids or something.

>> No.4464825

relaxing to watch

>> No.4464826 [DELETED] 

>HND gets cacoward
>Literally a generic weapons mod
>Not even impressive from a coding standpoint
And term insists there's no bias towards his mods just because he's a judge. What a fucking joke.

>> No.4464829
File: 31 KB, 252x235, 1500246376793.png [View same] [iqdb] [saucenao] [google]

That's sad to hear. It seemed like a cool idea too.

>> No.4464840 [DELETED] 

At least it's not Lilith.

>> No.4464841

go to bed Graf

>> No.4464842 [DELETED] 

do not respond or engage.

>> No.4464846 [DELETED] 

But it isn't my bedtime yet.

>> No.4464848
File: 7 KB, 821x288, 1513458938.png [View same] [iqdb] [saucenao] [google]

We should stop using name that basically means "Lord"

>> No.4464849 [DELETED] 

>Implying this is the story at all
No, there was a shitposting little twat that got angry and started screaming at Repugnus at the mere idea that I contributed something until he gave up. It was not my doing.

>> No.4464852 [DELETED] 

Give me your address, I'll mail you a rope and a chair for Christmas.

>> No.4464865 [DELETED] 
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google]

>> No.4464874 [DELETED] 

Blatant lie. They keep censoring the truth though, so go figure. One person kept screaming at repugnus because he didn't bar me from the project. How very immature.

>> No.4464879 [DELETED] 

How the absolute fuck has he not been banned yet? Do your job mods.

>> No.4464886

I reported 12 posts by him at the beginning >>4456943 and none was removed. So why bother?

>> No.4464889 [DELETED] 

permanent ban for sarais now
quote this post if you are down

>> No.4464891 [DELETED] 

actually no that's tempting fate.

>> No.4464894 [DELETED] 


>> No.4464896 [DELETED] 


>> No.4464898 [DELETED] 

They'll probably permaban you now, >>4464889

>> No.4464904


>> No.4464906

>try playing through maps suppressing my urge to save during them
>find I have little patience for re-clearing that 90% of the map I just cleared because I died to a trap at the end of the level once again.
At least I discovered I can play without saves, but dying at the end of half the maps is really frustrating, especially when its due to the map suddenly springing a few Barons on me in a tiny space.
Memento Mori seems to love that trap.
Also, replaying such maps feels more like a memory game than anything else, because as long as you remember what's coming and how you beat certain parts there's normally not much of a problem redoing it. Which makes me wonder why saving mid-level is seen as a bad thing here in the first place, but whatever.

>> No.4464907
File: 1.57 MB, 2133x1200, cnc4.jpg [View same] [iqdb] [saucenao] [google]

>Windows updates
>mouselook suddenly making random offset jumps randomly when moving
Amazing. Windows 10 is such a great thing.

Also, I really like the idea that Strogg are based on the Quake 1 human faction after they got corrupted by eldritch shit rather than being a garbage Borg knockoff.

>> No.4464914

>Memento Mori
at least we know what the cause was now
older maps just had that kind of design, it cannot be fixed now unless someone wanted to go in and rebalance them

>> No.4464915

>Revenant balls sponsored by John Romero
>Not by Milo and Dario
You had one job mspaint memer.

>> No.4464918

well you've already explained it. i use savegames to learn a long level that might have deadly traps that force an annoying restart after a lot of time/effort put into a run. but once i've learned the level--no saves.

on the other hand beating a level first time without saves is the best thing and makes you feel great. especially if you were recording a demo and have the proof on tape as it were.

>> No.4464924

>The Strogg started from the surviving former humans made by Shub-Niggurath
>they expanded and evolved by doing all the know - dismantling and rebuilding organic life into killing machines
I like this headcanon. It makes for a nice in-universe explanation for why the Strogg logo shows up in Quake 1.

>> No.4464926

Note: When reporting, make sure that the post in question violates the global or board rules, or contains content illegal in the United States. Submitting false reports will result in a ban.

Actually, somebody yelled and attacked anybody who contributed. My three maps are not what killed /vr/y spooky.

>> No.4464929

I think I'll return to doing the same thing.
Save all I want on the first play, then later go through it no saves because I'll know when the annoying stuff is coming up.
Its how I played Final Doom anyway. I just wanted to give this way a go.

>> No.4464938 [DELETED] 

Just fucking ban him already Christ he's posted the same shit 3 times and you keep deleting it but not solving the fucking problem. DO YOUR JOBS.

>> No.4464940

>Actually, somebody yelled and attacked anybody who contributed.
i don't remember this. i think you're making it up.

>> No.4464946

You can ask repugnus and even look in the archives.

>> No.4464949

He just needs to take a good look at himself and either change his ways or go away. You can't get banned from nearly every Doom community out there and still think the problem was with them.

>> No.4464952

Please help me, you can find the post in the archive faster since you know what you're looking for.

>> No.4464954
File: 634 KB, 220x165, Blood - Monolith (1997).gif [View same] [iqdb] [saucenao] [google]


>> No.4464956

What're some good maps for fightan nazis?

Asking since I want to use the Kriegsland enemy pack.

>> No.4464960

the tommy gun in blood feels so weightless.

>> No.4464964

>make sure that the post in question violates the global or board rules
Hmm what rule does "constantly drawing attention to yourself unnecessarily" come under? I report any post where he refers to himself by name, and any screenshots of his maps as a form of avatarfagging, but the mods don't see it that way.

>> No.4464965


Not a joke, someone made a .wad set on /pol/


>> No.4464968

if by "Nazis" you mean the SS enemies that star in the secret levels, this wad here uses them often with normal enemies

>> No.4464970

Because its multiplayer and mod scenes died a decade ago, and nobody has updated the editing tools in even longer than that.

There's also the simple matter of fact that the monster roster mostly fucking sucks and is poorly designed.

>> No.4464971 [DELETED] 

If my experiences on /vg/ /utg/ are any indication, it wouldn't be the first time that the mods have failed at consistently taking care of problem posters.

>> No.4464975

Reverse it, remove the "r".

>> No.4464976

Why don't you just ignore him?

>> No.4464978

You obviously haven't heard of Beyondunreal. There is a fan-ran master-server now, but the official ones are shut down

>> No.4464979

>Windows 10
You only have yourself to blame.

>> No.4464986

they're not really like the borg in any way aside from the basic premise

>> No.4464989

Laptop. Beats the 8 it came with originally.

>> No.4464991
File: 2.87 MB, 640x480, blood.webm [View same] [iqdb] [saucenao] [google]

Ironic for a 10lbs weapon.
Not sure I agree, though.

>> No.4464996

not saying it's not powerful, it is a decent man-mincer. it's just the animations, the firing sfx, for everything else it just feels so floaty and weird.

>> No.4464997

dude why does your blood look so bad?
I mean, it's a sprite game, but even when I played it the sprites and pixels weren't so garrish/chunky.
might just be the video encoding though
(the clearest offender of this is the spiders in the closet)

>> No.4464998

SNES version.
I can't remember if the controls were weird and/or I just sucked. I'm not sure if I even beat e1m1.

>> No.4465001

too generic.
>go to bed Fag
(>>4464841) could refer to anyone.

>> No.4465009

We tried to ignore him. But the noise has become unbearable. Now he kills interest in all /doom/ projects before it has a chance. No more tolerance.

>> No.4465013
File: 538 KB, 700x600, blood.gif [View same] [iqdb] [saucenao] [google]

That's an old .webm that's been passed around for a few years.

>> No.4465014

why do all the Blood gameplay webms have the player crawling around on the floor all the time? Is there any kind of gameplay advantage to crouching around?

>> No.4465017

i believe there is a significant advantage , yes

>> No.4465018
File: 461 KB, 1360x768, Screenshot_Doom_20171216_202545.jpg [View same] [iqdb] [saucenao] [google]


>> No.4465020

looks fuckin sick nice work

>> No.4465021

i do like this futuristic neon interplanetary spaceport look. trying to think of what it reminds me of.

>> No.4465026


>> No.4465038
File: 520 KB, 1360x768, Screenshot_Doom_20171216_204204.jpg [View same] [iqdb] [saucenao] [google]

Yeah, i am stating the main source of inspiration in thos room.

>> No.4465039
File: 2.98 MB, 640x480, blood 1997.webm [View same] [iqdb] [saucenao] [google]

Yes, bullets hurt like shit in Blood, and thus you want to either run for cover frequently, or move like a demon (I like doing both), you generally can't afford to get shot like in other games.
Caleb happens to be extremely limber and agile, he jumps high and moves and crouches and get up with ease, he's a springheeled motherfucker, almost a bit rubbery when he gets up in speed. His movement physics are a bit peculiar, and you can't really replicate them in in GZDoom (hence why he can't be easily fit in Samsara, because he can't be accurately replicated), they're also different from how Duke Nukem moves, so trying to rebuild Blood in the DN3D engine can't really be done either.

Enemies can't quite keep up with the player if he puts the effort into moving fast, and a lot, by jumping and crouching a lot and really fast, it confuses their aim and they'll miss you with their bullets. Your best fighting is done when moving as fast and as erratically as you can, chucking dynamite left and right (particularly for turning zombies into fishbait, so they don't get up), filling the air with lead. Proper play of Blood entails you being a One Man Blitzkrieg, and it's extremely exciting when you get the hang of it.

>> No.4465050

Just make a map anyway then? Him contributing isn't going to magically stop you unless you're that uptight about it. You're being silly.

>> No.4465098

Yeah but Quake 2 is the suck, man! I know my retro vidya! Do I fit in yet?

>> No.4465108
File: 8 KB, 271x288, 1453426542844.png [View same] [iqdb] [saucenao] [google]


>> No.4465127
File: 6 KB, 225x225, resurrection.jpg [View same] [iqdb] [saucenao] [google]

I had the idea a while back that the Strogg were supposed to create a massive conflict with the human race to draw their armies away from Earth so that Shub-Niggurath could be reborn and take over the planet while the armies were marching on Stroggos. That would be the reason why the Strogg insignia is the phoenix bird. And that Quake 5 would have three protagonists: Kane, Bitterman and Ranger. A gigantic slipgate would swallow the entire Earth and transport it to the universe of Quake and the heroes would need to follow, find the evil goddess and return the planet to our reality. Possibly by hijacking their mega-slipgate accelerator and using the entire planet Earth to telefrag the Quake homeworld out of existence.

>> No.4465130
File: 80 KB, 766x960, 1466466310580.jpg [View same] [iqdb] [saucenao] [google]

I feel so depressed, and there's still no proper Dark Forces sourceport to drown my sorrows.

>> No.4465131


>> No.4465135

All that power has to go somewhere...

>Final boss is Cyberthulhu in a callback to https://www.youtube.com/watch?v=8-NjBFe5JSg

it should also be noted that the elder gods aren't entirely evil; they give the slightest modicum of a damn about the humans as they're their primary resource, but most of their goals usually aren't to our benefit; So they don't want us dead, but they most certainly want to exploit us; especially our brains. They will occasionally intervene to protect such a valuable resource and food supply. So while they're not nessisarily evil- they DO terribly enjoy crazy things.

This would also be a good way for tying the whole IdVerse together: Hell invaded first, and once Doomguy kicked it's ass, she immediately took notice and investigated the planet that was otherwise unknown to them as a prospector for the other Elder Gods.

>> No.4465137
File: 65 KB, 495x893, 308 echoing in the distance.png [View same] [iqdb] [saucenao] [google]

God, I really need a better program than Photoshop, but at least I'm finally making progress on this thing again.

Real talk, I think Quake 2 gets an unfair rep, I can see why people don't like the departure from the original, and it isn't flawless, but I think it's a fun game by it's own merits, the action is pretty solid IMO.

>> No.4465143
File: 224 KB, 1280x720, Screenshot_Doom_20171217_075510.png [View same] [iqdb] [saucenao] [google]

The charge cell pickups in La Tailor Girl need to be adjusted, they're not reachable in certain circumstances like in this spot in MAP04 of Requiem

>> No.4465157

I hope you are not going to have a muzzleflash going over the barrel of a weapon

>> No.4465164
File: 672 KB, 625x262, Pump Action 2.gif [View same] [iqdb] [saucenao] [google]

It's not. What I strive to achieve is the light of the fireball reflecting off the weapon itself and also the distortion of the flash itself.

It looks pretty exaggerated, but I think when animated at 1tic per frame it looks good, though I'll probably be waiting for other people's opinion on this if I ever do a public beta.

>> No.4465173

Does this solution really works faster than spawning actors? Calculating that many hitscans?
What about spawning generic particles instead?

>> No.4465182

You should do a public beta.

>> No.4465186

btw can you post it into a pastebin? I'd really like to use it. If you'd allow me, that is.

>> No.4465197
File: 56 KB, 498x490, 1461444611272.jpg [View same] [iqdb] [saucenao] [google]

Oh shit nigga, fuckin' 5-star post. doom/quake mod when?

>it should also be noted that the elder gods aren't entirely evil; they give the slightest modicum of a damn about the humans as they're their primary resource,
In typical Lovecraft stuff, aside from a few outliers the Elder Gods and Great Old Ones and etc. can't be called evil because they have zero concept of what evil even is, they're more like all-powerful but entirely retarded and inbred animals than anything remotely resembling humanity. If people have 'black and white' morality, they're more like chartreuse and zebra-print.

The Strogg logo isn't necessarily an entire phoenix, just the wings themselves- in both Q1 and Q2 you can find the wings stuck on other things that aren't birds, usually skulls but also sometimes lightning bolts on electrical panels, or even the wings by themself.

>> No.4465208

wait, what?

>> No.4465212

What if the reason we don't see or hear of Heaven is because they're the puppeteers behind everything?

>Humans committing unspeakable atrocities to eachother and mutilating their own planet
>Demons used to just wanna kill and attack things; but longed for something slightly more meaningful.- all they do is beat up bad dead dudes all day, and after literally forever of doing this, they're getting bored.

Queue heaven getting into contact with the UAC and subliminally setting everything up; this way the Humans and Demons co-evolve. Humanity has proof that demons exist and motivation for being it's best- and doesn't need to kill eachother, and hell gets to expand it's enviroment and change; assimilating Earth's culture, biomes, and more. This gives them the foundations of a society and (un)-civilization, as they use people in their constructs, and spawn more demons that are changed by this conflict and their environments. They also conscript humans into Arch-Demons of similar namesake to the Icon of Sin- literally "Architecture Demons"- such as R'bkiks, Skissuw, Mah'ldi and more who's sole purpose isn't to fight anything, but to give hell more places to be hell in.

>> No.4465217

Doom 4 made it pretty clear that demons are just aliens, even the lore notes from hell sound sci-fi. Heaven doesn't need to exist.

>> No.4465219

Heaven does not exist in Doom, because it was either destroyed by hell or they just closed its gates, just to try to keep it safe.

>> No.4465221

Heaven was explicitly mentioned in D4 though, so it exists there at least.
>Heaven just took one look at doomguy and slammed it's gates closed saying "Go away we're terrified"

>> No.4465223

why would they do that?

>> No.4465224

>Modern days/close future
>Humanity lives in a dystopia, and are rotten to the core
>no more souls go to heaven
>God decides that humans have failed/outlived their purpose
>pulls the plug, allowing demons to move in
>he had done this numerous times with other universes if you take D4 as canon

I remember this being a plot for at least 3 wads

>> No.4465226


they're from an alternate dimension, one which does not abide by the conventions of reality. the well serving as a interdimensional spaceport of sorts doesn't necessarily mean aliens are in any way related to demons.

>> No.4465229

>Doom 4 made it pretty clear that demons are just aliens
go away

>> No.4465238

>they're more like all-powerful but entirely retarded and inbred animals than anything remotely resembling humanity.

You know, that's entirely true.
>Cthulhu is morbidly obese
>Shubby is a horrible formless mass who consists of indeterminate limbs, countless eyes, and more, but its mostly little more than thousands of fleshy sacks to spawn more offspring
>Azathoth is literally a retard so retarded that if it ever woke up, it would make a sound so fucking retarded that the universe would end due to sheer retardation. He's literally called "The Blind Idiot God"
>Hastur has a fucking gold fetish
>Nyarleptotept can't get shit done because he keeps destroying everything.
>Yog'Sothoth is the gate and the key.
>Shoggoths are fucking nothing stuck together to make more nothing until there's so much nothing that your brain has to manifest something in the form of fucking nothing with a lot of eyes and mouths and teeth and shit

>> No.4465242

You can just unpack it from https://babel-mod.neocities.org, it's in actors under babel_weapon_base.txt.
This is more for directing the tracers properly. With the normal cod[e, when shotgunning up close, tracers can fly off into the sky because of the way puffs spawn against actors. This instead fires the hitscan and the tracer from the same spot at the same angle, eliminating the bug.

>> No.4465245

I prefer Cthulhu who is body builder'd & roided

>> No.4465247

>Azathoth is the old 'split the retard-atom' copypasta given flesh

>> No.4465252

Kind of like this, yeah. Heaven's almost ready to say "fuck it, wipe them all out" before noting the benefits. The last time they intervened like this; the church went horribly corrupt and tried to undermine and twist the words of everything they worked on, so they just took a back seat and didn't do anything.

tl;dr: Heaven opened the floodgates, expecting Demons and Humans to wipe eachother out, and more or less left the phone off the hook. Out of pure coincidence, they fixed the issue. The angelic word for "demon" and "human" is, surprisingly enough, loosely translated to Negative Siphon and Blank Slate, respectively- making the Demons and Humans both their creation.- Demons being made to have a place for heaven to shunt all of it's negative prospects in the search for the meaning of purity and "good"- and Humans were created as little more than a free-form experiment, given some basic guidelines, and then left to their own devices while Heaven took some notes.

Once the products were starting to spoil, they figured to toss them both together in a single disposal bin for convenience- but the initial results have been intresting, them then going on to gently shift the scales when required. This allowed Abbadon to overtake the tech in ZDCMP2 and turn it into the Hell-Generator: Hell was nearly wiped out and their sun was dying, So, they started terraforming and being on the defensive to rebuild themselves and re-fuel their sun.

>> No.4465259

Still waiting for someone to make a Heaven megawad.

>> No.4465265

>This allowed Abbadon to overtake the tech in ZDCMP2 and turn it into the Hell-Generator: Hell was nearly wiped out and their sun was dying, So, they started terraforming and being on the defensive to rebuild themselves and re-fuel their sun.
Even though this prospect initially failed, they took the technology they had established there and spread it across as many of their systems as they could, and even secretly stashing it inside of the UAC's code. This way, any time they invaded, they could hit the computers, pull the code, and basically slap down some prefabs before radiating outward. This eventually caused the Revilution.- Hell had grasped the concept of industry properly now. Expect more factorys.

>> No.4465267

if angels are the good guys, then i wouldn't wanna play it
if we're saying they're like the SMT angels, then i'm all for it

>> No.4465272

grezzo 2.

>> No.4465273

Freedoom, of all things

>> No.4465274

If this happens some day, it needs to use the same setting Darksiders have established as Heaven not being depicted as a place to any good soul to rest but just a realm of creatures that is just the opposite of Hell and they fight each other like gladiators.

>> No.4465276

I mean, if Wolfenstein gets to feature demons, undead freaks, the kkk and egyptian mercenaries, why can't doom feature evil angels from heaven?

>> No.4465278

Either they're SMT angels, or you're a demon and are playing the bad guy. You'd be shooting angels either way, but the former is obviously preferable.

>> No.4465279

That comparison doesn't make any sense.

>> No.4465282

But morbidly obese abominations are the best abominations.

>> No.4465283


>> No.4465289

I usually just go to Industrial Zone.

>> No.4465290

Get ready for some WACKY humour.


>> No.4465292
File: 192 KB, 472x644, tek.png [View same] [iqdb] [saucenao] [google]

Whilst the initial set of Arch-Demons exist- those not as legendary as these become simply a group of shadowy entities called "The Architects"- (basically a copy of Krinkel's "The Employers", seen animated here, and stylized like pic related.)

But there was one all of them feared. They called it the Omnipredicated. Heaven didn't know what it was, but only the Demons had the capability of keeping this thing hidden and kept away from everybody's knowledge.

The wrong person is going to stumble upon it, what with Doomguy's rampage, and even the demons will fear the coming end.

>> No.4465293

DoomSiders when?

>> No.4465295

>oh, it's a complex doom addon
>dusted? why does that name sound familiar?
>go to channel
>mfw it's the original touhou doom guy
rip fun, i was hoping he would improve and make another touhou mod instead of moving on to complex cancer

>> No.4465296

>expecting anything more

>> No.4465298

That touhou doom mod was pretty awful t b h. Seemed rushed.

>> No.4465304


It was awful, but it was a fun awful, like Swan Fox, DBZ Doom, and the F-Zero X mod.
I would've liked to see him do more.

>> No.4465317
File: 67 KB, 441x705, 1509175026993.jpg [View same] [iqdb] [saucenao] [google]

>reading through all of that to the point i reach lilith's ZDF thread
>mfw that thread

>> No.4465319

Suffice to say, The "Arch-Demons" and "Architects" are just a means of trying to make an in-universe, gameplay and unintrusive means of inserting the actual mappers into the maps to interact with the player as higher tier enemies. They typically flee when "killed" unless the actual mapper in question leaves the community or dies for real, in the case of Ty Halderman- Even when the arch-demons are killed, their essence/manifestations can be destroyed, ejecting them out of that realm and into the Epidermis of hell- where they sit in council and oversee Hell's next actions- this sort of lets modders and such slip into the roster too.

>> No.4465321

I'm glad he included an option to turn off Flandre.

>> No.4465323

Therefore, if Revilution should be about encountering a new-age hell, Devilution should be about encountering a section of hell that isn't up to spec with the rest of Hell- Primordial Hades, if you will. Dino-demons or someshit.

>> No.4465336
File: 178 KB, 800x600, Screenshot_Doom_20170820_192352.png [View same] [iqdb] [saucenao] [google]

>when you misplace a decimal and what's supposed to be a moderate amount of gore sprays into a Army Of Darkness tier blood fountain

I probably will, eventually.
Before my computer died, I was thinking I would have something together that I could at least maybe initially showcase sometime by Christmas (as someone had suggested). Given that it's already Christmas, and I only just now really got started again, that isn't happening.

Some day though, maybe summer 2018 (not a promise).

>> No.4465337

I worked on the 2010 Tron movie game...
That is all.

>> No.4465343

Is there a list of the best Hexen .wads out there?

>> No.4465347

yet another randomizer.


>> No.4465348

matpat, pls

>> No.4465350

At some point though, you should realize the horrible truth:
No,Doomguy. Humans ARE The Demons (from the future!)

>> No.4465352


I was figuring out if it was you, heh, many threads ago we had conversation about it.

I do hope finish this map this month or at least complete most of it to release by January.

>> No.4465357

I've genuinely wondered how close Anotak got to quitting because of the shit he got from Graf and Rachael in the original thread on the ZDoom forum, let alone the shit Graf has been flinging because Lilith got the recognition it deserves.

It really exposes the lie of "
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too." at the top of the project sub-boards when a ZDoom project is made unwelcome because it' can't work in GZDoom.

>> No.4465358

Ah nah. I'm a different person from >>4465038.
They do a better Tron than all the Tron devs I worked with tbqhfam.

>> No.4465363

Isn't it more of a personal mod, thought?
Also, aren't you just checking some links from Inmost Dens?

>> No.4465365


but don't tell anyone, shhh.

>> No.4465370

I just figured it'd be a neat script or story for a wad.

R'bkiks - He who Hordes Cacodemons - Ribbiks
Skissuw - The Hallucinogen - Skillsaw
Mah'ldi - The Floors-Below-This-One-Are-Even-more-fucked-up-how-is-this-even-a-skyscraper - Mouldy/Cyriak

>> No.4465378

lol, the two posts you quoted are mine, so yeah you were the guy i talked many threads ago about Tron: Evolution and stuff saying i was better at the visual theme than the game, but well there's divergency in the visuals afterall, my maps aren't set on The Grid to i go 100% Tron on it.

>> No.4465379

Hey, so I recall an anon was making a frog-like pinky demon model, and was going to animate it then turn it into a sprite. Anyone know what happened to that?

>> No.4465382
File: 1.13 MB, 1215x810, skullvision.png [View same] [iqdb] [saucenao] [google]

This could be a title image or something, just size down, polish and process it.

>> No.4465386
File: 1.17 MB, 1920x1080, 1511658757901.png [View same] [iqdb] [saucenao] [google]


>Is that the one with the cracked glass and blood?


>> No.4465390

is there an alternate STANDARD resolution texture pack?

>> No.4465392


>> No.4465393

That one looks pretty cool compared to the lime green as fuck version.

>> No.4465406
File: 293 KB, 622x525, cheers.png [View same] [iqdb] [saucenao] [google]

I misunderstood. Yeah your shit is tight, mang. I'm not the person you were talking to beforehand I guess then. These are my first posts in this thread.

Anonymity is hard. Keep up the good work.

>> No.4465408
File: 29 KB, 523x769, file.png [View same] [iqdb] [saucenao] [google]

I'm looking through Weapon Resource Wad to try and learn some decoreate and I see this

The thing is, last time I saw, all the explosion special effects are done from the death of the main projectile. THis weapon does not do that, instead Projectile and special effect are 2 different actors. The base projectile has no frames wit hthe explosion happening.

And 2 actors are not linked in any way in the decorate, nor in the other file.

Are there any correlation (like automated substitution) between <Actorname> and <ActornameExplosion> actors? If so - it is not documented anywhere. Or is it and I just havent seen it? I don't know WTF is going on here.

Somebody please help.

>> No.4465410


For what it's worth, I don't know what the fuck I'm looking at either.

>> No.4465419

Here's a paste with full code of anything remotely relevant https://pastebin.com/fYEJ05ZT
I know how the pipebomb works - gun shoots grenade, grenade gets a TID, detonator kills everything with TID when pressed.
What I don't get is how rocket/grenade goes from death state to explosion, as there are no explosion frames defined in it (like they normally would), instead all explosion frames are defined in another actor that is not linked to the original in any way in the code, except for the name.
And there is nothing about "actorname" relating to "actornameexplosion" in cases of explosions anywhere in the wiki or anywhere else. This is the first time I see this shit.

>> No.4465434
File: 512 KB, 1215x810, concept.png [View same] [iqdb] [saucenao] [google]


>> No.4465436

Needs to be shrunk down and pixelated, the skull itself should be desaturated and given a high contrast.

>> No.4465437

Nah. Try putting it in an actual doom environment.

>> No.4465438
File: 470 KB, 1360x768, Screenshot_Doom_20171217_002357.jpg [View same] [iqdb] [saucenao] [google]

Hmmm... alrighty then, but still there was another dev which worked on Tron Evolution that passed by these Doom threads last year and told me that stuff.

Anyways while we talked...

>> No.4465442

either or, i just quickly tossed something together to give those with more skill some ideas.

>> No.4465443
File: 81 KB, 634x756, bayonet.png [View same] [iqdb] [saucenao] [google]

This will pretty much be the only way you see the bayonet in first person, during some of the reloading frames. It's kind of goofy but there it is.
I think it's ripped from the same model as my other sprites, so it'll be consistent that way, at least. I drew the bayonet on by hand.

>> No.4465464

No I mean haven't posted in this specific thread before. I probably was the guy from threads previous.

See? Anonymity is hard. Also I've been drinking.

>> No.4465503

it could be a skull key variant
and it would warp your fov up to the thousands upon picked up

>> No.4465513
File: 1.35 MB, 1266x695, gzdbhelp.png [View same] [iqdb] [saucenao] [google]

mapping question: how do I have another bit that sticks out to complete the door frame?
I'm only familiar with being able to raise stuff up or down so I'm not sure I make stuff stick 'out', and like what if you wanted a frame that sticks out at the top bottom and a band around the middle?

>> No.4465525

Midtextures would be your best bet, as would lowering the ceiling. If you wanted 3d floors, that's an advanced format; You would need to create a fake floor/ceiling in case of boom and cover it's sides with midtextures, or make a master sector and just tag applicably and move as a seprate sector if it's a 3d floor

>> No.4465596
File: 43 KB, 169x156, both-directions.png [View same] [iqdb] [saucenao] [google]


>> No.4465616
File: 1.11 MB, 1600x900, file.png [View same] [iqdb] [saucenao] [google]

Some experementation on practical sprite/particle performance impact, using A_RailAttack with 1 pt sparcity to spawn actors/particles in a straight line in ~2240 units long corridor
Actor is a single-pixel sprite that holds for 20 sec then dies
Rails are basic rails with no coil, rail stays for 20 sec, drifting at 0.01 speed
Particle limit is maxed out (65535)
Particles are square

To bring FPS from 240 down to 60
7 actor rails (~15680 actors) (while frozen - no ingame logic running) 60-61 fps
6 actor rails while not frozen (13440actors ) - very basic ingame logic running, 59-60 fps
27 particle rails (60480 particles), freezing/unfreezing game logic has no visible effect 60-61 fps
Round particles result in 58-59 fps
Smooth particles result in 56-57 fps.

For some bizzare reason +nointeraction flag SOMETIMES increased the impact of the actor rails, to the point when spawning 6 actor rails resulted in 50 fps instead of 60, consistently during the play session. (i.e. spawning same ammount of actors results in same -worse- performance)
Different playsession with exactly same actor results in ~10 fps gain at the same circumstances.

Still, it seems that 1 drifting particle is about 4 times as efficient as a single 1-pixel actor used to emulate a square particle, applying alpha/smoothness/roundness to particle has insignificant performance impact.

Conclusion: rewriting a particle system to allow useage of basic sprites and animations, as well as purey math-based trajectory algorithms (with no interaction) would in turn allow creation of much more efficient basic explosion and other special effects.

Also learning how to spawn a lot of particles and making them move in a desired way in current condition would allow to severely reduce performance impact in place where particle-imitations were used.

>> No.4465626

Nice research, pretty much what I expected from reading your setup though. Good to know there really is a performance increase to be made by using particles where applicable.

>> No.4465693
File: 25 KB, 602x302, main-qimg-5ce87e3301ae443d591bf24baa41b22c-c.jpg [View same] [iqdb] [saucenao] [google]

>mixing together Garand sounds
That ping is gonna be so satisfying in the game.
Just need to cobble up the code for reloading, both manual and the immediate reload on an empty gun, and that should be the most of it.
And I guess animate it. And draw empty en-blocs to fly out the gun and bounce around. Come to think of it I'll need sounds for the clip dinging on surfaces.

Anyway, listen to this shit, it's positively musical.

>> No.4465697

>why can't doom feature evil angels from heaven?

but it just did

ever since 1993

they're called demons.

>> No.4465715

Final Doomer Eternal Doomguy when?

>> No.4465723


>> No.4465725
File: 15 KB, 256x128, eternal switchhunt.png [View same] [iqdb] [saucenao] [google]

I don't think Final Doomer can fix what's wrong with Eternal Doom.

>> No.4465727
File: 286 KB, 1366x768, Screenshot_Doom_20171216_213050.png [View same] [iqdb] [saucenao] [google]

The creation of Doom.

>> No.4465742
File: 338 KB, 1280x854, doom hell switches.jpg [View same] [iqdb] [saucenao] [google]

Has anyone turned the demonic switches into enemies yet?

>> No.4465749

You can't have a really fun doom level without switch hunts and key hunts. Dead Simple is a good example of this.
That'd be cool. I'd like to see the sunglasses skeleton switch turned into an enemy more than them though.

>> No.4465750

I've had an idea about a Face-in-the-wall enemy that shows up on random walls with a bit on af animation, where that wall's texture "rearranges" itself into a face (with distinct sound ofc). The face either watches you and disappears, laughs, scowls, or shoots a fireball at you.

>> No.4465760
File: 2 KB, 96x112, Phantomask.png [View same] [iqdb] [saucenao] [google]

How about this:

>> No.4465763
File: 95 KB, 960x720, 1400553061213.jpg [View same] [iqdb] [saucenao] [google]

>You can't have a really fun doom level without switch hunts and key hunts.
>Dead Simple is a good example of this.
Bad opinion tbhfam.

>> No.4465769


>> No.4465776

>You can't have a really fun doom level without switch hunts and key hunts.
I think that by "switchhunt" people mean that the switches are too distant from the area they actually affect and there's no clear indication where they might be. Urania is a megawad that suffers from this too.

Most classic maps are pretty intuitive. If you see a locked door and a long, unexplored path on the map, chances are the switch/key to open the gate is at the end of that path, most maps are like that. I haven't actually played ED so I don't know if it suffers from unintuitive progression like Urania does.

>> No.4465779

Ah yes, the boss levels are also good examples of boring levels.

>> No.4465785

You can.
You still have switches and keys, but eliminate the "hunt" part by following the guidelines Romero himself established long ago:

Show the door before giving the key - many mappers make doors/switches/whatever that requires a key colorcoded, but not explicityly so you miss it or do not realise it is coded, or it is not as memorable, so when you get the key you do not immediately associate it with the door/switch that require it

Indicate what the switch did either visually or audibly - the reason why people hate Hexen puzzles is that they barely indicate anything - "something opened somewhere" is not a good indication. Many, many maps are guilty of this.

I am playing through Sunlust right now, and as much as I like the visual design and all that, I have to say this: if the secrets are easier to find than the actual path you are supposed to take, then there's really something wrong with the way author designed the map.

>> No.4465791

Eternal Doom has extremely bad progression IMO, the switch hunting and key hunting is extremely tedious and badly planned and set out, you will spend a lot of time wandering around in circles wondering what you're supposed to do.

>> No.4465792

There's a reason why most of Romero's levels are in Episode one. He's good at making piss easy levels.

>> No.4465806

But he also made TFC maps, which at the time were considered to be balls to the wall hard, especially if you pistol start.

>> No.4465812

Drawn out switch hunting is not a challenge, it's a tedium, notice how none of the other episodes or the Doom 2 has bad switch hunting.

I think he's undeniably right:
>Indicate what the switch did either visually or audibly - the reason why people hate Hexen puzzles is that they barely indicate anything - "something opened somewhere" is not a good indication.
Eternal Doom is essentially guilty of this, there's little logic to the progression beyond just hoping you pressed the right switch at the right time, it doesn't even tell you something happened, like Hexen does (mind you the end effect is the same).

>I am playing through Sunlust right now, if the secrets are easier to find than the actual path you are supposed to take, then there's really something wrong with the way author designed the map.
He is also right about this.

>> No.4465816
File: 1.36 MB, 1920x1080, 32in24-15 bonus episode.png [View same] [iqdb] [saucenao] [google]

32in24-15 is truly a treasure

>> No.4465817

Has there ever been a Dead Simple equivalent where it's actually complicated?

>> No.4465824

At Hell's Gate (Garand Ping Mix) when

>> No.4465825


>> No.4465841

Too bad nobody plays multiplayer outside of Complex Doom Survival and Megaman 8BDM.

>> No.4465848
File: 333 KB, 512x812, hell.png [View same] [iqdb] [saucenao] [google]


>> No.4465850
File: 154 KB, 320x200, tumblr_inline_oc4xwgcSju1re3uge_500.gif [View same] [iqdb] [saucenao] [google]

So what ended up in what is seemingly an overall decline of Doom multiplayer anyway? Even before Best-Ever got kill the amount of people looking to play together on /doom/ kind of dwindled down overtime.

>> No.4465856

>Zandybam being behind GZDoom feature-wise
>General awfulness of community
>MOBA/esports scene
>Most servers that survived being dedicated to MM8BDM/Brutal Doom/Complex Doom(later on)/AOW etc.
To name a few.

>> No.4465863
File: 61 KB, 195x195, i&#039;d ask you kill me if you didn&#039;t already.png [View same] [iqdb] [saucenao] [google]

Every time

>> No.4465865

which is the right version? BRFinal.wad (39.1mb) or BReality_v1.6.pk3 (28.6mb)

>> No.4465885
File: 91 KB, 1011x792, TEMP.png [View same] [iqdb] [saucenao] [google]

mostly testing, and a little mapping today... just a quick-ish bonus map. waiting for other maps, and trying to wrap up asap.

>> No.4465890

Revae pls my dick can't get any harder REKKR WHEN?

>> No.4465891

is that the 320x240 scaled down thing? to get it that gritty?

>> No.4465893

By decline you mean people play wads you don't like? Cause that has always existed. Even back in ZDaemon and Skulltag I found few servers I was interested in. Even when I play with /doom/ the servers aren't exactly creative, like a some days ago where the server idea was...hell revealed 2, sure haven't played that 4 billion times, much like the wads you mentioned, but nobody complained cause it was still fun. Stuff you've seen before can always feel enjoyable when playing with others.

I'm looking at the servers right now and, while there's less populated ones than usual due to being 2AM in americaland, I'm still seeing servers that don't have those popular wads you mentioned.

>> No.4465895

Theres 145 people playing right now, that's more then it was back then.

>> No.4465908

When the top servers are always MM8BDM, Complex/LCA/1 LIFE/LMAO, and Pika-Giblets, people tend to get burnt out
That being said, when Z& finally went 3.0, I decided to check the empty servers and found some neat shit like Strife deathmatch and Hexen LMS

>> No.4465915
File: 147 KB, 239x492, ComplexAddons.jpg [View same] [iqdb] [saucenao] [google]

I'm burnt out just by seeing this shit in every server.

>> No.4465925

Thanks, that helps to see the actual features list. Do you have any other major additions planned as far as AI goes? It'd be cool to be able to "sneak" like SneakyDoom, where light levels influence how far away enemies can see you and if they lose you they enter a search pattern or investigate your last position, rather than just homing in on you.

>> No.4465930

Amazing how the people defending it in the comment section talk like ignorant retards while the people criticizing it sound knowledgeable and educated.

>> No.4465937

>Do you have any other major additions planned as far as AI goes?
Not really, just optimizations if I find that they're needed.
>It'd be cool to be able to "sneak" like SneakyDoom, where light levels influence how far away enemies can see you and if they lose you they enter a search pattern or investigate your last position, rather than just homing in on you
I considered this but found that it didn't play that well and wasn't substantially different from just normal Doom, at least for Babel's style of gameplay. I may implement JPF-style wandering for the special difficulties just for shits and gigs though. A* would be nice but I'd prefer not to melt any PCs for people who aren't running a new-ish rig like mine.

I am already planning another mod, though I'm also working on a novel at the same time so no promises on a release date. The new mod may contain AI behaviors like that though, depending. You'll have to wait and see :^)

>> No.4465945
File: 807 KB, 528x376, 320x200 forced.webm [View same] [iqdb] [saucenao] [google]

Resolution scaling never worked quite right for me: As you can see on the video, the weapon sprite movement is not done quite right - it doe snot move on the grid and is not quite the right size, which result in some lines getting doubled, and its ot the same line all the time, but it moves (see the webm).

Another thing: scaled multiplier only works with bilinear filter, and not with integer (using few latest versions of GZDoom): so it either does nothing at all, or makes everything blurry which is the opposite of what I want.

I still do not what how to make this look right.

I want to file a bug report but I doubt Zahl would listen

>> No.4465962
File: 243 KB, 991x582, ml.png [View same] [iqdb] [saucenao] [google]

i discovered mapping is actually fuckin' hard, MS Paint is good for planning and scribbles, and realistic-type maps are horrible for making fun gameplay but good for making joke maps.

>> No.4465968

looks like ur down the dunning-kruger slide, good for you, good luck with the project

>> No.4465970

Usually the Dunning-Kruger effect is used describing people who think they're way better at something than the actually are, not people who know they're not good at something but are trying to soldier on anyway. Are you sure you've got the right term?

>> No.4465976

he was implying the person has gotten over the hump most newbie mappers suffer, thinking they're better than they are, and he's glad the person can still appreciate mapping

>> No.4466014

As far as effects go, I'd say maybe something on the level of Dead Marine or SmoothDoom would be nice, not too intrusive, just refined vanilla assets and animations and some better sounds. It's obviously hard to combine any of that at the moment with load order or something, since Babel mods weapons and monsters.

>> No.4466021

>people who know they're not good at something but are trying to soldier on anyway
From what I remember from wikipedia, there are four stages to this effect. The first one is "think they're hot shit when they are actually bad", second is exactly this, third stage is "are good, but don't realize it yet" and the final, fourth stage is "know they are good". So it might still apply.

>> No.4466051

Many of the comments defending it read like they were typed by children and probably were.
It baffles me that anyone would think this thing looks good in the slightest.

>> No.4466056

are there better soundfonts than WeedsGM3?

>> No.4466057

D2ino map7

>> No.4466065


That map was a goddamn atrocity.
Never in my life I've been so turned off from playing a WAD after playing MAP06 and 07 from D2INO.

The first one was something that was pulled straight from the 90s. And then once you're done with that abomination, here comes MAP07.

No. Just no. I refuse to believe someone thought both of those maps deserved to see the light of the day.

>> No.4466074

How is this different from a railshot?

>> No.4466075

>No food court lol

>> No.4466080

is that meant to say ИIN or is it just a coincidence

>> No.4466084

sf2012 map07, which starts off as a clone of the original but just keeps getting bigger and more overrun with monsters

>> No.4466092

D2INO is not good in a whole.

>> No.4466096
File: 21 KB, 1125x430, file.png [View same] [iqdb] [saucenao] [google]

TerminusEst is a precious

>> No.4466097

There was gonna be, but how do you fit a fountain and a foot court in the same spot? They don't do that in reality, everyone's food would just get all wet and gross. Then again, lowest-bidder contracting, maybe I can work it in somewhere for fun id and food related puns.

Coincidence, the main halls are supposed to make a rough Quake Q, except the tops aren't curved, the nail part isn't made yet, and I accidentally started building facing the wrong way so it's upside down in a map editor. There will be NIN references, don't worry.

>> No.4466106

My favourite modder just gets better and better.

>> No.4466119
File: 71 KB, 556x414, DRAqROxUIAA_3nJ.png:orig.png [View same] [iqdb] [saucenao] [google]

Mischeivous cacodemon

>> No.4466121

Fuck you and your infinite height!

>> No.4466123

>DETO B 0 Thing_Projectile(1999,201,0,0,0)

This line right here, my man. Spawns actor with spawnID of 201 at the position of thing 1999.

>> No.4466124

He shat in the nukage and he knows it.

>> No.4466127

They all do it. The nukage isn't toxic waste at all, you're just wading through Caco shit.

>> No.4466135

I understand nothing
But thanks yto yu I understand a little bit less of nothing

Why the hell was this done in such a convoluted way? Is there a reason for this?

>> No.4466136

It's a reference to Sesame's Street's Count. Called Graf Zahl (Lord/Earl/Count Number) in Germany.

>> No.4466137

>As you can see on the video, the weapon sprite movement is not done quite right - it doe snot move on the grid and is not quite the right size, which result in some lines getting doubled, and its ot the same line all the time, but it moves (see the webm).

I'm having exact same issue. Really annoying

>> No.4466142

anyone was able to submit to the wad, so there was quite a case of "how the fuck do i do this", undoubtedly

>> No.4466143

This is by Xaser, I'm pretty sure he knows his shit. I'm just asking that maybe there's a reason behind this and I don't know it.

>> No.4466146

The detonator actor removes the bomb actor and spawns the explosion actor in its place. I have no idea why it would be done like this. I really don't even think it's good practice to handle TIDs like that. There's an UniqueTID() function for a reason.

>> No.4466147

Was UniqueTID even around back then?

>> No.4466149

hm. it possibly was the constraints of technology at the time, then. xaser, even back then, was known for doing outlandish stuff in strange ways.

>> No.4466150

How can you relay a unique TID of one actor to an action in another actor?

>> No.4466161

Okay, I've lost it now. All the ACS I know is from mapping desu. Surprised even myself that I could explain that bit of code.

>> No.4466174
File: 15 KB, 188x200, doomcoffee.gif [View same] [iqdb] [saucenao] [google]

Does Hexen II have a sourceport?

>> No.4466176

>get interested in the idea of mapping
>every time I read the threads and see everyone else having problems with it all the motivation goes out of the window.
Its for the best I guess. My maps would look the like the average 90's attempt because I dislike the difficulty of modern maps. Brigandine looks beautiful though

>> No.4466180

you dont start your mapping career by making something like Sunlust, start slow, make some techbase, its not architecture that you should worry about but gameplay, its flow and encounters.
ugly but fun to play map > pretty but unfun to play map
after a while you will learn how to make your maps pretty without wasting time, because that is usually the problem

>> No.4466184

I have nothing but respect for people who can seriously play that kind of mapset. From the little I've seen of Sunlust it seems to be a brutal pounding from the very first map.

>> No.4466185

You'd be surprised how much people enjoy smaller and easier maps, don't let that dissuade you

>> No.4466187

I now have a growing urge to run through sunlust using Final Doomer's JPCP class and the universal slowmo mod, time stopping and using the katana everywhere.

>> No.4466194

I've just realized you could be ridiculous super anime swordsman without being TOO horribly broken, turn on the bullet time mod setting that locks you in place, run up to your target until within sword range, stop time, swing away, and sheath before time runs out, you basically become Alucard from Symphony of the Night with dual crissaegrims to anything that would be watching you, a walking blender of death.

>> No.4466203

And I have no idea why, but the Final Doomer katana feels better to me than the one from Demonsteele, not sure why.

>> No.4466206

Hammer of Thyrion. Seemed okay when I used it. Too bad the game was dogshit.

>> No.4466223

Feels like it has more impact on enemies.

>> No.4466224
File: 459 KB, 1351x566, Rifle.png [View same] [iqdb] [saucenao] [google]

Which Rifle looks better to replace the chaingun, your opinion guys?

Left or Right?

>> No.4466226

Those are some squishy guns.

>> No.4466228

Actually nevermind, it's just bad image editing.

>> No.4466236
File: 433 KB, 1233x296, Rifles2.png [View same] [iqdb] [saucenao] [google]

Sorry about the bad edition image editor is screwing me over,here a better pic i think...?

So what are your thoughts?

>> No.4466258

If it's just a sprite replacement for the chaingun and nothing else, the left one's more in Doom's aesthetic.

>> No.4466332

Did there used to be a zdoom starter pack here at some point? What was in it?
Also is Gzdoom or qzdoom a good starting point engine for both SP and MP?

>> No.4466350

JPCPguy's katana finds a nice sweetspot with the attack speed and effects, other than a sheathing mechanic it's simple in function too. Demonsteele's strikes are much faster, done successively in a combo.

>> No.4466361

I downloaded Doom Builder 2 and watched the tutorial videos. Is there any advice you guys can give on what to/what not to do when mapping?
I want my maps to be at least passable.

>> No.4466371

start small, make your first map in horseshoe shape, dont do instakill or inescapable traps, dont focus on graphics and fancy architecture
post progress once you got something

>> No.4466374

Interesting. Why horseshoe shape

>> No.4466379
File: 433 KB, 1863x840, Builder_2017-12-17_15-43-25.png [View same] [iqdb] [saucenao] [google]

look at e1m1
easy to navigate, there are optional areas, and you can put something interesting in the middle

>> No.4466387

Cool, thanks.
Time to flail around and fudge my way through some bad map attempts.

>> No.4466402

why not gzdb?

go listen to romero

>> No.4466408

I thought Doom Builder was a good place to start. Is GZDoom Builder meant to be better?

>> No.4466432

DB2 is good for start, you can consider upgrading to GZDB once you get the hang of mappng, GZDB can overwhelm you a bit

>> No.4466448

Does anyone else struggle with getting lost in these big megawad maps? Ancient Aliens, the Lovecraft one, Saturn X - I routinely have no idea where to go, and it's incredibly tedious. Spoils the mods for me.

>> No.4466450

I too have been chiseling away at the first map I'm happy with, and I don't find GZDB to be that overwhelming. Before that, I was using SLADE.

>> No.4466453

Ancient Aliens is too short for me to feel fatigue.

>> No.4466478

so guys
its going to take a long time inst it?

>> No.4466484

I take it the bugfix version is the most recent edition?

>> No.4466495

What happened with GZDoom and it's issue?

>> No.4466504

We have BloodGDX now so I don't really care.
And if it's about a new Blood game entirely, then it is 75% likely to be terrible.

It got Zahled

>> No.4466505

its just Graf who had another autistic hissy fit because of Cacoawards and told everyone to go fuck themselves

>> No.4466519
File: 39 KB, 826x346, Discord_2017-12-17_09-12-06.png [View same] [iqdb] [saucenao] [google]

No, Graf fucked something up as usual, but this time, it resulted in something far worse.

>> No.4466521

It's just chocolate doom.

>> No.4466527

So basically, as long as we just stick to the mods we've been playing all this time then everything is fine.

>> No.4466537

Wait... Did he made it so GZDoom deletes shit if it detects lilith being run through it?

>> No.4466538

Don't listen to him. Start with a cross-shaped map.

>> No.4466547

I've been using 3.0.0 for a while now and had no problems. It's suspicious this came about around the time Graf went apeshit as a result of the Cacos.

>> No.4466551

fucking SCARY

>> No.4466558
File: 27 KB, 369x365, 1508273785022.jpg [View same] [iqdb] [saucenao] [google]

i think im going to ask timmy willy and tiago to work on something based off GZDoom SRC because fuck Graf...
at this rate, even id doing a free Executable for DEWM would be better, at least they can port to Switch and i can play 8bidtdm while taking a shit and with a working MP code

>> No.4466568

There is nothing in GZDoom that can write to anything to places other than Screenshots, INI settings or savefiles.

It can not access your HDD in other ways, and the ways specified above can not do that either.

So what the hell is going on.

>> No.4466582

>What if Graf is setting up a panic so he can force everyone to use his new version that actually HAS said vulnerabilities
>He'd be literally using the same tactic the villains in Deus Ex: Human Revolution, where everyone was tricked into thinking their augs were faulty to get a massively vulnerable upgrade installed.

>> No.4466585 [SPOILER] 
File: 28 KB, 305x272, 1513532823580.png [View same] [iqdb] [saucenao] [google]

Well, too bad because I keep backups of all the previous versions too for mod compatibility

>> No.4466596

The GZDoom exploit details have been published: https://forum.zdoom.org/viewtopic.php?f=49&t=58775

>> No.4466603

Is this a recent issue or does it affect much older versions too?

>> No.4466610
File: 160 KB, 1292x777, Screenshot_2017-12-17_13-02-37.png [View same] [iqdb] [saucenao] [google]

Spot what's wrong with this picture.

>> No.4466612

>As this exploit has been (mostly) patched in 3.2.4
what the fuck

>> No.4466619

So in other words, you can still use older versions including the affected ones to play old, trustworthy mods and wads and everything will be fine.
Zero fucks given.

>> No.4466637

let's newspost this shall we?

[12-17] GZDoom exploit to overwrite all your files published

>> No.4466639

Since I know nothing of Doom Builder 2 and looking through the archives everyone is crazy for GZdoom builder, I'll just get that too.
Which one do I get though? The version on the forums under dead projects, or the one picked up as a "bugfix" version?

>> No.4466648

Not enough chaingunners.

pick the latest version from this page

>> No.4466651

eureka's lazy method of drawing the sky? gamma isn't zero? dunno, it looks mostly fine to me, simple and solid-looking

>> No.4466673
File: 124 KB, 500x371, 1399177756879.png [View same] [iqdb] [saucenao] [google]

>> No.4466738

Cool. It doesn't seem too different from Doom Builder 2 in terms of stuff I'm trying with it.
I'll obviously leave the more advanced stuff for much later, in the mean time I'll dick about making rooms, stairs and secrets.

>> No.4466757


I appreciate it, but unfortunately that bit of code wasn't mine. It was submitted by Zhs2 for the Boomerang overhaul.

>> No.4466761

Stop bulling the cacodemons, they are very sensitive. ;_;

>> No.4466769

it is ok, i still lov u

>> No.4466786

> scout
> double jump
DRLA scattergun when

>> No.4466809

Why make a class that has improved jump and double jump when the vast majority of maps aren't designed with jumping in mind?

>> No.4466829

Possibly the same reason Guncaster said "Screw the intended route, I'm a fucking dragon." because can and it's fun.

>> No.4466861

It leads to ungodly amounts of sequence breaking, making many maps entirely pointless and trivial. Just because Pillowblaster did something doesn't mean it's good design.

>> No.4466867

Literally nobody plays Pillowblaster mods for balance and fairness.
You play them to be death incarnate and feel like a badass. They're the mod version of typing in IDDQD, only it comes with crazy weapons too.

>> No.4466868

i keep jumping and crouching on for everything i play, but i don't use them to sequence break, just use them to get back to places i've already been when it's easier to do so with jumps and crouch

>> No.4466873

How does that contradict what I have said?

>> No.4466879

What is good design and fun can be two very different things.

>> No.4466885

You could also argue that if it's fun it IS good design.

>> No.4466889

i dont think his response was intended to contradict what you said

>> No.4466894

Actually now that I think about it, this exact idea applies in regards to the bug that lead to being able to do combos in Street Fighter.

Not technically good design via being a bug, but really damn fun.

>> No.4466896
File: 893 KB, 384x216, 461.gif [View same] [iqdb] [saucenao] [google]

>"[Developer's note: This post has been edited from its original form for clarity]"
>edited from its original form
Holy fuck! Now the "(mostly)" is gone.

>> No.4466914

The exploit must have been added in 3.2.3 on purpose, just to scare people into always updating.

>> No.4466917

but that bug lead to the development of an entire meta, which substantially increased the depth of the game

so not really the same thing

>> No.4466919

This. Graf has proven himself to be the type to sabotage something if he doesn't get his way.

>> No.4466921

Coincidentally, this is why I never play Pillowblaster mods.

>> No.4466928
File: 2 KB, 96x96, flak.png [View same] [iqdb] [saucenao] [google]

https://www.twitch DOT tv/tastyspleentv
Quake 2 polish TDM quarter finals

>> No.4466931

Hey, sometimes you I feel the need to be something other than the fast-yet rather killable Doomguy.

>> No.4466934

In the end I say the desires of the map maker or modder are secondary to what the actual player wants to do.

Personally I play nice with Guncaster, not trying to sequence break, but taking advantage of the massive agility boost the mod gives you during combat, especially in large open areas.

>> No.4466948

Also, in regards to mods, what ever happened to the Project MSX guy? It sounds like it's a normal thing for him to just drop off the face of the earth for extended periods of time.

>> No.4466950

i assume most people play DRLA on oblige mapsets, so sequence breaking isn't too much of an issue

and some of these maps can get pretty vertical

>> No.4466968
File: 20 KB, 198x314, SCARED.png [View same] [iqdb] [saucenao] [google]

Yeah, their painchance is really high.

>> No.4466971

that doesnt fucking matter when the exploit is immensely dangerous

fucking graf

>> No.4466973
File: 283 KB, 623x469, 1381498361827.png [View same] [iqdb] [saucenao] [google]

All it did is make it seem like Graf is incompetent at his one job to me.

>> No.4466976
File: 249 KB, 724x720, 106.png [View same] [iqdb] [saucenao] [google]

Graf is incompetent at being a lead source port developer.

>> No.4466987

How the fuck do you make doors in GZDoom builder? I've tried making the ceiling height the same as the floor when I'm making them, but it doesn't seem to work. Maybe I'm missing something.

>> No.4466993

make sure the door action is facing outwards

>> No.4466995

MagSigmaX? He has a youtube account that's been active *relatively* recently.

>> No.4466998
File: 146 KB, 832x1344, 1454119120464.jpg [View same] [iqdb] [saucenao] [google]

Who are you to judge, mister...!?

>> No.4467005

what the exploit does is hijack the console through zscript (with no limitations on commands at all) which allows access to the -logfile command. With admin access it could overwrite any file with a logfile.

>> No.4467010

Weapons already use that, for monsters I'm not going to because instead I'm using the minor sprite fixing project. Nothing against smooth doom but I don't really like how the monster animations look, plus I'd be lacking a few smooth sprites for the baron and imp 2 handed swing and possible others. For sounds I've done a tiny bit of touchup on the existing vanilla sounds but definitely open to possible replacements so long as they're not SOOPER REALIZTIK flac files or whatever. The problem with sound replacers is that I had to split the shotgun into 3 distinct sounds so anything changing that won't work, but overall my changes weren't that complex and it wouldn't be hard to change stuff around a bit.

Sorry for late reply, it was 4AM when you posted and I had to get to bed.

>> No.4467012 [SPOILER] 
File: 11 KB, 252x264, 1513543852822.png [View same] [iqdb] [saucenao] [google]

Hm... Why not -- Let's post our favorite varient/breed of Caco or even an elementist for the next 100 posts?

>> No.4467013
File: 267 KB, 2249x1593, iamdisappointed.jpg [View same] [iqdb] [saucenao] [google]

This meaning that, somebody could overwrite your system files maliciously if they wanted to.

>> No.4467016


>> No.4467017
File: 5 KB, 63x66, CCMNA1.png [View same] [iqdb] [saucenao] [google]

I was always partial to the big-eye ones.

>> No.4467030

Okay, fine, but surely tried and tested mods aren't going to do that stuff to us if we've been using them all along.
From what I gather, there needs to be something malicious in the mod you're loading to do anything, so only new mods could pull this shit now the secret is out.
Because to hell with only using new versions when it breaks the old mod menus.

>> No.4467036

Excuse me?

>> No.4467037

Not to mention that any retard who tries to brick PCs with this is probably breaking actual real laws by doing so and will be caught almost immediately.

>> No.4467042

Highlight the sector on map view and press Shift + D; it should make a basic door for you. There's also what >>4466993 said.

>> No.4467048
File: 7 KB, 189x198, Raise-eyebrow.png [View same] [iqdb] [saucenao] [google]

Guessing I'm holding off on updating until that is solved.


>> No.4467052

it's solved
that's literally the point of this new update

>> No.4467056
File: 220 KB, 596x231, firefox_2017-12-17_16-02-05.png [View same] [iqdb] [saucenao] [google]


>> No.4467059

make sure there are no other sectors adjacent to the door, also with floor at ceiling height.

>> No.4467060
File: 145 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]

better image.

>> No.4467065

What the Hell are these from!?

>> No.4467067

sugar rush

>> No.4467069

dead.air, like he said

>> No.4467070
File: 23 KB, 189x198, Nice-glasses.png [View same] [iqdb] [saucenao] [google]

Well fuck me, then.

>> No.4467075

fucksake anon. how about you read the chain of replies.

>> No.4467080

Interesting. I'll have to give it a try then!

>> No.4467082
File: 263 KB, 640x1440, 1355291.png [View same] [iqdb] [saucenao] [google]


>> No.4467085

it's a neat mapset

>> No.4467086

i dunno dude, he'd probably be reasonably confused if someone just responded "dead.air" to him since that does kinda seem like someone facerolling a keyboard and then coming out with text, while also not knowing what that is

maybe he didn't read the cacowards

>> No.4467089
File: 393 KB, 486x486, 1478583908752.png [View same] [iqdb] [saucenao] [google]


>> No.4467091
File: 321 KB, 800x600, 1SobrsG.png [View same] [iqdb] [saucenao] [google]

https://www.doomworld.com/forum/topic/92135-deadair-v2/ Also has pinky demons with no faces.

>> No.4467097

they make silly goat screams

>> No.4467098
File: 359 KB, 988x1318, chewing_keyboard.jpg [View same] [iqdb] [saucenao] [google]


>> No.4467104

I most likely did not see the Caco-awards this year.
Been busy trying to get my life back into shape.
I still haven't been able to get around to how Doom(4) plays.
Which by the way... How do ya Retrobros feel about it, and if you suggest it or skipping it for more retro Doom?

>> No.4467106
File: 270 KB, 600x400, BeVM62nCcAA_v6A.png [View same] [iqdb] [saucenao] [google]


>> No.4467108


>> No.4467116

He is safe there, because that is an in-telestat only.

>> No.4467120

Man that's useful. Thanks.

>> No.4467125

I'm feeling gloomy, not in a Christmas mood.

What are some spooky wads to play?
Doesn't have to be actually scary, atmosphere is fine too.

>> No.4467126
File: 227 KB, 914x860, Painelemental64.jpg [View same] [iqdb] [saucenao] [google]

Favorite pain elemental design, best redesign from Doom 64, second only to the mother demon in enemy design who is actually pretty creepy if you ever get a look at her up close.

>> No.4467128
File: 76 KB, 397x400, cacofield.png [View same] [iqdb] [saucenao] [google]


>> No.4467132


Unloved plays like arse sometimes (so fucking many things to get caught on), but the atmosphere is top notch.

>> No.4467135
File: 199 KB, 1794x1674, dough.png [View same] [iqdb] [saucenao] [google]


>> No.4467137


>> No.4467140

Dat black hair in the back makes it all the more curious and somewhat disturbing.
And yeah, the Motherdemon is quite the nightmare, with those side eyes and that jaw.

We need more children's mascots turned into Cacodemons.

>> No.4467141

Demons of Problematique 1 is spookier than 2

>> No.4467142

Yeah, I've already played Unloved to death. Hellcore, too. Good stuff.
Anything else?

>> No.4467148
File: 240 KB, 1600x1200, d3_cyberdemon_model_for_ut2004.jpg [View same] [iqdb] [saucenao] [google]

Also like the Doom 3 cyberdemon design, other than the weird tail / backpack thing.

>> No.4467152
File: 170 KB, 913x599, sad_caco.jpg [View same] [iqdb] [saucenao] [google]


>> No.4467156

>We need more children's mascots turned into Cacodemons.
Coo-koo for CACO Puffs?
CACOunt Chocula?

>> No.4467159

>d3 cyb is too mecha
>d4 cyb is too hellish

>> No.4467160

ok maybe not just for mascots, but animal toons in general.

>> No.4467161
File: 169 KB, 1024x768, Prey34.jpg [View same] [iqdb] [saucenao] [google]

These guys from Prey were much cooler.

>> No.4467167


>> No.4467182

>I'll just program in a function that lets my program arbitrarily write files and also overwrite files anywhere on the hard drive and not just in the game's own folder
>what could possibly go wrong
Why the FUCK would Graf think this was a good idea to begin with?

>> No.4467183

Prey did a good job on a lot of their art stuff. Did a good job overall, except the weird death mechanic. Never really felt like you could lose.

>> No.4467187
File: 212 KB, 800x600, Screenshot_Doom_20160103_155947.png [View same] [iqdb] [saucenao] [google]

Going Down gets spooky at times.
Hellbound too, because it's fucking dark everywhere.

Lainos makes some great atmospheric and kind of depressing maps, like Deneb Colony and 51LC, or Doxylamine Moon: Overdose (my favorite), excellent atmosphere and exploration that makes you feel lonely and empty, absolutely amazing maps.
Thing to note is that these maps are pretty damn detailed, and won't play the best with some gameplay mods (particularly anything that replaces decorations and stuff, as he often likes to put in a bunch of trees and bushes and other stuff).

If you want to make things extra gloomy, Shut Up And Bleed has an extremely bleak and oppressing atmosphere, it really changes a lot of things up, however it's not particularly well balanced, so it can easily become frustrating. It won't run well with Lainos' maps because of how it replaces so many things.

>> No.4467203

you seem to think it was intentional. i doubt this very much. it looks far more like the classic "bunch of features combine in unexpected way to create security hole" problem to me. cf. https://www.tedunangst.com/flak/post/features-are-faults-redux

>> No.4467207

>too hellish
I thought people didn't like it because it was too robotic. Or because it looked like a moose.

>> No.4467212

Where did that hud variant for SUaB come from? I can't get it in mine.

>> No.4467216

He didn't do it purposely. In fact, there were a lot of checks in place that wouldn't allow a modder to do that under normal circumstances.

TZK, being his usual genius self, managed to come up with a weird way to bypass those checks. Luckily, he did so before anyone with malicious intent did.

>> No.4467224

I strongly agree on both points. The sound design is rather lacking though. In weapon sounds as well as atmospherics and enemy noises etc.

>> No.4467231

It's garbage because it looks goofy like it belongs in Diablo 3.

>> No.4467249
File: 190 KB, 800x600, Screenshot_Doom_20160101_213854.png [View same] [iqdb] [saucenao] [google]

It was in an earlier version of the GZDoom port, as a placeholder mainly.
I started tweaking the shit out of SUAB because the balancing bothered the fuck out of me, and I never updated to the new version.

>> No.4467301

Can you honestly tell the difference?

>> No.4467306

Holy fuck my sides.

Err... you might want to remain iffy on it. It's good if you want to continue the Doom 64 story though.

>> No.4467326
File: 126 KB, 634x480, cacodemon&#039;s ancestor.jpg [View same] [iqdb] [saucenao] [google]

the source of course

>> No.4467331
File: 2.15 MB, 1951x2970, when you don&#039;t punch the meatball in it&#039;s face.jpg [View same] [iqdb] [saucenao] [google]


>> No.4467352
File: 20 KB, 500x438, 1511474003059.jpg [View same] [iqdb] [saucenao] [google]


>> No.4467357

but is it on your side?
i've always wondered about that screenshot.

>> No.4467371

i think companion implies its friendly

>> No.4467374

fair enough

>> No.4467452


are you being ironic? i cannot tell..

>> No.4467460

Weak b8

>> No.4467468
File: 1.35 MB, 853x480, rocketnade.webm [View same] [iqdb] [saucenao] [google]

New thread.


>> No.4467469

>simulated downvotes

>> No.4467470

pls don't kill my mom

>> No.4467503

Q3 makes for some damn fancy frags.

>> No.4467506

please report "your mother will die in her sleep tonight" posts

>> No.4467728

Has anyone ever tried to remake this mofo for ZDoom?

>> No.4467773

>Err... you might want to remain iffy on it.

>> No.4467902

Care to share the tweaks? I like SUAB but I agree the balance is wonky. Chrono was was too anal about keeping things a certain way.

>> No.4467949


What he's trying to say is that you shouldn't play it because he doesn't like it.

Just play it, there's a demo you can download.

>> No.4468417

Gonna try again, did there used to be a zdoom starter pack here at some point? What was in it?
Also is Gzdoom or qzdoom a good starting point engine for both SP and MP?

>> No.4468436

Chocolate Doom is a good starting point for SP if you haven't played the originals.

For pwads in single player you might as well just use gzdoom, in the GL or software renderer as you prefer. I really prefer being able to play in high resolution and with mouselook.

For multiplayer, you want zandronum unless maybe if you're at a small LAN party with mates.

>> No.4468438

I've played the originals, I just thought it's high time I get around to completing them both.
Probably gonna go with gzdoom.
Qzdoom looks like it got dropped or merged with qzdoom?

>> No.4468532
File: 366 KB, 2182x300, asd.jpg [View same] [iqdb] [saucenao] [google]