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/vr/ - Retro Games

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4564875 No.4564875 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4556754

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.4564881

=== PROJECTS ===

Anon to start 24-hour mapping competition with $24 prize
-Saturday 10th 8 AM EST ~ Sunday 11th 8 AM EST
-Theme: maps in 1500 x 1500 size
-Extra theme details to be announced at competition start

=== NEWS ===

[02-02] Vinesauce Joel's second Doom contest has begun, ends on February 28th

[02-01] Anon shares retro games torrent

[02-01] The Given released to /idgames with "low detail" version included

[02-01] Duke Nukem 3D World Tour removed from Steam due to DMCA issues

[02-01] La Tailor Girl updated to 1.40

[01-31] Hunter's Moon Version 2.9.5 released

[01-30] Anon wants people testing out his Quake 3 map

[01-30] Anon release: Pistol ammo separate from Chaingun

[01-30] Demo of Memoirs of Magic released, a fantasy total conversion

[01-29] Anon release: Shajeshogjjth-RC2.wad

[01-29] Colourfull Hell updated to 0.929

[01-27] Netronian Chaos updated to V3

[01-23] Zanieon releases demo of his map, Main UAC Hangar

[01-22] Babel updated

[01-17] Anon release: gp.wad, requires cc4tex

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4564893
File: 25 KB, 105x124, Imp-tan.gif [View same] [iqdb] [saucenao] [google] [report]

>Remember; demons are for FUCKING, not killing!

>> No.4564903
File: 216 KB, 2000x2000, Dial-up for Murder - MIDI Dreams - cover.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone wanna do the artwork/album cover for my Doom inspired MIDI album?


>> No.4564905
File: 12 KB, 476x411, 1441078642268.png [View same] [iqdb] [saucenao] [google] [report]

Gee I wonder who could be behind this post.

>> No.4564910
File: 1007 KB, 1950x2144, 016657d49f3e4ca89093bccf40c732222ec5a65b.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4564915

yay for projects! we should do projects more often, even if they're shitty :)

>> No.4564918
File: 773 KB, 950x712, 1506913824048.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4564938

/r/ing the ricky gervais show cast but drawn as doomguy, ranger and BJ instead

>> No.4564943

When does the camera pan down?

>> No.4564945

but who would be who...?

>> No.4564948
File: 33 KB, 600x725, 1469225417944.png [View same] [iqdb] [saucenao] [google] [report]

i thought about it a bunch and couldn't come to a proper conclusion

>> No.4564958


Doom Guy = Ricky Gervais
BJ = Stephen Merchant
Commander Keen = Karl Pilkington

>> No.4564961

>Commander Keen = Karl Pilkington

>> No.4564964

I like Doomguy as Karl.
>Ranger Gervais and Stephen Merzkowicz explaining how jumping and sloped surfaces work
>Doomington just going on about well, they're just sort of luxuries, innit? I mean I've gone this far without them, right, and I've got stairs up to me apartment and a ramp would probably be, you know, too steep to climb anyway

>> No.4564969

>Wolfenstein 3D


>> No.4564970

RtCW counts as retro. I think.

>> No.4564971

I guess it's the RTCW BJ

>> No.4564973
File: 424 KB, 2752x550, Screen Shot 2018-02-04 at 9.17.47 PM.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4564974

rtcw blazko is a quake ranger ripoff

>> No.4564975

Well fuck it, jumping/not jumping is still largely a Doom-specific controversy so Doomguy is the best candidate to not understand it (even though he was jumping in Q3A in 1999 just fine).

your face is a my ass ripoff

>> No.4564978
File: 14 KB, 420x492, Agitated.gif [View same] [iqdb] [saucenao] [google] [report]

RTCW will always be retro in my heart.

>> No.4564998

give it another generation (if there ever is another one)

>> No.4565004

reee you must never even mention in passing a non-retro game, or you shall face my wannabe janny autism

>> No.4565009

>being this autistic

>> No.4565035

I have never once played a pwad that had light amplification goggles.

>> No.4565068

hey kegan

>> No.4565081 [SPOILER] 
File: 336 KB, 500x640, 1517737363726.webm [View same] [iqdb] [saucenao] [google] [report]

Yeah well guess what?

>> No.4565101


>> No.4565112

still doesn't change slayeralien

>> No.4565120 [DELETED] 
File: 36 KB, 270x629, woow.png [View same] [iqdb] [saucenao] [google] [report]

i was originally going to make this one of the chillax2 maps but that project idea and this map aren't working out
i dunno what the fuck to do with this map so i'll probably glare at it for a minute, crap a single detail or edit, and then close it again. probably submit the end result of garbage to joel's.

>> No.4565123

your shaggletooth one?
I liked it :)

>> No.4565124
File: 46 KB, 494x723, woow.png [View same] [iqdb] [saucenao] [google] [report]

maybe i should be less retarded and post the more recent image

>> No.4565128

>Delete the post instead of just the image

original post:
i was originally going to make this one of the chillax2 maps but that project idea and this map aren't working out
i dunno what the fuck to do with this map so i'll probably glare at it for a minute, crap a single detail or edit, and then close it again. probably submit the end result of garbage to joel's.

what? i'm confused by what you mean by that

>> No.4565131

Oh sorry i thought u made a map called shaggkioth or some shit i dunno.

>> No.4565132
File: 249 KB, 1202x762, What krinkels is surprised me..png [View same] [iqdb] [saucenao] [google] [report]

also tried doing a quick translation thing to replicate the L33T agents. trying to get a visually authentic feel to Nevada

>> No.4565134

Oh, the one I was sketching/prototyping/brainstorming some hell stuff with? Yeah, I appreciate it, but there's still a lot "off" with it that I haven't managed to pick up on.

>> No.4565151
File: 320 KB, 1280x1024, Screenshot_Doom_20180204_055340.png [View same] [iqdb] [saucenao] [google] [report]

these ATPs look like ass
but that's what i get for recoloring a recolor.

>> No.4565154

is that supposed to be a revenant? it doesn't look much like one

>> No.4565159

is that a cheat code for some console game? start left right left right right right?

>> No.4565164
File: 6 KB, 206x65, stoff.png [View same] [iqdb] [saucenao] [google] [report]

it's a joke referring to how his doomslayer's head looks like some kind of alien.

>> No.4565170

i don't get it but ok

>> No.4565171
File: 10 KB, 310x149, Icon_of_Sin.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm probably over thinking this since

>Doom >story

But I think all the doom games are connected.
Doom slayer being the original doomguy, In doom 1 and 2 you play as doomguy who ends the hell invasion on phobos and in doom 2 he ends the invasion on earth, In doom 64 he returns to phobos and hell to kill the mother demon. [Doom64 being the real doom3] He remains in hell to keep tabs on hell.

This is where timelines or alternate universes come into play, Doom 1, 2 and 64 being the original universe, and Doom3 being a separate universe where the UAC is on mars instead of Phobos/Deimos, The ancient martian ruins has tablets of Doomguy wielding the soul cube. I think since hell has no sense of time and space the ancient martians found doomguy in hell after they fucked up and opened the hell gate, Doomguy aiding them in the war against hell's forces and allowing him to become their champion, thus making doom3 a "Doom 3.5" if you will, As doomguy remained fighting demons while the martians escaped and fled to earth, He was once against stranded in hell along with the remaining martian warriors [Night sentinel]

I think the night sentinels and the martians are the one in the same, since in the first level of doom2016, you find old ruins on mars, that look strikingly similar to the ones in Doom3, Not to mention during the kadingir level you see a cracked moon in the sky and most of the level is floating above hell, the whole kadinger area might have been originally on mars, [the place being sucked into hell, along with mars's moon, Deimos and Phobos being the remnant of said moon and The UAC base in doom2016 is located in a giant crack on mars surface]

So tl;dr Doomguy is the Doomslayer, which is why he knows how to use all the weapons in 2016, So this means Doom2016 actually IS Doom 4.

then again I'm overthinking this

>> No.4565176

sure why not

>> No.4565190

>So tl;dr Doomguy is the Doomslayer, which is why he knows how to use all the weapons in 2016, So this means Doom2016 actually IS Doom 4
That's how I see it too.

>> No.4565202

Man, all of those cool bullet-tracer effects and seeing other people's projects makes me feel sad because mine isn't as good.

>> No.4565225

Tagged under Doom in the /v/ drawthread booru.

>> No.4565231

> as good
keep going anon, if it's not bad it's worth working on
you can make it flashy later on

good now, fancy later

>> No.4565285

It may not look as good, but you damn sure can make it less performance-hungry

>> No.4565287
File: 2.91 MB, 800x450, I don't even know what to say.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4565298

I just had an epiphany.
What if this entire thing with Argent DNur and Night Sentinels from Doom 4 is just a fodder to reboot Heretic?

>> No.4565326

I unironically prefer seeing id games crossing with other classic FPS games than Skyrim or most Bethesda stuff

>> No.4565330

Bang-bang! HE-HEEEH!

>> No.4565343

According to Heretic II, with his last breath D'Sparil cursed Corvus to forewer wander the Outerworlds (which are shown as some kind of hellish dimension in the intro), until his Tome of Power awakened its guardian/consciousness thing which transported Corvus back home for the Heretic II story.

Same as with Doomslayer, you can fit pretty much anything into "Corvus wandering the Outerworlds while being cursed in between H and H II", including a trip to actual Hell, which is precisely what I'm using as a backstory for my "Heretic meets Doom with additional bells'n'whistles" mod.

>> No.4565359
File: 338 KB, 1280x720, Screenshot_Doom_20180204_101856.png [View same] [iqdb] [saucenao] [google] [report]

Hi, I wanted you all to try my map. This is the first one I've made. Just tell me what you think.


>> No.4565369

Also wanted to mention to use gzdoom.

>> No.4565378
File: 5 KB, 84x144, hehe.png [View same] [iqdb] [saucenao] [google] [report]

Played it
I personally found it a bit easy, that i didn't use my Plasma rifle
Other than that, it's good and i liked the trucks
Was it intentional for that face to make this :3?

>> No.4565384

Yes, maybe if I do another map I'll make it harder.

>> No.4565403

I just wanna point out something about that tweet on DN3D World Tour

I'm pretty sure you can still active steam-keys, even if the game was removed from steam

>> No.4565410

IIRC you can activate, but can't download it, so you'll have to pirate it either way to pla it.

>> No.4565429

What difficulty should I start off with? UV?

>> No.4565441

Start off like you never played before? I'd say HMP. You gotta learn the mechanics of the game before going to UV

>> No.4565451

thanks man. is nightmare just a gimmick difficulty then? nightmare in doom2016 was only hard in the last hour, but I know older games dont hold back on difficulty.

>> No.4565452

Yeah nightmare is a gimmick difficulty or for masochists. It can be kinda fun though.

>> No.4565472

It's not really a gimmick, it's that nobody balances their maps with the possibility of Nightmare playthrough since that means making game much easier on UV as the 2 are related in terms of object placement.
It is a fine challenge on iwads.

>> No.4565486

>That nailgun animation
>Doomguy deepthroating an industrial pipe

>> No.4565501

i think i've waited longer for golden souls 2 to come out than most actual games

>> No.4565548
File: 247 KB, 1360x768, Screenshot_Doom_20180204_142353.png [View same] [iqdb] [saucenao] [google] [report]

Dance of Deathfag from yesterday.
I think I'm learning a bit more to use Doom Builder now.
I've successfully created the forest I had in mind with a decent skybox.

>> No.4565549
File: 340 KB, 1360x768, Screenshot_Doom_20180204_142401.png [View same] [iqdb] [saucenao] [google] [report]

And also finished the temple exterior. I might try to improve on it later but so far I achieved what I wanted.

>> No.4565569
File: 672 KB, 960x768, El Oscuro.png [View same] [iqdb] [saucenao] [google] [report]

NME was tough. I also didn't know exactly what to do with El Oscuro at first, he was pretty tough actually, and pretty different. ROTT is no slouch when it comes to boss battles actually.

There was an expansion, right? Was it as good as Dark War?

>> No.4565571

overrated mod

>> No.4565621
File: 183 KB, 1360x768, Screenshot_Doom_20180204_152035.png [View same] [iqdb] [saucenao] [google] [report]

>tfw when your mental image slowly takes shape

>> No.4565635

Actually, looking at reviews for Extreme Rise Of The Triad, it looks like it's kind of a drag. Was the Lasersoft levels good?

>> No.4565636

>el... oscuro...
every time

>> No.4565645

its stalking autistic baiting shitters like you that makes hirmoot trigger happy to update the rules to 2004 and backwards
>though he will do later this year because he said so and because he's pissed due to some unknown cool japshit being from 2002

>> No.4565647
File: 109 KB, 634x460, OSCURO1.gif [View same] [iqdb] [saucenao] [google] [report]

I really appreciate Tom Hall putting on make-up and costume to play the final boss. It was kind of rad also that there's a first encounter with him in one level, then you spend the next level chasing him through a canyon as he escapes, for you to have your final confrontation with him in the level following that.

I'll go so far as to say that he's a better boss fight than any of the Doom 1 or Doom 2 ones, just because of how different it is. Though the hidden eggs is a bit of bullshit, the game basically tricks you into thinking you destroy all of them near the start.

>> No.4565652

That sounds kind of good, because there's a lot of good stuff from the early 2000's that's really different from today, which not a lot of people talk about.

Like, Return To Castle Wolfenstein is very much an oldschool shooter in how it plays and is set up.
Then there's Deus Ex, which slips by just like a month, so you might as well let it in.

>> No.4565657

All those RCT2 threads are about a game from 2002 and never get 404'd

>> No.4565665

he said that the rules will be updated, only when "he has more time to look at it"

>> No.4565671

Fair enough, but I think it's worth letting in some stuff from the early 21st century, like, officially.

Like, the GBA, aside from having a lot of ports of 16-bit games, had some original games too, which can be worth exploring and talking about, and I think there were some stragglers for the Playstation in the 2000's as well.

I hope he makes a good decision, then.

>> No.4565673

Gameboy Advance games were very similar in almost every aspect to SNES games, and I think this board would benefit from its inclusion.
On the other hand, alowing in XBox and PS2 is bound to bring in crapton of fagotry that would instantly drown any other /vr/ discussion.
IMO best solution: Expand range by 1 year (up to 2000) and allow GBA on /vr/ for a little bit of fresh blood, and make /v2k/ for everhing else from 2001-2009 to contain the faggotry.

>> No.4565676

>On the other hand, alowing in XBox and PS2 is bound to bring in crapton of fagotry that would instantly drown any other /vr/ discussion.

because this board doesn't have it's fair share of cancer and crossboarding.

>> No.4565682

XBopx and PS2 would bring much, much more since most of the modern cancer franchises began there. I'd imagine "Classic Halo", "Retro-COD" and "Oldschool Medal of Honor" generals becoming mainstay, with couple dozens others cropping up irregularily and knocking slower threads like Unreal thread (thread made in previous year is stilll going) off the board entirely.

>> No.4565687

Not a mapper nor a hardcore player, so perhaps my opinion is not the most informed, but I really liked your map. I liked how detailed it was, and the references to the shareware episode. The berserker pack at the start is a bit op tho.

>> No.4565691

>I'd imagine "Classic Halo", "Retro-COD" and "Oldschool Medal of Honor" generals becoming mainstay
Isn't it scorching under that tinfoil hat? Did you forget where we are?

>> No.4565692


>> No.4565710

Thank you, I like Tyson style maps that have berserk at the beginning so I can punch everything at the start.

>> No.4565719

Great progress anon, be sure to post it when it's done

>> No.4565720

Games from retro consoles are fine, regardless of their release date. So long as the console is of appropriate generation.

PC games, not so much. Since there's no clear generational gap you go by release.

I imagine RCT2 threads slip by because it graphically looks essentially the same as RCT1, and plays more or less the same.

>> No.4565735

Please go back. You're fooling no one, especially with that slippery slope bullshit

>> No.4565740

I like Tyson style maps that have berserk at the beginning so I can punch everything.

I mean, I love it, and there's a reason it is a secret, but since your gameplay seems to be inspired in the original episode, it seems like demons could be as menacing as they were back then. I think that's the reason the berserk pack appears only in the second episode.

I'm not really complaining. I like it,but perhaps other people would complain.

>> No.4565754

apparently someone is making a mod that places Duke in Gordon freeman shoes. Doom had many mods that incorporate characters from other games as a protag but this is the first time ive seen someone do that for halflife https://www.youtube.com/watch?v=4jvT5yeC0Zs

not >>4565682, but
>allow discussion of games from xbox and ps2
>obviously there are going to be threads about xbox and ps2 games because they are allowed now
>there would be less place for slower retro threads because of the way boards work
that would be a completely expected (and intended) outcome of broadening a topic of the board, how is that a slippery slope? am i missing something?

>> No.4565756

If they stay in their generals, is it that bad?
I never liked those games, but they're pretty different from where their series are now.

>> No.4565761

>how is that a slippery slope?

He's mad because "Da evil halo fans will coexist alongside me. :( :( :((((("

>> No.4565774

You don't know about Half-Payne?

>> No.4565820

not >>4565754 but

I have to play Half-Life again now, bye bye

>> No.4565843

Lads, I just found my pewter cyberdemon figurine and doom comic that I thought was lost a decade ago.

Also a miniature unreal tournament rocket launcher.

Top shit!

>> No.4565846


>> No.4565853
File: 1.97 MB, 3264x1836, 20180205_092545.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4565854

96 is retro, right?

>> No.4565872

lucky bastard, I regret not having the full pewter set
Where's the mini RL from?

>> No.4565874

>miniature unreal tournament rocket launcher
Looks like it's the UT2003/Championship design, where/what did you get it from?

>> No.4565890

It's gotta be, it has yellow hazard stripes and a yellow rocket box instead of the color-coded red of the 2k4 design. Now I'm interested, too.

>> No.4565915


is this a new terry

>> No.4565926

good shit

>> No.4565928

btw dont listen to that other guy just start on uv, it's the way doom was meant to be played. hmp is so fucking lacking, many reduced enemies, there's no point and your run just won't be as fun.
especially when even on uv the iwads are gonna be easier than most wads you'll play after

>> No.4565934

>tfw when your mental image slowly takes shape
This is one of the feelings that keeps me mapping.

>> No.4565940

I'm with you, but there are exceptions though. The last bit of Scythe with fast monsters, for example. Usually they are noted.

>> No.4565943

oh yeah i was just talking about the iwads because I thought that's what he was starting with,
there are definitely some people who balance hmp in their wads towards the 'uv standard' and make uv really hard

>> No.4565965

Just realized something about the machine gun in Meta Doom: a single micro missile costs SIX bullets to be shot
If that doesn't seem too much, then i never heard anyone saying this mod has a problem with ammunation scarcity

>> No.4565974
File: 416 KB, 644x786, 288.png [View same] [iqdb] [saucenao] [google] [report]

This "mod" is still alive?
I thought this thing died when hdoom guy went to work on that mgq shit
Anyway here guys have some real art.

I call it "Bold and Brash"

>> No.4565983
File: 17 KB, 942x65, sadf.jpg [View same] [iqdb] [saucenao] [google] [report]

It's not that bad
btw nice art

>> No.4565987

he's pretty angry that he gets accused for stealing stuff that he made himself just cause it's on BD.

>> No.4565990 [DELETED] 

discouraging cancer is nothing new, and ironic when the mod itself is cacner

>> No.4565991

Didn't know that. I would be mad.

>> No.4566005 [DELETED] 

explain, and use reasons other than "i don't like anime titties"

>> No.4566010

You seem defensive.

>> No.4566012

nice first release! there's a charm to maps like these i love and that you don't get from 'bigger' releases.
hope you do some more, look out for the 24hr/$24 Project this weekend :)

here's a shitty vid as usual
p1 https://streamable.com/hxh8k
p2 https://streamable.com/xwk7c

>> No.4566015

Already playing *THAT* card, huh?

>> No.4566023
File: 611 KB, 769x714, pot.png [View same] [iqdb] [saucenao] [google] [report]

Yes! Which allows me to draw 2 cards from my deck and add them to my hand!

>> No.4566024
File: 214 KB, 964x528, vvcap 2018-02-04-19-12-49.png [View same] [iqdb] [saucenao] [google] [report]

I've got a question about setting an ambush.

I want to open the little rooms with imps on it when the player walks over the selected sector but I'm really heating myself up over it. I know it has something to do with the tags so I set the doors and sector to tag 1 to make them related or something like that.

>> No.4566025
File: 260 KB, 424x508, 1388602119556.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4566027

Not funny.

>> No.4566034

Possibly a bit easy, too bad it's not Doom 2 or I'd say add a few Revvies in the tunnels and mancubi towers in the open areas. Very nice detail though.

>> No.4566040

>too bad it's not Doom 2
You mean thank god.

>> No.4566043

yeah for your next map you could make hmp like the uv of this map, and make the uv of the next map plenty harder

>> No.4566045

>less monster variety is bad
I know you're just shitposting but come on now.

>> No.4566047

why does quake 2 on yamagi have a stutter/hiccup every second?

>> No.4566053

Pretty cool. Although personally the amount of areas that are pitch-black is a bit frustrating. Could use some more gradual lighting rather than just bright and black. Also if you're going for an old-school aesthetic, sector vehicles/furniture don't really fit.

>> No.4566054
File: 32 KB, 170x335, here4u.png [View same] [iqdb] [saucenao] [google] [report]

You actually want to set the action you want (like door opening or whatever) on a linedef (like maybe on that 3 there) and set the tag to the same as the sector for your doors or whatever. Now when you hover over the linedef you've set to open a door when you walk over it, an arrow will point to all the associated sectors.

I'm new to this too sorry so not sure if I've got this all right

>> No.4566057
File: 268 KB, 1360x768, Screenshot_Doom_20180204_192743.png [View same] [iqdb] [saucenao] [google] [report]

You got it right, thanks!

>> No.4566060

this guy has a lot of tutorials on stuff https://www.youtube.com/watch?v=cp2Ov47YBe4
of course there's often different ways to achieve the same effect too

>> No.4566067

I thought the same at first, but then remembered Icarus and thought it was neat. After all, he's mixing old-school with a more modern approach with all the decorations he's used and the way he's used them.

>> No.4566070

maybe if you have no attack

>> No.4566080 [DELETED] 

stop forcing your fetish into doom

>> No.4566081

What I wanted to achieve was somethine very specific that I couldn't find anywhere.
What I really wanted was to the doors of the imps to actually slowly go down but I think I fucked up by making the rooms at different heights.

>> No.4566085
File: 33 KB, 421x502, pic8.jpg [View same] [iqdb] [saucenao] [google] [report]

is this not what you're after? if you were using udmf i guess you could script it to whatever speed you wanted too

>> No.4566087

ohhh go down? instead of a door you need to use a floor action instead i think

>> No.4566090 [DELETED] 

so you have no reason, got it

>> No.4566091


Damn, how did you realize that I liked women?
Now everyone's going to think I'm a faggot.

>> No.4566092
File: 660 KB, 1342x767, vvcap 2018-02-04-19-50-56.png [View same] [iqdb] [saucenao] [google] [report]

I set the linedef to Lower to the Lowest floor but it goes all the way down to my pit instead of going just down to the level of the room keeping the monster.

>> No.4566093 [DELETED] 

Monster-girls are furry lite.

>> No.4566096

lower to nearest floor

>> No.4566098


>> No.4566101

Of course I tried that but nothing happens.

>> No.4566103

>liking women
What are you, gay?

>> No.4566105

NVM I suck dicks. I mixed it up with "highest floor"

>> No.4566107 [DELETED] 

Don't even dare say the truth. They won't like it.

>> No.4566109 [DELETED] 

nigger they barely even qualify as "monster" how can you be this fucking insecure l m a o

>> No.4566110
File: 250 KB, 1706x830, maybe.png [View same] [iqdb] [saucenao] [google] [report]

huh so original doom doesnt have BLOODFALL and stuff?

>> No.4566112 [DELETED] 

How can you be so mad at someone calling your favorite redditweeb mod cancer

>> No.4566113 [DELETED] 

ain't even mad, nig, i'm still waiting for an explanation

go ahead and throw more buzzwords, tho

>> No.4566118 [DELETED] 

>overrated, one-note shit
>creator pretty much scrapped everything unrelated to it
>fans act like this whenever its quality is so much as questioned when if the style was changed very slightly they'd hate it, and have the gall to call others insecure
>what >>4566093 said

Any more questions?

>> No.4566121

Using UDMF for the first time. How do I make a donut thing where the floor lowers and changes its flat to match its surroundings? Looked through the floor actions but haven't found the option.

>> No.4566124 [DELETED] 

>overrated, one-note shit
overrated as in "everyone gets their knickers in a twist"? sure.
>creator pretty much scrapped everything unrelated to it
which is why he's still doing spritework for other mods right???
>fans act like this whenever its quality is so much as questioned
i ain't even a fan, all i did was ask and then you fucking flipped your lid l m a o
>what >>4566093 said
yeah and read >>4566109
they're barely any monster at all, they're just big tittied generic anime girls for nerds to fap over
but question you and you suddenly get more cancerous than this mod you hate for no solid reason l e l

>> No.4566125

the donut special still exists

>> No.4566129

Ah, thanks. Must've just scrolled passed it, there's so many actions.

>> No.4566130 [DELETED] 

>I literally have no argument!

>> No.4566131 [DELETED] 

just listed four but hey ain't my fault you can't read, better luck next time

>> No.4566132 [DELETED] 

>"why don't you like this mod"
>people say why
>"wow your reasons are retarded and wrong why are you so insecure l m a o"

>> No.4566134 [DELETED] 


That's how arguing works.

>> No.4566135 [DELETED] 

>what is discussion

>> No.4566137
File: 32 KB, 320x200, BOOTBLOD.png [View same] [iqdb] [saucenao] [google] [report]

Rise Of The Triad was really fun :D
But Rise Of The Triad Extreme wasn't so fun D:

Was there ever any modding/mapping scene for it? I feel like I want some more, but there doesn't seem to be so much, not officially anyway.
I like the idea of Extreme being more challenging, but I found it just bullshits you too hard in too many places.

>> No.4566138
File: 31 KB, 960x720, 1515346015003.png [View same] [iqdb] [saucenao] [google] [report]

Hope the new mappers stick around, let's put together a pack sometime!

>> No.4566139 [DELETED] 

yes, people provide points and i provide counter-points

>> No.4566140 [DELETED] 

pretty sure "wow you're so insecure" isn't an argument but ok

>> No.4566141 [DELETED] 

adding "you're so insecure" to "they barely count as monstergirls" doesn't suddenly make it not an argument, it just hurts your soul

>> No.4566142 [DELETED] 

He's very clearly a either a VimHomeless fan or weeb. Would explain the faggy USI and overall smugness.

Stop orbiting Mike.

>> No.4566145 [DELETED] 

ssshhhh it's ok, better luck next time

>> No.4566147 [DELETED] 

You fucking prolapsed the first time you saw Memoirs of Magic. Don't fucking dare call others insecure.

>> No.4566150

Hey guys it's time to stop arguing when you start arguing about arguing.
Oh thanks janny.

>> No.4566151 [DELETED] 

l m a o what? no i fucking didn't, i downloaded that shit and played it.

you can make up shit about me all you want to make yourself feel better, still doesn't answer the arguments.

>> No.4566156

Too bad they won't take the trash out for good. Dunno why they still allow the xenofag to post here.

>> No.4566159
File: 18 KB, 420x300, Agitates Quietly.jpg [View same] [iqdb] [saucenao] [google] [report]

Hypothetically speaking, how many of you would be interested in a YT channel that covered a lot of in-depth informational aspects to Doom? Things like random trivia, looking at monsters and weapons in depth, mechanical tips like chaingun sniping or strafe running, looking at the history behind each iwad and id Soft, and possibly even analyzing maps and various ports down the road. Just a lot of in-depth Doom autism in general.
Asking for a friend haha, except that friend is me. Keep in mind I'm a total newcomer when it comes to making and editing videos, but I trust myself to be able to write a script well enough and I'm a massive Doom autist so I figured this could give me something to put all of my encyclopedic knowledge to use while also making insightful content for veterans and newcomers alike. No promises but I'm starting to consider actually doing it.

>> No.4566160

Is using the blue computer circuits for a waterfall good?

>> No.4566161

Sounds awesome.

>> No.4566164

I'd be more interested in a proper Doom content review channel. Icarus is nice and all but he doesn't really do much more than show stuff off unless it's really bad. I'd like a map/mod review creator that tries to objectively break down what works, what doesn't, and give meaningful feedback.

>> No.4566170


because he's not harming anybody

>> No.4566171 [DELETED] 

So I guess saying anything bad about that mod is forbidden now.

>> No.4566172

Hey give it a go mate, after you've got something going we can politely criticize it.
Something like Sony Vegas isn't hard to get into the basics which are still very effective.

>> No.4566173 [DELETED] 

Sure is. You know you get banned if you call out mike12's furry fetish.

>> No.4566175 [DELETED] 

>frequently evades bans, spams the thread with his bad maps, faked a suicide
lol ok

>> No.4566176

no but clogging up the thread for that many posts with pointless and personal bickering is

>> No.4566178

>Two things which never happened
lol ok

>> No.4566181 [DELETED] 

Remember, it's okay when weebs do it.

>> No.4566183

Sounds good to me, I think you'd want to start off with what you've described then once you have established your "credentials" you can go onto what >>4566164 suggests, as I'd also be interested in that.

>> No.4566186

I was told that PC games are judged by what OS they run on. If you can play it on something like Win95 then it's allowed in.

>> No.4566189

Fucking epic dude, I'm all for it.

>> No.4566195 [DELETED] 

>faked a suicide
That's BZPlasma.

It's difficult to really keep a concrete log of what DOES happen considering anyone can be anon (and S'arais just fucking denies everything anyway), but even with what little we know for sure doesn't paint him in a good light.
What we have concrete knowledge of is spamming threads with bad maps (which itself is not that bad a thing), refusing to listen to criticism (which is only bad when he turns the critics into evil people that just want to keep him down and invents conspiracy theories about it), trying to import forum drama, impersonating other people, and is apparently under control by a fucking tulpa.

>> No.4566198 [DELETED] 

>impersonating other people
only ever happened once.
>refusing to listen to criticism
blatant lie

>> No.4566201
File: 122 KB, 400x378, kLdnUxM.png [View same] [iqdb] [saucenao] [google] [report]

That sounds pretty neat man

>> No.4566203 [DELETED] 

>blatant lie
h e r e
w e
g o

>> No.4566205 [DELETED] 
File: 223 KB, 777x1300, 1378166329476.png [View same] [iqdb] [saucenao] [google] [report]

And here he is, in the flesh.

>> No.4566206 [DELETED] 

>Implying it's not
Insults and shit-smearing poorly guise with the most vague feedback possible is not "criticism"

Now let's get back to the topic at hand.

>> No.4566216 [DELETED] 

shame that that's barely what you received

but hey, backpedaling is fun

>> No.4566220

I wish doom had more fucking trees it's got like 2 dead trees c'mon

>> No.4566238

Fair. There is that R667 trees package though, granted.

>> No.4566245

Yes, now just to figure out how to actually use them and other custom resources likes guns with boom in gzdb... there must be tutorials.

Doom in general lacks support for outdoor stuff, but that challenge and coming up with weird ideas to make it more convincing is part of the fun of mapping outdoors.

>> No.4566248
File: 242 KB, 1280x1024, Screenshot_Doom_20180204_185059.png [View same] [iqdb] [saucenao] [google] [report]

>Blood isn't yellow even though it was shittily re-colored from a re-color and is yellow in slade
Not that it matters considering I've hit a mapper's block so the map's probably going in the trash anyway.

>> No.4566251

Oh, that's simple. From what I recall you just need to replace a pre-existing actor, but IIRC, boom has slight support for not overwriting them. Huh.

>> No.4566260
File: 1.66 MB, 1085x1217, 1515475035224.png [View same] [iqdb] [saucenao] [google] [report]

>total noob to mapping
>finally get a door working
>doom builder crashes when i try to edit a texture next to it
great program

>> No.4566263

Welcome to hell.
Now introduce yourself to the nuisance that is swapping between GZDB+DBX for a literal single tool.

>> No.4566264

gzdb bugfix? you could try dbx if it keeps fucking up

>> No.4566268

Curious, which tool is that?

>> No.4566271

>Project Brutality with Colourful Doom
I don't know if this is stupid or fun

>> No.4566274

Glad to know there's interest! I'll look into some video software like Sony Vegas in a while and see what I can learn, then try to put a starter video together; it'd probably cover some random trivia from various parts of Doom, or I might cover some basic trivia about Doom itself (like REALLY basic for starters; release date, creators, legacy and reactions, etc.) as a way to start things off. Admittedly this is probably going to seem like the Doom wiki was put into video format, but I know a lot of this info by heart and using the wiki would be mostly to double-check myself as to avoid accidental misinformation.
On a side note, I'd probably also use a "text on screen" format as opposed to speaking everything since I A) lack a decent microphone and B) live with others, so quietness and privacy may be uncommon (that and I'd be self-conscious as hell).
As for this, I do love to talk a lot about my opinions and analyses for scores of minutes at a time, so it's not entirely out of the question. But I'd probably save that for further down the road if this channel idea took off enough, as I feel like that kind of content is more or less covered for the time being.

>> No.4566275
File: 65 KB, 1280x1024, ORGANIC.png [View same] [iqdb] [saucenao] [google] [report]

Just the pen draw, which I was using for Shajeshogjjth and some of the outdoor areas in the Madness Combat/Nevada themed map. Gives a much more natural/organic feeling to stuff (consider it a Freehand mode based on hand/brush strokes) instead of manually placing nodes.

>> No.4566280

>I feel like that kind of content is more or less covered for the time being
It's really not, pretty much all we've got is Icarus and he's just a guy who does what are essentially commercials for the mods he plays and streams stuff. Anything with more analysis would be great.

>> No.4566281
File: 97 KB, 510x680, doom map.jpg [View same] [iqdb] [saucenao] [google] [report]


which one of these would look like a good Doom map?

>> No.4566282

There was a group making UT figurines for a while. This came from their Gorge model.

It was something like radioactive clown productions, I think?

I might still have Gorge knocking around too but he had some damage.

>> No.4566286

Ew. None of them.
They'd make nice skyboxes though, if albertoni's proved anything

>> No.4566289

You'd wanna use prboom for this shit

>> No.4566291
File: 43 KB, 600x360, 6089b1abe33caba9ee5c4409204e105e.jpg [View same] [iqdb] [saucenao] [google] [report]

Might be cool as a sort of maze map

>> No.4566293
File: 270 KB, 1160x800, beijing stadium.jpg [View same] [iqdb] [saucenao] [google] [report]

hey look it's KDIZD.

>> No.4566295
File: 12 KB, 393x241, vvcap 2018-02-04-21-13-28.png [View same] [iqdb] [saucenao] [google] [report]

Who knows scripts here?
I want to achieve something similar to my character waking up with the screen fading in and out into black a couple of times to simulate blinking.

>> No.4566301
File: 1.51 MB, 320x240, gifgdphy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4566302
File: 7 KB, 550x528, keke.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4566303

For all of what KDIZD gets wrong, it's flaws are still what it gets right, but wrong.
That makes no sense.

>> No.4566304


Seconding this, Icarus is great but since he started doing it weekly it's started to make mods really only able to show the surface features. It'd be good to see more in-depth stuff on some of the bigger mods.
How does the tracers of Weasel's Nazis! change the overall gameplay? How does Demonsteele handle its melee? Etc.
Start up the channel and link it here.

>> No.4566307

people keep mentioning icarus, what's one of his good vids?

>> No.4566313

>it's flaws are still what it gets right, but wrong.
what did he mean by this?

>> No.4566314

Neat. Did they make any waifigs like Sapphire?

>> No.4566317

The extra detail is appreciated- but it gets in the way of everything- particularly navigation.

The new routes/nonlinearity is really cool, but your brain still tries to go the normal route in vanilla, and the maps are bloated with far too much filler that, whilst nice additions, don't serve to enhance anything and just make the route more confusing.

The new secrets/other stuff is also nice, but it's retarded to fuck with the map layout/flow so much that the player has no fucking idea where he's going after the fifth time through the same area because he's been circling through secrets that aren't normally part of the map layout.

>> No.4566318

I suppose that's a fair justification. I wouldn't be against attempting to review mods with a more analytical focus to it - maybe like comparing weapon mods to vanilla weapons or seeing how the balancing compares, or how a gameplay mod changes the flow of the game or handles combat - but for now I have a greater interest in just covering lots of Doom knowledge and information to autistic lengths. I'll have to find a structure, write some scripts, and see what does and doesn't work.

>> No.4566340

I might check that out, assuming you don't do any of that old Channel Awesome shit with forcing in plots and what not.

>> No.4566342

Sadly no: http://www.toymania.com/columns/spotlight/unreal.shtml

>> No.4566343
File: 23 KB, 236x396, 0503rcdominaproto1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>line didn't go on long enough to get Domina

>> No.4566347

Maybe if you apply a scroll effect to it, otherwise it'll look weird that it's static.

If you're doing a Doom 1 thing, I just suggest copying the waterfall patches from Doom 2 and applying them to some animated texture you're not going to use, or which you're willing to sacrifice.

>> No.4566349

I actually would like that, Icarus is kind of... "bluh", if you get what I mean.

>> No.4566351

You mean something like MarphitimusBlackimus breakdown of Half-Life's obscure mechanics?
In any case, I will follow anything related to Doom and its community, so count me in. Bonus points if you are somewhat skilled (Icarus sometimes derps too much, and I can't stand his hate towards platforming).

It's a shame most Doom-related YT channels have so few suscribers.

>> No.4566354

You COULD make a tree by turning a sprite into a texture and just plopping it out.

It might look a bit weird though.

>> No.4566358

>MarphitimusBlackimus breakdown of Half-Life's obscure mechanics?
I love those videos, the Cockroach AI and gib skull mechanics are pretty fascinating.

>> No.4566362

I know what you mean. He basically makes 10-20 minute videos where he says as little as possible and doesn't form an opinion beyond surface level observations. At first he's alright but then you realize that nearly every video is exactly the same, and he's just copypasting the same video template over and over. I get that it's because he needs to crank out videos quickly for cash but still.
His streams are alright though, sometimes.

>> No.4566369
File: 8 KB, 402x388, crisscross.png [View same] [iqdb] [saucenao] [google] [report]

yeah to make that convincing, you'd probably need a bunch of textures all on top of one another

>> No.4566370

I liked the Evolution of the WAD series, where it was a round table of people talking about various maps and wads over the years. I'd like to see a format like that adopted for singular mapsets.

>> No.4566371

That's literally how trees were done in games for decades.

>> No.4566374

I like his content to get the basic gist of a mod, and to find new interesting mapsets to play.

>> No.4566379

If you go down that path, do me a solid and for every weapon replacement wad recommend to us a good map pack. I know it's hard, but I can't bring myself to play weapon replacement or even TCs because of that.

>> No.4566384

This is actually quite true. The right mapset can make or break a gameplay mod's impression.

DRLA seems to play nicely with anything with a vague storyline focus. (You're NOT the doomguy, so this kind of works out; hell has no problem slapping your shit vs. the original dude.

>> No.4566385

That, and that sometimes he doesn't do them justice. Sometimes he nitpicks something just to have something to say, or dislikes how the wad challenges him to become better (he's awful at platforming for example). And while he most probably has little to no time, he doesn't even get that far into most wads.

>> No.4566390

>for every weapon replacement wad recommend to us a good map pack
the answer to this is always plutonia

>> No.4566395

>assuming you don't do any of that old Channel Awesome shit with forcing in plots and what not.
I'm not entirely sure what you mean here. As in like meta-plots of the channel/personality that carry on throughout the videos, or something else?
>You mean something like MarphitimusBlackimus breakdown of Half-Life's obscure mechanics?
Possibly! I think for starting out I'll just cover some trivia and work my way into more in-depth topics like the history behind the major iwads or even differences between ports as I get a better grip on what I'm doing, but I'll definitely want to cover certain mechanics like how the BFG works in depth, as an example. I'm plenty skilled with playing Doom but I'm not entirely sure how often I'd be recording gameplay, I guess it'd have to be done for certain things though.
I've only watched one of those videos from that series, but it's certainly an interesting topic. Though admittedly, I haven't played many mega-wads or mapsets aside from the official iwads and a few like JPCP.
It'll be tricky, but I could certainly try! At least Final Doomer's weapon packs will be easy to determine.

>> No.4566403

Evolution works better as a round table discussion.

>> No.4566410

thanks for turning me on to Evolution of the WAD, good shit!

>> No.4566413
File: 156 KB, 260x187, 31d.gif [View same] [iqdb] [saucenao] [google] [report]

>thanks for turning me on
Whoa now.

>> No.4566424
File: 329 KB, 1920x1080, Screenshot_Doom_20180204_153616.png [View same] [iqdb] [saucenao] [google] [report]

Jumped into a sectorcraft server and made a little ruin. I like the idea of exploring through abandoned or elaborate places in maps, I sketched out a map idea of one too but I think it'd take a lot of thought and/or scripts just to make something that's beyond just wandering around inert, sterile areas.

>> No.4566435

Dunno if it had been brought up earlier, but stumbled upon someone who's been messing around with SNES Doom like testing the limits of the engine

>> No.4566441

Yeah but it looked kind of shit.

For a game like Doom, a static sprite (either a single frame, or if you actually have them, rotations), looks a bit better and more consistent than a rigid plane.

>> No.4566442

Immoral Conduct felt (almost) perfect for Bloodstain, given how much emphasis Bloodstain puts on taking cover/running from cover to cover.

>> No.4566469
File: 347 KB, 1400x1050, 1516742955443.jpg [View same] [iqdb] [saucenao] [google] [report]

>As in like meta-plots of the channel
Mainly stuff like this, because it was almost never funny and usually lengthy or somehow really unbearable.
It got worse as Channel Awesome grew and they started sucking in a whole lot of nobodies who suddenly had to have space in people's videos for no fucking reason.
Linkara was the absolute fucking worst about this, especially given that he thought he could sing. The man cannot sing, and he's also completely inept at making his own material (he wasn't even really good at what he did, either).
Unrelated to them was the Moviebob guy, he thought Linkara's meta stuff was the shit, and imitated it, and was even worse at it, probably because it turned out later that he based it all on some kind of juvenile megalomaniacal/paranoid delusion of his. After the election he just lost his shitting mind and starting speaking of "obsolete Americans" and all sorts of other creepy and sinister shit which you'd hear someone with dictatorship/genocide aspirations. Like, not arguably offensive banter like you'd see on 4chan, more stuff that sounds like he had concrete plans in his mind for putting the entire American midwest into concentration camps.

Basically, make sure to keep your ego in check, and if you're some manner of crazy, don't let it shine through too much. When you make a channel about a subject like this, it should always at least 80% about the subject matter at hand, unless maybe you're decent at comedy, in which case maybe you could fit in a relevant joke or snarky line here or there (but I wouldn't force it, humor is hard and if it fails, it fails hard and your material suffers greatly from it).

>personality that carry on throughout the videos
I don't so much mind this, as long as it's just *you* as yourself, and just *your* opinions, and you don't make it the focus point of your content. Don't invent characters, narratives or stories.

>> No.4566473

go for it as long as your elocution is good

>> No.4566480

Sounds nice. I really have to hit the multiplayer. Any more screenshots you could share?

>> No.4566493
File: 961 KB, 1600x900, Screenshot_Doom_20180205_042840.png [View same] [iqdb] [saucenao] [google] [report]

Hey, I've gotten back to ZDoom modding and am making a melee weapon that causes splash damage. How do I make an explosion that doesn't hurt the player or push them away?

Picture of what I'm working on to gain attention. It's a work in progress single map TC for the Vinesauce mapping contest.

>> No.4566496

Make the playerpawn immune to its damagetype?

>> No.4566508
File: 946 KB, 1920x1080, Screenshot_Doom_20180204_152611.png [View same] [iqdb] [saucenao] [google] [report]

there wasn't very much on the server at the time, usually people build a base and just hang out. When you think about it it's pretty cool what people can make with the basic tools the mod gives you.

>> No.4566515

set the third argument of A_Explode to 0

>> No.4566517
File: 58 KB, 333x286, Too Chivalrous.png [View same] [iqdb] [saucenao] [google] [report]

>All that spoiler text
Pic related, I have no clue who they are but it sounds awful and autistic in the bad way.
>Basically, make sure to keep your ego in check, and if you're some manner of crazy, don't let it shine through too much.
Shouldn't be an issue, I'm very mindful of my presentation and self-image so I doubt I'd do anything stupid.
>When you make a channel about a subject like this, it should always at least 80% about the subject matter at hand
Which is what I intend to do; at most, maybe far down the road, I might cover some opinion/review videos for other 90's FPS games or some of my other favorite games like Castlevania, but the main focus would always be Doom.
>unless maybe you're decent at comedy, in which case maybe you could fit in a relevant joke or snarky line here or there
I probably wouldn't try unless I thought the small joke was funny enough. I thought it might be humorous to throw in some enemies that obviously don't belong during gameplay footage (like say, a cyberdemon teleporting into the middle of E1M1), but that gag would only work so many times.
>Don't invent characters, narratives or stories.
Totally agree, I hate that current trend of e-celeb "dark ego" personas that's going, but that's a topic better left undisturbed.
I'll probably stick to text-on-screen for the time being, but I might invest in a better microphone down the road. I can speak clearly just well, but I have a very monotone voice and would need to find some quiet time for recordings if I'm speaking an entire script aloud.

>> No.4566526

>e-celeb "dark ego" personas
I don't know what this is, but it sounds delightfully terrible. Time to go video searching.

>> No.4566529


But the third argument is a bunch of flags. How does making it 0 make player immune to it? Sorry, can't test this right now because I want to make the weapon graphics first, then the decorate side of it.

>> No.4566530

Not that guy, the flags are an enum, so they're actually just numbers. 0 is no flags.

>> No.4566531

if it's 0, that means none of the flags are set
one of the flags is XF_HURTSOURCE
so if that's not set...

>> No.4566534
File: 11 KB, 677x677, TEMP.png [View same] [iqdb] [saucenao] [google] [report]

you could do this

>> No.4566537

by one or 2 i mean one or 2 variants.

>> No.4566538
File: 49 KB, 101x60, shotgunelemental.gif [View same] [iqdb] [saucenao] [google] [report]

So I just looked up "evil persona" on hooktube and was met with a video about "Top 5 youtubers with SECRETLY EVIL Personas!"

I just spent five hours playing Hideous Destructor, two playing Synthetic Deities, and now I get to finish this dreary day off with cringe videos. Thank you, have this gif as my gratitude.

>> No.4566539


Ahh, now I understand. Thanks.

>> No.4566553

Here's a thing I found: https://www.vogons.org/viewtopic.php?f=46&t=39782
Apparently the guy who made WeedsGM3 soundfont I am now using for all my midi needs had made an update long ago and didn't bother uploading it anywhere.
I managed to find a non-dead link and downloaded it, but it's an "update" sf.2 that is quarter the size of the original, and Doom can only take 1 soundfont at a time. How do I patch original WeedsGM3 with this update?

>> No.4566567

>I have no clue who they are but it sounds awful and autistic in the bad way
I'm really sorry you had to see that, but I want you to know just how bad things can be when insane/unstable people with limited talent let their ego grow uncontrollably.

You're likely not that kind of kook, but you don't want to go down that path regardless.

>> No.4566575

Interesting idea. Might wanna put a leaf chunk on top, too, so you don't have a bald tree.

>> No.4566585


That's one of the things I'm not a big fan of in Doom maps. The game looks retro, pixelated and blocky, and there's no going around that. Manually placed nodes and using as little lines for organic structures is the way to go IMO.

>> No.4566586

Best of luck to you with that can of cringe, anon. I only know of "Darkiplier" and "Antisepticeye", and honestly seeing thumbnails of them is enough cringe material on their own. I'll pass on looking further into that mess.
I've definitely seen a few "bad jokes/meta-personas taken too far" in videos in the past, and I've definitely seen some channels that not only write unfunny gags that they think are funny, but also carry them on for WAY too long. Timing and delivery are key, yet they drag it out well past its welcome.
But that aside, I don't think I'd let my ego go unchecked with this sort of thing. I've had very small followings before with some content I made years ago and I enjoyed the close interactivity I had with those fans, but I've never had anything like that on a "larger" scale (large as in a few hundred to thousand followers, which is nothing in comparison these days). At most I'd probably just enjoy interacting with commenters or do Q&A type videos in order to interact with my following, since I think that's something that's fun to do as a content creator.

>> No.4566601

unless you're in udmf or some such and can alter heights of objects you'll also need to make an object that spawns on the ceiling and one that spawns on the floor, for the top of the tree.

>> No.4566607

"dark egos" are fucking weird and i don't get it

>> No.4566608


Put...put your dick in it.

>> No.4566610

you just reminded me that youtube used to have video responses
I kinda miss those

>> No.4566612
File: 53 KB, 1060x506, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Who would have thought. Well, now I'm looking into how to do that. If I'm not wrong, to have Doom use WeedsGM3 + the patch, you'd need a MIDI device that has a load order, such as VirtualMIDISynth, and then load the sf2 many times telling the program to only load certain banks/presets (pic related).

Otherwise, and perhaps the best option in the long run, is to learn how to create your own .sf2. I used to know how. I'll google it tomorrow.

>> No.4566614


When I make videos/do streams, I try to focus on the content first and foremost. No overlays, no cams, no catchphrases, no running gags from video to video, the absolute most I have is a chat overlay.
Vidya should always be the focus--a good vidya is a good vidya and doesn't need improved with extraneous bullshit, and a bad vidya can still be fun with friends without needing to be wacky about it.

>> No.4566618
File: 10 KB, 1064x44, Retroseed.png [View same] [iqdb] [saucenao] [google] [report]


[02-01] Anon shares retro games torrent

I'm the one who did and will seed forever. If anyone has issues with torrents (my 500mb up should be plenty but if you want specific ZIPs just let me know and I'll upload them to you.

If anyone has seedboxes or FTPs they want to upload to directly let me know because I think it's important this torrent lives on

>> No.4566621
File: 93 KB, 640x360, Screenshot_Doom_20180201_191324.png [View same] [iqdb] [saucenao] [google] [report]

I've been making Youtube Doom vids (for myself mostly) so looking for any good 1 map set or short eps.

I'm also after good weapon / enemy mods that work with most any WAD, I've mainly been using smooth doom + ketchup

>> No.4566623

It's one part autism (in the bad way) being taken too far and one part e-celebs appealing to their massive teenage audiences, because they eat that shit right up.
>I try to focus on the content first and foremost. No overlays, no cams, no catchphrases, no running gags from video to video
I can pretty much agree to that sentiment. At most I'd just have a quick intro for videos (like 3 seconds max, I hate anything that goes on for longer than 5-10 seconds and especially those that take 30s+) and just stick to presenting information/playing the game/etc.

>> No.4566624

Well, after some strained watching of some of these videos, all I can fathom is that it is some weird boyband thing. These Let's Players do these "evil alter egos" where they dress up like Panic at the Disco members and do "badass" grins, and their children fans eat it up. I went down the rabbit hole of cringe and found awful fan animations and AMVs featuring this "Darkiplier."

I don't understand. DOOM exists and you spend your time with this faggy shit? Poor kids, they don't know better.


>> No.4566638
File: 283 KB, 3136x2624, scrap036_a.jpg [View same] [iqdb] [saucenao] [google] [report]

stimpack tan dark alter ego

>> No.4566639

good work thank you, wish i could still afford a seedbox (cheap as they are)

what a crazy weird fucking game

>> No.4566642
File: 118 KB, 668x508, map.png [View same] [iqdb] [saucenao] [google] [report]

How long does it take you lads to make maps?
Took me 16+ hours to make this and that's only the basic architecture (almost no texturing or detailing), feels pretty pathetic.

>> No.4566654
File: 4 KB, 224x440, dontstealplease.png [View same] [iqdb] [saucenao] [google] [report]

this is yugmood and instead of fighting the demons he joined them and now fights the UAC and hate's doomguy
he has no arm because he lost them for a sacrifice so stop asking me why he has no arms ok
he is the very opposite of doomguy

>> No.4566657
File: 17 KB, 528x465, pen manual.png [View same] [iqdb] [saucenao] [google] [report]

I'd argue against that, but whatever floats your boat.
Might be part of the issue with my maps though.

On the left is a pen-drawn P and 'squid' shape.
On the right is a manual-drawn M and similar, abeit different, 'squid' shape.

>> No.4566668

very hard to say dude, and depends on so many factors
i wouldn't feel weird about it taking you that amount of time, everyone starts off slower and gets faster over time. How many maps have you made?

quality fucking post

>> No.4566674

download link plz

>> No.4566676
File: 67 KB, 936x718, Image1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4566680
File: 1.65 MB, 1145x3575, memeness.png [View same] [iqdb] [saucenao] [google] [report]

See >>4565124
That seems to be another major flaw of mine. I'll get to a point that I just have a gut feeling that something's missing, (I mostly map by heart/instinct/whatever so what comes to me and what feels right is what i make.) but can never figure out what it is, usually with it staring me flat in the face.

I'm mostly done with earlier segments as you can see, but the later segments in the main AAHW Base/Building (The Employers are set to have found demonic artifacts similar to those on Phobos/Deimos, and all hell breaks loose despite already being in hell)

>> No.4566681
File: 5 KB, 336x532, kingfiresmasher.png [View same] [iqdb] [saucenao] [google] [report]

i said you cant have him please but i can give you one of his friends, his leiutenant
he is the the leader of the baron's of hell and fires out homing missle fireballs

>> No.4566684

impressive speedpainter
also is his left arm some kinda cannon now?

>> No.4566686

I discovered a problem with Weeds though, as Im using it to convert some music to Mp3.

Very noticable on D_ROMERO track of BTSX E1 soundtrack - the tremolo strings that begin at 0:35 and other ones that begin at 0:47 give weird trembling on Weeds, while thye do not tremble and sound as intended on Patch93's Roland.

I tired to splice Roland and Weeds together by importing instruments and samples from one to other via Polyphone soundfont editor but apparently I am doing something wrong and it has no effect. Can someone more knowledgable on the matter do that for me?
So far I only found that instrument to sound wrong, eveything else sounds great so far so I'd like to only have that one replaced.
Maybe I got the wrong instrument, IDK, but my midi editor tells me that channels 5,6, and 7 of D_ROMERO track of BTSX E1 are tremelo.

>> No.4566690
File: 53 KB, 725x313, cyber.jpg [View same] [iqdb] [saucenao] [google] [report]

it also gives immunity to rocket splash

>> No.4566698
File: 1.03 MB, 500x281, give-me-demons.gif [View same] [iqdb] [saucenao] [google] [report]

>blue armor evil doomguy with two robot arms that give super punches, rocket punch, a fucking arm cannon and god knows what else
I shouldn't want something like this that badly.
But I do.

>> No.4566712

Kegan, that's pink.

>> No.4566717
File: 113 KB, 412x371, immediate regret.png [View same] [iqdb] [saucenao] [google] [report]

Fuck my eyes.

>> No.4566721

Your art in these threads are a treasure

>> No.4566725
File: 628 KB, 1000x781, Sairap.png [View same] [iqdb] [saucenao] [google] [report]

Sairap the Cleric is an accomplished healer and is allies with Korax and Traductus. He despises warfare, and seeks only to heal people. Beware his ettehccelfs, which spew healing gas.

>> No.4566726

You really need to get them done, man.

>> No.4566727

Wow it's been so long since I played past E1. The texture choice and layouts are really weird, mostly abstract and kinda bad in a lot of cases?

>> No.4566737

>Curing colour blindness

>> No.4566738

Get the Logan Paul glasses at least.

>> No.4566739

I'm pretty sure there's methods for that, you know.

>> No.4566743


It can take ages man, the more you do the more fluent you get with the tools and the quicker it goes.

If you want me to test your map for you just let me know.

>> No.4566749
File: 19 KB, 220x505, sutarab.png [View same] [iqdb] [saucenao] [google] [report]

this sutarab he no punch he like kick

>> No.4566754
File: 94 KB, 564x768, Suvroc Of The Ehdis Elves.jpg [View same] [iqdb] [saucenao] [google] [report]

Suvroc is Corvus but evil. He graduated top of his class in D'sparil University. He hates Corvus.

>> No.4566757

does he use the gauntlets of the blood sorcerer, which drain his life to kill his enemies

>> No.4566760

Those don't work for everyone and they're absurdly expensive for something as minor as colorblindness

>> No.4566762

Well, unless you're literally monochrome you can get ones that will help I think. Also aren't you an aussie? Don't you guys have a nice socialized healthcare system?

>> No.4566763

Maybe you could benefit from drawing on paper. It's easier to just draw something quick and erase it if it doesn't feel right.
What's the theme of your map? Didn't get what you meant by AAHW.
Thanks, it's only like half done (in terms of architecture) though.

>> No.4566764

Of course. And he never laughs, only cry because he is sad.

>> No.4566770

What? No I'm in the USA, and either way I'm not about to bother with special glasses to fix something so trivial.
It sure is embarrassing when people can spot me here because of my colorblindness, but I've done more embarrassing shit in the past. There was that whole key business years ago.

>> No.4566772

you think that shit covers being color blind?

>> No.4566773
File: 28 KB, 400x400, Images.jpg [View same] [iqdb] [saucenao] [google] [report]

Belac for Arasmas when, Mret

>> No.4566774

>He graduated top of his class in D'sparil University.
this sounds familiar, is this a copypasta

>> No.4566775

Oh shit I've got you mixed up with somebody else then. Come to Canada and I'll hook you up dude.

>> No.4566778
File: 101 KB, 576x744, GIBBLS.png [View same] [iqdb] [saucenao] [google] [report]

What the fuck did you just fucking say about me you little bitch? I'll have you know I-

>> No.4566782
File: 8 KB, 185x123, Madness Combat - Poster 5.png [View same] [iqdb] [saucenao] [google] [report]

>Maybe you could benefit from drawing on paper.
Sorry, an impossibility for me.
The theme is that of Nevada, specifically as portrayed in the Madness Combat series; a flash of the old Newgrounds age, when the 'Net was young, and flash animation was just starting to get it's foothold

>> No.4566784

Roirraw Xehc is a traitor to the Intergalactic Federation of Cereals. A ruthless criminal, Roirraw has his Zorcher set to kill rather than teleport. Some say he fights for Life, others say for Shreddies, but one thing is for certain: he despises Chex cereal.

>> No.4566786
File: 124 KB, 720x852, Roirraw Xehc.gif [View same] [iqdb] [saucenao] [google] [report]

Forgot image.

>> No.4566796
File: 121 KB, 640x480, Screenshot_Doom_20180205_001346.png [View same] [iqdb] [saucenao] [google] [report]

this is amazing

>> No.4566803

that mod looks stupid, give it to me

>> No.4566808

HOLY SHIT I remember watching some of these at school
there were games that played like 'em too huh

>> No.4566819

>ywn keep several tiny cyberdemons as pets

>> No.4566821

>HOLY SHIT I remember watching some of these at school
A lot of kids remember doing so.

I belive so, yes. MDKrinkels is finally getting around to finishing MC11 soon, and he's made a few smaller animations on the side. Meanwhile, Kelzad's filled the void left over, with the "REALM" sub-series. Project Nexus 2 is also in development.
Simple series, but entertaining to watch, a relic of early ages, and also as fun to watch change over time.

>> No.4566824

Former kids, I should say.
Seemed to be a part of a lot of people's childhood; watching madness in school.
couldn't do that today. you'd be a terrorist, lol.

>> No.4566836

is there a way to make enemies kinda mill about in a small area just by themselves, without reacting to the player? sometimes it feels kinda weird just coming up on all these enemies who seem very static then all of a sudden kick into action. Feels too robotic.

>> No.4566843

Patrol points and/or a wander flag, I guess?

>> No.4566852

OK so for something like A_Wander, you can only use that stuff inside zdoom ports? You can't use that kinda stuff with boom maps (which can only use DEHACKED?)

>> No.4566854

I guess? The closest thing would be to give a sound tunnel to them so they hear the player's shots.

>> No.4566856

I know the Strife peasants wander on their own. Might want to look at that.

>> No.4566862

yeah they use A_Wander, don't know anything about scripting in doom yet though

>> No.4566867


>> No.4566868


>> No.4566870

sick quake 3 skin dude

>> No.4566880

Is this a Mega Man X character

>> No.4566884

Hexen as done by Zaneion.

>> No.4566891

You've got Launch Octopus, Boomer Kuwanger and Long Legs Baratus

>> No.4566901

Thats bretty good

>> No.4566963

How do I replace a preset and instrument in one soundfont (Weeds) with a preset/instruments from another soundfont (Patch93's Roland)?

Weeds overall sounds great apart fromthat weird issue where tremolos do not loop right.

>> No.4566964

Needs to be a bit more thick to be done by me.

>> No.4566968

or is it not tremolos but some other instrument IDK.
Can someone confirm by going to 0:35 in D_ROMERO of BTSXE e1?

>> No.4566969

anyone play powerslave ex lately? The mouselook is totally fucked, apparently since the windows 10 fall creators update. I know doom 64 ex was fixable by updating the SDL.dll file, but idk about powerslave ex. It looks like it uses SDL2...

>> No.4567003
File: 20 KB, 625x476, 1487025485323.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what they say about thick things, don't you?

>> No.4567004

I thought Nightdive was going to commercially release Powerslave
Where the hell is it?

>> No.4567014


>> No.4567032

I'll do anything if it's thick enough.

>> No.4567035 [DELETED] 
File: 41 KB, 300x490, big.jpg [View same] [iqdb] [saucenao] [google] [report]

Let's not devolve into a fatfur thread

>> No.4567037

IIRC the guy who holds the rights gave verbal permission to Kaiser to release his version with the game resources as non-comercial project.
Nightdive decided they can cash in on it and prevented Kaiser from releasing itfor free, while they tried to get the actual rights. What happened then is a mystery, maybe they didn't get the actual rights and Powerslave is in legal limbo, and they are enough of a jews to not allow Kaiser release it for free.

>> No.4567038
File: 96 KB, 359x319, tfw thicc crash will never sit on your face.jpg [View same] [iqdb] [saucenao] [google] [report]

They need wider pants?

>> No.4567051

get out of here Romero
don't you have a game you should be working on?

>> No.4567058

>There was that whole key business years ago.
this sounds like a hilarious story
do tell

>> No.4567072

EXTRA thicc.

>> No.4567082
File: 372 KB, 564x945, afe826a79938e04dee2281ac399020d798bddf3d.jpg [View same] [iqdb] [saucenao] [google] [report]

guys how do i get thicc quake gf

>> No.4567102
File: 497 KB, 1024x1447, Doomgal2.png [View same] [iqdb] [saucenao] [google] [report]

How do I get a ripped Doomgal girlfriend

>> No.4567107
File: 95 KB, 1918x769, evilforest.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4567207


oh boy

>> No.4567231

It's the future and we have 3d printers now anon. Be the change you want to change.

But, you cannot fug the toy.

>> No.4567240
File: 343 KB, 1920x1080, Quake_Live_Artwork_05.jpg [View same] [iqdb] [saucenao] [google] [report]

Son as soon as you put a ring on it she gonna turn into a Lucy.

>> No.4567246

>leave a hole in it
>insert onahole

>> No.4567247

Abby Lee in quake champions when

>> No.4567248

>implying extra thicc Hunter wouldn't be hot as fuck

>> No.4567252
File: 31 KB, 410x410, haha_migrobenis.jpg [View same] [iqdb] [saucenao] [google] [report]

How big is this toy? Or, how small is your...

>> No.4567256
File: 40 KB, 1912x938, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

I dunno man how big a 3d printer can i get?
also fuck those look tasty

>> No.4567260
File: 2.87 MB, 320x240, Indignation-fda-1117-1.webm [View same] [iqdb] [saucenao] [google] [report]

it is a shame you declared this map gzdoom-only as there is very little in it that is not vanilla enough to be portable. i was able to play through it in my prboom-based engine just fine. just don't open the menus or look at the title screen as M_DOOM and TITLEPIC are PNG files.

there are visual errors due to use of masked textures on single sided walls (what was once known as the tutti-fruitti effect - in my engine they show up as bright white due to an implementation detail), and 2s middle textures bleeding through floors, something that would be hidden by GL rendering. the small crate opposite the red key retains the flat from the surrounding floor, instead of using cratop or something appropriate. finally please conceal the many double-sided lines used only for decoration with the "secret (1s-wall)" linedef flag, as otherwise it looks like your map is full of secret doors that don't do anything.

i agree with previous commenters that the contrast between light and dark is excessive, IMO one rarely needs to go outside of the range 128-192 for effective lighting. i also agree it was on the easy side. the E1 influence was clear, particularly E1M1 green armour pedestal, and E1M3 catwalks over slime at the end of the map, but it is even easier than the originals, outside of initial shell starvation and forced pistol usage, at least until you get the chaingun.


>> No.4567262

i once thought of a tumblr blog named something like "know your demons" that would post info about doom monsters, that'd even include obscure stuff from the rpg games and doom 3: ROE or interesting trivia like who some d64 monsters play differently, with the first post being that demons strats video and even make posts about stuff like infighting
and also bring in like fan art, fan designs or stuff about monsters from mods and etc

>> No.4567263
File: 2.88 MB, 320x240, Indignation-fda-1117-2.webm [View same] [iqdb] [saucenao] [google] [report]

i missed most of the secrets first time round, but went back for them. i reached the exit with 100% kills after 8 minutes or so, but only 1/4 secrets. the latter of the three parts of video is mostly just searching for the final secret.

but the secrets were well placed. hidden areas, not just closets with unaligned textures or whatever. overall a good map if a bit visually overcluttered with detail for my tastes.

>> No.4567264
File: 2.51 MB, 320x240, Indignation-fda-1117-3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4567297


>> No.4567330
File: 169 KB, 1500x1000, Bear Grylls.jpg [View same] [iqdb] [saucenao] [google] [report]

>>Blood isn't yellow

It's not blood

>> No.4567339

Would he have a status bar face with inverted colors?

>> No.4567342

It'd be the back of his head, he's so edgy he doesn't even look at the screen for his status bar

>> No.4567357

There's a lot of shit there. Real shit.

>> No.4567376
File: 140 KB, 545x465, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

Sadly, I forgot most of what I knew about midi. But perhaps this helps:
Load up the midi you're trying to convert with a midi player that lets you mute different instrument (Vanbasco player is good and quick to install). Play the midi you're converting using the normal sounds, but mute everything except for the tremolo strings. Record it. Then play it again with Weeds soundfont, muting the tremolo strings, and record that too. Then just combine both (use Audacity for example).

I know it's not the best solution, wish I knew more, but hope that helps.

>> No.4567379

If everything fails, try asking this guy. He "remixed" (recorded with soundfonts) various PWADs' music, such as Ancient Aliens. Perhaps he knows a bit more about it.

>> No.4567380

My bad, forgot link

>> No.4567395

Just did, indeed that is tremolo strings. Also, preset number 44 if that helps.

>> No.4567398

This guys remixes are crap with swallowed up instruments, especially noticable in those very same BTSX tracks that have a wide range on different tracks, it's like half of the melody isn't even there. The soundfonts he uses are inferior to Weeds and Roland SC-50.

I know I can do that, but I want to have good sound in the game itself as well,soultimately, I want a soundfont that combines the best of all two.

000:44, I know.

I tried splicing the soundfonts together by removing those tremolo instruments from Weeds and putting Rolands version in - I put in all the instruments, presets and samples required - but apparently that is not all that needs to be done and I don't know how to edit the definitions in the right way.

Ideally I'd like to just fix Weeds without the need to splice - the problem lies in the bad looping of the sample which creates a "hiccup". In all samples there's a defined "endloop" that is engaged whenever note is extended. In Roland it loops nicely into a long sound. In Weeds it loops in a bad way with volume going up and down rapidly creating a trembling.

Ideal solution would be finding the loop that went wrong in the Weeds and fixing it.

I am at the work now and don't have the tools, but once I get back home I'll provide a sample.

>> No.4567404

I agree that most don't sound well, but a few sound a bit better. Soft attack sounds and slow pads are one example of problems when switching soundfonts, since everything smaller than a half-note won't be heard.

In the case of Tremolo strings, I think the problem is that "tremolo" means "play as fast as you can". Trying to achieve that with soundfonts sounds poorly, but Weeds sounds far more "appropriate" in that sense, whereas Roland's sound simply disregards the "tremolo part" and is just String Ensemble 3, and most midis are written regarding it as such.

Perhaps you could try the load order? You'd need to have Roland's .sf2, but you just load both (Roland's first), then Weeds on top, but skipping preset number 44.

>> No.4567416

As I said, I can do that, but I that won't work for the game, as it can only use one soundfont at a time and does not use windows synth for it so VirtualMIDISynth has no effect.

>> No.4567420

Are there any slaughtermaps for Quake 1 and/or 2? Any gameplay footage on Youtube so I could see how they work there?

>> No.4567432

Arcane Dimensions.

>> No.4567451

just played this mod today and I can confirm it's pretty great. Best map design I have seen for Quake 1 yet. New enemies and guns are pretty cool too, but the levels are the star of this mod.

>> No.4567474

At least there's Return of the Triad for G/ZDoom.

>> No.4567485

I probably wouldn't bother watching as there have already been many videos on Doom, it's history and even dedicated channels to Doom mods. There is already more content than I care for.

>> No.4567503
File: 176 KB, 1920x1080, 20170528175221_1.jpg [View same] [iqdb] [saucenao] [google] [report]


Now that Douk World Tour is kill just like Megaton, is eduke32 the only way to play Douk this days?

>> No.4567512

What happened to world tour? Will those new levels ever be freed from Gearbox's clutches?

>> No.4567517

did they remove the "ambient light level" option from recent gzdoom versions or was it never a thing?

>> No.4567591

WT got DMCAd the hell out of Steam because apparently Gearbox has problems with the rights to the franchise and Duke's license got lost in a legal limbo.
Karma boomerang is ironic like that.

>> No.4567593

It was removed at around 2.2 or something alongside the dynamic lights customisation because it "ruins developer's vision of the map". Ir onically it also broke quite a few GZD maps which relied on player being able to customize those options to their liking (HontE).

>> No.4567601
File: 220 KB, 1440x900, 2013-12-13_00020.jpg [View same] [iqdb] [saucenao] [google] [report]


Gearbox doing Gearbox things

Douk did nothing wrong for suffering like this, I almost feel bad for that, because sometimes I enjoy playing more Duke than DOOM

>> No.4567654

Can anyone explain what happened in detail, more than hearsay?

>> No.4567678
File: 49 KB, 431x578, 1515686762630.jpg [View same] [iqdb] [saucenao] [google] [report]

My godness it's even worse than I thought, it's like if it was made by 12 years old boy who watched too many Aquarius wad reviews

>> No.4567681

all we know is duke disappeared from steam and Gearbox pretends everything is fine

>> No.4567702

im kinda behind, is there a way to play in those new "Brutalized" classic doom levels without having to play in brutal doom gameplay/with other mods like D4T?

>> No.4567704

you don't even know who made the DMCA claim?

>> No.4567709

>those new "Brutalized" classic doom levels
are created by brutal doom detecting which map it is running on, i believe by the presence/location of certain map objects) then using acs to add a load of extra things and change textures.

>> No.4567717

well im just asking for them as a level pack, or how to do that part

>> No.4567721

>Reaper Miniatures pewter 28mm scale Cyberdemon

Damn that is a rare find. Goes for a bit on ebay, depending on whether its' a 90s casting part of the Doom 3 second run.

>> No.4567734

I'd be interested, but it would have to have stuff that you can't just find out by reading Masters of Doom or reading a Doom wiki.

>> No.4567738

Pull apart something like Strange Aeons in SLADE and keep the zDoom wiki open, you'll get the gist of decorate soon enough.

>> No.4567743

I prefer his earlier Doom Mod Madness stuff. IIRC he touches on game dev and gameplay mechanics a bit in his Winter's Fury video.

Anyone who wants to hear level design commentary should look up Custom Gamer. He does Quake levels, but talks a lot about map flow and monster placement.

>> No.4567768

literally missed out on a $200 id anthology bid two days ago, beyond pissed

>> No.4567784

Do we even KNOW if it's a DMCA claim?

>> No.4567802

>is eduke32 the only way to play Douk this days?

>> No.4567848

some of tronyns stuff should qualify.
for example:

>> No.4567874

I would blame the Serious Sam easter egg but that'd be ironic considering how Sam takes jabs at DNF's delays.

>> No.4567878


The short of the matter is nope. They can only be done with Brutal Doom.
Which is another reason the map enhancement script is fucking stupid, but that's well-tread ground already.

>> No.4567925

Since Doom 3 weapons and monsters were sort of ported to GMod and play almost like how they were in Doom 3, was the same done with the reboot stuff?

>> No.4567937

u wot

>> No.4567969

Well that's annoying, I'd much rather have the maps as a seperate thing, not baked into his dumb mod, as I can actually appreciate his map work

>> No.4567976

Yeah most first time mappers don't fully get that people don't want to be restricted to gzdoom if the map doesn't make use of those features, I had to hear the same thing the first map I put out

>> No.4567981

it could be business as usual for aids box, if you know what i mean

>> No.4567983

piracy continues to ensure the preservation of video games

>> No.4568001

Thanks. Then would looking in Valiant help a bit with DeHackEd stuff? Then I could have it running in prboom+?
Apologies if this is 'retarded'.

>> No.4568006

>I had to hear the same thing the first map I put out
and i was likely one of those you heard it from :)

>> No.4568007

the guy who tried to activate world tour code on steam after it got deleted got a "DMCA" error, that's all we know

>> No.4568016

this is why i prefer Wads like DOOM:One and DTWID

Doom:One manged to give to all 4 episode maps a feeling of Progression as you explore it, also it has extra sections that fits well with the zones in between, tough the music used in those areas sucks balls, thankfully i got Super Metroid Remixes made on Roland midi.

DTWID is just great, though inferno feels rushed a bit on DIS map

>> No.4568057

i assume you have already played wonderful doom

>> No.4568072

download maps of chaos then

>> No.4568074

>Really lovely. As a lot of people have said here it feels like playing Doom for the first time, the difficulty being similar - just substituting the awkward old tank controls back then with the ninja WSAD abilities we have in modern times.
What did this reviewer mean by this? Were you not capable of changing keybinds in the original Doom.exe?

>> No.4568075

you were, and mouselook was a thing too

>> No.4568078

no it wasn't.

>> No.4568079

Yeah I thought that sounded like bullshit.

>> No.4568080

Guys, I've a question regarding Doom Builder in GZDoom UDMF mode.

In other modes it's easy to set a door to be opened with a Key but in the other mode I can't find such option.

>> No.4568081

- using the mouse to turn = yes
- using the mouse to look up/down = mouselook = no
get it right please.

>> No.4568082

Horizontal mouselook was a thing.

>> No.4568084

>Horizontal mouselook
this is a meaningless term invented by trolls to confuse people. please do not use it.

>> No.4568087

i said in terms of level design, KDIZD was a good on paper, but the concept itself is boring. While DTWID and DOOM:One followed the same thing but it did right.

i can't bring myself to play KDIZD again, it was great 1st time but now its just plain boring.

>> No.4568089

Does Half Life qualify as a retro shooter? I finished it today and would like to play some pretty damn good map packs. I'm not looking for TCs like they hunger, but just maps. Is there a "So you want to play half life?"

>> No.4568093

it is due to engine and for being the "prime", since many other games copied it later on.

>> No.4568095

Found out experimenting.

>> No.4568102

sorry mr. pedant i usually don't play prehistoric nonsense, what is the correct term because in my vocabulary using the mouse to look up/down as well as left/right was always freelook, not mouselook

>> No.4568105

Serves them fucking RIGHT!

unfortunately, even if a Duke3d version, any version, gets back, its still gona be the world tour one. and the HTTK collection will never be available.


>> No.4568106

What do you call using the mouse to move horizontally then?

>> No.4568125
File: 14 KB, 579x1537, 1453236198754.png [View same] [iqdb] [saucenao] [google] [report]

"turning with the mouse"
mouse turning if you want to abbreviate it.
there's no term for it, you just used the mouse, or you didn't.

>> No.4568127


>> No.4568128

try RSTL, they've got stuff for all the half lives

>> No.4568129


>> No.4568130

Back then people didn't usually think to change the keybinds, wasd was not a thing yet and lots of people played without a mouse at all.

Crazy, I know.

>> No.4568132

heh, i see what you did

>> No.4568134

well ya got me there bud good write up

>> No.4568138

who wrote this

>> No.4568139


Why isnt "mouseturn" a thing ? Would sum it up nicely and avoid confusion.

>> No.4568141

Pure 100% crystallized autism. It also helps that it's completely wrong.

>> No.4568142

stop giving him attention

>> No.4568149

Yeah, anyone sane knows he's wrong, mouselook was objectively 100% in the original doom. He's just a troll.

>> No.4568156

Easy with the aspergers.

>> No.4568163

Well, it is now, because sure as fucking I will start using it.

>> No.4568181

some anon from this very board
yeah it's pretty good.
>It also helps that it's completely wrong.
how is it wrong?
i can't tell if you're agreeing or being sarcastic
sorry i was born with it

>> No.4568182

>Free look (also known as mouselook) describes the ability to move a mouse, joystick, analogue stick, or D-pad to rotate the player character's view in video games.
Now go away.

>> No.4568187

What are some good wads to go with Colourful Hell?

>> No.4568192

>talking about mouselook
>posts something about "free look"

>> No.4568198

> (also known as mouselook)
stop posting any time, i'm ashamed of even giving you this (you)

>> No.4568213
File: 428 KB, 1280x960, Screenshot_Doom_20180205_172658.png [View same] [iqdb] [saucenao] [google] [report]

might want to fast forward, i tab into the map editor at times while recording

>> No.4568216

"Fully 3D first-person games with restricted free look had appeared as early as 1992 on the PC, allowing the player to look up and down, although vision was controlled by dedicated keys rather than the mouse. At the time it was still cutting-edge technology and didn't become widespread until the age of 3D accelerators. For instance, in the 1993 seminal game Doom, it was not possible for the player to angle his or her view up or down, though Raven Software's Heretic, based off the same engine as Doom and released in 1994, added a restricted free look to the engine. Dark Forces released in 1995 and more technologically advanced, featured 3D look but more restricted than the free look of the earlier Ultima Underworld and System Shock, released in 1992 and early 1994 respectively."

so does doom have mouselook or not?

>> No.4568232

Woah my dude what is this shit

>> No.4568248
File: 2.49 MB, 1046x482, gzdoom 2018-02-06 01-09-34-79.webm [View same] [iqdb] [saucenao] [google] [report]


hmmmm. Lost of things actors have access to. Like the sector they are in and their light level for example.

>> No.4568249

>citing wikipedia which is known to be written by retards
>they still list Diablo 1/2, Enclave and Devil May Cry as games of the same genre
>that game? its hack'n'slash because people say so.
>that game that is nothing like the first one? its hack'n' slash because you kinda hacking and slashing enemies in it with a giant sword.
>that third game that is nothing like previous two? its hack'n'slash because inept journos thought it kinda fits and they didnt bother to read the box, and you can't argue about it because I have these reputable sources that say so decision is final, and you are banned for disputing it!

Yeah, nah.

>> No.4568263

Is light level affected by dynamic lights?

>> No.4568269
File: 760 KB, 1303x727, vvcap 2018-02-05-20-26-23.png [View same] [iqdb] [saucenao] [google] [report]

Dance of Deathfag here.
The map is advancing smoothly, I haven't had problems or questions so far.

I tried making some stairs and it's amazing just how basic understanding of the program makes your mental theories a reality.

Is it too hard to use custom sprites? I want to add a starry night with a visible moon and change the trees with... well, trees with leaves.

>> No.4568278
File: 1.20 MB, 1366x768, Screenshot_Doom_20180205_192518.png [View same] [iqdb] [saucenao] [google] [report]

Also, love how it looks on GZDoom.

>> No.4568283

Not what I linked to; I should have been more specific, it's the sector's light level.

>> No.4568308

i've had a pair of enchroma sunglasses for a couple of years. they're interesting, but they don't "fix" anything.

>> No.4568325
File: 401 KB, 1280x960, Screenshot_Doom_20180205_183007.png [View same] [iqdb] [saucenao] [google] [report]

We Nevada Now

>> No.4568335

ohhh awesome I thought it was this, didn't think you'd done that much work on it yet

the dynamic lights in gzdoom look really great,
that filter though, not so much! :^)

>> No.4568367
File: 174 KB, 1280x1024, StuccInNevada.png [View same] [iqdb] [saucenao] [google] [report]

I'm smashing away at it. There's a lot of work being done on it, but there's still parts I'm stuck on (general area pictured)

>> No.4568380
File: 486 KB, 1280x960, Screenshot_Doom_20180205_190837.png [View same] [iqdb] [saucenao] [google] [report]

Turns out it works well with Sky3

>> No.4568387

If there's one state that deserves to sink into hell it's Nevada alright. I hate it with a passion.

>> No.4568403
File: 21 KB, 354x262, evilforestpb.jpg [View same] [iqdb] [saucenao] [google] [report]

wad im working on played with project babel, changes gameplay too much for it but pretty crazy

>> No.4568410

>imps targeting each other because barons are directing them to
Funny as hell, but fixed in the next release. Also yeah looks pretty neato, I'll try it myself once you're done.

>> No.4568416

are the mountains really that pointy?
they look pretty bad honestly

>> No.4568424

this is an extremely specific thing to get upset about

>> No.4568426

maybe I'll make a project babel edit with a few less imps, i like dodging fireballs but...

i think it's supposed to be a kinda fucked up hellscape like that, i like it

>> No.4568427

It was made before 2000, so yes it's retro.

>> No.4568429
File: 131 KB, 1280x814, nevada.png [View same] [iqdb] [saucenao] [google] [report]

Well, i mean, you get your wish.

>> No.4568431

Well, maybe you just need to git gud :^^^). Actually you did pretty well up until the very end with a bad dodge on the baron.

>> No.4568446
File: 294 KB, 1280x1024, Yeah, It's a apocalyptic hellscape. They're really that jagged..png [View same] [iqdb] [saucenao] [google] [report]

Relatively as close as I can get to the source material.

>> No.4568459
File: 200 KB, 1242x1242, 1499368134363.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been attempting the "get close to the Pain Elemental so it can't spit flaming skulls of hatred in your general direction" strategy but it just causes me to get ambushed by the other pain elemental in the room and I end up losing more health than I would just trying to pluck at it from a distance. I'm just really stupid aren't I?

>> No.4568460

clean your room

>> No.4568464

hmm, i see.
some textures that are closer to the source material, rather than stock doom iwad, might help.

>> No.4568468

What scenario are you in where you get DP'd by two elementals at once?

Anyway, block one of them as much as you can and then focus your fire on the other one. Retreating into cover to switch weapons isn't a bad idea at times either.

>> No.4568472

when there's more than one "nasty" enemy (one that by itself demands your immediate attention) it always gets complicated. i still can't reliably handle two simultaneous archviles without getting blown up at least once (or cowering in an alcove)

>> No.4568474

True. I'm using what I have on-hand though but I'll take a look around.

>> No.4568475
File: 680 KB, 1920x1080, uacultramap03.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4568480

>What scenario are you in where you get DP'd by two elementals at once?
TNT MAP20, in that little corner by the big staircase. I can't get near one without triggering the other, and the they always end up infighting/their lost souls infighting, leading to them spitting out an infinite amount of souls even if I run away like a coward to avoid further engagement.

>> No.4568481

Having said this though, the source material is just flat colors+shading.

>> No.4568484
File: 73 KB, 408x437, 1517877902113.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4568487

The last time I saw this I thought the head afterimage for the vile on the right was part of the real thing, so it had a really big head

>> No.4568490

yeah i think it's looking good as is

>Very Fast Martian Running at Incredible Hihg Speed
(credit to anon who posted this last time)

>> No.4568491

i realise this but i think it would look better to have flat colours with such low poly terrain.

>> No.4568492

>The Chad Stride
might work for that too

>> No.4568493

I need maps to suffer through with hideous destructor. What are some urban styled maps that don't become slaughter?

>> No.4568494

Hell on Earth??

>> No.4568496

Good question, I'd also like some urban action, y'know, some city fighting.

Hell On Earth is about as urban as Amy Schumer.

>> No.4568502
File: 444 KB, 1280x960, Screenshot_Doom_20180205_200314.png [View same] [iqdb] [saucenao] [google] [report]

Hard to decide. I'll try scaling down the texture?

>> No.4568503

that was just an example, they get a lot of the game genres wrong, even contradicting their own definitions that they link in the article about the game itself. Some subgenres that are supposed to be very specific like rogue-likes and hack'n'slash get extremely polluted with games that have no relation to said subgenres.

Wikipedia is wrong on many things that are not strict scientific facts because it puts >popular< public sources above everything else when it comes to verification of data. So, if say, a dozen tabloids circulate a pseudo-scientific articles about how eating broccoli is dumb, and no scientific paper outright disproves that claim (because scientists have better things to do than to disprove everything tabloids say), then it is likely that wikipedia article would soon claim that eating broccoli is dumb and cite said tabloids as a reputable source. That is exaggeration obviously, but theres a lot of bullshit that seeped into wikipedia in such a way.
Hack'n'slash specifically is a victim of game journalists past 2003 that bundle all kind of action games with melee combat into what's supposed to be strictly an RPG sub-genre.

>> No.4568506

If you're going for Madness Combat remember that the majority of anything in the distance pictured in that series are weird building complexes. Swap the mountains for some grey commieblock facilities and keep the sky.

>> No.4568508

and here we see an "afterimage" effect done wrong. Actual body should be completely opaque unless it is an inherently semi-transparent monster, which I doubt

>> No.4568509

It can be edited by anyone, be the change you want to see.

>> No.4568515

Actually it's not an afterimage, the monster itself is invisible, it just drops a fadeout frame during each frame switch. It's supposed to look like a bit of a clusterfuck.

>> No.4568517

I get what you mean, but the problem(/good thing?) is that not anyone can edit it
In fact there's a hell of a lot you can't edit if you haven't 'earned the right'

>> No.4568518

That's the problem with it - you can't. As I said, any change you do, even if you are right and are backed up by definition on wikipedia itself, gets rolled back because dozen of newb gamejournos that got into it at ~2003, and were 19y old college dropouts themselves at the time, said so. Here's all those mags that were printed on paper as a source! They surely can't be wrong.

>> No.4568524
File: 2.88 MB, 480x270, Why Archie summons are getting limited.webm [View same] [iqdb] [saucenao] [google] [report]

Actually you know what, in motion it looks like he's opaque, which is odd. Maybe I should change it a bit.

>> No.4568528

russian mappers are known for making realistic maps

>> No.4568532

I always wondered - is there any way to remove the vision-obstructing flame, that you also don't see if you mve in certain directions, with something that is rendered onto your HUD and is not as obstructive?

>> No.4568536

Yeah it's possible, but whatever you replace it with will also be rendered on enemies during the attack.

>> No.4568537
File: 426 KB, 1280x960, Screenshot_Doom_20180205_202145.png [View same] [iqdb] [saucenao] [google] [report]

Also fair. I'll try experimenting with mixes of the two and see what I can get working.

>> No.4568538

Write a book about why they're wrong and you're right.

>> No.4568541

What made you want to make the pinkies the way they are?

>> No.4568549
File: 2.25 MB, 1280x720, Better chainsaw on demons.webm [View same] [iqdb] [saucenao] [google] [report]

They're not much of a threat in vanilla, and certainly not a threat with you enhance the player's arsenal. Now they have the ability to actually close gaps extremely fast, but are still limited by their need to use melee. In the next release I've made the chainsaw more effective against them (as per webm) because the rage ability was a bit much when a mapper decides to throw you into a pit full of them, but overall I think the changes I made were effective at making them into a monster that the player has to take seriously instead of something you can bait into melee without even looking at it.

>> No.4568552

*when, jesus my muscle memory

>> No.4568557

I very much agree and thank you for your response, but now i realize I meant the spectres :)
sometimes they are annoying but overall they're interesting and more challenging.

>> No.4568561

Oh the chainsaw will help pin them down too soon, but I did them that way to make them live up to their name better and because their current ability set is based on an alternate spectre from FKER called the Nightmare Demon (not the r667 one, just uses the same sprites). The NMD was a bit much for Babel so instead I toned it down and turned the spectre into something more hit-and-run with an evasive ability. I experimented with having them teleport away after an attack sometimes but I found it to be a bit anti-fun. Maybe I'll add it back for the max-level difficulty.

>> No.4568572
File: 189 KB, 1280x800, duke3d.jpg [View same] [iqdb] [saucenao] [google] [report]

Im trying to run Duke 3D on my Samsung S7 using FreeBox (it seems to be just a Dosbox clone) but it says "error initializing sound", I remember this error happened when you didn't properly set your soundcard in setup.exe

The thing is, when I go to setup.exe, I can't move up and down the menu since I can't see a keyboard with the arrows.

Also what soundcard im supposed to select? im on a phone..

>> No.4568619

You're not gonna have a good time playing Duke Nukem 3D on a phone. Doom is pretty easy, so it can be done, but Duke 3D pretty much requires actual tactile input.
Moreover, running the original .exe through a dosbox on your phone is a pretty terrible way to play it, there has to be a better sourceport solution.

>> No.4568620

I made it run.

How the fuck do I add the on-screen controls to walk and strafe and fire etc?

>> No.4568625

they could use one of those otg cables and plug a keyboard or controller into their phone :^)

>> No.4568630
File: 433 KB, 1280x960, Screenshot_Doom_20180205_211747.png [View same] [iqdb] [saucenao] [google] [report]

Plugged some more buildings into the sky but they still look funky. Ah well, back to pondering what to do with the second half of the level.

>> No.4568675
File: 59 KB, 355x522, vvcap 2018-02-06-00-00-46.png [View same] [iqdb] [saucenao] [google] [report]

I'm not sure about how to make an ambush work.

I've set that little green sector down there to activate the monsters on the top room so they teleport to the north of the bigger middle room but nothing works.

I've set the monsters dormant and the green sector "activates the thing" which is the room where they're hidden.

>> No.4568679
File: 926 KB, 900x1222, __baron_of_hell_doomguy_and_imp_doom_game_drawn_by_espen_grundetjern__6fe93577d47e7aa9d488db720f6636e4.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the advantages of boom mapping compared to vanilla, and what are its limitations compared with Z/GZDoom mapping? I want to know just how ambitious Ican get when doing my boom map, and I don't really want to get into fancier stuff without practicing a bit more with traditional styles.

>> No.4568681

Didn't mean to quote.

>> No.4568693

Did you reduce the amount of imps at the start? Sad. It looked neat both as a challenge and as an ambience (given the overall darkness and dynamic lightning)

>> No.4568702

nah I just meant I'll probably make another version after I've finished it with some less imps and stuff to compensate for babel being harder in that regard

>> No.4568707

Good thing then. There's so many things I find interesting in your last webm, such as the enemies' healthbars being affected by dynamic lightning (which is appropriate, but not usual in games).
How long untilrelease?

>> No.4568721

I hope someone can give you a better explanation than me but,
Boom is similar to vanilla but you can have more shit in a bigger map, and you have more linedef actions to choose from.

Zdoom then also has scripting and more actions and 3d stuff and slopes and crazy shit.

To give you the best idea go and play some boom maps then gzdoom maps. You can get plenty ambitious with boom, that's probably what most people still map in. There's no point jumping into zdoom without getting a good hold of boom first, most of the stuff in zdoom you won't actually need or have use for.

But yeah as I said, go do some Googling and find some maps that make use of each format. Maybe go look at Knee Deep in ZDoom for why having so much power is a good and bad thing.

>> No.4568726

Not that guy but the mods were probably
>Xaser's DamNums
>Top HP Bars
Which is a neat combination if you don't like trying to track enemy HP manually.

>> No.4568737

Very sorry if I've misled, the healthbars are thanks to TopHPBars.pk3 and the damage numbers damnums_1.0.1.pk3 (and then the other stuff is project babel). I've just done the map.
Release date? No idea, I usually just map what comes to me and it's still coming.

You are correct thanks. I love them! Kinda useful as some additional data while testing too.

>> No.4568753

I'm giving up, I have no idea what am I doing wrong.

I've even followed this video and it still doesn't work.

>> No.4568758


Is Boom really a superior Doom from a developer standpoint? I've always used GZDoom

>> No.4568762

Try this
>sector #1, room full of monsters
>sector #2, a sector connected to that sector, whose floor is at the same height as the monster room's ceiling
>sector #3, a sector connected to that sector, with a teleporting sector inside
>sector #4, what the player walks over or uses
>make sector #4 lower the floor of sector #2
>join sector #1 with a sector the player will shoot in, so the monsters are alert and will move into the teleporter when the floor is lowered

>> No.4568768


In terms of features, hell no.
In terms of helping you to focus, hell yes.

>> No.4568769

"Activating" the room does not activate the monsters. Since you are using GZDoom anyway, just conveyor belt mobs into the teleporter.

In vanilla, nonsters are only activated by sight and sound. The trick there was to make sure player fires a gun - by making first part of the ambush a direct one, then joining the sector player would be at that time with monster TP closet so the game thinks its the same sector aned activates mobs by sound.

if ther are loads of sectors in the area, more reliable option is sound channels

>> No.4568770

how do you mean exactly?
it's not technically superior to gzdoom, no
it's a bit more than just a superior vanilla Doom but that's probably what a lot of people see it as. It's 'limit removing' but with some extras and differences to vanilla (so why you have different comp levels and such). It has better compatibility.

try posting some screens of what you've done (cut them up in paint or whatever and upload a big pic) so people can actually see where you've gone wrong

>> No.4568784

Boom allows for much more map effects like conveyor belts and voodoo dolls that are extensively used for sudo-scripting and complex encounters. And a lot of additional line and sector actions. It also raises the limits to exorbitant values.

ZDoom adds 3D sectors, scripting, and ability to place entirely custom actors (if they were defined in Decorate) and is much more lenient to mapping blunders.

If you are not using 3D floors and/or scripts - don't use (G)ZDoom and use Boom format instead. Boom in its PRBoom+ form is still widely used today since it is very efficient at rendering vast levels that make GZDoom choke, on weaker machines.
Example: 5till L1 Complex runs fine on PRBoom but will run like shit on GZDoom.

>> No.4568789
File: 575 KB, 1840x1488, dogammit.png [View same] [iqdb] [saucenao] [google] [report]

This is what I've tried.

In 1 I've set the linedef to Activate the Thing tagged 1 which is the group of monsters in step 2 (initially dormant).
In 3, the linedefs containing the mosters are supposed to teleport them when they activate to the thing tagged 6 which is the map spot in step 4.

>> No.4568793

Can I use tags 666/667 on any monster or level with boom?

>> No.4568803

Boom is vastly super to vanilla in what it allows you to make. You can do almost anything, including faux-room-over-room if you are smart about them via silent teleporters, and it will all work well even on weaker machines.

GZDoom is superior to Boom but only if you absolutely must have scripting and/or true 3D floors and know what are you doing. GZDoom-specific maps with slopes and shit would run much worse than Boom maps (especially if they are ran on Boom itself)

"Activate thing" does not mean that monsters would immediately roam. It simply emables them to see/hear the player. They will still stand still until they see/hear the player.
"Dormant" you are trying to use renders enemies uninteractable in any way, including removing their ability to hear/see player.

Remove dormancy, join the secors, move monsters away from a wall, put teleporter line somewhere before monsters.

or simply >>4568769
use conveyor

>> No.4568839

This doesn't work either.
I've set the linedef in step 1 to activate wind going south in the sector tagged 5 (where the monsters are) so they're pushed to the wall that acts as a teleporter.
I clipped through and there's no wind at all.

>> No.4568840

Activate things will also bring them out of dormant state.

>> No.4568846

Dormant prevents them from seeing, hearing or getting damaged
Activating removes dormant, allowing them to see/hear/getting damaged
They are ALLOWED to, but if the player has not shot/got in their LOS they will stay still, waiting for player.

Wall does not work as teleporter. Line works as teleporter. Monster needs to completely cross the line to get teleported. Monster can not cross the wall. Which is why I told you to move the monsters away and draw a tp line. If there is not enough room behind the line for monster to get into he wont get teleported. Safe distance is monsterradius*1.2 for guaranteed tp.

>> No.4568848
File: 235 KB, 1077x680, vvcap 2018-02-06-01-53-12.png [View same] [iqdb] [saucenao] [google] [report]

Got it. Wish me luck.

>> No.4568851

Fuck it.
I made the teleporter line work but not the wind which is supposed to act as the conveyor. I can't believe something as simple as an ambush is giving me this trouble.

>> No.4568858

I've tried Scrolling Floor to affect the Things and nothing, the monsters won't move to the teleporter.

>> No.4568872
File: 463 KB, 1280x960, Screenshot_Doom_20180206_001009.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4568882


>> No.4568886

Have you removed the dormant flag?

>> No.4568889
File: 87 KB, 800x511, 2e85b8e190c58804f59f35eeb6e75fb6.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4568893

I've noticed unalerted monsters aren't affected by the scrolling floor but my final idea is to not let the player assume they have to shoot to alert them so I just need a way for the monsters to actually be affected by the conveyor.

>> No.4568895

this is a hurdle for everyone starting out, after you get the hang of this stuff there's lots you can do with it
anything of value requires effort

even if you have to take a break, come back to it and push through it'll be worth it once you get it

i like far off structures just for the aesthetics, lookin' good

>> No.4568921

maybe an example wad would help: https://my.mixtape.moe/bhnwit.wad

>> No.4568926

Oh, you're using Boom: Doom 2 format, I'm using GZDoom Doom2 UDMF.

>> No.4568932

UDMF is for the high-tech engines (in other words, zdoom and maybe eternity engine). if you're making a map for prboom+, stick with boom format.
if you want to keep with UDMF, you might as well just use ACS to spawn monsters in

>> No.4568936

method should still work, gzdoom has pretty much all the same stuff as boom

>> No.4568941
File: 188 KB, 860x708, vvcap 2018-02-06-02-50-04.png [View same] [iqdb] [saucenao] [google] [report]

That's why I'm so puzzled.
I'm essentially using the same setting and option and still, the inactive monsters aren't moving.

Scripts are out of question because that shit is too advanced for me.
All I want is to make the monsters scroll as soon as the player enters the arena by walking over the linedef.

After killing the Baron a second wave should spawn (triggered by the Baron's death) and killing the leader of the second wave should open the exit.

>> No.4568951
File: 63 KB, 800x579, pluviophile_by_alonzo_canto-d78xa4w.jpg [View same] [iqdb] [saucenao] [google] [report]


So.... I just finished playing Project Kate, and I literally cannot stop crying now. I can really feel the love the level author had for this girl, and his absolute sorrow and rage at having to lose her at such a young age. I'm a little regretful that I never knew her, because after playing this level pack, I feel like I love her too, and I wonder if I'll ever inspire the same amount of love and grief in someone.

>> No.4568954
File: 8 KB, 320x320, file.png [View same] [iqdb] [saucenao] [google] [report]

doom2 in name only's Dead Simple is fucking excruciating
416 monster count

>> No.4568956


>> No.4568962

I keep seeing people touched by this and I just assumed they were people close to her. I am bad at emphasizing but I'm interesting in trying the maps. Even to someone unaware of this Kate person you think the maps are still able to evoke some emotion, or is there a primer I should read on this person to understand the context or something?

google Project Kate

>> No.4568964

That's a good atmosphere going on there
wait is that a chaingunner holy sh-

>> No.4568965

Sorry, I meant to post this link

Although, that song is pretty relevant to how I'm feeling right now. Like, why is life so dumb? Like, why do we die, it's so pointless, why are we even born if this is how it ends? I've only just recently started to enjoy my life, and still trying to love the person I see in the mirror, and I realize.... I'm gonna be dead someday and it won't even matter, urgh.

>> No.4568975


Why would you even play thru that abomination?

>> No.4568991

I needed a megawad and didn't feel like downloading anything, and it was just sitting in my folder

>> No.4568997

It's a small heartfelt mapset someone made in memory of a friend he lost recently, the person who passed away actually had helped a lot of people within the Doom community and her loss was felt pretty widespread. You can feel the love he put into it.

>> No.4569000

>Scripts are out of question because that shit is too advanced for me.
for simply spawning enemies, it's not complicated at all. here's an example script: https://www.hastebin.com/vukodiheze.c

>> No.4569001

also nice

>> No.4569002

I fucked it up, meant to reply to >>4568941

>> No.4569009
File: 32 KB, 300x250, hapcac.png [View same] [iqdb] [saucenao] [google] [report]

what a great thread full of wonderful people today

>> No.4569013

>I keep seeing people touched by this and I just assumed they were people close to her
pretty much
kate was just another person

people knew her, but if you don't know her (like me) all of the explanations of what she did basically come across as a shrug
i don't really see it as this huge crippling loss to the community. still, sucks she died, anytime someone dies it's awful

>> No.4569014
File: 10 KB, 393x260, Tiny caco.png [View same] [iqdb] [saucenao] [google] [report]

The threads can have their ups and downs but there's a reason why this place is my homeboard.

>> No.4569019
File: 167 KB, 400x359, 1401904150101.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4569024


>> No.4569027
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]

Good, make sure to put guns in there, and monsters.

>> No.4569028
File: 200 KB, 677x681, starvation.jpg [View same] [iqdb] [saucenao] [google] [report]

do it i dare you fucking faggot ass pussy

>> No.4569029

>fucking faggot ass pussy
Ow the edge.

>> No.4569040

That's nice but that just leave the matter of what triggers said spawn which surely will require another script.
I have better luck of making the scroll work I think.

I'll still bookmark the url tho, I'm sure it'll come handy sometime.

>> No.4569042

NVM, just saw there's an action that runs scripts when walked over.

>> No.4569081
File: 632 KB, 1920x1080, Screenshot_Doom_20180206_101720.png [View same] [iqdb] [saucenao] [google] [report]

This is silly.

>> No.4569083

can someone explain to me why people on zandronum play complex doom with all the addons all the damn time
complex doom itself is okay I guess, but holy fuck the addons are just pure garbage on every level and I don't get why people like them

>> No.4569093

because they don't share your opinion.

the same way I don't understand how people can like pineapples on their pizza, I don't ask how they can possibly have such shit taste, it's just one of life's enigmas.

>> No.4569094

>"Hey Archie get a picture of me with this sumbitch!"

>> No.4569095
File: 353 KB, 1280x960, Screenshot_Doom_20180206_022301.png [View same] [iqdb] [saucenao] [google] [report]

Thank you kindly.
I really should stop messing with the first half and get to the post-red-skull-and-FormerMag+IconOfSin areas. Don't know what to do with them, though.

>> No.4569141
File: 240 KB, 1365x767, vvcap 2018-02-06-04-56-58.png [View same] [iqdb] [saucenao] [google] [report]


I figured scripting spawns would be better and less primitive than making a conveyor belt but now I can't get the script to run.

>> No.4569147

NVM, the class name was DoomImp.
Is there a way to make them appear like they're teleporting in? The green glow thingie.

>> No.4569156

spawn in a TeleportFog as well

>> No.4569157 [DELETED] 


>four posts and banned
a new record

>> No.4569161
File: 60 KB, 494x723, woow.png [View same] [iqdb] [saucenao] [google] [report]

think it's just "teleportfog" or something along that line.

>> No.4569164

Nice, thanks!
I guess this completely solves my ambush problem then.

>> No.4569165
File: 777 KB, 250x250, peter griffin suffers a stroke.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4569172
File: 47 KB, 1280x720, 1516254715691.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw playing forgotten sepulcher for the first time
recommend me some quake campaigns/maps brehs

>> No.4569174
File: 39 KB, 806x496, 14973301893791.jpg [View same] [iqdb] [saucenao] [google] [report]

>Duke's license got lost in a legal limbo

>> No.4569178

every map jam, every retro jam, everything on quaddicted rated 4/5 starts, and QUMP, because it only took seven years to make

>> No.4569182


>> No.4569194


>> No.4569197

>the unmaker in brutal doom 64
holy shit shit the fuck up already
if I want to hear moans I'll pull up xvideos

>> No.4569209

shame about shit ASCII conversion tho

>> No.4569246

Any good map packs for co-op? Not maps necessarily made specifically for co-op but ones that are fun to play with a friend?

>> No.4569278

what is that level? is it sunder map01 from a weird angle?

>> No.4569285

Maybe that guy should look into the Braille image converter that was used the other week when 4chan shat the bed.

>> No.4569296
File: 220 KB, 1920x1080, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

what did he mean by this?

>> No.4569298

read the thread from the last 16 times this was posted

>> No.4569302

he mad we don't praise him every thread

>> No.4569303

don't exaggerate, it's only #3

>> No.4569305
File: 37 KB, 300x250, sadcac.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4569308

>links to it anyway

Follow your own advice.

>> No.4569315

it's better to link posts so readers know who is responding to what. that's the point of the feature.

>> No.4569317

The original Duke 3D mobile port is also weird. You have to pause to change weapons.

>> No.4569319
File: 33 KB, 300x250, fullcac.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4569376

GODDAMMIT, RELEASE THAT FUCKIN UPDATE IMMEDIATELY ALREADY! I swear, if it doesn't get a release in February, I'm gonna twist your nipples mercilessly in March all day everyday. WITHOUT. ANY. MERCY.

You have been warned!

And no, I ain't gonna register at the forums, because fok u, lazy faget.

>> No.4569380

what update?

>> No.4569384 [DELETED] 

go be 13 years old somewhere else

>> No.4569385

HE KNOWS. Probably.

>> No.4569389

I'm more years old, but whatever.

>> No.4569391 [DELETED] 

you're an embarrassment to yourself and others. stop posting.

>> No.4569408
File: 23 KB, 420x300, 1351828838553.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4569416

Thoughts on DoomRL, the game?

>> No.4569474

Neat af.

>> No.4569476 [DELETED] 

That's the average /doom/ poster though.

>> No.4569496

>Tripfag attention whoring
>Literally using someone's death to get attention
What a surprise. People like you disgust me.

>> No.4569497
File: 194 KB, 663x537, 1475633118375.png [View same] [iqdb] [saucenao] [google] [report]

He's just mad and bullshitting. A regular complaint on /vr/ about Brutal Doom was that you could kill the Cyberdemon with just 7 rockets (don't know if that's still the case), so that's people complaining that he made the game too easy. It was a point of ridicule for BD, given how it's advertised as making the game more "hardcore".

Further, around here, people are generally fond of Going Down, Sunder, Plutonia, and anything by Skillsaw, things known to be more challenging than the original game by far. Added mention to those who play Hideous Destructor, or those of us who like Blood, which is far more challenging than Brutal Doom could ever hope to be.

Marquito is just a salty little bitch like he always is.

>> No.4569514

>so that's people complaining that he made the game too easy
the message is responding to complaints that brutal doom makes the game too hard, not too easy.
please work on your reading comprehension, it is inadequate.

>> No.4569518
File: 60 KB, 800x450, tommy.jpg [View same] [iqdb] [saucenao] [google] [report]

>anyone complaining that BD is too hard
>doesn't know that marky mark just made that up to make /vr/ look bad since everyone is making fun of it for the exact opposite reason, that it's too easy

>> No.4569528
File: 165 KB, 1920x1080, bat funny.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks like you need to work your on your own reading comprehension.

>> No.4569543

it makes the game highly unbalanced.
Mark never understood what functions enemies were supposed to serve in Doom encounters, so he made them closer to modern shooter COD standards.
Enemies that are supposed to be hardass become piss easy due to headshot mechanic, while hitscanners become pure BS glass cannons, amplifying chaingunners annoyance factor and turning "provide pressure until players scrambles the fuck on in the right direction" chaingunner scenarios that happen fairly often in many wads into "kill player in 2 seconds" scenario.

So basically Mark deflected the criticism of obvious balancing issues with retarded "lel game is harder now hur durr you cant handle it git gud". But that's not making the game hard. In fact, vanilla episodes became much easier because they dont use hitscanners the way later userwads do. Thats breaking the way game supposed to work because wads designed with hitscanners having a certain function break because Mark completely missed the point and changed their function.

>> No.4569585

New thread.


>> No.4569626
File: 457 KB, 528x1011, beloko.png [View same] [iqdb] [saucenao] [google] [report]

I disagree. The only reason it woudn't be playable is because we lack a way to fire+aim at the same.

With Dosbox tactile, as far as I know, you can't fire + fire at the same time.

WIth the incredibly shitty deceased Android Duke3D port, you wasn't also able to fire + aim at the same time.

Now, look at Beloko's unreleased port (thanks to Gearbox cease and desist action):

It's perfectly playable thanks to the fire + aim solution button on the right. So you press, and while you press, you aim and shoot and strafe and go forward and backward with the left thumb.

We need that, and since Gearbox are total dicks, we are stuck with Dos emulation, so someone that's smart needs to duplicate the Beloko's port controls.

Sure, we would still be stuck with 4:3, but a powerful phone like my S7 is capable of smooth FPS on Dos emulation.

>> No.4569853 [DELETED] 

>avatarfagging AGAIN

Fuck off back to your home board.

>> No.4571303

Does anybody have a pirated Delta Touch app for android?

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