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/vr/ - Retro Games

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4608761 No.4608761 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4603793

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.4608762

=== NEWS ===

[02-21] Anon map update: Dance of Death fixes

[02-20] Anon map update: Wild West Deathmatch 2

[02-20] Anon map update: Dark7 Europa v1.1

[02-19] Half Nuked (A Duke Nukem 3d Mod for Classic HL) released

[02-19] Quake 2 High Resolution Weapon Pack released

[02-19] Tekwar GDX announced

[02-18] La Tailor Girl v1.45 released

[02-18] Anon mod test build released, with request for feedback

[02-18] Universal Gibs updated

[02-18] Golden Souls 2 map37 sneak peak

[02-17] Babel Dev's Dual Laser updated

[02-17] Babel updated: Now With Chainsaw That Doesn't Suck, And Much More

[02-15] Doom Delta 2.0 release candidate

[02-15] Extreme Entryway Alpha 10

[02-14] Trenchbroom 2 released

[02-14] Someone wants to play and record your maps

[02-14] Tangerine Nightmare released; nine limit-removing maps

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4608773
File: 255 KB, 980x520, doortraktest.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4608778

xth for you're a faggot

>> No.4608805
File: 48 KB, 480x640, 1467378644637.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4608828
File: 31 KB, 227x291, 227px-Oil_painting_palette.jpg [View same] [iqdb] [saucenao] [google] [report]

Where do the gray and fireblu variants fit within the color hierarchy in Colourful Hell?

>> No.4608830

gray imo is intermediary between red and black with focus on being more gimmicky and afaik fireblu is just lazy hardmode versions of red enemies

>> No.4608836
File: 2.04 MB, 3840x2160, preview.png [View same] [iqdb] [saucenao] [google] [report]

New map, probably done with mapping for a while. Breaking Point is made to be short and difficult. Use infighting, ammo conserving, and berserking to the best of your ability. GZdoom and Prboom+ tested.


>> No.4608860
File: 684 KB, 800x600, doomIIisshit.png [View same] [iqdb] [saucenao] [google] [report]

Almost done trudging through Doom II for the first time and holy shit this is needlessly cryptic. You can just pick up a weapon sitting in the middle of the floor and have the game say "WOAH HOW'D YOU FIND THIS IS SOOOO SECRET", and then have the actual fucking exit door hidden behind a wall with no significant marks that indicate that you have to shoot it? I just spent like 15 minutes trying to find the door but I'm a dumbass, of course it's accessed by shooting an unmarked wall.

The only reason I'm even trying to beat it anymore is just cause I'm already 29 maps in out of 32. Can't wait for this to be over.

>> No.4608863

Vanilla Doom(2) doesn't indicate when you find a secret. That was added in source ports.

>> No.4608882

>unmarked wall
>posts a screenshot showing a marked wall

>> No.4608884

>unmarked wall
Even sarais isn't this retarded.

>> No.4608889
File: 520 KB, 1366x768, sshot001.png [View same] [iqdb] [saucenao] [google] [report]

doom 64 is nice.

>> No.4608891

It's not like that was the only marking, there were several around that room, enough to make it just look like decoration and nothing more

>> No.4608896

post other markings

>> No.4608897
File: 1.92 MB, 1920x1080, evershrine03.png [View same] [iqdb] [saucenao] [google] [report]

New FDA/Review


The third and final map of the Ever Shrine mapset by Alter feels like the cherry on top of the wad. It plays like a reward for the player where you get to hose down swarms of monsters with the plasma gun and blow revenants to shit with the rocket launcher with no concern for ammo.

The theme of this maps is "grand". Huge structures, hordes of monsters to slaughter and plenty of space to maneuver in. The detailing is done intelligently where it's mostly vertical (i.e towers) or done via texturing. This means the map has visual fidelity while not having nooks and crannies that block your path as you try to dodge a stream of revenant rockets.

This map is a lot easier than map02 and is very satisfying to play. It gets to the core of Doom which is "killing shit = fun" and lets you do that while keeping things interesting. Unless you mess up there isn't too much worry since there is so much space to move in and copious rockets/cells. Even the cumulative end battle with the cyberdemon and 6 archviles wasn't difficult but was still very satisfying.

You definitely see Alter's style come through in this map despite it being so different to the first two. One trope being picking up lots of health and armor bonuses was tied in nicely with the slaughter style by having them circle the area so as you naturally circle strafe the 50+ monsters you're fighting you're constantly picking up items.

A great map to finish off an awesome set, be sure to download it and give it a go yourself, you'll be very happy that you did.

Download: https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evshrine

Map01 FDA: https://www.youtube.com/watch?v=Q55E5PYV948
Map02 FDA: https://www.youtube.com/watch?v=a0He0KhYnlc

>> No.4608901
File: 1.10 MB, 1920x1080, Growth2.png [View same] [iqdb] [saucenao] [google] [report]



Proper link to review....

Also, DW thread: https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/

>> No.4608903
File: 2.26 MB, 1914x1019, markings.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4608910


>> No.4608921

>Every other marking in the room is diffrent
>Only one that shows an UP arrow
not hard

>> No.4608926
File: 27 KB, 376x440, 1519387596428.png [View same] [iqdb] [saucenao] [google] [report]

A magical cyberdemon finally recovers from it's new year hangover, and decides to give you another wish.

You may merge any two DooM related projects. The projects will be combined in the best possible way, and both creators will work on the resulting mod.

However, the cyberdemon decides to add some drawbacks this time. Any copies/downloads of the two mods used in the merge will be permanently destroyed. As a side effect, any fans of the two mods will be forced to migrate to the merge, and will not likely get along.

Finally, you cannot use this power to merge a dead project with a live one in an attempt to revive it.

>> No.4608937

DRPG + DoomRL Arsena-
>Finally, you cannot use this power to merge a dead project with a live one in an attempt to revive it.

get the unmaker.

>> No.4608938


Forgot to post to op.

>> No.4608953

they're *all* different, how is that any help
and more importantly, why would you think to shoot it

it's the courtyard but worse

>> No.4608958

Do we need to spoonfeed it to you?
Shitposters these days.

>> No.4608959

Go back.

>> No.4608964
File: 16 KB, 1600x1200, DOOM08.png [View same] [iqdb] [saucenao] [google] [report]

you can't even claim the automap would help you, because the only yellow lines on the automap are lines that don't do anything when you use them
and naturally, this is the only way to reach the exit
you can't justify that, it's awful

>> No.4608965

Hit switches have been a thing since Doom 1 and as said before, it's the only marking with an up arrow.

Come on dude, kids figured this shit out when the game came out back then, you have no excuse. Fucking Heretic is harder than Doom 2 and I beat that when I was 9.

>> No.4608969

>Red line in the middle of two yellow walls
i'd say that's a pretty clear indication of there something being up with the wall.

>> No.4608971

Jesus, don't play any classic old wad like Eternal Doom if you think DOOM 2 is "cryptic", you will cry.

>> No.4608973

It's a little bit mysterious, it's the end of the fucking game dude
Sorry there's no destination markers

>> No.4608979 [DELETED] 

What are the best mods for the Quake series?

>> No.4608981
File: 46 KB, 415x500, 513XTM7PGVL__AC_.jpg [View same] [iqdb] [saucenao] [google] [report]

What are the best mods for the Quake series?

>> No.4608983

>deathmatch map
>has invincibility pickup
When has this ever been a good idea?

>> No.4608984
File: 1.17 MB, 1920x1080, breakpoint.png [View same] [iqdb] [saucenao] [google] [report]


I've been digging your maps, sad that I won't be seeing any new ones for a while.



A quick and brutal map by the creator of The Growth that was posted to the Doom /vr/ thread.

Similar in size to Growth and also very cramped. The gameplay relies heavily on using the berserk. I recommend not saving at all while playing as that's how it should be played - the readme says "Try not to savescum" and I agree 100%.

>> No.4608992

Do you mean like map sets or total conversions or...? Because there aren't very many of the latter.

>> No.4608994

>deathmatch map
>any powerup that isn't one soulsphere

>> No.4608997

>Deathmatch map
>SSG placed as a common weapon
This should be grounds for execution.

>> No.4609001

but that's a good portion of all the popular dm maps

>> No.4609002

It stops snowballing. Either have it on spawn or don't have it at all.

>> No.4609007

The SSG is the opposite of having fucking invincibility though. The SSG brings quick death to the field, resulting in quick fun. I get pissed off when someone who has the invincibility powerup on hold kills me, I don't when someone with an SSG blasts me from behind or coming around a corner.

>> No.4609018

j u i c e c y c l e s

>> No.4609021
File: 97 KB, 735x598, WDM1.png [View same] [iqdb] [saucenao] [google] [report]

Is a scene as this akin to That Guy's levels? You're not actually going in the Satanic Bullworm, it's just a background detail.

>> No.4609036


But it takes next to no skill to use whatsoever, and it's a weapon that is more or less on-par with the BFG. Don't make it so easy to get; otherwise it devolves into an SSG slog instead of people duking it out with their weapon prefrence; chainguns tapping away, rockets flying around, and so forth.
Maybe i'm just too old for this shit.

>> No.4609038

>Is a scene as this akin to That Guy's levels?
Who even gives a shit? Jimmy and others have made vore in their maps before and nobody batted an eye.

>> No.4609040

How hard is it to make doom conversions today? I want to experiment with some walking simulation crap but I don't know if it can handle switches and events or stuff like that.

For example, an enemy dropping a weapon (not ammo), or a door that opens like Metroid doors, or key itens, etc.

>> No.4609048

Piss easy; unless you're unable to understand code.

>> No.4609051

Well-documented, fully exemplified code or some arcane single-use thing? Is it anything close to, let's say, RenPy hard?

>> No.4609052

Like I said, if you don't spawn someone with it don't have it at all. It does so much damage that not having it means you have such little chance against anyone who does.

>> No.4609061

what are the best Megawads made in the 90s and early 2000s?

>> No.4609065

>It does so much damage that not having it means you have such little chance against anyone who does.
That's my point and why I refuse to use the SSG in deathmatch.
I have no clue dude, I just edit pre-existing stuff and stitch code from other enemies into it.

>> No.4609067

Requiem, Memento Mori 1 & 2, Alien Vendetta, Scythe, and 2002: A Doom Odyssey come to mind.

>> No.4609070

I'll find that out by myself anyway...

>> No.4609072

*posts the sex scene and icunt of sin*

>> No.4609083

How would a nigga go around creating irregural terrain like dunes or a desert but that doesn't look like sheer ass?

>> No.4609084

id tech 2

>> No.4609086

>id tech 2
How does Quake Engine deal with billboard elements? I'm asking because I don't feel like creating actual models... I just want to esculpt it easily like Doom Builder seems to be.

>> No.4609094

it doesn't, the only billboard elements in vanilla quake are explosions, blood/impact particle effects (which are just squares, literal single pixels scaled to various sizes) and the single, static, non-animated light_globe entity that appears in a single map

>> No.4609096
File: 70 KB, 344x394, misato036.jpg [View same] [iqdb] [saucenao] [google] [report]

>2002: A Doom Odyssey
>with Doom 2 enemies and weapons

>> No.4609103

>D4T and Brutal Doom
So all the crazy little features, specially detailed gore and environments, plus great looking weapons, sprites and fun fast paced gameplay? Sign me the fuck up

>> No.4609120

just whatever

>> No.4609132

just quatever: the new mod from the creators of qump

>> No.4609145 [DELETED] 
File: 127 KB, 1230x283, 1512287088117.png [View same] [iqdb] [saucenao] [google] [report]

Doom babbies :^)

>> No.4609160

get the BFUGA0

>> No.4609187
File: 32 KB, 600x315, aZtWHns.jpg [View same] [iqdb] [saucenao] [google] [report]

So long dental plan!

>> No.4609192

What are you playing right now?

>> No.4609195

also, you don't make a noise when you push on them. so, a solid wall that doesn't sound? big hint there is something special about the line.

(note: may not apply to some source ports, which thought this was a bug and fixed it)

>> No.4609201
File: 136 KB, 466x486, 98c.png [View same] [iqdb] [saucenao] [google] [report]

>transparent HUD
>silly voice

>> No.4609202

may i suggest to reply to the news post. as the first post gets loads of noise/random replies, news posted to it gets lost in the clutter. last thread somebody made this mistake with his quake3 map. >>4604824

>> No.4609204


>> No.4609218

What's wrong with his commentary?

>> No.4609219

what an asshole

>> No.4609223


>> No.4609251
File: 702 KB, 1140x700, what the fuck am i doing.png [View same] [iqdb] [saucenao] [google] [report]

What WAD is /doom/ currently playing?

Are you having fun?

>> No.4609254

suppose i better get started on coffee break 1 for ironman this month

>> No.4609272

10 maps into replaying Saturn X 1. Feels kinda mediocre so far.

>> No.4609273
File: 401 KB, 1280x720, Screenshot_Doom_20180216_212859.png [View same] [iqdb] [saucenao] [google] [report]

Pistol starting a bunch of wads with my old mod, hoping I can get back into things. Currently playing through Scythe. Pictured is A.L.T.

>> No.4609292

I wish I had that stomach

>> No.4609313

it's saturday my dudes

>> No.4609315

How serious is it?

>> No.4609324

I was gonna cook some chili today, so it got me thinking, excluding outright myhouse.wads, how many wads feature furnished homes and stuff? Kitchens, bathrooms, etc.

Like not as a central theme, but that you pass through a part of some city level and there's just a house or apartment space which looks the kind.

>> No.4609347

towards the hell starts in a pretty neat apartment
and has a funny little intro sequence

>> No.4609348

>Try to edit the gloves to look like white rubber gloves
>They end up looking like shit

>> No.4609353

i think Hellfire:Reborn might have had some of that kind of stuff? and there's always HoE:SP of course (or Extermination Day, whatever it is called now)

>> No.4609380

it's seriously where's the screenshot post

>> No.4609387
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4609407

I was not prepared.
Hope you map again anon, 4 great maps in a row.

>> No.4609417
File: 739 KB, 1920x1080, Screenshot_Doom_20180224_153845.png [View same] [iqdb] [saucenao] [google] [report]

Just working on hand sprites for weapons

>> No.4609419

Tell us more about your mod, anon. Like weapons and general gameplay flow

>> No.4609438

You play as cheesy b-horror movie butcher who is armed with a mace, chainsaw, double barreled shotgun, M2 Browning, dynamites, molotovs and mines. Slightly slower than DoomGuy but you're naturally 20% more resistant to all damage and using melee weapons isn't a meme option.

>> No.4609443

am I seeing things or do you have a really low shell cap? And I assume by mace you mean the mace of contrition?

>> No.4609447

I'm trying to play through Doom 2 on nightmare! without saving mid level (only at the end of each map) and holy shit, hitscan zombies absolutely fuck your shit up.

Have finally made it to map 4 (the focus?) with decent health/armor. Fuck knows how I'm going to make it much further. Anyone here who has beat doom 2 on nightmare wanna give some hints and tips?

>> No.4609458

The mace is the one from Hexen/Heretic, since someone had made Doom hand sprites for it. The Low ammo caps on weapons is there to 'invoke' 'survival horror' feel, since you can't just rely on weapon X or Y to carry you through everything. The shotgun is pretty much SSG, you can just choose to fire one barrel at a time or both barrels at once.

>> No.4609461
File: 2.93 MB, 1000x563, c users helios desktop quakespasm quakespasm.exe 02.24.2018 - [View same] [iqdb] [saucenao] [google] [report]

More fiddling with "moving" torches and a directional trigger. Works great on paper except a trigger with a direction set still gives the player a full 180 degrees of rotation that count as facing in that direction, which- depending on their field of view- nearly lets them see completely behind them when activating it anyway. So it turns out if you want to do shit behind the player's back, put the trigger around the bend in a hallway or something or you risk them seeing it happen even if it's silent and instant. kindly ignore the incorrect lighting on the viewmodel, that's a simple fix I was too lazy to do

>> No.4609462

Any reason why 13 barrels specifically? And I assume backpacks will still double your ammo?

>> No.4609464

get to the exit as quickly as possible. take as many shortcuts as you can. the more you avoid monsters the better.

>> No.4609467

Backpack doubles ammo, but the reason why 13 shells is specifially because parts of the mod are inspired by The Evil Within

>> No.4609469
File: 354 KB, 600x600, layers.png [View same] [iqdb] [saucenao] [google] [report]

That sudden shift in the level is pretty fuckin cool. What's it like making maps for quake? Is it anything like pic related?

>> No.4609481
File: 286 KB, 640x1440, 55cfc9d671cc2674954c8b88f28f664c83206ccaca45b7d91f400fe7e5d0c092.png [View same] [iqdb] [saucenao] [google] [report]

testing boom reversible staircase builders. can't think of one in a real map, other than eaeuro01.wad

>> No.4609489
File: 77 KB, 800x533, spheres.jpg [View same] [iqdb] [saucenao] [google] [report]

I fucking love portal effects like these.

What are some good maps from any game that make great use of portals?

>> No.4609501
File: 64 KB, 561x750, 1515143084611.jpg [View same] [iqdb] [saucenao] [google] [report]

This is fucking awesome

>> No.4609507
File: 479 KB, 917x647, layers of layers.png [View same] [iqdb] [saucenao] [google] [report]

It's neat but really limited, you start having to just box areas in with the skybox (which is a big no-no for map optimization) and I'd imagine with some really complex geometry you'd start wreaking hell on the player's framerate, what with vis not really enjoying big parts of the level being anything but solid world brushwork. Granted, most modern computers wouldn't have an issue until you got to AD-level bits and bobs disappearing and reappearing, but it's always good to plan for various toasters and source ports (I keep old-school original WinQuake around just to make sure various map hacks work in legit VANILLA-vanilla, not just Quakespasm, and as it turns out as much as I hate Darkplaces it's really goddamn helpful for finding the modelindex of a specific mdl).

>Is it anything like pic related?
It's exactly like pic related, although I might be biased. Heh. Really though it's not that hard at all, speaking as someone who only got started with brush mapping with Trenchbroom and whose only previous attempt at using Hammer made me want to die. As silly as it sounds, experience with a CAD/CAM program like Solidworks definitely helps- same basic idea, building basic shapes in the void- but that's probably a thing not many people would have experience of and I'm way out of practice with it myself anyway.

The harder part is having the imagination to actually make and release a full map. I'm still working on that part.

>> No.4609508

Fear Extraction Point had a part in a map like this and it was awesome.
Basically you go down a long, featureless hospital corridor and you get to the fire exit and try to open it and nothing happens, so you turn around and the entire worlds changed.

You can even walk backwards or try and snap your head around fast and you don't see it.

>> No.4609510
File: 118 KB, 538x538, Quakeguy.png [View same] [iqdb] [saucenao] [google] [report]

>*teleports inside u*

Heh, nothin' personnel kid.

>> No.4609514

>This was supposed to be sectors

Every time

>> No.4609516

did anyone ever make a fixed version of the MC textures of plutonia?

>> No.4609523

> HUUH, nothin' eldritch kid

>> No.4609525

This is an extremely cool concept, I have nothing to add beyond this statement.
Build on, you crazy bastard.

>> No.4609529
File: 64 KB, 680x680, 2cc.jpg [View same] [iqdb] [saucenao] [google] [report]

i feel stupid by watching this video and mainly because of this quote
>Doom champions did it better than quake champions int terms of gameplay

Im still alive motherfuckers - Shub Niggurath

>> No.4609531
File: 1.13 MB, 1390x579, file.png [View same] [iqdb] [saucenao] [google] [report]


No portal effects here friend, just one self-contained room.

>> No.4609534

This thread really feels like reading a youtube comment section at times, the humour is so childish it's painful.

>> No.4609537
File: 3 KB, 233x222, HeaeH.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4609538

why you gotta be so uptight

>> No.4609539

ok icarus

>> No.4609550

same. I only post in 4chan boards with mature users sharing mature humor and this place is insulting to me personally.

>> No.4609553
File: 469 KB, 914x784, bony mcfuckface.png [View same] [iqdb] [saucenao] [google] [report]

Hehenh, boner.

>> No.4609561


>> No.4609583

Imagine if Doom had a CD-i port with cutscenes like the Nintendo CD-i games.

>> No.4609586

That animation studio didn't only do CD-i games but also PC games like this one:
So they could have made cutscenes for Doom if they were hired by id.

>> No.4609593

I honestly think Icarus is a pleb and his livestreams are unwatchable

>> No.4609602

How often do you play your own maps and if so do you still feel enjoyment of playing them?

>> No.4609628

> having a map that has any gameplay in it or can even be finished since there are no monsters or exit
much less an actually finished map

>> No.4609647

I love playing my deathmatch maps, though it is kinda cheating, because I know where the best items are.

>> No.4609649

How do you place items on 3D floors in Eureka?

>> No.4609679
File: 2.29 MB, 1433x813, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

Temples and lava

>> No.4609680

I want to play this fucking map, and see this turn into a megawad.

>> No.4609681

doomguy needs braces

>> No.4609687

I hope quake champions has a single player campaign. Also, Quake but on Amiga, Acorn Archimedes, and Wii.

>> No.4609690

so nice

>> No.4609697
File: 1.60 MB, 1222x7000, mapcomic.png [View same] [iqdb] [saucenao] [google] [report]

nothing at the moment herr doctor.
just wait for joel's contest, too late to edit map now lel

>> No.4609707

funny thing; I have been working on a mega wad with these same resources I am using for this map for a while now, it has similiar styled areas in some of the maps, but basicly all the maps on that wad are still heavy WIP as Ive been too busy with mod making

>> No.4609709
File: 175 KB, 1360x768, Screenshot_Doom_20180224_115250.png [View same] [iqdb] [saucenao] [google] [report]

Hosting a deathmatch server with a little mod I've made. Imagine being a wizard who only knows two spells. That's this mod.
[TSPG] Painkiller: Wizard Deathmatch on Doomseeker.

>> No.4609719

It says I have incompatible files.

>> No.4609721

That's strange.

>> No.4609723

Anyone here using TrenchBroom?

>> No.4609728

I'm looking for a wad I played a couple of years ago

It's a multiplayer party game wad where each round is a different minigame.

Anyone know what I'm talking about? I'd really love to play it again

>> No.4609729

Hopefully it's fixed now, might have uploaded out of date .wads by accident. Same name as the first attempt.

>> No.4609778
File: 491 KB, 500x277, Rabbit rolls his eyes.gif [View same] [iqdb] [saucenao] [google] [report]

>weapon mod gives weapons 6 and 7 their own ammo types

>> No.4609779
File: 374 KB, 1918x538, space.jpg [View same] [iqdb] [saucenao] [google] [report]

Been busy lately so I've only gotten around to using my intro area as a way to practice texture placement. Also, if anyone knows of any good "orbiting around a planet" skyboxes other than my current one then I'm all ears.

>> No.4609781

I replaced the Cacodemon with the Fat Commander out of boredom. Now I'm wondering if someone has ported the duke roster to doom.

>> No.4609786

Qtest is 22 years old today

is anyone playing anything Q1 Related today?

>> No.4609790
File: 2.27 MB, 1471x799, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

gonna try finish this area tomorrow
having fun making this underground broken town area of sort

>> No.4609793 [DELETED] 

Is there any other kind of combat system aside from rolling? My friends aren't into dice but like the idea of Tabletop; maybe a deck based system with actions?

>> No.4609795

if lets you use the PG even after getting the BFG

>> No.4609797
File: 1.33 MB, 1366x768, Screenshot_Doom_20180212_125615.png [View same] [iqdb] [saucenao] [google] [report]

Alien Vendetta. Just finished Scythe 1 and 2.
I haven't got to the hardest levels yet, and I'm afraid after this and Hell Revealed I'll hate slaughter maps and modern mapping, which would be sad, since I really dig Sunder and Sunlust's architecture.
But so far it's been fun.

pic related is Scythe 2

>> No.4609798


>> No.4609813

My favourite growing up was Fantasy Quake: Rise of the Pheonix

AirQuake and Quake Rally for sheer novelty.

Special Forces Quake was good but will probably not be well recieved nowadays.

Other ones I remember are Slide and QChess.

>> No.4609816

de donde es esto

>> No.4609821

En lo' cumpleaños le pone papita a to, a la pizzeta

>> No.4609828

Zscript is not well documented right now, although it's very powerful.

You'll probably get along fine with Decorate. Just dissect some simple mods in SLADE. I recommend looking into how Strange Aeons works, it'll show you the basics of how weapon, enemy, HUD, level, title screen and music replacements work without any hard to follow advanced stuff going on.

>> No.4609829

devs said instagib and classic/ability less mode are coming

>> No.4609834

Currently playing Somewhere In Time with Final Doomer (TNT Guy).

I'm having a blast, despite the occasional problem with level flow.

>> No.4609839
File: 198 KB, 640x2688, 1519495524869.jpg [View same] [iqdb] [saucenao] [google] [report]

this greatly reminds me of Acidity. but it might be that you're just using the same texture pack.


>> No.4609846

I like that my idea for doom wishes caught on.

>> No.4609848

I don't believe so.

Perhaps you could make it your new project?

>> No.4609868

Well, I tried looking for pre-existing ones and found two, but neither pleases me, so I might just have to

>> No.4609885

I'd play the shit out of it if you made a decent monster replacer

>> No.4609893

Same, and possibly compatibility with Colorful Hell, if possible.

>> No.4609898

the current one is great. keep it

>> No.4609902

The issue with that is what monsters replace what. I simply turned the caco into the commander by replacing the sprites and sounds. If I actually made it move faster, use the spin blades, and fire rockets, then vanilla maps that utilize lots of cacodemons would become very troublesome. It might just have to be a resources pack so people can build around the new monsters.

>> No.4609912
File: 269 KB, 808x905, 1344718028256.jpg [View same] [iqdb] [saucenao] [google] [report]


Just finished DUMP 1, now playing 2

And yes, is very funny

>> No.4609924

Finally beat TNT:Revilution with TB and CH.

>> No.4609925

Anyone know where I can get sprites for a suitably boss-like beholder enemy from? I don't fancy taking one Realm667.

>> No.4609930
File: 185 KB, 667x820, PIP.png [View same] [iqdb] [saucenao] [google] [report]

VineSauce map

>> No.4609961

what the fuck is this

>> No.4609964
File: 69 KB, 200x200, BalgarCybie.gif [View same] [iqdb] [saucenao] [google] [report]

>the lack of NuDOOM monster sprites is disturbing

>> No.4609968

Transformers and Terminator DOOM WADs when!?

>> No.4609969

Looks kinda like a duke3d render. Pretty sweet overall.

>> No.4609972

Should've added at least 2 more frames to the cycle

>> No.4609973

Maybe it's to let the plasmagun replacement be able to fill it's own distinct purpose while also limiting how much you can use the bfg replacement?

>> No.4609976

its not mine, some anon did it and he disappeared
now that all nuDOOM models and QC ones were ripped, id be glad if someone could do a sprite work from it

>> No.4609981

I got the doom16 lost soul model into blender a long time ago, but then came the part involving textures and cameras and I got overwhelmed

>> No.4609983

There are runs of Half-life that use only the crowbar for most of the game, why not Quake1?

>> No.4609991

ther are no crowbars in Quake1

>> No.4609995

but on a serious note - melee works differently in Quake. Instead of momentary hits that are easily avoided with practice, many enemies in Quake attack in chainsaw-like fashion, hitting player during the whole duration of the attack making it much harder to avoid.
Melee-only Quake run would be focused more on kiting and avoiding enemies completely which is not very interesting to watch.

>> No.4610003

i always knew that was the case
but somehow that never stood out to me, even though it does stand out from basically all other games

>> No.4610023

The winner of the Vinesauce contest.

>> No.4610035
File: 298 KB, 960x720, 3ab.jpg [View same] [iqdb] [saucenao] [google] [report]

>not being able to handle a couple hundred alien commanders at once

>> No.4610040 [DELETED] 

Reduce the blast radius of the commander's rockets.

>> No.4610045

Give me a shrink ray and hold my beer.

>> No.4610046
File: 135 KB, 500x502, ZfAKe6Y.png [View same] [iqdb] [saucenao] [google] [report]

>Classic mode

>> No.4610051


It wasn't intended but I'm happy with the way light illuminates the smoke.

>> No.4610056
File: 22 KB, 645x773, 1463949237741.gif [View same] [iqdb] [saucenao] [google] [report]

After this contribution I'm done

>> No.4610057

That looks cool, and also properly realistic.

>> No.4610059
File: 1.46 MB, 1920x1080, Screenshot_Doom_20180224_220230.png [View same] [iqdb] [saucenao] [google] [report]

>First a fireball barrage by alot of Mancubuses
>Then cacodemons join just cause
Thanks, 1994 Tune Up Project

>> No.4610060

heh... fumeroles

>> No.4610064 [SPOILER] 
File: 5 KB, 462x182, 1519502886085.png [View same] [iqdb] [saucenao] [google] [report]

OK then... I've been working on a soldier guy for a mm8bdm submod that's not actually much about Megaman.

>> No.4610071

that is a very cleverly made map, in the way it abuses the map07 specials

>> No.4610073

Okay. Thanks. Bye.

>> No.4610095

post it yourself if you don't see it, nigger

>> No.4610098


Sounds like Icon of Party or Stupid LMS to me.

>> No.4610105


Those sprites are pretty damn good, actually.
What can you tell us about the mod?

>> No.4610109

>Finish Helipad
>Next up isBug Hunt
>Look at amount of monsters
Maybe tomorrow

>> No.4610124

Post some features from your dream Source Port.
>in-engine editor, allowing for levels to be created and decorate/zscript to be fiddled with
>in-engine random level generator
>wolf-style doors as a linedef option, or linedef-wide doors in general
>random tiling texture support ala Half Life
>built-in AI improvements, again, akin to Half Life

>> No.4610125

>only 300

>> No.4610127

Yeah, there are maps where the monster count goes to thousand(s) and more, like Map 07 of Slaughterfest 2012 (Simply Dead), but I don't feel like slogging through it just now.

>> No.4610164
File: 4 KB, 428x246, GrandDad.png [View same] [iqdb] [saucenao] [google] [report]

Basically OCs and self-inserts: the classes mod.
A work of many people. Seems to be coming along surprisingly well, though.
Posting my own stuff. Other people will probably not appreciate their works to be leaked.

>> No.4610165

>Add ability for ZScript to manipulate level structure in the same way a level editor does.
>add shot-activateable linedefs that distinguish damage types and can be set to only be activated by one type or a specified group of types.
>proper parsing and re-interpretation of DECORATE and ZScript into lower level code for optimisation
>pre-baked lightmaps support, Quake style (or rather Quake 2 with colored lights)
>Ability to bake-in static "dynamic" lights as a lightmap upon running a level to add this support and optimisation of it into earlier made wads.
>properly moving sectors/polyobjects, Duke style.
>proper voxel support
>support for ground heightmap images as a basis for voxel-based terrain, like in Outcast
>customizable geometry LOD support, even if mappers have to make LOD levels themselves as part of the map.

>> No.4610167

But he is a pleb, when he covered my mod he said the "punch" of the Shogun doesn't sound and feel the same as in Quake 3/Quake Live despite being the same sound with the same animation since i ripped from them from Q3.

>> No.4610172

depends on the density.
iirc that map is quite large and takes a fair amount of time to clear

>> No.4610174

Define what triggers tags 666 and 667 along with what each of those tags trigger.

>> No.4610179

Zandronum with modern features without removing older ones such as the ability to edit the options menu and consolecommand.
Also better voxel rendering and portals that can transfer sound and actor velocity that's relative to the own portals' movement.

>> No.4610182

esto es el fin el grande padre

>actual decals on flats
>support for more game music formats like vgm 1.60, PSF and USF
>bots with adjustible/adaptive difficulty

>> No.4610205

>add shot-activateable linedefs that distinguish damage types and can be set to only be activated by one type or a specified group of types.
isn't this already a thing? i remember there being a secret in one of the bd starter pack levels where you have to blow up a wall with a rocket and other guns wouldn't work

>> No.4610208

Might have been, and likely was done with things, not linedefs. Or maybe scripting.

>> No.4610212

It is done with a wonky actor-based workaround that'd take half an hour to code in, while a built-in linedef would allow to do that in half a minute.

>> No.4610214

brush based maps

>> No.4610223

pretty weird it's not already in. seems like an obvious addition

>> No.4610226

>weapon mod modifies something about doom

>> No.4610230

Well, what can you expect from someone who doesn't seem to understand that Boom Power and Ketchup don't work together?

>> No.4610239

keep dreaming boyo

>> No.4610243

well, duh
> dream source port

>> No.4610249
File: 99 KB, 320x240, 25efafdfe2b09305323b00ba2b0c8781.gif [View same] [iqdb] [saucenao] [google] [report]

FWIW sector mouths have been around forever.

>> No.4610253

what is a brush, exactly?

>> No.4610285 [DELETED] 
File: 22 KB, 220x305, 220px-Sysshock.jpg [View same] [iqdb] [saucenao] [google] [report]

System Shock Class or System Shock Enhanced Edition? And why?

>> No.4610287
File: 285 KB, 1600x900, Screenshot_Doom_20180224_173754.png [View same] [iqdb] [saucenao] [google] [report]

Here's a pretty basic gameplay/partial conversion .wad, in which you play as the mage apprentice Talan. Uses resources from Realm667, SunMadcat's Monsters, and Freedoom.

>> No.4610290
File: 22 KB, 220x305, 220px-Sysshock.jpg [View same] [iqdb] [saucenao] [google] [report]

System Shock Classic or System Shock Enhanced Edition? And why?

>> No.4610293

Forgot link, somehow.

>> No.4610307

Enhanced adds higher resolutions, mouselook, and some quality of life stuff with menus. But if you want to play it "the way it was meant to be" then classic.

>> No.4610312


I'd be interested in playing it.

>> No.4610336
File: 109 KB, 760x521, haha epic meme doot skeleton.jpg [View same] [iqdb] [saucenao] [google] [report]

Hi. I have control of the downloads in the mega and I want to add more to it. What are some games I should search out for and upload.

>> No.4610340

Convex 3D shape used to make up level geometry, doors, lifts, what have you. Infinitely more flexible than sectors, allowing free texture alignment and rotation on all faces and no differentiation between ceilings, floors, walls and whatever else you make (no walls vs flats system).

>> No.4610349

The obvious ones.
Wolfenstein 3D
Rise of the Triad
Shadow Warrior

>> No.4610351

Would be cool if combined with the standard system. Brushes for complex geometry, vectors for layouts.

>> No.4610360

Anyone else still waiting?

>> No.4610396


>> No.4610409
File: 71 KB, 680x497, 5fb.jpg [View same] [iqdb] [saucenao] [google] [report]

>A random level generator that just continues to continuously generate a single map as you're playing it, with an AI director adjusting the generation depending on how well you're doing.
>Built in option for permadeath

>> No.4610423

that, along with drla once it's actually fully finished would be goat

>> No.4610441
File: 522 KB, 1920x1080, Screenshot_Doom_20180224_191555.png [View same] [iqdb] [saucenao] [google] [report]

It's really weird seeing these sprites without the transparency and stealth effect

>> No.4610449

So I tried playing lilith.pk3 for the first time today.

Just took two aspirin and I'm gonna go lie down with a cold towel on my face for a while.

>> No.4610470

Easy there, Graf. Just take it slow and easy.

>> No.4610479

Epic namedrop /b/ro!!!

>> No.4610482

>“If you have a character that acts like an asshole, you’ve got to make him an asshole,” laughs Alexander. “So what we did is we put another character into the game that’s a bit like the conscience of the player. She calls him out on his bullshit a lot. Having just one foil character to play off of to tell a story with actual change, games can do that incredibly well. It’s just such a rich medium for storytelling.”
I think this is what I dislike the most about Shadow Warrior 2. Lo Wang wasn't really a good person in the 2013 game, and that was fine. Hoji didn't make a fuss about it, he didn't give a shit about that. Hoji would talk shit, but he was fun and easy going about it.

They switched one of the writers for the second game, and it really feels like it;
>Full voice acting, plots with actual meaning, cutscenes, and content that exists to drive a story forward are all relatively modern advancements for video games. Alexander aims to keep pushing them forward, even in the blood-soaked script of Shadow Warrior 2.
Which is funny because it feels like the new writer just completely didn't give a fuck about what the previous game did in terms of story and character (and cared even less about the original game), just kind of using what was handed to him as an excuse to write something different he personally wanted to write.
I mean it wasn't high art, but it kind of feels like he's gleefully shitting all over whatever dignity the 2013 game had.
Lo Wang kind of feels the same, but then you have a bunch of characters that contrast sharply with the tone of the last game, and then other characters which come back are really different.
It might just as well have been a second reboot for what it matters.

I'm sorry that I'm bringing this up here, but I don't know anywhere else that gives even a bit of a fuck about this game.

>> No.4610483

He could just be saying that the visuals are straining his eyes, which I can buy, because it's kind of rough to look at (which is the intent).

>> No.4610485

How do I install Universal Gibs? I've extracted the filed from the download link to my gzdoom folder and checked that gzdoom was updated, but I'm not seeing any change in gibbing sprites.

>> No.4610486
File: 11 KB, 211x246, 7c6.png [View same] [iqdb] [saucenao] [google] [report]

>berserk packs last the whole level

>> No.4610487

Just load the zipfile

>> No.4610489

It's a zip file. Just plop the zip file in.

>> No.4610497

yeah, i mean, he didn't even say he didn't like it, just that it gave him a headache. i've had headaches from playing doom for too long, because i was enjoying it, plenty of times. acting like anyone who has any kind of negative reaction to that one mod must mean its that one grumpy programmer making the post is silly.

>> No.4610528

>ability to switch wads during level-loading screens
>can store information without wads nor save game files, which allows for complex RPG mods
>dynamic music system (apparently some recent port has it)
>includes good SC-55 and SC-155 emulation among others
>good netcode
>split-screen up to four players

>> No.4610530

I've said this a few times, but I would appreciate something that randomizes the order of levels in a specific wad.

>> No.4610536

How come I never realised that was a mouth.

Necrodome if you can find it.

I'll give it a run tomorrow, but looks good.

>> No.4610540

A builtin objectives system ala Goldeneye, designed to be easily implemented into levels. Things, sectors and linedefs can be tagged with various different objective-types. For instance, you could mark a thing as a kill objective, or as a defend objective. Objectives can be used akin to tag 666 and 667, or as a failure state(if you complete a level, but fail to complete all the objectives, you will have to replay the level). You could also set time-based objectives, such as completing a level within a time limit, or killing a monster within a time limit.

>> No.4610549

Would a classic mode even save the game? A lot of Quake players already strip down the graphics to nothing

>> No.4610561
File: 1.23 MB, 1280x720, Screenshot_Doom_20180224_184150.png [View same] [iqdb] [saucenao] [google] [report]

Continuing work on the intro battle of my new Tyson map. Let the demonic games begin.

>> No.4610573
File: 611 KB, 1600x1200, loler.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4610575

Draw more noodly doom guy

>> No.4610578
File: 54 KB, 686x350, tumblr_ouhheecsxh1qdvhtvo1_1280.png [View same] [iqdb] [saucenao] [google] [report]

Adventures of Square, but you play as Kinsie's icon

>> No.4610587
File: 713 KB, 800x1170, moth.jpg [View same] [iqdb] [saucenao] [google] [report]

No can DOOOO, I'm too busy trying to draw a certain moth. Hopefully she makes a cameo in a wad someday.

>> No.4610589
File: 526 KB, 1343x884, 1516716598410.png [View same] [iqdb] [saucenao] [google] [report]

I almost forgot about this

>> No.4610593

>24-year-old slowpoke.jpg

>> No.4610594

Thief 1+2

>> No.4610605

mod idea: doom, but every gun is replaced with various weird semi-converted bolt action rifles and impossibly shitty knockoff chinese mystery pistols, and doomguy's mug is replaced with gun jesus

>> No.4610612
File: 136 KB, 408x335, 1461237159285.png [View same] [iqdb] [saucenao] [google] [report]

>stumble upon an interesting old utility page in the depths of insideqc.com last night
>leave it open, tell myself I'll download the things I want and continue poking around tomorrow
>get to my computer today
>site is down

>> No.4610615

They know.

>> No.4610618

Has Booster gotten the Kurashiki treatment yet?

>> No.4610626

How does EDGE-modding compare to ZDoom modding? Would someone with a middling-grasp on Decorate be able to pick it up and make something playable in a relatively short amount of time?

>> No.4610629

Well if you still have the url for that page, you can try plugging it into Wayback Machine, slight chance it may even have the downloads on their servers.

>> No.4610631


>> No.4610637
File: 444 KB, 1559x2048, 1471282100728.jpg [View same] [iqdb] [saucenao] [google] [report]


Already tried that, it's got the page itself saved and a copy of the list of files, but not the files to download themselves. I can only hope it's not permanent, the site just had a blog post as recently as last month talking about ericw's tools.

>> No.4610653
File: 23 KB, 600x600, 36c67cf603670d027a5a2ed3b04f81a6.jpg [View same] [iqdb] [saucenao] [google] [report]

What IS the definitive way to play Doom?

>> No.4610671

PrBoom+ or zdoom with lots of compat flags

>> No.4610673

Yeah, started getting a headache around the end of the second level and it just got worse from there.

>> No.4610679
File: 474 KB, 640x480, Unrealcoronas.png [View same] [iqdb] [saucenao] [google] [report]

Light corona actors that are rendered on top of the environment, and fade in/out depending on if the player camera can see their source. Works in software mode.
Please ZDoom devs

>> No.4610683

Blood is fucking great. There's like 4 screams every time you encounter anybody.

>> No.4610686

Shut it down.

>> No.4610689

I love it when enemies shout shit out, but I can see why people would find it annoying. I still remember that guy who said cultists made mario sound heterosexual
>turn corner
Alternatively, half life grunts.

>> No.4610693

speaking of blood, did that source port ever get finished?

>> No.4610694

Is there complete wad collection that has all official versions of Doom like 1.0, 1.1, 1.2, 1.4, 1.666, et cetera?

>> No.4610701

If you refer to GDX, then no, there are still some kinks being ironed out

>> No.4610703
File: 13 KB, 353x459, 1479435964432.jpg [View same] [iqdb] [saucenao] [google] [report]

You could make a pretty funky Doom webcomic with that style.

Excellent taste.

>> No.4610705

The way you find fun, and nice to look at. Nobody likes filters, but bloom, ambient occlusion, tonemaps and dynamic lighting really turn me on for some reason.

>> No.4610708

I'm personally fine with filters, it's the shit like Eagle and XBR that's cancerous.

>> No.4610721

I don't really understand filters, I just associate them with that ugly rounded pixel look.

>> No.4610726

Trying Yamagi Quake 2 here, been having a blast with it. However, for some reason I can't seem to access the console with the usual key, and the options menu refuses to map item switching as "[" and "]". Any idea why this happens and how can I fix this, of possible?

>> No.4610732

bind [key] "toggleconsole"

>> No.4610742

I found some unofficial guides detailing quake 2's bsp and md2 structs. With an "okay" knowledge of C and SDL2, could I create a way to draw these, or do I absolutely need OpenGL?

Something I have wanted to ask, but don't know where to ask (hopefully this is the right place): quake and quake 2 have software renderers, do these use opengl or do they do something else? I haven't found any site that details how it's done, and i'm not sure where to look in the source code to see how it's done.

>> No.4610750 [SPOILER] 
File: 65 KB, 217x394, 1519530617656.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4610760


>> No.4610761
File: 568 KB, 973x1372, doom smt.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a SMT.wad yet?

>> No.4610762
File: 58 KB, 1366x768, sshot002.png [View same] [iqdb] [saucenao] [google] [report]

And I finally finished it. Good times were had.

>> No.4610821
File: 264 KB, 1920x1080, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what would be fucking sweet? A Doom wad based on Lost Planet.

>> No.4610832

>"shoot the weak spot" gameplay with Doom's crappy collision boxes

>> No.4610835

Pfffft... Dink.

>> No.4610836

I think he was talking more about the other aspects, like the unique weapons, throwables, the anchor, maybe the T-ENG system and the mech suits

>> No.4610840

And you could have the pirates and Akrid for enemies too, they don't need to have soft spots.

>> No.4610850

It's been so long since I've played, don't really remember much from it or LP2. (besides LP2 coop being fun as heck)

>> No.4610856

I didn't like LP2, it focused too much on coop multiplayer type missions and single player just boiled down to offline bot matches.

>> No.4610890
File: 56 KB, 498x490, 1461444611272.jpg [View same] [iqdb] [saucenao] [google] [report]

Good news, insideQC is back up!

>> No.4610912
File: 194 KB, 800x600, Happy wanda.png [View same] [iqdb] [saucenao] [google] [report]

Something about Unholy Realms' level design is really appealing. A few levels remind me of Downtown from Doom 2 in that it's a big open map where you're initially overwhelmed with getting shot by every direction.

I've definitely played this wad before because I remembered map 31 by its layout.

>> No.4610935
File: 255 KB, 1280x720, red_carpet.png [View same] [iqdb] [saucenao] [google] [report]

red carpet reception

>> No.4611025
File: 1.82 MB, 1920x1042, screenshot1.png [View same] [iqdb] [saucenao] [google] [report]

Been working on a Doom map on and off during the past month for Joel's Doom mapping contest, but I spent so much time adding too much goddamn time adding details to an elevator that I haven't really made too much. I feel like it could be a small map, but it's definitely nothing spectacular.

I would post a wad file of what I have so far for someone to give me some last minute critiques, but I'd have to worry about someone stealing muh map.

>> No.4611027

*but I spent so much goddamn time adding details

>> No.4611029

>but I'd have to worry about someone stealing muh map.

>> No.4611037
File: 1022 KB, 1920x976, screenshot3.png [View same] [iqdb] [saucenao] [google] [report]

Hey, it's a realistic possibility mane! I also spent time doing this autistic shit to the floor in this one area on the map, so yeah.

>> No.4611040
File: 43 KB, 863x617, gRAY_THE_bOSS.jpg [View same] [iqdb] [saucenao] [google] [report]

Brutal Doom and HDoom.

>> No.4611042
File: 1.55 MB, 1920x976, screenshot2.png [View same] [iqdb] [saucenao] [google] [report]

Also, here's another screenshot of my map.

>> No.4611047
File: 128 KB, 484x355, reiasd.png [View same] [iqdb] [saucenao] [google] [report]

>Samsara and Final Doomer
>Finally, you cannot use this power to merge a dead project with a live one in an attempt to revive it.


>> No.4611048

thanks for the screenshots, I'm gonna recreate them the best I can and submit the map instead

>> No.4611049

Samsara isn't technically dead, it's just finished.

>> No.4611050

>you cannot use this power to merge a dead project with a live one in an attempt to revive it.

>> No.4611053
File: 62 KB, 623x713, 1518156552660.jpg [View same] [iqdb] [saucenao] [google] [report]


I mean- uh- why would you steal from a shitty mapper? This is me first map, mister. Please spare me. Plz.

>> No.4611058

And you better not steal >>4611037. This (incarnation of autism) is my proudest accomplishment yet.

>> No.4611059

wait what really 3.666 is actually the final version?

>> No.4611060

I mean what else needs to be added for Samsara? I'd say it's pretty feature complete package.

>> No.4611061

Hdoom is a dead project? Man, I'm really out of touch...

>> No.4611062

I guess at the end of the trailer of samsara I was waiting for 849 to be added

oh well I least I found a mod that is all about her so whatever

as well as the extra heroes though unbalanced but ok


>> No.4611063
File: 23 KB, 512x448, curiousgeorgememe2.jpg [View same] [iqdb] [saucenao] [google] [report]

So, let's have a vote.

Should I make a GZDoom port of the 2006 Curious George game? It's a masterpiece that deserves to be re-imagined as a masterpiece from another era.

>> No.4611067

go for it

>> No.4611072

No. Do something inspired by it, but original

>> No.4611075

but why exactly are the tiles uneven

>> No.4611076

Nah, "HDoom is dead" is a meme. Some progress was posted a few days ago.

>> No.4611079
File: 535 KB, 800x450, Feature Suggestions.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4611080

Posting an animation doesn't count until he gets it into his mod.

>> No.4611082

>actively working on a mod doesn't count as a live mod


>> No.4611084

I think I was extremely sleep deprived when I made that section and my mindset at the time was "Hey, I can totally simulate a floor that has been fucked up by uuuuuh stuff and war and shit". I was so tired that I was not thinking straight at all and I went through with my unpolished idea.

>> No.4611085

This is mike we're talking about here, I'm not convinced until he starts showing some actual proof of progress. He's posted art before and then petered out.

>> No.4611086
File: 176 KB, 1000x222, here_have_my_autograf.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4611087
File: 21 KB, 442x478, 1277667063196.jpg [View same] [iqdb] [saucenao] [google] [report]

kek'd until blue in the face

>> No.4611091 [DELETED] 
File: 7 KB, 164x264, 1404787763990.png [View same] [iqdb] [saucenao] [google] [report]

I agree
Remember when he posted this?
We've seen nothing about Archvile girl ever since

>> No.4611092
File: 9 KB, 480x360, curiousgeorgememe1.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay, so I guess I'll make Shitty Kong 69. It will be a game made in GZDoom, and it will be inspired by the holy design principles of the 2006 Curious George videogame. Shitty Kong 69 will be the first game since Curious George to utilize the genius "press jump four times to double jump" design and it will learn from how Curious George's narrator constantly nags on the player about how he/she needs to "get the idol" every five seconds. I will also wisely make the player model a monkey that constantly screams with some of the audio clips overlapping every once in a while.

I have trained for this day my entire life when I played the greatest videogame of all time- now's my chance to bring back its glory!!!

>> No.4611096

This was supposed to be the Archvile replacement? I would have much preferred Archie...

>> No.4611098
File: 10 KB, 400x225, kizuna.jpg [View same] [iqdb] [saucenao] [google] [report]

Wow, I didn't know Mike Wazowski is the creator of HDoom. That gives me an entirely new perspective on the characters from Monsters Inc...

>> No.4611101 [DELETED] 
File: 70 KB, 288x396, walka1-wip7.gif [View same] [iqdb] [saucenao] [google] [report]


Archvile is actually just about ready to go in-game. Need to polish over some frames.

>> No.4611104

Come to think of it, Joel is going to be very confused when he sees this...

>> No.4611106

How long has it been since the last update? Like 2 years?

>> No.4611108

You've been working on this for a month and you've completed an elevator shaft and a room with tiles?

>> No.4611110

The mancubus was added not that long ago

>> No.4611112

Less - second half of 2016 (inbetween taking a second project and getting involved in something neat that you'll be seeing in a couple days).

I'd like to get a build out with the archvile within the next month or two.

>> No.4611116

You've peaked my interest.

>> No.4611117
File: 2 KB, 128x284, 1405599545805.png [View same] [iqdb] [saucenao] [google] [report]

eww, what?
eww no NO STOP IT.

Okay like...
This? It's scary. It's supposed to look evil and wicked.
but THAT up there??? I just get this fuckin' uncanny feeling from the look of it and the way it walks towards you.

>> No.4611119

Between HDoom and Summertime Saga, my dream-vidya-porn-projects are due to arrive never-ever.

>> No.4611120

To be honest, if I saw that thing run up to me like that, I might run.

>> No.4611123

I like it that way honestly, it makes me laugh.

>> No.4611135

This is quite unsettling, I like it

>> No.4611139
File: 70 KB, 288x396, walka1-wip7.gif [View same] [iqdb] [saucenao] [google] [report]

quick fix because there was an off pixel bothering me.

anyways, as long as i'm having fun with it.

>> No.4611140

oh I see what you did there <3

>> No.4611141

There's a little bit more, but not much. It wasn't a month's worth of work, but it was spread out over a month.

>> No.4611142
File: 5 KB, 164x288, 1405556253729.png [View same] [iqdb] [saucenao] [google] [report]

I deleted my post, thinking we were getting hot pocketed

>> No.4611145

>cues in laughtrack

>> No.4611146

ah shit. desu i shouldn't have deleted mine and just appended it with the fix.

I'll likely be tweaking this a bit more before the release anyways, couple little shading fixes and adjusting the bony midsection to be less stiff.

>> No.4611149

also how on earth did 'desu/to be honest' turn into 'desu'?

>> No.4611163

baka desu senpai

>> No.4611164
File: 27 KB, 480x360, duck-nukem-promo2.jpg [View same] [iqdb] [saucenao] [google] [report]

DEBATE: Which is better, Duck Nukem or Quack?

>> No.4611165

apparently 't b h' is filtered to 'desu' - the more you know

>> No.4611167

The entrance to heaven is accross the river of fire. Only Ferryman can take you to the entrance. Make sure you have COINS to pay for the Ferryman's service.

>> No.4611191
File: 71 KB, 1920x1080, The Revenant Problem.png [View same] [iqdb] [saucenao] [google] [report]

The Revenant Problem

>> No.4611207

I love this mod because it truly proves that gaming can be more than mindless fun, and instead ask deep and serious philosophical questions. Truly, this mod is high art.

>> No.4611213


Samsara wasn't finished, I never was able to.
It's unfortunate, really, but hindsight is 20/20.

>> No.4611227

I immediately thought of some kind of secret that opens up if you step on the tiles in a correct order.

>> No.4611228
File: 350 KB, 1024x768, Screenshot_Doom_20180224_231413.png [View same] [iqdb] [saucenao] [google] [report]

Going slowly but still working on something.

>> No.4611230

>End proclaims that you are the revenant problem

So the choices didn't matter? What a drag

>> No.4611238

I like these more

>> No.4611241

are you being sarcastic?

>> No.4611245

this looks very promising
hopefully it's not port-specific

>> No.4611248

Of course I'm being sarcastic.

I do believe games can ask have deep philosophical themes, like Talos Principle or Deus Ex, but this one is clearly just a joke, and a good one.

>> No.4611249

It's a deep statement on determinism and nature of free will, anon! Don't you have any appreciation for the arts? </s>

>> No.4611250

So did anyone post this video here already?

I believe the only reason it exists is the revenant trumpet meme.

>> No.4611257


wtf i love archviles now

>> No.4611265

I'm convinced the people behind 1994 Tune Up Project are sexually attracted to Cacodemons

>> No.4611270

I'd rather fight Cacos than many other monsters.

>> No.4611271
File: 1005 KB, 825x823, 1500071766480.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4611301

What I want to know is what were everyone's choices and why.
I wanna see some creative reasoning

>> No.4611304 [SPOILER] 
File: 133 KB, 1920x1080, 1519560656089.png [View same] [iqdb] [saucenao] [google] [report]

Maybe next thread we could put a survey form at the top of the news, going over each map.

>> No.4611324

>had to update GZDoom to be compatible with that pistol start wad that was in the pastebin months ago
>GZDoom's icon is no longer doomguy
>all of my wad files have an ugly blue circle on them now
I want to go back.

>> No.4611330

>Author instakills you if you don't agree with him about his petty autism with someone's youtube comment (and the reason the wad was made to begin with)
>Despite his autism, flat out wrong about there being only one revenant in the wad since there's 1 each map, nevermind the final one
>The scenario is revenants being dicks and killing things, wad says you're the problem
>Spent most of my time sitting in boredom as Marph fails to be funny or engaging, almost never needed to touch the switch, saw the voodoo doll fakeout a mile away and just didn't care
>Killed Romero because expected another stupid "hurr you chose wrong even though there's not meant to be a wrong answer"
>That fucking cyberdemon map

>> No.4611335

>>Author instakills you if you don't agree with him about his petty autism with someone's youtube comment (and the reason the wad was made to begin with)
>>That fucking cyberdemon map
agreed, that ruined the wad for me.

>> No.4611341


He means MAP32 where you have Dopefish on the Revenant's path, while the alternate path has an entity representing a screenshot of a YouTube comment saying 12 revenants was enough. If the Revenant runs into Dopefish, you're instantly killed.

I guess a gimmick map like the Cyberdemon one was expected but it definitely killed the mood, so that makes the three of us then.

>> No.4611348

I just saw it more as why would you want to kill the dopefish

>> No.4611351

>None of the addons added her

>> No.4611362
File: 596 KB, 1600x900, spasm0006.png [View same] [iqdb] [saucenao] [google] [report]

It's a meta reference you dolt
The Dopefish Lives!
He had to put something that is as universally stupid on the other end as well

>> No.4611368

The Dopefish lives whether or not you send the revenant to it, no reason to kill the player!

>> No.4611374

Sorry, let me reword that. "whether or not you decide to take part in the revenant's crap"

>> No.4611385

It sounds like you're taking a joke at absolute face value.

>> No.4611390

Or the joke sucked

>> No.4611397

I never said you had to like the joke, but it is a joke, and you're not supposed to seriously take it at face value.

I don't like Amy Schumer, she's the Dane Cook of the 2010's, but she is technically telling jokes on stage, that's not a part I can argue with.

>> No.4611409

There's only one. Strange Journey.

>> No.4611412
File: 1.94 MB, 960x540, worldcrosshairsarecool2.webm [View same] [iqdb] [saucenao] [google] [report]

Implemented customizable world-space crosshairs, which took a big load of trigonometry to make. Quaternions are cool.
Original implementation by InsanityBringer. This is actually the most complex (math-wise) system in the entire mod now.

>> No.4611414

What's wrong with Dane Cook?

>> No.4611438
File: 1.57 MB, 1600x1600, Jazz.png [View same] [iqdb] [saucenao] [google] [report]

How about pic related? It's not like we're getting new game anytime soon because Cliffy left Mega Games to do Lawbreakers

>> No.4611463

>no "trespassers will be shot, survivors will be shot again" sign

>> No.4611464

I cannot express to you just how much that bothers me.

>> No.4611465

Why? It shows where your bullets will actually go, rather than arbitrarily the middle of the screen. It's an option, anyhow.

>> No.4611472

Now, that you have a framework for that, can you make damage numbers and/or pointers that are actually rendered on player screen and not in the gameworld?
I.e. so they would be constant size and on screen instead of being unreadable from afar and obstructed by geometry.

Also I think this would make it possible to make a key locator that would actually show you the direction the key is in onscreen.

Player markers for multiplayer

also monster markers visible through walls

>> No.4611475

Yeah, all of those things are possible with it, actually. Currently it's just shoved into the player code, but it could easily be moved to a drawing function. I'll consider what stuff I should do with it.

>> No.4611484
File: 565 KB, 960x540, aiming.png [View same] [iqdb] [saucenao] [google] [report]

I think adding a symbol or dot where the centre of the screen is what some games that do the "real aiming" thing do, to help the player with where they're actually looking.

>> No.4611490

You can just turn on ZDoom's default crosshairs for that.

>> No.4611492

Do fucking everything

>> No.4611495

Oh, righto then.

>> No.4611504

I need help, gzdoom runs in fullscreen but the task bar still shows up over it. Tried changing resolution, going windowed and back, changing gzdoom version. Nothing seems to work

>> No.4611505
File: 633 KB, 1736x906, 1518275969742.png [View same] [iqdb] [saucenao] [google] [report]

I got a question, for those bothered that H-Doom may or may not be dead, what would you like to see done differently?

This is just a concept project I got kicking around my head, calling it /d/oom

>> No.4611507

jesus christ you virgins, keep your fetish out of this thread

>> No.4611509

rube's demon gals are always top tier
that pinky a cute

>> No.4611514

I dunno, I just don't think porn and gameplay go well together.

>> No.4611516

>shooing out potential content provider

>> No.4611520

This I'd a valid point, H-Doom probably did that part about as well as possible, but any greater detail, especially for what less.... vanilla preferences might need, might necessitate a different engine or format

>> No.4611527

honestly h-doom is for the most part a novelty mod and once that has worn off a "reskin mod" at best

>> No.4611535

The best porn games are usually VNs with the occasional choice to make, walking Sims with at most some puzzles, or turn based games, in all cases the games freely give the player a moment to free up their hands and appreciate the moment as long as they like

>> No.4611548

i don't if it could work, h-doom got old pretty quick.
i would be down for a sexy skin tho

>> No.4611568
File: 773 KB, 950x712, 1506913824048.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4611572

>Tfw you see puddle of whatever liquid on the floor and instinctively walk on it and stay for a second or two to see if it's hurt floor

>> No.4611592

I get what you were going for but that imp replacement must be the most hideous I've ever seen. Or the most ridiculous.

>> No.4611605

Monster girls being more monsters than girls, i.e. closer to demonic.

More this >>4611117
Less this >>4611142
Definitely not this >>4611139

Rape, Pillage and Mindfuck edition:

Have female counterparts for every enemy, but on map load make only few of the enemies spawn as a female counterpart. If player brings their HP low without killing them, she continues to fight like normal and does not enter any special states, but is marked via particle effect akin to how BABEL mod does things, indicating the ability to initiate a rape scene.
Some sort of sex-minigame.
Sadistic outcome (prompted if player idles out the minigame): she dies. Fault 1 (really bad score) - girl lives and turns out on you immediately, while regaining some health. Fault 2 - mediocre score - lives, but looses the will to fight and runs away to mope in the corner. Success - satisfied/fucked silly - gives a bonuss HP/ammo. Success 2 - increased maximum of HP/ammocarry for a specific weapon, a storeable powerup. Success with very low chance (or 100% perfect performance) - satisfied, remains conscious, becomes a follower

Player can have 1-2 constant followers, and can swap followers in/out at the start of a level. Followers support player in battle and when interacted with initiate a sex scene which provides a bonus depending on girl type (limited ammount per level). Successfully completed map levels the girl up and improves the bonus a bit. If she dies - she becomes unavailable for the rest of the level, but is still available in the next one (hardcore mode - permadeath for followers). Depending on level your follower might turn on you if you initiate the sex minigame with another demongirl and end it with sadistic outcome (higher level - less chance)
High level girls will join in on the fun, if that happens it removes the sadistic outcome even if you idle out the scene, and removes the chance of the victim to turn on you. Reduces the score threshold to improve the chance at better powerups

>> No.4611608

Player can initiate a special scene if he has 2 high level followers, with another special scene for 2 max level followers, which is a reward for geting through the levelup process.

>> No.4611612

Yeah, the pygmy imps are pretty weird. I'm not quite sure what to replace them with though. SunMadcat has a lot of enemies, but the Fetish(the creatures that replace imps) creatures seem to be the more complete set. I wish there were more variants on the troglodytes, like armoured ones, or perhaps a bow and arrow troglodyte.

>> No.4611615

D4 pinkies are cute as heck by default, just saying

>> No.4611625
File: 1.22 MB, 1359x4584, SunMadcatMonsterPackJanuary2018.png [View same] [iqdb] [saucenao] [google] [report]

As soon as I posted this, I discovered that the up-to-date version does in fact have armoured troglodytes. Fuck.

>> No.4611629

>Caco Shredder
Are they still adding to this?

>> No.4611634

It's just one guy anon. The latest version was published January 14th, 2018. It's probably the best resource for monsters out there when it comes to size, variety, and uniqueness.

>> No.4611637

Jesus Christ

>> No.4611638
File: 497 KB, 1280x1024, Screenshot_Doom_20180225_121210.png [View same] [iqdb] [saucenao] [google] [report]

That was just a completely normal Doom spider mastermind. I thought I was in trouble for a second there.

>> No.4611642

I know it's one person, I'm just using "they" to be gender neutral. Guess it's still being updated then.

>> No.4611657

>brush based maps

At that point you've overhauled the Doom engine so much I don't think it can be called the Doom engine anymore.

>> No.4611660

I'm interested to hear about it. I haven't bought Shadow Warrior 2 yet but I have the 2013 game (not yet played it). Loved the original of course.

>> No.4611662

That doesn't sound too hard to implement. Have an exit that doesn't work until all of tag ### is triggered.

>> No.4611668

>anything but Lawful

The man is order personified, to the point of insanity.

>> No.4611673

this is the kind of weird shit you'd see in a darsycho wad

>> No.4611680

No one who mixes thermite to melt windows of his school to steal a computer is lawful.

>> No.4611691

Good point.

However - he has apologized about that, and he's sent money to programmers he pirated from when he was younger. He also spent some of his Doom/Quake money buying body armour for the local police.

>> No.4611696

He would later steal Zenimax property.

>> No.4611697
File: 228 KB, 1920x1080, Lo Wang.jpg [View same] [iqdb] [saucenao] [google] [report]

2013 is good, not flawless, but the combat I think overall is nice, and the weapons are fun.
The sword fighting and the dodging is very satisfying and intense.
The story isn't breathtaking, but at least one character has a little depth to him, and I honestly like the new Lo Wang a lot more than the original (granted, I didn't particularly like him from the get go).
Level design is ok, it sort of does the Doom 4 thing, before Doom 4, but it doesn't always lock you in, only sometimes. Lots of secrets, you're rewarded for exploring.

Shadow Warrior 2 dispenses with a lot of this. The graphics are prettier, and there's a lot of cool weapons, but the gameplay and level design is essentially Borderlands.
It's a LOT better than Borderlands, in my opinion, but it's still not the direction I would have ever wanted them to take.
Most of the levels are procedurally generated, and in the city levels, this shows pretty badly, the procgen can be pretty buggy, sometimes showing you an item or chest on the map, but it's blocked by a closed door or something and you can't possibly get to it, which I could overlook if it wasn't for the fact that the same large chunks and setpieces are recycled constantly to build towns, just vaguely rearranged at times.
There's also the weapon upgrades, hooh boy. The game absolute SHOWERS you with these, and the vast majority of them are a complete waste of your time, at least for the first 10 hours. Some of them are really good, like adding the sticky property and remote detonation property to the grenade launcher, that's really useful.
Though Lo Wang is pretty much the same as the last game, the new story and characters are absolute wank.

I'd recommend 2013, because I think it's pretty good, but I'd be very hesitant to recommend Shadow Warrior 2. It's not strictly BAD, but it's *not at all* what the previous game is beyond a couple of core elements and features.
It feels as if the game was kidnapped and raped at night by Randy Pitchford

>> No.4611705

what you mean like paperclips and stuff from the office?

>> No.4611763

SW2 is a whole lot worse than BDL 1/2:
Borderlands 2 has a good, even if linear at times, level design, with many non-linear areas
SW2 has next to no level design. Every are is a huge mess of random areas stuck together, and said areas repeat a lot.Even if you don't bother with sidequests (which makes game about 4 times shorter) you are still guaranteed to get tired of them. Zilla City tileset is horrible in its entirety

BDL1/2 has enemy resistances adhere to certain principles, even if simplistic, but once you got familiar with an enemy type, you can tell at a glance what to use against them. Only rare elites have immunities and they are immediately apparent

SW2 every single enemy has absolutely random resists, immunities and vulnerabilities that are NOT apparent and it's all conveyed through a tiny description text. "resist, vulnerable and immune" text has no first glance indication whatsoever. At higher difficulties EVERY SINGLE ENEMY has 2-3 immunities/resistances with additional properties, that all get strung together into a wall of text, and you can't tell if the text of lets say red color an immunity or vulnerability until you read through it
And every enemy in a given group can have different immunes/vulnerabs so the high level gameplay turns into a royal clusterfuck.

SW2 treats shotguns as AOE cone of damage,with pellets being purely cosmetic

None of the guns in SW2, however cool they look, actually does anything interesting or unique, while BDL2 offers a lot of unique gun sand equips with actually distinct effect, even manufacturer gimmicks on regular guns are more interesting than whatever SW2 has to offer

Regarding Lo Wang - in SW1 he was a snarky smartass. In SW2 he turned into a loldickjoke retard

The only good thing I can say about SW2 is melee sword combat and chainsaw/chainsword feel really good to use, everything else in there is vastly inferior to Borderlands 2,even and especially writing, which is an achievment in its own right

>> No.4611764

Only because of his hacker ethos... fuck you're right, he's Chaotic at heart.

or D&D alignment is a vast oversimplification of humanity morality

>> No.4611770
File: 79 KB, 257x273, kierkehead.png [View same] [iqdb] [saucenao] [google] [report]

Your choices really don't matter, especially in a tough situation like what the Revenant Problem puts you in. You're going to regret and wish you picked the other option regardless of what you actually picked.

>> No.4611782

I think he's referencing the VR tech. Basically Carmack is incredibly Lawful until he finds a law he thinks is bullshit, and then he ignores that law.

Carmarck decided to leave Id so he took the VR tech he'd been creating with him, because he thought a corporation owning his hard work was total bullshit.

>> No.4611793

I'll admit, I only ever played the first Borderlands, and I wasn't really very invested in it.
I suppose Lo Wang isn't quite as cool in SW2.

I'll say that I like the first shotgun in SW2 much better than the shotgun in SW1 though, because that one had a long reload and felt like it had near zero range. I generally feel like I'm having at least decent effect at 15ft with the SW2 shotguns.
I didn't like the SW1 rocket launcher much, so the Last Kiss feels a lot better, feeling far more powerful.

I fucking hate the lady in Lo Wang's head, shrill cunt.

>> No.4611831

BDL2 with all its writing faults is a great improvement over 1. Its DLCs are actual content expansions that make the game about three times as long as it was. The only problem is that scaling past level 50 is fucked, but that's only happens if you play through the game for the third time with the same character.
If you haven't played it yet - definitely give it a try.

Also, surprisingly I found additional enjoyement from using a save editor to construct my own guns. You can't make guns that are theoretically impossible in the game, but you can unfuck the scaling, unscrew rng if its been bad to you, or discover some fun combinations.

>> No.4611841
File: 40 KB, 500x500, 23232323.jpg [View same] [iqdb] [saucenao] [google] [report]

The Original Shadow Warrior is clearly the best.

>> No.4611848

I really don't think I could handle the memefest that is Borderlands 2, that shit must feel so unfathomably dated by now.

>> No.4611851
File: 15 KB, 300x300, seriously.jpg [View same] [iqdb] [saucenao] [google] [report]

>filtering your costanzas

>> No.4611852

its not a filter you turd brain.

>> No.4611857

That looks like bilinear smoothing or something.

>> No.4611858

exactly its not a costanza meme picture its an entire sprite used in a wad.

>> No.4611859

its part of a wad.

>> No.4611870

>Stuck in a level
>Mandatory shootable switch in some corner

>> No.4611881

Is it wrong to have centaur-type enemies in a Doom modification? I feel it's the only way to make a melee creature viable without having it be absurdly fast or possessing an insane melee range.

>> No.4611884

Yes, and the person playing is using filters.

Hence his Costanza is filtered.

>> No.4611886

If you mean Hexen centaurs, no. They are near universally hated.

>> No.4611887 [SPOILER] 
File: 6 KB, 480x360, 1519587409872.jpg [View same] [iqdb] [saucenao] [google] [report]

Hey guys, does anyone know where I can find up-to-date state of the art locking mechanisms and literature based on the concept of fright? You know....MODERN LOCKS AND FEAR BOOKS

>> No.4611893

You really love that joke, eh

>> No.4611894

Then how would you have melee creatures be viable? As it stands, demons are worthless.

>> No.4611896

cause of their shield, just remove it.

or better yet, keep the shield, make him twice as strong and give him an extremely damaging fire-trail attack that goes over walls like DBT did.

>> No.4611898


>> No.4611904

This sounds like a band name

>> No.4611905
File: 31 KB, 576x175, ogjoke.png [View same] [iqdb] [saucenao] [google] [report]

here's the OG one i saved

>> No.4611906

Make them attack faster so the player will have a harder time baiting them. Or, have them slightly slide forward while attacking like the BD Demons, so that the player is forced backwards

>> No.4611912
File: 134 KB, 1438x1400, sladeanderror.png [View same] [iqdb] [saucenao] [google] [report]

So I booted up Thief - The Trail of the Arch-Heretic in the latest gzdoom and got the error in the picture. I went into slade and removed the line and it worked. I was wondering what should I edit or fix to make the bloodcolor work again?

>> No.4611915

i don't think an alpha value is supported in bloodcolor
just remove the 32

>> No.4611919

It worked, thanks anon.

>> No.4611924

>shit writing
I keep hearing this. Is it really that bad or is Memelands 2 itself a meme?

>> No.4611935

god damn it I actually laughed

>> No.4611936
File: 764 KB, 1920x1080, Screenshot_Doom_20180225_142248.png [View same] [iqdb] [saucenao] [google] [report]

Overall Unholy Realms was a really good megaWAD

>> No.4611940

Overall that is a really horrible crosshair

>> No.4611946

why can you carry 400 space telescopes?

>> No.4611949

obviously they're Heayv Bulltes

>> No.4611953
File: 9 KB, 292x200, echs internally.jpg [View same] [iqdb] [saucenao] [google] [report]

That took me longer to get than I would like to admit.

>> No.4611963
File: 93 KB, 689x697, Library of the Necromagi.png [View same] [iqdb] [saucenao] [google] [report]

I know it's not Saturday anymore. Here's an overhead view of a map I'm working on for a partial conversion. Progression's done, just need some ideas for secrets.

>> No.4611975

Thanks anon. It's limit removing, and for what I care you can play with any port and mods that you like.

>> No.4611994

Its "memelands" status is greately overrexaggerated, IMO.

It all boils down to the fact that outside of plot-relevant cutscenes (of which there are very little) it does not take itself seriously at all.

There are quite a few silly references in stuff like item descriptions and skins, like a Cracked Sash shield belt (worst belt item in Diablo 2), or a skins for Zer0 called "Red Shirt" and "Toad of Battle" - things like that. If there's an opportunity to make a silly reference, BDL2 takes it, but it's pretty unobtrusive on its own.

There are several references in the skill descriptions, but nothing you would notice unless you are a movie geek. However thare are few MLP references in DLC character Gaige skillset like "20% Cooler". If you find it cringy, it's easily avoidable just by not taking the character. She was intended as "Girlfriend mode, piss-easy character even a retard could play with" anyway (though there are a few fun setups you can make with her).

Every Special/unique/legendary weapon /equip has a "Red Text" which is a hint to the items special function, and often a reference to a spaghetty western, 80's action movie or a sci-fi flick

I find this stuff mostly harmless, and as I played the first few times most of it went over my head until I looked at the wiki and saw a long list of references that I didn't get (and didn't care about).

The bad writing comes from characters that each represent a stereotype and nothing else, and Plot->gameplay mechanic inconsistencies. Like for instance every character posesses a hacked ECHO that allows you to use a New-U revivers. Characters of the previous games had it too and had no problem dying. Yet when one of the crucial characters dies a cutscene death it is treated as a big deal. There are several moments where events are supposed to be dramatic, but it just does not work because it's jolly , then suddenly somber for like 2 minutes and then jolly again like nothing happened.

>> No.4612006
File: 895 KB, 1920x1080, Screenshot_Doom_20180225_154557.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4612007
File: 9 KB, 846x466, 1519591772324.png [View same] [iqdb] [saucenao] [google] [report]

assuming the alcoves in the middle corridor contain torches, the traditional "one torch is a different colour / shape / has a switch behind it that opens a door nearby". also since the gaps between the three alcoves at the bottom left are uneven, you could put a secret inside one of the two that are more widely spaced apart.

>> No.4612019

>i am definitely not on a watchlist

>> No.4612042

They're candles. I suppose I could do something like that. Some of them have objects in them too.

>> No.4612068
File: 11 KB, 540x400, what the fuck am i reading.png [View same] [iqdb] [saucenao] [google] [report]

So you mean a mod that uses monster designs that you'd typically see at /aco/, essentially not being as adamant on de-monsterizing the monsters like HDoom? It could be interesting to see, but I think making sexualized demons without straying off too far from the source material just might end up looking weird in sprite form. I guess that's where monstergirl shit had an advantage.

In the end though, what would such a mod entail? Would it just be Doom but with reskinned demons? HDoom with a new coat of paint? A full-blown TC?

>> No.4612072
File: 189 KB, 479x362, 1518309419550-vr.png [View same] [iqdb] [saucenao] [google] [report]

This. I hate when people make Borderlands 2 sound like the video game representation of satan, when it's actually pretty decent. I still have only like 90 hours in the game, but for the time I got, it was worth it IMHO. It can get boring at times though.

>> No.4612075

It was a good podcast game for me but eventually the characters and humour got on my nerves too much.

>> No.4612096


This >>4611605 sounds like a hentai game that an actual hentai game dev would make if they used a Doom engine (I played something pretty close to this, but it was a shitty topdown gauntlet clone)

>> No.4612098

I like HDoom but I don't even use it for porn, it's just amusing to be killing demons and suddenly have one sucking your blempis.

>> No.4612105

It was supported before. Why was its support removed?

I remember seeing a concern in here that there were probably some features added, nobody used them because there was no documentation or notice of said features, then those features were silently removed because nobody used them.

>> No.4612107

your what

>> No.4612108

my peanus weanus :D haha

>> No.4612109

the schlongal johnson

>> No.4612112

the yellow low-hose

>> No.4612113

don't believe it was ever a thing
just the parser getting tightened up that caused it not to work

>> No.4612115

The spear of destiny.

>> No.4612117

the BFUG

>> No.4612118

>This >>4611605 sounds like a hentai game that an actual hentai game dev would make if they used a Doom engine
probably for the better it doesn't exist, then, since actual hentai game devs tend to be kind of ass at the whole "game" thing

hdoom still has doom's base gameplay, which is as strong as ever, the biggest criticism that can be leveled towards it is that it doesn't change a lot.

>> No.4612128

> the deviant smut mod is being critized for being too vanilla
100% FE

>> No.4612132

>Like for instance every character posesses a hacked ECHO that allows you to use a New-U revivers. Characters of the previous games had it too and had no problem dying. Yet when one of the crucial characters dies a cutscene death it is treated as a big deal.
This is reason why I believe Handsome Jack ain't dead

>> No.4612134

My agitated bone.

>> No.4612136

i'm actually hoping to mess around with some extra gameplay modes soon. I wanna play with the idea of fucking actually doing bonus stuff depending on how strong each girl is - but nothing that will take too much out of Doom's core gameplay I don't htink.

>> No.4612146

Many things like the names of quests, skills, challenges, etc are mostly references or old memes, and yes it can be a bit grating. Though largely just flavor text, it probably didn't help that back at release that plenty of folk kind of resented memes in general and look at how that went. There was also Tiny Tina who was overall unfunny but caused a stir.

For BL2's actual story though, there's a blatant lack of respect for the BL1 vault hunters with Roland being killed by Jack's cutscene power while Lilith jobs to him at the same time when you just stand there being a blatant example. There are other small things but goddamn that was fucking stupid.

Really? I keep hearing of people playing h-games expecting porn but they end up staying for the gameplay.

>> No.4612153

yeah, damndest thing

/trash/ and /aco/ throw around all sorts of complaints about how the girls aren't weird enough and sometimes you get people throwing ideas about how to "fix" it, and nothing comes of it

meanwhile in normie-land, people recoil in shock about "a PINKY??? with TITS???? LAND'S SAKE!!!"

if you actually make something out of this, i'll check it out. good luck.

>> No.4612192
File: 1.04 MB, 1920x1080, kmquake2_005.jpg [View same] [iqdb] [saucenao] [google] [report]

i have nothing else better to do so

heres Q2 with KMQ and Q2XPbeta

>> No.4612195
File: 817 KB, 1920x1080, q2xp0056.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4612214

Make a comparison using this:

>> No.4612242

>there's no place like home C:
>GO AWAY!!!!!! :C

>> No.4612247
File: 444 KB, 1920x1080, q2xp0015.jpg [View same] [iqdb] [saucenao] [google] [report]

both use the same and FOREVER Unfinished texture pack from Q2E, though Q2XP has relief to give them a bit more of detail

also xp lightning and shadow makes it look like it was made on a fork of idtech4, something that tenebrae did better than fucking DarkPlaces since its inception

>> No.4612296

I'm getting a consistent visplane overflow in Chex Quest. I don't know if anyone else has found it.

>> No.4612313


>> No.4612324

See, I guess that added to why I couldn't keep playing it, but the feeling of boredom I got from that game... I guess it got too repetitive and tedious.

>> No.4612325

E1M5, in the large cavern area near the end where the giant "slime wall" enemy resides. There's a secret in the northwest corner of the cavern that is accessed by a hidden door. Going into this secret, turning around, and attempting to go through the door back into the cavern crashes the game. Walking backwards or at an extreme angle towards the west wall seems to prevent this. Also, simply looking at the entire area at certain angles in the corner also causes it.

>> No.4612341

Chocolate doom saves screenshots in .pcx format, so I'll find it with zdoom instead.

>> No.4612348
File: 530 KB, 1920x1080, Screenshot_Chex_20180225_181949.png [View same] [iqdb] [saucenao] [google] [report]

This door here is the culprit.

>> No.4612350
File: 70 KB, 1920x1080, Screenshot_Chex_20180225_181959.png [View same] [iqdb] [saucenao] [google] [report]

And it's location on the map. I'd say that the large size of the area is the issue, but earlier levels had places of similar size.

>> No.4612362
File: 42 KB, 1600x1200, DOOM00.png [View same] [iqdb] [saucenao] [google] [report]

it saves them in 1600x1200 .png if you have it set up right

>> No.4612382

this is some snes levels of fuckery

>> No.4612398
File: 498 KB, 1078x759, voverflow.png [View same] [iqdb] [saucenao] [google] [report]

red area is visplane overflow area

>> No.4612410

Makes sense. The lit up part of the secret hallway is where it happened to me the most. It's funny how this got into the game.

>> No.4612415

Colored lighting as a muzzle flash replacement actually works quite well in Yamagi. I still think removing actual muzzle flashes was not the best choice for Quake 2, but the improved light effects from the port still ended up being pretty pleasing to the eye.

>> No.4612451

how is that meant to be interpreted? the game will crash if you stand in the red area and look around?

>> No.4612513

yes, the red area is where you can see at least 128 visplanes at once

>> No.4612517

Best software to create doom maps and/or total conversions?

>> No.4612521


Doombuilder and its many, many offshoots for maps, Slade 3 for coding.

>> No.4612603

The only thing I'd actually want for Quake 2 is a mod that adds muzzleflashes to the guns.

>> No.4612605

Well, one thing the 32X and maybe the Saturn versions of Doom let you do that the others don't is let you keep all the weapons you've obtained from Episode1 into E2.

>> No.4612621
File: 486 KB, 490x519, headache.png [View same] [iqdb] [saucenao] [google] [report]

Not that big of a deal considering you can find plasma rifles on E2M1 and E2M2 (which also has a rocket launcher). I kind of don't mind clean starts with each episode like this.

Also the 32X version may have gimped levels and fart music, but the controls, resolution and sound are all quite good compared to the SNES, the framerate being very consistent with no slowdowns.
Makes you wonder why the Saturn version chugs so fucking hard and just slows down all the time.

>> No.4612623

It was supposed to use an engine that would make it run well, but Romero forced them to use the id engine instead.

>> No.4612628


i think KMQ and Q2XPbeta has it

>> No.4612631

What, Saturn Doom?

>> No.4612634
File: 6 KB, 419x249, wIwhjsk.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4612653

Is there a height limit when making doom maps? I'm trying to make a map that is like a vertical pipe with platforms and I can visualize it just right in the editor, but when I load it in the engine it simply caps the ceiling to a fixed height regardless. Is this an engine limitation?

>> No.4612663

>Saturn Doom runs very chunky
Very true indeed for the NTSC NA version.

>> No.4612680

I actually haven't played it myself, I've only seen footage of it and it seems to slow down in a weird way all the time, almost looking like latency issues in a netplay game.

Do some versions run better?

>> No.4612782

Say what you want about the guy, but S'Arais's map in 300minvr.wad looked nice

>> No.4612793
File: 1.83 MB, 1920x1080, nazislayer.png [View same] [iqdb] [saucenao] [google] [report]

FDA - Nazi Slayer

//My text reviews are always an accompaniment to the video review so if you read just text below it seems like I'm shitting on the map but the video provides specific examples and ways to improve - just wanted to make that clear.


This is Keyboardstalker's first ever WAD and it's "centered" around killing Nazis. I say "centered" because all this means it features a load of SS (no custom Nazi enemies) and a midi version of "Nazi Punks Fuck Off" by the Dead Kennedys.

It's very under detailed and boxy. There are texture alignment issues in several areas and doors where the default STARTAN hasn't been replaced. There were no wolf textures used to tie in the nazi theme so all you had was SS soldiers and the midi to try to convey the theme.

The gameplay is one dimensional and pretty boring. It's very easy all with not a single difficult fight including the cyberdemon fight at the end. The map being almost 100% linear didn't help make it interesting. There was no need for the obnoxious exit switch which kills you instantly at the end either.

Keep on mapping but I'd say make a few maps before releasing another one. Iteration cycles are the key.

Download: https://www.dropbox.com/s/twjnx8bztj20tw9/nazislayr.wad?dl=0
Track: https://www.youtube.com/watch?v=hxd8ml-n5NE

DW Thread to submit FDAs to: https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps

Email submissions can be done via the email address found here: https://inmost-dens.tumblr.com/post/171213557334/fdas-and-reviews

>> No.4612826

the weenis careemis

>> No.4612829

>killing nazis
>jumping required

>> No.4612859

What's wrong with jumping?

>> No.4612872

all source port features including rooms over rooms, slopes, zscript, expanded map limits, free look, etc. are ok

but jumping is ABSOLUTELY HARAM

>> No.4612874

this but unironically

>> No.4612939

And which editor uses all this shit?

>> No.4612990
File: 1.17 MB, 1920x1080, oceanbase.png [View same] [iqdb] [saucenao] [google] [report]

FDA - The UAC Ocean Base (Definitive Edition)


The UAC Ocean Base by leodoom85 sells the feel of being in an underwater base very effectively. You can see through the glass windows into other cramped, dimly lit corridors and have water flowing in through cracks in the walls.

Despite the map being so big you never feel lost which is helped by by the central hub area and smart enemy placement. You have to backtrack a fair bit but you know that's what you should be doing because new enemies have spawned in.

There are at least 3 memorable set pieces and one exceptional one (the rising red keycard) which really stand out amongst the submarine-like corridors. Detailing is great throughout with good, measured use of ZDoom effects.

Monster placement was well thoughout and gave you no cheap fights however I did find the map a bit too easy. I especially felt that the tiered circular room had wasted potential as it was a great little arena but with not enough battling going on in there. The final arena area felt the best balanced to me and I would have liked to seen more of that difficulty level throughout the rest of the map. Simple changes like spawning two archviles instead of one could make a big difference.

I recommend grabbing this map and giving it a jam, leodoom85 did a great job with this one.

Download/Thread: https://forum.zdoom.org/viewtopic.php?f=42&t=55822

FDA of Painful Cave by leodoom85: https://www.youtube.com/watch?v=fsviYy01N2w

DW Thread to submit FDAs to: https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps

Email submissions can be done via the email address found here: https://inmost-dens.tumblr.com/post/171213557334/fdas-and-reviews

>> No.4613080
File: 407 KB, 1920x1080, Screenshot_Doom_20180225_213250.png [View same] [iqdb] [saucenao] [google] [report]

Oh, I remember playing this one. Yea, the moment I saw the red key room I was certain I had played this map before, and lo and behond it was a DUMP 3 entry.

I don't remember the radsuit maker but I seemed to remember the waste tunnels afterwards. It just didn't click until later that it was a map I'd played before. Played thru again and still haven't found the blue skull key.

>> No.4613096
File: 237 KB, 800x600, doomguy1_big.jpg [View same] [iqdb] [saucenao] [google] [report]

Y'all be the niggas to ask this, any mods where Doom Guy uses his skateboard beat down demons?

>> No.4613102 [DELETED] 

drumpf btfo

>> No.4613134
File: 2.96 MB, 640x512, rocket surgery.webm [View same] [iqdb] [saucenao] [google] [report]

>calling a weapon bad because you don't understand how to use it
i seriously hope you guys don't do this

>> No.4613137

I forgot, how does this thing work again? I haven't played AtM in ages

>> No.4613151
File: 2.93 MB, 640x512, hell noblemen swerve.webm [View same] [iqdb] [saucenao] [google] [report]

it fires rockets really quickly and they do a lot of damage, and then it reloads quickly and fires more rockets, and everything fucking dies except you because the splash damage isn't extreme and it's a very controllable, responsive gun
but the rockets fly in spiral patterns, so brainlets can't use it because they only know how to line up a neon crosshair over a sprite

a hell knight and a baron would cost eight small rocket pickups in vanilla
it only ran me two and i fought in tight quarters with an explosive weapon without hurting myself
>bad weapon

>> No.4613164

I searched through the past 3-4 threads and can't see anything about ATM's rocket launcher, what are you talking about?

>> No.4613169

I don't think it's bad, it's actually kind of useful.
I just dislike it because it feels extremely fucking unsatisfying to use, the sound and explosion effects feel underwhelming, and the corkscrew trajectory makes it annoying to use for precision purposes.

Otherwise I love AtM

>> No.4613176

nothing recent, but people have always called that rocket launcher shit whenever it comes up
ultimately the biggest problem with the mod is how bad the people who play(ed) it are
vores used to be dangerous mother fuckers, accurate to how they are in quake, and they replaced revenants
people complained that that was too hard
so they got nerfed into the ground and moved to the archvile spawn, turning them into absolute joke monsters. they have less damage output and are easier to dodge than revenants, and somehow that's supposed to be compensated for by having a lot of hp, because we all know the baron is the most dangerous non-boss enemy in vanilla
it's just a mess and it hurts knowing it wasn't always like this and that nothing will be done to resolve it now
casuals ruined this mod

>> No.4613180

You should make a patch for it.

>> No.4613203


>> No.4613210
File: 852 KB, 2560x1440, Screenshot_Doom_20180226_054200.png [View same] [iqdb] [saucenao] [google] [report]

someone get ahold of this idiot and ask him what the fuck he thinks he is doing?

>> No.4613226

>rooms over rooms
>expanded map limits
This one is good.
>free look

>> No.4613230

>accurate to how they are in quake
>they replaced revenants
Excuse me but I don't believe they can be accurate to how they are in Quake, if they replaced revenants, because I don't believe Quake made you fight dozens of them at once.

>> No.4613232

why does this general exist?
I know /vg/ is the new /v/ and it's a shithole but what is the purpose for this thread to exist on /vr/? Genuine question btw

>> No.4613236

doom is a retro game.

>> No.4613239

does /vr/ really move fast enough to warrant it's own general though?

>> No.4613243
File: 29 KB, 417x107, moot on doom.png [View same] [iqdb] [saucenao] [google] [report]

Still relevant today

>> No.4613249


>> No.4613250

i feel like we went through this method of concern trolling last thread

>> No.4613254

Looks like your average generic bretel deem screenshot; what are we supposed to be looking at?

>> No.4613259

The textures maybe? Probably a result of the map enhancement script in the new version of Breddit Shit.

>> No.4613270

it's E1M5 with weird textures

>> No.4613280

Y'know, what would be better is if the Revenant was still in, but you had a chance that a Vore spawned in it's place.

>> No.4613285
File: 48 KB, 640x480, 1519645671266.png [View same] [iqdb] [saucenao] [google] [report]

for comparison

>> No.4613287

>Ditching STARTAN textures and related
Those are like the greatest textures ever also
>That inconsistent HUD

>> No.4613295

New thread.


>> No.4613335 [DELETED] 

I reall dislike that. It discards the original industrial-brown art direction and tries to create its own thing with heavy black shadows that looks more like Doom 3 than any Quake.

Yes, it's technically impressive, but I can't imagine this would fit a dynamic shooter like Q2.

>> No.4613346

Yeah, I know, I was shocked by how disgusting Phobos Lab now looks too.

I think the idea is that he wants the white tiles because level is called "Phobos Lab" so he wants to make it look like a laboratory.
Except, textures are misaligned, too big (these ceramic tiles are like 1 yard by 1 yard?!) and ugly as sin, and even then it makes no fucking sense that LOBBY of a laboratory would have white tiles inside.
And even then, it's not like these sci-fi beige walls would look out of place in a space laboratory anyway.

And it's not like he added any scientific equipment or anything like that, he just made things uglier.

>> No.4613379

It looks more like a very big kitchen

>> No.4613452

people talk about this gun because it sounds and feels underwhelming, not because it's useless, anon.

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