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/vr/ - Retro Games

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4503632 No.4503632 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4497943

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/1514/09/1514094816594.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.4503636

=== NEWS ===

[01-04] GZDoom 3.2.5 released

[01-04] Anon map release: Magikus (as designed by his class of daycare children)

[01-02] Anon sprite releases: Marine-helmeted shotgunner, Marine-helmeted zombieman

[01-02] Doom: Gore Prisons (as yet unreleased, not sure why this was submitted)

[12-31] Colourful hell updated to 0.925

[12-31] Arcane Dimensions 1.70 released

[12-30] Chocolate Doom 3.0 released

[12-30] Random Deaths and Decorations 1.62

[12-28] Hunter's Moon Version 2.9.4 Released

[12-28] La Tailor Girl 1.2 is out

[12-26] this just in: the monsters are afraid of doomguy's weapons

[12-25] ProjectILE updates after 2 years

[12-24] Intermission E2M9

[12-24] Project: Kate by Jimmy released

[12-24] Bad Religion by NaturalTvventy released

[12-24] Abyssal Speedmapping Session #32 released

[12-23] The Revenant Problem

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4503675

I <3 Doom

>> No.4503676


>> No.4503692

I <4 doom

>> No.4503728

>I less than 3 Doom
what the fuck

>> No.4503819 [DELETED] 

i suppose they filtered U+2665 BLACK HEART out -> []

>> No.4503820 [DELETED] 

lets see how much of cp437 works

•◘○◙ ↕¶§▬↨↑↓→←∟↔▲▼

>> No.4503828

He plays the games before Doom 3 obviously

>> No.4503829
File: 410 KB, 562x800, my-little-caco-can't-be-this-HIIIIIIISSSSSSS.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4503832
File: 971 KB, 1366x768, Screenshot_Doom_20180105_135659.png [View same] [iqdb] [saucenao] [google] [report]

>Tsoi's "Pachka sigaret" playing in the background
Looks like the Vasyans have been working hard again.

>> No.4503861

was ist das

>> No.4503868
File: 331 KB, 1366x768, Screenshot_Doom_20180105_141301.png [View same] [iqdb] [saucenao] [google] [report]

Some rooski mod that mixes stuff from S.T.A.L.K.E.R. with enemies from Ghoul's Forest. It's surprisingly okay. Grab it from http://i.iddqd.ru/viewtopic.php?t=1003 (0.78 is currently the latest version) and play it in GZDhewm.

>> No.4503893

What game is that shotgun from? I distinctly remember playing a game with that exact same gun very recently.

>> No.4503909

Why is that demon cute?

>> No.4503931
File: 320 KB, 1500x1486, 1505123813980.png [View same] [iqdb] [saucenao] [google] [report]

She's one of those culturally-appropriated demons.

>> No.4503948

Did you know that some argue that Doom was responsible for Columbine and 9/11?

>> No.4503961

>you know that some argue that Doom was responsible for Columbine
yes. they're idiots, though.
>and 9/11?
not heard that one before.

>> No.4503997
File: 1.37 MB, 1920x1080, ZasH4ti.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4504003
File: 215 KB, 651x630, 1490042177297.jpg [View same] [iqdb] [saucenao] [google] [report]

Eric Harris did describe in his journal how doom had basically consumed his life and all he could think about was the game, and made some of his own WADs, so I say it's understandable enough that the media who already thought video games were turning children into satan-worshipping killers would make the connection
>tfw vidya was better back when you were ostracised for liking it

>> No.4504012

More stolen hexagons?

>> No.4504037 [DELETED] 

Did you know I fucked those people's moms?

He was also a cuck.

>> No.4504047

I had no idea hexagons were patented.

>> No.4504057

Bit of a faggot question but does anyone know any good youtubers that regularly play DOOM WADs? I always enjoying seeing new shit done by a video maker of good personality and reasonable skill. I used to watch Vortale on twitch and Vinesauce Joel's Doom Mapping Contest but I need more damnit.

>> No.4504086

on twitch, Mrzzul is good.

>> No.4504101
File: 60 KB, 299x180, D3E3Shotgun.png [View same] [iqdb] [saucenao] [google] [report]

Looks like the alpha version of the Doom 3 shotgun.


>> No.4504143


>Those chaingun and smg improvements.

Oh hey, actual reasonable fire rates.

>> No.4504146

Reminder that he & dylan were already edgy as fuck after that shot that "promo" for "protection" from bullies.

>> No.4504186

I thought BFG edition couldn't run mods.

>> No.4504203

When you say wad, does it rhyme with god
or does wad rhyme with sad?

>> No.4504219

I'm a wad sod.

>> No.4504243

I play wads and I work out to have a nice bod.

>> No.4504264
File: 325 KB, 800x541, 58311536_p0.jpg [View same] [iqdb] [saucenao] [google] [report]

>pistol, subgun and chaingun
Great improvements!

>rocket launcher
Also nicer.

>shotgun still has shit range and now only reloads 1 shell at a time, rather than 2
Complete garbage senpai.

>> No.4504276
File: 501 KB, 1616x935, noshop.png [View same] [iqdb] [saucenao] [google] [report]

How do I shop in Magitek Doom?
The option is crossed out on every level/key.

>> No.4504297

Allow me to lighten up this thread a little.

>> No.4504306

I swear that map looks like it was made in source engine, like some half life 2 spooky mod.

>> No.4504319

Where can I download this?

>> No.4504331

>trying to turn it into low TTK twitch shit
Pretty garbage design choices.

>> No.4504346

double you ayy dee

>> No.4504362


>> No.4504393


>> No.4504407

I always pronounced it as the word wad (a wad of cash), not really sure how else to pronounce it unless you said W A D but that's a tad autistic

>> No.4504421
File: 544 KB, 1920x1040, crappers.png [View same] [iqdb] [saucenao] [google] [report]

Half the fun of mapping is making stupid stuff.

>> No.4504425

Praise Lordo dpJudas!

>> No.4504430

One of those should be SLIME01

>> No.4504438

sector toilets are old hat. you need to make actor toilets that can be picked up and thrown at monsters

>> No.4504439

Ah yes, the sector toilet. One of the simpler joys in doom mappng.

>> No.4504447

>load up rear admiral marko-de-quatro's Extermination Day test map, with JP's monster HP HUD
>health bars, health bars everywhere
even the toilets have health bars

>> No.4504449

>the toilets are demons in disguise
fund it

>> No.4504456

that's the hud mod's fault though. everything destructible is going to have a health bar. even barrels in vanilla have "health" (20hp, same as a former human)

>> No.4504459
File: 10 KB, 202x200, ohjoy.jpg [View same] [iqdb] [saucenao] [google] [report]

>complete with brualizations and fatalities, both against the toilet, and it against the doomguy
>and brown "blood"

>> No.4504462

oh the humanity

>> No.4504497
File: 180 KB, 780x481, 1511649076992.jpg [View same] [iqdb] [saucenao] [google] [report]

What are some genuinely good joke WADs?

>> No.4504498

depends on if it checks +ISMONSTER, I guess

>> No.4504508

Community is Falling 1-3.
It Only Gets Worse.
Turbocharged Arcade.

>> No.4504512

my favorites are ludicrium and the revenant problem

>> No.4504521


>> No.4504525

Laundry 2: Dry Hard

>> No.4504598

Did you know that super mario bros 2 was originally doki doki panic?

>> No.4504635


>> No.4504646

>FKER enemies 1.4
>>FinalDoomer 2.3 does nothing while 2.2 works fine
no seriously plz halp

>> No.4504661

nvm, fixed :^)

i just launched without fker, it worked, then re-added it and it just werks

>> No.4504740

It's true. That's why everyone's constantly stealing hexagon tiles in ZDoom maps.

>> No.4504784

Is Doom 64 a prequel to Doom 4?

>> No.4504794

i think it's up for interpretation

>> No.4504835

Literally this. I like the idea that Doom 64 comes before Doom 4 because not only does it make sense, but Dooim 64 is really good. Makes me happy it's not forgotten.

>> No.4504852

Doom 3 wasn't forgotten (despite being shit) either since they made the hell knights in Doom 4 look just like the ones in that game.

>> No.4504864

What are some good cosmetic weapon mods?

>> No.4504868

Prequels are entries that come after another entry while being chronologically earlier in time. So it wouldn't be possible for Doom 64 to be a prequel to Doom 4.

>> No.4504870

That's not a Doom map though.

>> No.4504880

I kinda wish Doom 3 was forgotten. At least id didn't try to take that route again with 4. I don't mind them reusing a redesign or two since most of the demon designs for 4 were new.

>> No.4504889

3 wasn't that bad, but it only started to improve well into the game. The expansions are better.

>> No.4504902

God no, 3 was bad all throughout, even Hell was extremely disappointing.

>> No.4504904

3's Hell was the most aesthetic.

>> No.4504919

As much shit as 3 gets, I was so happy they kept the hell knight design, it's my favorite design from that game. Great way to pay homage to it.

>> No.4504961

Someone actually made a graphic for a toilet monster, but I can't find it.

Search the sprite thread on ZDoom forums, it might still be there.

>> No.4504964

that's the joke

>> No.4504975

This is my opinion.

>Doom 1, Doom 2, Final Doom
>Doom 64, Doom 4 (2016)
>Doom 3 (all alone)

I feel they fit in their own continuities a bit better and cleaner like that.

>> No.4504980

I don't agree.
Doom 3 isn't as good as the rest of the series, but I think it has a lot of good qualities.

>> No.4504981
File: 97 KB, 510x680, doom map.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4505014

Fucking ribbiks.

>> No.4505038

i'm never opening gzdoombuilder again

>> No.4505047
File: 124 KB, 1200x800, 1515195217.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4505059

how's doom delta?

>> No.4505115

Did you know there's a direct correlation between the decline of spirograph and the rise in gang activity?

>> No.4505128

pretty fun

>> No.4505161

>implying you'll think about it

>> No.4505162



>> No.4505168

looks like map25 of JPCP.

>> No.4505174

i see nothing but star's of david in this, thanks /pol/

>> No.4505184

Holy shit this is hilarious 'the revenant problem'

>> No.4505191

you're a bit late to the party

>> No.4505193
File: 6 KB, 490x51, dick.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4505195

Is that jesus christ superstar midi music in the background?

>> No.4505196
File: 15 KB, 180x259, d3roe.jpg [View same] [iqdb] [saucenao] [google] [report]

you forgot something

yeah, so I was guessing some others might be too :)

for those who don't read the news :))

>> No.4505202

speaking of the doom series, when are those ports of the rpg games, from gerardo and erik coming?

>> No.4505205

Can someone compile this for us tech illiterate folks?

>> No.4505223

last time Gerardo was on doomworld was July 9, dunno if that's his base of operations or what tho

he's still been saying it's coming for years now, haven't heard any other developments other than that

wait did more digging https://www.doomworld.com/forum/topic/87871-wip-the-ids-rpg-series-coming-soon/?page=4

Erick is still active on doomworld, guess they are just working on that other stuff now, hopefully we'll see some more progress on rpg this year

>> No.4505225

I kind of regard ROE as an extension of 3, like Ultimate is an extension of the original, the presence is implied.

>> No.4505230

true, final doom is kind of an xpac but i guess it was more specifically a separate thing

>> No.4505251



>> No.4505254


is this a revenant problem?

>> No.4505267

who blocked them up?

>> No.4505274

i did

>> No.4505275

I don't get it

>> No.4505319

TNT and Plutonia have enough content on their own to be counted as operate games.

>> No.4505323
File: 130 KB, 625x442, file.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone know how to make indention in brushes in Trenchbroom? I'm trying to make this a bowl and I have no fucking idea what I'm doing. I'd really like to not have to build the bowl piece by piece.

>> No.4505340

Easy and kludgy way is to use CSG Subtract- build what you want to be carved out as a brush, then put the little part in the big part and use that function and it'll delete the smaller part from the big part and auto-form the new brushes to compensate. This is really fucking hard to describe, holy fuck.

If you're just trying to turn that square into a circle, delete it and start over making it a circle to beign with because there isn't much of an easier way, especially in TB which lacks a 'primitive shape (circle, oval, square, etc)' feature like some editors like JACK have.

>> No.4505341

Is there a better editor I should be using/you recommend someone like me who's never made a map in his life use?

>> No.4505375
File: 2.37 MB, 1388x684, Desktop 01.05.2018 - [View same] [iqdb] [saucenao] [google] [report]

Nope. Trust me, if you've never made a map before working with TB's 3D view will be an absolute ham and cheese on rye compared to the mandatory grid views of other editors. You'll just have to learn to build with brushes period- building walls and stairs and bridges and what-have-you with full shapes instead of just infinitely flat walls- but once you learn that you can use whatever editor you like. It's an id tech 2 thing, not an editor thing.

My internet seizured for a minute but I made a weebm showing what CSG does here and how it can help you out, but in the future it's usually easier to just manually build the four walls for the thing and then make the liquid brush inside, as CSG subtract likes making everything angled instead of using only square brushes which can wreak havoc when you're cutting up complex or angled shapes.

>> No.4505378

Holy shit, thank you! This is exactly what I'm looking for!

>> No.4505423

No problemo. Just remember that when you're making the 'cut out' brush, use the texture that you want to show up on the new faces of the 'outside' brush, or at least make sure you fix it up afterwards. If I'd used lava on the 'cut' brush there the inside faces of the bowl would have had lava applied, and that's no good at all because while it won't usually cause big problems, Quake in general doesn't like when a brush's face includes multiple types of textures (standard vs lava/water/slime/teleporter/etc, not counting Skip or Clip).

Also holy shit 4chan is fucked up.

>> No.4505424

>Also holy shit 4chan is fucked up.
is the CSS not "loading"? because if so, you've probably blocked the ad script and it's ruining the page


>> No.4505426

Nah, was getting Cloudflare errors. Already got the ad shit fixed up weeks ago when it first started.

>> No.4505437

Someone made a Ghouly monster some years ago. Good luck trying to find it now.

>> No.4505439

>Fixes the shady cancer Hiroshimoot added to 4chan on 18/12/2017

>> No.4505453

i think it kills those ads that bypasses adblock everytime you scroll all the way to the bottom

>> No.4505460
File: 35 KB, 1024x640, MOOOOOOOOOOOOM, DOOMGUY ONESHOTTED ME WITH THE BFG AGAIN.jpg [View same] [iqdb] [saucenao] [google] [report]

Hiroshima added cross-domain shit that fucked with the CSS if you used something like uBlock Origin on top of an obfuscated 'argon.js' file with malicious behavior.


>> No.4505462

if you block the ad domains 4chan uses with noscript or something similar, a semi-hidden script on the 4chan.org domain will wipe out the CSS on the page as a sort of "fuck you for blocking ads"

that greasemonkey script turns off the "fuck you" script and lets you actually use the site again

>> No.4505463
File: 99 KB, 953x697, good shit.jpg [View same] [iqdb] [saucenao] [google] [report]

thanks dawg

>> No.4505475

Interesting, thanks guys.
It's a constant back and forth, this war of ads.

>> No.4505517
File: 46 KB, 1024x768, Screenshot_Doom_20180105_215955.png [View same] [iqdb] [saucenao] [google] [report]

what awaits in this large dark room

>> No.4505525
File: 916 KB, 1920x1080, Screenshot_Doom_20180105_222047.png [View same] [iqdb] [saucenao] [google] [report]

alright how am i supposed to pull off this shit

>> No.4505539

Just tried to play it and surprise surprise it won't work in the latest GZDoom.

>> No.4505545

My mistake, not latest but very recent.

>> No.4505546 [SPOILER] 
File: 24 KB, 651x486, 1515209486053.png [View same] [iqdb] [saucenao] [google] [report]

wait a second....

>> No.4505549

hmmm, I've had it work in multiple recent versions of gzdoom, how is it not working? what errors are showing up?


>> No.4505576

>always wanted to try Blood but didn't want to fuck around with dosbox or "ports"
>finally say fuck it and spend an hour figuring it out
>okay time to start this game that is supposed to be great
>it fucking sucks

It's like Doom but if all the guns used 4x as much ammo, the only enemies were pinkies chaingunners and EXTREME chaingunners, and there was maybe 1 health pack per level.

How do people like this shit?

>> No.4505592

it's a different beast

>> No.4505593

It really only gets good once you hit like E1M3 and beyond. You've gotta tough it out, the first few levels are insanely hard.

>> No.4505594
File: 2.43 MB, 1024x768, DOOM 2_ Hell on Earth 1_5_2018 10_53_10 PM.webm [View same] [iqdb] [saucenao] [google] [report]

alright i'm gonna be honest, it's just armor.

>> No.4505598

>finally say fuck it and spend an hour figuring it out
all you have to do is drag the bloodgdx files into your blood directory...

anyway, I'm interested in hearing what people have to say because while it looks cool I've not bothered playing past the first area because they don't seem to give me enough resources to kill dudes in a way that's still fun, even after dropping the difficulty which also didn't seem fun because now there were a lot less dudes and I was still running out of ammo

ok maybe this is just the problem, I'll give it another go sometime

>> No.4505614
File: 1.86 MB, 228x170, 1507567563480.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4505623

Honestly the most annoying enemy in BloodGDX so far feels like the damn rats, maybe I should just chuck dynamite at them instead of trying to poke them.

>> No.4505641

Anyone played The Eye? Amazing single level wad.

>> No.4505654

Fuck you lemonman

>> No.4505673

wow the epic agitating skelington joke that i wasn't expecting at all, simply amazing and not overdone

>> No.4505681


>> No.4505769

And barrels.

>> No.4505781
File: 59 KB, 586x518, doommap.png [View same] [iqdb] [saucenao] [google] [report]

Got the layout done, Now to actually do something with it.

>> No.4505818
File: 224 KB, 1920x1080, L.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4505821
File: 276 KB, 1920x1080, O.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4505825
File: 265 KB, 1920x1080, S.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4505827

Can you take a pic of what your layout looks like in 3d view?

>> No.4505828
File: 226 KB, 1920x1080, S .jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4505832
File: 7 KB, 76x76, 1507320185354.png [View same] [iqdb] [saucenao] [google] [report]


>Tricks and Traps flashes

no thanks

>> No.4505836

Fugg I miss hard stencil shadows. This and FEAR are kino because of dem shadows

>> No.4505839


>> No.4505881

what did he mean by this

>> No.4505928

that "early 2003 game" look did not age well in doom 3's favor.

>> No.4505949

how come that with the constant influx of updates for GZDoom we've witnessed over the course of the last decade we still don't have an option to make the messages disappear instead of fading off like in classic doom

>> No.4505964
File: 10 KB, 204x136, DANCE. DANCE BONE DADDAY.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4505976

So uh, how does one use this? I have tampermonkey

>> No.4505979
File: 549 KB, 360x359, 1495229506248.gif [View same] [iqdb] [saucenao] [google] [report]


I added a language switcher and speed translated the posts


I'm aware of the image captions being in Spanish, I'm trying to fix them in an intelligent way

>> No.4505984
File: 209 KB, 401x602, 1507461786013.png [View same] [iqdb] [saucenao] [google] [report]


ah, there is also no header, God knows why

>> No.4505986

So /vr/, what are the collective nouns for DOOM enemies?

>> No.4505987

Fucker, fuckettes

>> No.4506034


>> No.4506056
File: 36 KB, 343x241, 1483765182919.png [View same] [iqdb] [saucenao] [google] [report]


fixed both things

>> No.4506102

Magikus made the news ! Noice. Made my day.

Anybody finished it ? On a scale of one to ten how much did you hate the final level ? heh

>> No.4506124


>> No.4506138

Playing doom for the first time, this is great!

>> No.4506167

I wonder if any gameplay mods have set out for VR compatibility by making a sprite that won't be cut off with the fuller range of view.
Could probably do it by just making the sprite the Gun alone, or using disembodied hands, that way you don't need to draw arms and can include the full gun, eliminating any cutoff.

>> No.4506168

looks good

>> No.4506218

it's neat

welcome to the group

>> No.4506219

I was just saying earlier how this guy was just obnoxious to me and I had no idea why. figures he uploaded the 100000 revenant videos, effectively drawing in the /v/ cancer to his channel.

>> No.4506230

guy is completely asspietastic over old AI behavior/tech too
it's not 'le wrong generation' by any means but it operates l
on the same base as a safespace for people who are easily impressed by 20 year old lines of code that make a group of cockroaches behave slightly differently depending on which of the linear corridors of half life it is that you're in

>> No.4506234

Are you just throwing out random buzzwords?

>> No.4506236

it's helped me notice a couple things that made me go 'whoah this is kinda neat' but the novelty wears quickly. I bet he would instantly cream at the sight of a line of code for a half life NPC if you opened up one of them.

>> No.4506238

I was trying to figure out what he was trying to say but decided to just leave it

anyway autism is fuckin dope this community runs on fucking autism lol

>> No.4506241

that's uh, quite the statement.

>> No.4506245

The guy also works for Running With Scissors and helped work on Postal 2

>> No.4506247

Here's some autism for you:
>avenging the death of a pet rabbit
>bunny hopping
Connect Wolfenstein to rabbits in some way.

>> No.4506248

it wouldn't really be the first time I've heard of folks flocking to old vidya solely for the 'level of care they put into it' as they claim that new videogames aren't nearly as good based around the fact that custom events/triggers/AI actions were more prominent back then because they wanted to show off their hot new tech.

>> No.4506284
File: 7 KB, 800x52, ghouliesheet.png [View same] [iqdb] [saucenao] [google] [report]

I found it. Get to work on making your dreams come true!

You were saying?

>> No.4506293

You have shit taste. It looks better than HL2.

>> No.4506294

also i pirated ghoulies, it's bretty gud

>> No.4506368

already done

>> No.4506370
File: 4 KB, 925x300, 1515241332.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4506372

why is the minbari grey council chamber full of skeletons!?

>> No.4506379
File: 3 KB, 297x314, 1515241575.png [View same] [iqdb] [saucenao] [google] [report]

this looks familiar have you posted it before?
looks more like Halls of the Damned to me

>> No.4506382

> Anon sprite releases: Marine-helmeted shotgunner, Marine-helmeted zombieman

So, uh, anon, mind if I use this for Project ILE? Mostly because I need something better than 'slightly more green' or 'slightly more brown' to indicate elites zombies.

>> No.4506386

Outside of collabs this could be neat for adding subtitles for maps, like F-Zero X tracks.

>> No.4506405

I haven't beaten the final level (I'm on the second), but seriously... Red staff is OP, and I just fought the first flowerbats. They make Diablo 1 bat noises! that makes me extremely happy.

>> No.4506436


Yeah I never got to really balance anything. I like using the staff, kids just love the guitar (which is a bit shyte maybe ? I suck at evaluating this stuff).

I found the bat sounds in Hero3D, but yeah, a lot of the sounds in this game seem to be nicked from diablo... Or just from the same sound library I guess.

>> No.4506442

Doe this mean you can sort of do a Half Life Gravity gun in Doom?

>> No.4506490

I beat it, wish I spoke frog to know what final boss was saying to me, I like gimmick with releasing creatures to help you out, bretty good anon

>> No.4506495

im nominating this for a cacoward

>> No.4506558

no, it doesn't.

>> No.4506560

>dat frost marks on the AK

sooo fucking sweet. Bring up the soviet sensations

>> No.4506614

Wish I had some of my own screenshots, so you'll just have to trust me, HL2 looks better and more interesting, both technically and aesthetically. Plus it's benefited today from all the engine updates.

i fuckin knew there had to be some stalker shit out here somewhere, thanks
200mb tho shiet

>> No.4506646

Does gzdoom have any sort of autoexec function? I'm getting really tired of having to type fov 120 into the console every time I start a new map.

>> No.4506652


I set 110 only one time

>> No.4506654

Well I have to set 120 every time.

>> No.4506656

https://forum.drdteam.org/viewtopic.php?t=427 ?

>> No.4506657

At any case you can bind a button to set the fov for you so you just have to press it every map start instead fo down the console and type it manually.

>> No.4506658


well, that should not happen

I have inside the .ini:



>> No.4506659

https://zdoom.org/wiki/How_to_autoload_files ??

>> No.4506662

Sounds like you're using an older version of GZDoom.

>> No.4506663


>> No.4506681

didn't realise they released that one on the ps2 and xbox
heh there's even an android port now apparently

>> No.4506716

I'm in a weird place when it comes to Doom because I'm not a purist so I actually enjoy D44M and don't have a religious hatred of the unbalanced mess that is Brutal. But I also don't think I should go around adjusting the native framerate or field of view of Doom1. To me it still feels perfectly natural to play in whatever the default FOV has been since the shareware release and at 35fps.

>> No.4506757
File: 635 KB, 1680x997, Screenshot_Doom_20180106_195614.png [View same] [iqdb] [saucenao] [google] [report]

fucking brightmaps, man

>> No.4506782

weren't you just saying otherwise last post?

>> No.4506783

who brought up d44m or brutal doom

>> No.4506805

prob just replied by accident

>> No.4506810

>i fuckin knew there had to be some stalker shit out here somewhere, thanks
There's also LEST, which is basically Doom's DM with Shadow of Chernobyl's build guns and other stuff. Unfortunately, it has only one level - the Agroprom facility where you save Mole in SoC.

I played it a month ago with some stalkerbros and the server quickly filled with a bunch of slavs, so it was pretty fun. Here's a DL link in case you're interested http://www.mediafire.com/file/uei1kh7mlatgrcm/LEST.zip

>> No.4506821

I really don't agree. The hell aesthetic I think is pretty strong, but overall the maps have an extremely samey aesthetic; dark techbase.
There's some good detailing, but overall, Half-Life 2 I always thought felt way more realistic and convincing, probably because a lot of the clutter and objects are closer to real life ones. I also felt it had better object physics.

Mind you I like both games, but find them quite flawed on various ways.

>> No.4506871

this is really cool, appreciate it! also what's the difference in wads? i noticed only the sky being different.
that sounds like a lot of fun, jealous I missed out. I'll have to post about these on /sg/ sometime.

>> No.4506891
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4506984

Tried Chocolate Doom. Holy shit it's bad. Was it this crappy back in the 90s?

>> No.4506996

Exactly, down to the last pixel; but then nobody is fighting with manual memory management in MS-DOS any more and nothing says you have to play DOOM like that either.

>> No.4506997

This is the 72nd IP in the thread.

>> No.4507003
File: 1.34 MB, 1360x768, gzdoom 2016-12-19 19-30-15-47.webm [View same] [iqdb] [saucenao] [google] [report]

Ya done goofed.

>> No.4507029

>Attacking enemies, before you even meet them
This is a guilty pleasure of mine and also why Combined Arms became one of my favorite mods.

>> No.4507037

Why do the sound effects in freedoom suck so bad?

>> No.4507046
File: 910 KB, 1000x620, 1503683242888.png [View same] [iqdb] [saucenao] [google] [report]

>someone actually made it

>> No.4507064

don't you just love mods with graphical effects that make the whole game freeze and stutter..?

>> No.4507068 [DELETED] 

because you touch yourself at night

>> No.4507115
File: 1.85 MB, 1920x1080, gzdoom 2018-01-06 16-04-40-17.png [View same] [iqdb] [saucenao] [google] [report]

Taking the feedback I got off Doomworld from my last cave map and hopefully will do better this time. Put this together in a few hours so it's not much right now.

I really should fuck off with doing cave-style maps, but I just love doing them I don't know why.

>> No.4507120

that looks cool
what was your last map? my playedlist has a map named Cave Complex but i don't recall what it looked like

>> No.4507123

That was mine.

>> No.4507148


Seesound :
"Magikus, prepare to fight Dorakk !"
Attacks :
"Dork invocation !" (summons Dorks)
"Hunting Energy !" (throws seeking missile)
"Rapid fire energy !" (exactly what it says on the tin)
Active sounds :
"You will never win, Magikus !"
"I am invincible !"
"You will lose, Magikus !"
"Bow before Dorakk !"
Ded sound :
"Nooooo ! I'll be bacckkkkk !"

And yeah, kids really wanted to have some friendly characters too to help you on the quest.

Win message is :

When you set your hand on the trophy of the ancients you feel all the monsters go back to their respective dimensions.
You feel you can finally go on a vacation !
Let's just hope Dorakk will never be back !
A Magikus's task is never over after all.
Congratulations, you won ! Press a key.

I'm flattered !

>> No.4507156


>> No.4507193
File: 2.83 MB, 1280x720, demon cooking.webm [View same] [iqdb] [saucenao] [google] [report]

I dunno if this has been done before, but I don't think it's been done in zandronum before

I made a flamethrower that properly applies afterburn to any monster, and doesn't do unreasonably high amounts of damage to really wide targets (as ripper flamethrowers usually do)

>> No.4507195

shrug mate
never even heard of the mod :(

>> No.4507201
File: 2.97 MB, 1280x720, demon frying.webm [View same] [iqdb] [saucenao] [google] [report]

also, I reworked an old weapon of mine and made it not feel like utter garbage

>> No.4507202

>I dunno if this has been done before
yeah High Noon Drifter has this. but in zscript => not Zandronum

>> No.4507206

Something that might tweak that a bit better is to have the flame plumes slowly grow, so that it looks like it's expanding as it goes out.

>> No.4507213

ooh nice nice

>> No.4507237
File: 2.98 MB, 1920x1080, demon cooking 2.webm [View same] [iqdb] [saucenao] [google] [report]

yeah it does look nicer
I also enlarged the area where the flames could spawn on the monster, which helps a lot

>> No.4507241

can you make it so flames account for player's positive movement momentum so that player runs forward the flames from the flamethrower don't end up behind him?
Heretic's flame mode of the Phoenix rod works that way.

>> No.4507246

lol u ripped off the gun from disruptor, nice goin

>> No.4507248

what is this song from, I'm going mental because I can't figure out where it's from even though it sounds so familiar
forgot that 4chan doesn't support midis for a minute desu

>> No.4507250

Hey /vr/, I know you guys don't give two shits about anything non-Doom, but does anyone here know anything about modding Half-Life?

>> No.4507256

Are there any Quake demakes for Doom 1? With Quake weapons and enemies rendered into sprites? I was googling but found nothing. Though if there was such a thing it would probably be old as fuck.

>> No.4507262

Requiem map31

>> No.4507264

Oh wait you said Doom 1, sorry. Requiem is for Doom 2.

>> No.4507271
File: 2.94 MB, 1280x720, moving cooking.webm [View same] [iqdb] [saucenao] [google] [report]

it's a cool gun, and I take sprites where I can get em

yeah I can do that. I might make it only inherit like 70% of the player's velocity though; we'll see

there's this, but it still uses models: https://forum.zdoom.org/viewtopic.php?t=37369

>> No.4507276

Not all the momentum - only when player moves forward, so that when player moves backwards flames dont end up hanging in the air, or moving backwards themselves.

>> No.4507278

10 hours later...
I don't mind anyone using them, I just did it to satiate my OCD and to edge my way into bigger sprite edits. It's not like they were big undertakings, it's just vanilla assets sewn together.
I've never heard of ILE, but I hope you find success.

>> No.4507279

yes, and they're shit

>> No.4507292
File: 18 KB, 288x580, honkytonk dot mid.png [View same] [iqdb] [saucenao] [google] [report]

from jesus christ superstar

>> No.4507297
File: 304 KB, 1333x646, Tracking.png [View same] [iqdb] [saucenao] [google] [report]

Alright, awesome!

Project ILE was basically just me turning all hitscan enemies into projectile-firing enemies as a way to learn DECORATE. Then that grew into weapons. And then monster edits. And weapon edits. And then it's basically been bloating and bloating over the years.

It's, uh, not actually a very good gameplay mod, all things considered. Though I really, really love the way I reworked spectres.

>> No.4507312

it'd require a little more math, but I could. my main concern though is that it (and any momentum inheriting, really) allows you to kinda "punt" a puff of flame much further than it should be able to go normally, and apply afterburn to far larger crowds than expected.

it's something I'd have to think about and mess around with. I might just settle for making the fire go faster, but not last as long.

>> No.4507317

Does Demonsteele haev any issue with the latest GZDoom builds?
If so, what are they?

>> No.4507323
File: 50 KB, 310x514, reforma frei.png [View same] [iqdb] [saucenao] [google] [report]

Hmm... Maybe you can tie their forward momentum directly to the player's current one?
Basically put:
When player has forward/sideways momentum, flames inherit it fully.
There's an internal check on the flames themselves for the player's momentum - when player's momentum decreases, their momentum also decreases with minimum being the default value. This way the "forward gush" will become much more limited, providing only marginal benefit, while the problem of flames going backwards would also be eliminated due to flame's default speed being the low cap.

>> No.4507375

I think a simpler way to go about it would be to just decay their momentum down to their default speed as they fly.

I went and increased their speed so that it you won't have the "flamethrower jetpack" effect, increased their direct burn damage to match, and currently have the flames inheriting 70% of the player's velocity. I think if I have it only inherit like 30% of a player's backwards velocity, and have the speed of the flame decay down to its default speed, and that should have it feeling better without affecting balance much.

with the changes I've already done, the flame's only going 64-96 units further than normal when sprinting forward, which is fine. so I might just omit the decaying thing and only implement the "don't inherit backwards momentum as much" thing.

>> No.4507434

>demon cooking

I'm picturing a Monster Hunter sort of deal now where you rip and tear demons into ingredients for gourmet meals.

>> No.4507452

>there's this, but it still uses models: https://forum.zdoom.org/viewtopic.php?t=37369
Wasn't there an updated version of that done by someone else?

>> No.4507481


>> No.4507485
File: 2.96 MB, 800x450, velocity inheritence.webm [View same] [iqdb] [saucenao] [google] [report]

here's what I got now: 70% forward inheritance, 70% side inheritance, 30% backwards inheritance
yellow number is projectile velocity, green vector is forward/backward momentum, pink vector is side momentum

>> No.4507489

are there doom doujins?

>> No.4507505

Looks like it works great.
Now to see how it looks from the first person.
Also when are you going to update the git with this? And how does the new guns (impaler and this one >>4507201) function?

>> No.4507509

Go check sad panda.

>> No.4507514
File: 32 KB, 688x278, file.png [View same] [iqdb] [saucenao] [google] [report]

Pootis does not like lolis.

>> No.4507523

neither does e-hentai, try ex.

>> No.4507530

Trying to enter ex without entering e-h
makes the panda really sad
and does not enter ex

>> No.4507572

Cool, thanks.

>> No.4507581
File: 2.80 MB, 800x450, velocity inheritence 2.webm [View same] [iqdb] [saucenao] [google] [report]

>Also when are you going to update the git with this?
it's all there; the commits have been fairly steady for the past few weeks now. I've still got the minigun primary fire and BFG to revisit, as well as needing to decide what to do with the berserk now, but I do think the mod's in a much better place now. it'll get there... eventually.

>And how does the new guns (impaler and this one >>4507201) function?
the impaler primary fire is an automatic rocket launcher whose explosions are heavily directed forward, while the alt-fire launches three rockets that impale whatever they hit and send them flying. then they explode half a second later, effectively weaponizing your enemies. I love the damn thing.

the lancer (that's what it's called; the idea is that it pierces straight through crowds of enemies like a lance) primary fire fires a lot of plasma nails, which also pierce forward (but not as far). the alt-fire is a charged burst of lightning that arcs a path down your line of fire, electrocuting everything in the way. more charge = more damage and more arcs. I think it's a lot better than both the plasma rifle and channeler it replaced, although that's not a high bar to clear considering they both kinda sucked.

>> No.4507587

Does any sourceport have a MIDI emulator that sounds closer to the sound hardware of the early nineties when Doom was released?

>> No.4507613

disregard; the visuals are fucked up and I fixed em
since I don't want to raise the image limit further for this dumb shit: https://my.mixtape.moe/wrokbh.mp4
(why are gfycat links considered spam)

>> No.4507618

Go back to work on your hyperrealistic maps, Ivan.

>> No.4507628
File: 2.98 MB, 800x448, gzdoom 2018-01-07 04-49-43-334.webm [View same] [iqdb] [saucenao] [google] [report]

I'm trying to recreate the way flame was done in heretic, but in Doom, and nothing I tried works like the thing, momentum inheritance ends up with projectiles moving sideways (like in your wid), which is NOT what happens in the vanilla.
Vanilla uses a special command that are only available in heretic and is not modifyable in the ways I want it to.

What I really want: Make the damage modyfiable in the base speed and damage department with additional variables (multiplyers), and make it shoot from the player's side instead of center (it's predetermined in the special command)

>> No.4507635

>I don't want to raise the image limit further
we're only at 50 images, you goof

>> No.4507638
File: 470 KB, 1070x845, Lasercaco.png [View same] [iqdb] [saucenao] [google] [report]

So, guess what's back after like a week or so? PROJECT ILE! Yep, I spent much too long working on this.

-Zombie elites now have helmets, for easier identification. Thanks, DELUXE! SuperShottie guys still look like normal ones, so keep an ear out for their distinctive sounds.
-Cacodemons now actually do what they say they are. The 0.9 version was a bit broken. But hey, it works now! There's also a 'blueberry' version, which breaks the rules of Project ILE... in that it fires a non-projectile laser, that will slowly hone in on you! Keep on your toes when fighting these guys.
-The Chaingun's altfire is now nonsensical- it now summons a small, floating ally to wander around. This has limited ammo, and only refills if you either salvage a destroyed ally or find a chaingun.
-The BFG's altfire now functions differently. It fires a small sphere that suddenly halts, and expands, sucking everything (Except the player) into it, dealing small amounts of damage until it detonates.
-Fixed a few issues and bugs with the previous version.

>> No.4507642
File: 614 KB, 1366x768, Screenshot_Doom_20171201_155620.png [View same] [iqdb] [saucenao] [google] [report]

not endorsing, but have you looked at call o dooms flamethrower? it's offset, but it's a starting point

>> No.4507647

well if you want the script I made for this: https://gist.github.com/anonymous/ceb5f8a7f4431a34e25d87d56d50c1a0
yeah, I know, >using ACS when zscript exists, but it's what I know and it's supported by the one multiplayer port worth using, so whatever

too late

>> No.4507651

Thank you! I'll try to use that and see if it works.

Also any plans for Heretic compatibility? It kinda works as-is if you use cheats to give you everything, since regular heretic items are not replaced with proper DAKKA alternatives. I think that's the only thing that needs to be done for that.

>> No.4507653

btw lines 53 to 57 are useless; I had them for debugging but forgot to remove them. you should probably remove them.

>> No.4507654

I don't think I've ever seen image limit reached on this board.
What is the limit btw?

>> No.4507656

has a doom thread ever reached image limit? i don't think so.

>> No.4507660

given 500 post limit i estimate 250 images.

>> No.4507695

full heretic support would be after I feel satisfied with the full loadout. so basically, after I'm done messing with the minigun, figure out what to do with the BFG, maybe do something with the pistols, and decide what to replace berserk with - I'm thinking something like a 5% vampirism effect for 30 seconds - I'll hit up heretic support.

now, the big differences between enemy health values in heretic and doom mean I'll probably have to give the heretic dudes a health boost to match; weredragons are gonna need a lot more than 220 health, for example. but that's not a big deal.

I do like where the mod's going now. and all I needed to do was start ripping shit out and redoing the rest!

>> No.4507697

what more are you working on?

>> No.4507703

meant "mod"

>> No.4507726
File: 166 KB, 800x600, Screenshot_Doom_20180107_024756.png [View same] [iqdb] [saucenao] [google] [report]

I made a sky texture that looks like heavy metal rock candy.

>> No.4507729


>> No.4507736
File: 58 KB, 258x128, purple skulls 2.png [View same] [iqdb] [saucenao] [google] [report]

Use it if you want.

>not paletted, and since Doom has like, 5 shades of purple total in it's default palette, this won't fly
>like two pixels wider than standard, so I don't know if that'll cause problems in vanilla
>by chopblock, age 5

>> No.4507750

Neat, checking it out now.

>> No.4507759

pics of FIREBLU license plate soon

>> No.4507761
File: 1.13 MB, 1616x935, superwand.png [View same] [iqdb] [saucenao] [google] [report]

I'm a total newb at modding that got inspired by Terminus and Pillowblaster weapon replacements.
I've never seen a weapon mod for heretic that I've been completely satisfied with - they either underdeliver, or add way too much unnecessary bullshit.
So the endgoal of my unnamed project would be to make a weapon mod for Heretic (compatible with Doom) that would:
1) Give the player as much fun options as possible
1a) Without overloading the arsenal
2) Make weapons more powerful and flashy, using the least intrusive particle effects possible so that player still has uncluttered battlefield in front of him, with attacks in a wide range of power to cover both low intensity encounters and up to slaughter scenarios.

The way I'm going about it: every weapon have several independantly selectable primary and secondary firing modes, some of which combine for additional/altered effect.
Every weapon has sprites different from vanilla (mostly OSCJ's stuff with mix of other sources), but all of them are gonna be heavily frankensprited.
Also every weapon will have 2 visual indicators for the fire modes it is using. Example: on picrelated is a OSCJ's Superwand. I'm gonna alter its color to orange-red, replace the runes on the base with heretic's iconic trident. State of that trident (glowing/not glowing/pushed in) would indicate the current primary fire, and several different sparkle patterns in the core gem would indicate secondary fire
Also altered TOMEing

Basically put player would still have same 7 weapons (well, 8 with a second melee) and would be able to chose the firing modes he likes in each one, and the selected modes would be remembered for later so he does not have to juggle through 30+ weapons to find what he wants, while having the option to reconfigure the weapons whenever.

I actually mentioned it last year >>4481859

Currently, I'm frankenspriting a crossbow and putting my ideas in a more detailed and orderly manner so I can trim up the concept.

>> No.4507770

Are you gonna release the script soon?

>> No.4507775

Complete noob here, when the sergeants are shooting at me is there any way to dodge it?

>> No.4507781
File: 19 KB, 864x243, cb.png [View same] [iqdb] [saucenao] [google] [report]

I work slowly though so don't expect anything for at least about 6 or so months, unless I hit a massive inspiration speed streak.
If you are interested, I'll put out the detailed "pitch" in the next 12-16 hours.

When they "shoot" you - no. They fire hitscan shots and it hits you instantly. Only way to avoid - break line of sight BEFORE they actually shoot.

>> No.4507793

looking interesting

>> No.4507839

hey, is there somewhere in doomseeker i can set so all projectiles go through players (in coop or wherever)?
tired of killing myself with a rocket when my mate runs in front of me, or when they push me off a ledge with the ssg

>> No.4507862

short answer is no

>> No.4507873

you can't dodge bullets
get distance
put something solid between you and him
shoot first

>> No.4507894

Some content-heavy mods already have this feature. As for a mod that is just that, I can't find one in particular, but I have a feeling it's out there.

>> No.4507896

How does Combined_Arms do it?

>> No.4507901

Source on that pic?

>> No.4507910

kindaaaa, you get a feel

>> No.4507913
File: 2.92 MB, 800x450, that was easy.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4507919
File: 190 KB, 1280x932, 852232e834b09cdb15178ee9e25fe1ab.jpg [View same] [iqdb] [saucenao] [google] [report]

That one was Alekksandar the signature was right there, they got both a FA or Tumblr. Choose depending if you want to cringe harder in the process or go through more loops to save an image's raw size let alone possibly finding them.

Also the /aco/ threads are really into punk girl demons.

>> No.4507930

>Also the /aco/ threads are really into punk girl demons.
you say that like there's someone who wouldn't

>> No.4507941

huh im very surprised, seems like a simple thing
you can set it so players can clip through each other so I thought there'd be the same for firing weapons

>> No.4507978
File: 30 KB, 1234x70, hype.jpg [View same] [iqdb] [saucenao] [google] [report]

here's to 2018 being another banner year for great wads

>> No.4507993
File: 1.36 MB, 1485x805, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

heavy machinery

>> No.4507995
File: 1.17 MB, 1279x721, I LIVE AGAIN! But I wish I wouldnt.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4508000
File: 1.66 MB, 1345x1879, 1483311187660.png [View same] [iqdb] [saucenao] [google] [report]

>that terrible pitchfork attack animation
>the actual attack itself is desynched from the sound and animation
Fuck you I'm mad.

>> No.4508009

>horrific unity "remake" of an old shooter
I thought Doom was the farthest the cancer would spread

>> No.4508013

Well so far it looks infinite times better than the Doom UE4 remakes in visual aspects.

>> No.4508016

Yes, despite how shitty it looks and sounds, at least the enemy corpses aren't spinning at lightspeed

>> No.4508021

Not only that, the guy actually knows how to proper work on materials and post processing instead of go full autism in makes everything extremely burnished and glow like the sun.

>> No.4508064

>crosshair isn't centered

>> No.4508075

it's not like the original pitchfork animation was anything to write home about

>> No.4508106

What's it from, precioussss?

>> No.4508148

best gameplay or just weapon mod for zandronum?

>> No.4508153
File: 155 KB, 1024x768, 5657784.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a source port for Redneck Rampage or just something to make the controls less bad?

>> No.4508165
File: 618 B, 18x16, coffeemug.png [View same] [iqdb] [saucenao] [google] [report]


There must be coffee shops in the Doom universe. What would you like to see in one?

>> No.4508170
File: 7 KB, 64x80, espresso machine.png [View same] [iqdb] [saucenao] [google] [report]


I've downloaded some great food and drink related sprites from Realm667. Can anyone think of any other good sources for food related Doom materials? I'm working on making some coffee related items, adding some properties like "breakability" and maybe a voxel or two.

>> No.4508190

>You were saying?
I meant it was actually a coded monster.

>> No.4508207

how'd you do the bar railing?

>> No.4508221

I'd wager mid-texture shenanigans.

>> No.4508225

the what?

>> No.4508260


how does she get that shirt over those horns and beefy neck? also pants, i mean, those things are TIGHT and they still fucking button.

jesus, does anyone thing to the real aspects to their helldeamon ladies?

>> No.4508290

the pants clearly have zippers on the side
the shirt might just be really stretchy

>> No.4508295

>Weapons now icons in the HUD
Aw ye

>> No.4508307

It hurts to watch this.

>> No.4508314
File: 132 KB, 1213x750, one big MMMMMMMMMMM.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe the shirt has a zip on the back.

>> No.4508326

>Quake 1 Stuff ULTRA - version 2
this is some cool shit, still always freaky to see such good looking 3d models in doom

>> No.4508397

always played only doom 1 or 2 modded like brutal doom

>> No.4508449

>do fetishists think

>> No.4508487
File: 9 KB, 496x105, Capture.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4508492

it begins

>> No.4508493

>Memento Mori

>> No.4508495

good job, term, you killed gzdoom

>> No.4508497

nah it'll only get better now :)

>> No.4508504
File: 21 KB, 448x342, CR3_eg0VAAA0mbK.jpg [View same] [iqdb] [saucenao] [google] [report]


Ah well.

>> No.4508507

Why is Gross Souls working on Threedge

>> No.4508508

did you ever get so buttblasted that you abandoned your sourceport and forked another?

>> No.4508509

i'm guessing because he doesn't have to make 3dge work with Lilith.pk3

>> No.4508510

But why Fridge

>> No.4508516

Huh? I just answered that.

>> No.4508518
File: 2 KB, 168x47, grafisaliveohno.png [View same] [iqdb] [saucenao] [google] [report]

There is also a post in the developer-only forum as well. Can't wait to see it get leaked!

>> No.4508519
File: 23 KB, 1654x39, gman.jpg [View same] [iqdb] [saucenao] [google] [report]

Graf on the end of gzdb earlier this year.

>> No.4508520

I have access to the developer forum, but if I leaked the post I'd get in trouble. I can tell you that Graf is 200% mad though.

>> No.4508523

Graf continues throwing a tanty, roughly a month later, that is. This is basically a story for us, showing us just how much salt that he can exert. This may not even be his final form!

>> No.4508525
File: 792 KB, 320x320, ! salt.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4508528
File: 361 KB, 704x593, ca5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4508529

awww, but how would they know? thanks anyway.
I guess they know the people who visit /vr/ so they'd have a good idea of who it might've been?
eh it'll come out later

>> No.4508531

Sure you do

>> No.4508535

The list of people with access to that forum is small and not exactly a secret (you need only look at forum roles, it's not hidden). Plus, it's known who visits /vr/ among those.

You're free to check the proof for yourself: https://forum.zdoom.org/memberlist.php?mode=viewprofile&u=6633

>> No.4508537

Mutiny When?

>> No.4508538

Yeah that's what I meant. Thanks.

Well anyway, looking forward to see what Graf does next, maybe we'll all be used graf3DGE a year from now :^)

>> No.4508539

January of last year.

>> No.4508543

No, I mean, we need another one

>> No.4508551 [SPOILER] 
File: 166 KB, 410x410, 1515328205988.jpg [View same] [iqdb] [saucenao] [google] [report]

I guess you could say
Graf's on 3DGE

>> No.4508554

he has been for what can seem like ages now over lilith.pk3


nothing new

>> No.4508556


>> No.4508558

I mean, there's other source ports out there

>> No.4508561

Poor 3DGE doesn't deserve this

>> No.4508574

So you can't leak the post.

Can you at least summarize it?
Does it mention the vulnerabilities in the previous GZDoom builds?

How much info can you give us, if any, without getting into trouble?

>> No.4508576

I'm not sure how much I can say, really.
That post in particular doesn't mention anything about the vulnerabilities, it's mainly Graf explaining why he was absent, and expressing disappointment at how quickly everybody thought he jumped ship (although personally, given the timing of the Lilith drama, I don't think anyone can be blamed for that).

>> No.4508581
File: 68 KB, 244x312, 1512970395017.gif [View same] [iqdb] [saucenao] [google] [report]

>"(although personally, given the timing of the Lilith drama, I don't think anyone can be blamed for that)."

theres Graf blaming anybody but himself, as always

>> No.4508583

>expressing disappointment at how quickly everybody thought he jumped ship
he really doesn't realise he's earned that reputation?

>> No.4508595
File: 208 KB, 1280x800, The future of GZDoom.png [View same] [iqdb] [saucenao] [google] [report]

Impeach Graf 2018
He's obviously mentally unfit to be Project Leader

When/Where is the vote for no confidence?

>> No.4508598

Oh you meant "why edge instead of another source port", well I would guess, because with edge he doesn't have to deal with software rendering.

>> No.4508610
File: 475 KB, 359x270, onegai.gif [View same] [iqdb] [saucenao] [google] [report]

yes, pretty pleeeeeaaaaaseee!

i would rather have anotak take the position of lead developer any time

>> No.4508613

I know. Which is why I think the pithfork is one of the worst weapons in a build game.

>> No.4508618

>tfw a burger chomping, waifu creating, anime haired fuck killed a sourceport for a 25+ year old game

>> No.4508623

How was it a fetish image?

>> No.4508624

Girl fetish.

>> No.4508625

because reddit said so

>> No.4508627
File: 51 KB, 710x233, quake-promo.jpg [View same] [iqdb] [saucenao] [google] [report]

I downloaded Quake and Quakespasm from the pastebin in the OP. It runs fine.

Now where do I get the mission packs? And how do I get them working? Because they look awesome.

And also, while I'm at it, where do I get the mission packs for 2?

>> No.4508628

Can anyone explain what the fuck you are talking about?

>> No.4508629

It's a demon with huge tits in a tight t-shirt. Why are you asking stupid questions with obvious answers?

>> No.4508634

Lurk more.

>> No.4508635

Looks like Graf is starting to set his sights on a different Doom sourceport, he's posting in the little secret dev-only forum and seems to be preparing to work on a fork of 3DGE

>> No.4508639

No, Redneck Rampage is shit.

>> No.4508645

the Old Ways are dying

>> No.4508652

Rachael & dpJudas fronting a new port is a very welcome prospect.

>> No.4508660

Get used to it.
Redneck Rampage is awesome.

>> No.4508667

Hot mars Latte.
Black hole coffee.
Some bulletproof variety.

>> No.4508668

>Redneck Rampage is awesome.
Redneck Rampage is just about as badly designed as Brutal Doom is. Weapons and enemies are totally unbalanced, some are useless and others OP and even though the level design that is built to resemble realistic locations looks really cool, the designers obviously had no idea how to make levels enjoyable to play or not incredibly frustrating to navigate. Also, consider the fact that sewer levels are always the worst level in any game. The sewer level in RR is actually the worst sewer level in any game ever.
But because I happened to play it when I was little, I have adapted to all of its crappy design and I can enjoy it. I just recognize all of its flaws when compared to objectively superior games. GIT OFF MY LAYIND HEhheHee hehe Heehehhehhee

>> No.4508669
File: 339 KB, 510x388, 1402810410226.png [View same] [iqdb] [saucenao] [google] [report]

>that weak ass double barreled shotgun
Those fat guys are funny to shoot though,


>> No.4508674

Made by Archvile magic.

>> No.4508675

Also shitty hitboxes, expecially on small monsters, and those hitboxes somehow affect explosives too.
It can take 1 rocket-to-the-face to kill a dog. But it can also take 3 damn rockets to kill exactly the same dog, all exploding in its face.

>> No.4508678

use the ak more often

>> No.4508679

Due to the hitboxes it actually hits like 1/3 of the time.

>> No.4508687

what where link

>> No.4508698

I said prospect -- basically Graf has apparently forked Hyper3DGE (implying he's given up on GZDoom). Rachael has been attempting to co-ordinate some replacement; either QZDoom and/or merging with Z&. Everything is up in the air atm.

>> No.4508705

So I download this:

Give it to this:

And get this:

>> No.4508706
File: 223 KB, 400x324, 657564.png [View same] [iqdb] [saucenao] [google] [report]

>merge with z&
>Modern GZDoom features
>z& netplay
It's too good to be true though, that'll never happen.

>> No.4508709

The Z& community want it. They were planning a move to recent GZDoom base for the next version anyway. The Graf incident changes the timing of things.

>> No.4508721

the fuck did you expect

>> No.4508724

you can't really do that...

he probably expects it to spit out some kinda chiptune version that 'just werks'

>> No.4508725

Is there a basic doom gameplay mod that just changes all the hitscans to projectiles and that's it? It's hard to find one that doesn't have a bunch of other bloated unrelated shit in it.

>> No.4508735

What's wrong with GZDoom's netplay?

>> No.4508736
File: 63 KB, 445x347, Mars_Attacks_4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4508738
File: 3 KB, 195x105, filtered.png [View same] [iqdb] [saucenao] [google] [report]

Another one for my collection.

>> No.4508740
File: 473 KB, 600x706, 1464348575595.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4508741

if you don't have lan it's useless

>> No.4508742

i guess ignoring blatant shitposting is a dead art now?

>> No.4508746

its more fun to reply

>> No.4508747

14'ers are subhuman.

>> No.4508750
File: 162 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

what are some good haunted house maps?
something with an enough amount of detail and halloween/horror movie cliches, but still a great map, doom-wise?

>> No.4508752
File: 22 KB, 675x280, 1515338986396.jpg [View same] [iqdb] [saucenao] [google] [report]

wow, nearly 4 years.

>> No.4508754
File: 15 KB, 500x500, Pick me a winner.gif [View same] [iqdb] [saucenao] [google] [report]

I had forgotten about this fool.
Excuse me for not remembering terrible posters

>> No.4508771

Anybody have an invite to the Discord server? I heard there was a /vr/doom server.

>> No.4508773
File: 19 KB, 120x90, fff.png [View same] [iqdb] [saucenao] [google] [report]

Would you let Mancubus smooch you?

>> No.4508778

Doesn't exist because it wouldn't catch on unless someone added it to the post.

>> No.4508780

This. Does anyone actually have one?

>> No.4508784

You heard wrong

>> No.4508786

No, but I have a timeless advice just for you: git gud

>> No.4508787
File: 11 KB, 346x291, nwf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4508790

is it just me or does the right mancubus fireball always aim at you and the left mancubus fireball aim to the left of you?

from the player's perspective

>> No.4508793

I know one:


>> No.4508794

all 3 attacks are fired at different angles

>> No.4508813
File: 556 B, 1300x600, 1515341302743.png [View same] [iqdb] [saucenao] [google] [report]

the first pair, one aims straight at you and the other goes off at an angle to your right.
the second pair, one again aims straight at you, the second goes off to your left at a wider angle than the previous pair's.
the third pair, neither aim straight at you, but at a smaller angle to either side of you.

>> No.4508820
File: 954 KB, 375x211, 1469073123755.gif [View same] [iqdb] [saucenao] [google] [report]

Not with those filters

>> No.4508859

It's not that the game is too hard for me it's just that I find projectiles fun. Woah crazy right, people actually playing video games for fun? Fuck off mate.

>> No.4508865


There was a mod an anon made a while back that turned all bulletpuffs into tracers.

>> No.4508876
File: 70 KB, 509x767, mancubus.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4508880

It doesn't fucking work at all unless you carefully configure it for LAN, and even then it's a bitch.

Zandybam exists to replace Skulltag and to let you have GZDoom features with actual functional and user friendly netplay.

>> No.4508886

Where can I find Zandybam ? I tried to google it and I could not manage to find a download link.

>> No.4508889

it's actually called zandronum

>> No.4508891
File: 50 KB, 443x415, asukart.jpg [View same] [iqdb] [saucenao] [google] [report]

I think its time to Timmy Willy take the reins of GZD and Zand code and work on it so graf can fuck off to another game franchise

>> No.4508892

You could do it yourself with very little effort.

>> No.4508897
File: 684 KB, 1350x898, Based Baldness of Rip and Tear.jpg [View same] [iqdb] [saucenao] [google] [report]

shit wrong pic

>> No.4508903

>Plus, it's known who visits /vr/ among those.
rachy doesn't know shit
if she genuinely believes out of all the developers/contributors only one posts on /vr/, she is sadly mistaken

>> No.4508904

He would outsource it to drunk Russians

>> No.4508919
File: 31 KB, 960x720, XdsHZ5C.png [View same] [iqdb] [saucenao] [google] [report]

So I just started making doom maps but their somewhat garbage. Anyone have level design advice?

>> No.4508921

when you're testing your own levels, wherever you die, go back into the edtior, add a marine corpse and drop some supplies, a clip, some shells, a stimpack, etc.

>> No.4508924

gameplay over aesthetics, also post here so we can test things and dont be afraid to ask simple questions

>> No.4508929


Here, found it.
Looks like I tweaked it a bit, so it's not the original file, but still should work as needed.

>> No.4508943

heres the link to two of the maps. They are still wip. Map04 has to be loaded through the console.


>> No.4508946

dude lied about the creation of mp only maps and what does id even know about doom mods besides brutal doom?

>> No.4508948

>alternate universe where everythings the same except tim willis is an anime girl that lives in a box on a cart but he sounds and acts the same otherwise

>> No.4508970

Ask Graf.

>> No.4508985

see >>4507638

>> No.4508986

Nothing is client-based. EVERYTHING has to be synchronised, even FX actors because GZD does not have a special flag for those.
Packets get lost. The moe complex a mod is, the more actors and scripts have to be synchronised and the more the chance of desynch goes.
In many cases desynch is pretty much guaranteed, which makes playing mods with any sort of complexity to them online impossible, as it would desynch all the damn time.

>> No.4508989

I meant client-sided

>> No.4508995
File: 79 KB, 563x587, 5532408728_8142ae143c_z.jpg [View same] [iqdb] [saucenao] [google] [report]

>that firing speed of the pistol primary attack
>that awkward altfire of the punch
>those other awkward attacks
>the chaingun is a shotgun
>you can see two plasma rifles for a frame or two during the recoil after firing

What the hell are you doing here anon?

>> No.4508996

Is that the same shotgun from the original immoral conduct? I don't recall it being that good looking

>> No.4509028

That doesn't look like a hamburger

>> No.4509036
File: 251 KB, 616x644, this is your brain on lilith.png [View same] [iqdb] [saucenao] [google] [report]

No, it's a new graphic I cobbled together.

Some day I'll finish this up enough to be presentable and let you guys playtest it.

>> No.4509037

It's a lovely shotgun, anon. This world could use more shotguns like that.

>> No.4509043
File: 153 KB, 800x600, Screenshot_Doom_20170822_211533.png [View same] [iqdb] [saucenao] [google] [report]

It looks like shit when pumping though because I can't into proper interpolation, so it gets all smudgy and blurry looking.

Well, for the centered pumping animation, though it's fast enough that it's not TOO visible.

>> No.4509068

Nah, too many explosions.

>> No.4509071

is this real or from some doujin?

>> No.4509082
File: 1.07 MB, 720x360, thunder bombs.webm [View same] [iqdb] [saucenao] [google] [report]

This is nearly done, so now I can start working on the dagger subweapons next.
Working on the subweapon pickups is a pain in the ass.

>> No.4509084

>Kills Alone
figures it'd be this mong.

>> No.4509092

While you at it, can you make (at lest as an option) the interface cling to the corners instead of staying at the center? Also make it be affected by the scaling presets?

>> No.4509093

Not without massive fucking around, the thought of trying to make these HUDs scalable and compatible with the corners like that gives me an ulcer.
Sorry anon.

>> No.4509096

woah, SHOTA changed so much since its first appearances

>> No.4509097
File: 1.33 MB, 720x360, Another stupid mod webm.webm [View same] [iqdb] [saucenao] [google] [report]

It has. Though this isn't Blaz, this is an extra character I'm throwing in as a surprise for this update.
I was trying to keep it a secret from you guys here too, but it got kinda leaked on here so I said fuck it and I'm posting his progress here as well.
Here's a good webm showing Blaz's new overhauls

>> No.4509104

IMO you made Archvile rplacement too evil, especially when htere are several of them.

>> No.4509109

Fuck yeah I did. The Bonelords are probably the best worst thing I've ever done.

>> No.4509118

[01-08] Ultimate Doom E4M6 pacifist, by ZeroMaster

>> No.4509160
File: 127 KB, 594x592, DS0K42dUQAALgJy.jpg [View same] [iqdb] [saucenao] [google] [report]

Somebody should 'shop this to say "The Boner"

>> No.4509167

"The Poner"?

>> No.4509189

the sky is the limit

>> No.4509194
File: 427 KB, 640x1440, d73f20d8-87f6-469f-8eac-bd2f1a8c5c37.png [View same] [iqdb] [saucenao] [google] [report]

playing some modified e2m9 off a shovelware cd, it had barrels in it. love it when this happens.

>> No.4509218
File: 3.41 MB, 1300x6971, 1514094816594[1].png [View same] [iqdb] [saucenao] [google] [report]

You already downloaded them. They're in the folder called hipnotic and rogue. Run quakespasm and type into the console "game hipnotic" or "game rogue" without quotation marks.
The packs for 2 are also in the OP.

>> No.4509230
File: 19 KB, 865x242, cb1.png [View same] [iqdb] [saucenao] [google] [report]

And here's what I've came up with for now.
I'm open to the ideas if you have any.

>> No.4509234

That's a pretty good frankensprite, what is this gonna shoot? it looks like it's gonna shoot massive fuck off spears

>> No.4509237
File: 725 KB, 1616x935, file.png [View same] [iqdb] [saucenao] [google] [report]

ffs forgot the pastebin lol


All sorts of fuckhuge bolts. (pastebin above, weapon 3) I think about downscaling it with size manipulation in TEXTURES lump rather than actual sprite edit, as that reduces the ammount of detail pretty drastically.
It has to be scaled down quite a bit or it will cover half the screen like picrelated which is OSCJ's sprite that was the base for this edit.

>> No.4509295

Uh... Very slowly improving?

>> No.4509307
File: 514 KB, 1138x1795, 1499417487580.jpg [View same] [iqdb] [saucenao] [google] [report]

Why are all the starting weapons in id's games suck balls?

>> No.4509310

Name any retro FPS that has a starting weapon that remains viable throughout

>> No.4509315

Keep working at this. The premise is good, it just needs work.
What the fuck is with the HUD though? The bullet counter is really messed up.

Shadow Warrior
Unreal 1

>> No.4509318

hexen's sapphire wand
heretic's gold wand when powered up

>> No.4509326

Duke's Mighty Boot.

>> No.4509329

Honestly, a lot of it is a bunch of placeholder shit that I never really got around to fixing. Because I split cells into plasma/cores, and bullets into pistol/chaingun, I wanted a way to see how much of them all you had. I'm planning a better HUD eventually.

>> No.4509341

SS2 wrench

>> No.4509348

What the fuck. She’s cute. This is wrong, I’m supposed to want to rip and tear.

>> No.4509349

Base Shotgun has its uses as a sniping tool. Axe however is irredeemable since Q has no berserk analogue (QD does not count as it empoweres all weapons).

>> No.4509415

In my experience Quake 1 has plenty of enemies throughout the campaign that take an odd number of shells to put down so I've never understood the idea that the SSG somehow makes the regular shotgun obsolete. Especially considering that weapon switching in Quake is instantaneous. I always use the regular shotgun to conserve ammo when fighting low tier enemies.

>> No.4509419
File: 237 KB, 1379x467, ShevranShotgunAnglesSmall.png [View same] [iqdb] [saucenao] [google] [report]

Well after a bit of boredom i decided to model a Tron-like energy shotgun, the question is, should i make a sprite version out of it, or just texturize and proceed in leaving it as a 3D model to use in game?

>> No.4509420

there's just so many shells lying around so nobody bothers with ammo efficiency.

>> No.4509423

Maybe make it sprites, so it could be simpler, unless you're making a mod that uses 3d models?

>> No.4509427

how tf do I take a screenshot in bloodgdx?

>> No.4509438

suddenly Caleb.


>> No.4509442

Duke Nukem 3D

>> No.4509449

power time is cheating.

even then it's still not that great. you're better off with the firemace or the phoenix rod.

>> No.4509451

Does the bomb burst on its own or will it endlessly spawn lightning?

>> No.4509452

ah, yes, caleb, my favorite id software hero

>> No.4509456


>> No.4509457

It'll endlessly shoot lightning until it hits something, if it does it'll do a shitload of damage too. But it'll probably be best to throw it over monsters or have it skim past them.

>> No.4509469

your work is looking dope as ever my dude

>> No.4509475
File: 568 KB, 800x633, 5a52a5dae5fc5_Screenshot2018-01-0718_58_44.png.3497b505d6a3350d2624ccbd6eaa702c.png [View same] [iqdb] [saucenao] [google] [report]

[01-08] NASTY (Doom remake in Unity with software-style shader) alpha version released

>> No.4509486

So anon I noticed several things that can be improved upon in your two maps. The lighting in the beginning of both maps face the same problem, they’re too extreme. Map01 has near fullbright levels of lighting which does not work well for an indoor hell inspired area. Map04 has the problem where the lighting is near zero making it impossible to see. I can assume for Map04 that you were intending it to be hard to see but keep in mind that ID themselves had dark areas that were still somewhat visible, E1M2 and E1M5 come to mind. Another issue is that there are obvious misaligned textures in both maps, I would recommend making sure your textures are aligned in the future. Another texture issue I noticed is that there are some questionable choices you made. The most obvious being the water ceiling in Map01 and the repeating STARGR2 in Map04. Also I recommend that whenever you want to change textures you also change elevation, this is also an excuse to add some verticality to your level. One last thing I recommend is playing through plenty of user levels in order to get an understanding of good map flow and monster placement, with monster placement being the one thing you need serious improvement upon.

>> No.4509489

i guess you've heard this one, but just playing other wads and really thinking about what they do, this helped me with detailing a lot to see what techniques people used because I really didn't have a knack for that. open em up in doombuilder n shit and get in there.

"While designing levels for Doom, Romero documented several rules, among them:

always changing floor height when I wanted to change floor textures
using special border textures between different wall segments and doorways
being strict about texture alignment
conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
making sure that if a player could see outside that they should be able to somehow get there
being strict about designing several secret areas on every level
making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
creating easily recognizable landmarks in several places for easier navigation"

>> No.4509498
File: 61 KB, 776x1024, 1515097721882.jpg [View same] [iqdb] [saucenao] [google] [report]

here's some interesting links from a doomworld post

Slaughtermap Tips - lots of non-content 'jokes', but read posts by people like Ribbiks

A discussion about 'Run and Gun' gameplay - features advice by skillsaw himself.

Balancing Lower Difficulty Settings - I linked to a post by Alfonzo, which gets to the heart of the matter very efficiently, but there's a bunch of useful advice throughout.

Urthar, with a window into his mapping process - process posts like these are great for inspiration.

Ribbiks, a timelapse video of map design

Esselfortium's bare layout of Ancient Aliens map22

Time lapse videos from Mechadon's Vela Pax

Dobu Gabu Maru on building Saturnine Chapel - play the map first (most people will seriously want to play on HNTR or HMP ;)).

and then there's some stuff in here https://www.doomworld.com/tutorials/

the time lapses are pretty cool

>> No.4509508
File: 720 KB, 1920x1080, Screenshot_Doom_20180107_182229.png [View same] [iqdb] [saucenao] [google] [report]

This level is total fucking bullshit.

>Barely enough ammo to get by
>No health pickups besides 7 (seven) waters
>1 green armor and ~15 helmets
>Rocket Launcher secret that's almost mandatory
>Good chance of taking damage from sludge getting RL
>Teleporter secret that requires two seperate trips through sludge just for 8 shells
>Level opens up by spawning a couple dozen shotgunners and imps right ontop of you
>Red skull room teleports more monsters and a baron ontop of you
>Blue skull triggers a dozen more imps and spectres to randomly spawn around you
>Dumbass nine inch nails reference secret is just a trap that spawns 4 barons that randomly teleport around the level

The entire experience is a goddamn nightmare.

>> No.4509510

Nigga that shit is ridiculously overpowered already, I remember the old Thunder Lance may it rest in peace

>> No.4509520

Yeah, the first two maps really play hardball, but I kind of appreciate that about them.
I like to use E4M1 for testing because it just immediately puts you in the thick of shit.

>> No.4509523

To be fair, this bomb is the omen warhammer for the Slayer. You get 5 shots with it and that's it, the only way to replenish ammo for it would be to get another hammer spawn, seeing as subweapon gems just give regular ammunition for the Slayer.

And yeah I've realized I've just brought the old Rocket Lance back, but really I'm fine with that, at this rate all of the old abilities and weapons from past versions of GMOTA I've removed have come back in some way

>> No.4509525

i dunno, i used to feel this way then i realised i didn't have to 100% the monsters

>> No.4509526

The first map was intended to be an underwater level, level 4 is intended for the night vision goggles. I wanted to make a map where they had to be relied on and were actually useful. I didn't do much with the textures yet because I wanted to focus on the layout first.

Thanks for testing them out though, I really appreciate it.

>> No.4509535

That's fair enough then, was thinking it refilled like Blaz's stuff does

>> No.4509537

Nah, the Doomslayer is really close to classic Doomguy and Doomslayer from Doom 4, so you have normal limited ammo, a decent melee, recharging grenades/knives, and a recharging chainsaw that hits like a freight train but causes ammo to fly all over the place.
He's been a lot of fun to make and I'm certain you guys are gonna love him too.

>> No.4509543
File: 47 KB, 1920x1080, Screenshot_Doom_20180107_185445.png [View same] [iqdb] [saucenao] [google] [report]


I had to punch out the last baron.

>> No.4509547

Is there any good way to play Blood maps in Doom that's compatible with weapon or monster mods?

>> No.4509592

> not getting 100% kills
why even anything

>> No.4509601

there are ways, but you asked for a good way, so you're out of luck

>> No.4509603

i get you
but if the level is gonna let me skip a lot of encounters that's the designers fault :)

>> No.4509606

At least a way that works with weapon and monster mods, trying to use Zbloody Hell's maps on their own with weapon mods and the like fucks things over, like the hud.

>> No.4509609

keep an eye on this?

>> No.4509617

hey is zbloody hell cool? how many maps is it?

>> No.4509619

Doesn't look like what I'm after, pretty much as close to stock maps as possible and the music, everything else tossed out.

>> No.4509634

Its kinda eh, definitely quite a few changes from actual Blood, the map layouts are fiddled with because of engine limitations, and stuff like the dynamite doesn't really work how it should, having a much larger blast radius.

Really the only reason I fool with it instead of only playing BloodGDX is because the mouse aiming for BloodGDX is still absolutely awful.

>> No.4509636

how do i into doominati
i want to be a cool boy

>> No.4509639
File: 24 KB, 276x368, oh yes.jpg [View same] [iqdb] [saucenao] [google] [report]

when you're ready, you'll know

>> No.4509664

>Really the only reason I fool with it instead of only playing BloodGDX is because the mouse aiming for BloodGDX is still absolutely awful.
my exact reasoning too
are they going to be able to fix the mouse, ever??

>> No.4509669

Quake 1

>> No.4509678

Sometimes gzdoom shows an error that it doesnt support the execution of console commands from scripts
the mods usually still seem to work, what's going on?

>> No.4509682

Play complex in zand.

>> No.4509702

Oh, OK. Thanks for the reply.

>> No.4509724

Snail bullets.

>> No.4509729

>the chaingun is a shotgun
It just fires very fast and very inaccurately. Still like it.

>> No.4509736

>says so while posting an id game that had a pretty good starting weapon

>> No.4509742

Not quite, the chain fires two perfectly accurate shots before it starts going into the rapid fire. Plus each time you shoot, you fire multiple projectiles, so it IS similar to a shotgun.

>> No.4509743

On the other hand, instant weapon switching means you can use it whenever you stun an enemy for a couple of ammo-saving whacks, then switch back to your gun before the enemy recovers. Can't say the same for Doom.

>> No.4509752 [SPOILER] 
File: 135 KB, 693x500, 1515376547212.png [View same] [iqdb] [saucenao] [google] [report]

You have to sleep with one of them.

I recommend Term.

>> No.4509763
File: 349 KB, 800x1207, 1481498348670.jpg [View same] [iqdb] [saucenao] [google] [report]

Now you're just being pedantic, 1v1 me in Zandybam now, chump.

>> No.4509772

I suck at deathmatch though.

>> No.4509773

How the FUCK do you play Level 4 ("caged") from Plutonia with Brutal Doom in realism mode? I typically just get instakilled by multiple shotgun blasts as the platform in the beginning descends. At best I am able to make a run for the corridor to the yellow key card door and kill the cacodemon and grab the health pack, but then another cacodemon teleports right next to me and swallows me all while being under chaingun fire and spammed by revenant rockets.

>> No.4509782

>with Brutal Doom
There's your problem.

>> No.4509784

not sure if troll or serious

anyway, BD messes around with balance by making everything glass canons, so either think outside the box (roll? jump?) or suck it.
i still like it, especially sperglord edition

>> No.4509792


Fully serious. Played through Doom 1 and 2 with BD on realism mode and thoroughly enjoyed it, especially the first episode.

>> No.4509798

Brutal Doom, especially Realism, isn't well designed for Plutonia. Too many hitscanners.

>> No.4509805
File: 20 KB, 373x322, ONE. WHOLE. ROUND.jpg [View same] [iqdb] [saucenao] [google] [report]

Plutonia isn't an easy WAD, and having a glass cannon gameplay mode does not help matters.

>> No.4509837

aside from that, and this is something I never picked on before, is that the FOV is nauseating.

>> No.4509843

do you skip the green armor and shotgunners in e1m1?

>> No.4509845

throw yholl some touhou seeds

>> No.4509857
File: 100 KB, 1095x730, d4tfpy2.jpg [View same] [iqdb] [saucenao] [google] [report]

Or you could always try some direct persuasion.

>> No.4509869

You know it always bugged me until I just looked it up, the current Skulltag BFG 10k is based off the movie BFG, apparently it got a sprite change to look like it in 0.97b.

>> No.4509872


>> No.4509879

I usually don't feel I've played a map fully if I haven't tried to kill most, if not all monsters.

>> No.4509887 [SPOILER] 
File: 1.72 MB, 2400x1118, 1515380367153.png [View same] [iqdb] [saucenao] [google] [report]

I want Term and Kegan to tagteam me.

>> No.4509890

i agree and i do the same,
i only meant for the specific maps like that one where ammo count becomes a concern

you haven't made it 'til there's weird erotic fanart of you

>> No.4509893

God damn it.

>> No.4509898

Term secretly has wet dreams about this very scenario.

>> No.4509902

Kegan, if that's you, I want to blow in your catears.

>> No.4509913

random (shit) idea for a gameplay mod: guy (hero) is a sacrifice to the demons, gets branded on the arm but cuts it off before the ritual really completes, cue one-armed badass on a quest to seal back hell and kill the demons that escaped

>> No.4509915

this is cool, all of ultimate doom done without killing a single monster!

>> No.4509916
File: 594 KB, 1944x1944, 1484663013066.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't do that.

>> No.4509918

Well that's more of a story pitch. What would the gameplay entail?

>> No.4509919

Why stop at one?

>> No.4509925

just cool looking one armed reloads and maybe a little more weapon sway, i guess

>> No.4509927

army of darkness?

>> No.4509942
File: 228 KB, 654x643, Boolleeets.png [View same] [iqdb] [saucenao] [google] [report]

I'm tweaking it a bit. A lot, actually. The chaingun- and actually all bullets period- needed a lot of work. The shotgun effect is already out, and now you eat through ammo at twice the rate... At a bonus of having twice as much ammo per pickup. I'm fixing things! Right now I've got matrix-style smoke rings coming off of each projectile instead of just like a weird yellow dotted line.

I'm still not sure what I should do with the chaingun's altfire. I don't like the 'spool up' > 'fire rapidly' > 'spool down'... but there's not much more I think I can do with it. Honestly, I'm tempted to cut out the chaingun entirely, have the plasma rifle fill in that slot, and try making something completely new to fill in the plasma rifle's slot.

As for the pistol fire rate being slow, that's by design. The pistol is actually useful now, dealing more damage. The main fire is more accurate than most other weapons, excepting the plasma rifle.

>> No.4509943

regarding the pistol's fire rate, the problem is it's so slow it feels like shit to fire, if you're gonna make it slow, you gotta turn it into a cannon, and give it a loud BANG when you shoot, as it stands now, it's slow and has normal vanilla pistol sounds an animation so it feels awful to use.

>> No.4509946

i just fucking got the title goddamn

>> No.4509947

why does that cat have baloney on its back

>> No.4509950


>> No.4509951
File: 203 KB, 640x360, doom movie comparison.png [View same] [iqdb] [saucenao] [google] [report]

The Freedoom face is also modeled on the protag in the movie isn't it?

>> No.4509952
File: 42 KB, 400x400, 1369333634288.jpg [View same] [iqdb] [saucenao] [google] [report]

Cats are weird.

>> No.4509953

I'm pretty sure the term is 'feline'

>> No.4509957
File: 3 KB, 79x89, Mystery BIGPA0.png [View same] [iqdb] [saucenao] [google] [report]

Yeah. I just have problems getting my hands on resources. I do have some pistol sprites I like a lot, but it comes with a problem that I don't remember who to credit for it.

I also spent way too long in audacity a month or two ago to try and make it sound like a handcannon rather than a peashooter, but that was an exercise in failure.

>> No.4509960

Sucking at something is the first step at becoming good at something. Keep working at sounds, and polish up them guns to make them snappy and powerful. The trail effects you got going on in that chaingun screenshot you posted earlier looks REALLY cool.

Don't be shy to grab shit from Realm667 and tweak it if you need more gun sprites. That's what I do.

>> No.4509978

am I the only one who thinks karl urban actually resembles doomguy a lot?

even watching the film it felt a lot like doomguy himself was there. hard to explain why but he gives off that vibe.

>> No.4509985

well if you can't find who to credit for it then you can just use it then can't you?
and you can just add the credit in later if they ever pop up

>> No.4510006

Actually, I rummaged around a ton and actually found where the gun is now. Now I'm tweaking a slammed car door noise to try and turn it into a gunshot.

>> No.4510129

nice, sound design is fun too

>> No.4510136

Right now I'm running into the problem that everything is super, super quiet. I end up basically needing to blow out my speakers in audacity for it to come out in the game properly.

>> No.4510140

hmmm I haven't had that problem, maybe someone else can weigh in

>> No.4510241
File: 485 KB, 886x1251, knee deep in the booze.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4510262

lol there should be a teeny chaingunner in the background doing a shot

>> No.4510310

/doom/ got me into the habit of photoshopping Chaingunners in cropped screenshots from other games.

>> No.4510314

That's a great habit, do you have anything to share with us?

>> No.4510317
File: 253 KB, 377x334, nobody here but us trees.png [View same] [iqdb] [saucenao] [google] [report]

I took the piss out of how MHFU has so much foliage for a handheld game.

>> No.4510319
File: 44 KB, 720x480, when bones are agitated.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4510321
File: 350 KB, 174x172, just let me enjoy my lunch, goddammit.gif [View same] [iqdb] [saucenao] [google] [report]

That's hilarious.

>> No.4510325
File: 16 KB, 320x288, 1360986136295.gif [View same] [iqdb] [saucenao] [google] [report]

>the little chaingunner

>> No.4510330


>> No.4510354
File: 699 KB, 1920x1080, two things aren't quite right here.jpg [View same] [iqdb] [saucenao] [google] [report]

Have this one, I should get the new thread sorted.

>> No.4510364

New thread.


>> No.4510808
File: 7 KB, 300x168, dredd.jpg [View same] [iqdb] [saucenao] [google] [report]

Karl is a weird dude in that he just happens to sometimes do a specific pre-established character perfectly. I can't imagine how one would do his Dredd performance better.

>> No.4510946

He played both Cupid and Julius Caesar on Hercules/Xena too and never seemed out of place.

>> No.4511604

have you not heard of Sylvester Stallone?

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