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/vr/ - Retro Games

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4569582 No.4569582 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4564875

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.4569584

=== 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 ===

[02-05] Anon release: indignation.wad, requires GZDoom

[02-05] Someone is testing the limits of SNES Doom

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4569605

Blatant femininity-signaling is blatant.

>tumblr-tier image
>"omg I cried so hard, I'm such a girl :D"
>"omg I have so much empathy for a person I've never met, I'm such a girl :D"
>"see this picture it posted? it's a girl because I'm a girl :D"
>"I wonder if anyone will ever love me the same way? I'm introspective about love like girls are! :D"

>> No.4569608
File: 230 KB, 1280x960, impending suicide bomber.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4569610

Selfie doom was one of the best dumbest things to happen in awhile.

>> No.4569632
File: 439 KB, 640x715, file.png [View same] [iqdb] [saucenao] [google] [report]

We need an Earthworm Jim Doom

>> No.4569634
File: 387 KB, 528x1007, 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 time.

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

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


And Dosbox:


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.

The question is: how to contact Dosbox developers to add these tactile controls for FPS games? im not a coder.

>> No.4569635

>yfw noticing a cacodemon's asshole for the first time

>> No.4569636
File: 1.35 MB, 1280x720, 1514143107934.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to find a map, I think it was a previous cacoward winner/runner up.

It's hard to describe, it had this real H.R Giger type vibe to it, you were often going down and down and it was very dark at times and pretty spooky, then you came back up...I think there was a fight with arch viles at the end.

Anyway, it had great atmosphere.

>> No.4569650

>use body as whip
>POV camera wildly flails around for a few seconds when you use it

>> No.4569686
File: 1015 KB, 1338x604, vvcap 2018-02-06-12-52-45.png [View same] [iqdb] [saucenao] [google] [report]

Well, what tdo you know, the tree idea in my mind worked.

>> No.4569689
File: 214 KB, 957x1401, PC Computer - System Shock - Cyborg Assassin.png [View same] [iqdb] [saucenao] [google] [report]


Why can't Zombiemen stand still? Was it ever explained why they alternate between AB frames and do not have a "Standing" sprite?

>> No.4569692

No character have standing sprite, ID was just lazy.

>> No.4569701

>>>/pol/ is that way.

>> No.4569709
File: 76 KB, 1279x343, Doom4png.jpg [View same] [iqdb] [saucenao] [google] [report]


as with all tripfags just ignore them. you should have better things to do. go build something in doom, for baphomet's sake. the world needs more creativity, not more bitching

>> No.4569738

My sprites as layers in Photoshop and I'm ready to export them and add them to SLADE. I don't mind the work but do any spriters have any time saving tips?

>> No.4569745

What are your opinions on HQ maps?

I've never really seen one in Doom, but I've seen a few on Source and Cube engine games. I think they're really great, they're like the clan/group's most talented author(s) showing off their technical skills while cramming in some culture and in-jokes of their own.

>> No.4569747

To specify I mean HQ as in Headquarters, not High Quality

>> No.4569750

I don't think it is the one you're looking for, but Going Down perhaps?

>> No.4569754

Both D64:R and Consolation Prize updated

>> No.4569757

or The Eye, the authors previous work

>> No.4569760

there were dozens of doom hq map servers back when Skulltag was around, they were massive and fun as fuck, with hundreds of rooms each one with their own script to mess around with (eg: a large room where the floor is bouncy and enemies get summoned at the press of a button) and taking like 30 minutes just to get from one end of the map to the other. Sadly they've died out and my old hdd that used to have them felt like dying one day.

>> No.4569763

>h-doom enemy
ruh roh.

>> No.4569765

Wasn't there a /vr/ HQ map with a closet full of revenants and a GMOTA arcade machine?

>> No.4569768

I wish Skulltag had never died. I have downloaded Zandronum but for some reason I could never play with anyone, I can't remember what the issue was, something vague and technical probably.

Why did Skulltag have 4 extra weapons, new enemies, etc. but Zandronum removed all of them? Isn't Z just supposed to be a continuation of ST?

>> No.4569772
File: 313 KB, 1500x1500, 1517129217850.jpg [View same] [iqdb] [saucenao] [google] [report]

Why would zero gravity hurt Doom gameplay but not quake?

>> No.4569773

Well the thing is all those Skulltag addons were loaded each time you booted up the application regardless if you were going to use them or not, and the maps that did use them were very few albeit very popular nonetheless like Alpha and Delta Invasion. So instead of bloating your load every time with most-likely useless content, it was better to just separate them into their own files and let the user decide if they want to use them or not.

If you want the skulltag addons just get these:


>> No.4569774

>Isn't Z just supposed to be a continuation of ST?
it's meant to be client/server (g)zdoom. i believe they couldn't get skulltag_data / skulltag_actors relicensed to be compatible with the copyleft licence they wanted, so had to drop them from the base distribution. i think you can still make a modern skulltag by obtaining skulltag_actors/data from wherever and loading them up.

>> No.4569775

Oh shit we're having a new mapping project? Nice.

>> No.4569779

oh yes of course it led to the skulltag-specific wads that should run on any zdoom-based engine but didn't because other zdoom-based engines didn't have the skulltag data bundled.

>> No.4569783

It wouldn't affect Doom that much. Mainly you would glide instead of falling. You can't jump anyway.

I remember one of the few times I played Doom online, I played a wad by stewboy called Destination Unknown, which was a bundle of different crazy ideas for levels. One of them featured rooms with different gravity levels. I loved that mapset.

>> No.4569786

what if they had used TWO SuperFX chips for Snes Doom instead of one? bam, instant next gen. I should have a job.

>> No.4569787
File: 306 KB, 1343x723, vvcap 2018-02-06-14-05-45.png [View same] [iqdb] [saucenao] [google] [report]

What am I doing wrong here?
I want to set a script to trigger some text when the Baron who spawned with a tag of 555 is killed and also for that death to trigger another script.

>> No.4569792

What are some good wads from places not known for their Doom community?

>> No.4569795
File: 1.70 MB, 2160x1440, holy hell.png [View same] [iqdb] [saucenao] [google] [report]


That map is insane. Look at the details.

>> No.4569797
File: 2.49 MB, 1920x1080, Screenshot_Doom_20180206_120408.png [View same] [iqdb] [saucenao] [google] [report]


That giant cauldron of death is an amazing high concentration of everything doom.

>> No.4569801
File: 2.80 MB, 1920x1080, Screenshot_Doom_20180206_120329.png [View same] [iqdb] [saucenao] [google] [report]


Someone needs to make a tiny Dyson sphere in Doom.

>> No.4569805
File: 2.39 MB, 1920x1080, Screenshot_Doom_20180206_120538.png [View same] [iqdb] [saucenao] [google] [report]


I love how doom has better designers than AAA studios.

>> No.4569806

what is that green thing at the bottom right? exploding baron fireball?

>> No.4569809 [DELETED] 
File: 2.54 MB, 1920x1080, Screenshot_Doom_20180206_120442.png [View same] [iqdb] [saucenao] [google] [report]


This Raptor pistol is awesome too

>> No.4569813
File: 2.75 MB, 1920x1080, Screenshot_Doom_20180206_120355.png [View same] [iqdb] [saucenao] [google] [report]


Yes, baron fireball. I think i need to adjust my video settings

>> No.4569814

wouldn't this be reblogged by the inmost dens blog?

>> No.4569827
File: 197 KB, 1312x1152, 1517937888271.png [View same] [iqdb] [saucenao] [google] [report]

yeah i think it's bal7d0

>> No.4569858 [DELETED] 

Sinead O'Connor did nothing wrong.

>> No.4569861

just hide and report

>> No.4569862

I have created amazing maps for Doom and Duke 3D across the years, now that im an adult on my late 20's I feel like I lost a lot of time. I never landed any jobs, and nobody cares about my portfolio consisting on old 90's FPS only... sucks desu.

I have considered making my own retro FPS game and try to sell it but I suck at coding, im only good at mapping, and maping on Unity sucks ass, im just too used to the way the old editors work, drawing linedefs and going from 2d to 3d mode.

>> No.4569865

yeah, that mod is still relevant somehow.

>> No.4569880
File: 44 KB, 540x365, 1322181918144.jpg [View same] [iqdb] [saucenao] [google] [report]

So I want to replay DOOM for old times sake and don't really give a fuck about mods/wads. What is the best way to just shut up and play some original DOOM nowadays?

>> No.4569885

Chocolate Doom

>> No.4569891

goddamn, one post in and we already have the worst post in the thread.

>> No.4569898


For golden souls, is jump a necessity? I wanted to play it as close to doom controls as possible. If it is, it's no biggy.

>> No.4569901
File: 107 KB, 640x400, daisy.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4569903

I agree with Chocolate doom, but if you want it to be just a smidge more fluid, do crispy doom. The slightly higher rez and 60fps is much more palatable for me because I play most my games at 144fps and up.

>> No.4569956
File: 44 KB, 405x348, T.Hanks.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4569976
File: 33 KB, 640x400, daisyfixed.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4569982


>> No.4569995

You're not actually starting script 3? After spawning the baron, put a line that says ACS_Execute(3, 0, 0, 0, 0);

>> No.4570004

Now I'm getting a "t_baron: Identifier has not been declared" and a "Function acs_execute is used but not defined" messages.

>> No.4570008


>> No.4570028

Fixed it. Forgot the zcommon thing.

>> No.4570052

Save out your layers as images (there's an automated function for this) and you can even batch-trim off the edges. I'd go into more detail but I'm on a phone and don't have it all in front of me.

>> No.4570057

Awwwww fuck. I might get in on this.

>> No.4570063
File: 110 KB, 1076x535, haha to think.png [View same] [iqdb] [saucenao] [google] [report]

Progress is slowing to a crawl. Alas.
Mostly just been sticking in secrets today.

>> No.4570070

>That bfg jump fail at 1:15

>> No.4570120
File: 54 KB, 197x190, Nvg21aY.png [View same] [iqdb] [saucenao] [google] [report]

Same. It's gonna be comfy.

>> No.4570140
File: 3.47 MB, 1690x2376, DoomFiltersthird.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4570146

it'll always be relevant, no matter how much you hate it :(

>> No.4570192

Only 3 days and 16 1/2 hours left amigos.

A few things for consideration that I'll be reiterating at the start of the contest:
>Maps are 1500 x 1500
>An additional theme will be announced when it begins to prevent cheating
>Submissions for the .wads must be before the 24 hour deadline. Mega and Mediafire are preferred
>Maps will be judged based on creativity and challenge.
These are pretty self-explanatory, but I'll elaborate further on them if you'd like.

The prize is $24 transferred over PayPal (or your country's currency, transfer and conversion fees won't be included because I'm not a cheapskate) or a charity of your choice.

See you guys on Saturday at 8 a.m. est!

>> No.4570239

>Maps will be judged based on challenge.
I'm no mapper but wouldn't that result in all maps being slaugher maps, each trying to fit more enemies in the same space than the previous one? Sorry if dumb question.

>> No.4570253

no, that's not what they meant

>> No.4570265

"Challenge" isn't as far as nuts.wad, but more of a map that gives creative placement of enemies and items that test the player with their reflexes and skill and come off as "natural". I won't dock points for someone pumping out an E1M1, but it can't be a straight shot to the goal without some sort of adversary.

1500 x 1500 is a really tight space, so efficiency with placement is a necessity when it comes to sticking to creative themes and making your map "worth playing".

>Sorry if dumb question.
No questions are dumb. It just means you're willing to learn more than you know.

>> No.4570279

Cool! Now go and align those textures (you know you can use 'a' to auto-alight right?)

you can just do a tc in gzdoom or whatever and release it as a commercial product now, there are some examples out there I believe. yes there will be more work in it involved than just mapping but it's your best option to achieve such goals you will have to put in some effort and learn some new stuff but there's a lot of tutorials and help out there.
That recent castlevania tc is pretty crazy.

>> No.4570281

Are we allowed non-playable space (with no monsters of course) outside of the 1500x1500?

>> No.4570297
File: 275 KB, 800x800, Sin wweqe1.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone quickly test my map please?
I'm looking for feedback and possible fixes.

Right now I have done until the mini army fight.
I'm not looking to make a super difficult map or something like that, I just want to make something fun around the song for the sake of being fun.
Also if someone can help me fix the camera interpolation that'd be tits (i hope you get what I'm trying to do by seeing it or opening in Builder)


>> No.4570341
File: 667 KB, 1920x1080, Screenshot_Doom_20180207_104001.png [View same] [iqdb] [saucenao] [google] [report]

can't open door to baron after it closes

>> No.4570348
File: 353 KB, 1920x1080, Screenshot_Doom_20180207_104508.png [View same] [iqdb] [saucenao] [google] [report]

same with this door... it's not just on my end is it?

>> No.4570361
File: 71 KB, 959x316, here.jpg [View same] [iqdb] [saucenao] [google] [report]

yeah the way you've done them you need to make them a repeatable action

also room not quite symmetrical here as you can see, i would also suggest moving those torches, even just the bottom ones, out a little more to make the movement there a little smoother, unless you wanna punish the player a little and have him more likely to catch on one

>> No.4570363

>Are we allowed non-playable space (with no monsters of course) outside of the 1500x1500?
No, it's gotta be 1500 x 1500 exact. At the very least the play should be able to travel and walk those parameters.

>> No.4570370
File: 72 KB, 469x359, 1512021658596.png [View same] [iqdb] [saucenao] [google] [report]

Has anyone made a Wad yet where you go to a casino and play blackjack and stuff?

>> No.4570378
File: 983 KB, 1366x768, Screenshot_Doom_20180206_190052.png [View same] [iqdb] [saucenao] [google] [report]

Everything's fine and cool save for the door issue (only a few of the first doors seem to be affected) and just a few missing textures (the three mounds at the beginning and in the last room, the one with a hole in the ceiling)

>> No.4570382
File: 757 KB, 1920x1080, Screenshot_Doom_20180207_110317.png [View same] [iqdb] [saucenao] [google] [report]

i think the barons have a lot of health to chip away at when you only have a shotgun, and with the raised table there there fight still isn't much challenge. I might recommend that you make him a hell knight instead and then think about adding another trick to the other side of the room. Here I created a platform with a pinky that descends quickly from the ceiling when you go to head around the table there, but that's just one idea. The wall you have behind that hanging corpse would also be a good place to have a monster jump out of. Just something to put a bit more pressure on the player.

>> No.4570395


>> No.4570407
File: 677 KB, 1920x1080, Screenshot_Doom_20180207_111308.png [View same] [iqdb] [saucenao] [google] [report]

maybe have something in here to spice up the circle strafing a little? something else coming from the outside, like timing some shotgunners to approach from above or the layout like having some of the damaging lava tendrils come out more so the player has to make sure he's moving across them quickly.

also the previous room, you can just run though it all right now avoiding all the monsters, think about how you can trap the player in there a bit. maybe if you rush to the end a locked pops up or meaty monster, just something to keep you there a bit. even making the path more windy or precarious to move around at some points to slow the player down and actually engage with your monsters more. flying skulls good and annoying for that but as is could avoid them without issue.

again, just opinions to think about and consider

>> No.4570416

Really? I could use GZdoom to get a game greenligthed in Steam for example? wouldn't I have problems with id software or something? it's a port ultimately.

>> No.4570418
File: 67 KB, 722x725, 1500291245500.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I noticed them too before but forgot about them when I started struggling with the scripts, thanks for reminding me!

Those things slipped my radar, thanks.

You're right, a Baron as a first real enemy might be too much.
About the other idea, isn't the corpse going to block the monster or something?
Is there a way to make decorations not solid?

Yeah, now that I think about it, it's easy to just pick the skull and leave. I think I'll add a line so when you walk over it a pillar rises blocking the exit and tagging the Revenant to make it go down on death.

Thank you all for the feedback!
I got the idea for this map almost 8 years ago but back then I got too frustrated with the builders available (I tried learning DeuTex, DCK, WadAuthor, etc...) and maybe I had a lot of ambitious ideas back then and never finished anything really.

Now that Joel has announced the second wad contest I've found motivation in trying my hand at this again and this is the closest I've ever been at finishing a wad. The idea of seeing it finished is what's motivating me. I'm sure this isn't going to be a winner or anything (not with those super basic scripts, lack of custom textures or enemies, etc) but as long as the map is fun, challenging and people is able to see the song on it, I'll be happy.

>> No.4570442

What exactly is a SSG Swingshot? The pastebin mentions it but never explains what it is.

>> No.4570449

Isn't it a myth?

>> No.4570457
File: 2.91 MB, 800x450, I don't even know what to say.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4570459

nahnah dude there are versions with licences that allow you to do what you want now! i believe there is a little western fps already on steam that uses such a thing. I don't actually know this stuff in depth so you'll have to look yourself sorry. found this for example https://www.rockpapershotgun.com/2015/07/13/gloome-commercial-doom-engine/

>isn't the corpse going to block the monster or something?
yeah i was just offering a jumping off point, you could remove the corpse, make the space larger etc. but i believe some of those corpses are non-blocking, I'll let you figure it out

yeah when testing i find I'll initially play though my map how I want people to play it, but you have to test for all the weird stuff people will try and do, like just running past all your hard work!
ah yeah i forget in udmf it's easy to do cool stuff with monster deaths.

that's cool dude, i think a number of people have gone through the same experience. we're truly blessed as a community to have such a good editor, it's a pity that gzdb is dropped for now beyond the bugfixes...

good luck! think I'm gonna submit the map I'm working on for it because why not, i'll post it for testing some time too. will be awesome to see joel play it if he's going through 'em all again.

also love the music in your map

>> No.4570462

The ultimate technique used by the brave knights who partake in shotgun jousts

The MIDI seems very familiar

>> No.4570464

why do you keep posting this.

>> No.4570468

it is pretty cool

>> No.4570469

I've always imagined the lyrics of Dance of Death would make a good Doom map.
I added a temple and trials to conquer so the protagonist earns his freedom from this undead party.

As the song says "they've ascended from hell" I'm planning to make a final room where a Cyberdemon emerges from hell itself and serves as the map's final boss.

>> No.4570482



>> No.4570483

Dance of Death? Christ, I just listened to it some days ago, I can't believe I didn't pick it up.

>> No.4570493

i quite like using songs for inspiration, fun ideas you've got there. i've been wanting to make a weird episode with hip-hop

>> No.4570532

>nahnah dude there are versions with licences that allow you to do what you want now! i believe there is a little western fps already on steam that uses such a thing.

But doesn't the GZDoom engine suck ass for multiplayer?

>> No.4570534
File: 1.06 MB, 1366x768, Screenshot_Doom_20180206_203806.png [View same] [iqdb] [saucenao] [google] [report]

Tried adding some soldiers but it seems the space is too tight for them, they don't even attack and barely move. I'll try making the rock formations bigger.

Already successfully added a trap which only deactives once the Revenant is dead, I'll try making new lava sectors appear as the Mancubi die.

>> No.4570543


lookin forward to it! yeah a lot of doom monsters are retarded as turrets, i dont really know a perfect solution... you could try test it out with something different than the soldiers too
also increasing the light for the lava sector might look cool?

>> No.4570559
File: 1.44 MB, 1280x720, How to give _k_ an aneurysm.webm [View same] [iqdb] [saucenao] [google] [report]

A feature I liked so much in Final Doomer that I'm thinking of partially stealing it. Too bad you probably can't fadeout partially written text, fukken ACS. In all seriousness though this is a good way to help people realize how a weapon is supposed to be used without throwing a 20 page manual at them.

>> No.4570568
File: 993 KB, 1280x720, waggle.webm [View same] [iqdb] [saucenao] [google] [report]

I just learned my first script. It's only a floating rock, but it still makes me happy.

>> No.4570570

now go make their movement independent

>> No.4570574

>derived from the TEC-9


>> No.4570580
File: 11 KB, 369x197, cec7f8dd2a.png [View same] [iqdb] [saucenao] [google] [report]

It's just a TEC-9 with a longer barrel

>> No.4570584

Hey, that's pretty cool.
I can't see myself achieving that.

>> No.4570585 [DELETED] 
File: 36 KB, 472x638, 1516228727744.jpg [View same] [iqdb] [saucenao] [google] [report]

let me tell you something, a little bit of knowledge from an oldfag. you're going to disregard it, so i don't know why i'm telling it to you.
but this meme that you're pushing...you and i both know it's bullshit.

pursuing an imaginary boogeyman is pursuing an imaginary boogeyman, no matter what name you put on it.
DKG, nambona, s'arais, the doominati, 14ers, gamergate, JC, australia-kun, reddit, you can't put a name on anonymous shitposting. it is, by its nature, anonymous.
trying to jump ahead of the game to identify shitposting doesn't do anything. you can try and "read posting styles", but that results in nothing more often than not.
the thing about anonymous is that it's impossible to keep track of the individual people that make us up. the tastes, likes, and dislikes of other people. anonymous is a shapeless changing mass that varies from day to day, both in knowledge and posting style and posting intent. it's easy to say the people who don't like what i like are shitposters, or the people who think differently must be colluding, or something, but 9/10 times it's just nothing. a shadow to jump at.

bloating up the threads with a contest about who can do the coolest dismissive one-liner does nothing but shit things up further. "this is bait" style replies are the same thing, empty space that's essentially self-masturbatory fluff.
do some actual discussion or shut the fuck up. don't blame a boogeyman.
now i know this point is going to completely fly over your head, but i've said my piece and i'm done, so back to playing doom.

>> No.4570587

Sorry, meant for >>4570568

>> No.4570593

hey s'arais, noticed you posting this on /trash/ too. sorry you hated me dropping a knowledge bomb on you.

>> No.4570598

What are you talking about?

>> No.4570604
File: 13 KB, 200x247, 1440813009534.jpg [View same] [iqdb] [saucenao] [google] [report]

>the only way to do a text write effect that also fades out is to thrash the living hell out of the string table at runtime
Well I guess I'll try it. Fuck.

>> No.4570608

It's funny when you want to specific things with small stuff like that it becomes a fucking nightmare. Doom modding is weird

>> No.4570610

I mean complexity-wise to create the function to do it isn't hard, but I'm guessing it'll cause performance issues.

>> No.4570615

So a different kinda nightmare

>> No.4570618

We'll see once I do it, I can't even use LANGUAGE strings as arguments to StrLeft() so I guess I'm hardcoding an array for this. If it actually works in the end it'll be worth it though, it'll look pretty neato.

>> No.4570624
File: 47 KB, 800x722, threaded muzzle.jpg [View same] [iqdb] [saucenao] [google] [report]

>derived from the Tec-9
So a striker-fired straight-blowback gun? There's better ways to make them than the Tec-9, though it's such a simple mechanism that the design is easy to fix if you start from scratch (it's most serious flaws being materials used, and magazine design).

It's cool looking though.

That looks more like a square box one-piece receiver, than the Tec-9, which was a tube upper resting in a (flimsy) plastic lower.

>> No.4570631

It's future space magic or something, I dunno. I'll change the descriptions around once/if I get this script working how I want. Pls no bully /k/, I know a bit about guns but not nearly enough to be good at gun talk.

>> No.4570638
File: 1.63 MB, 1280x720, Well its better than before.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4570639

>I know a bit about guns but not nearly enough to be good at gun talk.
that's alright, neither does /k/

>> No.4570645
File: 2.81 MB, 462x322, tumblr_osl9tfMKcN1r7sijxo1_500.gif [View same] [iqdb] [saucenao] [google] [report]

No bullying intended, it's not like your intent is realism or authentic portrayals.
I may be /k/ at heart but I still love wacky shit in action games, otherwise I wouldn't play so much Duke3D, or recently Rise Of The Triad.

>> No.4570646

umm... can you make text appear on the screen all at once or like in 1-2 frames per line? Rapid text popup makes me eye hurt

>> No.4570650

I really do love the bullshit text desu.

It's certainly seen better days. I blame the last two elections.

>> No.4570656

I mean I guess I can throw in a HUD option for it, I like the scrolling personally though.
They'd better hope they've got a water-thrower lying around after that one
It's funny because I'm far better at making the sci-fi sound real than making the real still sound sci-fi.

>> No.4570659

stuff*, how I made that typo is beyond me. I think writing docs at work today really fucked my hands up.

>> No.4570668
File: 1.79 MB, 1280x720, Suck on that HUDMessage API.webm [View same] [iqdb] [saucenao] [google] [report]

I feel like I should be making some kind of evil speech right now, because the code for this is godawful.

>> No.4570672
File: 16 KB, 794x193, vvcap 2018-02-06-21-53-22.png [View same] [iqdb] [saucenao] [google] [report]

Gotta love the TCRF header for Doom's pages.

>> No.4570679
File: 435 KB, 1556x1037, uzi opened.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, gun mechanics are actually rather simple, like if you look at something like an Uzi, there's literally one moving part when it fires, not counting the magazine. It's little more beyond a weight bouncing back and forth on a spring inside a box.

When it comes to lasers and plasma guns and what not, things immediately get radically more complex, you probably need a system with software to make something advanced like plasma happen, much more to launch it. You can't just have a some catches and springs work as a trigger mechanism and call it a day.
It's easy to make things up because it's theoretical technology that we don't have and which actually would be extremely difficult to conceive of.

Like you can tell me all sorts of things about a plasma gun, and as long as it sounds like it sort of makes sense or follows a chain of logic, I can't really call you on it, because we're talking a technology that doesn't actually exist yet.

>> No.4570680
File: 62 KB, 615x410, CooKIlrVYAE84xV.jpg [View same] [iqdb] [saucenao] [google] [report]


In situations like this, I find this picture to be good advice.

>> No.4570683

yes, good advice

>> No.4570684

makes sense to me

>> No.4570686

Hm. Good advice, thanks.

>> No.4570689
File: 322 KB, 491x335, 3e1.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4570692

first one was more motivational

>> No.4570693
File: 1.03 MB, 500x500, 1422939394036.gif [View same] [iqdb] [saucenao] [google] [report]

Yeah I mean my extended family all own guns and I've gone shooting quite a bit, but I don't own one myself YET so I'm not as versed with the internal workings as I'd like. The concepts are pretty simple but there are a lot of variations on them.
On the other hand I've been a science nerd my whole life and have read enough to bullshit my way through any plasma gun description.
pic related

>> No.4570706

Magikarp has never failed us.

>> No.4570708

let magikarp guide your code

>> No.4570713
File: 128 KB, 300x300, 14505931_300x300.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4570715
File: 482 KB, 615x410, doomcarp.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4570717
File: 2.16 MB, 960x540, You really dont want to see the code for this.webm [View same] [iqdb] [saucenao] [google] [report]

Now to write more fanfic-tier weapon descriptions.

>> No.4570724

What mod comes the closest to making Doom 3 Decent?

>> No.4570726

bfg edition

>> No.4570727
File: 668 KB, 570x845, Absolutely Ian.png [View same] [iqdb] [saucenao] [google] [report]

>lol only 12mm

>> No.4570728
File: 102 KB, 1138x1478, 1505269624440.jpg [View same] [iqdb] [saucenao] [google] [report]

See the above reaction image.

>> No.4570730
File: 2 KB, 400x400, 1431154164537.jpg [View same] [iqdb] [saucenao] [google] [report]

>he fires guns under 15mm
You must be a baby or something.

>> No.4570732

Are the descriptions appear when you first pickup a gun, or are they invoked by pressing a special key?

Does the text remains in the console?

>> No.4570734

It appears when you hold the reload key, like Final Doomer.

>> No.4570738
File: 77 KB, 228x223, 1440061587470.png [View same] [iqdb] [saucenao] [google] [report]

>You really dont want to see the code for this
Do it.

>> No.4570745
File: 27 KB, 811x775, aa031c7229.png [View same] [iqdb] [saucenao] [google] [report]

Here's (one of the least bad) part(s) of it, I feel ashamed

>> No.4570749
File: 19 KB, 967x452, 02ef26a88e.png [View same] [iqdb] [saucenao] [google] [report]

And here's the meat

>> No.4570750
File: 70 KB, 704x704, happydoom3.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4570756
File: 264 KB, 540x421, 1515892615220.png [View same] [iqdb] [saucenao] [google] [report]

So he can create the greatest gzdoom mod conceived ever but not a simple weapon description text mod . . . .

>> No.4570758

Ey fucker I can't really think of a better way to do that. I will admit the description text thing from Final Doomer was a real stroke of genuis for whoever came up with it though.

>> No.4570761
File: 136 KB, 466x486, cacowince.png [View same] [iqdb] [saucenao] [google] [report]

He also can't create a decent UI to save his life.

>> No.4570763

was just jokin love you mate

>> No.4570765


So spotlights are in GZD now. What are you guys going to do with them that doesn't involve flashlights?

>> No.4570768

Me too bud.
I didn't really even try to change the HUD because I didn't think it was really necessary, and plus it would break a lot of the nice custom HUDs from PWADs.

>> No.4570769

now if only I knew how to fucking use them

>> No.4570770

I mean how to actually invoke the thing and custoise it to my liking since I'm not good enough to figure it out by looking at the source and wiki has nothing on it

>> No.4570771

>StrIcmp doesn't work for switch statements in ACS
Is ACS still being supported with ZScript now around? Maybe you can report it as a bug.

>80.1, 150.1,
What's the .1 for?

>> No.4570772

>Is ACS still being supported with ZScript now around? Maybe you can report it as a bug.
It's not a bug, more just a language limitation. Also yes, since ACS is very useful for maps.
>What's the .1 for?

>> No.4570773


>> No.4570774

couldn't you stick the weapon names and descriptions in an array

>> No.4570775 [DELETED] 

It'd be like Brutal Doom except instead of the "fuck yourself" button, there's a dedicated hotkey that makes transphobic tweets. the default mapping is alt+right

>> No.4570776

That's what I'm doing, but to get them out you need something like that. There aren't any sets, maps, dicts, etc in ACS.

>> No.4570780

but why would you need that
just have a 2D array - weapon name in index 0, description in index 1, use the strlen command instead of hard coding the name length

>> No.4570781
File: 165 KB, 1230x793, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

Latest GZDBBF has support for them.

>> No.4570782 [DELETED] 
File: 42 KB, 619x825, imp.jpg [View same] [iqdb] [saucenao] [google] [report]

dude wtf

>> No.4570784

I suppose that would make it a lot cleaner, but the process would still be the same. I'll probably end up doing that later. Right now I just want it working.

>> No.4570803

I hate them as much as the next guy, but you're just using a buzzword here.

>> No.4570804

Huh, I never knew about this. Why is this documented on the SetHudSize page and not the HudMessage page, though??

>> No.4570807

Fuck if I know, the wiki is a giant mess in certain areas. I had to search around to even find that.

>> No.4570813

You don't know what a buzzword is.

>> No.4570817
File: 308 KB, 1600x900, Screenshot_Doom_20180206_212521.png [View same] [iqdb] [saucenao] [google] [report]

Sometimes I hate that the SCP Foundation made [REDACTED] a meme.

>> No.4570818

Just admit you made a mistake. Mentioning /r9k/ would've made a lot more sense.

>> No.4570820

I know it has support for them. But how do I use them.

>> No.4570823

Yay, another feature to tank and lag my crappy toaster even more.

>> No.4570826

you can disable them
until Graf decides to disable the option to disable dynamic lights and lightshadows because it ruins mappers intent

>> No.4570827


Yet Doom 3's UAC had no issue telling you how tier shit fucks you up.

>> No.4570828

Oh, what is this from?

>> No.4570829
File: 13 KB, 600x269, mat49_01.jpg [View same] [iqdb] [saucenao] [google] [report]

I'd personally say it looks more like a French MAT-49

>> No.4570832

Considering that this thing works on black magic code IRL, I'm content to not have to describe how it simultaneously co-ordinates up to 40 plasma balls to move them through everything but walls and their target.
Babel, though not the current version.

>> No.4570838

>Babel, though not the current version.
Babel had weapon info included? I feel silly, I never noticed that, even though that's probably one of my favorite features in mods such as DRLA, Final Doomer and Lithium.

>> No.4570840

look some posts up, you can see they literally just started working on it

>> No.4570842

>Babel had weapon info included?
Not yet it didn... doesn...t.

>> No.4570843


>> No.4570845

Honestly i would say it is the mapper's fault then, everyone knows that everything too abusive lag the hell out of any computer, no matter engine even.

>> No.4570846
File: 140 KB, 224x350, dunce.png [View same] [iqdb] [saucenao] [google] [report]

Feeling even sillier now, excuse me while I go to the corner for now.

>> No.4570849
File: 55 KB, 500x695, anime team.jpg [View same] [iqdb] [saucenao] [google] [report]

it's OK sorry

>> No.4570850
File: 270 KB, 1600x900, Screenshot_Doom_20180206_213821.png [View same] [iqdb] [saucenao] [google] [report]

Trying to fix wall-of-text syndrome.

>> No.4570853

it is still a wall
and its still made of text

>> No.4570854
File: 307 KB, 1600x900, definitely not referring to anyone in particular here.png [View same] [iqdb] [saucenao] [google] [report]

Works better in some descriptions than others. inb4
>65mm yeah right that shit's like 2 feet wide

>> No.4570858
File: 298 KB, 1600x900, Screenshot_Doom_20180206_214310.png [View same] [iqdb] [saucenao] [google] [report]

It's a much nicer looking wall though.

>> No.4570860


>> No.4570861


>> No.4570862

why don't you go and make AN ACTUAL MOD

>> No.4570864
File: 352 KB, 256x256, 5476972436f0982c8760e7d6d800ec7dfb5a09e3db5835b4282ca3a1b02c8d59.gif [View same] [iqdb] [saucenao] [google] [report]

Isn't that what I'm doing right now?

>> No.4570871
File: 454 KB, 1366x768, doom23.png [View same] [iqdb] [saucenao] [google] [report]

So here's a very early WIP of my next Tyson map, in which you start up facing your execution right in e middle of a demonic colosseum/arena. However, for this scenario I need a monstrous audience of monsters. And for such a scenario to be fair, I need them to stand immobile and not bombard the player from their seats. Problem is, I'm not sure if Boom will let me freeze monsters in place, or if I will need a fancier format for that.

>> No.4570873

Maybe he was being mean?

>> No.4570876
File: 11 KB, 680x680, a g i t a t e d.jpg [View same] [iqdb] [saucenao] [google] [report]

the implication being you weren't

anyway now I'm just going to steal the code you stole and make up my own descriptions or the guns which will be better than yours and touch you emotionally and make you shed tears of joy and think wistfully back to them when they're not around

>> No.4570881
File: 303 KB, 1600x900, Screenshot_Doom_20180206_215128.png [View same] [iqdb] [saucenao] [google] [report]

>explicitly disobeying the manual is the best way to use the gun
I believe you can just surround the arena in a transparent wall that blocks sound. Hell if I know how to do it off the top of my head though, check out Hell Revealed MAP01 I think they did it there.
Man those sound like some good weapons. Feel free to steal that code but Final Doomer's is probably a but less CPU-heavy because they didn't go for the same visual effect.

>> No.4570882

>What are you guys going to do with them that doesn't involve flashlights?
Really though proper flashlights in software rendering would be sweet as heck.

>> No.4570884

>forgot the part about accuracy in the chaingun description
doi hoi

>> No.4570889

Just have a wall of at least 25 units going around so they can't jump into the arena? And there are options to block monsters on linedefs and such?
Obviously they will still run around like madmen but that also seems kinda fun.

>> No.4570893

both episodes of btsx are freezing after a few minutes of playing on gzdoom 3.2.5, any ideas to what could be happening?

>> No.4570901

What are you loading with it?

>> No.4570904
File: 2.26 MB, 640x360, Text Speed Option.webm [View same] [iqdb] [saucenao] [google] [report]

Also, for people who don't like the text speed, an option.

>> No.4570906

boom won't let you freeze enemies, but you can use transfer heights to make invisible walls


>> No.4570912

Just put a raised floor in front of them without any sidedef textures. as long as you're below the floor's height, Doom won't render the wall, and you can see the monsters behind it while they can't "see" you.

>> No.4570917


>> No.4570924

What about animated midtextures showing demons watching watching?

Otherwise, you could look at how it was done in Going Down.

>> No.4570925

Ketchup keeps not wanting to load due to some fatal error. I heard it was a typo or something.
There a fix floating around I can grab?

>> No.4570927

Works for me (tm) on GZDoom 3.0.0, what's the actual error?

>> No.4570932

Sorry to bring it up here, but I just started on the Shadow Warrior remake, and the sword system is both impressive, and a bit intimidating in it's complexity. Is it easy to get used to?

>> No.4570939

>Script error, "ketchupV5.pk3:decorate.blood.txt" line 545: Expected ',', got 'l'.

Iunno what it could be.

>> No.4570940

Oh, shit, I have the wrong version. Gimme a sec.

>> No.4570941

try adding command line parameter -config something.ini to start it up with stock settings and see if it still crashes

>> No.4570942

Here, it's the 0.l again, I fixed it.

>> No.4570956

Looks rad. Have you got anything in mind to make use of it?

>> No.4570961

Thx m8

>> No.4570962

still crashing with defaults, closing high memory programs and changing refresh rate had no effect

>> No.4570963
File: 77 KB, 800x533, 1477119024565.jpg [View same] [iqdb] [saucenao] [google] [report]

Once again, boom gives me a pleasant surprise with its versatility! Thanks, I'll try these out.

>> No.4570971

Just abuse the power stab and disregard everything else

>> No.4570983

I'm dumb so I'll just ask. Who are you "not" refering to?

>> No.4570994

Somehow this baffles me even more each time it's brought up. How do you fuck something like that up?

>> No.4570998

Terminus has a habit of exploding himself with rocket launchers on stream
The characters look exactly the same in SLADE, but yeah that's about the dumbest fuckup I can think of.

>> No.4571005
File: 211 KB, 800x800, Sin wweqe1.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, I noticed in the first file I uploaded today I fucked up the script for the combat against the mini army.

I took your advises for the rooms that were done, tried to spice things up a little, some fixes here and there and I'd say 45% of my map is done.
Without jumping cheating and anything, would you think I'm being to tight with ammo, health and power ups for the battle after the yellow skull door?

Also, I know the camera sees a missing gap in the tree at the start, I'm on it.


>> No.4571016

Quake 2 sourceport for 3ds WHEN?

>> No.4571026

Currently wanting to try and make my own weapons in Quake 1. Modeling is no issue, it's getting them imported. As far as I know, simply putting them as g_weapon and v_weapon does the trick. Though I can't get the g_weapon to spin and rotate.

Any ideas on what I might be doing wrong

>> No.4571027

What are the best commercial wad disks

>> No.4571036

Only 4 things that N64 Quake 1 has better than Sega Saturn Quake 1:
>original menu music
>can select Nightmare difficulty from the get-go
>multiplayer support included
>support for analog controls

>> No.4571041

I'd genuinely like that, because I actually like Quake 2, and it'd be cool to have it portable.

I mean I could play Quake 2 while taking a shit, how amazing isn't that?

The original games and Final Doom.
The Wizard Works discs really aren't worth your time, unless you just collect stuff like that.

>> No.4571046

So far so good.
I think there's plenty enough of everything for what's behind the yellow key door (in UV at least. I had almost enough ammo even before opening the yellow door). Perhaps you get a bit low on shells after it (in my case, because I don't like using for anything besides hit-scanners and painlocking enemies). Perhaps you can take advantage of that and force the player to Tyson right after that fight.

>> No.4571053

Everything is the same for all difficulties.
I can't bother myself too much with different enemies and items for different difficulties.
I thought one might get low on shells by that fight so I spawned some shotgun guys to act as little refills.

>> No.4571057

You're welcome. Looking forward to the finished thing. Will learn to record demos by then.
And play without freelook/mouselook/whateverlook too, so I'm not shamed into oblivion

>> No.4571068

If starcraft can be ported to a home console, why not Blood or System Shock? I can imagine the former fitting quite well on the PS1 and maybe the N64. As for the latter, probably N64(with compatibility with RAM expansion pack) and the Sega Saturn with optional mouse support(Yes, the Saturn had a mouse controller). Maybe even a port for the 32X with Genesis mouse support in controller port 2.

>> No.4571083

Difficulty was fine. When I killed the baron it said "this isn't over" but nothing happened. Script error or just unfinished?

>> No.4571087

Yeah, haven't advanced past that.
Tomorrow that script will spawn a second army along with an Arch Vile acting as leader who will open a door upon death advancing towards the last trial which I'm still trying to decide what'll it be.

I thought maybe a little maze in a typical Doom fashion where you press a switch to reveal another to reveal another to get the Red Skull which opens a final hallway with resistance towards the final room with a fight against the Cyberdemon.

>> No.4571091

system shock would be an absolute nightmare on consoles
i mean technically it would work because the interface and controls were designed to let you do everything with just a two-button mouse, but i can't imagine actually playing the game that way, especially if i had to use a controller dpad or analog stick instead of a mouse

>> No.4571092
File: 178 KB, 1191x670, donutlover (2).jpg [View same] [iqdb] [saucenao] [google] [report]

If someone was gonna port Blood to the Playstation, or Saturn, it'd have been Lobotomy software. It could probably have been donel

And it would have been really cool if they did, more people should have played Blood.

>> No.4571095

Cool. If I had one tiny gripe/suggestion, I think it would be a lot more interesting for killing the first wave to open a new part of the area (which can contain ammo) rather than just spawning in ammo.

>> No.4571096
File: 35 KB, 425x375, playstation mouse.jpg [View same] [iqdb] [saucenao] [google] [report]

The Playstation had a mouse peripheral, Doom was advertised as being compatible with it, as was the port of Simcity 2000 (I'm pretty sure of this, but I could be wrong).
Playing with a mouse in one hand, and a controller in the other, you could have a pretty good experience.

>> No.4571103

I'm thinking of submitting a wad for Joel's second Doom contest that has some of my own custom monsters. So far, I have Cacolus Cage, Cage Elemental, and the Lost Cage created. I did not actually start working on the map yet, but these monsters pretty much work perfectly at this point.

And I didn't just cheaply swap the sprites either, I literally created my own custom monsters (well, Cage Elemental and the Lost Cage do inherit some data if I remember correctly, but still...)

>> No.4571104

You're right, a bigger and more interesting arena maybe. Didn't consider that for the second trial's second wave. I'll do that.

>> No.4571105

Normally, I'd chastise you, but Joel is a memelord, so I encourage it.

>> No.4571118

I'm not surprised by your reaction. I mean, the wads I made still had okay maps, but the shitty memes alone were enough to make everyone on Doomworld forums act like I killed eight babies and blew up a hospital. Eventually, I was "temporarily banned" (really, I was permabanned) by moderators.

>> No.4571119

How nice that you're taking that here, out in the open and all.

>> No.4571120

With just one hand on the controller you've got at best six buttons available, four dpad inputs and two shoulder buttons. That's not nearly enough for playing System Shock comfortably. That's how many buttons the keyboard controls use for basic walking. On top of that you have lean controls, crouch controls, vertical looking, jumping, running, implant toggles, weapon cycling, just ludicrous amounts of controls that no console controller could handle. There's also the issue of System Shock literally being a game for the future, not even the highest-end PCs at the time of release could run it well. Considering what console ports of simple games like Doom or Douk looked like, even on later systems like the PS1, I'd hate to see how badly they'd have to lobotomize System Shock just to make it playable at a silky smooth cinematic 20 FPS.

>> No.4571124

I'm sure this is 100% an accurate portrayal of what happened.

>> No.4571128

The mix between atmospheric stuff and minimalistic gameplay-centric stuff is fun, I like it.

>> No.4571140

Blaz isn't anime.
Is he?

>> No.4571141

Navy seals copypasta when?

>> No.4571151

Ah, that actually sounds more complex (I have no familiarity with SS).

I stand by what I said with other games though.

>> No.4571175

he'd fit right in the world of slayers

>> No.4571196

I had the Moderator for the Fidonet Doom Echo upload this to the internet, and a man from South African downloaded it. He had a problem with the game, it was discovered he was using an out of date version. He got in contact with me. About a year later we were married. The general feel of this wad was supposed to be similar to the originals. I wanted it to feel like it was part of the original set but an alternate story. After 16 years, I am glad those who have played it did enjoy it.

>> No.4571214

the colored areas ala doom 64 were p cool

>> No.4571224
File: 35 KB, 960x600, cdshock_023.png [View same] [iqdb] [saucenao] [google] [report]

It's not really very comparable to other games under the retro FPS banner. It's more like a refined Ultima Underworld set in the future than anything else.

>> No.4571237

Not him, but it stops being pretty cool after the 4th or 5th time you post it.

>> No.4571268
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

I'm gonna attempt to make the map themed around a UAC facility built on and into large asteroids orbiting some sort of planet, so a lot of back and forward from typical techbase to outdoor low-gravity rock hopping.

Hopefully I'm not getting too ahead of myself as I'm still new to mapping in general, but I figured it's a good way to learn some things even if it might be a dud.

>> No.4571304

Does anybody have a Delta Touch apk ?

>> No.4571313
File: 2.70 MB, 640x480, bye losers.webm [View same] [iqdb] [saucenao] [google] [report]

dunno if you're still around, but I figured out a way to automatically dispose of the audience in boom format
>when player triggers a line, lower some floor just a bit
>a line connected to that floor starts scrolling the sector the audience is in, pushing them over teleporter lines which shunts them into a room full of barrels
>one of the monsters crosses a line which opens a door blocking a voodoo doll
>the voodoo doll gets pushed over a line which activates a crusher
>the crusher crushes the barrels
>the monsters die


>> No.4571334

Joel doesn't judge the contest on memes though.

>> No.4571358
File: 892 KB, 1214x720, gzdoom 2018-02-07 11-00-50-96.webm [View same] [iqdb] [saucenao] [google] [report]

What do you guys think? I figured a moving light is far nicer looking than flicker/pulsing one.

>> No.4571364
File: 501 KB, 428x595, pondering lum.png [View same] [iqdb] [saucenao] [google] [report]

>No one's made a PSX Doom TC with restored Archvilles and other monsters

>> No.4571370
File: 984 KB, 1680x668, gzdoom 2018-02-07 11-33-21-94.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4571395

That looks very cozy.

>> No.4571435
File: 1.01 MB, 399x229, 1466106548814.gif [View same] [iqdb] [saucenao] [google] [report]

>"This is a very obtuse video-game reference," Musk told GQ. "In the original Doom, the gun that was like the crazy gun was the BFG 9000 or something like that. So it was sort of named after the gun in Doom. But that's not its official name, of course."

Is SpaceX real UAC?

>> No.4571436

are you spawning additional actors in there?

>> No.4571439
File: 38 KB, 640x480, more manlet moves.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4571441

is this loss

>> No.4571442
File: 1.53 MB, 640x480, scroll.webm [View same] [iqdb] [saucenao] [google] [report]

another neat thing you can do is use displacement scrollers to get those tricky flats off the 64x64 grid

>> No.4571443

No, because the UAC actually got shit done, as badly as it turned out.

>> No.4571445

are you a wizard?

>> No.4571447

just someone who finds boom features pretty damn neat
one guy (don't remember who) made a fucking combination lock in boom, that's the real wizardry

btw, this is where I got the formula to figure out how much to scroll the flats by: https://www.doomworld.com/tutorials/boom3.php

>> No.4571448
File: 25 KB, 640x480, HELPPIC1.png [View same] [iqdb] [saucenao] [google] [report]

No but this was

>> No.4571449

t. Roscosmos.
>Out of several Proton missions planned for 2018, only one is currently dedicated to the launch of foreign commercial payloads. In a January 17 interview with the Izvestiya daily, Director General at GKNPTs Khrunichev Aleksei Varochko said that a pair of communications satellites—Eutelsat-5 West B and MEV—would be launched on a single Proton in the summer. However, sources familiar with the matter said that the assembly of the satellites at the US company Orbital ATK would not be completed until at least the fourth quarter of 2018 (or, more likely, the first quarter of 2019). European satellite operator Eutelsat pre-paid for two other Proton missions, but it has yet to decide what and when to launch.

>With its international customers vanishing, the Russian government has tried to give the beleaguered vehicle some federal payloads, but these are also hard to come by.

>> No.4571451

No, it's one moving itself around.

>> No.4571453

UAC is the real UAC.

>> No.4571460

I mean on the candles. 1 additional actor per candle.

>> No.4571474


Oh, yes it's another one. I'm placing the lights in the editor manually. But for my own decorations I'll have them spawn their own lights.

>> No.4571481
File: 51 KB, 586x690, Capture.jpg [View same] [iqdb] [saucenao] [google] [report]

Actually scratch. Just remembered that it's always dependent on where things are. I would want to place two less intense lights here for instance to light the outside.

>> No.4571482

First time I posted it. I saved it off /v/. Someone else could have been posting it, but it wasn't me.

>> No.4571484
File: 382 KB, 1437x1077, crispy.png [View same] [iqdb] [saucenao] [google] [report]


Crispy Doom


>> No.4571487

I know, but he might still get a chuckle out of it.

>> No.4571492

memento mori!

>> No.4571496

too bad the mouse feels like shit in that

>> No.4571537

how's gmota kegan?

>> No.4571553
File: 72 KB, 639x480, Help 3.png [View same] [iqdb] [saucenao] [google] [report]

Been playtesting a lot on Vrack2, it keeps kicking my ass. At this point I'm just finetuning and polishing a last few weapons and still waiting on those Cybermancer sprites.
On the plus side every time I've died on Vrack2 I know it was my own fault, like that room with the hurt floor and the revenants, if I wasn't such a stubborn asshole and just used the Blazter to stun them I would have been fine.

Have a help screen for the Doomslayer

>> No.4571559 [DELETED] 

You should fuck off as well.

>> No.4571564

>still waiting on sprites

>> No.4571569

>Normal <X> are infinite. But all <X> require a recharge.
Phrasing feels weird to me. Maybe replace with "other require a recharge" though i cant be sure since i dont know actual mgameplay mechanics involved

>> No.4571573

Said it before and I'll say it again, if the wait gets too long I'll do them myself, come hell or high water I'm getting this fucking update out. That being said the model is coming along really well.

No matter what type of bomb or dagger you have, they all have a cooldown after tossing them, but normal daggers and bombs are unlimited.

>> No.4571575

>bombs need to recharge; special bombs also run out

>> No.4571580

He's seriously fooling no one. Someone oughta warn Joel before hand cause Nambona will probably do something to get him banned from Twitch.

>> No.4571582
File: 72 KB, 640x480, Help 3 (alt).png [View same] [iqdb] [saucenao] [google] [report]


>> No.4571583

or how about:
>Tap RELOAD to toss a bomb. Bombs take time to recharge, and special bombs are limited.

>> No.4571586

n e v e r m i n d
yeah that's much clearer

>> No.4571587

The help's appreciated though. I'm shocked how much fun I have making these little infographics and stuff

>> No.4571595 [DELETED] 
File: 101 KB, 1366x768, 1518009489549.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4571597

>someone thought this was worth 5 minutes of their time chopping up the picture and replacing the texture

cringe culture is a fucking mental disease

>> No.4571601

>not making the big gap in his teeth the monster spawner

>> No.4571610
File: 107 KB, 1366x768, 1518010316042.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4571612 [DELETED] 
File: 221 KB, 400x410, 1371213970075.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4571616 [DELETED] 
File: 437 KB, 1508x1493, 1434235533860.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4571634
File: 134 KB, 544x403, [email protected]_V1_SY500_CR0,0,337,500_AL_.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay i actually laughed at this.

>> No.4571641

Bumping question

>> No.4571656

Buckle up your ass for some 3D platforming.

>> No.4571661 [DELETED] 

so they literally don't care anymore unless it's something that breaks certain narratives. okay.

>> No.4571665


>> No.4571679

Thanks a few google searches I did said some maps had jumping sections and I didn't know if they could be bypassed by sprinting across a gap like normal doom. I'll gzdoom that shiz.

>> No.4571697

Doom 1 and 2 but on the Acorn Archemiedes.

>> No.4571735
File: 1.36 MB, 1920x1080, Screenshot_Doom_20180207_101229.png [View same] [iqdb] [saucenao] [google] [report]

Skyboxes are pretty fucking cool once you know how to make them work.

>> No.4571741

I really enjoy those kinds of maps, both the gameplay and ambiance. Good luck then!

>> No.4571751

You got me hyped. I have a soft spot for those kind of maps.

>> No.4571753


>> No.4571759

That's beautiful. No pressure but I'm excited to see how this turns out.

>> No.4571765
File: 11 KB, 1234x511, Map stuff.png [View same] [iqdb] [saucenao] [google] [report]

I tried to make a Doomslayer map inventory icon myself.

>> No.4571774
File: 139 KB, 800x450, Battlemage Samus.jpg [View same] [iqdb] [saucenao] [google] [report]

this shit makes me wodder


>> No.4571775

Not for GMOTA, sadly. After Doomslayer, Kustam will be next, then finally Samson

>> No.4571776
File: 2.70 MB, 2160x1440, cyan grids.png [View same] [iqdb] [saucenao] [google] [report]

I have some textures from Realm667 that retain these cyan textures. Is there another way to handle this besides manually removing the cyan color?

>> No.4571780

right... but what does this have to do with doom?

>> No.4571783


>> No.4571794

What do you want them to be? If black, use Slade to replace colors. If transparent use Slade to do that.


>> No.4571803
File: 2.87 MB, 1280x720, vomit.webm [View same] [iqdb] [saucenao] [google] [report]

Oh fuck my stomach


Thanks, fellas. I'll try to not let you down.

>> No.4571820


>> No.4571862


>> No.4571868 [DELETED] 

forgot a few

>> No.4571873
File: 113 KB, 398x500, 1506362489441.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4571879


>> No.4571906
File: 45 KB, 625x469, dogo.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh....It's babel, and not HD. I actually have some words for the dev of Hideous Destructor.

>> No.4571907

Sorry for that comment bud, I was talking about a different mod than Babel.

>> No.4571943

>I actually have some words for the dev of Hideous Destructor.
is this a threat?

>> No.4571972


>> No.4572021
File: 199 KB, 640x480, Screenshot_Doom_20180207_185608.png [View same] [iqdb] [saucenao] [google] [report]

Don't know why that last map was some sort of Dead Simple clone, when it was only the third map so far, but i got my full arsenal now.

>> No.4572060 [DELETED] 

You know what needs to be done next?
Played with VR goggles.
Combined with the spinning player FOV mod (set to spin in the opposite direction, naturally).


>> No.4572064
File: 56 KB, 631x475, do_it_faggot.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what needs to be done next?
Played with VR goggles.
Combined with the spinning player FOV mod (set to spin in the opposite direction, of course).


>> No.4572072
File: 200 KB, 1200x1075, tumblr_p2be83b2Tu1qb1xf7o1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4572091

So you just have it set to patrolpoints?
Sorry. An in-editor screen of it may enlighten us.

>> No.4572102

If some one ever made a cloudy background of this.

It would be this or something


>> No.4572104
File: 382 KB, 1280x960, Screenshot_Doom_20180207_143748.png [View same] [iqdb] [saucenao] [google] [report]

What sorcery of the sky-box is this?!
this is why we need a "so you want to mod some fucking doom!"

In the meantime i did some 3d floors, doors and some canyon/cave crap. So I guess that's a miniscule step?

>> No.4572107
File: 552 KB, 1280x960, Screenshot_Doom_20180207_143915.png [View same] [iqdb] [saucenao] [google] [report]

and the other part
so now you don't have to do this in any particular order (formally you needed to get the redskull, now you can get any one of three skulls)

>> No.4572130

I'd say animate the monsters more.
Also I wouldn't have interrupted the skit with doomguy

>> No.4572161

yes what kind of fucking freak would spend 5 minutes of their time making something to entertain other people

>> No.4572181
File: 162 KB, 1603x394, slade.jpg [View same] [iqdb] [saucenao] [google] [report]


>What sorcery of the sky-box is this?!
It's a pretty simple setup, actually; here's a view of what I got put together for it.

>> No.4572185 [DELETED] 
File: 1.41 MB, 350x272, 1377928580249.gif [View same] [iqdb] [saucenao] [google] [report]

Though looking at this the skyrotate is pretty redundant now.

>> No.4572190
File: 830 KB, 1920x1017, Screenshot_Doom_20180207_221713.png [View same] [iqdb] [saucenao] [google] [report]

this was a good idea

>> No.4572197

make rotation MUCH slower, like ~15 times slower and then it would be great without nauseating effect

>> No.4572214
File: 79 KB, 640x480, predict.jpg [View same] [iqdb] [saucenao] [google] [report]

Just noticed a "predict movement" option in network settings in gzdoom. Did it make online matches playable with latency hovering around 200ms?

>> No.4572253


>> No.4572275

I didn't know of this command, even by checking the Wiki!
which needs more visual guides/aids

>> No.4572284

Yeah, I actually discovered it by chance when taking a peek under the hood of Stronghold (which is where I also bummed the skybox from). Gives it a nice tilt to the view, otherwise the sky just spins horizontally.

>> No.4572293
File: 27 KB, 480x490, f2d[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>actually got unnerved playtesting a spooky part of my wad

>> No.4572313

This can be used on normal sky textures to get a vertical scroll, yes?

>> No.4572346

that means it's working

>> No.4572360

Nah, only horizontal rotation, eg. sky1 = sky1, 0.1. From what I can tell Skyrotate only works on skyboxes.

>> No.4572574
File: 1.94 MB, 348x323, 1457662797279.gif [View same] [iqdb] [saucenao] [google] [report]


You knew what you were doing

>> No.4572575

bit related, but anyone thinks doomguy should be in smash?

>> No.4572580

no, what's wrong with you?

>> No.4572582

I believe doomguy should smash samus

>> No.4572584

We already have enough retards in the community what with >>4569605, mark, graf and other individuals best left unmentioned. I think we're good

>> No.4572585

i just brought up some weird idea like what the fuck does that have to do with some drama?

>> No.4572587

Smash's community is fucking garbage.

>> No.4572594

>Giant fucking pixels

>> No.4572602

Speed looks fine to me, having played a lot of UT space maps.

>> No.4572605

I can't be the only one that thinks the original lighting engine is way better looking than the open GL version used in source ports.

>> No.4572608

Would be nice but never going to happen.

Every community is fucking garbage once it gets enough people in it. We've already passed that point long ago.

>> No.4572617

Why does it suck for multiplayer?

>> No.4572618

No, but I could see him as a guest character if Nintendo ever rebooted Metroid prime hunters.

>> No.4572636

ьщвyкфeшщт шы epy лyню
Ыдщцyк кщeфeшщт щгдв дщщл ьгcp иyeeyк

>> No.4572660

did you just insult my mom?

>> No.4572670
File: 17 KB, 795x281, 1518047492301.jpg [View same] [iqdb] [saucenao] [google] [report]

that's some shit lol

>> No.4572678

I assume anon had the wrong keyboard layout set


>> No.4572687

translates into:

moderation is the key
slower rotation would look better

>> No.4572696

That anon just forgot to change his keyboard layout

>> No.4572715

oh. that's not as fun but okay.

>> No.4572732

I agree it could use a bit less rotation speed. I've set it to 0.05 now so it won't run the risk of giving people nausea.

>> No.4572751

Is there a way to mass adjust light in Doom Builder 2 or GZDoom Builder? Like shift all selected sectors light the desired amount, not just change them all to the same light level.

>> No.4572752

Where can I find the wads for Heretic, Hexen, and Strife? The Doom torrent just seems to have plain old Doom games.

>> No.4572758

Heretic & Hexen are on myabandonware

>> No.4572817
File: 2 KB, 538x20, memes.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4572860

Clem no

>> No.4572863
File: 138 KB, 1200x900, cleric1.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4572876
File: 182 KB, 1920x1080, just-you-your-pal-and-the-ringworld.jpg [View same] [iqdb] [saucenao] [google] [report]

Odd question, are there any WADS with a Ringworld sort of aesthetic?

Not Gaylo per se, more like Niven Ringworld. Yes, I know they're basically the same thing.

>> No.4572881

Whatever happened to that space castle mapping project?

>> No.4572887
File: 265 KB, 1366x768, ocom of som.jpg [View same] [iqdb] [saucenao] [google] [report]

Neato. I was just realizing I needed a way to get rid of the audience so that players could finish the map with a 100% kill score, and that sounds just about right!

Shit, if only I had known of this back during the Halloween project. Cool trick!

>> No.4572901


Who's Nambona?

>> No.4572903

It's a secret map, if I remember correctly. Don't worry, something even simpler is waiting for you later on.

>> No.4572908

Excuse my ignorance but, what wad? HUD seems like Plutonia 2.

>> No.4572915

S'Arais made a map for it and literally only one other person.

>> No.4572916

final doomer

>> No.4572919

Low gravity would be just Marathon and zero gravity would just be a shittier Descent

>> No.4572923
File: 538 KB, 320x240, doomguy thumbs up.gif [View same] [iqdb] [saucenao] [google] [report]

Can I get some feedback on this map so far? Like difficulty, layout, texturing, and if you found any secrets. The texturing is very unfinished, but the layout up until the red skull key (need to add much more to do at that point) is pretty much done. It took me 12 minutes to 100%, so it might take others like 10-15 minutes to do.


>> No.4572934

Welp. So it fared even worse than the Halloween thing, which I think was actually pretty cool.

>> No.4572947

Is it normal for nails in Quake to not come exactly out of the nailgun's barrels? Or have I done something wrong?

>> No.4572950
File: 180 KB, 455x439, healp.png [View same] [iqdb] [saucenao] [google] [report]

Hi people, I've got a mapping question.
I know doing this and leaving the rest untextured only avoids a HOM in GZDoom.
How can I do this look good on everything that isn't GZDoom?

>> No.4572960

I should add, I know lowering the ceiling can do that but it'll end up covering the upper part of the "hedge", making it look paper thin and I don't want that. I want to make a map that doesn't rely on GZDoom to avoid certain stuff.

>> No.4572963

so how come no one here ever talks about UQE? which is basically chocolate quake and quake 2

>> No.4572964

Is it true that Kegan and Term's characters share the same Doom Modding Universe™?

>> No.4572970
File: 122 KB, 216x211, 1494300492958.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4572972
File: 480 KB, 1366x768, Screenshot_Doom_20180207_233211.png [View same] [iqdb] [saucenao] [google] [report]

Good gameplay and texturing, although I found the room with the spawning chaingunners to be a bit too punishing for the general difficulty of the rest of the level. Don't know how much it took me.
Pic related, there were two medkits there, and I think the sprite clipped through the wall a little bit.

>> No.4572973
File: 1.03 MB, 1366x768, Screenshot_Doom_20180207_233312.png [View same] [iqdb] [saucenao] [google] [report]

Also that lift doesn't work (the left one at the beginning). Got only three secrets (blue armor, chainsaw and plasmagun. There's enough ammo in the map, although I ended up not using the plasmagun.

>> No.4572978

>I should add, I know lowering the ceiling can do that but it'll end up covering the upper part of the "hedge", making it look paper thin and I don't want that

The obvious answer would be to have a linedef a bit further in, wouldn't it? Rather than all the way in, just place it about 15 units in if it's 16 units deep. Or 7 units in if it's 8 units deep.

>> No.4572980

ah, for vasuace too i see

>> No.4572981

basilissa and lord blaz OTP

someone draw them holding hands despite the massive size difference

>> No.4572982

Thanks. That chaingunner encounter was kind of built around the player going from the lobby to the ssg room, did you go that way or from the other room? Want to make it balanced so it's fair either way.

>> No.4572984
File: 1.26 MB, 1366x768, Screenshot_Doom_20180207_234337.png [View same] [iqdb] [saucenao] [google] [report]

Last but not least, there are missing textures after grabbing the red skull key. Not a fan of having to flip the switch downstairs and then run there again btw, but I guess it was done so that you wouldn't skip the monsters?

And to be clear about the chaingunners, I think the problem is that the difficulty spikes there, but is not that hard during the rest of the level. I'd build up difficulty a bit until that room. Then, since two mazes in a map is plenty IMO, make the second maze a bit harder. Also, the first Arch-vile couldn't do much since there were not many enemies to resurrect. I'd throw a few more enemies there.

Hope that helps. In any case, good map!

>> No.4572985

Don't remember. I'll play it again for a bit, brb.

>> No.4572992
File: 213 KB, 1245x901, g261GD4.jpg [View same] [iqdb] [saucenao] [google] [report]

>brash, gigantic, loud, violent, much stronger woman
>much smaller guy who's noble and virtuous
>his chivalrous side eventually starts warming her up
>she's still angry and violent but her tender feminine side starts coming out as he woos her
>could carry him along her arms, sometimes does to get to places
>despite his small size, she melts like putty under his affections
>eventually they start a family

>> No.4573001

jesus christ this is a blue board

>> No.4573004

Again, thanks. The red skull key is just in a placeholder spot for now.
Also I really should've mentioned it's intended for GZDoom, otherwise the textures & flats will probably look fucked up.

>> No.4573005
File: 33 KB, 450x334, this.png [View same] [iqdb] [saucenao] [google] [report]

I'm afraid I'm not getting it, you mean this?

>> No.4573008
File: 518 KB, 1920x1080, Screenshot_Doom_20180208_155750.png [View same] [iqdb] [saucenao] [google] [report]

I died three times trying to run around and quickly ssg them before I took shelter in here and did it.
It's one of those bits that's very hard if you don't do it 'right' which is fine, but most people not using quick saves will probably die there and be annoyed? (which also might be fine?) I dunno we'll see how other people handled it.
Anyway good map, looks nice!

>> No.4573009

First time I went through the the room with acid and the SSG, through the maze and then I got there and I SR50 unto the balcony because I was expecting it. I got through without much problem.

Second time I think I did the same but dropped down and got the chaingunners to spawn before getting to the SSG. I couldn't keep up with them without cover.

The third time I got in there first and got the SSG, then gunned down the chaingunners, again without issue.

>> No.4573014

Just to clarify that I'm not >>4573008
but I agree, it comes a bit as a surprise. If they spawn while you're up where the SSG is, you just camp there and snipe them down. If they spawn while you're beside the switch, it is pretty merciless.

>> No.4573016

Oh nvm, I opened the original Doom2.wad to use the first level as an example.
I hope I understood it right.

>> No.4573027

Poor Corzo getting cucked by a manlet.

>> No.4573041

Thanks, I figured it might be biased in favor of going through the lobby door. Speaking of saving, I actually made an autosaving linedef right before the second archvile corridor, since there's probably a high chance of being caught off-guard and dying.
what does that mean?

>> No.4573042

Yes. The demon spirit inhabiting Blaz's arm cannon is Basilissa's little brother. He's a manlet by demon standards

>> No.4573052

I didn't notice. Recently turned off auto-saving (even scripted) for a run and forgot to turn it on again. Well thought.

SR50 is literally strafe-running while strafe-running. I don't know if I actually do it right, but you use the mouse-strafe to boost you're strafe-running. Mostly used for jumps. It breaks vanilla maps a little because sometimes you can "jump" where you otherwise wouldn't be able to.

Perhaps you can make the first Arch-vile open the door right when you get the key so that it has time to resurrect monsters while you're going back to the yellow door? It's okay as it is but it's not an arch-vile as fearsome as it is right now.

>> No.4573061
File: 14 KB, 480x360, gvbhnj.jpg [View same] [iqdb] [saucenao] [google] [report]

Whatever happened to Earthbound Doom?

>> No.4573064
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

Pls help, this is driving me nuts.

>> No.4573070

tell me more about earthbound doom

>> No.4573076

Now that is a name I've not heard in a long time.

I think it was abandoned a decade ago, and the version of EDGE it apparently required had fucked sounds in later windows versions and I remember the sound being fucked even on XP. I remember listening to the weird sound replacements in XWE though.

>> No.4573079

they come out above the barrel on the left and right for me. using newest quakespasm.

>> No.4573083 [DELETED] 
File: 44 KB, 256x256, nicolascageface.png [View same] [iqdb] [saucenao] [google] [report]


I'm >>4571118. I'm not Nambona. I'm not trying to "fool no one". I'm not planning on posting a shitty 9/11 wad with earrape.

Do you seriously think that Doomworld only bans legitimately obnoxious users that create shitty terrytraps? Because let me tell you something- they don't. Try posting a standard Doom wad that replaces all of the enemy sprites with an inoffensive shitty meme. You're probably going to get lynched for it. Of course, there will be people to defend you, but that's not going to stop an angry mod from permabanning you and sending you a nice email saying "You're not funny".

Of course, it could be possible that I was only attacked by a small, cancerous minority of the Doomworld community that thinks every meme wad is a terrytrap from 2007. After all, the last wad I did post received alright reception, I was just attacked by an angry moderator immediately out of nowhere afterwards.

The only thing that should have got me permabanned was a wad where you shoot turd monsters and nude black men while travelling inside of a homosexual black man's intestines. However, I was only banned for a few days from that. After that ban was lifted, I posted a far less offensive wad that was pretty much just standard Doom with shitty meme monsters. Hell, half of the monsters were not even memes. The most offensive things about that wad was a /pol/-tier plot about jews and normie memes taking over the world, a version of the imp that wears piss-soaked diapers, and a map that's secretly shaped like a swastika and the word "jizz". Interestingly, this wad didn't even receive that bad of a reception, but an angry moderator immediately banned me again with another temporary ban, only to be followed by a permaban by the time it ended (That's if I remember correctly, the way they banned me was really weird and arbitrary).

Now that I have finally addressed this bullshit, I'm going to post a prototype of my map sometime in the future for criticism.

>> No.4573089 [DELETED] 
File: 34 KB, 1166x509, U R THIS MAD.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4573093

>The only thing that should have got me permabanned was a wad where you shoot turd monsters and nude black men while travelling inside of a homosexual black man's intestines.
> The most offensive things about that wad was a /pol/-tier plot about jews and normie memes taking over the world, a version of the imp that wears piss-soaked diapers, and a map that's secretly shaped like a swastika and the word "jizz".

wow why did doomworld ban you?????? it's a goddamn mystery

>> No.4573094

Joel has his chat's mods check the wad submissions each time he does a doom stream to see that they're twitch-friendly.

>> No.4573096
File: 316 KB, 1366x768, Screenshot_Doom_20180208_005447.png [View same] [iqdb] [saucenao] [google] [report]

Is there a way to prevent a PolyObject Door Swing from going back to its initial position?

I'm trying to make a PolyDoor that opens when a certain enemy is killed and I want it to STAY opened.

Also, it always opens TOWARDS me, no away no matter how much I fiddle with the options.

>> No.4573101

Forget the part about how it opens.
Now I just need a script to make the polyobject open itself when a certain enemy is killed, my Google Fu is failing me on this one.

>> No.4573104 [DELETED] 

>Do you seriously think that Doomworld only bans legitimately obnoxious users that create shitty terrytraps?
Probably not, but *most* people who come from a forum and complaining about The Man coming down on them probably did something to deserve being thrown out.

I'm not saying you're like that, necessarily, but I'd personally keep quiet about it for the most part, because it'll make you come off as a guy with a grudge over a moderator decision otherwise, which doesn't look good in most cases. Focus on what you actually want to do and just interact with the people here in a 'polite' enough manner.

>> No.4573107

That's working properly. The standard nailgun alternates shots from slightly left and slightly right of the crosshair, you can stand next to a corner and watch the nails on one side hit the wall and the nails on the other side fly straight. If you're running around and strafing and such- and depending on field of view, screen size, viewmodel position, etc.- the nails might look like they're spawning from slightly the wrong spot, that's normal and part of it being such an old game.

The Super Nailgun does fire straight down the middle, but various mods like Arcane Dimensions instead stagger its fire between left, middle, and right barrels.

>> No.4573114 [DELETED] 

>Probably not, but *most* people who come from a forum and complaining about The Man coming down on them probably did something to deserve being thrown out.
This needs to be stamped at the top of the thread. This is not the place to whine about how you got banned on another forum and how totally innocent you are.
I hate Doomworld as much as the next faggot, but you know what I hate even more? Expats who think this board is the place to air their dirty laundry.

>> No.4573116
File: 39 KB, 320x240, 1464055547483.jpg [View same] [iqdb] [saucenao] [google] [report]

Welcome to Quake. Abandon HUH all ye who enter here.

>> No.4573125 [DELETED] 

>siding with internet moderators
The faggots that "job" attracts always end up on a power trip

>> No.4573134

>I didn't notice. Recently turned off auto-saving (even scripted) for a run and forgot to turn it on again. Well thought.
I don't allow autosaves either so it's a little hypocritical lel. But I'm sure many people do.
>SR50 is literally strafe-running while strafe-running. I don't know if I actually do it right, but you use the mouse-strafe to boost you're strafe-running. Mostly used for jumps. It breaks vanilla maps a little because sometimes you can "jump" where you otherwise wouldn't be able to.
Ah, interesting.
>Perhaps you can make the first Arch-vile open the door right when you get the key so that it has time to resurrect monsters while you're going back to the yellow door? It's okay as it is but it's not an arch-vile as fearsome as it is right now.
I see what you mean, but I don't necessarily want him to be a big challenge, more of a surprise.

>> No.4573136 [DELETED] 

wow, you're definitely innocent, i can tell!!!

>> No.4573141 [DELETED] 

not even him

>> No.4573142 [DELETED] 

lol ok

>> No.4573143
File: 13 KB, 353x459, 1479435964432.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh, thank goodness. Well, I'm off to play some Travail now.

>> No.4573150 [DELETED] 
File: 3 KB, 84x84, BabyRage.png [View same] [iqdb] [saucenao] [google] [report]

You clearly were another person or maybe one of that poster's orbiters if my gut feeling is right who had their feelings hurt by a mod and are now taking it out on /vr/.

>> No.4573154 [DELETED] 

Just curious, why is Doomworld hated? Besides people like Graf I mean. Never actually looked through the site except for wads.

>> No.4573158 [DELETED] 


Ah, thanks for the explanation as to why I'm getting this hostility. You're right, I shouldn't have brought that shit here. I'll stay on topic for now on.

Also, I agree with >>4573114. I don't want to set a bad example.

(By the way, don't listen to >>4573141, that's not even me. He posted while I was temporarily banned from this board for a few minutes.)

>> No.4573161 [DELETED] 

I have no problem on doomworld and have no idea who that other guy is. I'm just stating the fact that internet mods usually get a power trip because it's the only power they have in their life. And it's a very bootlicking mindset to inherently trust a mod over a poster.

>> No.4573167 [DELETED] 


Shut up, or I'm going to get banned.

>> No.4573169 [DELETED] 

What do you mean? I imagine mods can distinguish between IP's.

>> No.4573173 [DELETED] 

>And it's a very bootlicking mindset to inherently trust a mod over a poster.

If that poster showed clearly why they weren't welcome there anymore, that'd be understandable.

Good. I don't know why the community puts up with you after the shit you and your fans pull constantly.

>> No.4573174 [DELETED] 

Oh yeah, I forgot. I was paranoid for a moment that someone was trying to make me look terrible, but I was so much of a sperg to not realize that mods can probably distinguish between IPs.

>> No.4573176 [DELETED] 

same reason 4chan hates most other sites and forums (while lots of if not most still go to these other places)
it's just the culture here

>> No.4573183 [DELETED] 


Can you stop making me look like I'm Nambona??? I don't want to get banned from here, and I certainly do not want to continue ranting here. However, I have to defend myself if needed.

>> No.4573186 [DELETED] 

You're someone just as bad, if not worse.

>> No.4573189 [DELETED] 

Sarais just sucks the soul out of any community related thing he touches, it's awful.

>> No.4573201 [DELETED] 

Are you talking about a specific terrywadder or some shit like that?

>> No.4573207 [DELETED] 

Hint: Tower of babel, incredibly high speed.

>> No.4573215 [DELETED] 

a speedrunner?

>> No.4573217 [DELETED] 

Not me.

>> No.4573219 [DELETED] 

Of course not. You're not a festering cunt like Cyberdemon531 is OOPS DID I SAY THAT OUT LOUD???

>> No.4573226

The fuck just happened

>> No.4573228 [DELETED] 

Are you implying that I'm some guy who goes by that alias?

Never even heard of that guy. Honestly, I don't even see why you're trying to pull this shit off, it just seems like you're trying to b8 me at this point.

>> No.4573229

Everything. Let's not talk about it.

Anyways, should I make Nicholas Cage imps for my Cacolus Cage mod, or should I add more variety?

>> No.4573232
File: 468 KB, 1060x1000, shit.png [View same] [iqdb] [saucenao] [google] [report]

Please leave the drama out of this general. It's usually a chill place.

Any ideas why only one of my double doors is showing?

>> No.4573235

I have to confess, I never finished Quake. Am I a sinner, /vr/?

>> No.4573237

i think cage is enough, don't want to dilute it either

>> No.4573238

yes, but you can redeem yourself by doing so.

>> No.4573250

Ah, okay. So.....I should start working on making Danny Mancubo?

>inb4 someone tells me that was a terrible pun

>> No.4573258

What the fuck.

Just tried Using "polyobject number: 180" instead of 2 and now that works.

>> No.4573268

\_(o_o)_/ Don't know how to explain that, anon.

>> No.4573271
File: 103 KB, 1366x768, fuck this cyberdemon in particular.png [View same] [iqdb] [saucenao] [google] [report]

Still really fucking sick of these long-ass TNT levels and my inability to not blow it at the finish line. To keep this from just being another whine post, I'm curious, what are people's general preferred level lengths in DOOM maps?

>> No.4573276

You're worse than a sinner, you're a real Shub-Niggur. Now go finish it, and remember to play on Hard.

>> No.4573282
File: 27 KB, 432x504, duck_nukem.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, deddy. I'll go play Quack. I'm pretty sure this is the right game, right?

>> No.4573283

Yes. Finish it. Be prepared for a disappointing puzzle battle like the icon though.

>> No.4573284

I usually just save mid level if it is too long. I find a lot of map makers seem to take into account people save scumming.

>> No.4573287
File: 252 KB, 1366x768, Screenshot_Doom_20180208_020059.png [View same] [iqdb] [saucenao] [google] [report]

I encountered another problem now: the second door doesn't open all the way back like the other and I'm completely clueless about it.

>> No.4573289

How come Doom/Quake does everything amazingly well except boss battles? Great level design, great enemies, great weapons... And then no good bosses or lame ones.

>> No.4573291

I prefer to play without save scumming, but sometimes I just can't make it through a 20+ minute level all in one sitting.

>> No.4573295

Heretic is better with boss battles.

>> No.4573296


>> No.4573297



Am I the only person who didn't think the Icon of Sin wasn't that bad?

>> No.4573302

If you're talking about that guy who posted "Cybersomething" and immediately got banned, that really wasn't me. I think he was just trying to bait me into continuing a rant that should have ended earlier than it did.

>> No.4573303


>> No.4573304

I try to avoid mid-level saving just because I don't want to cheese things, but when I spend a full hour playing through a level (I'm sure next time I attempt it things will be shorter since I know where to go more clearly and I'm more familiar with what enemies are where) it really tests my patience. If I started regularly saving mid-level then I'd probably lower my standards on what constitutes a long enough level, and then eventually just save scum.
At present in my TNT playthrough I had one moment (MAP18) where I saved mid-level out of fear that I'd die and have to start over. I didn't use it and completed the level in that go, but the save was named "I'm a pussy" and I'm not deleting it as a reminder that I shouldn't be a pussy. But MAP18 was shorter than MAP20 or MAP21, and it's apparently going to get even longer later on.

>> No.4573305 [DELETED] 

I never said mods are perfect or reliable, but if you come here and announce the chip on your shoulder about being thrown out from somewhere, what it'll look like is the garbage floating down stream.

It just doesn't look good. You've all seen at least one guy who's just a genuine asshole who act like it's not his fault he got ousted, you remember a guy like that, and you don't want people to perceive you as that.

>> No.4573308

What if I recreated the entire PS2 Curious George game within GZDoom instead of creating the Cacolus Cage mod?

Well, I would have to recreate the entire game, but I could piece together key moments to create a cohesively enjoyable piece of garbage.

>> No.4573320


>> No.4573321

*to clarify, "that" refers to "Cybersomething", not the guy who got banned

>> No.4573323

>At present in my TNT playthrough I had one moment (MAP18) where I saved mid-level out of fear that I'd die and have to start over. I didn't use it and completed the level in that go, but the save was named "I'm a pussy" and I'm not deleting it as a reminder that I shouldn't be a pussy.
Jesus christ, who are you trying to impress? Just fucking use saves if you don't like repeating hour-long shit, only idiots would look down on it.

>> No.4573325

Well, what you could do is try to make something you would enjoy, but you think other people would also enjoy.

Like say, making a small episode of just normal maps (let's say Boom format, for simplicity), is a good warmup. Then maybe transform it into something else.
I'm not saying don't do something wacky, but wacky things have better staying power and are just nicer if they sit on a good foundation.
I mean, what's better, a .wad that's just a joke (that may or may not be funny), or a .wad that's got good jokes, but also has good gameplay?

>> No.4573327

Hmmm....yeah, that sounds like a good idea :)

>> No.4573340

That's a cute butterfly net.

>> No.4573342
File: 1.37 MB, 394x200, supe.gif [View same] [iqdb] [saucenao] [google] [report]

I'm gonna go now. I have a wad to make!

>> No.4573346

i swear 2 got if this is the slrr guy again

>> No.4573349

I think you may have just saved someone from a life of endless shitposting.

>> No.4573358

I apologize, that wasn't my intention.

>> No.4573368

I'm an idiot and suck at basic geometry.

>> No.4573419
File: 1.82 MB, 1019x688, FINALLY.webm [View same] [iqdb] [saucenao] [google] [report]

FINALLY figured out polyobjects.
Funny, considering how much trouble I had with script before, scripting the doors to open by themselves once the Baron is dead took me literally 30 seconds to get it right (when figuring out why the second door didn't completely open took me an hour and the answer was stupid)

Also I don't know how you guys make HD 60fps webms, mine looks like molasses.

>> No.4573435

Fuck it im going to udmf it's not going away most people use gzdoom anyway

>> No.4573449

remove "but" from "but all" - there's no need for it and statement would be less ambiguous without it.

>> No.4573453

assuming you are using webm for retards
Base record at 35 FPS. If it's a playthrough - speed it up x3 and resize to 240p.
If it's a demonstration of feature resize it to 360-400p.
use 2-pass encoding with 2.95mb filesize limit

>> No.4573467

use OBS to record, or shadowplay if you have an nvidia card
it looks like you're using some screen recorder, which isn't gonna cut it for recording video games

>> No.4573485

can you do us all a favor and tell ross scott this?

>> No.4573487
File: 78 KB, 800x600, Uac_dead1.png [View same] [iqdb] [saucenao] [google] [report]


For me it feels totally fine. Prboom+ gives me mouse issues but not Crispy. Maybe check your settings?


100% Software > OpenGL x100 IMO. It makes the game feel a lot better to play too.

>> No.4573575

Is this one better? >>4571582

>> No.4573583

no, but that's terrible and dude also do you even english?

>> No.4573585
File: 45 KB, 500x250, the pain.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4573593

Do you?

>> No.4573608
File: 133 KB, 550x351, they live bank scene.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished the first episode of Blood for the first time. Fucking badass. The pace is much faster than in Douk or Shadow Warrior, some of the levels have those parts where you just have to run'n'gun in order to survive. Still, breddy gud.

>> No.4573627

Pain elementals are the worst addition to Doom 2. Refute this.

>> No.4573634

they are a better way of ensuring urgency than chaingunners

>> No.4573658

that can't be true because the icon of sin was also added in doom 2

>> No.4573713

For those interested, Jimmy is being interviewed about Adventures of Square on Twitch.
URL is "pixelsift", I can't post it without getting caught for spam.

>> No.4573719
File: 700 KB, 1920x1080, Screenshot_Doom_20180208_224309.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4573747
File: 2.85 MB, 1440x810, c users helios desktop quakespasm quakespasm.exe 02.08.2018 - [View same] [iqdb] [saucenao] [google] [report]

Through the power of map hacks and oatmeal, I have made a snuff film. I don't know who had the idea that func_door_secrets should only move at exactly 50u/s and not have a speed key like normal doors, but they're a jerk.

>> No.4573748

i dont getit, but it looks cool

>> No.4573754

In Quake, those flame entities are usually static and totally untouchable by triggers or anything the player can do- you can't turn the light itself off unlike the standard light entity, you can't kill the flame model itself, and you can't get rid of the ambient sound. Someone on func_ asked a few months back if it was possible to toggle the flame/torch entities in vanilla Quake (it isn't) and I wrongly suggested having to use Quoth or another mod with extra entity changes to switch them on and off, or at least off, remembering one of the maps I'd played recently (possibly part of QUMP?) had used a sort of shortcut in its final room by giving the flame entities themselves 0 light, then lowering walls over the flames to hide them.

Turns out you can absolutely kludge it- minus the sound effect- by using the info_notnull model hack, as for reasons I can neither comprehend nor explain, if you tell it to use the little flame model it automatically animates properly. Then just chuck a normal light entity on top and boom, kill both at once. Then spend way too long making a silly drop-down flame-putter-outter looking thing out of a downward-opening door and two door_secrets that hate each other.

tl;dr i did a thing but don't really have anyone to tell about it other than /doom/

>> No.4573759

that's awesome dude

wish quake mapping was as easy to get into as doom builder

>> No.4573764

As someone who has basically zero experience with Doom mapping, it really seems like whichever one you start with is the one you'll find easier. i.e.: in my opinion, once you get the hang of brush-based mapping it becomes second nature and it's great having so many options for mapping (be it cheeky map hacks, DIY logic gates, timed setpieces, or even just the physical possibilities of true 3D) without having to rely on features added by sourceports or constantly having to work around the limitations of the engine, but then I read- or try to read- all the Doom stuff about sector types and linedefs and flats and my head spins at how the hell people make use of this stuff without screaming.

>> No.4573767

>I have made a snuff film.
Haha I love taking a metaphor literally.

>> No.4573776
File: 232 KB, 1848x552, Blinskaya2.jpg [View same] [iqdb] [saucenao] [google] [report]

we need more overturned vehicles in doom

>> No.4573778

turn the lost soul limit back on

>> No.4573805

What are those, piles of tarps?

>> No.4573807


omg, my 2nd playthrough of Doom 2 was with those little hell-beasts in Gz Doom.

REFUELING BASE was such a pain in the ass. The Pain elements would just spam Lost Souls so that it filled the sky. I just got overwelmed by all the enemies.

>> No.4573809

radioactive tailings from a uranium mine

>> No.4573810
File: 1.83 MB, 1920x1080, Screenshot_Doom_20180126_152650.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4573821
File: 871 KB, 720x360, Hammers hammering hammers.webm [View same] [iqdb] [saucenao] [google] [report]

I should probably nerf this a little.

>> No.4573823

reminds me of diablo 3

>> No.4573825

rather make it some kind of super ultimate you can use once or twice per level

>> No.4573828

Can't really do that with how subweapons and power attacks are set up. I could always make it take the sword away for a set period of time like the rocket sword does but that wouldn't really explain how throwing your hammer takes your sword away.

>> No.4573840
File: 410 KB, 529x585, 1514773537919.png [View same] [iqdb] [saucenao] [google] [report]

Someone turn SKEEEERA into a demon texture.

>> No.4573842

Fuck it, I turned it back to the normal boulder flinging, but I buffed the power melee and now it's a three way hammer drop

>> No.4573906

That's so rad. I can't wait to have some time off and finish my Doom backlog to get into Quake's community mods.

>> No.4573919
File: 11 KB, 630x97, SBARINFO sucks.png [View same] [iqdb] [saucenao] [google] [report]

So, I kind of like the 'halo' effect behind doomguy's face, but at the same time, I feel the manabar needs to be a bit/lot more visible than this.

Oh well. Status bars are shit, and I need to figure out how to deal with the inventory. I've got ammo on the right, health/armor on the left (The armor begins growing an 'aura' around the health), Mana in the middle...

>> No.4573949
File: 1.06 MB, 1280x720, vsj2a93b.png [View same] [iqdb] [saucenao] [google] [report]

Have you played Scythe II? Should I turn fast monsters on? The first Scythe recommended playing in HMP with fast monsters, but I don't really play it that way often.
Pic unrelated.

>> No.4573956

Sounds great, but i hope they don't ditch him for Dovahkiin

>> No.4573962

>Have you played Scythe II?
>Should I turn fast monsters on?
i wouldn't, but i hate fast monsters
>The first Scythe recommended playing in HMP with fast monsters
i believe you are mistaken

>For veteran doomers, I suggest playing e1 and e2 on uv -fast and e3 on uv if you want a good challenge. You will get stripped of all weapons every 10 maps anyway so it's doesn't matter if you quit and use -warp 21 to get to ep3 for example.
>For good doomers (like the most of you out there I guess), I suggest playing the whole thing on skill 4 (ultra violence). It will get hard towards the end.
>For average, casual doomers, I suggest playing e1 and e2 on uv and e3 on hmp.
>For newbies (like there are any) and weak players, I suggest playing e1 and e2 on hmp and e3 on hntr (skill 2).

>> No.4573964

I hate fast monsters too, seeing as they're constantly shooting 90% of the time, I like the idea of making them faster and more aggressive but not at the cost of making them shoot all the fucking time.
I just want to make my nightmare mode hard but still fun, I noticed you can actually change how many times a monster will respawn, and that's cool.

>> No.4573965


>> No.4573987

May bad, I mixed up the HMP with the recommendation for e3. I don't like how fast monsters makes hitscanner traps deadly, and makes it hard to meelee pinkies, but for the first levels it doesn't seem like it would be that punishing.
Thanks btw.

>> No.4574013

Doom 2, scripting and custom textures are allowed.

>> No.4574014
File: 58 KB, 408x561, 1488591056726.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking hate slaughter maps. What's the point of running around in circles baiting monsters to attack each other until they die? Guess different people have different tastes, but I find that not fun at all. And to top it all, some of those maps look fucking cool. I love how Sunder looks, but the slaughter aspect ruins it.

>> No.4574015

Slaughtermaps are tons of fun when fucking around with overpowered weapon mods.

I discovered the joy of slaughtermaps when messing with my Beguiler's class spell. Vworping through enemies, hurting them all in my wake.

>> No.4574017

>they misspelled it

>> No.4574020

Because Niggurath sounds awfully close to nigger, and Lovecraft wrote poem about "Creation of nigger".

>> No.4574027

And one of his character's cat was called niggerman.

>> No.4574034
File: 164 KB, 213x346, PTSDsoul.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4574037
File: 80 KB, 800x800, pCJHePe.jpg [View same] [iqdb] [saucenao] [google] [report]

>That weapon bar

>> No.4574038

Is there a way/mod to let arch viles revive cyber demons/spider masterminds?

>> No.4574039

>full scrapper ammo
>not blowing your scrap load all over the demons

>> No.4574049
File: 1.40 MB, 1920x1017, Screenshot_Doom_20180208_181708.png [View same] [iqdb] [saucenao] [google] [report]

i am meme loving fuck

>> No.4574050

give them a revive state

>> No.4574051
File: 58 KB, 1280x720, 234563.jpg [View same] [iqdb] [saucenao] [google] [report]

Quake set in dark-future Kirby universe confirmed?

>> No.4574056

All hail the sky revenant

>> No.4574057
File: 277 KB, 680x384, [DISTANT RATTLING].webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4574062
File: 479 KB, 691x432, it gets bigger when I throw it.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4574071

Which was named after his actual cat; Niggerman.

>> No.4574117
File: 86 KB, 500x393, they'd do it for free.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4574137

don't recall having seen SP_DUDE7 on that background before

>> No.4574147
File: 86 KB, 902x960, 1517631766356.jpg [View same] [iqdb] [saucenao] [google] [report]

that's an ARCHVILE

>> No.4574156
File: 1023 KB, 1512x680, skeleton.png [View same] [iqdb] [saucenao] [google] [report]

uh, no

>> No.4574160

Well I never.

>> No.4574161

What ever it is, Just Shoot It .

>> No.4574239
File: 85 KB, 1104x537, qumpdzd1.jpg [View same] [iqdb] [saucenao] [google] [report]

>remembering one of the maps I'd played recently (possibly part of QUMP?) had used a sort of shortcut in its final room by giving the flame entities themselves 0 light, then lowering walls over the flames to hide them.
If you're probably thinking of qump_danzadan, then yeah that's the map that uses that flames off trick.

And I have to admit, I was this close to scraping that idea due to how painful it is to implement with all those func_doors and lights. Thankfully my co-mapper helped with that part, he made top and bottom of the star close on to the flame, which was much better than my previous attempt. Still to this day i feel kinda proud of this accomplishment (I hope I'm not bragging too much about it).

Man, I wish you popped with that idea way back then, it would've helped really well for the map.

>> No.4574250
File: 2.03 MB, 640x480, tnt21cyb.webm [View same] [iqdb] [saucenao] [google] [report]

i have avenged you my brother~
(seriously though, you have the secret BFG, right?)

>> No.4574267
File: 538 KB, 1920x1017, Screenshot_Doom_20180208_210316.png [View same] [iqdb] [saucenao] [google] [report]

sure thing mate

>> No.4574292
File: 6 KB, 200x200, archvile.gif [View same] [iqdb] [saucenao] [google] [report]

You can see how I can make the error, then.

>> No.4574295
File: 156 KB, 1202x570, too much empty space.png [View same] [iqdb] [saucenao] [google] [report]

So much empty space, so little time and knowledge of what the fuck to do with it. I have 20 days to figure it out, though, but all I can think of is cracks in the walls with static coming through.

>> No.4574305

I was also fooled

>> No.4574306
File: 96 KB, 960x1216, scrap048_a.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4574310

have you considered putting giant mouths everywhere?

>> No.4574330

Not that kind of map, doc. I'd put them on a map that's more fleshy/befitting of them, though.

>> No.4574341

You're thinking too two-dimensionally! Raise and lower areas, have some height variance! Ledges overlooking other rooms! Windows! Make the play space more dynamic for the player and the monsters!

>> No.4574346
File: 14 KB, 1405x270, guns.png [View same] [iqdb] [saucenao] [google] [report]

a mockup

>> No.4574350

it looks like you have made a flat corridor maze. i don't think you can make a bland layout interesting by putting a load of weird stuff on the walls. that's a mistake tormentor's detailing guide makes.

>> No.4574356
File: 271 KB, 1280x1024, its empty.png [View same] [iqdb] [saucenao] [google] [report]

I mean, I'm fully intending that. The problem is what to actually put -in- the rooms. Monsters/Encounters, Detail, Hazards/Obstacles that sort of thing.

>> No.4574357

i guess he found a towel with the chaingun to clean all the blood off his arms

>> No.4574363

and a new set of elbow pads!

>> No.4574365

Something looks off about that helmet..

>> No.4574371

That's kind of how structures in Nevada (ala MC) are, though. Loads of doors and corridors.

>> No.4574532 [DELETED] 

Doom'ed webms , got some moar plox?

>> No.4574560


>> No.4574570

>moar plox

>> No.4574579

obsolete chanspeak, and newfags reacting to it. this is why it's better to just write plain english and not use catchphrases that go in and out of fashion.

>> No.4574584

hardly, it's more he thinks a collection of snuff webms is fine on blue boards

>> No.4574586

I can't believe I didn't play Shadow Warrior 2013 sooner, I'm in love with this game.

>> No.4574589

oh. yes, that too

>> No.4574592

>you're a newfag for being surprised that someone still uses a 2004 mmorpg meme

>> No.4574596

Actually it's earlier than that I'm sure, I remember seeing it on Sal's Realm of Runescape in 2002.

>> No.4574607

people said "moar plox" on runescape forums in 2002? wow

>> No.4574708

what the other guy said: slaughter wads are the perfect excuse to use all those crazy weapon mods people make that are overpowered for vanilla.

>> No.4574717
File: 62 KB, 720x539, what is up.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4574727

>blue board = you're not allowed to even link to anything nsfw

>> No.4574728


>> No.4574734

>What's the point of running around in circles baiting monsters to attack each other until they die?
that's it basically. it is its own reward. avoiding all the damage while everything around you dies. it's greatly satisfying if pulled off, but very frustrating when you play perfectly for 80% of the map then die to a stray rocket and have to start all over again

>> No.4574747

yes, actually

>> No.4574763

No, actually

>> No.4574807

try linking to some furaffinity content and see what happens, then

go on, try it

>> No.4574809

that would get deleted for a completely different reason...

>> No.4574874



>> No.4574905

I'm working on it. I've been spending the whole week playtesting and tweaking stuff to make sure Blaz is at his best. It's also given me time to fix some menu stuff and monster balance

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