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4618653 No.4618653 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4613292

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.4618654

=== NEWS ===

[03-01] Trailer for Ion Maiden, a game using the Build engine

[02-25] Anon release: Talan.wad, a partial conversion

[02-24] Anon map release: Breaking Point

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4618667
File: 178 KB, 1200x900, the pain of vr.png [View same] [iqdb] [saucenao] [google] [report]

the pain is real

>> No.4618681

no pain no gain

>> No.4618702

New thread, oops.. but yeah I really don't like how Doomworld is just a forum (and cacowards host) now, and how much was removed.

>> No.4618730

How the fuck do I make stairs not in the dumb way (slicing and manually rising each step)? I tried the wiki but I couldn't visualize it...

>> No.4618752
File: 11 KB, 180x180, iQtvJ7Y.jpg [View same] [iqdb] [saucenao] [google] [report]

So I heard some SCPxDOOM talk going on a few threads ago. And that got me thinking; what other fictional universes would make good Doom mods/TCs?

>> No.4618764

Pretty much any violent setting.

>> No.4618770

Fucking Spelljammer. Shit would kick ass.

>> No.4618774

Cuphead, or just a Classic Cartoon styled TC in general

>> No.4618783

Max Payne. I would really like to see bullet time implemented in zdoom.

>> No.4618796


>> No.4618806
File: 823 KB, 611x659, rootin_tootin_booger_shootin_snakeboy.png [View same] [iqdb] [saucenao] [google] [report]

Here's a Scrag drawing I did for no particular reason.

>> No.4618807
File: 1.36 MB, 498x249, tenor[3].gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4618813

Are you the same anon who did the punching Pain Elemental?

>> No.4618817


>> No.4618818


>> No.4618819

I like your style. Can we see more monsters from you? Maybe one of those dickhead cultists from blood?

>> No.4618820

Sure thing dude. It's pretty fun doodling this shit.

>> No.4618831
File: 380 KB, 1600x1200, doom person.png [View same] [iqdb] [saucenao] [google] [report]

with my beretta.

>> No.4618849

Just stop drawing.

>> No.4618867
File: 395 KB, 240x180, F0AE2lS.gif [View same] [iqdb] [saucenao] [google] [report]

You're right. I should stop drawing.

>> No.4618872

why do you have an issue with people posting random doodles
it's inoffensive as shit

>> No.4618875

Hey, wanna see my doodles instead?

>> No.4618879

i've never played through duke3d. are there any "pwads" worth adding in to enhance the base game, but remain purist (no 3d models or high res textures)? already threw in the sc-55 music pack

>> No.4618882

Flying kidneys are my favorite kidneys.

>> No.4618883

Yeah I'm sure yours are better than his.

>> No.4618885

why is captcha such a fucking bitch, holy shit.

>> No.4618887

Not enough revenantposting

I'm rattled

>> No.4618892
File: 3.29 MB, 319x215, AutisticRattling.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4618897

Google "improving" their services.
I miss v1.

>> No.4618901

get better memes

>> No.4618904
File: 43 KB, 668x316, ffs.png [View same] [iqdb] [saucenao] [google] [report]

Lately I've noticed the one that replaces images as you click on them being more prominent. Tempted to get a pass but then something bad will probably happen.

>> No.4618907

Just buy one of those throwaway cards instead of your real one.

>> No.4618934

it's not coming back is it

>> No.4618937
File: 7 KB, 106x118, 1514009854579.gif [View same] [iqdb] [saucenao] [google] [report]

How about Cultist posting instead?

>> No.4618938

They cut support for it a month early. It was supposed to be supported up until the end of this week.

>> No.4618948
File: 6 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4618959

He did this a couple threads ago. Just report.

>> No.4618970

If I have a custom sprite for a plasma ball in zdoom, how do I tell it to make it opaque instead of transparent? Something I could define in a lump, rather than a display setting, so it looks right for other people too.

>> No.4618973
File: 152 KB, 1600x1200, green.png [View same] [iqdb] [saucenao] [google] [report]

i wish i could make wads and stuff

>> No.4618978

you'd have to make a DECORATE file that looks like this:
>actor OpaquePlasmaBall: PlasmaBall replaces PlasmaBall { RenderStyle Normal }

>> No.4618980


Rest assured you're not the only one that got indescribably pissed off by that. Thankfully some tracks (maybe all of them) were backed up in the Internet Archive. That's how I managed to re-download Blood On The Walls.

>> No.4618982

like it

>> No.4618984

It's pretty easy to pick up

>> No.4618993

>There's already a few commercial GZDoom games out there from what I recall
what? where?

can you reupload what you'veextracted for easier download?

>> No.4619004

DECORATE is pretty simple stuff.

>> No.4619008

I just cleared what must have been 20 (I shit you not) of these fucking things in a single sitting trying to start a thread on /an/.

>> No.4619020

Hell it ain't, I tried adding Gangsta grosse's decorate into an already made wad and and no sound was being played, the wake up sound or pain, nothing.

>> No.4619054

If you mean gameplay enhancements, Nuclear Showdown is pretty good and vanilla-style.

>> No.4619124
File: 114 KB, 476x444, dsleep.png [View same] [iqdb] [saucenao] [google] [report]

>Think you're finally getting low on ammo for the SSG and the mapper places yet another box of shells around the corner

>> No.4619129
File: 388 KB, 900x900, doomsleep.gif [View same] [iqdb] [saucenao] [google] [report]

Also original image, can't find the source.

>> No.4619153
File: 23 KB, 127x110, Blood Cultist by FIrestriker.gif [View same] [iqdb] [saucenao] [google] [report]

>Rich and ancient culture
>have own unique language
>people just talk shit about it and think you're speaking English retardedly

I bet the cultists hate you guys


>> No.4619228

Shadowrun. A lot of the SNES game's style and ideas would be supremely cool for a first person shooter.

>> No.4619229

The perspective makes him look short and stumpy, how adorable.

>> No.4619230

Splatterhouse, assuming it hasn't been done already.

>> No.4619237

You need his sounds and you also need to define the sounds in SNDINFO, where you type up the filename of the sound in question, and then add a line as an identifier for scripts and Decorate.

etc, FILENAME will be whatever the sound is called in the files, and then the pointer can be literally whatever you fucking want (without spaces), but giving them plain and clear labels like that is just easier.

Also you need to keep things between markers in .wad files, or they won't exist as far as the game is concerned.

>> No.4619240

Someone did make a corridor shooter based on Splatterhouse a few years back.

>> No.4619254

> max paynes personal hell
> basically an offshoot of black warrior
> in the vain of the max payne mod for HL

>> No.4619259

Zombies Ate My Neighbors? Least I've always felt it could make a fun coop mod.

>> No.4619270

More like FEAR, given the FPS aspect, but in general both of them would need a lot of things implemented to work right, you need the interactive environment, all the extra effects that come into play during the bullet time, postprocessing and such.

>> No.4619296

Ggmanlives video is up, and yeah im still bummed that is Bombshell prequel, not a full fledged remake


>> No.4619324

the animation of that smg is nice

>> No.4619335
File: 382 KB, 640x480, Screenshot_Doom_20180301_041322.png [View same] [iqdb] [saucenao] [google] [report]

Hello everyone

I've been working on a mod for Doom based on feudal Japan. The premise is simple: You're a ronin looking for work when you stumble upon a city (based on Heiankyo, or medieval Kyoto) that's been taken by evil forces. Your goal is to clear the districts from the unholy army of fallen souls, yokais, demons, ninjas and mercenaries.

I'll be basing the visuals on Cosmology of Kyoto, have you heard of this game?

Right now I'm still planning the stages and structures. Gzdoom is a great tool but full of quirks. The game will center around a hub where the player will get the instructions to proceed and that probably what I'll be working once I finish the main gate (pic related).

>> No.4619339

she holds that thing like demoman holds his sticky launcher
it clearly has a foregrip, but going one handed anyway
maybe full version will have smg dual wielding a'la shadow warrior

>> No.4619340

episode 2 will probably have her with the Bombshell look and the stupid arm

>> No.4619367

please can you not quote urls? it makes them harder to select (can't triple-click the whole line). thanks

>> No.4619368

use 4chanX

>> No.4619370


>> No.4619373
File: 2.35 MB, 640x360, A_FireProjectilesucks.webm [View same] [iqdb] [saucenao] [google] [report]

Is there a DECORATE/ZScript missile function yet whose angle parameter is calculated on player pitch, and doesn't squish itself from vertical autoaim? It's been like this forever and that's just depressing.

>> No.4619382

isn't this from IMX Doomer?

>> No.4619385

Oh, also pitch lock is dumb. (projectiles you shoot can't fly over your back from pitch)

>> No.4619389

you don't understand, i don't click on the urls to play them in browser, i select them to copy to mpv.

>> No.4619401

Reminds me of Strife, good luck with that.

>> No.4619404

nothing built-in
it annoys me too
you'd have to do some funky pitch/angle calculations+alterations
and the same happens with hitscan weapons

>> No.4619406
File: 1.70 MB, 640x360, rotate.webm [View same] [iqdb] [saucenao] [google] [report]

dakka solves this (and the whole "autoaim flattens the projectile spread" issue) in a rather involved way:

1. fire a single dummy projectile straight forward, with a speed of like 8
2. the dummy projectile takes its velocity and calculates its pitch from that (since projectiles spawn with pitch 0)
2a. if the projectile actually hit something the moment it spawned, it instead uses the pitch of its firer
3. once it has a pitch, it then uses some ACS to rotate its trajectory properly (instead of the "add angles and pitches together" which zdoom does normally) and spawn the projectile with the new trajectory
4. it repeats that however many times it needs to

I'm sure you could get rid of the dummy projectile step with zscript, but you'd still probably need something like it to account for autoaim without having the whole "flat spread" issue

and I imagine the same basic process works for hitscans, but since there's no FBF_AUTOAIM, I imagine you'd need zscript for the sole reason of toggling +NOAUTOAIM on and off

>> No.4619408

i require this mathemagic immediatelly

>> No.4619414

So will weapons be based on medieval Japan? So like, sword for melee and flintlock pistol/musket/shotgun for guns?

>If so, you could probably take the Katana model from ProDoomer JPCP project or from Shadow Warrior, take ninja stars also from Shadow Warrior, take a bow from High Noon Drifter, and 17/18th century firearms from Pirate Doom

>> No.4619416

an example of it in use is here: http://git.jinotra.in/ijon/dakka/src/master/pk3/decorate/weapons/70_bfg.dec#L581

>> No.4619441

>1. fire a single dummy projectile straight forward, with a speed of like 8
>2. the dummy projectile takes its velocity and calculates its pitch from that (since projectiles spawn with pitch 0)
>2a. if the projectile actually hit something the moment it spawned, it instead uses the pitch of its firer
>3. once it has a pitch, it then uses some ACS to rotate its trajectory properly (instead of the "add angles and pitches together" which zdoom does normally) and spawn the projectile with the new trajectory
Doesn't https://zdoom.org/wiki/A_FaceMovementDirection do this?

>> No.4619451

I doubt that exists in zandronum, and besides, that only deals with step 2
(and only partially at that; projectiles lose their velocity once they hit something, meaning you have to fall back to using firer pitch directly)

>> No.4619456

Sorry for the noobish question but I couldn't find the answer anywhere.

I'm building this outdoor scene inside a sector. How do I make it's walls transparent so one can see the sky through it? The sky texture thing only works for ceilings.

>> No.4619457

Ohh, you're aiming for Zandro compat too, wow.

What's itof? My commonFuncs.h doesn't have it.

If this ends up working for me I'll be sure to credit!

>> No.4619460

it doesn't? that's been in there since like the first commonfuncs, goddamn

>> No.4619461

>>4619457 again,

>it then uses some ACS to rotate its trajectory properly (instead of the "add angles and pitches together" which zdoom does normally)
You mean A_FaceMovementDirection doesn't rotate for step 3? Or am I misreading?

>> No.4619464

Nevermind I'm retarded and had #include "commonfuncs.h" commented out, for some reason.

>> No.4619469
File: 2 KB, 328x51, accwhy.png [View same] [iqdb] [saucenao] [google] [report]

I just updated my ACC yesterday, god damn it.

>> No.4619471

Make a sector along the perimeter with a sky texture for the ceiling and a height of 0

>> No.4619472

yeah, zandronum still doesn't have a native round function. I really should rename that.
for the time being, either comment out the round line in your zspecial.acs, or rename the commonfuncs version (to like oldRound or something, I dunno). I'd recommend the second one.

>> No.4619474

That fixed it! Had to do that with the ceil() function as well. Saved me a headache.

>> No.4619475

actually, on the topic of zspecial, I'd recommend using this one. the ACC build on drdteam isn't up to date with zandronum's native functions - the most important two are NamedRequestScriptPuke and SetActivatorToPlayer.


>> No.4619486

I meant Final Doomer, oops.

>> No.4619489

right, and getting back to this; I reread the code, and it doesn't actually use the projectile's angle/pitch directly, but rather calculates angle/pitch from its velocity. the whole thing with it hitting something immediately is that since its velocity gets set to 0, I have to use the projectile's angle and firer's pitch, and basically guess at what its velocity would actually have been.

A_FaceMovementDirection wouldn't be useful for this, as I just spawn the real projectiles with proper velocity straight away. they almost definitely have fucked up angle and pitch, but that wouldn't be hard to solve; I just haven't needed to.

>> No.4619493

yeah it's not hard to fix, just slap this at the end of Dakka_CalcProjAngle (or whatever you're calling the script):
>SetActorAngle(0, VectorAngle(Rotate3D_Ret[0], Rotate3D_Ret[1]));
>SetActorPitch(0, -VectorAngle(VectorLength(Rotate3D_Ret[0], Rotate3D_Ret[1]), Rotate3D_Ret[2]));

>> No.4619515

Can I put a random number (say random(4500,7000)) into the spread_angle field, set explicitAngle to 1, and have that work as a spread that shoots at an angle?

>> No.4619517

yes, I do that with the SSG's cluster grenades

>> No.4619539

Perfect, it worked like a charm. Thanks Anon, thank you very much.

>> No.4619540

I wish to appreciate Doom, but playing it stresses me out, while Quake makes me feel happy. It confuses me, as everyone says they are supposed to be nearly the same, even the id developers say that Quake is pretty much an unofficial Doom 3.

When I load up a Doom level, I am subjected to large levels with chaotic mazes that make it easy to get lost. The only thing that can help me is an automap. Quake removed the automap due to 3d design and had to be a lot smaller in size than Doom, both of which seem to be features that made the experience far more enjoyable. I am not going to be lost in a labyrinth for a lengthy amount of time. Plus we got detailing on all the various walls.

Each brush in Quake was designed slowly and tediously, you move slower, and can appreciate the world more by being able to look up and down in a 3d environment (I mention this because Duke 3d really sucks with mouselook, since jetpack enemies just fly above you and make it impossible for them to be seen). No mouselook in Doom means you need to rely on autoaim functioning, where you will be stuck with Imps able to get shots off you and you unable to hit back because you can only look straight ahead.

Quake didn't have a use key. This in turn meant Secrets couldn't just be "spam every wall" events, they had to have reason behind them. Ambient sounds gave clues as to the locations of enemies like Doom, but also teleporters, and we had buttons that could be hidden on the ceiling due to the advances in the engine.

In Doom, enemies make idle sounds, but they all sound the same. In Quake, each is given their own identity. In Quake, dying gives you a message of what you are killed by, giving further identity. Enemies in Quake can patrol around, they aren't just there to be shot. When I play Quake, I get immersion. When I play Doom, I get a MIDI soundtrack and some alright action, but no immersion and annoying levels as I get sick and tired of spamming every wall. What am I doing wrong?

>> No.4619556

>What am I doing wrong?
buggered if i know mate

>> No.4619578
File: 19 KB, 379x871, 1499425922478.png [View same] [iqdb] [saucenao] [google] [report]

>What am I doing wrong?
Literally nothing. Embrace the HUUH,
my brother

>> No.4619583
File: 29 KB, 640x519, 1471851030292.jpg [View same] [iqdb] [saucenao] [google] [report]

>Why does a 1996 game have more features than a 1993 game?

>> No.4619586
File: 38 KB, 330x480, Coverdoom3-1-.jpg [View same] [iqdb] [saucenao] [google] [report]

>Why does a 2004 game have less features than a 1996 game?

>> No.4619590

don't you dare talk shit about doom3's monitor buttons
those things are cool

>> No.4619602
File: 1.99 MB, 640x360, thanksijon.webm [View same] [iqdb] [saucenao] [google] [report]

The sheer amount of work to gross hack something that in the end should have been implemented/fixed many years ago, wow...

>> No.4619617

That's the coolest BFG I've ever seen and now I have to implement a similar hack in my mod just to compete with it, though I'll probably just use quaternions.

>> No.4619641

>The DWmegawad Club plays: Eternal Slumber Party
lol that's a troll pick if i ever saw one.

>> No.4619662
File: 65 KB, 217x394, Blood_1997_Fps_Cultist_Fanatic_Caleb.png [View same] [iqdb] [saucenao] [google] [report]

Cruo stragarana malaxos!

>> No.4619670
File: 16 KB, 150x200, 819523612958.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4619730

Found this video of a guy explaining how Wolf3D worked through simple high school trigonometry.
I feels like this might interest some people.

>> No.4619737
File: 120 KB, 800x600, blood-07.png [View same] [iqdb] [saucenao] [google] [report]

Can you change the fov in blood gdx or am I shit out of luck?

>> No.4619749

>what am I doing wrong?

Nothing, you just like Quake more. That's okay. It's a great game. It's just a shame you won't enjoy Doom's rich modding quite as much.

>> No.4619759

Yes just report any opinion you disagree with, and also announce your reports on 4chan like an amateur janitor (implying)

>> No.4619761
File: 442 KB, 472x648, CRUDUX_CRUO.png [View same] [iqdb] [saucenao] [google] [report]

Here you go.

>> No.4619763

Where can I get a hold of TekWar?

>> No.4619765

seems to have the proportions of a midget but otherwise very good job

>> No.4619770

"Just stop drawing" is hardly a useful or constructive opinion, it's being an asshole, and not welcome here.

>> No.4619771

Yeah there's still a lot I need to improve on when it comes to art. Shit's tough.

>> No.4619772

Started mapping again after playing a few wads.

>> No.4619781 [DELETED] 

Fuck off, Soriel.

>> No.4619787

I wondered about this too and no you can't at the moment.

>> No.4619796

it's all right to like one game over the other

so you like quake more
so what?
quake's a good game, and anyone still trying to push an "us vs them" is a faggot
doom's good, quake's good, like one, like the other, like both, s'all good my nig

>> No.4619826

it's basically a software renderer, so no you cant

>> No.4619871

has anyone made a monster/enemy for a doom mods with wheels from a tank?
something a bit akin to that one boss from doom 3?

>> No.4619873

>arachnotron tank
holy shit i never knew i wanted this

>> No.4619882

shit that kinda sucks

>> No.4619907
File: 132 KB, 1366x738, TESTE at 2018.03.01 20-14-22.755 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Some progress, now with proper geometry and shitty lighting.

I'm taking tips or any comments that help me improve.

>> No.4619908
File: 439 KB, 1366x715, Screenshot_Doom_20180301_201401.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4619924
File: 10 KB, 320x180, 17rb5h821cvhdjpg.jpg [View same] [iqdb] [saucenao] [google] [report]

Here is the reference I'm using (aka stealing straight from).

The lighting in the in-game picture I posted is too dark, I'll message with it a little.

>> No.4619940
File: 59 KB, 655x527, 1472800551060.jpg [View same] [iqdb] [saucenao] [google] [report]

So I noticed something curious

Someone got pissed at the generatios arena for quake 3 devs and now if you click some random video about it it has a minimum of 2 dislikes, even if the video has 3 views

>> No.4619965

Duke Nukem 3D Total Meltdown TC finally released

>> No.4619967


>> No.4619975
File: 91 KB, 640x744, 1021398070-00.jpg [View same] [iqdb] [saucenao] [google] [report]

I believe I am the only who has ever played this…

>> No.4620000


>300 wads submitted
Jesus christ, that's nearly twice as much as last time.

>> No.4620001

150 times as many as the last /vr/ contest.

>> No.4620004

rude desu.

>> No.4620005

I'd really like to see a Doom TC of it in the style of Return of the Triad. It's a cool concept held back by the hacked-up Shadowcaster engine it uses.

>> No.4620021
File: 97 KB, 1200x650, mike haggar.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what the Doom Community is long overdue for? A MIKE HAGGAR MOD. Cmon /vr/, let's make this a thing.

>> No.4620060

Blaz can do a double lariat in the coming GMOTA update, and that Wario mod that's being worked on lets you punch dudes and then pick them up and toss them around. So there's that at least

>> No.4620067 [SPOILER] 
File: 15 KB, 244x191, 1519954627087.png [View same] [iqdb] [saucenao] [google] [report]

so Im working on a design for a "hell queen"

hell knight base sprite is annoying to work with

>> No.4620098

Linguica told me to kill myself

>> No.4620115


>> No.4620116
File: 99 KB, 640x400, caco has a crush.png [View same] [iqdb] [saucenao] [google] [report]


For aesthetics I would suggest leaving it as Add and set the Alpha to 1.0. But apply a color translation to the sprite. This will make sure all of the bright colors pretty much become White by setting the alpha to 1.

What you want to do with the translation is start choosing mid-range Blues for the plasma ball and set them to lower values on the palette. That way the projectile will appear very bright but also blend easier into the surroundings too... giving it a more modern-gaming sorta look.

Removing the Add renderstyle is just fine for vintage approximation but only if you're going to set the Alpha to 1 as well, otherwise youll end up with muddy white color in the center of the projectile.

This, there's way too much fucking shotgun shells in most doom maps. Please force me to use another weapon out of desperation, id rather have to pull out my RL than simply be "yknow I could just kill everything with the SSG, it will take longer, but I can just solve all my problems with this"

>> No.4620119


Yeahhh, do-it.wad did not age well.

>> No.4620128

ancient aliens is pretty good about actually getting you to use weapons other than the super shotgun, which is a pretty damn big point in its favor in my mind

but yeah, most maps you literally can't run out

>> No.4620130

Looks awesome. Naive question... Why do people use Hexen format instead of UDMF? Compatibility? Because it's easier?

>> No.4620132
File: 89 KB, 471x309, [suspicious].png [View same] [iqdb] [saucenao] [google] [report]

>> No.4620169

Most tutorials tell us to use it tho I'm not sure of the difference.

>> No.4620173

hexen format's almost strictly obsoleted by UDMF; if you don't have a compelling reason to use hexen format (the only one I can think of is mapping for vanilla hexen), just use UDMF

>> No.4620174
File: 73 KB, 500x541, 468.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4620186

I'm just going to say fuck it and tell people to turn off transparency through the console or something. All these ports working differently is honestly annoying the hell out of me... They all change things seemingly needlessly and I'm kinda over it now.

Nothing that is transparent looks wrong per se (expect for lost soul replacements - and I don't understand why they're transparent by default in the first place), I just wanted a semblance of visual parity across ports.

but fuck it

>> No.4620189

At least he's not merging them all into a single wad, making an intricate hub map with portals, scripting and graphics for each submission!

>> No.4620193

That sounds crazy.

>> No.4620194
File: 78 KB, 600x600, 65575403_p1.jpg [View same] [iqdb] [saucenao] [google] [report]

So how much more complex is Doom's rendering by comparison?

>> No.4620198

Is it alright to use graphics and sprites from another .wad without express permission as long as credit is given?

>> No.4620205

probably, as long as the person didnt say "nope nada absolutely not" in their wad description

still ought to ask around to see what other people think if you cant get ahold of them though

>> No.4620209
File: 2.05 MB, 800x450, 1497724936498.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4620210

I think I can get a hold of the person who made the .wad, but I want to post my .wad soon, right now soon. If I can't get the graphics, I'll have to resort to using inferior ones from... BOOTHILL...

>> No.4620213

Are you making something western themed?

>> No.4620215
File: 970 KB, 1281x1200, Screenshots.png [View same] [iqdb] [saucenao] [google] [report]

Yes, and I've posted and uploaded it here. I'd like to upload it to Doomworld as well though.

>> No.4620218

Are you trying to get permission for Fistful of Doom textures or something?

>> No.4620219

Not the textures, but the graphics. Sprites, status bar, etc.

>> No.4620223

The wad came out in 1997, and no authors are listed in the text file, so I'll make the assumption that none of the members involved are still active in the community, and that you're safe.

>> No.4620224


>> No.4620225

Yeah only a crazy person would do that.

>> No.4620226

Azeraaron is still making maps. Not sure about Soutec though.

>> No.4620231

you can and nothing will stop you

it's generally considered a Dick Move, and the proper thing is to ask people
but how much you care about that and the general permission status of modding assets as a whole is up to you

>> No.4620236

though for posterity's sake i did look up the source file and
>Authors MAY use this level as a base to build additional levels provided you acknowledge it's origins and do not remove the WadFactory logo from the loading screen or Menu backdrop image. We'd also like to know if you have built extra levels, just out of interest.

so go ahead with whatever as long as you credit them

>> No.4620238

UDMF compresses really well, and even if you aren't using PK3s, I don't think anyone's gonna cry over half a megabyte in the age of multi-terabyte hard drives
it's not worth giving up aligning floors and ceilings easily, and aligning wall textures separately

>> No.4620239

>the proper thing is to ask people
The proper thing is for authors to accept that they won't always be around to gatekeep who uses their content and chuck an MIT license on it. The improper thing is being a cunt about who gets to use your shit and eventually not letting anyone at all use it because you lose interest or vanish.

>> No.4620249

What's the best way to play Blake Stone?

>> No.4620254

Is there such a thing as Wolfenstein 3D deathmatch?

>> No.4620258

1994 Deathmatch wads are flat and linear enough

>> No.4620260

wolf didn't even have multiplayer

>> No.4620278

Well, you won me over on the Wario mod.

>> No.4620284

Well of course, was wanting to know if anyone had ever attempted such a thing.

>> No.4620286

In what fucking universe?

>> No.4620292

thank you for proving my point exactly

>> No.4620293

The closest you'll get is probably samsara

>> No.4620303
File: 1.90 MB, 1920x1080, Screenshot_Doom_20180301_222226.png [View same] [iqdb] [saucenao] [google] [report]

in the wild world of 1994

>> No.4620304
File: 69 KB, 1920x1080, Screenshot_Doom_20180301_222439.png [View same] [iqdb] [saucenao] [google] [report]

okay to be fair that last one doesn't even get as far as linear
seriously these maps are some hot garbage

>> No.4620332

>you stand still, and you get shot
>you move and you fall into the lava
The only winning move is to not play.

>> No.4620334

Noice, will it feature dynamic lightning? Seems like something that would fit the setting well.

Welcome back, looking forward to your maps.

>> No.4620345

the text files included with the wads (if they were uploaded to idgames) should state what they allow

>> No.4620359 [DELETED] 

Wild Weasel is a bigger faggot then SgtMarkIV, screenshot this post and post it on the ZDoom forums.

>> No.4620378
File: 85 KB, 1308x623, TESTE (edit area) at 2018.03.02 02-26-12.180 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

I would love to. I'm still learning so rn I don't have the faintest idea of how to implement that but asap I'll use it. I'm still catching up and didn't even knew this feature was already available. I have the latest GZDoom Builder.

>> No.4620381
File: 6 KB, 320x320, 14731369_935255236619458_1190931643664332865_n.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4620391

who got banned this time?

>> No.4620395
File: 716 KB, 1366x715, Screenshot_Doom_20180302_022239.png [View same] [iqdb] [saucenao] [google] [report]

I really like the way it turned out. What I don't like is how laborious it will be to implement the level of detail I want with the scale of the maps I'm planning. Dealing with slopes is a huge pain in the ass.

For example, there'll be the suburb area which is full of houses. Most if not all of those houses will be placed behind walls so the player will probably only see the roof. The problem is, Japanese/East Asian roofs all had sloped edges, meaning I'll have to spend hours building those one by one since I can't copypaste it.

Having to align the dummy sector with the sector to be sloped is such a waste of time. I should be able to just assign a tag in the dummy and that's it.

And I still haven't even touched creature/weapon making.

The weapons shouldn't be hard. There'll be only 4 weapons: bow and arrow, sword, holy grenade (turns ghosts into sliceable/shootable enemies) and a whip.

About creatures I guess I'll just have to clone and edit the base doom creatures. I still don't know how I'll make the "ghosts cannot be attacked unless stunned by holy grenade thing but I guess I'll leave it for when I'm closer to this part.

Tomorrow I'll make the forest where the game will begin before the other finds the gate (pic related). That's it for now, goodnight everyone.

>> No.4620413


Looks really cool.
I assume this will be GZDoom?

>> No.4620417
File: 58 KB, 319x319, 430556awf.jpg [View same] [iqdb] [saucenao] [google] [report]


I was won over quickly too

>> No.4620421

I swore that I read the name of the HacX protagonist somewhere, but I forgot what it was and now I don't remember where I found it.

>> No.4620424
File: 144 KB, 547x676, politics.jpg [View same] [iqdb] [saucenao] [google] [report]

I took the time to open up smooth doom and patch up the jittering BFG, the plasma sparkles not spawning on the plasma gun when selecting them to appear for both player and monster, also reimplemented visual recoil for the Doom 64 rocket launcher which seems to have been disabled for some reason

no idea what gifty might be on but if you've read reports of the 64 BFG swapping back and forth inbetween the correct frames and the classic BFG frames, that's because he forgot the hold frames on the 64 BFG. also one of the sprites was missing. again, no idea, but here's the mended version


>> No.4620430

It's coming along well, seems like the time you've spent working on it paid off. Also, the dark setting reminds me of the Tenchu saga. Keep up the good work!

Downloading! Thanks a lot anon!

>> No.4620435


>> No.4620439

>GZDoom 3.2.5 stutters when a map is first loaded
>GZDoom 2.4.0 doesn't

At least it wasn't my mod doing it like I thought it was, I guess.

>> No.4620440

what about starship troopers

>> No.4620450
File: 962 KB, 1920x1080, operationUACmap08.png [View same] [iqdb] [saucenao] [google] [report]

//Note - If you would like me to play and review your map see bottom of post. Also, text review is accompaniment to video review and not a substitute

FDA - Operation UAC map08 - 'Classified Facility'


This map features the standout sequence from this mapset so far. The trap after going through the red door was outstanding, it was very moody and creepy while looking awesome. I especially liked the sound effect of the lights shutting down one by one and the reveal of the face walls.

The large fight at the end could be improved by either teleporting something like a Baron into the entrance door or having monster closets there so the player is forced to stay in the room. Although quite short this has been the most impressive map so far - at least when it comes to set pieces. If you had the red key trap in map06 'Corrupted Caverns' then that would be far and away the best map.

There's room to extend the map by adding a connecting area to the red key room.

Download: http://www.moddb.com/mods/brutal-doom/addons/operation-uac

DW thread to submit maps for review: https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/?page=4

If you don't have a DW account you can email me directly with the address found in this post - https://inmost-dens.tumblr.com/post/171213557334/fdas-and-reviews

>> No.4620458
File: 108 KB, 880x660, pain is real.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4620495


>> No.4620527
File: 60 KB, 500x376, 2cc.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4620531
File: 44 KB, 349x303, precious meatball.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4620542
File: 36 KB, 640x480, prince1.jpg [View same] [iqdb] [saucenao] [google] [report]

bobby prince waiting for romero to play at 4am because he lost control of his midi filies

>> No.4620546

don't let zaneion make a "waiting for romero but he never arrives"

>> No.4620563

no problem!

not to toot my own horn or anything but I'd really appreciate it if somebody could maybe repost this in the official zdoom forums thread so that other people could give it a try, especially seeing as though gifty won't be around for a while.

>> No.4620571


I can sort of make mods even though :

- I'm lazy as fuck
- Was always the worst in class in : mathematics, science etc...
- I've never had any experience coding anything before learning some decorate & ACS

If my retarded ass can do it, you can do it.

- Anon working on Zombie TC Remake and who released Magikus (the chex wad that 6 years old designed)

>> No.4620598

I'm playing the Dark7 mission pack (playing the Dark7 wads for the first time thanks to the anon that did Dark7 Europa), am I meant to be using the cw-sin1 weapons that comes with it? They seem overpowered.
Besides that I'm liking the maps so far!

>> No.4620685
File: 34 KB, 800x600, thank you screen.png [View same] [iqdb] [saucenao] [google] [report]

The Cybermancer is done, all I gotta do now is get some a few extra tricks he can perform, and finish the trailer.
Also got a new credits/thank you pic and a new intermission screen.

>> No.4620687

When are they going to fix Zandronum's netcode?

>> No.4620692

that u edward

>> No.4620695

>see who all has helped
Not sure if purposeful Engrish

It's a really nice thank you, though. And thank you for your dedication!

>> No.4620698

My phrasing is so bad it might as well be Engrish.
and it's been a pleasure, this hard work and waiting is gonna pay off soon, fellas

>> No.4620709

Yes, I like to work with the best tools available.

It took longer than I imagined but it's my first time doing something other than generic mazes.
That's not the first time people said it reminds them of Tenchu. Guess I'll have to play it to see what I can learn from it!

>> No.4620726

What do you think about starting a mod with an escape scene?

I've presented this idea before but done faggot wrote me a fucking book about how that's against doom philosophy and a bad way to introduce the player to the cores and everything but I think he's full of shit.

>> No.4620729

Doom can be made into a lot of things; there's no hard set rules to creating content. If that's what you want to create, then go for it.

>> No.4620737

if getting 100% kills is important, then fuck that shit
otherwise it's fine

>> No.4620738
File: 2.88 MB, 512x384, Blood.webm [View same] [iqdb] [saucenao] [google] [report]

I want to try out TekWar out of morbid curiosity, but where the hell do I get it?

>> No.4620753

I could upload the copy I have, if you really can't be bothered searching questionable abandonware sites.

>> No.4620757

I was gonna say that doesn't look THAT bad but then I notice the huge piles of rockets and bullets just jammed into two rooms.

>> No.4620759

Keep working on it. I'm a big fan of your output, so expect me to play it a lot.

>> No.4620767

That would be really nice, I never trusted those sites.

>> No.4620770

No idea if it'll work with that new reverse engineered port or not, but it does work in DOSBox.

>> No.4620779

Nice, thanks!

>> No.4620792
File: 35 KB, 1024x768, MAP01.png [View same] [iqdb] [saucenao] [google] [report]

Is it still accurate today?

>> No.4620793

Replace Shrek with whatever else flavor of the month, but otherwise it's still not far off.

>> No.4620795

Is the idea that you walk in with partial invisibility, make a single shitpost and watch as everyone attacks each other?

>> No.4620808

Seems to be working in the GDX port, but the cut-scenes are missing from the files.

>> No.4620831

it appears that we are going to be raided by /v/ soon, the number of shitposts because of Ion Maiden are increasing there

Id be glad if someone could do a Full Fledged Remake of Zero Tolerance 1 and 2

this game is underrated as balls

>> No.4620842


>> No.4620859

thinking about it: is "enemy bloating" less worse than "weapon bloating", depending on the variety and number of the content?

>> No.4620870

Depends, having zombiemen that shoot rockets or BFG blasts is kinda shit, plus every monster fits a specific role, if you have like, 5 different zombiemen you either wind up with wildly different monster types in the same category, or alterations so slight that it doesn't matter.

>> No.4620875

How did they get away with so blatantly stealing Rodney Piper's line from They Live?

>> No.4620878

I don't think so. The main problem with weapon bloat is how annoying it can be to get what you want, either because of randomized spawns or slot overload. Enemies, it doesn't really matter so much. They all die the same, it's not a big problem if there's two guys who do the same thing but look different.

>> No.4620887


The gameplay wasn't very good compared to other options at the time. That being said the soundtrack had Point of Departure by Necros, Which was absolutely superb.


>> No.4620937
File: 1.86 MB, 228x170, 1507567563480.gif [View same] [iqdb] [saucenao] [google] [report]

>play BloodGDX for a few months now, feels great
>go home for break, bring laptop with me cus I can't bring back my desktop PC
>decide to play some BloodGDX (It's on an external hard drive)
>suddenly mouse feels like shit, game stutters every few seconds or so despite not having a single frame drop

fucking what do

>> No.4620941
File: 219 KB, 826x339, 5f0.png [View same] [iqdb] [saucenao] [google] [report]

What has been the worst thing to ever happen to the Doom community?

>> No.4620949
File: 616 KB, 1047x852, 1466545305366.png [View same] [iqdb] [saucenao] [google] [report]

The first time you discovered 4chan.

>> No.4620954


>> No.4620978

Most likely soyboys.

>> No.4621006

I should also point out I have 980M in SLI (as opposed to my regular 1080 in my desktop) and that my laptop has gsync, if that's relevant at all.

>> No.4621013

Death of Espi probably, imagine the maps he'd be making now if he were still alive.

>> No.4621015

Weapon bloating, by far.
I can deal with lots of different enemies just fine.

>> No.4621056
File: 1.35 MB, 1280x720, 1514143107934.png [View same] [iqdb] [saucenao] [google] [report]

What are some Lovecraft themed maps that isn't Strange Aeons?

Anything that uses the Blood 1 textures I'd play.

>> No.4621090

what do you guys do when you hit a mapping block? it's not that ive run out of ideas, it's that i cant think of more ideas for layout that is fun in doom

>> No.4621094

shit fuckem

>> No.4621096

Play doom, go for walks, other shit.

>> No.4621129

I swear to god, if Shatner dies before remaking TekWar, I will do something harmful.

>> No.4621139

City of the damned, the gameplay is not that great though.
Shadow of the nightmare realm is also influenced by Lovecraft

>> No.4621142
File: 4 KB, 167x105, frame1_scaled.png [View same] [iqdb] [saucenao] [google] [report]

I scaled up the Duke 64 shotty while keeping the gorilla hand size, should I scale up the gun even further?

>> No.4621143

>Shadow of the nightmare realm

Wow, what is this it looks radical.
Thanks bro.

>> No.4621152
File: 884 KB, 1366x715, Screenshot_Doom_20180302_154001.png [View same] [iqdb] [saucenao] [google] [report]

Hi guys. I'm trying to make a forest the best that I can but I don't know which methodology to follow.

The best way I found is to have a treeline background with 3d trees in front to simulate depth. Im not entirely satisfied with this and will probably try to do something more like Ghoul's Forest. I don't want to scatter 3D objects all the way because shit gets messy and it's hard to ace it - it either looks too artificial with a grid or plain weird gridless. Any tips?

>> No.4621154

Long ago (I think either last year or back in 2016), I tried to link a mediafire download for a little sound wad I made. Some anon told me when he tried it out all he got was white noise from the modified sounds, but the wad works perfectly fine for me, what could have been the problem with the uploaded version? Or was he just fucking with me?

>> No.4621157
File: 1012 KB, 1366x715, Screenshot_Doom_20180302_161401.png [View same] [iqdb] [saucenao] [google] [report]

Here is my pathetic try with a tree skybox.

>> No.4621167

You could scale it up like 3x or such but you would have to go in with a fine tooth comb and draw line/brush over all the edges to make sure they appeared sharp. Its possible without too much headache but it would take a committment to it.

> then if you were to resize it back down, to like 2x of what its normally supposed to be, it would look pretty fucking rad

only knowledge i have pertaining to FPS forests is you need to make the tree textures mostly grayish colored because grayish-green is the actual way they look in nature (either that or a very washed out grayish brown), with only tiny slivers of brown on them

>> No.4621201

Inaccurate, no one is hanging from the trees.

>> No.4621207

By it being a quote. Also I think Piper used to say that line when wrestling, too.

>> No.4621213

and no one's video recording

>> No.4621214

Gonna second Espi, Jesus that guy could map. Also Kate.

>> No.4621220

So, Ion Maiden discussion is technically not allowed, right?
Despite it being a Build Engine game, it's still a 2018 game.

>> No.4621224

Do not respond or engage.

>> No.4621228

What is your least favorite map on your favorite megawad?

>> No.4621229
File: 119 KB, 734x368, SPAS12.jpg [View same] [iqdb] [saucenao] [google] [report]

I think that's a good size for it, the SPAS12 is a pretty chunky gun.

>> No.4621239




Given that there's a topic explicitly for discussing it, which for some mysterious reason has gone without getting shit up for so long, it appears that it is very much allowed.

>> No.4621240

the thing which immediately leaps to mind is the speedrunning map in Scythe

>> No.4621253
File: 7 KB, 144x75, 2613.png [View same] [iqdb] [saucenao] [google] [report]

Nice to hear that it looks good, here is the original sprite by comparison.

>> No.4621262
File: 1.59 MB, 1920x1080, syataqwa.png [View same] [iqdb] [saucenao] [google] [report]


The Rending of Syataqwa


>> No.4621284

>realistic locations don't make for good gameplay
Never understood this statement. Duke Nukem 3D was fucking great, and its locations were quite realistic for the time.

>> No.4621285


They're realistic to a point, obviously a spacestation and alien hive aren't that realistic.
Still fun, though.

>> No.4621286

who said that?

>> No.4621292

It's not a single person, but plenty of people over the years. It's never made sense to me. Even the spacebase levels in E1 were quasi-realistic.

>> No.4621308 [DELETED] 

What can we do to finally kill off the parasitic cancer that is Megaman 8 Bit Deathmatch? One solution I've thought of is creating more Doom deathmatch .wads.

>> No.4621317

lol go ahead, have fun with that

>> No.4621321
File: 628 KB, 640x624, 1520001535083.png [View same] [iqdb] [saucenao] [google] [report]

Duke Nukem 3D is great because it takes ostensibly realistic locales and transforms them into abstract levels.
If you stop and examine a lot of the realistic levels, there's a lot that makes no goddamn sense at all, but it's ok because the game puts in the effort of detailing the world and making realistic spaces here and there.
Derelict is an absolutely tremendous example of this, it's set on a large cargo ship out in the ocean, and it conveys this well, but the insides of it is a sprawling menacing dungeon, it plays excellently as a level.

It's one of the reasons I think it's such a great game. Right next to Doom, it's one of my greatest favorites. I would really love to see more of this kind of level design in Doom wads.

>> No.4621325 [DELETED] 

>he doesn't want to reclaim territory lost to non-doom projects
What's wrong with you? Are you even human?

>> No.4621329

>mod is created
>becomes big enough to form its own community
>more shitty deathmatch levels flood the server list, the people who play MM8BDM still play it
>odamex and zdaemon are sitll dead
>absolutely nothing changes
You are the one with the issues.

>> No.4621330

>he cares this much about what other people play

>> No.4621335 [DELETED] 

MM8BDM is utter trash, and is one of the contributors to multiplayer's death. If it isn't stopped soon, nobody in the future will no what it was like to frag someone with a SSG.
Then provide a suggestion. How do we save multiplayer?

>> No.4621337
File: 329 KB, 820x1200, 56601602_p2_master1200.jpg [View same] [iqdb] [saucenao] [google] [report]

Anon, please shut the fuck up.

>> No.4621340 [DELETED] 

Why? I actually care about multiplayer for this amazing game. I don't want to see it filled with shitty mods like MM8BDM or Complex Doom for the rest of my life. Samsara was merely a step in the right direction: we must take a leap in that same direction.

>> No.4621341

No, it won't, the people who play MM8BDM are not interested in playing classic DM, and the people who aren't interested in playing MM8BDM aren't going to care if it's there or not.

Please do something good with your time instead and never bring this up here again.

>> No.4621343

maybe you should play some Deus Vult II
get to vent your crusadering somewhere else

>> No.4621346 [DELETED] 

Is it deathmatch? If not, I'm not interested.

>> No.4621348

you're a fucking moron

people are going to play what they want to play.
the only way to "save" multiplayer is to provide out a product that other or more people want to play
to cause such a huge shift in the community and bring in enough new blood would start another subcommunity like 8BDM's, in which case morons like you will still call it cancer and call for another reform
the more likely scenario is that another mod comes out, people play it, then forget about it and move on with their lives because there's far more important things than the competitive scene for a 25-year-old game
the "death" of which was more likely to the fact that an update for the biggest source port for it took three goddamn years to come out and still is a glitchy pile of nonsense

you want to save multiplayer? get your friends to play multiplayer. simple as that
play the game and play it frequently, and as long as people are playing others will join in
anything else is bullshit

7/10, got me to reply

>> No.4621350
File: 11 KB, 320x200, Rise of the Triad - Dark War.gif [View same] [iqdb] [saucenao] [google] [report]

>Rise of the Triad
>this room

>> No.4621358 [DELETED] 

Yes, spend hours waiting for someone, anyone to connect to a deathmatch server. Ultimately, no one connects. The multiplayer for this game is fucking dying, and you're doing nothing to stop it.

>> No.4621360 [DELETED] 

this is what happens when you respond to obvious shitters

>> No.4621362 [DELETED] 

>being concerned over the gradual death of multiplayer doom
>being a shitter
Pick one. QCDE was a breath of fresh air, I failed to realize this at first, but now I finally have.

>> No.4621363

>a game that will be three decades old in five years
>why is no one playing this?

>> No.4621365

you have no friends to play with you? well that's your problem, why the fuck should i care?

4chan is not your personal army to try and command ebin revolutions with, fucking newfag

>> No.4621367 [DELETED] 

because you're so totally legitmately concerned

Don't let the door hit you in the vagina in the way out when they finally range ban your concern trolling ass, Cyber.

>> No.4621368 [DELETED] 

>he says, posting on this board dedicated to games made and published before 1999

>> No.4621372 [DELETED] 

>breathing new air into a dying game
>the same as a raid
This is your mind on apathy.

>> No.4621373

Which is, coincidentally enough, one of the smallest boards with the slowest posting rates.

>> No.4621374 [DELETED] 

You can tell this is because his earlier bait didn't fly.

>> No.4621380 [DELETED] 

What earlier bait?

>> No.4621396
File: 63 KB, 320x200, 1316849-rott_hunt.png [View same] [iqdb] [saucenao] [google] [report]

Rise Of The Triad is so underrated.

>> No.4621423

if i'm interpreting what the guy said from the replies right, i think i kinda agree. all z& is nowadays is mm8bdm and clusterfuck complex doom co-op servers. some straight up vanilla dm would be really refreshing

>> No.4621427

not what he said, but i can agree with that, at least

frankly, that would be a much better thing than "we need to SAVE MULTIPLAYER"
having regular game nights would be fun again

>> No.4621428 [DELETED] 

If only he wasn't clearly posting in bad faith.

>> No.4621430 [DELETED] 

fuck off with your backseat moderating, you're worse than any shitposter

>> No.4621431

The NME is a really good bossfight, one of the best in retro FPS in my opinion.

>> No.4621435

just make a wider hexagonal tree, copypaste it in a tight grid-like way (3 rows would be enough), make canopy a single sector across the "forest". put impassable line in front of the first row.

>> No.4621449
File: 1.05 MB, 500x241, don't shoot!.gif [View same] [iqdb] [saucenao] [google] [report]

I'm actually really impressed by all the gore and detail for a game of it's time. I guess by running more primitive level geometry, they could divert resources elsewhere.

>> No.4621482
File: 285 KB, 1901x1069, midi.png [View same] [iqdb] [saucenao] [google] [report]

What do people use as their midi player? I've been using the default of fluidsynth but was wondering if people use anything else and if so why?

>> No.4621485

Sound Canvas VA

>> No.4621486

Ty Halderman passing away.

>> No.4621487

BASSMIDI synth + an SC-55 soundfont. Sadly doesn't work properly on anything other than GZDoom (volume controls are fucked on most ports. Think this is a Windows 10 problem)

>> No.4621508 [DELETED] 

Why do new people try to make maps? Don't they know that their maps are ultimately inferior to the ones that came before?

>> No.4621515

Even people like Skillsaw or Espi were new mappers at one point. Can't make a cacoward winner on your first try

>> No.4621516

Everyone's gotta start somewhere. There's also something charming about playing through noob maps.

>> No.4621519
File: 619 KB, 1360x1152, Ts1KI6b.jpg [View same] [iqdb] [saucenao] [google] [report]

Because the only way to be experienced at something is practicing.

>> No.4621523

I miss that old grannyfucker.

>> No.4621524

I prefer the top one t b h.

>> No.4621525
File: 139 KB, 383x364, HOLY SHITTING SHAMBLER.png [View same] [iqdb] [saucenao] [google] [report]

>Quake Dm4 Jam = 21 mappers/maps
It's gonna be a big one boys.

>> No.4621526

Sound Canvas VA for GZDoom and Fluidsynth on everything else.

>> No.4621527

You are not alone, many people have said that to me but afterall it's because the top one is the closest to Doom style yet, while the bottom can be almost a brand new game.

>> No.4621532

>Those Doomguys doing yoga in 2011

>> No.4621536
File: 146 KB, 500x500, e5d6b02dede2b31b82bebbd94644a54934a2b2f0.png [View same] [iqdb] [saucenao] [google] [report]

Fucking sweet

>> No.4621542
File: 290 KB, 1600x900, Screenshot_Doom_20180302_193619.png [View same] [iqdb] [saucenao] [google] [report]

Here's an update for Talan.wad, moved to .pk3 format. It's just as fucking dogshit unplayable as before, but now it has a shitty map to go with it.

>> No.4621560


If there's one thing that really has pissed me off in communities lately, it's the idea that quality just naturally comes from something.
As if something is automatically good because someone made it, or that there's no way you can reach some plateau of quality, or that the community has peaked and nothing can be improved anymore.
Pisses me off.

I've busted my ass off trying to hone myself.
I started out doing shitty work with barely any idea how code works. I've banged my head against the wall trying to figure out how things function, and there's always something new I learn with every additional project.
I've dug into criticism, I've actively sought out other forums where my stuff is being criticized instead of getting sucked up to. I'm always trying to dissect my stuff looking for more problems, stuff I could have fixed and done better and stuff I should keep in mind for next time.
I'm always trying to bite off more than I can chew so that I can chew it and learn how to better chew it. Sometimes I'll choke on it and fuck up in front of everyone, but you know what? That means I'm going to improve.
Some people have been saying that it's "talent". No, it's not talent. It's a willingness to do risky shit. It's acceptance of my failures and using them as a springboard to improve and become even better. It's the willingness to hear people tell me "I don't like this" and let them explain why they don't like it.

"Talent" is just an excuse to try and keep yourself from working on something.
It's easy to not do something if you say you're not "talented" at it. And if someone else did something better than you, they were just more "talented" at it.
Because it's painful to make mistakes. It's painful to admit you have no clue what you're doing. And it's painful to do so in a way that doesn't beg people to pat you on the back and go "No it's a great job seriously you're perf a f!!!!". But exercise is painful for a reason, that pain is weakness leaving the body.

>> No.4621571

That's all fine and dandy if anyone actually criticizes your shit. But no one does. You're lucky if anyone even plays your shitty levels, because everyone else is more focused on the good maps by actual mappers who know what they're doing.

>> No.4621575


People've played my shit. If they haven't played yours, then that's a failure on your part to market your shit. Convince people your stuff is worth playing in a sea of hundreds of releases every month.
You fucked up. Do better next time.

>> No.4621578

Fluidsynth + an .sf2 version of the default windows soundfont

>> No.4621581

i take it the crash/spyro community doesn't want to deal with your shit either cyber

>> No.4621582

>But no one does.
maybe if you release in a void with no promotion whatsoever

>> No.4621584

Market it how? It's shit. Everyone knows that, there's no hiding it. It's pure fucking trash. I should outright say that I'm fucking garbage incarnate so that people don't get confused and consider it a first time effort.

>> No.4621589

i despite marketing/promotion, i'm much less likely to play a wad if it comes surrounded in "hype"

>> No.4621590
File: 21 KB, 360x240, Qgibs.jpg [View same] [iqdb] [saucenao] [google] [report]

Splrktktkt... nom

>> No.4621594

>the plasma sparkles not spawning on the plasma gun when selecting them to appear for both player and monster
This thing has been around for a while, I wonder why he hasn't fixed it yet?

>> No.4621597

I use the default windoze mdi, which sucks
I don't know how to make the doom-music.cfg for chocodoom for ogg rips, and haven't been able to find a decent sc-55 timidity emulator anywhere

>> No.4621598


I don't agree, but I still absolutely love people like you.
As essential as marketing is for getting an audience and feedback, we need people willing to look for and play the more underground stuff by people that aren't as good at it or don't want to do it.
In an ideal world, everything everyone releases would have equal chance of getting feedback and input.

>> No.4621607

Freedoom's idea of it being a free version of Doom makes it as if accessibilty is one of its main focus, yet its levels (specially in phase 2) are design in such a way, that not even some hardcore pro Doom players would enjoy them
Maybe it's because they expected you to use it to play wads and mods instead or how it's based around contributions from lots of people, but still

>> No.4621614

the nom always really confused me

>> No.4621621

Who the fuck is cyber? Is it that tranny speedrunner poof? If so, I'm not him.

>> No.4621637
File: 79 KB, 434x550, 1397010050070.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw maybe next jam
what's even the point of func_ if everything is done in discord

>> No.4621639


Well no fucking wonder people aren't playing your shit, then.
You've got two options:
A: Do it again but better this time. Figure out where you fucked up, and make plans about how to do it better. Apply some self-improvement instead of wallowing in the whole "why bother making new things???" bullshit. Do it again and do it better. And if you fuck that up too, then repeat as needed. Repeat as needed as long as needed. It may take years. Do it anyway.
B: Quit and let other people surpass you. Then find something else that you want to do and work on that, instead.

>> No.4621647

"see who all has helped" is perfectly acceptable english

>> No.4621652

How am I supposed to do it better, if no one has told me what would make it better?

>> No.4621654


What, do you need to be fucking handheld every step of the way? What's the point of applying self-improvement if you need other people to validate your work?

>> No.4621657

Is it just me, or is it harder to tapfire the Smooth Doom rifle in comparison to the pistol or the chaingun?

>> No.4621658

It's called criticism anon. I've gotten to the point where I'm content with my maps, but other people think they're shit. But they don't say exactly why they're shit.

>> No.4621659


So you were lying when you posted >>4621584, then? Because that doesn't sound like you're content with your maps.
Make up your mind.

>> No.4621678

Make something.
Compare it to other people's work.
Analyze, what have they did differently/better and how thankfully, Doom mods and maps are very open and easy to interpret/learn from.
Make something new applying what you've learned.

>> No.4621680

Stop encouraging him.

>> No.4621694

I recently switched it to "see all who has helped"

>> No.4621704

Alright. I'm going to feel like a tardo for asking this, but do I have to copy the PNAMES and TEXTURE1 files from DOOM2.WAD into my texture wad and add the new texture to each or is there a better way?

>> No.4621707
File: 850 KB, 1360x1152, Ts1KI7b.jpg [View same] [iqdb] [saucenao] [google] [report]

Here another comparison picture

>> No.4621709
File: 367 KB, 1278x766, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

ey man buy me a can

>> No.4621714
File: 21 KB, 427x427, 1476701776780.jpg [View same] [iqdb] [saucenao] [google] [report]

You. I like you.

>> No.4621716

first is still best. bottom looks jarring and probably lags gzdoom to death

>> No.4621724

Hey if that's S'Arais, people have given you plenty of constructive criticism. You just tend to ignore it or think you're being attacked/group it with the non-constructive.

>> No.4621728


eyyy buy me a can if you can

>> No.4621730


>> No.4621734

>Vending drinks from between an archvile's legs

>> No.4621747

Can someone point me towards a download for Ion Maiden? I am currently posting from a mental health ward in a suicide hospital because I tried to kill myself and i'm bored as fuck, so please help me out.

>> No.4621749

Buy it on Steam you fgt.

>> No.4621751

Reminds me a lot to the city part of SW2

>> No.4621753

>paying for shareware
I'll buy it when it comes out fully thank you dev

>> No.4621757
File: 51 KB, 500x303, choose-lyfe-son-3814623.png [View same] [iqdb] [saucenao] [google] [report]

Good thing you didn't go through with it. Think of all the doom wads you'd be missing out on.

>> No.4621760

what if doom isekai

>> No.4621771

Change it to "have" and you're in the clear, either way.

I shouldn't have said "has" is right in that instance, it's not. Should be "have". Missed it. My mom would be devastated.

>> No.4621774
File: 590 KB, 615x709, handshake.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4621778

It's on the usual torrent sites.

Also, very sorry to hear that. I wish you the best in your recovery, man. It gets better.

>> No.4621779

Please don't.

>> No.4621784

I bet it tastes like sulfur and dry skin.

>> No.4621789

If you are who I think you are, it's because you basically throw heaps of extremely wonky, disjointed and hard to navigate visuals onto a pile and call it a day.

There's a few good ideas in there, visually, but the maps are just unpleasant to play and don't have any kind of interesting gameplay. There are no encounters which are memorable or interesting, and exploration is migraine inducing because some of the visuals, while interesting in their complexity, are too fucking annoying to deal with for any prolonged period of time.

>> No.4621792
File: 570 KB, 1026x832, 2018-03-02 20_05_16-DOOM 2_ Hell on Earth - Chocolate Doom 2.3.0.jpg [View same] [iqdb] [saucenao] [google] [report]

Made a map. I posted it before it was finished ages ago, and finally finished it after dropping it for months.

>> No.4621796

If Ion Maiden doesn't work out for you, try out some Rise Of The Triad, WinRott is easy to set up and the absurd comedic gore juxtaposed with the digitized actors really brings a smile to your face.

>> No.4621802

I think basically the greatest flaw of SW2 (after the story and characters), is how it's supposed to have procedurally generated levels, but there's really just like 1 or 2 levels of each type. I'm really disappointed in how all the missions in the sci-fi city area are the same fucking area just with one or two things closed off/opened up and then they just sprinkle in the stuff.

>> No.4621810

No, I'm not Sarais either. I made the WWDM levels.

>> No.4621818

I'm extremely sorry for calling you Sarais, that was very uncalled for of me.
I haven't played the WWDM, because I don't ever play deathmatch.

>> No.4621828

>makes a deathmatch mapset
>doesn't post make a server for people to try it on
>gets mad nobody wants to play it
c'mon dude

>> No.4621831


>> No.4621832

oh hey, texasslim

loved your stuff

>> No.4621856

I didn't know that you used the SNES version.

>> No.4621857
File: 299 KB, 1600x1200, pain of lone.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4621860

I have posted servers for it, but there was a rather low attendance, at least by people who I think were from here. And I didn't receive much in the way of criticism either, just the rather generic statement that it needed some work. The only change I really made based on playtesting was removing the invincibility powerup, so I thought it was sound and ready for release on Doomworld. I guess it wasn't.

>> No.4621861

yes, for some reason.

easily modifiable though.

>> No.4621879
File: 244 KB, 1920x1080, reference.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4621883
File: 645 KB, 1920x1080, reference2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4621886
File: 332 KB, 1920x1080, rottference.png [View same] [iqdb] [saucenao] [google] [report]

I'm going to ignore the epic loss building.

>> No.4621897

Isn't the loss reference relatively subtle anyway?

>> No.4621908

How done is Ion Maiden, for an early access game? I just bought it, because fuckit, ill support those crazy motherfuckers. But I'm just curious if I should wait till it's done to play it, or wut.

>> No.4621914

IIRC it's first episode is finished it's just a preorder incentive.

>> No.4621921

I've only got through the first level, currently taking a break.
I "attained" it, so my opinions may be slightly different from an upstanding person, but from what I've seen, it's a decent foundation. More options would be good, and running at max settings lags me, but I realized this is a sprite based shooter and all the fancy shit isn't needed, so I went to the lowest 16:9 resolution I could (4:3 fullscreen doesn't work right, it just stretches) and it became smoother.

If you want to wait for the full thing, I understand, many people are like that, but if can't help spoiling yourself, play the first couple of levels.

>> No.4621942
File: 1.92 MB, 1920x1080, evershrine03.png [View same] [iqdb] [saucenao] [google] [report]

//Note - If you would like me to play and review your map see bottom of post. Also, text review is accompaniment to video review and not a substitute

FDA - Ever Shrine map03


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. The trope of 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

DW thread to submit maps for review: https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/?page=4

>> No.4621943

Mother. Fucking. Warhammer. 40k.

>> No.4621950

Shin Megami Tensei and Dante's Inferno.

>> No.4621954

First episode isn't a bad incentive. Depending on how many levels that is. It looks terrific

>> No.4621961

Starcraft, I guess?

>> No.4621967

subtlety is really a lost art these days

>> No.4621989

No, it's literally lit up windows on a building, very bright and in your face.

I'll say I like the graphics a lot though.

>> No.4621995
File: 234 KB, 1600x1200, the painer 2.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4621998

The lines got a lot smoother here

>> No.4622009

Virtualmidisynth (basically BASSMIDI) + SC-55 or GMWeeds, depending on the wad I'm playing. Loading a soundfont via a custom midi driver is nice if you got passable hardware (mostly ram and CPU I think), otherwise it might lag quite a bit. If you get lucky the music might sound better. Not using the default windows driver is a good idea because it doesn't support effects such as reverb.

Default windows soundfont attemps to sound sound-canvasy, I don't think there's any shame in that.

I dunno how decent but there's patch93's SC-55 soundfont.

>> No.4622013
File: 431 KB, 1280x960, pcsxr-pgxp 2018-03-03 00-49-47-71.png [View same] [iqdb] [saucenao] [google] [report]

But I like lit-windows-on-a-building easter eggs.

>> No.4622015 [DELETED] 
File: 38 KB, 434x319, 14324356.jpg [View same] [iqdb] [saucenao] [google] [report]

im making a retro aesthetic game

>> No.4622018 [DELETED] 
File: 1.26 MB, 640x480, 1508460061374.gif [View same] [iqdb] [saucenao] [google] [report]

Many References
Much Wow
Such Explosions

>> No.4622020

Forgive me for my ignorance but, what wad?

>> No.4622023


>> No.4622031

>Pirate Ion Maiden
>GOG Galaxy opens up when I click "play game" after it's done

>> No.4622034
File: 30 KB, 577x564, 1321978013632.jpg [View same] [iqdb] [saucenao] [google] [report]

oshi I think you just made it make sense.

>> No.4622139
File: 33 KB, 378x408, 1514547685979.jpg [View same] [iqdb] [saucenao] [google] [report]

Ok /vr/, how do you make a good level disign in DOOM? I make my first WAD right now, but when I starting make something new, I always end up makeing something boring or at laest I think is boring. Is it ok to fill my maps witch just traps with monsters ?
How do you make good maps ?

>> No.4622146
File: 502 KB, 1081x797, db2_screenshot1.png [View same] [iqdb] [saucenao] [google] [report]


Play well known wads and find what you enjoy about them. Make maps and keep making them. Your first few will more than likely be pretty meh but that's how you learn. Try to keep your first few maps short and do go adding new monsters/weapons/etcetc

Once you've got something you think is worth releasing you can hit me up for a review and I can give you some pointers, see this post for my contact details:


>> No.4622173

I mean, I have expirience to make WAD's and I even help to make some, But I never relise anything. And I'm afraid that my wad end up being coridor witch switches
And what sharefile do you usualy use here ? (Dropbox, GoogleDisc etc.)

>> No.4622194

Hey I remember this. I think there's definitely been some improvement overall but still a slight issue with the monster placement imo.

- you can get stuck in the spawn secret, given how small it is I doubt this will likely happen but I thought I'd let you know

-possibly too many shotgunners/too early for a trap? with the lack of cover and weapons I reckon most people would just run back up the stairs and clear them with the pistol - not too fun. thinking about it this trap would be great with a couple pinkies, the small space would work to pressure the player and push them towards the dangerous hitscanner room - I'd probably drop a shotgun in front of the blue door to even the score though

-I really like the column traps! caught me off guard and works even better if you left some of the hitscanners alive, maybe swap a pinkie for a shotgunner though? they aren't really much threat with just imps for support in a relatively large room.

-the blue key trap triggers too early and is too easy, the pinkies can't descend the stairs and well imps are easy to dodge, try lost souls instead?

-I remembered the secret in the monster closet from the last time I played but not sure I would've found it otherwise

-similar issue with the next pinkie trap, its fairly easy to just dance around and clear them

-pinkies in the final room are unnecessary, they pose no threat and can feel tedious to kill all 4. even in a speedrun you could ignore them and hit the switch, dash back upstairs then wait for an opening

Great play overall. I'd be more than happy with this as a map01!

>> No.4622207

Agreed. Spectacular game.

>> No.4622209

>What has been the worst thing to ever happen to the Doom community?

I am going to take this question seriously. The "worst thing to happen" has to be something that actually changed the way the Doom community operated in the long term for the worse and there are very few things I can think of off the top of my head. So here are a few candidates:

* Dropping the ball on demo compatibility. After the Doom source release, source ports such as Boom didn't place much of a priority on making sure vanilla demos worked properly in Boom, and if Boom-engine demos would play back properly in Doom. This led to a period when demo making was prety ad hoc with the engine it used, and led to the complevel hell we still have to put up with today.

* id Software being bought out by Bethesda. Under the stewardship of id, the Doom community could expect a sort of beneficent ignorance from the owners of the IP regarding using it online. After it got bought out, people now have to actually worry if they are going to get a cease & desist from Bethesda if their Doom project gets too much attention; see, e.g., Sgt. Mark and Bethesda demanding changes to his Patreon, or the Emscripten port made by a Mozilla engineer that was IMMEDIATELY C&D'd by Bethesda because Mozilla had the absolute gall to include the shareware Doom IWAD on the demo page. Who knows what chilling effects we will see in the future?

* The draconian policies of the /idgames archive. This is my personal pick. Early on, the /idgames archive decided to enforce a strict policy regarding copyright, including certain specific IPs like Beavis & Butthead, as well as a rule on IWAD assets in your own PWADs - namely, that you couldn't. Obviously a ton of WADs skirted these rules in one way or another, but the idea still permeated throughout the community that using copyrighted artwork or edited IWAD assets in your project was just asking for trouble. How much work has this self-enforced goody two shoes policy hindered?

>> No.4622240

does this fix the giblets spawning on every xdeath regardless of if they're actually on or not

so far it only seems to work for the zombies

also how the fuck do you forget the hold states on the BFG and have it not crash gzdoom lol

>> No.4622254

It's an "exclusive preview campaign". From what I understand the preview levels won't be as-is in the full game, like they took bits and pieces and stitched them up to make a 1h demo.

>> No.4622267
File: 553 KB, 1179x2678, Welcome to DOOM.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4622273
File: 679 KB, 1280x720, Screenshot_Doom_20180303_214401.png [View same] [iqdb] [saucenao] [google] [report]

>Can't finish the wad because DBThanatos forgot to transfer action specials and args to QC:DE's monster replacements

>> No.4622280

what wad?

>> No.4622282

Dark7 Mission Pack (Special Edition), it's neat.

>> No.4622290


I legitimately want to get better at this as much as I want to get better at my coding. I'm only on the zdoom forums and a few discords like the PB one. How do I git gud and where should I start?

>> No.4622306
File: 407 KB, 1366x739, Screenshot_Doom_20180116_194752.png [View same] [iqdb] [saucenao] [google] [report]

Forgot pic. I work for this like 2 years since I learn about DB.

>> No.4622337

I have weird performance problem with it. Some areas stutter and feel like they are running at ~15fps, even if the counter says 60, or even 400(if uncapped) - they still stutter. And the areas that do make no goddamn sense - a wide open detailed area would work ok, while a small corridor near it would stutter like a bitch. Tried all the options and nothing fixes this.

>> No.4622340

Small secret room with 4 marine corpses and a dead caco in front of them is subtle enough for you?

>> No.4622356

heh, and the track's length is 4:39 as well

>> No.4622373
File: 844 KB, 1920x1080, Screenshot_Doom_20180303_163847.png [View same] [iqdb] [saucenao] [google] [report]

>saturn x episode 1
>step into a weird teleport
>moved to episode 2
Now this is kinda cool.

>> No.4622382
File: 18 KB, 619x619, Builder_2018-03-03_08-50-36.png [View same] [iqdb] [saucenao] [google] [report]

Finally got the basic layout done and off to texturing. Might need to add more open areas, but I'm awful at creating cool looking big areas so I don't know.

>> No.4622385

that looks beautiful

>> No.4622390
File: 239 KB, 800x600, ScreenshotSaturday.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4622392

what's this

>> No.4622407
File: 37 KB, 346x706, neat.png [View same] [iqdb] [saucenao] [google] [report]

I'm working on GMOTA's trailer.
It's making me excited.

>> No.4622417


>> No.4622418

>Your castle map for DUMP(?)
I see what you did there.

>> No.4622419

I felt kinda good using it, knowing it wasn't totally in vain.

>> No.4622421

looks great my man. i assume there will be two other graphics splashes after the first fist and boot, to coincide with the third and fourth downbeats.

>> No.4622423

Yeah, a close up of the Blazter's eyesockets lighting up, the sword being drawn, and then something else before the gameplay starts

>> No.4622428

is that supposed to be super punchout at the beginning?

>> No.4622430

Yes. I wanted to ape Super Punchout's intro for my trailer's intro. Good eye.
I mean it makes sense, Little Mac is a manlet that hits guys way bigger than him, so does Blaz.

>> No.4622439

So outsiders can know something's coming up

>> No.4622447


>> No.4622474

That's radical, my man.

>> No.4622479


>> No.4622481
File: 187 KB, 483x280, Unrealfinalstinger.png [View same] [iqdb] [saucenao] [google] [report]


Trying to make the NotStinger's alt fire more interesting, it now doesn't rebound shots straight away, speeds up fire rate and loses accuracy at max speed. admittedly I don't like how strong its dps is compared to primary fire, but at the same time I had to compromise for how it felt to use. Webm with sound so it's easier to tell the speed difference.

>> No.4622484

Hot *damn*

>> No.4622486

I'd play that map with GMOTA.

>> No.4622493
File: 149 KB, 400x400, image%3A42582.jpg [View same] [iqdb] [saucenao] [google] [report]

I wish I could map like that.

>> No.4622503

>Vinesauce Doom Mapping Contest Submission!
isn't it a bit late to be finishing that up?

>> No.4622505

The weapon spread and the way the projectiles bounce is very pleasing, placeholder sprites always amuse me too, good work so far.

>> No.4622506

>Order of the Odonata began life on February 10th 2018 after I returned from a short romantic vacation. Did I mention I have a girlfriend?

>> No.4622517

> same guy who made skulldash
noice, dude's got some talent alright

>> No.4622524

>placeholder sprites always amuse me
On the bench I currently have an SSG that shoots mancubus fireballs, a shotgun that shoots arrows and a chaingun that shoots railgun lightning. I'm very lazy on the sprite side of things, I just want the ideas and mechanics down first.

>good work so far.
Thanks Anon!

>> No.4622531

Any other retro fps games with fun magic weapons like heretic/hexen?

>> No.4622536
File: 449 KB, 639x401, excalibat.png [View same] [iqdb] [saucenao] [google] [report]

Rise Of The Triad has a selection of magical weapons and powerups, pretty interesting ones too.

>> No.4622537

I think I should try out Skulldash, then. I passed on it when it came out.

>> No.4622540
File: 44 KB, 881x682, 1351371351560.png [View same] [iqdb] [saucenao] [google] [report]


Wow, finally.


>> No.4622543
File: 15 KB, 300x225, file_14072_the_wheel_of_time_001.jpg [View same] [iqdb] [saucenao] [google] [report]

Should try out Wheel of Time. Though it's more you're casting the spells than magic weapons.

>> No.4622548
File: 127 KB, 701x928, 1520074381168.png [View same] [iqdb] [saucenao] [google] [report]

I been wanting to check in but I got sidetracked looking into more info for this shit the past few days
I'll relay what I've found out so far:

>Several ex-3DRealm devs who have worked on several iterations of Duke Nukem Forever came forward and talked about what the "final" version would have been like (put it short, less campy/comedic than gearbox Forever, more in line with 2D/3D tone and humorous touch, open-ended structure with features such as talking to NPCs and managing inventory)
>Emphasized majority of delays were from nearly completing the game and then deciding to redo everything in a new engine (similar to what happened to Daikatana's numerous delays), Doom 3/Half-Life 2 would've made it look graphically inferior if they didn't change engines
>They're all willing to release whatever they have on hand, various DukeForever builds as well as unseen Duke3D prototypes, for free to the public but Randy Pitchford is blocking them because it interferes with
>Pitchford wants to milk Duke3D as much as possible and only cares about how he can repack and sell it with minimal effort and minimal content each time, is currently working out a way to do a "Duke Nukem Definitive Collection" for PC and consoles

This thread is almost at its limit but /vr/ moves slow enough that I think we can still have plenty of discussion about this.

>> No.4622550

it got a huge update too that added a whole bunch of maps by other people
some of them quite big too

>> No.4622558

Bitchford is mentally unstable.

>> No.4622559
File: 31 KB, 424x189, 6235.png [View same] [iqdb] [saucenao] [google] [report]

Fucking depressing.

>> No.4622562

I downloaded that since it's based on the book but I didn't even know it was some action-y wizard shooter. Yeah that's right, I downloaded a game off the internet without even checking what it's like first and it's just been sitting on the hard drive taking up space after I forgot about it. I'ma need to make room for that shit now after I mess around with Hexen's N64 port.

>> No.4622563

they shouldn't have sold it to him in the first place, they can only blame themselves

>> No.4622571

Can confirm this (from the Duke4 discord.) Frederik's a cool guy and 3DR is getting screwed by Gearbox.

>> No.4622576

He's perfectly sane, he's just a fucking weasely shit who don't mind exploiting others or ruining things for personal gain.

>> No.4622579

I watched most of dragonfly's streams while he was mapping this, dude is very easy watching and very helpful for anyone interested in mapping - only wish he didn't nearly always use UDMF but most of his tips are universal I guess

>> No.4622581

If you wanna a so skilled mapper as him but actually maps for only with limit-removing in mind then you should check out Dobu Gabu Maru.

Dragonfly is more of a Newschool mapper alongside many others in the ZDoom child source ports.

>> No.4622586

Dammit I can't focus on mapping now because I'm sad about Billy.

>> No.4622590
File: 1.38 MB, 1920x1080, cavebridge.png [View same] [iqdb] [saucenao] [google] [report]

A dark cave.
I could be polishing a turd here in isolation, so I'm thinking about releasing a demo to gather some feedback and criticism.

>> No.4622592

I've watched dobu a couple times too, I just find it hard to get invested in his stream since he doesn't use a mic. I mostly watch them while mapping myself so usually prefer something with discussion

>> No.4622608

Do the original maps have any changes like in Duke 64 or should I just play the new episode?

>> No.4622612

I've made rips of both Unreal and UT guns a while back (along with fuckton of other rips), if you want.

They are at 35fps/720p, widescreen compatible, and can be easily batch-downscaled to any size via imagemagick, while keeping them nice and sharp (drefinitely not the horror like that Flak rip you've used). here's how https://pastebin.com/UPeKsTzA

>> No.4622613
File: 58 KB, 297x146, tempofield.png [View same] [iqdb] [saucenao] [google] [report]

i'm trying to mimic the marble style for some custom marble icons
but holy crap mimicing it is so difficult

I am not sure if either of these are even close

>> No.4622636
File: 53 KB, 640x480, star wars fark dorces.png [View same] [iqdb] [saucenao] [google] [report]

The DOS file I have doesn't have install.exe. How do I change the controls of this game?

>> No.4622641
File: 26 KB, 474x316, images.duckduckgo.com.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4622643

I hope he gets fucking shot.

>> No.4622647

Has shifting to a brand new engine even close to completion ever worked for any game company? To the point where if we played the original engine version we would say Oh thank God they switched engines, this was terrible.

>> No.4622651
File: 1 KB, 225x201, silhouette of the manlet.png [View same] [iqdb] [saucenao] [google] [report]

I should probably sleep, but hey, I can do silhouettes too

>> No.4622664

Its not that far off at least to my untrained eye, it might look worse in game scaled up though

>> No.4622678
File: 29 KB, 640x480, 74deee1214be70007b16baded263d4d4.png [View same] [iqdb] [saucenao] [google] [report]

i put the left one in e2m5. looks all right.

>> No.4622680

Any good heretic .wads come out lately? I haven't played or been here in a while, and I'm itching for some heretic.

>> No.4622694

i'm hype right now

>> No.4622714
File: 82 KB, 640x480, f9c31379fa3d2e84766dbfaece37b6fc2c83bb32242bc5974ab6ea11cbb76dd6.png [View same] [iqdb] [saucenao] [google] [report]

some brown sludge

>> No.4622731

Ah, I think you've mentioned those to me before, thanks though. Not sure what I'll do spritewise, the mod isn't meant to be a straight import of Unreal weapons. (also heck I hate how animating in DECORATE works, so many lines if you want a smooth animation)

>> No.4622735

Well then guess I worry too much about this type of stuff

>> No.4622736
File: 1.16 MB, 2528x1266, earlypreview.png [View same] [iqdb] [saucenao] [google] [report]

Still early in mapping, just wanted to detail the first part. Everything else is still WIP so not there yet.

>> No.4622739

Metroid Prime
Apparently it was gonna be on the turok 2 engine as a third person game on n64 before it jumped to GameCube and became what it is using a heavily modified Unreal Engine 2.

>> No.4622745

Is your wad Unreal inspired? I get so happy seeing maps with pacing and ambience.

>> No.4622749

That's looking great. I assume the *sheath* noise will have a sword being drawn, etc?

>> No.4622753

>Metroid Prime used Unreal Engine 2
Nnnnooo, that can't be right. I refuse to believe that with UE2's long loading times, its rigid lack of level streaming, and MP's lack of any BSP use.

>> No.4622758

very nice, the shadows look very good. the water pooling on the ground may be improved by not being at exactly the same floor height as the surrounding grass though. also your monitor is ridiculously wide.

>> No.4622762

thank you, i have a 1440p monitor.

>> No.4622767

I really like the ruins and such, but the water might look better if it were a more natural shape.

>> No.4622774

Somewhat. I'm tired of constant action all the time, and I like quieter moments that let the player enjoy the atmosphere of a map.

>> No.4622796


Give me a link to your thing, I'll play it and critique it.
I can't guarantee you'll agree with my critiques, but it might give you something to springboard off.

>> No.4622808

now fill in the silhouette to reveal it's actually a fucking chicken leg or something

>> No.4622813
File: 13 KB, 225x201, 1520106590721.png [View same] [iqdb] [saucenao] [google] [report]

Burgerman! Another of your tricks!

>> No.4622817

If there is one thing I want to play, it's Gachi Muchi Doom.

>> No.4622819


RIP aniki ;_;7

>> No.4622829

yeah was just on /a/. sorry to hear it. he would have been a good choice to play Doomguy or Duke in a film.

>> No.4622834

to my knowledge, that's an old-wise tail that Prime runs on Unreal.

it may have been based on Unreal, like Source is.

>> No.4622837

iirc it uses the same engine as Geist. Whatever that was.
could be wrong

>> No.4622838

fuck i'm retarded. you know i didn't mean that

>> No.4622845

don't worry anon, i won't tell anyone

>> No.4622847

he said typing up about it and linked a blog post

>> No.4622862

>quake 1
medium kek

>> No.4622906

Why does Ion Maiden run at like 30 fps? I have no problems with any other sourceport on the planet but IM just chugs a

>> No.4622913

What's your favorite Colorful Hell white/black variant?

>> No.4622965

I keep seeing people complain about Ion Maiden's performance. What kind of hardware are you running it on? I just want to get an idea of how much of a problem it might be on my own budget machine.

>> No.4622992

I sure hope ion maiden's performance gets fixed once it leaves early access because I'm going to be pissed if my retro-tier PC can't run it
it's still using the build engine what the hell's going on

>> No.4622993

I just bought it and it's absolutely abysmal.

Processor Information:
CPU Vendor: GenuineIntel
CPU Brand: Intel(R) Core(TM) i7 CPU 950 @ 3.07GHz
Operating System Version:
Windows 7 (64 bit)
NTFS: Supported
Video Card:
Driver: NVIDIA GeForce GTX 660
OpenGL Version: 4.5
DirectX Card: NVIDIA GeForce GTX 660
Number of Monitors: 1
Number of Logical Video Cards: 1
Primary VRAM: 2047 MB
Supported MSAA Modes: 2x 4x 8x
RAM: 16375 Mb

>> No.4623017

I personally haven't had any problems, it runs silky smooth. Plenty of people seem to be having issues though. I'm using a 6600k and an r9 390. The game works fine in opengl mode.

>> No.4623030

My FX 6300 and an R9 290x don't like it much. It's super choppy in large areas or when large explosions are going on, etc...

The choppyness affects the mouse movement too, so I can't aim when it gets that way. Pretty much unplayable.

>> No.4623060
File: 232 KB, 1600x1200, pain of chck.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4623126
File: 81 KB, 790x686, UNF.png [View same] [iqdb] [saucenao] [google] [report]

I like what I see. Going for a Mesopotamian feel? Doom needs more Mayan and Aztec maps.

>> No.4623131

has anyone made a map based off that cut d64 level screenshot?

>> No.4623179

Core i7, 3.6Ghz +GTX660ti and 16GB ram
Should be plenty for a game like that and I get high FPS (400-1200) and it STILL STUTTERS.
And the stuttering makes no goddamn sense because it happens in completely random areas like corridors and small rooms, while big complex areas play fine.

Something is seriously messed up with it.

>> No.4623217

I really like those tits

>> No.4623227
File: 264 KB, 1070x1307, NormanElemental.png [View same] [iqdb] [saucenao] [google] [report]

Impressive, but check these singles.

>> No.4623231

You just you gotta give up on your social life, sex life, any type of "life" and git gud

>> No.4623236

Look, I can't divorce my hand.

>> No.4623270

I'm not as good as Term with that, it's actually the body of John Morris from Castlevania bloodlines, and the helmet of a dwarf guy from shining in the darkness

>> No.4623271

I just cannot bring myself to care about anything that is not 100% purist.

I don't care how good a gzdoom map looks because I am constantly wondering why did you decide to stop at that completely arbitrary line in terms of detail; why are you not modding a game with a 3d engine instead? God knows you've already bolted on enough superfluous shit to make the game Quake instead of Doom.

I suppose I want to be convinced that there is some kind that a purist like myself would get enjoyment out of playing or just confirmation that I am not alone in feeling this way.

>> No.4623272

I'd like to appologize for the flagrant shitposting I did yesterday. I don't know what I was thinking, but I was honestly quite agry.

>> No.4623275


>> No.4623307

>I suppose I want to be convinced that there is some kind that a purist like myself would get enjoyment out of playing or just confirmation that I am not alone in feeling this way.

You are definitely not alone. There are a lot of people who prefer vanilla/Boom Doom stuff. Hell, it's one of the biggest content-producing communities for Doom out there.

>I don't know what I was thinking, but I was honestly quite agry.

That's probably exactly what you were thinking.
Anger tends to cloud up our minds and make us stop thinking rationally, so we just lash out because it feels good at the time.
It's okay, bro. Sometimes we just sperg out and do dumb shit.

>> No.4623327

I heard something about DKCR allegedly using UE2.

>> No.4623336

Doesn't Unreal force you to tell when you're using the engine?

>> No.4623343

Epic started to make the UE logo being shown in a game not made by them only in Unreal Engine 3, before it people could use them and not credit Epic Games for the engine in the initial screens/menus only in the end credits/credits page.

>> No.4623357

Not even in the credits?

>> No.4623359

would that be doomguy being sent to a fantasy world, or an anime protagonist being sent to doom's world?

>> No.4623368

How do I begin at spriting weapons, enemies and such? Really wanna make a weapons mod for Doom, but idk how to make sprites for shit. Only video tutorial teaches you how to sprite your hand. Real useless for the most part.

>> No.4623374

Learn how to model them and go from there.

>> No.4623378

If I remember correctly there was someone from assembler games (rip in pieces) that found some UE2 key terms and snippets of UnrealScript so it's entirely plausible that Retro Studios used it as a basis for their Prime 1 engine.
Apparently the fags of the neo variety were trying to push it as being a hoax to drum up some Nintendo-related attention on a slow day, their only evidence being that Epic Games and the Unreal Engine names are present anywhere relating to the game.

>> No.4623382

googling assemblr brought me to a dumb reddit thread


honestly, unless there's real evidence retro uses unreal engine, this is on-par with miyamoto shitting on DKC

>> No.4623389

we already have quite a bit of both t b h

>> No.4623395

doom is quite clearly anime

>> No.4623397

Is there a mod that does something like simply multiplies the health and damage of enemies?

>> No.4623401

>old wise tail

It's like a neatly arranged bookcase with one book upside down. I am agitated.

>> No.4623403

i think custom doom does that

>> No.4623406


Mistakes like that are a diamond dozen.

>> No.4623420

EXACTLY what I was looking for, cheers.

>> No.4623448

Before TNO, i always assumed BJ was the most positive out of the id fps protagonists, that he'd have some sort of Mario/Goku personality, specially because of the YEAAAH scream and a thumbs up he did in some port of Wolfenstein3d.

>> No.4623459

>mein leben

>> No.4623465

truly a fucking godless killing machine

>> No.4623468
File: 407 KB, 674x428, baron.png [View same] [iqdb] [saucenao] [google] [report]

To be fair, Doomguy and Ranger have gone through a lot of shit. You don't just kill a lot of otherworldly creatures and not end up fucked in the head.

>> No.4623493
File: 1.36 MB, 1920x954, screenshot4.png [View same] [iqdb] [saucenao] [google] [report]

So, I finished my wad for Joel's Doom mapping contest, but only because I rushed the last half of the map at the last minute. In fact, I even became desperate and slapped in a monster from a shitty Doom wad I downloaded a while back and used that as a boss for the level, and crappily made a room where you can fight it in without much polishing at that point. I would have actually refined this more (Hell, I wouldn't have resorted to this) in any other scenario, but considering that the deadline was less than an hour away.

Well, I was actually two days early, but I knew that I couldn't finish this wad during the next two days, so it was still pretty much a do or die moment...

>> No.4623495

I choose to think of it as a separate canon from Wolf3D, I mean RtCW kind of was a reboot and they've kind of gone from there (for better or worse).

>> No.4623497

It'a a doggy doggy world out there.

>> No.4623498

Gonna be interesting to see that unfold in front of Joel.

>> No.4623501

Shouldn't have posted this, now people are going to mention it to him.

>> No.4623507

To make things better, while I was rushing out this part, I remembered "Holy shit, I actually downloaded the midi version of the Cheers theme at one point, I should quickly create a script that will activate this midi when you enter the boss fight!" and I successfully set that up.

I think this monster is a shitty cut-out of the character Norm from the show Cheers, so it works, I guess. I wonder if Joel will even understand the reference.

>> No.4623509

Come to think of it, is this going to turn Cheers into the new Seinfeld of memes?

>> No.4623515
File: 1.55 MB, 1920x976, screenshot2.png [View same] [iqdb] [saucenao] [google] [report]

Here's one of the better scenes in this mode though...

>> No.4623518


also, there's an Archvile behind that structure, so I'm definitely not going to get first place. I mean, that's probably worse than that boss enemy...

>> No.4623523
File: 1.82 MB, 1920x1042, screenshot1.png [View same] [iqdb] [saucenao] [google] [report]

This elevator shaft is the entire reason why this scenario even happened. I spent most of my time adding unnecessary details to this damn elevator shaft. Why? I don't know why, but I did it anyways.

>> No.4623525
File: 1022 KB, 1920x976, screenshot3.png [View same] [iqdb] [saucenao] [google] [report]

And I did this autistic shit to the floors at one point.

>> No.4623541

Cheers aired in Sweden and would see frequent reruns, chances are he's seen it.

>> No.4623552

Ah, Hell yeah! This is going to be an awesome stream...

>> No.4623565

Are there any mods for Thief or Thief 2 that let me play as a qt assassin gril?

>> No.4623574

tb.h i can't map for shit and i could do this in a couple minutes. you know you can quickly raise or lower sectors in vusual mode, right?

>> No.4623581

If you're referring to >>4623525, that's what I did.

>> No.4623589

the effect looks nice, but there goddamn better be a forest temple-esque crusher puzzle involved with it

>> No.4623592
File: 150 KB, 303x300, gko.png [View same] [iqdb] [saucenao] [google] [report]

Damn, I was actually going to add that at one point, but scrapped it.

The closest thing I have to what you mentioned is a trap door that opens, revealing a chaingunner that attempts to mow you down.

>> No.4623595


Its Heretical Doom, both a gameplay mod and a monster replacer which are both modular. I've been making a lot of improvements based on complaints (especially since i'm finally learning how cvars work) so i need as much input as possible to keep improving. both files are in the first page of the zdoom thread: https://forum.zdoom.org/viewtopic.php?f=43&t=56762

>> No.4623610
File: 43 KB, 1232x318, file.png [View same] [iqdb] [saucenao] [google] [report]

>hey, why has no one made any replacement HUD graphics for Quake?
>the actual layout is hard-coded, but the graphics themselves could still be fiddled with, people replace menu graphics regularly
>turns out the menu and title graphics and etc. are .lmp (lump) files stored nicely in PAK0.pak\gfx\
>that's where all the lumps are
>except for the status bar, inventory bar, and facepics, which are .lmp files but stored in PAK0.pak\gfx.wad, but they aren't actual texture files like .wads are supposed to contain so every editor and archive packer throws a fit because none of the filetypes match what they should
>oh and if you want to use a custom palette? gooooooooooood fucking luck

>> No.4623621

I should've made a Plutonia-esque map with nothing but Archviles to try and desensitize him.

>> No.4623642

That wouldn't just desensitize Joel, that would traumatize him for life lel.

>> No.4623647

Has anyone ever made a map using a lighting method like the old Spyro games, primarily greyscale textures with entirely colored lighting?

>> No.4623653

He'd spend the rest of his life institutionalized in a mental ward spouting off nonsense in Skeletor's voice.

>> No.4623657

I can't be the only person that doesn't find Archviles that annoying to deal with right?

Except you map makers that put them where they don't have cover, fuck you.

>> No.4623663
File: 95 KB, 880x655, pain 2 fix.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4623668

>map maker expects you to rely on SSG stun RNG

>> No.4623676

They're rather annoying when used with other monsters, or with other viles.

>> No.4623679

Remember 100k revenants? Now it is time for 100k archviles.

>> No.4623681

>100k Archviles exploding you all at once
>Immediately sent to the stratosphere

>> No.4623682

You would have to name it something innocent like nuts4.

>> No.4623694

they ain't shit if you've got the plasma rifle

>> No.4623701

Yes, then the last scene will be that silhouette of Blaz squaring up a group of shadowed monsters before cutting to gameplay

>> No.4623704


>> No.4623708

I haven't played through all of Hell Revealed but I bet there are a lot of areas in which that's what the authors had in mind. Hell Revealed is not fun

>> No.4623718

>I choose to think of it as a separate canon from Wolf3D

It *is* definitely a different canon.

>> No.4623723
File: 253 KB, 600x849, 1489498202509.png [View same] [iqdb] [saucenao] [google] [report]

give me a mod to play with kira's bizarre adventure

>> No.4623729

Kriegsland Enemies + Some slaughter map.

>> No.4623759


>> No.4623762
File: 82 KB, 600x800, TriHard.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4623772

Is Karma Sutra supposed to be glitchy?

>> No.4623793


I remember you asked for input on-stream and I gave you a short summary of my thoughts. And a couple other chat members said they'd play it and tell you things as well.
Has nobody gotten back to you? If so, I'll play it for either next game night or next next game night.

>> No.4623845
File: 366 KB, 1366x739, Screenshot_Doom_20180219_001326.png [View same] [iqdb] [saucenao] [google] [report]

Can I make non sector doors in GZdoom ?

>> No.4623851

You can use poly objects, or script some 3d models and what not

>> No.4623854
File: 3 KB, 237x195, dramatic manlet.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4623863

I didn't know you could pillow shade a silhouette

>> No.4623864
File: 1 KB, 196x348, mac.png [View same] [iqdb] [saucenao] [google] [report]

Just going off Super Punch out's shading

>> No.4623865

Ohh, that makes sense then.
Might want to fill his bottom back in with black so he isn't legless

>> No.4623867

That's the plan. It's just cropped funny here because of the sheath.
Now I need to either find a bunch of cool looking monster silhouettes or try to give the shadow treatment to GMOTA's monsters.

>> No.4623904
File: 2.41 MB, 640x360, spawnbuttons.webm [View same] [iqdb] [saucenao] [google] [report]

Everyone's making test maps for their mods these days so I tried starting my own.

>> No.4623909
File: 36 KB, 1200x480, manlet about to beat up a bunch of dumb monsters.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4623917

There's one mod that changes HUD layout, but it's for Darkplaces.
I'm sure there is a way to do the same in 'spasm, but I don't know how.
I'd really like an Unreal-like (or NC-HUD-like) layout for Quake' hud, where all info is pushed into the corners.

>> No.4623918

I played it and I didn't like it.
And I absolutely love Heretic.

>> No.4623924

Ho there, wenches.

Does anyone know wether there will be any further updates to Arcane Dimensions? 1.70 was supposed to be the final version but now there is also a patch #1 for this version. I read something about rocket launcher splash damage not working anymore, is there another patch in the works?

>> No.4623954

make the tiny chaingunner stare at you and fake-shoot

>> No.4623973

New thread.


>> No.4623974

What the name of the wad?

>> No.4623995

i think it's UAC Ultra

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