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/vr/ - Retro Games

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4574870 No.4574870 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4569582

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.4574872

=== 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 ===

[02-06] D64:R and Consolation Prize updated

[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.4574881
File: 21 KB, 306x306, 10561024_1440967719515305_1117002302_a.jpg [View same] [iqdb] [saucenao] [google] [report]

Cacodemons are for petting

>> No.4574884

For a script, is there a way to add a linebreak to HudMessage?

>> No.4574892


>> No.4574893


\n, but it won't be centered.

>> No.4574908
File: 31 KB, 1366x768, Screenshot_Doom_20180208_220518.png [View same] [iqdb] [saucenao] [google] [report]

It worked perfectly, the zdoom wiki should add that info. Thanks.

>> No.4574910

Nvm, I can't read. It says it clearly.

>> No.4574949
File: 570 KB, 670x551, tumblr_olpie7ViAT1ril1j2o1_1280.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4574956

what program is that?

>> No.4574959
File: 37 KB, 350x500, 1405819423502.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know, but I thought it was a pretty slick way to make (or start) a sprite really fast.

>> No.4574961

So who exactly is Kinzie? Are they one of the GZDoom Devs?

>> No.4574964

Looks like Aseprite.

A ZDoom modder known for Reelism and MetaDoom.

>> No.4574972

How do I fix the ZDL error "OpenGL driver not accelerated"? I tried using wtfi.exe, but I get an error if I try to patch ZDL

>> No.4574974
File: 418 KB, 1366x768, Screenshot_Doom_20180208_161329.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4574979
File: 223 KB, 1366x768, Screenshot_Doom_20180208_161534.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4574981

Oh shit there's a new thread.

I thought it was in QUMP somewhere, but I cycled through the maps quick and noclipped around and didn't see the spot I was thinking of so I wasn't 100% sure.

>(I hope I'm not bragging too much about it).
Pshhh. The old fogeys at func_ might've already seen and done everything ages ago but half the fun of mapping is figuring out ways to work around the limitations, be it hacking entities together to do things they're not supposed to do or digging into the QC and making your own whole mod.

>Man, I wish you popped with that idea way back then, it would've helped really well for the map.
I honestly hadn't even thought of it, figuring the flame would just be a static model (still not 100% sure why it actually animates- it only has two frames, and specifying the second one changes the size of the model; mysteries of code for people not good at coding, I guess). On the bright side though, now we know it works so it can be used in the future, although tracking down the right modelindex is a royal pain in the ass. I had to actually use fucking Darkplaces to get a full loaded model list and count 'em down one by one, and you have to put the flames in the map last because if you add any new brush entities it fucks the whole order up.

>> No.4574982
File: 443 KB, 1366x768, Screenshot_Doom_20180208_165207.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4574986
File: 484 KB, 1366x768, Screenshot_Doom_20180208_165225.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4574989

That looks like it works alright at itsy-bitsy tiny sizes but directly converting to a palette basically never looks good at any size beyond that (i.e. environment textures) unless the image was made with that palette already in mind.

>> No.4574990
File: 940 KB, 627x502, 1de.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4574992

just post a video if you've got this many screens mate
something for joel is it?

>> No.4574995

yeah its aseprite, thanks

>> No.4575008
File: 232 KB, 800x500, dinodemon.png [View same] [iqdb] [saucenao] [google] [report]

This explains a lot about the Demon.

>> No.4575009
File: 593 KB, 1366x768, Screenshot_Doom_20180208_165559.png [View same] [iqdb] [saucenao] [google] [report]

>something for joel is it
What you said, has pissed me off.

>> No.4575013

Well do you have opengl? what are your specs?

>> No.4575018

dunno if he'll play it with that african-american caricature you have but it'd be funny

>> No.4575023

>resizing second time gives it a dark outline it didn't have before
nani the fuck

>> No.4575026
File: 366 KB, 1366x768, Screenshot_Doom_20180208_174553.png [View same] [iqdb] [saucenao] [google] [report]

im indifferent about vinesauce im not sure why you insist im some sort of fan of them

>> No.4575027

>the wad is closed.

>> No.4575034

Man what is going on in this wad

>> No.4575039
File: 441 KB, 1366x768, Screenshot_Doom_20180208_180132.png [View same] [iqdb] [saucenao] [google] [report]

I guess I'll make a webm of the mayhem

>> No.4575051 [DELETED] 

i was going to tell you all about sharpening and contrast but you seem to enjoy typing like a retard so instead i'll just say it's magic

>> No.4575059

Don't fall for this. The guy who made this gif did some editing. It doesn't come out like that instantly.
That being said. This is a good way to make sprites if you clean up stuff after you shrink it

>> No.4575061

you are a complete fucking idiot.

>> No.4575068 [DELETED] 
File: 60 KB, 763x512, DFqwrmnVwAAVfs_.jpg large.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4575069

I see you enjoy posting like a retard.

>> No.4575072
File: 211 KB, 800x800, Sin wweqe1.jpg [View same] [iqdb] [saucenao] [google] [report]

Haven't made much progress in the last two days.
Yesterday I slept almost the whole day and today got some Super Bomberman R myself but at least I've managed to complete the second wave as a trial for the Red Skull but I'm afraid I might have gone a little overboard.
What do you think of the second wave of enemies and item distribution in this room?
My idea for the player in this room is to choose priorities.

I've been thinking of adding an Invulnerability Sphere to use along with the berserker for the sake of fun.


The level should end with a "You've earned the Red Slull!" message, no door yet.
With this there's just the last trial and final boss left.

>> No.4575078

Wait ignore that, I forgot to move the start point. Disregard it.

>> No.4575086
File: 147 KB, 500x550, 7b7bd43c-4f17-4dec-bd3d-dd444ac36af5.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4575087
File: 96 KB, 250x250, 6c7.png [View same] [iqdb] [saucenao] [google] [report]


Or idclip yourself to the start those who remember it.

Anyways NOW you can test it. Sorry for that.

>> No.4575089

Why wasn't UT99 ported to the N64 nor the PS1? Admittedly I can understand the latter but wha?

>> No.4575101
File: 115 KB, 786x1017, 1486561557029.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any Quake mods that give extra animations to the weapons?

>inb4 interpolation
No, I mean something more like giving the shotguns pumping/reload animations and stuff like that.

>> No.4575107

I found one of those HQ maps in my drive, afaik this is the first one ever made so it's basic as hell and doesn't have the crazy script manipulations for fun rooms the later ones had but it's still pretty nifty and nostalgic.


>> No.4575121

I got to the part where it says I've earned the red skull. The entrance is still blocked and nothing has appeared. what do?

>> No.4575130

They were consoles that probably couldn't support the Unreal Engine without some severe stripping back, and the Playstation 2 launched in Japan only a handful of months later with the later release in the west being hyped up. Infact, UT99 was a day-one launch title for the PS2 on October 26th, 2000.

>> No.4575131


See >>4575072
Everything went according to keikaku then. How was the map played normally up to that point?
Did it feel fair or tight?

>> No.4575148

Replacing the baron with a knight was a good idea, and the ceiling demon ambush was nice, if a bit non-threatening. The yellow skull arena is certainly tougher than last time, I died to it because I didn't realize I was getting popped by zombiemen. The red skull arena was intense, but I made it through.

Overall, the few encounters were nice and compact, but the general look of the level is a bit bland, especially the lava pit part. Also, there were four monsters that I couldn't find until using the automap cheat. There's four unreachable imps in the blue skull area that I didn't even notice. It's a neat touch, but if someone wants to get 100% kills, they can't.

>> No.4575150

Yeah, I made those dormant on purpose, they're supposed to be eating the dudes hanging and won't notice you.

I'll do something similar for the end where the monsters let you go after killing the final boss.

>> No.4575152

height variation is a must
every key fight could be beaten with simple circlestrafing

>> No.4575158
File: 759 KB, 1366x768, Screenshot_Doom_20180208_165328.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4575160

consoles weren't powerful enough

>> No.4575162

are you playing as Bugs Bunny?

>> No.4575163

>steyr aug

>> No.4575167
File: 588 KB, 1366x768, Screenshot_Doom_20180208_165510.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4575168

The original Unreal never got a console release, why would UT be on the 5th gen consoles?

>> No.4575174

that is clearly shadow of the wool ball

>> No.4575181
File: 413 KB, 1366x768, Screenshot_Doom_20180208_200702.png [View same] [iqdb] [saucenao] [google] [report]

forgot to make a webm

>> No.4575185

Doom or Quake 1 but the maps and most of the enemies are psychedelic-designed/colored.

>> No.4575189

i like that you've been working on the lighting, pit area is looking cooler especially, i like having the zombiemen there giving you something to worry about and shoot for a bit while the monsters in-fight and that the lighting is obscuring them on and off adding to their challenge a little
i might remove one or two of them though

>> No.4575196

after I did 750mg dxm in the darkness at some point I kept seeing the room appear in flashes as being something from episode 1 but more like the d64 palette and lighting
that was a mostly bed-ridden, debilitating experience but I want to actually play some doom on acid sometime

>> No.4575207
File: 944 KB, 640x480, jelly1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4575208

probably, but they look like junk because they fire too quickly for pump/reload animations to look good

>> No.4575219
File: 179 KB, 432x504, 1465824244513.png [View same] [iqdb] [saucenao] [google] [report]

>Doom or Quake 1
>or Quake 1
>sprite enemies, sprite weapons, fullbright map, cylindrical skybox

>> No.4575220 [DELETED] 
File: 944 KB, 640x480, jelly2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4575227

will the status effect wizard be playable in gmota?

>> No.4575228

Uh whzt now anon?

>> No.4575231
File: 1.96 MB, 640x480, jelly2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4575249
File: 932 KB, 640x480, jelly4.webm [View same] [iqdb] [saucenao] [google] [report]

people need to feature the Inquisitor in their mods more

>> No.4575253
File: 865 KB, 640x480, jelly5.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4575258

Is it wrong that when I see this, I'm waiting for the sick disgusting porn to appear? I think Regular Day has left more of an imprint on my mind than I'd like.
It does look like a potentially entertaining clusterfuck though.

>> No.4575262
File: 1.33 MB, 640x480, jelly6.webm [View same] [iqdb] [saucenao] [google] [report]

what is regular day

>> No.4575264

The peak of german autism created by a guy who eventually realized he was being a disgusting autist and took it down. Kind of like Grezzo 2 but intended to be taken seriously and with much more porn and gore. Also pony porn/gore..
It had a lot of brightly-colored stuff and a few open levels. I guess in my mind this thing bears a superficial resemblance to it, albeit without the porn.

>> No.4575269
File: 1.83 MB, 640x480, jelly7.webm [View same] [iqdb] [saucenao] [google] [report]

It was the Cinematic mod of Doom.

>> No.4575271

https://forum.zdoom.org/viewtopic.php?t=45658 is this the wad?

>> No.4575278

Yeah, however I can't really recommend it. The guy had some alright level design ideas but the whole experience was very hampered by... well the rest of it.

>> No.4575285

I'll probably throw in Complex Doom, Beautiful Doom, Gangsta Grosse, my own wad I made that lets me summon strife monsters and Spongebob in the movie.

>> No.4575289

Man I hope you have fun with that, because that sounds like quite the experience.

>> No.4575304

speaking of experiences is it possible to rip monsters from different wads i want to know because i want to rip some of the monsters from Armageddon Invasion 2.

>> No.4575306

Hit up the ZDoom wiki and learn basic DECORATE, then open up the pk3/wad and search through its files to get the monster code and sprites out.

>> No.4575338

I liked the last room. I'm glad no hitscanners showed up because it was tough, but fortunately there were enough pickups.

I'd suggest you consider carefully what's coming next. Your map started showing some atmospheric ideas, some close-quarters combat and corridors in-between. It wouldn't be bad if you kept throwing encounters at the player, but perhaps you can spice things up a bit by developing more the ideas you've come up with. Perhaps even break with the linear design and throw some rooms to explore and such.

You're trying things out and it's coming out nicely in any case. Keep up the good work!

>> No.4575343

jelly fish fields from battle for the bikini bottom

>> No.4575347


>> No.4575352

>Red Slull
Skull Slugs. New hell wildlife. Mostly neutral.

>> No.4575361
File: 408 KB, 1366x768, Screenshot_Doom_20180208_180325.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4575367

How would I create a door or ceiling of multiple sector parts that raises as one unit? I've done it with a lift setlink before, but the ceiling/door didn't want to come along with it. Cheers.

>> No.4575381

Thanks doc

>> No.4575385

works for me - the control sector tag has to be 0, or else zdoom will think you want the sector link to be done when you use the line

>> No.4575387

Thanks doc

>> No.4575398

i finished doom 2016 wich I started two days ago and I was pretty disappointed. that's why I will stay here on /vr/doom and not go outside like a good boy

>> No.4575401

I likeum Steyr.

>> No.4575408
File: 2.89 MB, 640x360, rudesecret.webm [View same] [iqdb] [saucenao] [google] [report]

what's the most obnoxious secret you guys have encountered

>> No.4575410
File: 841 KB, 1366x768, Screenshot_Doom_20180208_165345.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4575425

What disappointed you, Anon?

>> No.4575448

thanks, pretty funny
feel sorry for the weird guy

>> No.4575452

I want to unsubscribe to this blog.

>> No.4575454

we discuss aspects of the game and the lore every once in a while. same as any other place.

>> No.4575461

I guess he always ends up back in a Cycle of Shame, looking in the mirror is hard. I know I would if people secretly thought of me that way. Guess it wasn't self awareness he had til it was too late.

>> No.4575498
File: 16 KB, 697x617, untiled.png [View same] [iqdb] [saucenao] [google] [report]

i gave up drawing for good

>> No.4575505

i didn't like the permanence of things in that game I want to be given an ssg and a plasmagun at the start of the level and then see wether I can beat a horde of pinkies and cacodemons with it

>> No.4575523

That and where did the fucking dithering come from?

>> No.4575534


Not even in the original Doom did that happen.

>> No.4575538

>Don't fall for this.

lol too late

>> No.4575540

Damn now where am I going to get my cute monsters from

>> No.4575541

it does happen if you restart the level after dying

>> No.4575545

pistol starts

>> No.4575546
File: 169 KB, 1094x836, image.png [View same] [iqdb] [saucenao] [google] [report]

From someone better.

>> No.4575547


There is no level where there is an SSG and a Plasma Gun at the start.

>> No.4575549

pistol starts is not what that poster specified.....

>> No.4575552


still, what a silly reason from that guy.

>> No.4575558


Does have SSG, no Plasma.

>> No.4575563


I can only ask Charcola to draw lewd/cute things so many times.

>> No.4575565

I was talking about the general impermanent relation the player has to whatever resources he collects in the original games and pointing out how it is opposite to the newest instalment's design philosophy.

>> No.4575572

okay but how is that a bad thing

>> No.4575573
File: 268 KB, 700x483, Dilopho-2.jpg [View same] [iqdb] [saucenao] [google] [report]

Heh, I had that dino figure as a kid!

>> No.4575581
File: 469 KB, 634x464, 1407388698533.png [View same] [iqdb] [saucenao] [google] [report]

So, I'm thinking of making a map to get an idea out of my head, which might in turn grow into something big if I like what I make, and if others like it. I need help I guess. Can anyone point me to a texture pack that would look nice for a worn-down western town? Desert assets? I'm also looking for a source of MIDI tracks. I even have a track I would like to use but I would need to convert it somehow.

I'm using Dark Tower as an inspiration.

>> No.4575582

it's not bad I was just disappointed as I said

>> No.4575583

I'm asking because I don't even know where to start looking.

>> No.4575603

fair enough

>> No.4575607
File: 312 KB, 1280x1024, how many times can we make a goddamn door and how many times can we change it to keep it intresting even though its a fucking door.png [View same] [iqdb] [saucenao] [google] [report]

At least most of them open on proxy/touch instead of having to press USE every time.

>> No.4575614

Blood textures can work for that.
Pretty sure you can extract doom-converted versions from ZBlood and ZBloody hell.

Also Outlaws but they are cartoony. Can work if you edit them.

>> No.4575619

How is High Noon Drifter compatibility fix for Strange Aeons? Does it removes new stuff SA adds and replaces them with HND stuff, or does it make it so player has access to both HND and AE stuff with no conflicts?

>> No.4575631
File: 173 KB, 1920x1080, megaton.jpg [View same] [iqdb] [saucenao] [google] [report]

So, when are we going to get together and play some Duke Nukem 3D Megaton in coop and make some new friends?

>> No.4575639
File: 188 KB, 1024x768, blood oh shit.jpg [View same] [iqdb] [saucenao] [google] [report]

Just finished the first episode of Blood for the first time. So far so good, the pace is much faster than in Douk and Shadow Warrior and there are lots of parts where you just have to run'n'gun in order to survive. This is my first time playing Blood. I did attempt to play it before, but for some reason I just dropped it, probably because of the difficulty.
Even though it plays pretty much identically to Duke Nukem 3D, there are oddities and differences. The enemy placement is sometimes really unfair, the balance is all over the place (your health can drop form 200 to 45 because some enemy managed to sneak/drop on you), and some of the weapons are just inconsistent. For example, the dynamite: I throw the dynamite, it hits the wall next to enemy, but the enemy doesn't die or react to it in any way. Or when I throw the dynamite in middle of enemies, some of them die, some of them remain untouched, wtf.

Levels are alright and I really enjoy those voxel models of powerups and ammo.

>> No.4575643

the former, plus new intermissions

fun to go through, ironically strange aeons feels like a perfect match, like it was made for HND

>> No.4575650

Is there a way to get a hold of the Duke3D expansions without having the Megaton edition?

>> No.4575660

this is on idgames

>> No.4575662

There's those abandoware sites that host them for free even though they probably don't have the permission, so you can probably grab them if you do some googling. Years ago I found mine from some guy's blog.

>> No.4575672
File: 69 KB, 337x425, arnold duke.jpg [View same] [iqdb] [saucenao] [google] [report]

Is the Duke Nukem world tour episode already translated to EDuke compatible? I want to play the new episode, but I don't want to give any money to Randy Pitchfork.

>> No.4575673

oh no not icarus door syndrome
at least don't make them both proximity and pressable

>> No.4575675
File: 28 KB, 636x671, 1363398762072.png [View same] [iqdb] [saucenao] [google] [report]

Right now, that is our only hope. World Tour was recently taken off of Steam for seemingly unknown reasons.

>> No.4575678

are they not in the mega folder in the op? i see a duke_nukem.zip and a duke_nukem_atomic_additions.zip in the build folder

>> No.4575679
File: 113 KB, 581x700, duke steam.jpg [View same] [iqdb] [saucenao] [google] [report]

Taken off steam what the fuck? It was just recently when the Megaton Edition and all the other classic Duke titles were taken down. Gladly I managed to buy them before they got removed, but I never bought the world tour edition.

>> No.4575680

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

>> No.4575684
File: 92 KB, 640x742, duke it out in dc.jpg [View same] [iqdb] [saucenao] [google] [report]

Also if you have the regular Duke Nukem 3D (non-megaton edition) in your steam collection, the addons are included in addons folder in separate .grp files and everything, in the exact same format you would get them if you bought them back in the days.

AYO HOL UP, as I was writing this I realized that for some reason the non-megaton regular edition Duke Nukem 3D installs in the same folder as Duke Nukem 3D Megaton even though they're from different publishers. What the fuck? That's fucking confusing.

>> No.4575686

They were in duke_nukem.zip, thanks!

>> No.4575691


I have a bunch of MIDIs you can use


>> No.4575693

I wish more people played the classic Duke Nukem 3D online

>> No.4575697
File: 33 KB, 396x385, 838.jpg [View same] [iqdb] [saucenao] [google] [report]

>have 17/20 of the achievements done
>the last 3 are multiplayer achievements
>nobody is playing multiplayer

>> No.4575704

Would making my own total conversion mod for Douk 3D be super complicated? With custom maps, custom textures, custom sprites, and even custom duketalk. Obviously with all the in-game mechanics of Duke, so essentially it would be a re-skinned Duke but with non-Duke stuff. I think it would be super cool to make my original character donutsteel badass along the lines of Caleb, Duke, Lo Wang, Postal Dude etc. and have him go through some violent adventures and have his own cheesy one-liners etc.

>> No.4575706

Apparently Gearbox only owns new Duke games (Forever) and their rights to distribute original one are debateable due to the way their settlement with 3D Realms was conducted or something like that.

>> No.4575707

Mapping for Duke is quite a bit more convoluted than Doom, mostly because of the tools.

Also now you can do almost everything you could in Duke3D with GZDoom including non-euclidean space shenanigans, portals, destructible environment (via scripts and map tricks)

>> No.4575743

Achievements mean nothing, you tool

>> No.4575747
File: 78 KB, 640x960, 1359757010196.jpg [View same] [iqdb] [saucenao] [google] [report]

These are rad. I'll listen to them all while I build.

Halfway is charmingly funky. Thanks!

>> No.4575752
File: 2.57 MB, 1152x720, 4u.webm [View same] [iqdb] [saucenao] [google] [report]

that's a big light

>> No.4575774

They do if you want to show off with 100% beaten game.

>> No.4575776


>> No.4575780

Heya. Would you kindly make a basic button-toggle flashlight mod based on spotlights? Preferably one that casts light from player's shoulder so that player could see the shadowcasts of the things he looks at.

>> No.4575789

This isn't the Xbox 360, you don't have a gamerscore to fight over.

>> No.4575797
File: 72 KB, 300x300, 1382059105887.jpg [View same] [iqdb] [saucenao] [google] [report]

Sounds like someone is jelly.

>> No.4575841

I'll see what I can whip up.

>> No.4575852

note to any other readers who avoided clicking on this because it was presented as a stupid meme that you're most likely very sick of: ignore the moronicity of the author, this webm is actually pretty cool.

>> No.4575889

we can make a stealth game with view cones with this.

>> No.4576087
File: 424 KB, 1021x764, commandos_5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4576090
File: 2.79 MB, 1152x720, gzdoom 2018-02-09 16-53-26-28.webm [View same] [iqdb] [saucenao] [google] [report]

Getting there. Must just set up menu options so you can customise location, pitch and angle offsets and whatnot. Also solve that jitter. I'll post it here and zd forums when it's ready to fly.

>> No.4576110

would it be possible to add customizable color?

>> No.4576131

No. You'll get a red one, and like it.

>> No.4576175

No =\

>> No.4576184

So PGXP-PCSXR and now Beetle-Libretro have CPU Overclocking available. How is thsi relevant to Doom? It means Doom PSX can be played at a decent frame rate. It's capped to 30fps though. The OC might be speeding up gameplay too.


>> No.4576189

why not

>> No.4576190
File: 29 KB, 640x366, ayy.jpg [View same] [iqdb] [saucenao] [google] [report]

>this kills the boortul dumm

>> No.4576196

Made a 1024x1024 map:


Tested with prboom and gzdoom. Doom 2 Map01.

>> No.4576203
File: 80 KB, 451x392, 1347364610391.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm glad to see even in 2018 people are still making deflating caco deaths

>> No.4576227
File: 13 KB, 400x300, vietnam-us-army-usmc-flashlight-fulton-mx-99i-u-with-red-filter-4284520023e2737993e6147fc8eb5f4b.jpg [View same] [iqdb] [saucenao] [google] [report]

Why red? Is it a reference to 'nam where the flashlight would also come with a red filter?

>> No.4576247
File: 442 KB, 1366x768, Screenshot_Doom_20180208_174613.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4576257

>Abobo dudes
Double Dragon Doom when

>> No.4576273

Oh god thanks for reminding me of that terrible album art. I'll give this a play later.

>> No.4576289

I added some Shotgun guys in the last room to act as little refillers for the Shotgun but yeah, I usually try to avoid them unless I have a good reason to place some.

Yeah I think adding one last trial and the final boss room would end the map too quick, I think I'll surely add a little more rooms just for exploration.

>> No.4576291

why is that gangsta grosse on the left filtered to hell and back?

>> No.4576295

I loved it. Can't get enough of cramped little rooms with barely enough space. Such a jump in difficulty from your previous map too. I'll have to remember looking for the zerker pack when playing your stuff.

Btw, can't get out of the third secret (the one inside the skull key room). Also, you can grab the chaingun if you run into it fast enough, dunno if it breaks the difficulty you had in mind. Probably not, didn't use it.

>> No.4576305
File: 449 KB, 1366x768, Screenshot_Doom_20180208_180140.png [View same] [iqdb] [saucenao] [google] [report]

That's the way his sprite is, I didn't make the mod.

>> No.4576309

>more rooms for exploration
That. Also, a nice variation would be to make one big area divided into several rooms which are inter-connected for the next big fight, since that way the player has more freedom to choose how to dodge, get cover, grab items and such. Also, as another anon mentioned, throwing in some height variation would help your map a bit. I liked the eerie atmosphere of the beginning, so I'd try to capitalize on that.
But don't mind me, just thinking out loud. Hope it turns out great!

>> No.4576313



>> No.4576316

This? Although its not out yet

>> No.4576319

In a couple of hours I'll post a sketch of how the final map would look and how they'd work to see what does the thread think about it.

I want to make some kind of "swamp" or little temple where at the end you have to place the Red Skull to open a door somewhere else that leads to more rooms.

>> No.4576323

It was a joke, I'm not the maker.
I'm sure he will make the color adjustable.

>> No.4576324
File: 64 KB, 640x360, image.jpg [View same] [iqdb] [saucenao] [google] [report]

I want a wad that is actually fun and doesn't need any extra add on wads to make it fun.

>> No.4576326

have you ever played icarus? in the spaceship levels the doors all open as you approach them, but are also manual. so out of sheer habit you press use as you approach.. which closes them right in your face.

>> No.4576335

I was recommended Wonderful Doom.

>> No.4576337

Going Down
Starts out tame, but becomes more and more insane and deranged as you progress, in style of Cyriak (https://www.youtube.com/watch?v=tnWP2Emps1M&t=14s)
because Cyriak made it

>> No.4576338

Thanks, I'll fix it later this evening

>> No.4576346

get yourself completely lost in a giant E1 base for an hour or two
if that was recent it probably from me, i take it you liked it?

>> No.4576353

300 minutes of /vr/ !

>> No.4576368

Forgot about it entirely until I opened my bookmarks. On E1M2 right now looking for secrets.

>> No.4576392


Updated Link.

>> No.4576410
File: 526 KB, 1280x720, screenshot.png [View same] [iqdb] [saucenao] [google] [report]

Sorry for double post, here's a screenshot as well.

>> No.4576442

I noticed in some playthroughs on youtube that firing certain weapons lights up dark areas, but not for me on gzdoom. Is there a setting I need to turn on for this?

>> No.4576452

you might need to turn up the gl_weaponlight cvar; try 16 or 24

>> No.4576457
File: 2.71 MB, 1945x3109, Illustration2.jpg [View same] [iqdb] [saucenao] [google] [report]

Dance of death-fag here.

The hand drawn parts are what I'm planning to add to finish the map.
Once the second wave is killed, the Red Skull is awaiting on a pedestal similar to the Blue Skull except you can't use it right away, you have cross some hills to go place it on a temple where you'll get ambushed (I'll have to see here what do you have to script to remove the Skull from your inv and make it appear in front of you).

Only then the door all the way back will open, leading to a maze wher you'll have to press switches in order to reveal more rooms with more switches with a secret there in case you go back to a room you're not supposed to.

The last switch opens the final door towards the ciberdemon with an ambush for who circle strafe (and it WILL happen) and ending with a cutscene.

Not all enemies are shown here, mostly ambushes and some snipers.

What do you think of all this?

Also, for those who already played my previous progress.

>> No.4576473
File: 127 KB, 1920x1080, gzdoom 2018-02-09 13-30-28-98.png [View same] [iqdb] [saucenao] [google] [report]

short and very sweet. Died a few times, the archvile shenanigans in tight spots and spaced out evenly is a really good touch. The surprise chaingunners are also a nice and big shock when you go back through the main hallway. Only found the berserk secret but it's a nice secret to have, especially if shit gets hairy and you can't grab the SSG at the start cuz the revenent/pinkies push up if you aren't quick enough. It's got good pacing, makes you hurry your ass up in the beginning to get the SSG but isn't overly punishing if you can't get it, and eating a few rockets or fireballs or an archvile flame is very manageable. The look of the map and its name sets a good mood.

8/10 it's okay

>> No.4576483

That did it, thanks. Another question, this might just be a gzdoom thing or maybe it's cuz I'm running smoothdoom, but I've never been able to give myself weapons through the console. Cheats like idkfa work, but sometimes I just wanna start halfway through a WAD with a typical loadout you'd expect to have at that point.

Commands like "give shotgun" or "give plasmarifle" give me the ammo but not the weapon, and even "drop shotgun" and picking it up again doesn't give me the weapon.

>> No.4576486

Is this map supposed to be played in black and white?

>> No.4576487
File: 2.96 MB, 320x240, TheGrowth-fda-0513-1.webm [View same] [iqdb] [saucenao] [google] [report]

i am not a fan of 1024^2 levels because i am not a fan of cramped environments and getting caught on walls and such. there wasn't too much of this here, though, it was just small, but it was still present (especially early in the run). fairly nasty for 24 monsters too, but there were plenty of weapons/ammo so i survived first time (finding all the secrets helped). still need to hide some of the 2s lines on the automap to not look like secret doors. comedy moment at the end where i realised an archvile had resurrected a cacodemon and it was stuck in a wall. that might have been a ghost monster, but i was playing in Boom complevel.


>> No.4576492

updated map where

>> No.4576494
File: 2.84 MB, 320x240, TheGrowth-fda-0513-2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4576495

I liked the secret just behind you, helps give an edge.
Did you plan for the player to force the Revenants to hit you instead of shooting missiles to make them easier?

I think it's a bit intense towards the start but knowledge of the secret makes it much more playable. The item distribution is nice too and never felt I was running out of ammo.

>> No.4576496

See >>4575087

>> No.4576497
File: 448 KB, 1024x698, flawless_picardia_by_epycwyn-dbkbyfq.png [View same] [iqdb] [saucenao] [google] [report]

I dig those blood effects.

>> No.4576502

>it's a shotgun map
>with unique music and a story

instant classic

>> No.4576507

I like the idea, how it turns out great. Be careful about the switch hunt that it doesn't become tedious. Also, level design should hint at what you have to do, while trying not to flat out tell you.

The map is not so big that players would get lost, but I think it is a good mapper habit to try to think as the player. Perhaps put some red skull textures where the skull key ought to go, for example.

By the way, wouldn't it be neat to have the player, at some point, be teleported back to the starting forest and have to face a horde there? Or have some fight in a similar forest-like section?

>> No.4576509

For the most part.
I give the player a chaingun and rocket launcher for the bigger mobs but to keep it "realistic" there won't be a plasma riffle and BFG.

>> No.4576512

I'm planning the Cyberdemon final fight to be in a final forest.

>> No.4576513

that's because smooth doom has its own weapon actors
I don't know what they are myself, but just summon the weapons instead of giving them and the weapons will be the smooth doom versions

>> No.4576516

I don't know if it's intentional, but the little wall that opens up with the cacodemons and lost souls is easy to not trigger if you go around the shell box, which I've done twice now since I don't want to waste it and I'm usually around 35~ shells when I pass it. I'm loving it so far, though. Haven't finished it, died at the big pit with all the demons, but that seems like a great arena fight imo, especially since it's fairly easy to start some infighting with the chaingunners.

IMO as long as there's enough ammo, a shotgun and a chaingun is all the player needs to deal with anything outside of a cyber or spiderMM. Of course without a backpack that can be kinda tight. To me a rocket launcher is just gravy.

>> No.4576521
File: 65 KB, 264x293, vvcap 2018-02-09-15-56-44.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for mentioning it. I'll move the trigger linedef to a more unavoidable part.

>> No.4576526

Oh and also, I planned the infight with the chaingunners as some kind of joke for the hatred towards hitscan enemies so even the undead hate them.

>> No.4576527

Never knew that was a command. Thanks, that was a big gripe I had when testing out new wads and levels. Big help.

>> No.4576528

perkpistol, perkshotgun, perksupershotgun, perkchaingun, perkrocketlauncher, bloxplasmarifle, z86bfg9000.

>> No.4576530

This is nice to know too, I was trying "give smoothshotgun" and obv it wasn't doing anything.

>> No.4576531

I think it's a reference to military flashlights in general, The red filter's main use, apart from signalling, is night use. If you need to read a map or something, red light doesn't fuck up your eyes' dark adaptation as much as other parts of the spectrum.

>> No.4576532
File: 205 KB, 1180x649, portals ayy.png [View same] [iqdb] [saucenao] [google] [report]

These ones don't work that way, so you should be okay.

Made the entry a bit more intresting (abeit the skies might be a problem. How would one make a good transitional point between these two?). Now I gotta fill in the auxillary buildings, make the second floor, and the underground.

Will showcase the various auto-doors next post.

>> No.4576538

That is kinda funny now that you mention it.

Honestly hitscanners aren't that bad as long as you don't abuse them, they're great ammo sources and are good for forcing the player into cover, it's just when mappers put them so far out they're 3 pixels tall on your screen that it's annoying. Even a huge crowd of zombies can be fun to fight if the player has cover to work his shotgun from or a chaingun, especially if there's other mobs around to spark some infighting. At the very least no one should be complaining if hitscanners can be manipulated to start huge infights.

I don't map or anything but I'd say if I was gonna use them and it's not totally obvious to the player they're going to be around before they encounter them, drop a handful of water and helmets near by to smooth out any damage the player takes getting nerded out by some hitscanner they didn't notice.

>> No.4576541
File: 162 KB, 1280x960, doors.png [View same] [iqdb] [saucenao] [google] [report]

I ultimately just made them individual pieces (on the multi-piece now-bar door). I'll worry about that another time.

Nevada/Madness has a lot of Doors, so I'm trying to make that still a thing, but remain interesting (some doors open downward, some are polys, some are just bars, some are multi-part/complex, etc.)

>> No.4576543

I'll also say that, IMO, unless the player somehows to expect it, putting hitscanners at extreme heights is a big no-no, even if they're close by and easy to see when you know about them. Nothing ruins an encounter harder for me than engaging a bunch of mobs just to realize a chaingunner is 30 feet above me in some tiny alcove melting my health and armor.

>> No.4576563

I think the red light works with the general atmosphere of doom.

I hate to mention it, but BD has a flashlight toggle that seems to work pretty well and doesn't have any jitter as far as I've noticed.

>> No.4576574
File: 595 KB, 1920x1080, gzdoom 2018-02-09 14-18-42-67.png [View same] [iqdb] [saucenao] [google] [report]

Hate to bother you about this shit again but, again I don't know if you meant for it or maybe it's just how Mancubus fireballs work, but hugging this corner and door, even with the door closed, Mancubus fireballs can damage you through it. It's really not that big of a deal, especially since I figure your intention was to actually stay in the arena and duke it out instead of being a nerd about it but I figured I'd tell you.

>> No.4576580

okay one last question this time for real, where is this setting in game for gzdoom? Editting the cvar works for a bit but it resets everytime I start the game up again.

>> No.4576587
File: 922 KB, 1920x1080, gzdoom 2018-02-09 14-25-09-62.png [View same] [iqdb] [saucenao] [google] [report]

This fight is a total fucking meme and I love it.

>> No.4576590
File: 714 KB, 1920x1080, gzdoom 2018-02-09 14-28-03-12.png [View same] [iqdb] [saucenao] [google] [report]

this is also a giant fucking meme and I also love it.

>> No.4576591

>This fight is a total fucking meme
>this is also a giant fucking meme
what do you mean?

>> No.4576601

>dynamic lights suffer from the engine's aspect ratio correction

>> No.4576604
File: 752 KB, 1920x1080, gzdoom 2018-02-09 14-34-37-26.png [View same] [iqdb] [saucenao] [google] [report]

Just a giant fuckin mob of dudes teleporting out of nowhere. I mean I guess it isn't totally unexpected, they're two big arenas and the map isn't over yet. It's definitely one of the better spawn-in fights I've had, a lot of the time when dudes spawn in they spawn in behind you or surround you in tiny places and you don't really have anywhere to go and you just get mollywhopped unless you know what to expect. In comparison these fights are very manageable going in blind. They're really fun encounters.

These fights give you a lot of room to deal with the masses and make it pretty easy to start some infighting, and the second arena gives you some pillars and a trench for cover and a bunch of medpacks and ammo to deal with the surprises.

But, again, I hate to keep bringing shit up. I don't know if I'm retarded and missing something but I've gotten the "earned the red skull" message, yet I haven't seen a door open up or the red skull and I'm trapped in this arena.

>> No.4576606

>no zorching

>> No.4576607

... it resets? either your settings aren't getting saved properly or you have an autoexec.cfg resetting it, and you'd know if you had an autoexec

where is your gzdoom folder? try moving it over to your user folder, then see if it remembers the gl_weaponlight setting.

>> No.4576634

That did it, thanks again anon

>> No.4576641
File: 475 KB, 1366x768, Screenshot_Doom_20180209_114345.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4576645
File: 572 KB, 1366x768, Screenshot_Doom_20180209_113450.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4576649
File: 549 KB, 1366x768, Screenshot_Doom_20180209_115027.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4576653

What is this?

>> No.4576656

okay after trying that big arena fight again I think I might've figured out what the problem was, the first time I went through it I never noticed a bunch of revenants and an archvile spawning, so maybe that had something to do with it. Totally getting my ass kicked by it now, but it's a really great fight.

>> No.4576657
File: 626 KB, 1366x768, Screenshot_Doom_20180209_115107.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4576662

i think you've posted enough of it for one thread. please stop.

>> No.4576671
File: 386 KB, 1366x768, Screenshot_Doom_20180209_120934.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4576676

Reminds me of serious sam when I use kids blood

>> No.4576685
File: 661 KB, 1920x1080, gzdoom 2018-02-09 15-04-19-56.png [View same] [iqdb] [saucenao] [google] [report]

Alright, after getting through it again, and it was way harder after the first time for some reason I still haven't gotten the red skull and I'm still stuck in the arena. I thought maybe there was a bug and this wall wasn't supposed to be there, so I tried noclipping through it but still no redskull.

>> No.4576686


>> No.4576690

i know i saw your post on the forum

>> No.4576695

>cs for kids
>jess cliffe is a pedo

>> No.4576723


https://www.dropbox.com/personal?preview=2018-02-09+14-41-37.flv current map revision, may wish to fast-forward

>> No.4576727

sounds pretty decent

>> No.4576729

Will check on it. Maybe it's splash damage?

>> No.4576738

I guess "meme" means fun.

I decided to script spawnpoints there because I couldn't figure out another way.
Initially I had an out of bounds room with monsters ready to teleport in but scripting SpawnSpot achieved the exactly same effect and in a better way because I could do special formations.
I thought it'd be more fun if the room seemed empty at first instead of having closets.

Also, yeah, it's supposed to end there because the map isn't finished yet, see >>4576457

>> No.4576747

I also added different times to spawn different enemies to make the fight more manageable and fair, the second arena is designed to fool the Archvile and to make you run all over it at some time rewarding you for doing so (a berserker pack there, some shells tossed around)

>> No.4576758

is crackbone even alive still

>> No.4576759
File: 331 KB, 1600x900, Thief - The Dark Project.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4576765
File: 608 KB, 1600x900, Thief The Dark Project.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4576768
File: 575 KB, 1820x1024, Thief.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4576772
File: 84 KB, 1600x900, thief_wallpaper_4_by_keeperhattori-db2xtq7.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4576775


>> No.4576778
File: 125 KB, 1600x900, thief_wallpaper_5_by_keeperhattori-db3y5la.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4576780
File: 1.03 MB, 2270x1419, hammertower_widescreen.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4576793

>Also solve that jitter
Good, the jitter was the worst fucking part.

>> No.4576795
File: 201 KB, 1920x1080, cnxKTNs.jpg [View same] [iqdb] [saucenao] [google] [report]

I know where this is going.

>> No.4576796

Can you still fuck them?

>> No.4576798
File: 4 KB, 500x500, 1518209624012.png [View same] [iqdb] [saucenao] [google] [report]

what's this thing? armor in a sphere? why?

>> No.4576803

maybe it's a


armor bonus

>> No.4576806

why isn't it shaped like a normal one then? what's it do that's different to the usual kind?

>> No.4576807

that's because it's yanked 100% from demonsteele's flashlight, lol

>> No.4576808

>why isn't it shaped like a normal one then?
what's wrong with wanting to make it look different just for the sake of it?

>> No.4576810
File: 216 KB, 1366x768, Screenshot_Doom_20180209_120836.png [View same] [iqdb] [saucenao] [google] [report]

I DON'T KNOW NIGGA, I DIDN'T MAKE THIS WAD. Why do people always say "why is he filtered" or "why is that thing there in a form on a sphere" I just don't know. I wasn't the one who had the mindset do so. Just let me post what I find amusing when playing Doom gosh anon.

>> No.4576816

different appearance would seem to imply different properties?
i was only asking what it did since i didn't recognise it

>> No.4576818

>different appearance would seem to imply different properties?
unless the original is also present, no.

>> No.4576819
File: 30 KB, 414x448, imageedit_9_3663474228.gif [View same] [iqdb] [saucenao] [google] [report]

Why did Cory Whittle make the Female Doomguy looking it has sex doll proportions? Why did he have her bottom helmet exposed? Why is she wearing lipstick? Why?

>> No.4576823

Cause he felt like it.

>> No.4576825
File: 26 KB, 400x456, imageedit_7_4370520070.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4576827
File: 2.62 MB, 413x233, sweat2.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4576828

haha well it's obviously meant to be female, there's no way you'd see that and mistake it for a guy

>> No.4576830

i mean that's barely short of putting a minnie mouse hairbow on it

>> No.4576834

I want bimbo porn of this female doom.

>> No.4576837
File: 17 KB, 880x655, the pain 3.png [View same] [iqdb] [saucenao] [google] [report]

maybe i shall do it

>> No.4576839
File: 10 KB, 697x617, untittled.png [View same] [iqdb] [saucenao] [google] [report]

i want the guy who draws hdoom to help me if he can

>> No.4576845

>i gave up drawing for good
>maybe i shall do it
so which is it?

>> No.4576847 [DELETED] 

my penis wants to do the thinking

>> No.4576850

Why not?

>> No.4576853

bada bing bada doom

>> No.4576860
File: 45 KB, 500x250, the pain.png [View same] [iqdb] [saucenao] [google] [report]

there's times where i want to draw but there is times where i surppress my need to draw since i can't draw good like the /ic/ people since i have a hard grasp on fundamentals

>> No.4576868
File: 136 KB, 1280x1024, near.png [View same] [iqdb] [saucenao] [google] [report]

Cool. Titlepic and everything. Time for a break.

>> No.4576874
File: 172 KB, 380x540, poor doomguy.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4576878

>Cory Whittle
At least now I have a name to whoever created this atrocity.
>Some people actually think this is a good femMarine skin

>> No.4576881
File: 177 KB, 380x540, doomg.jpg [View same] [iqdb] [saucenao] [google] [report]

Damn, meant to post this version. I can't believe I made this edit about 4 years ago.

>> No.4576883
File: 14 KB, 489x514, 1462358825095.png [View same] [iqdb] [saucenao] [google] [report]

>1280x1024 screen resolution

>> No.4576885
File: 34 KB, 512x896, imageedit_5_8691409796.gif [View same] [iqdb] [saucenao] [google] [report]

beggars can't be choosers

>> No.4576892
File: 20 KB, 325x655, w6dJg.jpg [View same] [iqdb] [saucenao] [google] [report]

Or they can make a skin that's not awful.

>> No.4576898

Pic unrelated. Crash always looked out of place with how undetailed and 8-bit she looks.

>> No.4576902

Looks like anon is playing with complex doom. You see, in order to compensate for the harder enemies, demons will often drop armor or health bonuses. These bonuses can vary in size. Weaker demons, like pinkies and imps, will often drop small bonuses, like the one you're seeing now, while Barrons, archviles, and mancubi drop larger armor bonuses.

>> No.4576903

imagine actually thinking this way

>> No.4576907

oh okay thanks. obviously i've never played complex doom

>> No.4576909

couldnt possibly be recognizably female without massive tits that bulge out the armor

>> No.4576915
File: 158 KB, 736x1046, 04e2450ba2c0f3acf897f47218ff652b--female-stormtrooper-cool-cosplay.jpg [View same] [iqdb] [saucenao] [google] [report]

is that bad

>> No.4576932
File: 101 KB, 288x528, untitled.png [View same] [iqdb] [saucenao] [google] [report]

Here, have a cool png of Crash to save your eyes from the shitty sprite attempts.

>> No.4576937

the one you replied to actually looks good though, as opposed to the stick figure one in skulltag

>> No.4576941

It also happens that those droppable health/armor spheres and some of those bonus can surpass the 200 limit until 250

>> No.4576946
File: 2.45 MB, 1242x700, 2018-02-09 18-45-19.webm [View same] [iqdb] [saucenao] [google] [report]

Successfully scripted the polydoors towards the end of the second wave.

I think I'll make a drop here and make the next part underground or something like that. Like an underground forest because I can't figure out how to make a believeable wall considering how I messed with this sector's height

>> No.4576948

The blue armour bonuses and the red health bonuses can take you to 250, much like Skulltag's.

>> No.4576950
File: 1005 KB, 1365x711, vvcap 2018-02-09-19-04-53.png [View same] [iqdb] [saucenao] [google] [report]

Ok maybe I've got it

>> No.4576963

Even /ic/ knows they overdo the judging bit. Al least you post your work.

>> No.4576964

suggestion: that is kind of slow, make it open twice as fast

>> No.4576965

Yeah the second fight does a really good job of forcing infighting, and pretty much every time I dealt with the archvile he was infighting inbetween resurrections.

My only real complaint is that it's kind of difficult to avoid grabbing ammo when you don't need it if you're circling around the arena, specifically the shell and bullet boxes near the entrance. If you're ammo conscious like me you aren't going to need them for a while especially with all the ammo in the room right before it. You got a lot of imps and hell knights pushing up on you towards the entrance so if you're moving around the arena and trying to circle back through, it's really tough to scoot by the ammo without picking it up when you're at like 46 shells or 180 bullets or something. It's easy enough to grab the RL and rockets without wasting the shells or bullet boxes but after that when the monsters spread out it's really likely you'll accidentally pick them up when you don't want to.

I'd maybe move the shell and bullet boxes forward a bit, like near where the imps spawn. You're not going to need them at the start of the fight cuz of all the ammo in the previous room, and you won't accidentally grab them while running around the edge. They'd also serve as a decent reward for clearing out the first wave of imps and hell knights on the lower ledge of the arena. Just my thoughts, it's a great map so far.

8/10 it's okay

>> No.4576972

both are bad

>> No.4576993

Did Cory Whittle even make that sprite? Isn't it older than Immoral Conduct?

>> No.4576995
File: 178 KB, 1200x900, the painer.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4576996

I wouldn't even be opposed to a sexy doomgirl, but the sprites are just so fucking bad.

>> No.4576997

A.L.T. sure is Russian

>> No.4577001

You're welcome. Your drawings are very charming I must say, and the irony to that makes it neat.

>> No.4577008


>> No.4577010

I just picked up complex doom because I saw it mentioned in this thread, but I can't reload. It's bound in the controls menu but not working.

>> No.4577012
File: 317 KB, 1366x768, Screenshot_Doom_20180209_194541.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4577013

secondary fire.

>> No.4577014

No way, it's spooky and ominous this way.

>> No.4577017

omfg I'm retarded

Tanks anon

>> No.4577019

At first I thought about it but I also think it may hype the player a little. Also build ambience. I'll consider it tho if it bothers me too much on testing.

>> No.4577021

it's good on a first time but on replay it's going to get super annoying. anything slow in doom is annoying, cf. that bloody lift on pl16

>> No.4577026

can't you set up bot matches?

>> No.4577045

14 hours to go until the contest, lads.

Get some good sleep and practice working in tight spaces.

>> No.4577079

Thats what those assholes deserve for destroying any possibility of playing douk properly on mobiles.

I mean, how the fuck gearbox managed to C&D Beloko games, an indie developer from distributing his port of eduke32?

Even tho he charges for his ports he wasnt doing anything illegal, as if gearbox cancelling the HTTK collection wasnt bad enough...

>> No.4577085
File: 532 KB, 1280x1330, abomination in box.png [View same] [iqdb] [saucenao] [google] [report]

>play 64
>at first enjoy the grimdark atmosphere
>then it just goes on and on and on
Such a stale thing. So boring!

>> No.4577087

have you thought about adding in some sfx? having the door open at this pace, i think it could work well. you could maybe just grab something from an old game? castevania, resident evil...

>> No.4577089

Video games tend to "go on and on" since they're meant to be worth the $60 you pay.

>> No.4577092

fuck, it's already lunch on saturday here
have you said what format we're limited to?

>> No.4577096

>>then it just goes on and on and on
As opposed to?

>> No.4577098

D64 was all the grimdark atmosphere I wanted and needed
D64 is all the D64 there is so I'll take as much as I can get!

>> No.4577102


>> No.4577107

>pick up a weel gun

>> No.4577109

>D64 is all the D64 there is so I'll take as much as I can get!
There's a "Doom 64 Builder" these days so there's probably some good fan maps. Also maybe some rom hacks.

>> No.4577112

I know, I'm leaving sfx for the end. Maybe something custom if it isn't too hard, haven't search how to do it yet.

>> No.4577119

I'm pretty sure Hexen or Heretic has some really nice creaky, scary door opening sounds.

>> No.4577130
File: 152 KB, 1200x900, NewCanvas1;.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4577134

Doom 2, free to script and custom textures.

The mapsize MUST be 1500 x 1500

>> No.4577136
File: 2.57 MB, 888x500, 2018-02-09 20-49-27.webm [View same] [iqdb] [saucenao] [google] [report]

Done with the Red Skull room after the second wave with traps too.

>> No.4577142

As opposed to variety, like Doom did!

>> No.4577146
File: 100 KB, 805x540, 1494756060381.gif [View same] [iqdb] [saucenao] [google] [report]

Favorite czg Q1 map?

>> No.4577149

I don't recall, Doom had the same atmostphere throughout, even when going to Hell I didn't feel any different. Doom 2 is pretty much the same too. There's nothing wrong with an atmospheric game staying atmospheric throughout, imagine if Silent Hill did that halfway through the game and ruined what made it good.

>> No.4577150

is that playable area or the whole thing? i mean can you have parts outside 1500x1500 (like monster teleporters, or other control sectors) that the player can't enter?

>> No.4577151

>like monster teleporters, or other control sectors
or stuff you can see, like scenery

>> No.4577152

Who exactly is it that's speaking to you through the messages? I figure the opening with "this is what I saw" or whatnot was you or Doomguy or whatever.

>> No.4577157

Playable area.

>> No.4577169

>Brutal Doom
>Can kick Hell Knights in the balls

Would a demon have balls? They don't even reproduce.

>> No.4577172

no and they do but the icon of sin does it

that's never stopped a certain subset of fan-artists, though
so i guess in the brutal doom verse, all the yaoi/bara art is canon

>> No.4577173

At the opening, the final boss and ending is Doomguy talking. Everything else are the undead.

>> No.4577175


Did I read that wrong or are you implying people draw gay porn of Doom enemies

>> No.4577178


>> No.4577179


You're new, aren't you?

>> No.4577180

oh you sweet, sweet, sweet summer child

>> No.4577181

Were you born yesterday?

>> No.4577182

That's one of the most common types of fan-art there is...

>> No.4577186
File: 33 KB, 500x708, Imp-Doom-video-game[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>reading masters of doom
>imp is described as a "bigfoot-like creature covered in fur"
wait what in the FUCK
i thought it was just brown skin

>> No.4577187
File: 29 KB, 628x504, y2wcXNJ[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>these replies
>this quickly

I think I'm going to go back to bed.

>> No.4577190

Neat. Might want to add some textures to the ones you're already using. I'm liking the greenish colour, but if/when you start adding detail perhaps you can throw something else in.

>> No.4577191


>> No.4577196 [DELETED] 
File: 45 KB, 653x984, 1518222204633.jpg [View same] [iqdb] [saucenao] [google] [report]

Put me in the screenshot!

>> No.4577201

nobody takes tom hall seriously

>> No.4577202
File: 301 KB, 1366x768, Screenshot_Doom_20180209_212411.png [View same] [iqdb] [saucenao] [google] [report]

I think I might've gone a little overboard in the second wave.
I'm thinking in three things: erasing one Mancubus , two Cacos and two Hell Knights from the other side, adding an Invulnerability or delaying the waves a bit more.

>> No.4577205
File: 1.88 MB, 962x1400, here comes.png [View same] [iqdb] [saucenao] [google] [report]

if you are looking for a straight fandom, the doom community is very decisively not one and has not been one for decades

this should not surprise you, as much like OP, we are all faggots

>> No.4577208

>free to script
So ZDoom?

>> No.4577212

For me, it was one of the highlights. Consider nerfing it for HMP, or adding secret pickups.

>> No.4577215

If you want. I'll be testing them in Zandronum

>> No.4577217
File: 53 KB, 553x531, ss+(2017-11-02+at+05.18.51).png [View same] [iqdb] [saucenao] [google] [report]

Oh, don't worry, it's not even exclusive to fan-art. The Doom community has proudly been milking the man ass.

>> No.4577218 [DELETED] 

speak for yourself, you deviant turd burglar. almost all the doom community see it as a game instead of their avenue for sexual release. there's just a few asylum escapees who latch onto it because they can't get it up to anything but fat gay alien vore.

>> No.4577225
File: 463 KB, 499x281, berserking an archvile.gif [View same] [iqdb] [saucenao] [google] [report]

I do.

But not on that point.

>> No.4577226
File: 54 KB, 560x600, 1459894534872.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4577227

>there's just a few asylum escapees who latch onto it because they can't get it up to anything but fat gay alien vore.
and yet that person would be sadly mistaken because doom does not feature that, either

it does, however, feature copious amounts of carefully-sculpted bara booty which has been appreciated as magnificent art for nearly 25 years

>> No.4577228

Is the boom format alright? I can't script for shit.

>> No.4577230

>and yet that person would be sadly mistaken because doom does not feature that, either
doesn't seem to stop him spamming his garbage maps here...

>> No.4577232
File: 345 KB, 1920x1080, jmod20171116125146-00[1].jpg [View same] [iqdb] [saucenao] [google] [report]

i'm pretty sure most of those models are in arcane dimensions and some of them are in quoth, like the enemy skin variants
this looks junk tho

>> No.4577234

unfortunately, yes, but that's another problem entirely

>> No.4577236

Why hasn't anyone made a lost soul out of Joel's Vinesauce avatar? You'd think it'd be such an obvious thing to do.

>> No.4577237

Yeah, it's cool

>> No.4577238

zandronum can presumably run boom maps

>> No.4577240
File: 58 KB, 944x729, vvcap 2018-02-09-21-40-05.png [View same] [iqdb] [saucenao] [google] [report]

Just hit the wiki man and also ask here.
I'm an idiot and even I could script some cool sequences on my map.

I'll add more rockets and an Invulnerability to take advantage of that Berserker just for the sake of fun. I don't want Joel to

>> No.4577243

Damn, the pic uploaded and I pressed space just to accept the post.
I was saying I don't want Joel to give up or start cheating on that part. I want the level to flow naturally.

>> No.4577251

Oh, I nearly forgot about that contest.
In that case, yes, add an invul.

>> No.4577264
File: 46 KB, 539x634, 1378000776154.jpg [View same] [iqdb] [saucenao] [google] [report]

>sex doll proportions? Why did he have her bottom helmet exposed? Why is she wearing lipstick?
>implying all those things together aren't fucking 10/10 and it's just the rest of the sprite looking weird

>> No.4577270
File: 368 KB, 1366x768, Screenshot_Doom_20180209_215229.png [View same] [iqdb] [saucenao] [google] [report]

Well just tested this arena and adding an Inv makes it more manageable while still being a close one if you pick it too soon. I left it next to the Berserker so you don't pick it accidentally.

I'm planning for players to die at least once here before deciding WHEN to pick it.
Without an Inv I was able to finish this with some medkits to spare so I guess I fixed this part.

I should also move the rocket launcher since the imps spawn inmediately after picking it resulting in self damage if one is too trigger happy.

>> No.4577273

That's sorta what I thought.

A lot of people don't like it when Doomguy talks but I think so far this map does a good job of it. I've had some WADs where Doomguy talks like a shitty fanfic character or worse.

>> No.4577281

Omg yeah! I always thought they just had leathery hide. Like, I don't think the muscles would be that well-defined if they were supposed to be furbeasts.

>> No.4577286
File: 3 KB, 195x105, filtered.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4577289
File: 95 KB, 612x474, vvcap 2018-02-09-22-06-23.png [View same] [iqdb] [saucenao] [google] [report]

I wanted to keep the dialogue at minimum here for the sake of ambience. Dark Souls taught me games are great when they don't spoonfeed you the plot so to make a map based on Dance of Death I added the first verses to give context and the undead dialogue to work as kind of a hint of what you have to do with the skull and nothing more.

The idea is: Doomguy survived to this shit and it's him who's telling the story.

The final Doomguy dialogues (for the final boss and the end) will also be song verses.
As the Cyberdemon rises he'll say "Lifeless figures, they were undead all of them, they've ascended from Hell" as Cybby slowly and literally rises from Hell.

>> No.4577291

If it runs on dark places then no

>> No.4577294

It's a goofy design, fur or leather
speaking of fur, does the shambler have a thick yeti coat or blubbery seal skin?

>> No.4577314

they said imp has fur -- looks like skin
they said shambler has skin -- looks like fur
fucked up world

>> No.4577357
File: 211 KB, 600x400, shambler.png [View same] [iqdb] [saucenao] [google] [report]

Yeti coat.

>> No.4577363

hahahahaha where do u even get a Ranger that' is THAT Small,,

>> No.4577365

Maybe he's a big shambler. Ever thought about that?

>> No.4577374

I took notice of the fact that ranger-based recipes are quite common in the quake verse. there's soups, stews and sweets among other ways of curating and cooking ranger meat, but I'm under the notion that that type of food could only appeal to unintelligent lizards and uncultured denizens of shub niggurath so I'm not too keen on trying it out for myself.

besides I keep hearing it has four times the necessary amount of fiber and has lots of brittle. no thanks.

>> No.4577375

for HUH.

>> No.4577385

they're pretty damn difficult to hunt that's for sure. gotta lay out those quads strategically. they jump around a lot but their distinctive mating HUHs help locate them.

>> No.4577404

intdroduducing the newf fiend..........

>> No.4577412

the screenshot in >>4577232 has a giveaway darkplaces crosshair

>> No.4577413

haHhahahahahah I cannot bielieve what h e made take PLACE

>> No.4577419

>more brutal shit
just 360 and walk away

>> No.4577427
File: 25 KB, 462x259, sniper_holdontoyourhead.jpg [View same] [iqdb] [saucenao] [google] [report]

Reccomend me a good megawad to play. Pretty bummed that my HND+CH+AV playthrough was dead stopped by an invincible cyberdemon. Planning on using doomzone with the marksman class.

>> No.4577428

Seriously looks like a screenshot of Strafe.

>> No.4577436

Years ago I played Garrulismo, a 32 level wad made by the spanish Eye Del Cul (has a lot of other pretty good wads).
Lots of spanish political jokes too but other than that it's a pretty challenging wad.


>> No.4577439

STRAFE looks worse.

Anyway, if this runs on Quakespasm then I might give it a shot. Not enough weapon mods for quake out there (this is the first actual weapon mod that appears to be separate from maps that I see).

>> No.4577447

Scuba Stephanie when?

>> No.4577456

>unintelligent lizards
anon, you're being offensive for the sake of it
please try and at least act more considerate towards scalies in the future or we'll eat all the eggs in your fridge. thank you

>> No.4577457

es gracioso pensar que aluqah y eye hayan logrado tal nivel de reconocimiento. doomero se hace extrañar también.

>> No.4577462


Fuck you, eat the eggs. You have to eat ALL the eggs.

>> No.4577463
File: 122 KB, 540x417, jdpio1.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4577465

the jig is up, sorg scum. we know it's you. you and your ilk all compart the same fate. you best leave before I HUH you the fuck up.

>> No.4577504

>implying Ranger x Sorlag isn't OTP

>> No.4577516
File: 481 KB, 1920x1080, hudfine.png [View same] [iqdb] [saucenao] [google] [report]

Fucking. Hud. Problems.

How do I get my statusbar to properly fucking stretch?? It works fine in Zand (attached image but in GZDoom it doesn't scale and is tiny at the bottom).

I've fucked with all the hud_ cvars and just can't fix it, any help much appreciated

>> No.4577519 [DELETED] 

>Someone's upset about my mere existence again

>> No.4577521
File: 1.59 MB, 2560x1440, hudfucked.png [View same] [iqdb] [saucenao] [google] [report]


Here's my fucked GZDoom hud. Any help would be very appreciated.

>> No.4577527

No sabía que aluqah era español. ¿Alguna otra recomendación?

>> No.4577561

Change the interface scale.

>> No.4577574
File: 906 KB, 2560x1440, interface.png [View same] [iqdb] [saucenao] [google] [report]


Tried that. This is all it does.

>> No.4577576
File: 389 KB, 1280x960, Screenshot_Doom_20180209_162006.png [View same] [iqdb] [saucenao] [google] [report]

If any of you lot want to tour around the unfinished map, knock yourselves out.
I'd of liked the grey peice with the portal to be in mid-air proper instead of covering it's bottom height with a sloped sky, but portals don't work with 3D floors.
Gonna need the practice and feedback this map provides before I crack into the nitty gritty elsewhere.
Consider this also an archival thing; I'll probably get burned out on this and quit or scrap it or something at some point. Probably might not be ready or of significant note for the Vinesauce thing.

>> No.4577582

see >>4576532
for a progress notation report and what needs to be done yet.

>> No.4577590

Is there a point in making deathmatch maps nowadays? Does anyone still even play deathmatch?

>> No.4577595

I like those block textures

>> No.4577606

that's just gray1 or graybig

>> No.4577609
File: 30 KB, 276x241, navirou.png [View same] [iqdb] [saucenao] [google] [report]

>Not looking after the eggs

>> No.4577610

I think st_scale is what you're looking for, but you could just find the hud settings in the options menu.

>> No.4577614

Come on now. I can see the other ones but fucking with people's mouse settings is really irritating.

>> No.4577619

There's reason for that. Some stuff will look wrong if it's enabled.

>> No.4577620

Sweet Ranger and Hella Doom when?

>> No.4577621

Alright well that's a decent reason.

>> No.4577624
File: 835 KB, 2560x1440, stscale.png [View same] [iqdb] [saucenao] [google] [report]


Thanks so much! It works a treat!

>> No.4577626

That should be left as a choice for the player, though.

>> No.4577632

There's still a decently sized competitive scene, and they make oldschool maps knowing full well that it's a niche thing that not many people are going to play them

>> No.4577638
File: 338 KB, 1280x960, Screenshot_Doom_20180209_224710.png [View same] [iqdb] [saucenao] [google] [report]

Probably, but again, this is kind of visual/immersion breaking, and I don't want to worry about much else than the map itself rather than fighting with bugs like I typically do.

>> No.4577639

>worrying about minor skybox glitches
Jesus man nobody's going to care.

>> No.4577642

>nobody's going to care.
I'm going to care, thousands of people are going to care, and perfectionists are going to care.
Belive me, I'm not satisfied with 90% of my previous works, which is part of why so many are abandoned.

>> No.4577649

Oh, I had a sneaking suspicion about who made this map when I saw the fucking sprite pillars.

>> No.4577653

It was never exactly a secret.

>> No.4577657

Yeah well, have fun being a perfectionist for your "thousands" of players who care about completely irrelevant nonsense. Maybe one day you'll finish a map.

>> No.4577661
File: 728 KB, 2560x1440, jesus.png [View same] [iqdb] [saucenao] [google] [report]


I started recording an FDA for this level but holy fuck, the textures almost gave me a seizure. There's an overuse of slopes and there are far too many insta-kill triggers.

I would not replay this map unless it was heavily, heavily changed for release.

>> No.4577664

>I started recording an FDA
What's even the point? The map's not done nor is it completable. Furthermore; the slopes are mandatory regardless considering the theme. The instant-kills are so blatant and easily avoidable that they're staying.

>> No.4577667
File: 87 KB, 640x360, DETHWALK.png [View same] [iqdb] [saucenao] [google] [report]

If anyone has a map they are working on and want an FDA with commentary hit me up and I'll give your map(s) a jam.

>> No.4577668

All his maps are like that, don't bother. It's not even remotely complete anyway.

>> No.4577669

Yes, thank you for establishing what I've said a million times over.

>> No.4577670


Just to see how it plays off the bat for a first play through.

>The instant-kills are so blatant and easily avoidable that they're staying.

Fucking. Lol.

>> No.4577674

I thought Basilissa was able to handle the black & white assholes?

>> No.4577675

>I can't avoid a flashing floor with a billion corpses on it

>> No.4577678

Seriously man don't get baited he's just doing this for attention.

>> No.4577679

There's even a "don't touch it you fucking mongoloid" sign.

>> No.4577687


Yeah, you're right. There's walls that just kill you if they touch you. He's at least got some editor skill it'd just be nice if he wasn't such a dick. Oh, well.

>> No.4577695
File: 18 KB, 321x157, Skytints3.png [View same] [iqdb] [saucenao] [google] [report]

>if he wasn't such a dick
I would be less of a dick if you were less of a dick to me. Funny how that works, huh?

Also what killing wall? Only the floor kills. I made sure of this.

Seizures could of been avoided if I didn't have to rip and edit from this image and from Dead.Air/Dead.Wire to get it's static. Oh well. Nothing that can be avoided.

>> No.4577712


Maybe I was a noob and missed the floor and touched it ( I swear a red tinted wall killed me ) but yeah, in any case sorry for being a dick, no need for animosity in the Doom community.

I'll be curious to see what the map looks like when it's done.

>> No.4577717

I haven't looked at the map, but I'm guessing it still has the GIANT PIXELS as seen in >>4572104 and >>4574356 ?

>> No.4577727
File: 8 KB, 232x100, face.png [View same] [iqdb] [saucenao] [google] [report]

In trying to use minimal custom resources (barring the edited, shitty looking Allied Marines taking place of the AAHW and some textures/posters) I had to figure out a way for [grey] rocky textures using only primarily D1/2 Textures, so this was the only workaround that came to mind (STONE has those odd bars running through it, so I had to resize because of those. Otherwise it wouldn't be so.)

I mean, It's possible a wall killed you, but I've been painstakingly scouring this entire map for issues that I could reasonably resolve.

I'm quite apologetic for being a dick too, but I take my line of "work" very seriously- so when people automatically assume I haven't checked the wiki or any other number of "Is it plugged in/turned on" sort of responses, then yeah, I get a little ticked. Still can't understand code at all though, so that's going to be a bitch come whenever I try to set up some stuff in later projects.

I figure a DRLA mapset will be less likely to be burned out on given it's randomized on a per-spawn basis; I must terribly wonder if there's specific, settable spawners for specific tiers or items in the case of anybody wanting to male DRLA-specific mapsets. Hm.

There's a lot of stuff scrapped for the map, idea wise. I'm probably going to pull out extraneous textures to save on filesize; whilst the posters are probably pretty key to the theme, they're very large images and had to be resized through GZDB and may very well be thrown out.

Stress retaliation, y'know?

>> No.4577738

Gambini. hizo duke nukem forever 2013, tiene muy buenos mapas. si lo buscas por autor en moddb seguro das con algo.
de otros no sé, no sabría decirte :c

>> No.4577742

You can still get the gist of the map at >>4576723
though you may wish to fast-forward. kind of threw a few cheats and stuff on at first as it's not technically 'playable' yet and a lot of the later post-red-skull map placements are just there so I have something down for later incase some spark comes to me.- five of the keys aren't even on the map yet.

>> No.4577745

That's a local link, you need to make it a download link.

>> No.4577752
File: 21 KB, 600x330, f80.jpg [View same] [iqdb] [saucenao] [google] [report]

God, fuck, what?
https://www.dropbox.com/s/ejflkkvolalrnp1/2018-02-09%2014-41-37.flv?dl=0 This should work, then?

>> No.4577753

Yep, that's the one.

>> No.4577756

Cool. Less to worry about.

>> No.4577759

Muchas gracias por la recomendación! Me fijo a ver qué encuentro.

>> No.4577762

Mixed up answers.
Played it. I liked the aesthetic you're going for in there, specially the starting section. That and the doors you made remind me of Descent. Hope inspiration comes to you soon.

>> No.4577770
File: 48 KB, 1280x720, maxresdefasult.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey, thanks man. I figure, if a map has a lot of doors, y'gotta make 'em look interesting or something. I know to avoid doors, but sometimes y'can't come up with anything- or the setting calls for doors.

If you do indeed like the aesthetic, may I point you towards Krinkel's series which the visuals are based on? It was more of a "madness theme but done in/with doom" (at least, as close as I can manage) A good portion of my maps are probably there for those with more experience to look over and help with their "mappers sector" for inspiration for their maps. I'm fucking shit at this thing as a whole, but I'm still going to give it my all (I've nothing better to do and it keeps me 'sane' in a relative sense.)
I think I chose the theme because MC11 is supposedly nearly done.

Either or. Madness Combat. If I fail to complete the map proper, then I'll probably huck it to that community as a whole.

>> No.4577773

Like I said, though, Unless I get the red static that krinkels used in Chase.Fla and MC5.5/6/7 whatever the fuck, this is the closest I have. At least we're allowed to pull textures and stuff out of Dead.Wire/Air

In other news, who's read The Given's writefaggotry? Shit's neat.

>> No.4577784


Please do complete it! It seems like there's quality work in there. From the very first room it was striking, and I didn't know you could pull off something like that teleport when you fall down to the next area. Gameplay was good but obviously you haven't got to the part of fine-tuning ammo economy, so I couldn't do much beyond the red door. If you ever need more testing, just post it here.

And regarding the series, I'll give them a look. The video that was posted a few threads ago reminded me of the Thing Thing series.

>> No.4577798

Here is a wad which adds the rarely deadly peng to the game. Go to map07.

>> No.4577815
File: 806 KB, 2137x1080, 466662_kelzad_dancing-with-the-demon.jpg [View same] [iqdb] [saucenao] [google] [report]

>the Thing Thing series.
If I'm not mistaken, that's an inspirative offshoot. Portals are pretty useful *if you can get them set up right* (Most of the mapping/modding difficulty is just that initial first hurdles of "how the fuck do i use this?") but I had to make the sloped sky floor to cover the lower half- it couldn't be both 3D, Pass under and portal-ed at the same time. The map is/was generally designed for multiple routes, so you should be able to go and do wherever you like on the map.

The balance in general is pretty wonky, but I'm going to have to bite several bullets on this one.

Hopefully I finish it, but it's ever so difficult to do so.

>> No.4577817
File: 195 KB, 1500x844, 281474_peaguy_eternal-pain.jpg [View same] [iqdb] [saucenao] [google] [report]

>that's an inspirative offshoot
I'd love to edit my post for clarification: I belive 'thing thing' was directly inspired by Madness, so there's that.

After seeing this image by Kelzad and the 'Crossed' comic's existance, I imagine the 'cross' is more of a scar from mechanical industry face-cave-in.

>> No.4577824
File: 1.30 MB, 1440x1080, Baron of Hell.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4577835

It would be cool if you did one for this map. It's mostly finished, just need to add a boss fight before the exit and generally improve texturing/detailing.
It's for Z/GZDoom by the way.

>> No.4577837

>Note that more lore is available in the WAD file
>crack it open
>Read Prologue of The Given
>Hit with a book's worth of writefaggotry for a DOOM map. (Jesus fuck, how autistic, but I appreciate it)
>Implied Rape
>Implied that the 'god' or whatever the fuck doesn't want those who are in charge to be slaughtering people in it's name nor ravaging the land

>> No.4577846


>> No.4577849
File: 145 KB, 640x328, REALM-Employers2.png [View same] [iqdb] [saucenao] [google] [report]

I kind of wanted to include further mention of The Employers (and possibly reskin the Icon to look like one) but that's for another time

>> No.4577852

From the Wad:

The urge to fight flares within the girl, but there is none left in her body.
Her legs drop into the well, its cold waters an unwelcome sensation. The guards
hold her in place as the Wizard approaches the well from the opposite side. He
lifts his cloak and steps into the muddy liquid, submerging himself to the
waist. The girl's breath is caught in her throat as she realizes the object he
holds is a knife. "Spread your legs," his raspy voice commands. Though she is
too weak to rebel, the fiery voice burns inside her, pounding against her skull.

" p e r i s h . "

With one hand each, the guards reach down and pry her legs apart. She tries to
shake them loose but they apply more force in response. The Wizard meticulously
runs his thumb across the blade, the digit pausing only to feel the grooves in
the enchanted metal. Panic grips the girl's throat; a sundry of feelings rend
her mind. Why is this necessary? Why do this to her? What has she done to them
besides being born? "You can't do this!" she painfully whines, her feelings of
betrayal yielding to sadness. The Wizard pulls up her gown, and she glances once
more to the young guard that was nice to her. There is reluctance on his face,
as clear as water, but he doesn't capitulate--he is resigned to The Given.

As the knife cuts into her, sadness yields to anger. Her scream is fierce,
resonating with the voice's final cry: an omnipresent incantation, as deep as
the ocean, that yearns to burst free from her flesh.

" y o u w i l l a l l p e r i s h ! "

>> No.4577856

from what wad

>> No.4577865
File: 604 KB, 1280x1024, Screenshot_Doom_20180210_010351.png [View same] [iqdb] [saucenao] [google] [report]

The Given aka "That Wad That Kills Your PC"

>> No.4577875

A cacoward winner from the cacoward winnner dobu

>> No.4577891

Too many people have totally fucked up their WADs by following what that guy says. Maybe it was valid back in Doom's alpha when they were first working on shit but not much of what he says is relevant or even useful.

>> No.4577908

could you elaborate on some of the stuff a little?

>> No.4577951


>> No.4577953
File: 326 KB, 903x713, 534.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4577968


I've made the first release of the flashlight anon was asking for.


>> No.4577974
File: 16 KB, 500x350, [.png [View same] [iqdb] [saucenao] [google] [report]

is this some kind of JOKE

>> No.4577976
File: 632 KB, 1920x1080, Screenshot_Doom_20180210_103325.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4577978

Fucking aces, man.

>> No.4577979

Looks good to me anon, thanks for making it.

>> No.4577983
File: 16 KB, 497x347, ].png [View same] [iqdb] [saucenao] [google] [report]

I'm gonna go in there, march straight to the wad maker, look 'im straight in the eye, lay it on the line.

>> No.4577989

good shit dude

>> No.4577990

download new GZDoom
your old GZDoom has gone stale, bad and mouldy

>> No.4577991
File: 336 KB, 1366x768, Screenshot_Doom_20180210_001836.png [View same] [iqdb] [saucenao] [google] [report]

We're gonna get those animes, now watch this drive.

>> No.4577992
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4577993

hey what's the point of screenshot saturday when people post their screenshots all the time?

>> No.4577998
File: 16 KB, 182x184, Nexuscorelogo.png [View same] [iqdb] [saucenao] [google] [report]

there isn't
I've posted the fuck out of it, so posting one additional line ain't gonna help shit.

>> No.4578007

i find it more tasteful when people post on the designated day

>> No.4578008
File: 165 KB, 1017x790, TEMP.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4578012

Who here played Nihility: Infinite Teeth? The Doomed review sounded great. Looks really cool, can't wait to play it.

what's this???

>> No.4578013

This is a slow board. It's saturday 24/7

>> No.4578017

Looks like REKKR. When is this shit coming out?

>> No.4578020

It's always Saturday, my dudes.

>> No.4578024


>> No.4578026


Because, when it first started, people were really hesitant to post progress on their wads. So Screenshot Saturday was made as a way to convince people to post more progress and provide feedback.

>> No.4578031

I like it a lot. It's sort of whimsical and non specific and all of it is just little bits spattered here and there. The intro is really nice with the forest and the lyrics and sets a nice tone and let's you know this is some great ballad or tale that took place prior to you experiencing it.

>> No.4578034
File: 3.65 MB, 567x375, fatGoblin.gif [View same] [iqdb] [saucenao] [google] [report]

I dunno. Soon(tm) I hope.

Have this art test I did for my next project. This won't be in the game, but the general polyocunt and texture size/animation style etc etc hopefully will be. If I'm not biting off more than I can chew.

>> No.4578037

looks cool! you have good style man. what's this new project??

>> No.4578042
File: 5 KB, 100x117, bading.gif [View same] [iqdb] [saucenao] [google] [report]

Just something I'm concepting out atm. can't really guarantee anything I say will come about it.

Standalone GZDoom project is the idea. WE'LL SEE.

>> No.4578052

all good I understand.
sorry if I've misunderstood, does that model imply models in gzdoom builder or just what you're making sprites from?

>> No.4578053

how shit is this on a scale from 1 to 10?

>> No.4578056

Is there still a Doomworld thing where people review wads? Is there anywhere useful I can go to leave reviews or is it just in threads?

>> No.4578059
File: 30 KB, 500x371, ms1.jpg [View same] [iqdb] [saucenao] [google] [report]

>The Given - A large, monsterless, puzzle map

how the fuck are you gonna hype me up this much for a map with no monsters.

>> No.4578062

newstuff chronicles still exists, it's just kind of hidden

>> No.4578063

How can I learn some DeHackEd? There's gotta be tutorials out there as to how to do 'simple' gun/enemy replacing stuff right?
I can't find it.

>> No.4578087

play his other maps if you want monsters. his ultimate doom in name only map has 1000 monsters if I recall.

>> No.4578091
File: 84 KB, 640x360, payday.png [View same] [iqdb] [saucenao] [google] [report]


Thanks. I've gone through https://www.doomworld.com/files/ and started doing video FDA + reviews and was wondering if there was any merit in that.

Do people still read /newstuff reviews?

>> No.4578095

how the fuck is this wad shitting up my computer, it's fucking doom and I have an i5 and a 1060, I should be getting 200+ fps constantly

>> No.4578102
File: 836 KB, 613x918, Statusbars.png [View same] [iqdb] [saucenao] [google] [report]

Anyone have a big repository of statusbars? Either as individual WADs or as a randomizer/selector. If not I'll have to go through and rip all the good ones I can find and make my own selector.

P.S Peter's Sexy Hud looks great with all statusbars - https://forum.zdoom.org/viewtopic.php?t=54422

>> No.4578106

Would it be possible to make a HUD mod that literally slices the statusbar to parts and rearranges them on the screen, that would work with other satusbar - slicing them apart in the same way?

>> No.4578117

with some TEXTURES fuckery, I don't see why not

>> No.4578119

i do like this shot,
keep it up

>> No.4578120
File: 641 KB, 832x936, statusbars2.png [View same] [iqdb] [saucenao] [google] [report]


I honestly would't be able to tell you, someone who knows DECORATE well would need to look into it. My rudimentary understanding is the statusbar is one object and cannot be chopped and moved around. Maybe it can with fancy DECORATE work, maybe it's easy, I just don't know, sorry.

>> No.4578128


The map is nice.

Here's an FDA: https://www.youtube.com/watch?v=tFeIOq5cqc4

Here's the download:

>> No.4578140

Tried running Duke Caribbean using EDuke32, it is broken as hell. That is, some doorways cannot be walked through from one direction, rendering the game unplayable.
How do I fix this?

>> No.4578168
File: 56 KB, 648x409, dosx-ultimate-simpsons-doom.png [View same] [iqdb] [saucenao] [google] [report]

Anyone know of WADs that would work well with Simpsons Doom? Not necessarily look amazing but levels that are already brightly colored / whacky?

>> No.4578181
File: 398 KB, 1280x800, hey.png [View same] [iqdb] [saucenao] [google] [report]

Shouldn't the zombies be able to climb these steps? They don't...

>> No.4578213

Monster step climbing depends on monster
For zombiemen it's somewhere between 8 and 12, I dont remember.
Your stairs look a bit higher than that.

>> No.4578216

PSH doesn't work with Smooth Doom, though.

>> No.4578225

monsters have trouble climbing large and steep stairs
8 high and 16 long is about what they can consistently move on

>> No.4578242

several recent ones have had less than two or three responses. people seem to be bored of it. i have considered putting it on hiatus (speaking as most regular poster of the announcement in the last few months). on the other hand if i didn't do it i am sure someone else would (as happened this week - i usually wait until it's at least 8 or 9 am in 4chan time, and often later).

>> No.4578256

lads I think my gzdoom is broken
whenever I try and play the game once it loads up all of the inputs do not work except from firing (i.e. I can't walk, pause, etc.) and I've checked the controls so they haven't unbound themselves, and this seems to affect doom 1 and 2

>> No.4578263

since we're doing a mapping event, i'm going to make a new thread in time for its start, even though it's far too early for a new thread at the moment.

>> No.4578267

Hurry man! Time is of the essence!

>> No.4578272

It is officially 8 o' clock, so I'll just post this in the next thread as well.

Welcome one and all - to the 24 Hour Mapping Challenge, where the stakes are at an all time high! The winner of this grueling competition will receive the fabulous prize of $24 over PayPal!

Contestants participating will be building maps based on these two major themes:
>A single-player 1500 x 1500 map
This is the "playable" area. Anything outside like teleporters, skyboxes, etc. will be allowed so long as the player can't travel to these outside areas! There is no height restriction, so go crazy! You CAN choose to make it co-op, but that won't affect the final score.
That's right, folks! I want the visual theme to be a nasty, low down, scummy shit-filled system of pipes that only turtles could love. Sewers are seemingly a staple in video games, but DOOM isn't exactly known for having its fair share of backed up pipes. Tight walkways, creative uses of the default textures (which are optional), and limited space make this the ideal choice for both novices and pros of mapbuilding alike to work with! Sewer tunnel, treatment plant, a giant toilet; as long as it fits the theme of sewage you're good to go!

Maps will be judged based on the three "C's"
Placement of objects, how well they function, how well they fit with the theme, etc. Give us a feeling of authenticity when putting your heart into the map.
What kind of features would YOU put into a sewer level? Rising water? Lizardmen? Be unique and have fun with it!
This does not equate to slaughtermaps. I want to see clever enemy placement and a hearty challenge without needing to constantly duck behind corners to cheese the level. And it can't be a straight shot to the finish either. We're playing DOOM here people, not Parcheesi.


>> No.4578274

A few rules and guidelines so there's no confusion about how this contest works:
>The map must follow the two major themes listed above
>Maps must be uploaded to either Mediafire or MEGA as .wad files. Please respond to either contest posts so I don't have to dig through the thread(s) for the entries!
>If the playable area (1500 x 1500) exceeds or falls under the exact measurements, the contestant is automatically disqualified and will not have their .wad reviewed
>Scripting and importing your own custom textures is allowed and encouraged, however, please be aware that I will be testing all .wads in Zandronum
>The winner will receive $24 over PayPal (transfer fees and additional charges for conversion to your country's currency will be covered) or to a charity of their choice
>Submissions must be made within the 24 hour time period to ensure nobody cheats with extra time! (Saturday, 10th - 8 A.M. EST to Sunday, 11th - 8 A.M. EST). Any later and the submission will be automatically disqualified!
>Please include your email in the submission (preferably a throwaway) so I can contact the winner once I've reached a decision. You will be emailed by "[email protected]"

The rest is up to you! Good luck everyone, and I'll see you in 24 hours!

>> No.4578275

Are there any engine requirements?

>> No.4578280



>> No.4578290

why mediafire/mega only?

>> No.4578634


>> No.4579243 [DELETED] 

I want to play Golden Souls with this. I was always bothered that gore didn't fit the Mario aesthetic.

>> No.4580219

PLEASE make this happen!

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