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4578276 No.4578276 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4574870

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.4578278

=== 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 ===

[02-10] 24for$24 starts now!

[02-09] Flashlight mod first release

[02-09] Anon map release: "Here is a wad which adds the rarely deadly peng to the game. Go to map07."

[02-09] Anon map release: The Growth (1024x1024)

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4578279
File: 3.40 MB, 1500x1500, 24 Hour Mapping Challenge #1.png [View same] [iqdb] [saucenao] [google] [report]


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.4578284

Well that was a bit soon. Usually I wait until page 7-8.

>> No.4578286

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! I'll pop by every so often to answer questions and check in on progress, so don't be afraid to be quizzical!

If you're making it in something besides the default .wads that come with the pastebin then let me know. I would PREFER DOOM2 or BOOM, but it's not a requirement.

>> No.4578287

>>4578267 >>4578272 >>4578274 >>4578279
sorry i wasn't a couple of minutes faster!

>> No.4578291

>the default .wads
*the default Iwads

It's all good!

>> No.4578292

fuck these threads go fast

>> No.4578293

i know, but as we're doing a mapping event it seems appropriate to have it in a new thread for the duration. see >>4578263

>> No.4578325
File: 413 KB, 2311x1300, Doom 64.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4578326
File: 94 KB, 1920x1080, Doom 64 textless logo.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4578327
File: 274 KB, 1920x1080, Doom 64 cover art.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4578413

The SS2 energy pistol is better off left alone or at least dropped by the time one reaches Command Deck on the Von Braun.

>> No.4578417

We're 2 hours and 22 minutes in! How goes it everyone?

>> No.4578464

QC:DE is here

>> No.4578468

>The folks behind D4D, D4T and other cool mods
>other cool mods
I like that he didn't explicitly mention the previous stuff DBT's done since it's shit so bad it has won worst mod of the year cacowards like AEOD.

>> No.4578493

Unless, maybe if you are a Marine.

>> No.4578509

Peng.wad isn't a map anon, it just adds the strange and bizarre peng.

>> No.4578526

Yo hardcore Doomers, casual Doomer here... why does it seem that there's a consensus that Plutonia is better than TNT? I tried playing both, and although Plutonia is hard as fuck and has some nice levels, it seems like it has a bit of a monotonous small level feel. TNT, on the other hand, is very diverse and has all kinds of crazy levels. It's a bit hit or miss, but the highs are great.

>> No.4578542

I'll just leave this here..

>> No.4578551

you actually like TNT? I got to map10 and was thoroughly fucking done with its cramped corridors. I'd much rather play doom2.wad again.

>> No.4578561
File: 240 KB, 640x480, Screenshot_Doom_20180210_170712.png [View same] [iqdb] [saucenao] [google] [report]

>When you're having trouble with steps, so you just start floating in the air

>> No.4578570

tnt is legitimately one of the most boring, unintuitive and overall mediocre megawads I've played, there's a reason back in pre-skulltag days a fourth of the whole goddamn server list was plutonia and not a single tnt one, maybe one every now and then.

>> No.4578575

>ll kinds of crazy levels
What crazy levels? TNT is far too easy and run of the mill for that, there's nothing that stands out other than maybe the annoying teleporter "maze" in the last map that makes you look at the map all the time.

>> No.4578578

Maybe he means Habitat. :^)

>> No.4578581

I know how much some of you guys hate hitscan, so I have created a new type of enemy.

>> No.4578595
File: 489 KB, 1366x768, Screenshot_Doom_20180210_143840.png [View same] [iqdb] [saucenao] [google] [report]

Screenshot Saturday!

The road to the Red Skull resting place is a little platforming challenge litered with imps and lost souls. On the way out a Mancubus awaits.

>> No.4578597

Wormhole, Hanger, Metal, and Central Processing come to mind.
On the other hand, now that I've gone over some of the levels to make that list, I'm starting to revise my claim... I haven't played it in a while, and I do see a lot of filler.
That said, I also still don't really understand why Plutonia gets so much hype.

>> No.4578642
File: 319 KB, 1477x2137, final_doom_ad_poster.jpg [View same] [iqdb] [saucenao] [google] [report]

I think TNT was pretty fun, not perfect, but better than Doom 2, more interesting maps, more challenge, the music really helps setting an atmosphere.
I like the better attention to detail in general.

The last third is kind of weak, but other than that it's not bad IMO.

>> No.4578645

TNT does lots of unusual things compared to Doom 2, and a few things that Plutonia doesn't do.

>> No.4578647
File: 320 KB, 1366x768, Screenshot_Doom_20180210_151331.png [View same] [iqdb] [saucenao] [google] [report]

Is it me or my bloodpool looks weird?

>> No.4578668

Doom 64 is better than classic Doom and if you disagree with me that's okay.

>> No.4578672

Its sprites aren't as iconic.

>> No.4578679

It seems it clips into the wall. Check the sector boundaries.

>> No.4578681
File: 395 KB, 1200x675, Screenshot_Doom_20180210_012727.png [View same] [iqdb] [saucenao] [google] [report]

Here they are. These creatures will turn your levels into cacophony with their bells and their organs.

>> No.4578682

Is it standing on Cyberdemon's head?

>> No.4578691


>How's this? When it hits Saturday, 8 A.M. est I'll give an additional theme to the map that people can't possibly take a guess at and start early.

>please don't. themes are bad.

>Don't worry, it won't be "this entire map has to have exactly 50 crates" or some gay shit like that. Just a minor detail that's unexpected.



>> No.4578693
File: 184 KB, 262x346, laughing sentient anthro butterfinger.png [View same] [iqdb] [saucenao] [google] [report]

>You will be emailed by "[email protected]"

>> No.4578694

I did, that's why I'm puzzled.
It's supposed to be a 3d Sector to give the impression the blood is up to your knees.

>> No.4578695

Sadly, no.

>> No.4578715
File: 132 KB, 800x600, Screenshot_Doom_20180210_191710.png [View same] [iqdb] [saucenao] [google] [report]

Time to test some new changes I made...

>> No.4578717
File: 140 KB, 800x600, Screenshot_Doom_20180210_191719.png [View same] [iqdb] [saucenao] [google] [report]

... Entryway is looking kinda different actually.

>> No.4578718

looks pretty sick

>> No.4578725

You seem upset. Wanna talk about it?

>> No.4578727

Could a grid-like dungeon crawler map work in Doom? I kinda wanna try it.

>> No.4578729
File: 172 KB, 800x600, Screenshot_Doom_20180210_191745.png [View same] [iqdb] [saucenao] [google] [report]

Those guys aren't supposed to be there.

>> No.4578730

What mod is this?

>> No.4578734
File: 162 KB, 800x600, Screenshot_Doom_20180210_195304.png [View same] [iqdb] [saucenao] [google] [report]

The fuck? Those parts weren't translucent on the graphic. Are there any special considerations I need to think about when doing transparencies? Can sprites not be partially translucent?

Immoral Conduct overhaul I'm working on.
Mapset is Dark World, it's like the first 10ish maps of Doom 2 remade in a hellish way.

>> No.4578736

Sprites can be translucent but they need to be flagged as such, I think. Zdoom makes lost souls and projectiles a little see-through, but you can't actually create translucent sprites and simply put them into the game.

>> No.4578738

Oh wait, two of the frames had the same filename, that might explain it.

>> No.4578770

I mean, it's pretty easy to turn existing idea into sewers. "Sewer level" means a series of small corridors, and that's how 90% of Doom levels look anyway.

>> No.4578784

Maybe the problem is that the blood goes exactly up to the wall? I mean, to my understanding, deep water sectors are basically transparent polygonal boxes. So if you have two polygons at the exact same position (the actual corridor wall and the 'outer wall' or the deepwater sector), z-fighting might happen, and that sure as hell looks like z-fighting.

Have you tried making the blood just slightly away from the wall?

>> No.4578815 [DELETED] 
File: 87 KB, 800x511, 2e85b8e190c58804f59f35eeb6e75fb6.jpg [View same] [iqdb] [saucenao] [google] [report]

>Surprised when nobody wants to partake in your literally shit project
And don't say it's not, either. It's in a sewer for fuck sakes. It's the definition of shit
i'm joking you faggot

>> No.4578825
File: 178 KB, 1200x900, the painer.png [View same] [iqdb] [saucenao] [google] [report]

Papa ain't call even though he saw
Me on TV, it's all good

>> No.4578835
File: 178 KB, 1200x900, the pain of vr.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4578836

Has anyone ever tried to make maps specifically designed for Hideous Destructor?

>> No.4578839
File: 95 KB, 800x600, Screenshot_Doom_20180210_213101.png [View same] [iqdb] [saucenao] [google] [report]

Wait, I'm a fucking idiot, that isn't translucency, that's the brightmap for the normal armor sprites.

The translucency works fine in full brightness too.

>> No.4578845
File: 572 KB, 1920x1080, Screenshot_Doom_20180210_144133.png [View same] [iqdb] [saucenao] [google] [report]

shouldn't be happening anyway, the engine's smart enough to not render 3D floor surfaces that are flush against another surface

something weirder is going on there

>> No.4578853
File: 2.81 MB, 640x360, zfight.webm [View same] [iqdb] [saucenao] [google] [report]

actually no I figured out the issue, you've got the 3D floor defined to show in the raised sectors too

don't do that

>> No.4578863
File: 86 KB, 580x425, untiillled.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4578876
File: 2.88 MB, 640x360, zfight2.webm [View same] [iqdb] [saucenao] [google] [report]

or more accurately, if you're gonna have a 3D floor hidden in the floor (for a raising blood effect, for example), make sure that it doesn't have an exposed wall.

if you have a 3D floor embedded in the lower part of a sector, it'll z-fight with the lower texture of the sector. if another 3D floor is touching it, it won't z-fight where they touch - the sector's lower texture wins. it doesn't z-fight with upper textures. check the webm - it probably demonstrates it better than I explain it.

>> No.4578878

The worst levels in TNT are really bad, while the worst levels in Plutonia are merely bland. Some of the levels in the middle and near the end aren't very fun.

Plutonia doesn't have any memorable progression stopping "puzzles" or shenanigans with distant lowering floors.

>> No.4578891
File: 351 KB, 1920x1080, fuckingPE.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4578893

>It just works!
give us a diagram

>> No.4578896


>> No.4578902 [DELETED] 

That's not a diagram.

>> No.4578904
File: 18 KB, 600x343, vvcap 2018-02-10-18-17-26.png [View same] [iqdb] [saucenao] [google] [report]

I'll test it right now.
Now I'm figuring out how can I script the act of taking the Red Skull away from the player and making it appear in front of him.

>> No.4578907

it is a diagram
in fact, it's such an accurate diagram that it makes the level in that webm
amazing, right

>> No.4578918

>it'll z-fight with the lower texture of the sector.
>it doesn't z-fight with upper textures.
wonder why it only affects lower textures

>> No.4578920

TNT hits me with a lot of nostalgia and the music is rad as fuck.

Plutonia is okay.

>> No.4578921
File: 2.71 MB, 604x340, 2018-02-10 18-23-35.webm [View same] [iqdb] [saucenao] [google] [report]

Seems like the script is ignoring the mesasge I set in case the player ignored the Red Skull.

>> No.4578925 [DELETED] 

>Ask for a diagram
>Gives a WAD
Fucking cuilfags.

>> No.4578926

consider the following: if you load it in a map editor it turns it into a diagram
what does that mean?

>> No.4578927

just woke up on Sunday so time to start I guess!
haven't finished many maps or made one this size so I hope I can make something okay...
i love sewers i was googling them the other week for inspiration and there are a lot of cool and famous sewers around the world! many even do tours. I hope I can capture some of the look and feel within the doom engine...

>> No.4578934
File: 19 KB, 1004x760, what the fuck were they thinking.png [View same] [iqdb] [saucenao] [google] [report]

>I like TNT

>> No.4578937 [DELETED] 


>> No.4578938

The music is just sublime.

>> No.4578940
File: 675 KB, 1920x1080, Screenshot_Doom_20180210_163430.png [View same] [iqdb] [saucenao] [google] [report]

A.L.T. is pretty good but you can tell this is a community mod, a lack of consistency even if the levels have all been solid so far

>> No.4578941

Man what in the hell

>> No.4578942

Looks good
>Immoral Conduct overhaul I'm working on.

Please have a go at it


>> No.4578943

there's the plutonia midi pack nowadays, which is pretty damn good

>> No.4578947 [DELETED] 

Welcome to my hell.

>> No.4578948
File: 465 KB, 1366x768, Screenshot_Doom_20180210_183913.png [View same] [iqdb] [saucenao] [google] [report]

Figured it out, somehow I forgot to tag the sector actually.
Now everything is fine.

>> No.4578962

that's my favourite level in tnt. i always test new gameplay mods on it.

>> No.4578965

Anyone know where I might find some Wolfenstein-style sprites of non-Nazi soldiers?

>> No.4578971

Where can I find a copy of the basic GLDefs for Doom?

>> No.4578973

I deleted a bunch of sectors tagged as a secret, but they're still being counted for the total. How can I fix this?

>> No.4578980

you're not using some ancient DOS editor are you? sectors with no referencing sides/lines should be cleaned up automatically. perhaps your editor has a function to purge unused objects manually.

>> No.4578982

I liked TNT. The first levels strike me as good, and I like what they did with Wormhole. Many levels would attempt to emulate its trick, such as Going Down.

Plutonia is more punishing tho.

>> No.4578984

it's either that or he hasn't deleted the sector fully and there are still lines referring to it. either way a decent editor would have a checker for unclosed sectors etc.

>> No.4578990

I'm using GZDoom Bulder. Is there a menu I can bring up to check what all of my sectors are and see if I can find any marked ones there?

>> No.4578992
File: 836 KB, 1920x1080, gzdoom 2018-02-10 16-53-24-49.png [View same] [iqdb] [saucenao] [google] [report]

I don't hate hitscan, it's just mappers tend to abuse them for challenge by ambushing you from behind with chaingunners, putting them way off in the distance in areas with minimal cover, or way up high, or whatever else. A lot of the time when this happens there's other stuff drawing your attention too so unless you're abusing quicksaves or already know what the encounter's gonna have you're just gonna get totally cheesed.

I like dealing with zombies and chaingunners when they're used like how they are typically in Doom 1/2 or DTWID. They're good ammo sources and good for starting infights.

and jesus these things are really unsettling

>> No.4578998

I like it, the outline makes them stand out a bit.

>> No.4579002

I'm actually kind of tsundere for it, IIRC there's just too many little windows that open up with a gunner in them.

>> No.4579003


>> No.4579015
File: 165 KB, 800x600, Screenshot_Doom_20180210_195104.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. They're from Rise Of The Triad, so most of the work is by Apogee/3DRealms, the Bulletproof Armor and the Asbestos Armor, with some editing.
I was thinking since the original Doom armors flash and have dynamic lights, I'd have something like that for the armors here too, but I realize that doesn't quite fit for Immoral Conduct, so I clipped them out. You'll just have to keep your eyes open for armor lying around.

Also, I need a copy of the basic GLDefs for Doom (for referencing), they don't seem to be in my GZDoom wad for some reason. Brightmaps are proving to be a bit troublesome at parts, but cool at others. I didn't intend for the eyes to be visible through the visor, but the Brightmaps make them appear since the sprites have the same name as the original ones. I kind of like it a bit.

>> No.4579016

I figured it out. I made windows, and didn't think to untag the sectors. They didn't show up with an effect normally.

>> No.4579017

depends on the level format you're using
if you're using doom/boom format, mode -> find and replace -> search for sector effect 9
if hexen/UDMF format, search for sector effect 1024, but this won't necessarily get all of them

you can also use automap mode to find secret sectors - they'll be outlined with magenta lines, hold the ctrl key to get a better picture

>> No.4579035

Dont give me that it makes sense

>> No.4579102

>tfw you realise your first area takes up the whole space
this is going to be an interesting challenge...

>> No.4579117

I was going to do this, but then my computer froze and I lost the map I was doing... Now I just don't want to. Looking forward to others' maps though.

>> No.4579125
File: 1.84 MB, 1920x1080, Screenshot_Doom_20180210_165813.png [View same] [iqdb] [saucenao] [google] [report]

As much as I hate filters, it feels like QC:DE was made with them in mind.

>> No.4579128


It likely was. If you look at the dev videos, they're all filtered to hell and back.

>> No.4579135
File: 211 KB, 800x800, Sin wweqe1.jpg [View same] [iqdb] [saucenao] [google] [report]

Today's progress! And hopefully the last one so you don't get burned out of replaying my map.

Everything up to the Red Skull altar and placing it is done. The last thing you should is is the Red Skull door lowered and leading to an empty room. With IDDT you can see the placeholder rooms where the final trial before the final boss will take place.

I've made sure no challenge is too impossible while still being challenging and also there's a good amount of ammo and health.


The only thing I haven't really figured out yet is how to keep Polyobject doors permanently opened. Right now I just gave them a buttload of seconds before they close.

>> No.4579139

How's the mod?

>> No.4579145

While I don't have a Zandronum set up for multiplayer, singleplayer-wise it's fun. Running with Quake 2 and 4 enemies spawning, it can get pretty chaotic since they're more aggressive than Doom enemies naturally. TriBolt can be pretty overpowered if you know how to use it, since it's pretty much three grenades for the price of one ammo and can obliterate small crowds of foes.

Feels like even the Doomslayer's a lot more delicate than vanilla Doom, though.

>> No.4579210
File: 229 KB, 1366x768, Screenshot_Doom_20180210_155835.png [View same] [iqdb] [saucenao] [google] [report]

you can tell these are ripped from 3dcg

>> No.4579237

We've reached the 11th hour folks!

>How's your progress?
>Will you make the deadline?
>Who will win the $24!?

>> No.4579248

Got something that I like currently that I worked on roughly from 8am to 6pm, but I'm going to sit on it for a little while and check it once more before bed.

>> No.4579253 [DELETED] 
File: 57 KB, 1280x720, big_1490516830_image.jpg [View same] [iqdb] [saucenao] [google] [report]

It's going to be absolute shit

>> No.4579254

Maybe. I have never released a map before.

>> No.4579256 [DELETED] 
File: 8 KB, 326x302, esquancho.png [View same] [iqdb] [saucenao] [google] [report]

That's fine it takes place in a sewer. Obviously it's going to be shit. What did you expect in a sewer?

>> No.4579258 [DELETED] 

Speaking of, As much as I'd like to participate, I figure you fags would preffer me not making a map for this- besides, I need a break from mapping anyway.

>> No.4579260

>TriBolt can be pretty overpowered if you know how to use it,
Well that's one way to distance the mod from actual Q:C.

>> No.4579263
File: 184 KB, 1024x600, duke0002.png [View same] [iqdb] [saucenao] [google] [report]

uegh dis suks

>> No.4579264

i have no clue who you are but ok

>> No.4579265 [DELETED] 
File: 524 KB, 1280x960, Screenshot_Doom_20180208_135450.png [View same] [iqdb] [saucenao] [google] [report]

[Violent coughing]

>> No.4579267

thanks for the announcement, really fascinating stuff

>> No.4579269

There's a missing texture in the red skull room, on the wall to the left of the south door. Can't say much about the gameplay since you don't really have the guns to deal with the monsters, but I like the design. Will upload demo recording when the map is complete.

Offtopic, I don't think zombiemans are the best enemy for the occasion.

>> No.4579273

thanks, anonymous, that really clarifies things about anonymous posting by anonymous

>> No.4579274


>> No.4579276
File: 246 KB, 800x600, Screenshot_Doom_20180210_233618.png [View same] [iqdb] [saucenao] [google] [report]

This map set is pretty rude at parts.

>> No.4579278
File: 17 KB, 832x560, 1518308601748.png [View same] [iqdb] [saucenao] [google] [report]

>>How's your progress?
after 7¾ hours careful thought, i have finally settled on texture choices.

>> No.4579279 [DELETED] 

It's just the local lolcow, pay no mind.

>> No.4579280

wait. i've got the floor and ceiling the wrong way round.
starting over.

>> No.4579283

>not making an Australian sewer

>> No.4579284 [DELETED] 

indeed, just report him. he's a repeat ban evader.

>> No.4579296
File: 13 KB, 223x216, not storing your figurines in the fridge.jpg [View same] [iqdb] [saucenao] [google] [report]

goddammit anon

>> No.4579297

i was hoping you'd win for comedy value, in fact i thought this thing was a setup where you were secretly the organizer who would award the prize to himself.

>> No.4579303
File: 189 KB, 479x362, 1383013332759.png [View same] [iqdb] [saucenao] [google] [report]

Is Enigma a great WAD done terribly or a terrible WAD done well?

>> No.4579304

what mapset is it?

>> No.4579306

Can someone recommend me some megawads to play if I loved Hell Revealed, HR2, Scythe, Scythe 2, Slayer, Kama Sutra, etc?

Just fun, challenging, all around good wad packs.

>> No.4579307

Thanks for telling me about the texture!

You thought there wasn't enough guns and ammo for the current rooms?

I also thought for a moment Zombiemen weren't appropiate for the map but I added them anyways for a couple of reasons:
As the name implies, they're zombies. Literally undead.
Anything can come from hell and not precisely friendly.
For fun and enemy variety.

Revenants having missiles doesn't really fit the song too but where's the fun in that?

>> No.4579308

Dark Doom

>> No.4579310

but it's like that in actual QC

>> No.4579314

how exactly are items "found"
Do I have to walk over them even if I can't pick them up or what

>> No.4579315
File: 2.10 MB, 1920x1080, shithappens.png [View same] [iqdb] [saucenao] [google] [report]

I did try my hand at mapmaking when coming up with the theme, but that would be a lousy thing to do. Everyone's time is valuable and taking away what they're working for is low.

>> No.4579316


>> No.4579317

items, ie health vials, armor bonuses, radsuits, spheres of any kind

anything barring armor vests

>> No.4579321 [DELETED] 
File: 24 KB, 640x480, Every goddamn time I turn around a corner there they are, Fifty fucking pink piles of shit where only one lost soul normally is. GREAT.jpg [View same] [iqdb] [saucenao] [google] [report]

[Laughing stops]
>Repeat ban evader
literally never happened.

>> No.4579325

Plutonia 2, Plutonia: Revisited, Vanguard, Lunatic, Jenesis, TVR (probably a bit easy compared to all those you've listed), Rebirth

>> No.4579326 [DELETED] 

I really wish that you went through with it. Would save the mods and the people of this thread a lot of trouble.

>> No.4579330 [DELETED] 

Through with what?
Why do you obsess over me so much? It's not healthy.

>> No.4579331
File: 262 KB, 1024x768, duke0001.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579332

Alien Vendetta, Speed of Doom, Resurgence, Sunlust

>> No.4579339
File: 387 KB, 1024x768, duke0003.png [View same] [iqdb] [saucenao] [google] [report]

California in a few years.

>> No.4579340
File: 47 KB, 450x430, 1368519888121.jpg [View same] [iqdb] [saucenao] [google] [report]

There a mod that converts the game into D64? Neat.

>> No.4579341


>> No.4579346

it's on moddb

>> No.4579351

what did he mean by "California in a few years"

>> No.4579352

wishful thinking

>> No.4579354


>> No.4579365

So it's doom 2.5 but with sprites? I can't even tell if this is actually D3 or gzdoom

>> No.4579368

doom 3 really resembled quake 2 a lot more than I remember

>> No.4579372

the fact that it looks far worse than D3 and uses choppy sprites of low quality models should make it obvious it's not D3. It's GZDoom.

>> No.4579373

except actual players are way, way harder to hit with all three bolts than slow idiot mobs that idle around at ground level

>> No.4579386

You're welcome.

No no, I meant, since you don't start at the beginning (the forest area), you don't have the guns you'd normally have gathered by that point. If I remember correctly, I think there was enough ammo for these new rooms.

I'd use shotgun guys instead of zombiemen a bit since they chip away a bit more health, and would make the player think twice before approaching them, whereas the zombieman you can run through without worrying too much (specially with the SSG, which brings down 4 or 5 each shot). But it's not a big deal really.

>> No.4579394

Oh, I forgot to move the starting point, my bad there.
I always move the starting point when testing to save time

>> No.4579395


>> No.4579401

24-hour anon, do you want submissions in the thread or via email?

>> No.4579428

I was wondering whether you wanted to only show the latests rooms, or had forgotten to move the starting point.

>> No.4579453

Both, preferably.

[email protected]

>> No.4579481

As much as I'd like the 20$ and not be a retard who blew his money on worthless TF2 crates instead of some lovely smoking supply, it ain't so.

>> No.4579489

There needs to be a Quake where weapon ammunition is not consumed as total rounds(in other words, like in Wolfenstein and the DOOM games) but instead it is mostly consumed in magazines thus the inclusion of a reload action. I would like to see a Quake mod where the axe can be made more powerful sort of like how in Doom2 the fist with braces can be supplanted by the Chainsaw.

>> No.4579491
File: 48 KB, 800x729, 1509136286852.png [View same] [iqdb] [saucenao] [google] [report]

>spend half an hour wresting with prboom
>realize prboom PLUS is what everyone uses

>> No.4579498

>instead it is mostly consumed in magazines thus the inclusion of a reload action.
> I would like to see a Quake mod where the axe can be made more powerful sort of like how in Doom2 the fist with braces can be supplanted by the Chainsaw.
Multiple mods already do this, most notably/recently Arcane Dimensions' Shadow Axe upgrade which does double damage and can gib enemies including Zombies.

>> No.4579513
File: 374 KB, 1920x1080, duke0004.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579564
File: 992 KB, 1366x768, Screenshot_Doom_20180210_234808.png [View same] [iqdb] [saucenao] [google] [report]

At least there are not many pain elementals

>> No.4579570
File: 141 KB, 800x600, Screenshot_Doom_20180211_011329.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579589

I really dislike how that mod throws zombie balance out the window by making them killable with basically mostly any weapon.

>> No.4579606
File: 67 KB, 1920x1080, duke0010.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579613

>mostly any weapon.
Not true.

>> No.4579614
File: 684 KB, 1920x1080, bloodfalls.png [View same] [iqdb] [saucenao] [google] [report]

Any good alternatives to Beautiful Doom and Smooth Doom + Ketchup?

I'm looking for something to pretty up the game while keeping gameplay intact.

>> No.4579617

Dead Marine, also made by the Smooth Doom guy.

>> No.4579618
File: 66 KB, 1920x1080, duke0011.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579619

barring starter shotgun, axe and nailgun.

>> No.4579639
File: 2.77 MB, 768x480, gzdoom 2018-02-11 04-50-14-25.webm [View same] [iqdb] [saucenao] [google] [report]

Morning, Dr. Freeman. Looks like you're running late.

>> No.4579647

what wad

>> No.4579650
File: 1.30 MB, 2560x1440, deadmarine.png [View same] [iqdb] [saucenao] [google] [report]


This looks pretty nice, thanks. Good sounds, nice amount of ketchup-y blood and a great HUD to boot.

>> No.4579654

looks easy

>> No.4579657
File: 2.75 MB, 1280x720, Thief troll physics.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4579665

Going to do this now because I don't know if I'll be around at 8 tomorrow. Tested in PrBoom & GZDoom, UV only, no co-op spawns.
[email protected]

>> No.4579667

QCDE is, uh, quite a thing.

>> No.4579669

You kind of already knew what you were getting, but it's still alright

>> No.4579683

I mean, it's solidly made, and I'll try it out for a while, but it's the same feeling I got when first trying out D4D. It's just so... much.
Zandronum has a release party server with 20 something people in it, I'll check it out for a bit.

>> No.4579703

Super Shotgun doesn't gib zombies anymore either, the shotgun damage values were reverted to standard Quake damage in AD 1.7. Super nailgun doesn't gib them either, both explosive weapons do as in the normal game, the Widowmaker tri-barrel shotgun does, and the Thunderbolt doesn't but the Plasmagun might, I don't remember offhand.

>> No.4579732

I'm playing an older version then. doesn't seem like it can be tweaked though. I'm not truly fond of any other weapon beside the launchers killing zombies the right way. I don't know, seems kinda cheap in a way.

>> No.4579741
File: 129 KB, 1280x720, duke0028.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579751

Most weapons kill zombies when you've got the Quad in vanilla anyway, the only one that AD ads that's really a gamechanger is the Widowmaker which is obviously 100% reliant on the mapmaker actually including it in the first place (and you finding it, given it's usually a well-hidden secret). It also eats through ammo like nothing else, even with AD's increased shotgun ammo pool you don't realize just how quick 3 rounds per shot burns through shells until you're staring down a Fiend with nothing but a couple dozen nails and some rockets you can't use without blowing yourself up. The PG might (don't remember offhand) but again that's usually a super secret weapon found only at the end of a map, and it's a pretty severe tradeoff in that it directly replaces the Thunderbolt without being a direct upgrade like the SSG>Widowmaker upgrade.
>older version
If you don't have access to ad_sepulcher, you're playing an outdated version.

>> No.4579757
File: 286 KB, 1920x1080, duke0012.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579762
File: 21 KB, 1920x1080, duke0016.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579767

fake and gay

>> No.4579771

We've got our friend mac_tonight as the first entry. Don't just roll over and let him win the prize folks, give him some competition!

I've played through it twice and inspected it in GZDoom Builder - good job on keeping it in 1500 x 1500! It was so busy I was almost convinced it was twice that size.

>> No.4579775


>> No.4579778

It was tough to keep it within a 1500x1500 box, but I liked working within the limitations.

>> No.4579793
File: 186 KB, 1920x1080, duke0021.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4579803

Still fake and gay.

>> No.4579813


>> No.4579818

Shit that's spookier than I expected Duke could be.

>> No.4579826
File: 11 KB, 201x219, 1430809334768.jpg [View same] [iqdb] [saucenao] [google] [report]

I love when old mods get new life breathed into them.
I've been playing another ZDoom port of ICD

I'm interested in seeing your take on it

>> No.4579904
File: 428 KB, 1920x1080, Screenshot_Doom_20180210_182717.png [View same] [iqdb] [saucenao] [google] [report]


Made a quick map, I'd like to put some more time into it but I have to go to bed soon.

No difficulty levels, tested with zdoom, custom music

Email is [email protected]

>> No.4579907 [DELETED] 

Duke Nukem 3D but the fat commanders are Jewish and say "shut it down" when firing rockets.

>> No.4579916

Doesn't MooN do that but with cacodemons?

>> No.4579918

No they say "you'll be hearing from my lawyah"

>> No.4579929

Pretty fun. Needs a bit more light level variation, and add the proper waterfall textures in, but other than that I had a good time.

>> No.4579935

Headed to bed folks! Feel free to post your finished .wads and / or email them to me at [email protected], and get them in BEFORE 8 A.M. EST (7 hours, 46 minutes from now)

I'll be back up before the contest officially ends.

Nice! I would like to point out that your floor textures were wrong - but it's such a minor detail it's not worth worrying about.

>> No.4579945

Oops, forgot to mention, this is for the 24 hour contest

Thanks, I know the waterfall texture is wrong but I thought it would be simplest to stick with stock textures

>> No.4579950 [DELETED] 

Cutmanmike is a fucking faggot and Zandronum was a mistake. ZDaemon for Linux when?

>> No.4579952

>Cutmanmike is a fucking faggot

>> No.4579958
File: 124 KB, 283x280, my eyes.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4579960

Megaman 8-bit Deathmatch and Ghouls vs Humans are fucking trash mods that are, for whatever reason, popular.

>> No.4579964 [DELETED] 

>Cutmanmike was a faggot
Considering he killed both Skulltag and Zandronum with his faggotry, I'd say this is confirmed.

>> No.4579965

>Ghouls vs Humans

>> No.4579967 [DELETED] 


>> No.4579971

and yet for some mysterious reason zandronum is still going

for someone who killed zandronum, he didn't do a very good job of it

>> No.4579973 [DELETED] 

Because it's DKG trolling. Stop falling ofr it.

>> No.4579974

>he killed both Skulltag
but how, i always wondered why Skulltag wasn't no more.

>> No.4579976

Aside from shitty coop/survival chillax slaughterfucker complex doom servers, and shitty fucking Burtal Dumb servers, nobody is actually fucking playing Doom or Doom with good mods regularly. When was the last time you saw a fucking Samsara Deathmatch server on Doomseeker?

>> No.4579978 [DELETED] 

no, s'arais, not every shitpost is DKG

>> No.4579982

Okay so "dead" means "people are playing mods I don't like :("

>> No.4579984 [DELETED] 

>Associating me with that insane fatfag

Please die of AIDS.

>> No.4579987 [DELETED] 

Complex Doom, MM8BDM, GvH and Brutal Doom are objectively fucking shit though.

>> No.4579992
File: 30 KB, 414x448, imageedit_9_3663474228.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4579994

Is it possible to play on 240p/200p in GZDoom?

>> No.4579997

[sad musical noise]

>> No.4580004
File: 123 KB, 640x360, Screenshot_Doom_20180201_191327.png [View same] [iqdb] [saucenao] [google] [report]


I play vanilla doom megawads coop (no Samsara yet) with a few mates on the Ausdoomers discord.

>> No.4580007

Donkyey Kong Gauntry?

>> No.4580013 [DELETED] 

Haha, le funny gamma maymay! Upvoted, my fellow Zandrofucker. See you on [TSPG] Painkiller: CBM QC DE Brutal Complex Doom 32-in-1 Chillax Comhotel AV LCA Classes Survival!

>> No.4580015

GVH is how.

The only good mods I've seen in a while is the one where everyone's trying to kill a single player-controlled boss, or Master of Puppets- which seems to keep adding Red Alert stuff for some reason.

>> No.4580034

>GVH is how.
and, again, how?
or is it purely 100% just "stop liking shit i don't like?"

it's the latter

>> No.4580038

When a fucking terry wad mockery of your project is better than the original fuckfest, there's something seriously wrong.

>> No.4580040

good thing this has literally never happened ever

>> No.4580048

Except Gays vs Homos was superior to Ghouls vs Humans


>> No.4580049
File: 2.91 MB, 480x270, 20180211_1.webm [View same] [iqdb] [saucenao] [google] [report]

Here's my run in ant-o-vision.

>> No.4580054
File: 2.91 MB, 480x270, 20180211_2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4580056

good thing this has literally never happened ever

>> No.4580057
File: 2.95 MB, 480x270, 20180211_3.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4580058

Babel's plasma SMG is such a good starting weapon goddamn.

>> No.4580059
File: 2.78 MB, 480x270, 20180211_4.webm [View same] [iqdb] [saucenao] [google] [report]

Still can't believe I fucked up the chainsaw bit so badly earlier in the run.

>> No.4580060

>"Romero" on twitter trends
>oh shit
>it's some mma fighter

>> No.4580062

It is, but what's good about it is that it's still got weaknesses, namely that it's kinda shit vs anything but smaller groups and isn't all that damaging or accurate compared to the other options. I usually pick the Bullet SMG but since I didn't know the ammo balance of the map I decided to pick the fallback weapon with infinite ammo.

>> No.4580065

And that's what makes the plasma SMG beautiful, it has its own quirks but it it's still valid. Babel guy did a wonderful job with it and I'm proud of him for making such a great starter weapon

>> No.4580067

Thanks anon, or I suspect Kegan.

>> No.4580071

What were you hoping for, Romero to make more levels or something?

>> No.4580072
File: 168 KB, 1008x1236, 333488-quake-live-dojmy-1008x1236.jpg [View same] [iqdb] [saucenao] [google] [report]

delete this thot

>> No.4580073
File: 30 KB, 320x320, whyhellothere.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4580075

busy today so only done an hour work, still don't know how I'm gonna make it fun to play in the size limit but I'm looking forward to it

just got through my lovely smoking supply...

can we get a secret beta release?

nice to see other people posting vids with babel :)

>> No.4580076

much better than his previous starting weapon in fker, that's for sure

>> No.4580078

Is Kegan the one who loves infinite pistols?

>> No.4580081

Well I'm the guy who's making it so I suppose it's only natural. Update soon(tm) after I finish making sure the new additions don't break and stuff.

>> No.4580086
File: 13 KB, 579x720, gaygan.jpg [View same] [iqdb] [saucenao] [google] [report]

Why don't you ask her?


>> No.4580089

and yes I love infinite ammo sidearms that remain relevant throughout an entire playthrough, like the Painkiller.

>> No.4580094

>not "her"
You aren't fooling anyone.

>> No.4580114
File: 53 KB, 585x682, I+have+no+clue+_db8fbab8da952a517d5d62407452e656.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4580116
File: 34 KB, 512x896, imageedit_5_8691409796.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4580118
File: 2.64 MB, 1280x720, They actually follow the bullets now.webm [View same] [iqdb] [saucenao] [google] [report]

Oh and incidentally I managed to figure out what I was doing wrong with these beam-based tracers from whenever. Now they actually follow the bullet puffs.

>> No.4580150
File: 2.40 MB, 1680x1050, Screenshot_Doom_20180211_084747.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4580152

Gay grass

>> No.4580153

well that's pretty. Tell us more, anon

>> No.4580154

give me a whole wad with this fuckin aesthetic

>> No.4580157

Ancient Aliens 2

>> No.4580159

my thoughts exactly
the grass comes off as something with a slightly more cartoony look though

>> No.4580160
File: 2.52 MB, 1680x1050, Screenshot_Doom_20180211_085858.png [View same] [iqdb] [saucenao] [google] [report]

it's one actor. jumps to random sprite and set its scale randomly.

I find setting scale random helps with organic things.

>> No.4580161

There's an Ancient Aliens 2?

>> No.4580163

I was planning to reveal it next month but, guess the cat's outta the bag now.

>> No.4580167
File: 1.57 MB, 1680x1050, Screenshot_Doom_20180211_090340.png [View same] [iqdb] [saucenao] [google] [report]


well i dont know about a whole wad anon. but it's for an underground lost civ which is just a section of the map im doing here

>> No.4580168
File: 121 KB, 480x800, 1485011796657 .jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4580178

ahh good idea! that's cool

some real potential here, have any kinda title yet?

>> No.4580184

Get back in the bag, Kegan!

>> No.4580225

he has to get back
back to the past
samurai jackegan

>> No.4580226


>> No.4580227
File: 1.57 MB, 1280x2869, Ur a jack.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4580238
File: 2.90 MB, 768x480, gzdoom 2018-02-11 09-25-36-32.webm [View same] [iqdb] [saucenao] [google] [report]

>some real potential here, have any kinda title yet?

Project's name is Astrid. That map, map 3, is Boom Tiki. I've been trying to put a tempest of ideas into this project.

Here's a teaser from map 1, Haemato. Again, floor and ceiling shrooms are randomly sized.

>> No.4580246
File: 2.26 MB, 1920x1080, Screenshot_Doom_20180211_014711.png [View same] [iqdb] [saucenao] [google] [report]

>[fun stops]

>> No.4580249

why is ranger's face so damn pixely? It's even lower in res than zombiemen sprites.

>> No.4580252

All the portraits are just awkward upscales of their character sprites. My guess is that DBT crunched Ranger's model into a sprite and then took the portrait from the sprite while upscaling it, resulting in a face only a mother could love.

>> No.4580257

is that the actual model or did they just make them into sprites

>> No.4580263
File: 196 KB, 1366x768, Screenshot_Doom_20180210_001912.png [View same] [iqdb] [saucenao] [google] [report]

oh wait never mind they're just sprites. boring. at least the maker of this bad wad made the anime girls into 3d models

>> No.4580264

Sprites. It's DBThanatos' style, he did it for his Quake 4 mod for Doom too.

>> No.4580269

that's boring, any doom mods that use 3d models that aren't terribly "remastered" or anime girls?

>> No.4580271

People, make sure you check out this webm!

mmm, curvy
also man that cave is looking really good, always a challenge in doom. dynamic lighting looks nice as it always does. def keeping an eye out for this.

>> No.4580275

I would have liked it better if he had used the OG quake skins QC has which look miles better than the defaults.

>People, make sure you check out this webm!

>mmm, curvy
>also man that cave is looking really good
lmao for one sec there I had thought you were talking about
>>4580263 's image.

>> No.4580290
File: 57 KB, 1280x720, big_1490516830_image.jpg [View same] [iqdb] [saucenao] [google] [report]

I swear to fuck. If you assholes don't stop making me laugh, I'll make another carpet demon.

>> No.4580314

why is her everything shrinking every time she fires

>> No.4580331
File: 37 KB, 885x880, imageedit_3_9022639244.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4580334

>there's gotta be more to life than this.

>> No.4580371

I ain't afraid of no Quake

>> No.4580372
File: 205 KB, 1280x1024, douk.jpg [View same] [iqdb] [saucenao] [google] [report]

>feel depressed and kinda suicidal
>drink few beers and play some classic build engine games
>feel little bit less depressed

I wish Duke could zap into reality like in some 80s movie and then he could be my friend.

>> No.4580402
File: 10 KB, 120x120, nomarinesuitshere.png [View same] [iqdb] [saucenao] [google] [report]

hey guys can i be a doomgirl too

>> No.4580426

one of the precious few people to do good female doom sprites

>> No.4580429
File: 25 KB, 321x322, 1445695675422.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4580435
File: 2.88 MB, 320x240, aaaaaaaaaa.wad.0543.lmp.1.webm [View same] [iqdb] [saucenao] [google] [report]

this was very nice. i was able to record a first attempt as a boom demo:

i missed 3 monsters which seem to be stuck in the northeast corner which you seem to get locked out of because the starting lift rises all the way to the ceiling. i also missed one secret, which was really obvious, i didn't push on it because i thought it was a trap not a secret door, oops. a shame about not having a blue waterfall texture.

>> No.4580439
File: 2.83 MB, 320x240, aaaaaaaaaa.wad.0543.lmp.2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4580457

>wanna see if anyone has made a nice sprite morphing solution
>start googling
>find this: https://www.youtube.com/watch?v=SsziLcppskI

just look at that channel. legit autism

>> No.4580464
File: 312 KB, 444x1097, DeletosCrash.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4580468

Pretty sure this is Bomberman

>> No.4580472
File: 124 KB, 800x501, sewer types.jpg [View same] [iqdb] [saucenao] [google] [report]

Fuck I'm not gonna get my map in am I? I've just been playing AC: Origins...... I'll still finish it.

can't tell if girl or young boy...

>> No.4580487

>i missed 3 monsters which seem to be stuck in the northeast corner which you seem to get locked out of because the starting lift rises all the way to the ceiling.
annoyingly, this seems to be intentional. you get to go one way or the other, and there's no way to get into the part you didn't choose first time. so 100% kills is impossible, which for me is a bug.

>> No.4580495

you don't need to max everything :)
they should add in some kinda secret to get to them tho, they said they wanted to work on it more anyway

>> No.4580509

OP is that the ut2k4 RL?

>> No.4580515

Zandronum is for multiplayer ?

>> No.4580518
File: 20 KB, 338x511, PRGIB1.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4580523

yeah Zandronum is the standard multiplayer sourceport, I mean there are other ways to play doom online but Zan is the most popular.

>> No.4580537
File: 2.99 MB, 320x240, contest_sewer.wad.0459.lmp.1.webm [View same] [iqdb] [saucenao] [google] [report]

this was also very good, again i was able to record a first attempt in boom compatibility.

this one has a more modern design, cleaner texture use, and light level contrast. the layout is excellent, based around a loop, showing the player the goal right from the start, plus lots of height variation and glimpses of parts of the map yet to be reached. monster population was fairly low. the BFG seemed over the top, not that i didn't put it to use. the keen secret seemed pointless though, simply necessitating a second trip around the level to get the last kill and secret. perhaps the author wanted to troll completionists.

>> No.4580538
File: 2.78 MB, 320x240, contest_sewer.wad.0459.lmp.2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4580542

offtopic, but AC:O is surprisingly good. Too bad it has the shittiest level penalty that makes you do literally no damage to anything 5 levels above you.

>> No.4580549

>perhaps the author wanted to troll completionists.
That was the intent. My original plan was to do an
"Aardwolf" secret, but I didn't have enough space.
I'm glad you liked it, I have very little mapping experience.

>> No.4580559

love that wee descent with the manhole and the pipe textures, gonna have to crack both these posted maps open and finally see how to make an elevator

Yes it is, and yeah... balancing RPG stuff in an action game is tough. I don't love it but to me it's just like, OK this is just a thing that I come back and do later.

I'd say something about Doom RPG but I've never played it. I wonder what it actually adds to the game as an 'RPG'. I generally love the combination of RPG and FPS but a lot of stuff does it these days more as a trick to cram more numbers into the game and give you the illusion of a deeper progression to trigger a dopamine response.
I mean stuff like Destiny or something, you get a better gun then you fight tougher enemies then you get a better thing then you fight tougher things, the numbers all go up but nothing actually changes.

>> No.4580575
File: 134 KB, 1057x666, Untitled.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4580584

huh guess I've been confusing myself, must have been thinking of something else... thanks.

>> No.4580590
File: 159 KB, 1161x737, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

That one was for going down in the beginning, this one goes up.

>> No.4580593

So we need to know the friend or he has a search engine for multi ?

>> No.4580602

go download doomseeker buddy

>> No.4580605

So Zandronum + doomseeker ?

>> No.4580609

think doomseeker already comes with zandronum, and yeah that's got your server browser and a setup for hosting a server and everything

>> No.4580640

The contest is officially over!
"Thank you" to the two contestants that joined!

I'll now take the next hour to replay both maps and decide the winner. Both will be judged by these three key factors

>> No.4580653

hey thanks so much for doing this thing, thought you might've got more entries given seemingly how many new maps have been floating about here but i guess the 24hr restriction on a given day was too tough for most, still glad to have played the couple maps to come out of it and I look forward to finishing the one I started though I wonder if I'll stick to the size limit now, ha

will be interesting to see which in your opinion was the 'winner'

i hope we can still continue to promote more mapping sessions in the future, i would also very much like to see us get an episode's worth together sometime in the near future, preferably newer mappers i guess. If I don't see anything like that happen eventually i'll have to put the idea out there myself but i wouldn't feel confident in doing so 'til i had some more maps to feel at least slightly confident about.

>> No.4580659

>i would also very much like to see us get an episode's worth together sometime in the near future
Hopefully it turns out better than the Halloween project.

>> No.4580670

well... i wouldn't bet on it but some things you just have to keep failing at 'til you succeed. there's often still worth or fun to be found in failing too i think.
i dunno, hopefully just with a long window we could gather enough over time.

>> No.4580680
File: 65 KB, 620x465, duke theft auto.jpg [View same] [iqdb] [saucenao] [google] [report]

I wish there was some open world/semi open world RPG done with build engine. Something like Duke Nukem 3D with system shock mechanics where you had a full city to explore, join factions etc.
I just love the look of sprite enemies in 3D levels.

>> No.4580691
File: 477 KB, 691x779, 1503130902105.jpg [View same] [iqdb] [saucenao] [google] [report]

>when the cyberdemon hits on u

>> No.4580703

The three "C's" bled together too much, so I'm just going to list off the positives and negatives of each map.

Mac_Tonight's entry:
>+Nice use of default textures
>+Felt like an authentic sewer level that could have been included in DOOM if it was tweaked a bit more
>+Scenery blended in well, nothing looked out of place
>+Enemy and item placement was well thought out
I'd also like to take this time to say that the Archville at the very end was a very nice choice. On my first playthrough I got caught off guard and killed
>-In the area leading down from the starting point on the right side of the bridge (once it's raised) a player can fall in and not be able to jump out (unless they're in Zandronum) causing them to get stuck
I'd like to add that There's a good chunk of empty space in between the map (around 200,000-ish units) that I think could have been utilized, but I'm more impressed on how I didn't notice.

Lebennyg's entry:
>+From the start you're given two diverging paths and thrown into a nice, hearty fray of monsters
>+Item placement is great and doesn't give the player a major edge
>+The map uses almost every bit of space in the 2,250,000 unit surface area
>+Sticks to the "sewer" theme very well, giving off a treatment plant vibe
>-Texture usage was a bit odd. For a good chunk of the map the floors don't really fit in with the walls and the ceiling is completely bare save for the raised part over the fountain and the exit
>-Monster placement seems a bit more sporadic. Half the time they killed each other because of how clustered together they were

>> No.4580710

The winner of the 24 Hour Map Building Contest and lucky guy who gets to take home $24 tonight is Mac_Tonight! >>4579665

Lebennyg, thank you for participating! I hope you'll join us again for the next map building competition.

>> No.4580725

Any good
Doom 3
map packs?

>> No.4580729

Are there any ____ Doom 3 map packs?

>> No.4580736

Ive seen
quite a bit
all of them bad

>> No.4580832
File: 218 KB, 333x222, vvcap 2018-02-11-12-00-19.png [View same] [iqdb] [saucenao] [google] [report]

>All these years seeing the Cyberdemon's eyes wrong

I lived a lie.

>> No.4580851

I would like to see Romero try making a gameplay mod.

>> No.4580889

>TAke a look, ya'll

>> No.4580895

artist name?

>> No.4580897

> cyberdemon has nipples

>> No.4580898

He has to finish Black Room first.

>> No.4580902

>Blood, E2M9, on thin ice
>finish the map
>get the cutscene from the E1 ending
>end credits

What the fuck? I know there's more levels in E2.

>> No.4580929

he has to start Black Room first

>> No.4580946
File: 8 KB, 378x472, 1502042691038.png [View same] [iqdb] [saucenao] [google] [report]

nice email anon

>> No.4580967
File: 964 KB, 1366x768, Screenshot_Doom_20180212_003415.png [View same] [iqdb] [saucenao] [google] [report]

Is there any other mods that has decent boss fights?

>> No.4580968

Pic unrelated I assume.

>> No.4580979
File: 34 KB, 640x400, other samples.png [View same] [iqdb] [saucenao] [google] [report]

>can we get a secret beta release?
Maybe sometime around Christmas at the earliest, I have a lot of things I need to do before I'm willing to present it for testing. There were some setbacks last year too.
Here's some old samples you could look at.

>> No.4580982

would fuck

>> No.4580986
File: 3 KB, 57x86, BBRNB0.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4580989

you can't fuck a drawing.

>> No.4580994

100% false
you can if you try hard enough

>> No.4581032
File: 1.01 MB, 1336x682, vvcap 2018-02-11-14-06-18.png [View same] [iqdb] [saucenao] [google] [report]

Nice, my tree was successful.

>> No.4581082

You can if you either have a good body pillow or have learned enough PSIONICS/magic to create a thoughtform of said character.

>> No.4581098

You can't fuck a real girl either, so what's your point?

>> No.4581101

you technically fuck your mom when you're born, so long as it's not a c-section.

>> No.4581116
File: 642 KB, 726x1040, 1496079025085.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4581136
File: 175 KB, 500x390, 1509997034820.png [View same] [iqdb] [saucenao] [google] [report]

What do you guys think of Doom Retro?

>> No.4581152

i've never actually bothered to use it, it has some good ideas though, might rip them off one day

>> No.4581161

I have six zip files filled with midis from Konami (when they were good). What should I do with them?

>> No.4581171

congratulations to the winner, and thanks to the organiser and participants, we all got a couple of nice maps to play out of it

>> No.4581189
File: 139 KB, 1920x1080, Screenshot_Doom_20180211_131901.png [View same] [iqdb] [saucenao] [google] [report]

What does it mean?

>> No.4581205
File: 2.80 MB, 888x500, 2018-02-11 15-23-30.webm [View same] [iqdb] [saucenao] [google] [report]

Noice. What do you think of the hell room effects?

>> No.4581215
File: 323 KB, 1920x1080, Screenshot_Doom_20180211_131936.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4581218
File: 579 KB, 1920x1080, duke0007.png [View same] [iqdb] [saucenao] [google] [report]

Can Doom do Polymer?

>> No.4581225

Is Doomsday the closet we'll have to the Polymer renderer?

>> No.4581232


not bad. looks like it would fit outdoor of rusty tech bases well.

>> No.4581234

you unfuck your mom

>> No.4581237

polymer is even shittier than GZDoom in terms of performance

>> No.4581247

given what GZDoom capable of nowdays, it surpassed Polymer imo,

Polymer is utter shit anyways so why bother?

>> No.4581248

The first version of the red skull altar was a bit unsightly due to the lightning, but now it looks much better.

>> No.4581252

I feel like I have played that. Is it by stewboy?

>> No.4581262

whaddya mean

>> No.4581272

in the scene of the same complexity,
polymer would run worse
what else?

Polymost, however is much more efficient, but also much less capable.

>> No.4581289

I don't think so

>> No.4581319

Does anyone know how to change F_SKY1 on a new wad from scrath?
It's easy to replace the original F_SKY1 from doom2.wad but no tutorial I've found covers it for a new wad from scratch.

>> No.4581338
File: 779 KB, 1920x1080, Screenshot_Doom_20180211_132427.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4581378

that looks horrible

>> No.4581462

There ought to be a wad about the assault team that was killed before the events of Doom. Those guys had heavy arms, and I assume they're better trained than Doomguy, but they ended up being killed by the demons.

>> No.4581465


Touhou Doom is pretty much 90% boss fights. It's fun.

>> No.4581475
File: 23 KB, 256x182, Duke_Nukem_Zero_Hour_box.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4581485
File: 1.83 MB, 1920x1080, Screenshot_Doom_20180210_222840.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to find a good place for these neato tech pillars I got from Realm667. I think I need to build them into something organic and clustered together.

>> No.4581486

so basically a group of mod characters going through E1?

>> No.4581495


>> No.4581496

I imagine it would be a bit more story-based than regular doom. I'm thinking it would be like an army movie. It could be split into three episode like Doom: an earth episode where you're dealing with terrorists, criminals, ending with a battle with some cultists foreshadowing episode three. Episode two would be on mars, where you're exploring the planet at fighting rebels. Episode three would be a continuation of the mars episode, ending with an ultimately fatal encounter, perhaps a last-stand battle against a swarm of demons and zombies.

>> No.4581516

Gameplay-wise, it would be your typical doom-fair, but with a catch: in singleplayer, you get to switch between each of the four characters in-game. Each would have their own arsenal and their own abilities. When not selected, a character will stand in place and shoot at enemies with their signature weapon. It would be a bit like a tactics game in this aspect.

>> No.4581537 [DELETED] 

So in other words, what SArais surmised ?

>> No.4581542 [DELETED] 

what even does he have to do with this

>> No.4581549
File: 57 KB, 1920x1080, duke0028.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4581556 [DELETED] 

He once proposed something similar, a slight re-telling of the original doom, but with Doomguy, Crash, Deimos and Chubbs, and gave them all their own shticks, crash, deimos and chubbs all becoming demons later on. (Crash becoming the Mother Demon, Deimos becomes another type of demon altogether that's not actually in the games, though somewhat between a Baron and a Cyber, and Chubbs becomes the Mancubus Prototype)

>> No.4581559

i mean, if you want to take credit for Literally The Doom Bible, then sure???

>> No.4581565

once you get past the time gimmick, it's pretty bland
Time to Kill was better, despite being kinda-sorta a Tomb Raider rip in its own right

>> No.4581576

You're fooling nobody

>> No.4581585 [DELETED] 

reminder to filter and report.

>> No.4581601 [DELETED] 

filtering the word "report" seems like a good idea, yeah

>> No.4581604 [DELETED] 

even hinting at the perferred solution makes them butthurt.

>> No.4581627


>> No.4581629

Some ideas for characters:

Green Marine: Your standard, everyday marine armed with a shotgun, chaingun, rifle(pistol stand-in), and knuckle dusters. Plays very, very similar to doom, but with one drawback: the Green Marine can not run like Doomguy can.
Gray Marine: Armed with a rotary cannon(bigger chaingun with a larger caliber), a rifle and a chainsaw, this guy is the one you play as to mow down crowds of enemies. He's incredibly slow however, and can not jump.
Brown Marine: The brown marine is the projectile-guy. Armed with a rocket launcher, a laser rifle(think plasma rifle, but with a fire-rate inbetween pistol and chaingun) and a combat knife. He moves the same as the Green Marine, but can perform sliding dashes. Can only equip tier 1 armour.
Red Marine: Fast moving and hard-hitting. The Red Marine is armed with a double-barreled shotgun and a sword. The Red Marine moves exactly like Doomguy and can perform a slide kick similar to the Brown Marine's slide dash, but dealing damage and knocking humanoid enemies down. The Red Marine can not equip armour.

>> No.4581630
File: 223 KB, 1920x1080, duke0019.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4581637

>Literally the doom bible
>But it's not literally the doom bible.

>> No.4581641

sounds like Doom Delta except the unique weapons bit.

The Dream?

>> No.4581648

There's really only so-much you can do with standard marines to be honest. I guess you could have one equipped with a jetpack. Maybe some levels would have a Blue Marine?

>> No.4581654

the only difference listed was them turning into demons, which also the original idea poster did not specify

so yes
Literally The Doom Bible

>> No.4581658


>> No.4581661

That's pretty wrong, though. It's not "literally the doom bible" if it's not literally the doom bible. If it was literally the doom bible, it would be copy-pasted from the doom bible, which it isn't.

>> No.4581663
File: 97 KB, 410x324, 4990139841.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4581672

he's pretending to be someone else talking about him. he is deluded enough to believe that other people remembering his posts, bringing them up, and crediting him, is something that would reasonably happen. it's self-importance, off the charts.

>> No.4581680


>The Dream

Yes, it was the best example of using Douk engine

>> No.4581683

i think the point is: stop saying "literally" when you mean "greatly similar to"

>> No.4581701 [DELETED] 

Forget it. They just want to yell about somebody.

>> No.4581704

boy do i love personality drama on an ANONYMOUS WEBSITE

>> No.4581709 [DELETED] 

You're not helping.

>> No.4581715 [DELETED] 

Hey mods, you forgot a few.

>> No.4581723

it's not really anonymous when you constantly mention your own name.

>> No.4581726

>mention your own name
or otherwise identify yourself.

>> No.4581729

that's an incredibly nitpicky thing to pick nits about so let me say it again
Literally The Doom Bible

>> No.4581732 [DELETED] 

And on queue, the Doominati come to shit up the thread.

>> No.4581735 [DELETED] 

lmao the only one shitting things up is you

>> No.4581737 [DELETED] 

Oh boy here we fucking go again.

>> No.4581745 [DELETED] 

I will curbstomp you for forever soiling the effort to keep /vr/ clean by association with someone as disturbed as you.

>> No.4581746 [DELETED] 

calm down.

>> No.4581774

[02-11] Doom running on an Etch-A-Sketch

>> No.4581774,1 [INTERNAL] 

Honestly if S'Arais wasn't so fucking retarded I'd think this was a deliberate effort to discredit the idea (read: fact) that Term, Kegan, Marrub, and a few others all hang out in a chatroom and promote each other's mods. Sadly while he's doing that he's also completely delusional.

>> No.4581801

2k3/UC1, you can see the yellow striping instead of 2k4's red.

>> No.4581803 [DELETED] 
File: 505 KB, 1280x960, Screenshot_Doom_20180211_171337.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4581817
File: 333 KB, 1280x1024, Screenshot_Doom_20180211_172351.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4581830

blueberry flavored cacodemons

>> No.4581847
File: 208 KB, 1200x675, Screenshot_Doom_20180211_172918.png [View same] [iqdb] [saucenao] [google] [report]

I recently updated my GZDoom to 3.2.5, now everything is black and white. Anyone know why this might be, aside from Graf's mere existence?

>> No.4581856

Cacodemons and Fireblu go together like Peanut Butter and cheese-wiz.
I imagine the Fireblu is also somewhat secreted by cacodemons but it's not the only source of Fireblu- just that they're usually found in close proximity and/or in cacodemon nesting areas

Who doesn't love Ca(t)codemons?

>> No.4581858


Looks cool as hell but would be better if as an intentional setting rather than graphics fuckery.
Thanks, Graf.

>> No.4581859

What map

>> No.4581865

>now everything is black and white
sorry i can't help you but that's pretty funny. the author of The Growth seems to have the same problem though so you are not alone. >>4576410

>> No.4581873

It sort of makes sense for Hideous Destructor I guess. I might reskin it to a Korean War/Vietnam setting anyway.

>> No.4581876
File: 2.86 MB, 1280x720, gzdoom 2018-02-11 17-24-24-969.webm [View same] [iqdb] [saucenao] [google] [report]

A handful of new sprites. Now everything animates together really smoothly.

>> No.4581882

i think the colour is a coincidence and they are not actually related. cacos have mostly red skin and happen to spit plasmaballs made by gathering electricity in their mouths which is depicted as blue due to artistic licence. while fireblu is something completely different (fire, but, err, blue)

>> No.4581885

Man this mod is giving me Amiga vibes out the wazoo for some reason. Especially the speed display.

>> No.4581889

you can see behind you, gives a weird feeling.

>> No.4581896


The speed display is likely be removed, unfortunately. There was a discussion a couple threads ago about speed values and how fast the characters actually move, and it was enlightening in how completely over my head I am.
I'm not sure what more to do with the HUD, probably replace it with an ammo counter or armor bar or something. Or both.

>> No.4581930

If you look inside of the mouth, though, the plasma looks somewhat similar, so I'm guessing they either ingest it or something. I'd assume they're related, but you don't need one to have the other sort of deal.

>> No.4581936
File: 227 KB, 919x601, puzzle.png [View same] [iqdb] [saucenao] [google] [report]

>Reading this reminds me of a sewer map I made years ago as a part of one of my first map packs
>Intro section is tight and has a nice shoot trigger secret
>Awkwardly tight walkways with broken guardrails over large pits of toxic waste with mancubi, imps, and revenants on raised platforms, demons and a baron on the walkway, a hellknight that sneaks in behind you
>A large hallway of platforms and toxic waste pits that's got cacos, pain elementals, and revenants
>DAMAGE FLOOR MAZE with "sewage bars" blocking certain paths to make it more confusing (I was also playing an older version of the map that had less hazard suits)
>Then there's a secret area from there that has a switch/linedef puzzle (pic related) where you have to hit the correct three switches without passing a linedef that'll close the doors (at least the updated version had health bonuses as hints); then there's a secret within the secret where if you hit four switches hidden in the toxic maze (one of which was hidden in a secret room behind a wall texture that didn't stand out at all) you would be rewarded with a couple of goodies
>After a lot of the map looping back in on itself/backtracking, the final room is a giant H-shaped sewage corridor with all kinds of mid-tier and a few high-tier enemies everywhere; most of the lower area is brown sludge that doesn't hurt but there are some pools of toxic waste to avoid and you need to stay on the top route to make it the the exit
>Revenants and mancubi that teleport in and pop from a monster closet near the exit, and an archvile that's chilling around the corner and waiting
>Multiple teleport traps where enemies on the lower area with teleport to the top area, usually right behind you
>Exit door is hiding a baron and a dozen explosive barrels behind it
>Always pretty tight on HP and ammo (even had to resurrect a few times)
>This was all on HMP
I may have been playing with a laptop mousepad and arrow keys but god damn I was fucking ruthless back then.

>> No.4581940

you don't need to remove it, just change it to map units per tic. or even map units per second which would have a maximum 528 or 747 with strafe50. it doesn't need to be real-world units.

>> No.4581947


Oh, that's a good idea.

>> No.4581950

So what's the reason the cameras can't be mirrors? You flipped them upside down before.

>> No.4581951

I think you're coming at this from the wrong angle. Like people have said, the speed display and all that shit looks dope and is part of the aesthetic, it fits with the mirrors too. It just needs to be designed for the numbers to look good as they're jumping around. There's still a consistency to it so it doesn't matter if it's grounded in reality. I assume you want to get the rest of the hud animated as well to go along with it?
Anyway it's your vision of course, but something to keep thinking about.

>> No.4581958

I hope there is a wad that allows you to adjust your running speed. If there is one, point me to it.

>> No.4581962

customdoom lets you do it

>> No.4581964
File: 510 KB, 2560x720, wadc eg.png [View same] [iqdb] [saucenao] [google] [report]

is this made with that wadc tool that does the weird geometry shit? anotak made these

>> No.4581968

you could even multiply mapunits per second by 3.6 to convert to "kilo mapunits per hour" i.e. kmph :)

>> No.4581969

Looks cool, but having two identical mirrors in the corners kinda disorients my peripheral vision.

>> No.4581973
File: 49 KB, 407x617, 1406570444792.jpg [View same] [iqdb] [saucenao] [google] [report]

>1000 per hour = 3.6 per second

>> No.4581978


Because that's pretty much all I could do.
There's only two parameters for SetCameraToTexture, what the texture is and the FOV. I had the idea that "oh, if I set the FOV to a negative value, that'll be mirrored". That just flipped it upside down. So there's not really much else I can adjust, unfortunately, unless there's something I'm overlooking.


I like that kmph, ahah.


There's a cvar to turn them off, if needed. Or just one singular rear-view mirror in the top-center.
God bless cvars.

>> No.4581979

all good, I look forward to it

good tree my dude, you're the same guy who's been doing these trees right

I've seen them use just one wider one at the top of the screen before, hopefully they'll include options

>> No.4581986

multiply by 3600 to convert from units per second to units per hour, divide by 1000 to convert from units per hour to kilounits per hour. so overall multiply by 3600/1000 = 3.6. is that not right?

>> No.4581989

You can't mirror the texture itself in TEXTURES?

>> No.4581998

Oh nevermind I was thinking about it the wrong way, don't mind me.

>> No.4582000
File: 18 KB, 140x360, ded muhreens sample.png [View same] [iqdb] [saucenao] [google] [report]

Glad to see you're interested.
Here's something somewhat more recent (in that these graphics and the concept hasn't changed); some dead muhreens.

These randomly replace the regular green marine body, and they'll randomly drop some items.
Mostly nothing, sometimes knives and pistol magazines. Occasionally a ration box (health bonus randomly giving 1 to 8 hp). I'm thinking they'll rarely drop a large ammo pickup or even a weapon.

>> No.4582004

I really like the sound of it, you going to have a number of things like this? Randomized replacements with some random item chances and such?

>> No.4582019


Not that I know of.
CameraTextures, contrary to the name, aren't actually defined in Textures, they're defined in AnimDefs.

>> No.4582024

Ohh I see, so setting the CAMERATEXTURE's fit width to a negative value doesn't do anything?

>> No.4582025

How many of you are interested in playing/watching Joel's contest? How many of you are gonna make maps for it?

>> No.4582043
File: 454 KB, 1920x1080, duke0005.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4582050


Yeah, it just threw up an error.

>> No.4582054

I'll make something for it because, well, why not? I'm mapping anyway and this is a great platform to put it out on.

I'll watch some of it, a lot of it in the background as I'm playing other games, because what kind of sane person is going to watch dozens of hours of that shit?

>> No.4582057

Will be doing both. He's my favorite streamer and Doom is my favorite game so it's pretty cool.

>> No.4582059


>> No.4582061
File: 182 KB, 600x796, deadmos.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on one but doubt it will be done in time.

>> No.4582070

Try turning on hardware gamma.

>> No.4582074

aside from the obvious problem with your GZDoom, I'm kinda bummed out the HUD in hideous destructor can't be resized anymore.

>> No.4582081

I was there for all the streams so I indeed watched all 36 hours of it. Last month I even had the stream recordings (on the vargskelethor youtube channel) in the background playing while I did something else, tabbing back in whenever he went nuts/started laughing.

>> No.4582084

>tabbing back
you need another monitor!

>> No.4582085


>> No.4582094

nah, everyone needs at least two monitors
if you only have one monitor you should be saving at least $20 for another one :) it's up to you if you want to get more after that though

>> No.4582095


>> No.4582097

Have you played Strife? It's Doom and not Build, but it sounds a lot like what you want.

>> No.4582104

excusemwa but how do i change the music like he does in this video

>> No.4582121

If you mean for item percentage completion at the end of the map - most items don't count for that.
Only items that count for the end level "Items" % are:
>health/armor bonuses (those magical potions and helmets that give you 1% of each)
>partial invisibility sphere
>computer map
>berserk pack
>night vision goggles
And all of the above can be picked up ALWAYS, regardless of how much health or armor you have. So if you're going for a 100%, just pick them up.

Radsuits, ammo, armor vests and medkits DO NOT count towards final item percentage, so only pick them up when necessary.

>> No.4582131
File: 13 KB, 229x220, pp123.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4582136

Why exactly was skulltag abandoned again?

>> No.4582138
File: 218 KB, 1024x600, duke0047.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4582139

Carn threw a fit that the people he put in charge of Skulltag were doing things without him.
No, really, that's his exact fucking words.

>> No.4582140

the creator left to make his own game that ended up being ass, the remainder staff went onto make Zandronum.

>> No.4582150

>Radsuits, ammo, armor vests and medkits DO NOT count towards final item percentage
wow never knew


>> No.4582153

Well, Rachel/Eruanna did also pretty much steal his site out from under him as well.

>> No.4582158

does anyone one of those old skin mods that used to be in Skulltag servers which let you change your appearance to characters like Mario, Duke, Link, Ranger, Pikachu etc.?

>> No.4582163
File: 173 KB, 1920x1080, duke0031.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4582167
File: 387 KB, 528x1007, beloko.png [View same] [iqdb] [saucenao] [google] [report]

Anyone knows how to configure Dosbox on Android so you can shot while turning/looking up and down like on the Doom Touch port?

I can't play if I cant shot while being able to turn to dodge as I shot.

>> No.4582170

Can GZDoom do moving sectors like on Rabid Transit?

>> No.4582175

Why does Doom attract so many furfag autists?

>> No.4582178

I have exactly zero love for Rachel, but when you explicitly put someone else in charge of being an admin of your site and they start changing things on your site, that's not exactly theft.

>> No.4582180

When they lock you, the site owner, out of the site it's pretty much theft. However it's not like one of those two people is any better than the other.

>> No.4582185
File: 142 KB, 800x600, Screenshot_Doom_20170826_012624.png [View same] [iqdb] [saucenao] [google] [report]

Stuff like that.

In the zombie slots, there's the random chance that a trooper with a subgun spawns in place of one with a pistol, and in the chaingunner or shotgunner slot, there's the chance that a trooper with a saw spawns, who moves faster and can drop down from ledges (thus he can chase you somewhat better, or depending on the map, fall down a pit somewhere and then just make noise).

Guys with subguns or rifles have the chance to drop a grenade at their feet at their painstate, then back away. This has the potential to ruin your day if you aren't quick, while also having the potential to start a humongous clusterfuck/chain reaction, depending on where he is and what's next to him, as the grenade produces deadly shrapnel.
This part is pretty much directly from the original Immoral Conduct, but I'm planning other things too.

>> No.4582186
File: 466 KB, 1920x1080, duke0033.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4582191

every community does

>a trooper with a saw spawns, who moves faster and can drop down from ledges
fucking spooky
also don't tell me any more, I can't wait!

>> No.4582192

Furries are literally ancient pre-civilization. Trust me, you can't be rid of them.

>> No.4582194 [DELETED] 

18+ website

>> No.4582198
File: 800 KB, 1920x1080, duke0034.png [View same] [iqdb] [saucenao] [google] [report]

da fire

>> No.4582201

What did he mean by this?

>> No.4582203 [DELETED] 

Global rule 2.

>> No.4582205

Pretty sure both posters are of age.

>> No.4582207 [DELETED] 

You forgot a few.

>> No.4582209
File: 532 KB, 1920x1080, duke0035.png [View same] [iqdb] [saucenao] [google] [report]

And water world.

>> No.4582210
File: 1.59 MB, 688x1237, grandpa.png [View same] [iqdb] [saucenao] [google] [report]

>Why does [popular thing] attract so many furfag autists?

>> No.4582214


I am afraid you're missing something rather important here.

>> No.4582215 [DELETED] 

Looks like the expats really have taken over.

>> No.4582218
File: 2.62 MB, 1242x700, 2018-02-11 22-06-19.webm [View same] [iqdb] [saucenao] [google] [report]

Nice, I think I really got the hang of scripts and cameras by now.
I've succesfully scripted the cutscene for the Cyberdemon at the end of my map but I've got a question.

I scripted the door to open slowly but in that while Cybby already spots you and starts shooting, so I deactivated him at the start of the cutscene and gets activated once the player crosses a certain line.

A deactivated monster still takes damage? I don't want players to cheese him from afar.

>> No.4582218,1 [INTERNAL]  [DELETED] 

Never challenge the /v/edditor narrative.

>> No.4582223

hey what's the context of these? they look pretty cool

>> No.4582228

I unironically would a baroness/dame.

>> No.4582230

No. Deactivated monsters are immune to damage
Combine this with a Desaturated sector for an easy Statue!

>> No.4582232

it's duke e3

>> No.4582237

Just tested it in this while and yeah. So the player is forced to enter the arena anyways to finish my map.

>> No.4582245
File: 910 KB, 800x600, Pain Dimension.gif [View same] [iqdb] [saucenao] [google] [report]

I'm curious. What's your #1 favorite map from Ultimate Doom, Doom 2, TNT, and Plutonia? 64 too if you want.

For me it'd probably be:
>E3M3, Pandemonium
>MAP15, Industrial Zone
>TNT16, Deepest Reaches
>TPE13, The Crypt

>> No.4582246
File: 552 KB, 1920x1080, duke0032.png [View same] [iqdb] [saucenao] [google] [report]

spooky green slimers live there

>> No.4582250

>one frame per 10 minutes

>> No.4582253

I can't remember any map from a megawad by name or number...

>> No.4582257


>> No.4582258
File: 315 KB, 1920x1080, duke0036.png [View same] [iqdb] [saucenao] [google] [report]

last picture before i get accused of spam

>> No.4582259
File: 7 KB, 585x231, vvcap 2018-02-11-22-33-20.png [View same] [iqdb] [saucenao] [google] [report]

Also, is it possible to script an event if a monster's HP drops to a certain value?
I want to trigger ambushes for each 1000 damage the player does to Cyber.

I found pic realted but I'm afraid I don't really get it.

>> No.4582260
File: 301 KB, 1920x1080, duke0037.png [View same] [iqdb] [saucenao] [google] [report]

okay this is the last one

>> No.4582265

this is some neat shit. I'd imagine a clone of Duke functioning like the traitor guild leaders from Hexen, but hopefully much better

>> No.4582267
File: 11 KB, 680x680, a g i t a t e d.jpg [View same] [iqdb] [saucenao] [google] [report]

stop spamming!

>> No.4582271

Weird, in all my years in these generals I never got the impression people here had such a hateboner for TNT until this thread.

>> No.4582274

I didn't think there was anyone that liked TNT in the first place.

>> No.4582278

It's usually 50/50, there's just this very vocal guy around.

>> No.4582280


I like TNT. It's neat.
I just love Plutonia more, and I figure slapfights about which is better is ultimately kind of pointless.

>> No.4582281

There's a reason Plutonia has (afaik) 3 fanmade "sequels" while TNT has jack.

>> No.4582282

how come the duke 64 weapons look cooler than the vanilla ones

>> No.4582283

>while TNT has jack.
But that's wrong.

>> No.4582285

Same, which is a shame because I'm really fond of it. The final third of the maps are a drop in quality, I admit, but the first two thirds of the maps are really solid and fun, ranging from good to great and hardly any that I'd call bad, and some of the maps I think really stand out well and are a lot more fun than most of Doom 2's maps. Map21 marks a steep drop in fun factor though, the last 10 maps have a lot of unfun or mediocre designs so I understand why some may be put off by that.

>> No.4582289

But TNT has TNT2 (from Team TNT IIRC) and something else inspired by it, doesn't it?

>> No.4582294


>> No.4582295


Yeah, THT: Threnody.

>> No.4582296

How do I find out if a CD has pre-emphasized music?

I'm about to rip my Quake collection, and apparently Quake, Scourge of Armagon and Dissolution of Eternity have pre-emphasized music. But what about Shrak and Malice?

Also, what's the best way to de-emphasize? I've only found some foobar plugins so far.

>> No.4582301
File: 29 KB, 312x123, tnt evilution.jpg [View same] [iqdb] [saucenao] [google] [report]

I love it a lot. It's not perfect, but I like it.

Except there's like two released sets and one in progress. The released ones were really good too (though Revilution kind of don't feel a lot like TNT).

>> No.4582304


One thing is Dosbox and the other is Doom Touch which (iirc) is a compilation of sourceports.

You can look up and down in (G)ZDoom but as far as I know you can't really look up and down using Dosbox

>> No.4582308

Sorry, was away for a while. That really sucks...

>> No.4582310

Weird, surprised you've never picked up on it before. I guess it's just well understood at this point.

good vid on TNT here

>> No.4582324

I'd love to tell you. I believe so, but I literally cannot understand code, so there's that.

>> No.4582325


They look shinier and neater.

>> No.4582329

I like the pistol, shotgun and ripper better.

>> No.4582332

Evolution of the wad is pretty cool, yes. But I like TNT (except the last third or so) and don't really need a video to form my opinion there.

>> No.4582336

The thing with the ripper is that it suffers the same problem as the Doom chaingun of looking a lot more powerful than it actually is.

>> No.4582341

Most of the posts are praising it, what are you talking about

>> No.4582371
File: 2.95 MB, 450x399, Ripper Chaingun Cannon.gif [View same] [iqdb] [saucenao] [google] [report]

Sort of? But it looks so badass, and is really good at stunning most enemies.

>> No.4582382

Has anyone here tried Essential Duke? I can't get it to work.

>> No.4582384

nope all good, just sharing it for anyone interested
not saying anyone is wrong for liking tnt

>> No.4582395
File: 10 KB, 510x258, vvcap 2018-02-11-23-43-27.png [View same] [iqdb] [saucenao] [google] [report]

I have no idea what am I doing wrong.
The script activates itself without even having damaged Cybby yet.

>> No.4582396

mod newfriend here, do some maps expect you to have things like crouch/jump enabled? should I just leave it off for every map?

>> No.4582398

Oh and without the ACS_EXECUTE from above, the scrip never even activates.

>> No.4582403
File: 168 KB, 936x772, whitedots.png [View same] [iqdb] [saucenao] [google] [report]

In GZDoom I get white pixels appearing all over the place as you can see in the screenshot. I've tried changing rendering quality from speed to quality and I've forced FXAA and even AF16x via GeForce Panel but still have the issue.

Anyone have a fix?

>> No.4582406

For what is essentially an early megawad I think it's pretty good, but like Doom 2 itself it also falls off on the last stretch. Its own music doesn't sound very 'Doomy' but it's still nice stuff.

>> No.4582408

Oh lawdy, you might want to learn come basic programming and spend more time on ZDoom wiki's ACS pages.
try this, remove the ACS_Execute.

>> No.4582410

Wait shit, I forgot to close the string, coding sucks online man http://www.hatebin.com/srfymnnlzt

>> No.4582418


Some maps, but the majority do not.
It's safe to just naturally assume that most maps don't allow for crouching unless they use ZDoom features like slopes, 3D floors, and etc.

>> No.4582419

Some PWADs have it in their MAPINFO so that you can't jump, even if you have it bound. The IWADs don't do this, but you couldn't jump in them anyway.

>> No.4582423
File: 13 KB, 586x257, vvcap 2018-02-11-23-52-25.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, I noticed you missed a " there.
Thanks! That did the trick.
It's nowhere near as the example I followed.

>> No.4582425

You have to keep the script running somehow. That's what the while loop is for, if you don't either keep rerunning the script or have it loop it'll just run once and exit.

>> No.4582448

Don't tell anyone but I usually crouch and jump in most maps, but not to skip progression.

>> No.4582454

What do you define by 'Doomy'?

>> No.4582457
File: 128 KB, 800x600, Screenshot_Doom_20170725_032103.png [View same] [iqdb] [saucenao] [google] [report]

This is what I do. It just makes dodging and diving for cover more dynamic and lively.

Especially when you're covered in such a way that you can't be hit (at the moment), but they still see you and keep firing. Feels very dramatic.

>> No.4582462

Lecutis of borg?

>> No.4582464

my CRT randomly flashes off for a second before turning back on again. Happens about once every half-hour. Is the monitor dying or something else?

>> No.4582465

Booster a cute.

>> No.4582470

Where do we actually upload the files for Joel?

>> No.4582474
File: 14 KB, 528x381, vvcap 2018-02-12-00-32-11.png [View same] [iqdb] [saucenao] [google] [report]

I can't seem to end the script tho. The Cacos keep spawning.

>> No.4582480

While (TRUE) is a forever loop, if you want it to repeat only when some condition is met, put that condition in the place of that TRUE.

>> No.4582481

Once again I'd recommend you do some basic programming tutorials. Also what >>4582480 said applies, or you could uncomment the break; and move it to the bottom after the final SpawnSpot() call.

>> No.4582486

Just to be sure, all this scripting stuff is exclusive to ZDoom derivates, right?

>> No.4582490

You can do very basic scripting with voodoo dolls, conveyor belts and other things in Boom and Boom-compatibles.

>> No.4582498


Sounds like it's super-dying.


Th-thanks, you too.


As >>4582490 said, though, voodoo dolls and conveyor belts can do a whole lot by themselves.

>> No.4582502

There was a Yume Nikki fangame in the Build engine. It's pretty good actually!

>> No.4582503
File: 386 KB, 1366x768, Screenshot_Doom_20180209_120934.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4582515


>> No.4582516

fuck, I can't find any other info on this
it's going to be fucking impossible to find another CRT that can run [email protected], and I am not paying jew tax to get the same experience at 1440p + aliasing + input lag + worse black levels

>> No.4582519

imagine being this much of a technology hipster

>> No.4582532

you need to connect with twitch to access the submission form

>> No.4582535

/vr/- Retro Games

>> No.4582540

maybe i suck but i tried doing multiplayer with bots and i always felt like my guns had no stopping power while i was getting one shotted.

the singleplayer was pretty fun though.

>> No.4582541

what the other guy said
look around a bit if you want to see true tism

>> No.4582543

in multi it's a complete mess
singleplayer is p fun

>> No.4582546

you have have to be a hipster to have fucking eyes
You can't find me an LCD monitor that games over 60hz with as good motion handling and input lag as my CRT.

>> No.4582548

80hz. 250 dollars. Too much for a CRT monitor imo. Just wait til you find one on the road

>> No.4582556

Is there a way to make a specific monster inmune to infight o damage from other demons?

>> No.4582558

Try using an earlier version of GZDoom, or switching to either software or hardware, just to see if there's some kind of conflict, or it's just the latest version.

>> No.4582563

It might be a drag, but I always read the .txt accompanying the wads. By default you aren't supposed to jump, and crouching is very rare.

>> No.4582570

>1280x1024 @ 80Hz
fuck that shit I'm not downgrading

>> No.4582572



>> No.4582574

Creating a map-pack for HD. Should I try my hand at scripting/decorate to create a permadeath system? I'm thinking that it'd be divided into episodes of 4 levels, each one ending with a restock and a visit to the hospital.

>> No.4582583 [DELETED] 

Anybody got a Deflopt.exe link? The official link is dead.

>> No.4582590

Great look on the map-pack. HD needs its own maps.
If you do make a permadeath system, make it optional or for the hardest difficulties. HD is punishing enough.

>> No.4582615

So far the first maps are as so:
Storming a small building and fiddling with an electricity box.
Infiltrating a sewer base.
Battling in a jungle-level, with a bunch of chaingunners out in the clear firing blindly into the rainforest.

>> No.4582620

What a completely minor thing. Interesting anyway though.

>> No.4582632
File: 155 KB, 769x646, 1495348817017.jpg [View same] [iqdb] [saucenao] [google] [report]

autism lives to defy another day

>> No.4582637

That last bit sounds painful. I didn't play HD that much but your maps would give me a reason to git good

>> No.4582645

You want to talk about autism? Let's talk about those Lego bricks in your image, and how the old-style bricks like that red 3x4 slope are infinitely superior for building due to the thicker walls, and how new-style bricks like that 2x3 next to it are total fucking shit because of crappy Chinese quality control and the tiny nubs on the inside of the thinner walls not giving nearly as much clutch as the old bricks.

>> No.4582657
File: 1.53 MB, 1885x1826, get doom motherfucker.jpg [View same] [iqdb] [saucenao] [google] [report]

I forgot how suddenly insane and brutal Scythe becomes towards the end. It's so weird how a good first portion of the wad has this nice steady flow to it and good difficulty balance, and then goes absolute batshit crazy with the home stretch

>> No.4582658
File: 152 KB, 1200x900, NewCanvas1;.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4582661
File: 251 KB, 1118x588, !!!may29-7474.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4582664
File: 119 KB, 880x660, pinker.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4582672
File: 140 KB, 1920x1080, 545.jpg [View same] [iqdb] [saucenao] [google] [report]

I had been looking forward to it since D4D was pretty decent, but that was more because Doom 4 already had its own balance and it already fared fine on SP. porting a multiplayer game over to single play is infinitely more difficult, having it be balanced even more so.
but the only thing I've learned from almost a half hour of trying to beat the very beginning to Requiem MAP03, is that DBT, even after all these years, can't seem to balance a mod for shit.
this actually feels more like an unofficial AEOD spinoff with every other game that isn't Quake stripped out.

for some reason he seems to have this fetish for taking enemies from any game designated to be low-tier fodder, increasing their health pools beyond any type of logical reasoning, and granting them retardedly high damage outputs. fucking repair drones have NO BUSINESS being this fucking strong. same for essentially every light enemy you can stumble upon.

>> No.4582678
File: 288 KB, 1280x960, Screenshot_Doom_20180212_002503.png [View same] [iqdb] [saucenao] [google] [report]

Finally getting around to the second floor of the main AAHW Demonic Research Base

>> No.4582679

Yeah this was my impression as well. I'm sure it's fine MP but in SP it's kind of a pile of crap. Very pretty, decently put together crap, but crap nonetheless.

>> No.4582681
File: 300 KB, 604x1050, 1475413325443.jpg [View same] [iqdb] [saucenao] [google] [report]

We /lg/ now?

>> No.4582687

It's still retro-vidya related so i'd say toys of doom and/or such is good.

what the fuck is that

>> No.4582692

They're not too hard at the moment, but I've tested them with the classes that start with guns. Might change if I do more testing with Doomed Guy.

>> No.4582696

>doesn't know about motherfuckin blacktron 2

>> No.4582702

I was precisely nearing the end just now too. Still 5 levels to go. They weren't kidding when recommending HMP for the last few levels.
I'm talking about Scythe 2 but yeah, same applies to the original one.

>> No.4582706

>tfw no classic doomguy figures

>> No.4582707

You could probably bash one together from all the figs over the years, only problem will be finding a good helmet. There's a single one that'd make a pretty alright Ranger helmet but I dunno if any of the closed-face sci fi ones would be a perfect Doomguy.

>> No.4582715

>reaper minis are extremely rare and have astronomically high prices, will probably never be produced again
>klukva miniatures website is kill probably because they got the C&D
>doom 3 boardgame only has the guido marine
>D4 game has the four multiplayer fuckers
>3a figure is of the reboot and is 400 bones

>> No.4582716
File: 170 KB, 290x253, Potrock 2.png [View same] [iqdb] [saucenao] [google] [report]

as a legit fellow autismo these made me laugh

>> No.4582720

Chinkshit is nothing to laugh about. Soon enough all we'll have is Lepin "quality" and shelves lined with goddamn Star Wars.

>> No.4582727

I want bionicle back.

>> No.4582728

I was just laughing at autism jokes, no need to get political.

>> No.4582730

bionicle always sucked

>> No.4582735

There was G2, but it came to an abrupt end.

>> No.4582742

>Not a SINGLE quality official figurine of classic Doomguy after all these years
M-maybe for the 25th anniversary, right guys?

>> No.4582746


>> No.4582747

I do hope something MAJOR happens across the entire industry on that day. It deserves the recognition.

>> No.4582754

you've put it to words better than I would expect. I don't know what about this place brings out the brutal honesty in some folks whenever they criticize something.

the moment I knew this guy was the same guy in charge of AEOD I just figured it had to be a trashheap. and yeah, it kinda is. enemies are literal +fast sponges, ammo caps are retarded, abilities might as well not be there. they feel so redundant in combat.

at least now we have new, nifty HQ sound effects. I love the shotguns in this so much.

>> No.4582756
File: 8 KB, 250x250, 10588820_10152567509219817_750144564_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok, this is my last Scripting question, I don't want to bother you a lot with this.

I want to set the final battle with the Cyberdemon to end when every monster tagged 666 in this room is killed.
Problem is, the monsters tagged with 666 just spawn with the SpawnSpots scripted when Cyber takes damage and as such, the script think there are no 666 monsters yet.


I have tried a lot of things including running the script on Cyber's death, adding a ACS_Execute after the final break;, going "script 23 ENTER" or open treats them like runaway scripts, tagging Cyber with 666, tagging the imps already on the room with 666 and everything failed.

>> No.4582760
File: 91 KB, 880x655, ol demifiend.png [View same] [iqdb] [saucenao] [google] [report]

demifiend in doom

>> No.4582778
File: 117 KB, 880x660, pinker 2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4582789
File: 98 KB, 880x660, cyber.png [View same] [iqdb] [saucenao] [google] [report]

shoot him until he dies

>> No.4582795

Why do you spend time posting this shit instead of trying to make decent art?

>> No.4582797


>> No.4582801
File: 57 KB, 567x440, the sad protag.png [View same] [iqdb] [saucenao] [google] [report]

because it's just me myself and i and my drawings

>> No.4582805

Fuck you it's fun art.

>> No.4582810

it's artificial fun

>> No.4582815

I only purchase organic fun at the supermarket

>> No.4582816

You're artificial fun

>> No.4582819
File: 17 KB, 880x655, the pain 3.png [View same] [iqdb] [saucenao] [google] [report]

the painer

>> No.4582825
File: 33 KB, 1091x709, old italian man is really mad at the color grey.png [View same] [iqdb] [saucenao] [google] [report]

>tfw when wanting a mod that adds strafejumping to doom
>tfw no one has made on yet and you have no time to learn how to learn scripting/modding cus of college n such

and no this isnt supposed to be a thinly veiled attempt to be "SUM 1 MAEK A MOD 4 ME!!1"

>> No.4582827
File: 113 KB, 880x660, cyber2.png [View same] [iqdb] [saucenao] [google] [report]

he goes bahauagah

>> No.4582830

isn't strafejumping inherently a part of gzdoom?

>> No.4582836
File: 710 KB, 360x240, 24egfa.gif [View same] [iqdb] [saucenao] [google] [report]

Updated flashlight mod for Anon.

You may now choose a location for the light to emit from.
The light now reacts to crouching.
Multiplayer now supported. Settings are shared.


You may replace '[02-09] Flashlight mod first release' with this entry.

>> No.4582838
File: 138 KB, 1200x900, cleric1.png [View same] [iqdb] [saucenao] [google] [report]

need more hexen art

>> No.4582842
File: 983 KB, 500x364, Perfect.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4582846

Not quake-style, as far as I know. That's the kinda thing I want. As much as I love and enjoy Doom's original movement, going thru a bunch of custom wads at quake speed would be fun as fuck IMO.

>> No.4582848

oh, my mistake

>> No.4582850

Maybe add some sort of flashlighty sprite to the point where light comes from? Like a small box with fullbright side or something.

>> No.4582851

270 over limit. Need better compression and/or properly resized posters. I might have to remove the posters entirely though.

>> No.4582854
File: 2 KB, 581x23, .270 of a megabyte too large.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4582868

Am I in the clear, though? It can't be over 20mb, so should i keep trying to shrink the file size?

>> No.4582880

Assuming you're trying to aim for 20MB, does the place you're uploading to judge 20MB by 1000s or 1024s? Because if it's the (correct) latter, the limit is 20480kb so you're just within limits.

>> No.4582884

I don't know, all it says is "9. 20MB max"

>> No.4582894
File: 48 KB, 626x587, It's nearly as big as Sunder in filesize for god's sake..png [View same] [iqdb] [saucenao] [google] [report]

I ask because there's -still- a lot of work to do on the map and I don't want to kick myself in the balls on this one.

Fortunately the layout's practically done, I just need to do the auxillary buildings, the second floor, and the underground.

There are additional custom monsters added, but I was trying to make sure they fit the theme. I also find out the Blot (realm 667) doesn't visually show itself until it's seen the player so I'd need to fix that to get The Employers to show proper.

>> No.4582904
File: 19 KB, 180x245, Auditor_basic.png [View same] [iqdb] [saucenao] [google] [report]

You can see what I'm trying to replicate with clever thing placement. I wanted to possibly have a breif cutscene but it's probably not gonna happen if the Blot doesn't want to play along.

>> No.4582905

Are you intend on fixing the mirrors not being reversed?

>> No.4582906

Failing this, I'll try and edit together a comic instead.

>> No.4582915
File: 675 KB, 1366x768, Screenshot_Doom_20180209_115546.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4582925

read the replies

>> No.4582928

Is there a way to have just one monster type be able to telefrag other monsters? I have one situation where I want them to, and one where I don't.

>> No.4582931
File: 269 KB, 1280x960, Screenshot_Doom_20180212_031515.png [View same] [iqdb] [saucenao] [google] [report]

And I found a trick.

>> No.4582979
File: 936 KB, 2560x1440, deader.png [View same] [iqdb] [saucenao] [google] [report]

Heads up that there's a new version (addon?) for Dead Marine - http://www.mediafire.com/file/e5h9hk7kw5rm485/DeadMarineEvenDeaderv0.94.pk3

It adds correct color for all monsters (only tested Caco) and adds more gore I think? You can check the thread for more info - https://forum.zdoom.org/viewtopic.php?f=43&t=58521&sid=969c586b074a9c2947676a41dbe97971&start=75

>> No.4582982


Also this fixes the lighting - https://drive.google.com/file/d/1PD6l7WBSkVWIScuRB5F_j5womLXOMJPK/view

>> No.4582997

Pretty cool. Dislike how it changes doomguy's voice though.

>> No.4583006

Spinning Doomguy should be on a loading screen, it's hypnotic

>> No.4583007

e1m7, lv15, ev09, pl29

>> No.4583008

is doom 1 episode 4 up to the standards of og doom 1

>> No.4583013

how the hell does that have 36k views

>> No.4583019

it's a good song

>> No.4583024
File: 7 KB, 48x48, cybie got back.gif [View same] [iqdb] [saucenao] [google] [report]

don't ask me

>> No.4583031
File: 553 KB, 1920x1080, Screenshot_Doom_20180212_225337.png [View same] [iqdb] [saucenao] [google] [report]

wip sewery map

>> No.4583048

I was just replaying it and realized that E4M1 is an absolutely horrible opening map. What a slog. Hey, you want difficulty? Just fight some cacos with a pistol and a bunch of pinkies with your fist! Totally fun and challenging!

>> No.4583050

The pistol problem (there's zero reason to use it after the chaingun is acquired) would be fixed if the chaingun's accuracy was reduced and the pistol (or whatever type of firearm it is in this idea) was good at sniping.

>> No.4583051
File: 67 KB, 640x400, chex_sc3.jpg [View same] [iqdb] [saucenao] [google] [report]

Chex Quest 20th Anniversary Megawad: Galactic Conflict


>> No.4583054
File: 59 KB, 640x400, crispydoom.png [View same] [iqdb] [saucenao] [google] [report]


Is that a problem? Fuck the pistol. It's useful for one shotting imps/sargents/etc if your single shotgun shot doesn't kill them in one.

Chaingun sniping is super satisfying and to remove it to make the pistol viable only has place in a mod that drastically changes all weapons.

>> No.4583058

literally project babel

>> No.4583064

>Is that a problem? Fuck the pistol. It's useful for one shotting imps/sargents/etc if your single shotgun shot doesn't kill them in one.
Well the whole point of my idea was to make people not think fuck the pistol.
>Chaingun sniping is super satisfying
It is, but at the same time can feel a little overpowered.
I should check that out, looks neat from the screenshots.

>> No.4583070

it also makes the regular shotgun more useful, i like all the weapon balance really

>> No.4583075

Arcane Dimensions 1.70 released for Quake.

>> No.4583121

I would make the pistol and the chaingun work EXACTLY the way the do on DN3D.

the balance between both was perfect.

>> No.4583151

That would just make sniping boring because of how low the damage output on the pistol is.

>> No.4583164
File: 631 KB, 1920x1017, Screenshot_Doom_20180212_134619.png [View same] [iqdb] [saucenao] [google] [report]

im a neko nyaa

>> No.4583165

meow oui

>> No.4583192

A cat is fine too

>> No.4583194

that'd better not be one of those awful butt plug tails
anyway nice idea but i don't think i've ever found more than a couple of maid outfits, certainly never enough that i'd have two at once, are they really rare or have i just had bad luck?

>> No.4583195


>> No.4583209



>> No.4583265
File: 1.19 MB, 480x270, howard pennywise.gif [View same] [iqdb] [saucenao] [google] [report]

>planes on top of each other

>> No.4583281

I agree. I don't understand people's nostalgia for it.

>> No.4583303

read again. I want to play Duke.

>> No.4583963
File: 349 KB, 1280x1024, 1515533034475.png [View same] [iqdb] [saucenao] [google] [report]

Pretty neat, mod when?

>> No.4584065

How's that news? AD is at 1.7.1.

>> No.4584341

Try following a show or game series that doesn't have animal forms.
That way you'll avoid them being made into fictional fuckables.
As for everything else in the series, you're unfortunately fucked... no pun intended.

>> No.4584436
File: 2 KB, 192x256, KeenMad.png [View same] [iqdb] [saucenao] [google] [report]

You dickhead. You should NEVER disencourage an artist.
You're one of the reasons people become bitter assholes or even turn to a life of crime.

Off yourself.
But legitimately, off yourself, please.

>> No.4584569

Nice logic. If you can't handle harsh words then you shouldn't be posting on this website. How about you off yourself first?

>> No.4584618
File: 23 KB, 311x237, dah.jpg [View same] [iqdb] [saucenao] [google] [report]

>"Instead of making a proper response, I'll just play the im a le tough guy and i can do what i want on this website card."
I await laughing down on you while I'm up on cloud nine. Enjoy your non-physical company.

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