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/vr/ - Retro Games

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4623970 No.4623970 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4618653

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.4623971

=== NEWS ===

[03-04] Ex-3D Realms staff have early builds of both DNF and DN3D, but Randy Pitchford is practically blocking their releases

[03-03] Talan.wad update

[03-02] Duke Nukem 3D TC 'Total Meltdown' released

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4623998

How'd you rank the episodes of Duke 3D? I'm playing through for the first time and didn't find Episode 2 that spectacular.

>> No.4624018

3 > 4 > 1 > 2
But that's just me

>> No.4624027

Any working download for powerslave ex?
I don't know why but I can't find one up anymore

>> No.4624038

How close is the new GMOTA to release?

>> No.4624042
File: 36 KB, 600x480, manlet about to beat up a bunch of dumb monsters with some better shading.gif [View same] [iqdb] [saucenao] [google] [report]

pretty damn close.

I gotta finish this trailer, get the Cybermancer's behavior wrapped up,

>> No.4624045

and fail to finish my sentences too, apparently. But yeah wrap up the Cybermancer and slightly lower the melee threshold of the bonelord to make sure you don't get clobbered in a tight spawn like 13 angry archviles

>> No.4624063

Good. Can't wait to see what is new.

>> No.4624075

From the previous Thread in regards to Heretical Doom:


>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.

Nah, nobody got back to me :( I did actually take your advice into the update for the monster pack and made a CVAR that affects the sabreclaw's stealth ability as well, the v0.3 monster addon was just updated a few days ago to add a lot more customization.

>> No.4624128

Anyone have an issue with eDuke32 stuttering? I have no idea why this would happen as I am well past the requirements. It feels slow and unresponsive, like it's having a hard time keeping up with the speed of the game.

>> No.4624147
File: 71 KB, 800x600, wqhud.png [View same] [iqdb] [saucenao] [google] [report]

I did eventually manage to get custom graphics loaded (both ibar/sbar and conchars), but (unless someone's found an easier way) it takes like four different programs all spitting out files to each other because of the outdated file formats and some editors just not liking some files no matter what. There's also still a couple limitations, namely the palette (which can also be changed, but some editors have it hard-coded in so you have to hack THOSE too, and then generate a new colormap if you want to stay software-compatible, and don't forget this'll fuck with every existing texture anyway) and that the two background bars and the floating elements are anchored at the top-left, so making them larger than the default dimensions will just underlay the other elements or extend off to the right.

From what I remember reading, Darkplaces has some HUD changes available and there's also the various custom HUDs for modern Quakeworld engines (ezquake/nquake, etc) like the 'floating bars' for health/armor or the weapons bar on the right, but for vanilla-oriented NetQuake engines, you're stuck with the three basic HUD layouts (id1, hipnotic, rogue) and that's it because they're part of the engine itself and aren't controlled by QuakeC.

No idea, sock's site lists 1.70 patch 1 as the latest version and calls it a finished mod, which might actually be true this time given ad-Sepulcher was the big tease in previous versions and so far as I know they finished adding all the replacement (more detailed) weapon viewmodels, worldmodels and enemy models.

>> No.4624153

Oh, also forgot: because the status bars, etc. are stored in gfx.wad instead of as individual files, you have to copy the entire .wad and just replace the files you want changed; if you only include the files you want, the game will immediately crash because it's loading it in place of the vanilla gfx.wad (instead of alongside) and it can't find the console characters font file. This can probably be avoided by sticking loose files in a mod directory someplace, but I like nice, organized .pak files.

>> No.4624176
File: 2.67 MB, 640x360, six shells.webm [View same] [iqdb] [saucenao] [google] [report]

the highly acclaimed sequel to "eight rockets": SIX SHELLS

>> No.4624180
File: 771 KB, 640x320, Pfffhahaha.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4624193

what map is this

>> No.4624202

Corporeal Millhouse 6's testing map included with Dural Boom.

>> No.4624205

Six bullets. More than enough to kill anything that moves.

>> No.4624212

that was cool

>> No.4624234

1 >>>>>>>>>>>>>>>>>>>>> 2 > 4 > 3

Episode 1 is miles better than anything else.

>> No.4624237

Brutal Doom is too hard for /vr/.

>> No.4624239

In fact, Allen Blum's maps (mostly episode 1 and episode 2) are far better than the rest of the work. even episode 5 shines with his maps like Golden Carnage.

>> No.4624249

Anyone interested in doing some Samsara DM? If so, which map pack should I pick?

>> No.4624250

*Brutal Doom chaingunners

>> No.4624260

don't you mean, that was brutal?

>> No.4624261
File: 71 KB, 640x480, shibes of disapproval.jpg [View same] [iqdb] [saucenao] [google] [report]

And Private Pedro has the gall to call US scrubs.

>> No.4624273
File: 2.24 MB, 640x360, the dangers of noclip.webm [View same] [iqdb] [saucenao] [google] [report]

oh yeah, noclipping through glass is potentially lethal

>> No.4624276
File: 221 KB, 449x401, 043 (3).png [View same] [iqdb] [saucenao] [google] [report]

>Tfw a brutal cyberdemon is as easy to kill as a vanilla hell knight
And people think this is the definitive way to play doom.

>> No.4624285

/vr/ does complain about BD chaingunners being too hard.

>> No.4624286
File: 6 KB, 233x252, JUST.jpg [View same] [iqdb] [saucenao] [google] [report]

>even just boarding those shiny new vehicles would kill you

>> No.4624287

vr complains about the balance being retarded.
Weak units become strong, strong become weak, weapon balance is thrown away.
Corporal Pendejo took one word out of the long list of criticism out of context and ran with it.

>> No.4624292 [DELETED] 

Just a friendly reminder that the human trash that use CamelCase or even camelCase in acs or decorate or zscript when they have no case sensitivity will be first against the wall

>> No.4624310

Too bad, it's easier to read

>> No.4624329

Most people don't seem to like Episode 2 very much. I found the Warp Speed level really obnoxious with all the kamikaze drones hidden behind corners and wall indents.

>> No.4624339

How does gothic99 sound?

>> No.4624346

Some people complain about all chaingunners.

I never complain because hitscanners aren't a problem to me.

>> No.4624354
File: 2.77 MB, 1280x360, wimpgunner.webm [View same] [iqdb] [saucenao] [google] [report]

except brutal v21 chaingunners are fucking wimps
these are both on UV

>> No.4624358

but how does their accuracy differ?

>> No.4624361

>barrel has a muzzle flash even before the guy starts shooting

>> No.4624364

>that grenade icon on the border of the hud

>> No.4624367

vanilla chaingunners: 22.5 degree spread, hitscan
brutal doom chaingunners: 9 degree horizontal spread, 2 degree vertical spread, projectile that moves 60 units/tic

you can circlestrafe brutal doom chaingunners and they will hit you maybe once.

>> No.4624368
File: 11 KB, 318x325, avgn frown.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4624420
File: 1.77 MB, 640x360, cool vibrations.webm [View same] [iqdb] [saucenao] [google] [report]

why are these shotguns vibrating
are the shotguns demons too

>> No.4624421

They're cold. Go find them a blanket to share.

>> No.4624434
File: 353 KB, 1400x787, Screenshot_Doom_20180304_141735.png [View same] [iqdb] [saucenao] [google] [report]

Speedmapping is pretty fun.

>> No.4624439

who is crash calling a cutie, doomguy is gonna be mad

>> No.4624441

I think I should just change all my bots out to nazi chaingunners and such. They seem to be the least retarded zandrobots.

>> No.4624460

They're excited about shooting demons

>> No.4624472
File: 235 KB, 1400x787, Screenshot_Doom_20180304_142445.png [View same] [iqdb] [saucenao] [google] [report]

Hosting this on Zandronum. SpeedOfDeathmatch on Doomseeker. Made the map in probably less than an hour.

>> No.4624474

think I'll pass.

>> No.4624480

How come?

>> No.4624503

Hopefully this is still up in like an hour. It's not often I see people willing to play dm in these threads.

>> No.4624553

It's not very fun. The SSG platform lowering at random(?) times just makes whoever gets it snowball for the rest of the match. Spawning it with a Soulsphere just makes that advantage last even longer. Space out your items.

>> No.4624554

is that the cyberdemon replacement, whose sprites are now from pyspy?

>> No.4624556

I'll replace the ssg with a chaingun. I fucking hate the ssg anyway.

>> No.4624584

they're crying because their carrier died :c

>> No.4624589

>realistic difficulty

>> No.4624595

lol wut

>> No.4624597

>shot at window
>shards of glass completely obliterates the player and rends him limb to limb

>> No.4624608
File: 49 KB, 1400x787, Screenshot_Doom_20180304_160036.png [View same] [iqdb] [saucenao] [google] [report]

What could be done to this layout to improve it?

>> No.4624609
File: 56 KB, 329x406, 1508978996012.png [View same] [iqdb] [saucenao] [google] [report]

>That ammo counter with a completely different design obscuring the arms panel
>That uggo ass hires font

>> No.4624610


>> No.4624619

why do you have 26 arms

>> No.4624624

bd's code is so "mutated", doomguy might as well be an x-man now

>> No.4624627

his super power is the ability to say "fuck" on tv

>> No.4624636

Give us a 3d view of what you've got so far.

>> No.4624640
File: 148 KB, 1040x782, Screenshot_2018-03-04_16-25-58.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4624645

I think it's too symmetrical.

>> No.4624646

what is this garbage

>> No.4624659

Symmetry should generally be avoided for single player maps, and should be probably be broken up in MP maps (with texture use, or by keeping the same general layout and changing the details).

Also it doesn't look like there's much to do other than run in circles.

>> No.4624669

learn to use the fucking grid. FUCK

>> No.4624671

grids are for kids

>> No.4624683

You think that shit looks good?

>> No.4624685

OK 3 questions: 1) Why wasn't Duke Nukem 2 ever ported to the Amiga nor the Acorn Archimedes?
2) In Quake1 can the Cthton be harmed by the nailgun, super nailgun, grenade launcher or rocket launcher, or no?
3) What is the floating greyish object seen at the end of the 4th episode of Quake1 during the fight against Shub-Niggurath?

>> No.4624691

>2) In Quake1 can the Cthton be harmed by the nailgun, super nailgun, grenade launcher or rocket launcher, or no?
no, Chthon can't be hurt by normal attacks.
>3) What is the floating greyish object seen at the end of the 4th episode of Quake1 during the fight against Shub-Niggurath?
The Spiked Sphere floats around the arena, it's linked to a teleport that if it passes through Shub and the player jumps through the linked teleport it frags lil shubby

>> No.4624695

1) Dunno.
2) No, you gotta step on the buttons and lower the pylons, then shock him a few times to kill him.
3) It's basically a spot where you teleport to when you step into the slipgate. You have to use it to telefrag the final boss, which is the only way to kill it.

>> No.4624697

it looks like artistic freedom
it looks like an 8 that got impaled

>> No.4624701

probably the same reason why Duke Nukem 1 wasn't ported either - it just wasn't ¯\_(ツ)_/¯

>> No.4624715

I was told not to make use of orthogonal geometry.

>> No.4624720
File: 19 KB, 320x240, Roch.jpg [View same] [iqdb] [saucenao] [google] [report]

What Duke 3D maps would you reccomend?

>> No.4624723

>I was told not to make use of orthogonal geometry.
They probably meant "don't make boxes upon boxes"

That doesn't mean make wonky looking pieces of shit

>> No.4624730

But I wasn't making "boxes" either.

>> No.4624741


Guess I'll play it for this week's game night, then.
You have a mapset you suggest playing it with?

>> No.4624743

wonky rectangles aren't much of a step up

>> No.4624751

Tried the railgun yet? Kills Spider Masterminds with TWO hits.

>> No.4624773

enjoy your texture alignment hell

>> No.4624776

I made a whole map recently where maybe one or two rooms were aligned to grid, or some easy angle.

Fuck that. Orthogonal is fine so long as it's not every room being at 90 degrees to grid. Mix it up a little, but don't do it unnecessarily. There's not enough variation in your map to make it worth it.

>> No.4624782

That's why I use textures that most people don't notice when unaligned, such as stucco, compblue, or the wooden textures.

>> No.4624787

ashwall3 is the best for this

>> No.4624793

But that's wrong, all the ashwall textures are an eyesore when used for large parts of level geometry. Stucco is the best for skimping on texture alignment, as it's not too hard on the eyes and literally no one can care enough to align it.

>> No.4624827

>But that's wrong
i don't see how. ashwall3 is a very dark pattern of noise, so rarely are any misalignments noticed.
>all the ashwall textures are an eyesore when used for large parts of level geometry
that's true enough, but irrelevant to my statement. it remains the case that ashwall3 is a great choice for a texture that doesn't need alignment. as such ashwall3/flat10 are great as defaults/placeholders.

>> No.4624915

>2) In Quake1 can the Cthton be harmed by the nailgun, super nailgun, grenade launcher or rocket launcher, or no?
Not in the base game, but some maps make use of a hacked info_notnull entity to make a Chthon that takes normal damage. Usually if there's no buttons to press to trigger the normal lighting, you probably have to kill it the hard way.

>> No.4624953

Does GZDB take a second to create geometry for anyone else?

>> No.4624968

What would happen to the doomworld, voat, qaddicted, and 4chan communities for DOOM if AVGN went ahead with an episode about bad retro game mods like TerryWADs?

>> No.4624974


faggot got himself banned off zdoom forums cause he was acting like a representative

not that it's hard to get banned there

>> No.4624978

ah, i get it, it took me a minute there.

>> No.4624979

he already did an episode of the castlevania mod, so this has already happened

>> No.4624985

wait what.

>> No.4624987

who got banned from zdoom forums for overtly acting like a representative?

>> No.4624990

For me, only on very large UDMF maps.

>> No.4624991


not true; it's basically a troll attempt

>> No.4625008
File: 1012 KB, 1366x715, Screenshot_Doom_20180302_161401.png [View same] [iqdb] [saucenao] [google] [report]

Any way to do fog in doom builder without scripting?

>> No.4625009


I would find the old posts for you but they purged banned accounts. So if you try to view his profile you just get "user does not exist."

Here's two examples of him acting like a tit:

https://forum.zdoom.org/viewtopic.php?f=19&t=22388&start=150 (read prev page)

>> No.4625017

>AVGN even knowing about doom forums and source ports when his Doom 1 and Simon's Destiny playthrough videos showed he was a complete and utter newbie who barely knew anything about Doom and its community, let alone joining zdoom forums and still prefers console controllers over kb+m
I highly doubt that's him.

>> No.4625025

you couldn't be more transparent if you even tried

>> No.4625027

if literally who did literally what

>> No.4625034

Transparent walls out in the distance?

>> No.4625043
File: 170 KB, 656x761, you.png [View same] [iqdb] [saucenao] [google] [report]

I don't know which version you're using but in GZDB you can set it in sector properties.
The fade property controls the color, and the density property controls the... density.

>> No.4625080
File: 351 KB, 1366x715, 1.jpg [View same] [iqdb] [saucenao] [google] [report]


I'm using GZBuilder. I'm still learning, thanks for your patience.

I'm trying to make an intro where the player is being hunted in some dark, foggy woods, he is then led out from it and then sees a dark, dimly lit temple in the distance, which contextually is the entrance to the hub from where he'll be able to access the other stages. I tried many things to make it work but I just can't pull it. I tried making a labyrinth with woods.jpg texture but it looked way too shitty. Then I mixed 3d and 2d background trees and still nope.

I want something like Ghoul's Forest 3 but I didn't want to straight rip it off. I also want to know if having a scene where the player is being hunted instead of hunting (which goes straight against what Doom stands for) is a good idea.

Any tips? Here are some pics of what I've gotten so far:

>> No.4625081

that word doesn't mean what you think it means.

>> No.4625090

btw the fog instructions worked, thanks!

>> No.4625094
File: 68 KB, 500x469, Bad Toys.png [View same] [iqdb] [saucenao] [google] [report]

I can't possibly be the only one who has ever played this, can I?

Also this game was fairly superior than Wolfenstein 3D!

>> No.4625102
File: 20 KB, 220x274, 220px-Doom3box[1].jpg [View same] [iqdb] [saucenao] [google] [report]

It's so fucking fun having to hold shift to move at a reasonable pace and being knocked back by half of enemy hits. Not to mention being forced to read e-mails to find codes for ammo necessary to play the game without your fists.

>> No.4625129

I don't think I ever unlocked a box and still had a ridiculous amount of ammo, especially shotgun shells.

>> No.4625134

BFG edition or original? The BFG edition like doubled the amount of ammo

>> No.4625137

original, played it like 10 years ago, pirated.

>> No.4625147
File: 19 KB, 296x444, event horizon.jpg [View same] [iqdb] [saucenao] [google] [report]

Why did they make another Doom movie if they had already made one?

>> No.4625149
File: 1.37 MB, 1920x1080, spoopy.png [View same] [iqdb] [saucenao] [google] [report]

Trial and error my dude.
Here's something I'm working on. I hope you can see, it's a bit on the dark side.
The 3d and 2d background trees is the route I've seen most people go, its just a matter of depth, texture choice and screwing with lighting and fog until it looks right.

>> No.4625150

Those 45 seconds they filmed in first person made the whole ordeal worth it. Should've been the whole movie like that.

>> No.4625153

I've never even seen that one, how's it like?

At any rate, Wolfenstein 3D really set the tone when it came out, it impressed people, but it's also a relatively simple game.
If you do a game with a similar setup for gameplay, but add more depth to it, it's easy to (at least conceptually) reach something that's better.
If you look at Rise Of The Triad (initially conceptualized as a sequel to Wolfenstein 3D), that game would use the same engine as base, but become a vastly more complex and interesting game, with a lot of character on it's own.

It never got as much attention, and while Wolfenstein 3D is one of my childhood favorites, I'll say with all honesty that Rise Of The Triad does everything it does better.

>> No.4625156

Yikes. I wish my maps could look like that.

>> No.4625158

There was a color version as well. I think it was on one of my galaxy of game cds.

>> No.4625161
File: 265 KB, 1920x784, GOM_535.jpg [View same] [iqdb] [saucenao] [google] [report]

Event Horizon better captured some of the horror elements of Doom than the Doom movie, while Ghosts Of Mars better captured the action, monsters, violence and rock music.

Both are sort of flawed in one way or another, but also very entertaining, with good visuals.

>> No.4625187

Wolfenstein 3D's simplicity is why I think for most people it's only really worth playing the original 3 episodes to really experience the game's worth and get their fun out of it. Playing it as an adult, the game is fun and engaging enough up until you kill Hitler, but after this point it quickly starts to become very not interesting and not fun.

The Nocturnal Missions expansion doesn't strictly do much new things, and a lot of the levels are pretty dull, particularly in the 6th episode, featuring some of the worst slogs.
Spear Of Destiny has a neat premise and does one or two small new things, but it also isn't anything mindblowing, I'd say it's worth it for a challenge, I'd recommend it over Nocturnal Missions
The FormGen expansions are not very good, and does nothing particularly new, basically just rethreading and reskinning Spear Of Destiny with levels that aren't that impressive, and a pretty bad sound design.

>> No.4625201

Fucking teach me. How did you achieve this? All I can you're using fog, but how did you do the light thing?

>> No.4625213

Or at least let me look into your .wad to see what I can learn, pretty please

>> No.4625236

Is Brutal Doom still classified as a retro game even though it has moding?

>> No.4625250

Yes indeed.

>> No.4625258

This might not count as "retro," but what's the most modern FPS to have a source port?

>> No.4625269


Doom is the game, Brutal Doom is a mod for a retro game.

>> No.4625274

Q3A, possibly, with both official (Quake Live) and unofficial (ioQuake3/Spearmint).

>> No.4625308
File: 16 KB, 480x360, hqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

has anybody ported Earthbound Doom to GZDoom?

>> No.4625310

quick tips
1. Treat your 2d trees like the backdrop on a stage. The further back they are, the better. The more stuff you have creating depth in front of them the better.
2. Maybe get a darker forest texture from a more ground level perspective. Darker textures look better in general IMO.
3. Try a dark blue, almost black sector light and fade, with a low fog density (10-20). Keep the actual sector brightness around 170-200.
4. Seriously just keep messing with stuff until it looks right, there is no hard and fast answer.

>> No.4625312

those are some big, painted nails for an 8 year old girl.

>> No.4625358
File: 95 KB, 1280x420, VMtoSk6.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4625372
File: 936 KB, 1920x1080, chill base.png [View same] [iqdb] [saucenao] [google] [report]

//Note - text review is accompaniment to video review and not meant as a substitute. If you'd like me to play+review your map check bottom of post

FDA - Chill Base


Chill base is techbase boom map by Glaice originally meant for a 6 map set but has been released as a standalone map. It's a typical early map techbase but executed well.

It's more detailed than the other Glaice maps I've played so far but keeps the classic charm. It's also a lot nastier when it comes to traps without throwing a load of monsters at you at once.

The map has good progression where it naturally leads you to previous areas rather than forcing you backtrack with a nice little loop.

I'd say this is one of my favorite maps by Glaice that I've played so far. It's bite sized Doom fun and I recommend giving it a playthrough.

Download: https://www.doomworld.com/files/file/19042-chill-base/

DW Thread to submit maps (my preferred submission style): https://www.doomworld.com/forum/topic/99183-looking-to-play-and-record-your-maps/?page=5

Email address for submission can be found here: https://inmost-dens.tumblr.com/post/171213557334/fdas-and-reviews

>> No.4625376
File: 31 KB, 298x403, boredrev.jpg [View same] [iqdb] [saucenao] [google] [report]


>actually looked like
>brutal doom

>> No.4625391

What is the deal with voxels? I'm a youngfag so I'm not knowledgeable myself, but it doesn't seem like something that would ever actually be used in a retro game since they massively increase the vertex count compared to standard polygons.

>> No.4625392

Alright but the 10-20 fog is in percentage right? I don't know if that's GZDoom Builder but I need to put fog in at least 100 to be barely visible.

>> No.4625393

They've been used in classic shooters before, Blood and Shadow Warrior for example, though they used them for pickup sprites, keys, and locks

>> No.4625397

>sprites applied to flats and glow lighting

>> No.4625407

Outlast used them for terrain and some buildings, to good effect. Look up ken silvermans voxel tech. Pretty neat stuff

>> No.4625410

The area you see in that shot is a lot larger than it looks, so for a smaller scale yes you should have a higher fog value. It goes up to 500 or so, which is like london pea soup can't see shit mode. Just play with it and see what happens.

>> No.4625413
File: 535 KB, 1280x420, tumblr_oxs85eWz9y1syxgg9o3_1280.png [View same] [iqdb] [saucenao] [google] [report]

that's one of my favorite trollposts

>> No.4625417
File: 49 KB, 640x480, comanchevoxels.jpg [View same] [iqdb] [saucenao] [google] [report]

Voxels aren't supposed to be 3d models, GZDoom's implemention of them is just very, very stupid.

>> No.4625531
File: 332 KB, 1600x1200, terminous doom.png [View same] [iqdb] [saucenao] [google] [report]

Terminous Doom.

>> No.4625538

mm yes circlejerk scribbles are my favorite kind of poor art
please tell us what the actual fuck that miasma of unholy attention on the left is supposed to be

>> No.4625561

damn dude who the hell pissed in your cornflakes

>> No.4625575 [DELETED] 

He's a shit artist who shouldn't be posting anymore.

>> No.4625576
File: 100 KB, 805x540, [confused HUUUH].gif [View same] [iqdb] [saucenao] [google] [report]

Here's an off-the-wall question I haven't been able to find an answer for and don't want to delve into func_ for a-searching. Darkplaces is known to mess with Quake in various minor ways, but are there any entity behaviors or interactions where it reliably causes incorrect or just different behavior from a standard NetQuake sourceport? Something similar to the 'enemies don't drop from the ceiling' behavior, but 100% reproducible and preferably in a way that allows the entity behaving normally vs. behaving in Darkplaces to act as a simple conditional (e.g. do thing if entity fucks up, else continue the map normally).

>> No.4625578
File: 1.51 MB, 850x2180, image.png [View same] [iqdb] [saucenao] [google] [report]

doodling anon I really hope your drawing skills aren't stagnated like this, I really want to see some serious work from you. Something that has significant.

>> No.4625585
File: 299 KB, 1600x1200, pain of lone.png [View same] [iqdb] [saucenao] [google] [report]

i kinda feel like that when it comes to drawing

>> No.4625593
File: 550 KB, 1366x768, Screenshot_Hexen_20180227_180833.png [View same] [iqdb] [saucenao] [google] [report]

why doesnt korax have secret treasure

>> No.4625598

damn dude who the hell pissed in your cornflakes

>> No.4625602

you need to punch him harder

>> No.4625604

There should be easier ways to check with QuakeC, though I don't myself know how since I haven't modded Quake in a while.

>> No.4625605

I am one of few who like Episode 2 the best

>> No.4625614
File: 529 KB, 1366x768, Screenshot_Hexen_20180305_001315.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4625615
File: 618 KB, 1366x768, Screenshot_Hexen_20180305_001646.png [View same] [iqdb] [saucenao] [google] [report]

what vision do you call this

>> No.4625617

wight vision!

>> No.4625624

never heard of this game before
is it a hidden gem?

>> No.4625628

knight vision.

>> No.4625630
File: 12 KB, 573x913, file.png [View same] [iqdb] [saucenao] [google] [report]

I've only poked around in the QuakeC source on rare occasions to figure out how various map hacks work/can be modified (having not a whole lot of practical coding experience myself), plus I have no idea how much of DP's various changes are even handled by QC and not at the actual engine level. I did find the pic related list of explicit gameplay-modifying cvars, though; unfortunately they're all disabled by default in current releases of DP (unlike earlier builds where some were enabled by default, like being able to gib knocked-down zombies). One or more could potentially be forced on ahead of time and use whatever entity's behavior is changed as part of the hack, but that would require having the map load as a separate mod to make use of quake.rc, and while not explicitly a no-no that's a bit obvious/too much for a map that doesn't actually require its own game directory (map packs that use new folders for ease of categorization notwithstanding).

>> No.4625635
File: 114 KB, 573x913, file.png [View same] [iqdb] [saucenao] [google] [report]

Oh, I forgot to combine the image layers. Whoops.

>> No.4625636

stop posting basically the same low-effort drawings every day if you dont want negative feedback

>> No.4625640

ain't even me, nig

>> No.4625649

Don't even bother asking about anything else than doom here. "retro fps thread" is a meme and people here have no idea about anything except doom

>> No.4625654
File: 67 KB, 1920x1080, duke0010.png [View same] [iqdb] [saucenao] [google] [report]

The Dream.

>> No.4625656

it was cool of you to actually suggest stuff instead of whining like a bitch

>> No.4625729

Check out the OP post.

>> No.4625743

>doesn't notice the highres textures

>> No.4625748

>implying there wasn't Duke discussion last thread

>> No.4625773
File: 408 KB, 900x1600, Knight rider.jpg [View same] [iqdb] [saucenao] [google] [report]

More GMOTA trailer work, boys. I've been doing my damnedest to make sure it flows with the music


>> No.4625779

That looks pretty fucking rad.

>> No.4625782

Will you have a titlemap on game startup with the intro cinematic playing?

>> No.4625784

I thought about it. I'd like a different title screen in general, honestly.

>> No.4625798

I am guilty of not playing anything except Doom, however, you don't know what a meme is.

>> No.4625801

Youre doing a fine job. I have a stupid grin on my face.

>> No.4625802

That word has been assfucked 10000 ways, it's inevitable.

>> No.4625812
File: 7 KB, 82x112, seven rockets is all i can spare.png [View same] [iqdb] [saucenao] [google] [report]

Pretty sure it was seven rockets.

>> No.4625813

Is there more to do?

>> No.4625816

Yeah. I still got another 30 seconds or so, have some kinda flashy title card, and then add the special second half of the trailer, which will also be a minute or so long.

>> No.4625826

What are some wads based around the theme of cybernetic hell?

>> No.4625831

map31 of Speed of Doom is a good one

>> No.4625838

what is the second half, more gameplay footage?

>> No.4625839

how many enemies in gmota have been replaced?

>> No.4625841

doomslayer reveal

All of them now except for romero's head and commander keens

>> No.4625847

Even the nazis? What about dehacked? Won't that break compatibility?

>> No.4625849

Even the nazis. If it breaks compat with certain maps I'll try to find a way to address that.

>> No.4625872

Could you make it an optional file?

>> No.4625881

The nazis? Possibly

>> No.4625915

just report him, he's a shitposter from another thread known for trying to drive out drawfags and characterfags he doesn't like.

>> No.4625926

Any doom WADs with either a Marvel or DC comics theme?

>> No.4625952

Batman Doom obviously
There is a ZDoom version too IIRC

>> No.4625957
File: 79 KB, 1000x1000, 5a9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4625979
File: 659 KB, 1920x1017, Screenshot_Doom_20180305_163532.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4625980
File: 23 KB, 300x347, 6240e82f08f2face75506788b5ea05fd7646b30e.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4625981
File: 198 KB, 640x551, tumblr_opi8q6o2kw1tr87kdo1_raw.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4625982
File: 390 KB, 800x1000, a509366ae0aa8252fbdee1ccf9602b966fc5f032.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4625984
File: 17 KB, 350x400, aa1010497ea7d645dd8193559ec278d00186c83b.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4625985
File: 125 KB, 600x675, 7d116b2c76876338c2ddeb4d2910416cf9e4c177.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4625986
File: 445 KB, 2502x2318, 342d6a6c0f856b0b03b642e57c4380628ef18cf9.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4625987
File: 111 KB, 352x625, file.png [View same] [iqdb] [saucenao] [google] [report]

Long skirt and sweater

>> No.4626063

Hey, can Dosbox be configured to recognize Xbox 360 controllers and the Steam gamepad?

>> No.4626093
File: 622 KB, 1024x724, primed_for_doom_ii_by_mrbfox-dato6ri.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4626095

>sees the zdoom thread

shit like this increases my hope that id will lock down ZdoomForums, and make Bethforums and Doomworld the main areas for it.

>> No.4626104

Yes, you can use the built in mapper to make them work. Ctrl+F1 in Dosbox I think.

>> No.4626107


>> No.4626147
File: 28 KB, 400x400, the UNF family.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you ever tried to do a genuine playthrough with the Nightmare difficulty?

>> No.4626159

I played through Chex Quest on Nightmare.

>> No.4626162

>claiming that Dreadnought is /v/ material
>shitposting against Duke
janitor the faux "retro" shitposter is back

holy shit this looks great

Total Meltdown was released a few days ago, also there's duke 64 remake. which features all of the exclusive maps for Duke Nukem 64

>> No.4626163 [DELETED] 

Please get raped.

>> No.4626165

Haven't seen this channel mentioned here. Stumbled on it a while ago - it's playthrough and analysis of various Quake SP maps, kinda like what FDA guy does, but for Quake.


>> No.4626172 [DELETED] 

>Posting drama related to the mod from a year ago and a reddit link
>Actual discussion

>> No.4626182


>> No.4626184

>he didn't just oneshot the archvile with the ssg
this isn't the brutal doom i'm familiar with

>> No.4626192 [DELETED] 

why don't you complain about these "people" instead


>> No.4626195 [DELETED] 

because it the same group of furfag phoneposting shitposters from /v/ who keeps derailing most of /vr/ threads

>fuck Hiromoot for instating the Captcha v2 hell gain

>> No.4626196 [SPOILER] 
File: 153 KB, 384x384, 1520271717253.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm kinda sure Bottom left one is ruling the Seven Kingdoms from inside the Red Keep Castle now and is about to get rekt by an ice necromancer.

>> No.4626203

These are all the official versions of the original Doom soundtrack, right?

>PC (FM + sample-based)

>> No.4626206

i'd say use to learn the report function but because you keep calling for the janitor when your feelings get hurt as well as busting out epic buzzwords i doubt you even know what the word means

>> No.4626215

not him, but i used to use the report function frequently, but like him, i now find it far too bothersome with forced v2 captcha. i suggest if you want the report function to be used, you lobby the administrator to reduce the friction of making a report via the feedback form.

>> No.4626217

>he doesn't have noscript captcha turned on thru 4chan x

>> No.4626219

Google as a whole will be abandoning v1 captcha soon.

>> No.4626221

>he doesn't get it

the noscript one is basically the v2 but less retarded. chokes up sometimes but i've found it better than the regular one.

>> No.4626224 [DELETED] 


>> No.4626225 [DELETED] 

Oh fuck woops. I just re-enabled it and tested it out, fuck me that still works, it's making me click cars and shit but there's no waiting or repeat attempts.
and here I thought it was completely busted.

>> No.4626226 [DELETED] 
File: 432 KB, 612x496, 2018-03-04 16_32_43-MUNCHIES on Twitter_ _Why is Brooklyn barbecue taking over the world_ https___t..png [View same] [iqdb] [saucenao] [google] [report]

this is the one i'm talking about by the way

>simulated downvotes

wow, your fucking pussy actually is bleeding.

>> No.4626228

I don't have any problems with v2 captcha, even before it was mandatory.

>> No.4626230
File: 2.22 MB, 512x384, 1485839179971.gif [View same] [iqdb] [saucenao] [google] [report]

shit, i thought you were doing an epic simulated downvote. sorry senpai

>> No.4626231 [DELETED] 

maybe you should slow down before jumping the gun, fool. >>4626225

>> No.4626232 [DELETED] 

You first, incest baby. >>4626230

>> No.4626234

you must be a very slow typist!

>> No.4626235

This is getting out of hand, and a complete misunderstanding on both our parts. I'm just gonna delete my stupid posts.
I'm just happy that other captcha option still works.

>> No.4626240

Roland is the official version for PC at most due to how it was recorded, also Facing the spider and nobody Told About id in SC is the fucking tits

Its broken, thank hiromoot for that, he managed to remove v1 and break the captcha

>> No.4626246


There was this CD from 1997 that may have been the only release of the PC soundtrack on digital media.

>> No.4626248

sorry, only OFFICIAL release

>> No.4626252
File: 546 KB, 400x400, 1454802035444.gif [View same] [iqdb] [saucenao] [google] [report]

What's the most satisfying machinegun you've used that someone has made with Decorate, ZScript, BEX or DeHacked?

>> No.4626262 [DELETED] 


Perfect, thanks. Trying to sync the various versions together to make one mega version of "At Hell's Gate".

>> No.4626263
File: 26 KB, 640x471, 1513989956945.jpg [View same] [iqdb] [saucenao] [google] [report]

so I decided to give ion maiden a try after a playthrough of death wish for blood and I'm really not feeling it. enemy encounters are underwhelming, guns feel like peashooters, level design is decent but it abuses autosaves and it's not like it really needs loading segments a-la Half-Life. it's not particularly hard or notorious with its difficulty and the enemies don't deal that much damage. they're more annoying than anything. normally I'd say 'it's only the first episode so that's forgivable, the remainder of the game's sure to blow me away' but most retro shooters were generally pretty good and memorable in their first leg, so I'm kind dumbfounded by ion maiden since what I've played so far wasn't that exceptional.

aesthetically though it's a beast. but I feel like it might have fared better as a TC for duke instead.

>> No.4626289

>google is planning on dropping support for v1 Captcha
ENOUGH IS ENOUGH! Onward to Change.org to petition against this!

>> No.4626295
File: 546 KB, 1920x1920, tower2.jpg [View same] [iqdb] [saucenao] [google] [report]

tower2.zip (55 KB, 1994-05-23) - Chris Kendall

a garishly and messily textured, highly off-grid, but nonetheless entertaining single level, composed of a main large area split into indoor and outdoor parts, a large lift, a deep spiral staircase with more ammo than you'll ever need at the bottom, and a bunch of surrounding tunnels.

it helps greatly to know where the weapons and ammo are: go up to the silver UAC lift to your left from the start position. if you go out into the main area you'll probably go around the whole map with nothing but a thin supply of shells until you find the ammo cache frustratingly late.

the "baron tube", as it calls it, was a nice idea (except for being an inaccessible secret): very early on you may find a room full of the things guarding the red key, but the tube gives you a safe way to blow them all up. although a sufficiently skillful player can just dive in and kill them all having grabbed the BFG from under their noses.

there is essentially one more secret, but split into 15 sectors. and is not really a secret at all as you must take the red key in there to raise a staircase to be able to exit. this was unfortunate. i took a picture of one way to reach the red door, but both entrances are visible on the automap at least. max secrets 13/16.

but with these caveats i found it a fun map to play, with a mix of running battles in open areas and tunnel exploration, and recommend it if you like early nineties wads.

>> No.4626312
File: 93 KB, 1020x774, tbhelp.png [View same] [iqdb] [saucenao] [google] [report]

hoy nerds
I'm having the pictured issue when trying to lad Quake textures into trenchbroom.

"Could not load palette file 'gfx\palette.lmp': File not found: 'gfx\palette.lmp'"

I'm using the "Q.wad" texture wad that most everyone seems to use for q1 mapping.

>> No.4626316

Is Dance of Death considered finished?

>> No.4626327
File: 580 KB, 1360x768, Screenshot_Doom_20180305_154714.jpg [View same] [iqdb] [saucenao] [google] [report]

More work in Main UAC Hangar if someone is still interested on it

>> No.4626328

with all those bright lights around somehow i feel the walls/floors wouldn't be so near to black. or is that just the material they are made of? what would your map look like on a sunny day?

>> No.4626331

Looks like Unreal.

>> No.4626391

I don't think it would've faired as well as a duke tc. I'm not far, but I think it feels pretty solid. The starting weapon does feel pretty weak though. Should probably have a faster reload and more kick

>> No.4626394
File: 545 KB, 1366x768, Screenshot_Hexen_20180305_001454.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4626404
File: 42 KB, 397x500, DeathKingsBoxArt-AOC.jpg [View same] [iqdb] [saucenao] [google] [report]

Is Deathkings of the Dark Citadel a good expansion pack?

>> No.4626409
File: 408 KB, 98x132, 1490495087028.gif [View same] [iqdb] [saucenao] [google] [report]

>Blood 2 keeps crashing every fucking time I pick up a remote detonator ingame

There's NO fucking reason this should happen. I have all the recommended game fixes and it keeps doing this shit. It's just a FUCKING weapon how does that crash the game???

Also if I can fix this somehow, what do?

>> No.4626410

It's basically everything all over again with new levels. If you enjoyed Hexen, you'll probably like it.

I didn't, so I didn't like the expansion either.

>> No.4626463

holograms are bright, but have low actual luminescense, kinda like your LCD screen. It may look brighter than a lamp when you look at it, but its actual light emission is low and it barely lights up a room.

>> No.4626489

it's always neat to see people making maps dedicated to mods, even if they're unpopular or not that alive.

>> No.4626501
File: 144 KB, 1100x1500, 58cafedd-ae29-4076-9d4a-180fb328888b.jpg [View same] [iqdb] [saucenao] [google] [report]

>because it the same group of furfag phoneposting shitposters from /v/ who keeps derailing most of /vr/ threads
you have a knack for assuming a lot of things about most folks here.

>> No.4626502

I read that as the people making the maps being not that popular or alive.

>> No.4626503

don't enable him.

>> No.4626506

that looks rad as fuck

>> No.4626520

I'm tired of waiting, Kegan

>> No.4626525

anybody hosting vanilla servers on zandronum?

>> No.4626585

it's style over substance. decent graphics is the only thing it's got going on for it. I'm on like map 5 or 6, the one with the elevator. it's pretty forgettable so far, enemies are boring and encounters are pretty poor. bowling bomb is cool but feels a tad overkill.

it's the duke3d equivalent of blade of agony except without the goofy storytelling.

>> No.4626615
File: 415 KB, 1366x768, Screenshot_Heretic_20180305_134544.png [View same] [iqdb] [saucenao] [google] [report]

How come Korax wasn't riding a Serpent?

>> No.4626621

heresiarch was going to be korax, and what ended up being korax was going to be his mount
i dunno why they changed it, but that's how it is

>> No.4626627

I think they were planning a trilogy and didn't know what they were going to do for the final serpent rider, so they made korax number 2. This is why Eidolon is a big red guy

>> No.4626630

pls respond

>> No.4626636

cause of the red guy at the end of Heretic?

>> No.4626640

a hot big red guy.

>> No.4626646

Universal gibs looks nice and all, but I disagree with the statement that its "less resource intensive" than ketchup, because if anything it's causing more slowdown for me.

>> No.4626648


>> No.4626651

I see you are a man of culture.

>> No.4626652
File: 2.41 MB, 640x360, two bullets.webm [View same] [iqdb] [saucenao] [google] [report]

god this mod is so bad
the revenant's head hitbox doesn't exist until he starts moving, by the way

>> No.4626659

There was a guy on here yesterday hosting a deathmatch server with a map he made. Didn't get a chance to play unfortunately.

>> No.4626660

Bumping this for help.

>> No.4626664
File: 46 KB, 161x194, this is bad.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4626669

I knew that it was terrible, but this just makes it look even worse.

>> No.4626673

that's fair, most people would die if you shot them even once in the head.

>> No.4626676

revenants aren't people.

>> No.4626678

two pistol shots to kill a revenant? must be the scout from Drla ;-)

>> No.4626680

even a cyberdemon from six shells on the dome

>> No.4626683

racist :P

>> No.4626687
File: 2.62 MB, 640x360, into the sunset.webm [View same] [iqdb] [saucenao] [google] [report]

uh, goodbye

fun fact, the normal SSG is the *only* weapon that can do it, because for some reason sgtmarkiv decided that the SSG needed to do 10 times more damage than normal on headshots if within 224 units
then, thanks to the power of jank code, it's actually 20 times more damage
but it's okay, because the head hitbox just might not be there depending on what the enemy's doing!

this mod is so bad.

>> No.4626691

It's like Mark is trying to see how long can people eat this up

>> No.4626693

At this point, you might as well jump onto Project Brutality.

>> No.4626694

if you run over a cyberdemon in a tank it dies in like half a second. i hope he puts a ramp into plutonia 29 along with the tank, so i can rev it up down main street, do a massive jump, and hit the cyber while screaming "USA #1"

>> No.4626696

but now it's enhanced since you can do it with the basic starting pistol!

>> No.4626698

>uh, goodbye
reminds me of when lost souls fly off to god knows where in vanilla. or worse you stun them and they float off at snail pace until they hit a wall 20 minutes later

>> No.4626703

I wonder why you are forced to use an older version of GZDoom for DRLA.

>> No.4626704

i believe a multitude of under the hood changes made for zscript broke a lot of stuff in drla

>> No.4626712

info menus are borked

>> No.4626718

>I have to go home to my planet!

>> No.4626719
File: 86 KB, 640x480, nice 43 compat there.png [View same] [iqdb] [saucenao] [google] [report]

oh yeah, and if you're using a 4:3 resolution you get the nice sight of text running over the edge of the screen the moment you start the game
pinnacle of mod design, guys

(and yeah, the hi-res fonts and textures are mandatory, for some reason)

>> No.4626720

>metadoom's trites have their ceiling ability based off a strife enemy and their sounds from a spider enemy from blood

>> No.4626724

>for some reason sgtmarkiv decided that the SSG needed to do 10 times more damage than normal on headshots if within 224 units
then, thanks to the power of jank code, it's actually 20 times more damage
So it's not bad because he has terrible judgement, but because he's an inept dumbass?

>> No.4626725

> gets hit by 3 more bullets and fucking explodes

>> No.4626726

>Cacodemon died on his way home

>> No.4626742

To be fair, there's lots of mods with silly bugs. Especially the more complex mods. Software is like that, unfortunately.

>> No.4626743
File: 682 KB, 1920x1017, Screenshot_Doom_20180306_001855.png [View same] [iqdb] [saucenao] [google] [report]

Orb's with floor and ceiling hugger effects are so neato

>> No.4626748

good to see someone still working on stuff for it outside of that rocket racoon retard

for contrast https://www.youtube.com/watch?v=c9zyKV0F95k

>> No.4626750

i thought the case was that brutal doom's case was a lot worse, yet overlooked for a mod that had more praise and coverage over most mods
mark is like the david cage of doom mods

>> No.4626753

nope, it's both of them. here's a breakdown of what happens:

the SSG fires a single pellet dead center with a range of 224 units, which normally does 15, 30, or 45 damage. however, head actors take 15 times more damage from this singular pellet, so we're actually getting 225, 450, or 675 damage. exactly one tic later, the other 20 pellets get shot out. all of these do 11 damage, and head actors take 1.5 times more damage from these, for 16 damage each. on its own, this is 320 extra damage. so a full hit on the head would do a minimum of 595 damage - already pretty high. except it gets worse.

you see, whenever the headshot actor takes damage, it waits a tic, checks how much health it's lost, and then doles out roughly that much damage to its "owner". it never resets its own health. and you might notice that it took damage on two simultaneous tics. naturally, this means the 595 headshot damage gets doled out twice.

except it's not 595 damage getting doled out, it's 1200. because if the head actor's lost at least 500 health, it doles out 1200 damage. and it's doing this twice.

so through a combination of bad decisions, obvious oversights, and just fucking bad code in general, we've turned 250 damage into 2400 damage. fucking amazing.

>> No.4626757

For all of Mark's flaws, he's not a creepy and pretentious fuck who constantly tries to signal to the world how good he is at writing and how shit everyone else is in comparison.

>> No.4626760
File: 243 KB, 1920x1080, 1477098680404.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4626763

Looking good! Arm cannon is too high though.
How's that weapon bob style being done? Did GZDoom always tilt 3D weapons like that?

>> No.4626764
File: 280 KB, 1600x1200, new pinker.png [View same] [iqdb] [saucenao] [google] [report]

new card

>> No.4626769

...Is that a uterus?

>> No.4626770

you are far more accepting than i am, anon

>> No.4626776
File: 117 KB, 880x660, pinker 2.png [View same] [iqdb] [saucenao] [google] [report]

the pinker

>> No.4626784
File: 197 KB, 640x2400, atrium.jpg [View same] [iqdb] [saucenao] [google] [report]

atrium.zip (15 KB, 1994-05-12) - Steve Taylor

another extremely early wad, and a simple one. you first must traverse the one safe path through a room of nukage and trees. or just grab the provided radiation suit. then, a nasty barrel trap, which cannot be avoided. this may spoil the map for some players, even those who like the early nineties style.

assuming you passed it, beyond there is some sort of tech centre, across which lies the exit. clear this once to find a blue key, then loop around to reveal a switch in a console. this reveals the red key but turns all the lights off and four cacodemons come out of the walls.

there is a soulsphere on the exit which seems superfluous unless the author was intending to make a follow-on. also one secret - it turns out a certain item had more purpose than a crutch for those with poor movement skills.

a quite good level, not great, and shame about that barrel trap.

>> No.4626787

How tf did you do those bushes?

>> No.4626793


Agreed with >>4625605

I really thought the theme, atmosphere, and level design was some of the best.

>> No.4626794

I thought it was rraccoon pretending to be someone else, due to the video only being posted yesterday

>> No.4626802
File: 6 KB, 200x150, Pinchy.jpg [View same] [iqdb] [saucenao] [google] [report]

heh, it looks like a lobster

>> No.4626810

Your art's deteriorating, man. At least I can tell this one's supposed to be a pinky

>> No.4626813

would you have been, without the filename?

>> No.4626816
File: 129 KB, 625x607, stinkypinky.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4626820


GM crops: not even once

>> No.4626823

this should be an enemy
somebody needs to make sprites of this if they can of course, i know enemy spriting is hard

>> No.4626824
File: 57 KB, 500x358, tumblr_inline_p0d5kto2Oh1r95fgm_500.png [View same] [iqdb] [saucenao] [google] [report]

I thought Arborix's Demon was a miniature baron for a while, so yes.

>> No.4626828

>Project ILE has potential but I feel like it's still young right now.
I think it's literally the first mod that was ever created on /vr/, before anything else that could be considered a mod was released/made here, so it's almost 5 years old.

>> No.4626831

every character in that blog is a precious fucking cinnamon roll


>> No.4626836

>/vr/ is almost 5 years old
i didn't need this

>> No.4626837
File: 7 KB, 128x128, imx.jpg [View same] [iqdb] [saucenao] [google] [report]

Why are you responding to something from back in January?

>> No.4626840

I'm reading through what I missed in between sets
also writing stuff about gay butts in a poll someone posted but the dumb chat won't let me say gay it just wordfilters G.,.,.,.,.,.,A,.,.,,,.,___Y to S.,.,.,.,.,.,WE,.,.,,,.,___ET

>> No.4626843
File: 265 KB, 1600x1200, pinker 3.png [View same] [iqdb] [saucenao] [google] [report]

You know whats funny, people go to sleep, they think everythings fine, everythings good, and they wake up the next day and their on fire

>> No.4626847
File: 1001 KB, 1920x1017, Screenshot_Doom_20180306_015540.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4626851


>> No.4626853

you could be on fire right now and not realize it

>> No.4626861

What year was Skulltag abandonded? Also, Would games such as Laser Arena and Half-life 1 work on Quake2XP and/or Yamagi? Q2 engine was a tad more popular than Quake 1's.

>> No.4626864
File: 127 KB, 701x928, duke01 folder.png [View same] [iqdb] [saucenao] [google] [report]

Doesn't seem like anyone's brought it up yet so here's something that may interest


>> No.4626865

wait minigunner had a crush on kate
also the chat wouldnt let me post gay even though I was doing it ironically, what a fucking fascist

>> No.4626869

I'm more bothered by the fact that a skeleton is somehow able to fucking bleed.

>> No.4626871

smooth doom does it too

>> No.4626872

thought you were referring to something related to the source port itself, but i can see it now

>> No.4626875

revenants bled in vanilla doom 2 too.

>> No.4626876

That always bothered me about gore mods. Gibbing a Rev with Ketchup looks very silly.

>> No.4626880
File: 447 KB, 1360x768, Screenshot_Doom_20180305_210236.jpg [View same] [iqdb] [saucenao] [google] [report]

Okay last picture of today's progress and i'm done with mapping for now.

>> No.4626889

are you the foot guy or the other guy that maps like this, acheron something that made the coldplay map that won a cacoward?

>> No.4626892


>> No.4626894

according to doom 3 they have a layer of transparent flesh over their bones

>> No.4626895

what the fuck are you talking about

>> No.4626896

Looking pretty.

>> No.4626898

I'm at the gym reading old threads I missed because I was busy
I'm also trying but failing to post about gay butts on a strawpoll

>> No.4626901

doomwiki says:
>On June 7, 2012, Carnevil announced the ceasing of development on the port after the development team forked Zandronum from it on June 3, 2012, effectively abandoning the original project.

>> No.4626902

you do realise you can't just hang around a gym and get fit by osmosis, right?

>> No.4626906

Another reason for Pitchford to gtfo of gaming

>> No.4626907

I do it inbetween sets, im at 90% for a couple today so its like 3 min rests
I know I'm not the only /fit/izen /vr/gin, not even the only /doom/, I've seen people on /fit/ that post only the we know, you can't fool me

>> No.4626909

The former and i don't think i have seen the other dude you are mentioning or either his wad, gimme linkz pls.

>> No.4626912

Now I'm just picturing a guy who goes to the gym so he can lazily sit on the equipment reading 4chan threads on his phone.

>> No.4626914

>I've seen people on /fit/ that post only the we know
>post only the we know
the fatigue is setting in apparently

>> No.4626931

needs a normal tie so he can be D-OUK

>> No.4626936

that sounds retarded as fuck

>> No.4626937

I meant coldplay as cold as hell which won a cacoward but that's not correct I really meant winter's fury whose author is pyroscourge and I think forever ago I thought you were the same person
I don't know where I got the name acheron except google tells me there is a crossing acheron mentioned in 10years
this is unironically how people do, except with not 4chan
my gym owner sits in his office and shitposts on normie sites quite frequently
deadlifts are a hell of a drug

>> No.4626940


I usually go with scythe2, moonblood, or alien vendetta for them lately. I need more good mapsets in general tho.

>> No.4626942

>I meant coldplay as cold as hell which won a cacoward

I need to fucking sleep, I thought you meant the band.

>> No.4626943

I've seen Xaser go by Xaser Acheron on occasion; that's probably who you were thinking of.

>> No.4626947

Oh... wow, confusing me with Xaser and Pyroscourge, three guys with completely different mapping styles, that's very weird.

>> No.4626948

>You will never tease Zaneion about his foot fetish
why even play doo-
wait.... nevermind.

>> No.4626949

Red blood cells come from bones, though.

>> No.4626951

they atleast have something red stuck to them

lost souls have no excuse tho

>> No.4626953
File: 33 KB, 597x337, file.png [View same] [iqdb] [saucenao] [google] [report]

You don't have a game directory chosen somehow. gfx\palette.lmp is a file in the base game's paks, not part of the texture wad itself. What does your version of this screen look like when you click new map?

>> No.4626954

What if i told you that's my secondary fetish, my first will always ever be futurism, it's actually an obssession that sometimes i gets depressed if thinking too much.

>> No.4626961

since we're being honest, my fetish is consensual missionary for procreation

>> No.4626962

I don't think I was thinking of xaser, I know who he is.
looking at pyroscourge's stuff it looks similar to yours, but this is only from screens, I've never played any of either of yours maps
I just know it was a cold map that had a lot of blue, like those blue daba guys coldplay

>> No.4626963


>> No.4626967

hey anon
guess what

>> No.4626972
File: 125 KB, 359x363, mod finds deplorably lewd photo while moderating the thread.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4626973

Actually to recognize when a map is made by Pyroscourge, just look at the ceiling of the rooms, if they are extremely overdetailed at Tormentor levels, then it is a Pyroscourge map.

>> No.4626978

Ancient Aliens is overrated.

>> No.4626980

Skillsaw is overrated

>> No.4626983

10/10 absolutely no challenge -- the definitive way to play anything

>> No.4626984

Your Mom is overrated. B)

>> No.4626987

>dat costume

>> No.4626997

Fucking stop.

>> No.4626998
File: 31 KB, 238x238, HNI_0020.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4627002
File: 500 KB, 812x458, 1520004179570.png [View same] [iqdb] [saucenao] [google] [report]

You're getting obsessed

>> No.4627003

it made me laugh at your reaction, so it's funny

>> No.4627004


>> No.4627004,1 [INTERNAL] 

Nice to see the mods consider calling someone an incest baby due to a misunderstanding worse than coordinated attempts at driving off contentfags.

/vr/ is dead.

>> No.4627005

It was a stylistic choice; some applied it accidentally, and they thought "Hey, this looks kinda cool!"

It's not one I agree with, but that was the reasoning.

>> No.4627009

that post is several hours old, guy.

>> No.4627012
File: 762 KB, 909x949, FireShot Screen Capture #507 - 'Quake II Starter - Download and play Quake II online' - q2s_tastyspleen_net.png [View same] [iqdb] [saucenao] [google] [report]

What should I expect?

>> No.4627015

I beat Shadow Warrior 2, and I think the ending of the game leaves an excellent opening for the next game opening with Lo Wang waking up and the entire previous game had been a dream.

I'd call it "Shadow Warrior 2: For Real This Time"

>> No.4627023

>had mod that made them true skellies
>filefront is dead and its nowhere else on the internet

Another reason for that was Doom 3's hitboxes were per-polygon, which made fighting revenants more difficult than they thought it should be. Though that's also why they shambled about rather than ran. Kind of a mess.

>> No.4627024

I am too. I want to get this update out as badly as others want to play it. But this is a big one and I want to make damn certain everything is just right.

>> No.4627026

or rather it gets worse by the minute.

>> No.4627042
File: 140 KB, 1366x738, TESTE at 2018.03.05 22-43-22.064 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Any idea of what might be happening here?

>> No.4627046

I think you may be doing a map

Is just a theory though

>> No.4627050
File: 305 KB, 1600x1200, pinker rider.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4627059

just a gzdb rendering error

>> No.4627061

democalypse now

>> No.4627065

>just a gzdb rendering error
Yeah, but it only shows in the editor so I guess I'm good.

>> No.4627068

thats what he means by gzdb rendering error. gzdb is the editor

>> No.4627075 [DELETED] 


>> No.4627079 [DELETED] 

doodle anon is the Kodyboy555 of the doom community.

>> No.4627081

thanks for your contribution, you may leave at any time

>> No.4627086

Let's see your drawings then, faggot.

>> No.4627091

Who is Kodyboy555?

>> No.4627096
File: 2.35 MB, 1600x1200, th_louis_wu.png [View same] [iqdb] [saucenao] [google] [report]

Someone please make a Doom wad based on/around the Niven Ringworld :'(

>> No.4627103

Who are you and what do you have against us?

>> No.4627114
File: 672 KB, 1600x900, Screenshot_Doom_20180306_152146.png [View same] [iqdb] [saucenao] [google] [report]

Who's stupid idea was it to litter Voodoo dolls in plain sight in the first Community Chest wad?

>> No.4627117

The Ultimate Doomer
His maps were always a bit weird.

>> No.4627123
File: 255 KB, 1600x1200, marvin the baron.png [View same] [iqdb] [saucenao] [google] [report]

This is Marvin, my new Baron character. He is a scuba diver. He lives in the Dis part of Hell.

>> No.4627125

I remember people doing that back in 90's wads to fake other people/marines in maps. If they got shot or whatever you just weren't defending them well enough.

>> No.4627128

Not bad
You're getting better

>> No.4627145

What gameplay mod

>> No.4627152

Now do forevererally delitized and loving it

>> No.4627154


>> No.4627159

I swear someone already did one of those of Doomguy or maybe Ranger.

>> No.4627169
File: 1.61 MB, 683x374, TcRuHJB.gif [View same] [iqdb] [saucenao] [google] [report]

I just encountered a russian that doesn't know what Quake is

I thought it was a requirement for slav citizenship to know at least 30 old school shooter IPs

Like how is required by the japanese goverment to have a twitter

>> No.4627178

will the new Duke Nukem 3D world tour work with EDuke?

>> No.4627181

>not he lives in Dis part of hell
come on

>> No.4627194

Gimme some underrated mapsets. Ones that don't have a cacoward, but are still good nevertheless.

>> No.4627205


>> No.4627207

oh wait nevermind im dumb

>> No.4627209


gravity.wad was pretty fun.

>> No.4627225
File: 336 KB, 1400x787, Screenshot_Doom_20180305_222951.png [View same] [iqdb] [saucenao] [google] [report]

Testing the gameplay mod that I'll be including with the next release of Wild West Deathmatch. So far, the two shotguns are replaced, and a knife weapon has been added, the player speed has been reduced to a rather slow pace, and armour is being buffed. Should I have it so that all armour protects 100%, or keep it as mere damage reduction?

>> No.4627227

what do you see angels looking like in the doom setting?

>> No.4627230

Was Blood II a letdown?

>> No.4627231

Echelon, once you get through the "warm up"

>> No.4627232

like in Shin Megami Tensei.

>> No.4627235

>discontinuing mockaward

>> No.4627238

do you see them acting in the same way leaving humanity truly alone in the cosmology? or is it just an aesthetic choice?

>> No.4627239
File: 42 KB, 700x600, c094d9b0657d9a429e2bb5993175c161c9cb8f10.png [View same] [iqdb] [saucenao] [google] [report]

What's the weirdest wad you've ever played?

>> No.4627241
File: 529 KB, 1600x1200, seraphim_and_creature_4_of_4_by_foreverman724.jpg [View same] [iqdb] [saucenao] [google] [report]

Angels originally were monstrous as fuck. Ezekiel has some eerie descriptions of his angelical visions and it's some bad trip stuff.

>> No.4627246

I know that, they introduced themselves with "fear not" for a reason, but Im wondering how much of that would translate to doom, which eschues the assumed red man with the pitchfork for more monstrous demons, or is this just a case of base material being more on theme to start with

>> No.4627248


>> No.4627249

super skulltag is the only mod I've ever seen address that

>> No.4627250
File: 55 KB, 540x396, Jesus.jpg [View same] [iqdb] [saucenao] [google] [report]

Space Marines are the angels, and Doomguy is Jesus.

>> No.4627251

the demons in doom seem to mostly fleshy, with the higher ranks getting some mechanical bits

so maybe the angels could be mostly mechanical with different organic bits depending on their rank
like the lowest ones could be porcelain-ish androids, but once they prove themselves they get a set of living, feathered wings (earning their wings so to say)
each rank could have a different biological feature. like cherubim having a bunch of different animal heads, or thrones being orbited by a ring covered in real eyes.

>> No.4627256

angels shouldn't be mechanical at all; that should be a human thing that the demons assimilated.

>> No.4627258

there's like zero genuinely funny and fun comedy wads each year, though

they hit maybe once every five years

>> No.4627259

interesting, I was seeing something along the lines, with a heavy biomech feel, something much like the purifiers with feathers.

one thing I noticed is that demons only use weapons that are part of their bodies, so in contrast angels would have lots of held weapons.

a masterlink to various purifiers as reference http://starcraft.wikia.com/wiki/Purifier

>> No.4627260

is it possible that your sense of humor has just gotten stale?

>> No.4627270
File: 471 KB, 1280x720, doom12.png [View same] [iqdb] [saucenao] [google] [report]

Damn this architecture is great. Thanks for the rec, man.

>> No.4627274

name the funniest release from 2017

>> No.4627279


>> No.4627306

>playing blood e1 for the umpteenth time because I still can't get into the game
>get to the secret level
>about halfway through, destroy a whole hallway of cultists with the napalm launcher
>jumping and ducking like a madman
>shotgunning zombies into the sky
>tommy gun cultists no longer make me shit myself
>realize that the game has finally clicked
never give up

>> No.4627313
File: 807 KB, 1366x715, Screenshot_Doom_20180306_021319.png [View same] [iqdb] [saucenao] [google] [report]

Any idea what could be causing this? It doesn't show a thing in the editor, only when running the game.

>> No.4627316

I don't think they would be too different from demons. Many consider demons as nothing but evil angels, after all. They would probably use different symbols and less corpse decoration, though, and have more "light" or "energy" themes.

>> No.4627329


>> No.4627335

I don't know the exact reason from a technical perspective, but that can happen when a vertex is "off the grid". Look around that area with your grid set to 1 map unit, see if there are any vertices that don't match up.

>> No.4627343
File: 109 KB, 1291x751, Pyramid.png [View same] [iqdb] [saucenao] [google] [report]

Thoughts on this pyramid scene?

>> No.4627349

Yeah, it's a temple in the middle of a desert in a canyon(?). I'm not sure if it's supposed to be Mesoamerican pyramid or not. If it's supposed to be Egyptian, I'm pretty sure most pyramids aren't exactly in the middle of a valley and are more out in the open. The only one I can really think of that would be in a valley/canyon like this would be the temple of Hatshepsut, and that's not a pyramid. But really, I think most people will agree with my first sentence.

>> No.4627353

Use slopes, disregard fags.

>> No.4627361

Your ass kicked.

>> No.4627364


>> No.4627365

funny to watch, terrible to actually play

>> No.4627373
File: 542 KB, 1400x787, Screenshot_Doom_20180306_011128.png [View same] [iqdb] [saucenao] [google] [report]

Developed it some more. This is probably the largest level for the .wad in geographic size, but the gameplay space is around the same as map06, perhaps smaller.

>> No.4627403
File: 654 KB, 1400x787, Screenshot_Doom_20180306_013420.png [View same] [iqdb] [saucenao] [google] [report]

One more update before I head to bed. Nothing up to this point has been supernatural, but I suppose when making an Aztec/Mayan pyramid level, you need a bit of the supernatural.

>> No.4627409

Got a strange sense of Shifting Sand Land by looking at your lava lake with cubes in it.

>> No.4627412

That's blood.

>> No.4627414

You're right; its been a long day.

>> No.4627417

Temple of the Lizardmen 4

>> No.4627429

Looks nice.

>> No.4627432

Newfags would think it's a Halo based wad.

>> No.4627440
File: 198 KB, 1600x1200, best enemy.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4627441

Not if you make it clear that it isn't.

>> No.4627443
File: 563 KB, 1143x597, Untitled.png [View same] [iqdb] [saucenao] [google] [report]

Explain this bullshit

>> No.4627448

You have billboarding set to X only.

>> No.4627450

well it seems you have filters enabled

>> No.4627451


Strife's enemies were amazing.

>> No.4627483

I'm assuming that most angels would me more melee focused and less projectiles

and the look be similar to bayonetta

>> No.4627492

Why'd John Carmack get mad about the Saturn port? It could've been the GZDoom of console ports.

>> No.4627495

The method described was a bunch of gross hacks that couldn't render the walls right and lead to excessive screen tearing on turns, which obviously made Carmack angry.

>> No.4627502

Don't take Larry's embellishments seriously ever, especially since he rarely cites anything. Knowing him I'm sure he's leaving shit out.

>> No.4627504

i don't usually watch that person i just saw it in "recent uploads" on youtube and remembered hearing tat debacle about carmack and the one of the doom console ports

>> No.4627506
File: 218 KB, 1366x768, Screenshot_Hexen_20180305_001921.png [View same] [iqdb] [saucenao] [google] [report]

i know what you mean

>> No.4627513

There's more to this story as there were compromises made for the original renderer
But Carmack was a dick in any case, Carmack seemed to be openly apathetic around the mid-90s, likely due to Quakes shenanigans.
I think over Twitter he even said he would've reconsidered the port or something along those lines.
Being a dev for the Saturn was bound to bring misery regardless though.

>> No.4627525
File: 136 KB, 1366x768, Screenshot_Hexen_20180306_000055.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4627528

I only watched one video out of sheer boredom and it was the starforge video then after that his videos keep spearing every single time





disagreeably damp, musty, and typically cold.

synonyms: damp, musty, chilly, clammy,

moist, wet, unaired, humid

"the dank basement"

>> No.4627535

Anywhere I can find videos of doom mappers playing their own wads? Preferably with commentary

>> No.4627543

>Playing gravity wad
>First two levels are mod levels
>Third level just defaults to Doom 2 "The Gauntlet" level

What the fuck?

>> No.4627547

yes, it's a mapset with only two levels

>> No.4627549

That's fucking dumb.

>> No.4627559


>> No.4627562
File: 20 KB, 672x277, 13305fe937d708ed4cf654b40e1334d67fdc7197.png [View same] [iqdb] [saucenao] [google] [report]

Is there any source port or ZDoom mod that improvises sound range in Doom by not making it fall off so hard over a distance? Like, I think it's silly that Chaingunners in attacking distance are able to hurt you while they don't even make a sound when you're far away enough.

>> No.4627567

Mayhem Mansion
Mandrill Ass Project
50 Shades of Graytall

>> No.4627571

Brutal doom :)

>> No.4627575
File: 448 KB, 1366x768, Screenshot_Hexen_20180306_002553.png [View same] [iqdb] [saucenao] [google] [report]

Gzdoom does Bloom now?

>> No.4627578


Done bloom for quite some time, really.
I hate it!

>> No.4627587
File: 231 KB, 799x595, fancy options.png [View same] [iqdb] [saucenao] [google] [report]

And what are these fancy options? tonemap? Lens distortion? Ambient occlusion? Fxaa? What do all those do? I'm not familiar with newer stuff.

>> No.4627591

Any world war one wads out there?

>> No.4627592
File: 150 KB, 1004x564, aaaa.jpg [View same] [iqdb] [saucenao] [google] [report]

tone map and lense distortion im not sure, but ambient occlusion adds shadows where two objects touch eachother and is generally a very expensive effect, screenshot related.

FXAA is a very cheap AA solution that blurs potential jaggies with a post processing effect.

>> No.4627613

What's a good megawad to go with Lithium? I was playing Mars War, the later cityscape levels accommodated the jet booster double jump shit pretty well, but it's generally ezpz, there's too few enemies.

>> No.4627614

Eh.. pyramid looked better without the pillars imo.
Also those bridges look awful to play on, if this is for that DM mapset.

>> No.4627617

valiant (vaccinated) or ancient aliens are good choices for difficult wads.

>> No.4627620
File: 143 KB, 1366x768, Screenshot_UrbanBrawl_20180306_005628.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4627621
File: 323 KB, 1366x768, Screenshot_UrbanBrawl_20180306_005535.png [View same] [iqdb] [saucenao] [google] [report]

fudge forgot to turn on the ambient occlusion

>> No.4627624

You think doom looks better with the Ambient Occlusion option enabled?

>> No.4627639


>> No.4627653
File: 1.02 MB, 960x540, imphi.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4627675
File: 117 KB, 1873x565, mod_faggotry_inbound.png [View same] [iqdb] [saucenao] [google] [report]

Is place about to become a den of no-fun faggotry?

>> No.4627676

Mildly concerning but I'm not gonna worry too much about it. I'm going to keep making my stuff and posting it there, if they ban me, so be it.

>> No.4627681

I'm mostly concerned with how that community implements changes without saying a fucking thing beforehand to the community. That's a fast track to pissing people off.

>> No.4627684
File: 471 KB, 1280x546, vlcsnap-2018-03-06-10h52m40s491.png [View same] [iqdb] [saucenao] [google] [report]

You really can play Doom on anything.

Briefcase computer in movie Sudden Death.

>> No.4627685

>all keys and weapons
>no backpack
Now this is a mystery.

>> No.4627690

it's not unreasonable to point out the hypocrisy of "ripping/reusing anything is fine, unless it's my stuff, in which case GO FUCK YOURSELF"
other than that i have no opinion

>> No.4627692

at least in chocolate doom, IDKFA does not give a backpack. presumably vanilla is the same.

>> No.4627695

>I'm mostly concerned with how that community implements changes without saying a fucking thing beforehand to the community.
i'm all for shitting on forums but this is literally the exact opposite of what is happening

there are not any changes yet
they are saying a lot of things now

and frankly, i'm not really surprised given how the exact same thing happened with rott13 and the devs themselves posted and said "dude the game isn't even out yet and you're ripping shit"

>> No.4627703

also in boomsrc/log_lee.txt there is an early changelog entry

>Change IDK[F]A cheats to give backpack as well as full ammo (not for
>cheating's sake <g> but for testing and benchmarking Doom with hundreds of
>Things coming at you all at once!!!) Thought about making the ammo unlimited
>but didn't have the time to make the status bar changes (numbers would look
>funny unless I did that). I can live with typing idfa every once and a
>while, just half as often now.

which implies the codes didn't give it before. so yeah, mystery solved.

>> No.4627706
File: 1.29 MB, 1275x955, q2secret.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4627729

Hey Kegan, this is a bit weird since I'm asking a specific person, but I'm hoping you're an expert/knowledgable on the subject.
You like mods that have infinite ammo starting weapons, right? Do you actually find a use for these weapons? Do you have specific wads you play where there's so little ammo you'd need them, or is it more the mod's designed so the other weapons are less ammo efficient than vanilla?

>> No.4627732

I personally find a use for them just out of sheer stubbornness, like how I often do buster only runs in Megaman or Blaster runs in Quake 4.
I also like knowing that if the off chance there's some prick off in the distance I need to kill, I'll always have a means of doing so.
I utterly despise being defenseless in vidya.

>> No.4627759

what is going on there

>> No.4627763

Ah, so it's sort of like challenging yourself with a handicap?
I'm struggling a bit as making the other weapons receive less ammo on pickups doesn't really change anything, since most maps have plenty to go around. I want the starter weapon to be a "I only have ammo for my [insert weapon with rare ammo here], but I want to save it for the bigger enemies" fallback, yet it doesn't really work out... And purposefully starving the player of ammo can sometimes suck, too (hi Demonsteele).

>> No.4627767

>latest MetaDoom temporarily offed by the mod author himself, out of paranoia
There's your preview of what's to come.

>> No.4627773
File: 61 KB, 1875x188, ouch.png [View same] [iqdb] [saucenao] [google] [report]

Oh wow, it's true.

Just how many more mods could potentially be effected by rule changes? Could there be a cutoff date?

>> No.4627778

>Doom 2016 content
Wasn't D4D a pioneer when it came to GZDoom, getting new features added? That's what I remember hearing. Are they seriously going to have to take it down if they don't think before enacting these new rules?

>> No.4627779

Could always add some sort of minor restriction on the starter weapon, Jet Force Gemini's pistol uses ammo, but also had a meter that depleted with each shot, so you could shoot rapidly a few times before having a slow fire rate until you let the meter recharge, and the weapon could be fired, albeit weaker, when you had no ammo.

I'd say go with something that feels fun and has the potential to be valid if the player is either patient, skilled, or masochistic

>> No.4627781

>Creative Commons
Which fucking sucks.

>people willing to lend a hand
Not easy to get to if you aren't part of a circle of friends, believe me, I've looked around.

>> No.4627790

lol he's probably done that just to troll.

>> No.4627793

kinsie is really goddamn jumping the gun here

>> No.4627795
File: 14 KB, 590x385, crybaby.jpg [View same] [iqdb] [saucenao] [google] [report]

>waaaaah I don' have the right to use things that don't belong to me

You mean you're only finding about this now?

>> No.4627797

think about it, he's hoping to create outrage and a backlash to make the mods abandon their plans before they're implemented. it's a risky gamble but i guarantee it's 100% a ploy.

>> No.4627804

Excuse me sir did you take that picture of that baby? If not I'm gonna have to ask you to delete that.

>> No.4627805

nah, it's his own work. it's a selfie, in fact.

>> No.4627807
File: 106 KB, 768x576, 1326916370786.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4627809

The community hasn't respected copyrights in decades, why should it start now?

>> No.4627815

Oh no I'm not talking about the starter weapon being simply better than others, though that is a very valid concern. (unless I'm misinterpreting what you're saying here?)
I'd just like it to be a valid weapon in the player's arsenal that actually gets used without horribly unbalancing the game.

Actually yeah I think I get what you're saying, giving the starter weapon an ammo pool and it's own ammo pickups (like replacing clips), that would make it be used while also not ruining the ammo "economy", right?
Unfortunately my weapon isn't designed for this, being in the style of Unreal's Dispersion Pistol, and my mod removes the clip pickup from the game entirely to try and balance around it (and make the play space cleaner). But it's a very good idea for the future!

>> No.4627816

Because big corp realized they can get a couple more sheckles by wringing out whoever they can.

>> No.4627818
File: 342 KB, 1280x720, Screenshot_Doom_20180306_114937.png [View same] [iqdb] [saucenao] [google] [report]

Old pwads can be cute.

>> No.4627819

>>4627815 (cont)
Also yeah I think the weapon feeling fun to use is the biggest point more than anything else, even if it's not the best option to fight with.

>> No.4627832

shame you forgot to say what it was called

>> No.4627835

On a side note for other modders out there: if you replace one of the shotguns with something like a pistol or a grenade launcher, lower the ammo it gets! The better accuracy and/or ability to control amount of pellets/bullets per target means you end up with a looot less ammo used.

>> No.4627850

Actually in the regular shotgun's case you can just leave it as it is as the SSG has silly ammo efficiency anyway.

>> No.4627862

Tank Jr.

>> No.4627880

So after all that stuff about MENUDEF and Graf being angry about people using it to edit menu definitions, how come the entire main menu and sub menus are still defined in GZDoom.pk3's MENUDEF and seem to be free to edit with your mod's MENUDEF? Am I missing something?

>> No.4627885
File: 2.74 MB, 853x480, testmsg.webm [View same] [iqdb] [saucenao] [google] [report]

wiggle waggle

>> No.4627893

Sorry. It's called Dark Star.
It's only a single map and for some reason it's used for map 5.
I was playing it because someone on the Final Doomer thread mentioned how well it goes with BTSX guy. I don't quite agree, but the map was alright for something from its time.

>> No.4627897
File: 15 KB, 320x224, 37591-earthworm-jim-genesis-screenshot-starting-a-level.gif [View same] [iqdb] [saucenao] [google] [report]

Reminds me of this.

>> No.4627927


>> No.4627935

re. the whole "infinite ammo pistol" thing: dakka now has a new cvar that boosts the amount of pistol ammo you can get.
- 0: you just get it from bullet pickups as normal
- 1: non-bullet ammo pickups also give you a small amount of pistol rounds with them; small ones give 3 shots, big ones give 7. you won't hoover up non-bullet pickups if you'd only get pistol rounds from them.
- 2: non-bullet pickups spawn tiny pistol mags by them, in case you do want to grab just the pistol ammo. the small ones are still 3 bullets, and the big ones are still 7.
- 3: your pistols just straight up don't use ammo anymore. but they also stop giving scrap in this mode, because that'd be dumb.

personally I like mode 1 the most, but if you want infinite pistol ammo, dakka will now accommodate your wrong opinion :^)

>> No.4627938
File: 847 KB, 1366x715, Screenshot_Doom_20180306_112410.png [View same] [iqdb] [saucenao] [google] [report]

Solved the tree issue. Not as good as >>4625149
but I'm satisfied with the results.

>> No.4627951

Doom WADs based on Star Trek Need to happen.

>> No.4627954

>Doom WADs based on Star Trek Need to happen.
already happened.

>> No.4627957

>It's only a single map and for some reason it's used for map 5.
They wanted Map05's music, but didn't want to break the law by copying out the music lump and renaming it "D_RUNNIN".

>> No.4627958

Just put a year or two moratorium on games or something before you turn a blind eye towards rips.
I mean didn't they already have that? I recall they didn't allow people to post rips of Rage when that was new.

I mean I'm not gonna stop using Quake or Duke Nukem assets, and I'm not expecting others will.

>> No.4627970

I don't think they were any good either. None of the series were strongly action oriented, so making it truly work as a Doom mod would be a lot of effort.

>> No.4627972


>> No.4627979
File: 17 KB, 350x350, PJ685.jpg [View same] [iqdb] [saucenao] [google] [report]

You know what needs to happen first? A mod where the shotgun uses these as ammo.

>> No.4627986

>The community hasn't respected copyrights in decades, why should it start now

Because back then it wasn't important to do so and now it is. Nowadays there is legal precedent for taking actual legislative action against people who use copyrighted content in game mods thanks to dumb shit like that baseball team striking down Fallout 4 mods that used their logos. The site and its owners have to protect themselves from being under the gun and "we're just hosting the content" didn't work for the pirate bay so clearly it won't work for a doom mod community website.

>> No.4627990


*"we're just hosting a place to find the content"

but you get what I meant I'm sure.

>> No.4627994

>Because back then it wasn't important to do so
It was just as "important", companies just didn't notice/gave a shit about free player mods. They're just greedy, and it's not like all copyright owners are this strict.

>> No.4627996

Probably because copyright trolls are the meanest, most criminally imoral ASSHOLES in the face of earth and wouldn't think twice before striking/C&D'ing any site, specially a mod community.

>> No.4627998


>> No.4628003
File: 1.23 MB, 640x360, BRUTALALIENSMAP01.webm [View same] [iqdb] [saucenao] [google] [report]

I probably enjoy seeing how brutal doom breaks a bit too much
that smoke effect back there? that's the cyberdemon's footstep attack, teleporting away and ending up over there

>> No.4628007

you need a new hobby

>> No.4628012

> teleporting projectiles

> arm and leg changes sides

>> No.4628015

incredible on how quake 2 textures are fucking ugly with GL on

>> No.4628025

I like the crawling maggots on the corpse, that's a cool effect. Is that in the new Brutal, can I steal it?

>> No.4628026

he's just trying to fuel the feud between mark & /vr/

>> No.4628043

I thought /vr/ had disliked Lieutenant Luego for quite a long time and for many different reasons already?

>> No.4628051

Any good resource for beginning level design?

>> No.4628064

/vr/ is a lot of people with a wide range of opinions and also a wide range of trolls who know mark is one of the easiest people to bait

>> No.4628070

True, but he isn't well liked by most people here.
Some like his mod (depending on version), but that's different.

>> No.4628079

>the maggots and flies can't be shot off, even when the corpse they infest gets vaporized with weapons
Bravo, Captain Conrado

>> No.4628083

Wait, they're fucking solid and block your shots? What the fuck would he do that for? Jesus Christ, that's another thing Immoral Conduct did properly before (the buzzing flies)

>> No.4628084

are you saying they can block shots?

>> No.4628087
File: 201 KB, 1041x620, Výstřižek.png [View same] [iqdb] [saucenao] [google] [report]

Hey /vr/os, i have been working on a map lately, it's very amateur and still unfinished, it's my second map ever, but i'm kinda drained creatively, so i thought you guys could shoot me some ideas to improve it.

>> No.4628092

No, they don't block shit, only that they have godspheres and DGAF about rockets, plasma balls and bullets making minced meat out of the bodies they are sitting on.

>> No.4628101

really, it's just that for a mod that's been around eight years, you'd expect a higher level of quality control than, well... this
every time I start it up and play through it normally, I find a new glitch, a new exploit, a new pile of jank, *something*, and it really makes me wonder if sgtmarkiv does anything beyond the bare minimum testing his shit when so many glaring issues slip through

>> No.4628106

Seems like there should be some basic function or script to make a normal dead body intermittently spawn maggot actors, which fade out after maybe a half a minute or so. If you burn a body, it changes to an actor which doesn't spawn them.

>> No.4628109

Can't he just find a different place to host the download link?

>> No.4628118

This is why I keep a a backup archive of mods.
You never know when something will suddenly happen and makes a mod hard or even impossible to find, just look at the most recent build of Fractal doom.

>> No.4628119

how do you do it?

>> No.4628125

It's nothing special, I just download all the fun looking ones, put them in relevant subfolders, try to keep up with the most recent versions and when I do my monthly paranoid backup of everything make sure to include them.

I'm fairly sure plenty of anons here do something similar.

>> No.4628126

so you store it on your computer or is there a place to do it online?

>> No.4628138

Should keep a torrent of it.

>> No.4628140

No, I have a couple of external harddrives I keep around. One new and one fairly old but still reliable.
I know externals have a bad rep but they're rarely plugged in so wear and tear is minimal and I have two of them, so it's a reliable enough system for the time being.

>> No.4628143

I hope this mod backup thing becomes a plan that even gets to have links on the OP's of these threads.
My pc is kinda shitty and i hope to get everything Doom related i currently have, when i get a new one.

>> No.4628149

what mods are you archieving?

>> No.4628157

It's not just mods, I've taken to keeping some of the more popular megawads and pwads too, and the list is fairly big at this point.
When it comes to the mods, the majority are only from the last few years, I don't have anything like Batman Doom or Ghostbusters from the 90's.

I generally do this just because downloading everything again will be a pain in the ass if something happens to my computer, but it's also a nice contingency if something ever happened to the internet too.

>> No.4628167

doesn't metadoom have a github demo available or is that gonna get fucked too?

>> No.4628171

I could just put version Fred into a dropbox for now if people wanted. It's the previous version, but the latest was just a couple of bugfixes anyway.

>> No.4628174

what about the optional file?

>> No.4628187

I don't have that one, just the mod itself.

>> No.4628189

I have both files, with the main one being 4.1.
If i can, i may be able to drop a link, since i'm not even using my main computer.

>> No.4628191

>what is fair use

>> No.4628194

Thats what text did on 3 hits of lsd

>> No.4628196

Are D&D Dungeon design tutorials/tips good starters for designing Doom maps?

>> No.4628203

"Fair use" in this case doesn't exist; It's like the majority of games you find as "abandonware", it's only a bullshit excuse to steal shit.
Technically any mod could get C&D over textures.

Also in 'fair' use there is 'fair', ripping the shit out of game before it's even released doesn't sound 'fair'.

>oh I love the new WIP car you're building
>let me take your cool tires design, I'll put them on my car and share them to all my friends
>fair use motherfucker

>> No.4628214

Ghostbusters Doom was interesting, but also very unfinished. Has anyone put any good effort into making their own Ghostbusters TC? Like it wouldn't even have to follow the movies or anything, you could seriously just make a few levels which are haunted locations, and you go in and bust ghosts, in scenarios which feel like they'd be straight from the movie montages or the cartoon.

Maybe even have a score counter.

Well he's obviously misunderstanding Fair Use, but nobody actually really cares in the community if you use rips.

>> No.4628215

Kegan, please...
I'm begging you...
When's GMOTA?

>> No.4628229

You know, I actually ripped Ion Maiden's Loverboy and threw it into a wad. However, I felt weird by ripping shit just to use it in doom, also the gun wasn't pixel perfect and looked odd underneath aspect ratio correction, so I trashed it.

>> No.4628235

why is WW so insufferable
>people rip one new game
>immediately jumps to tongue devs asshole

as this anon said >>4627781 99% don't have a private clique of friends who are artists. as long as you're not claiming ownership or selling shit than rips are fine.

>> No.4628240

it won't be a Doom mod but next episode of my Douk mod will be set on a ringworld

>> No.4628248

>"Fair use" in this case doesn't exist; It's like the majority of games you find as "abandonware", it's only a bullshit excuse to steal shit.
If you're talking about ion maiden, and it isn't released yet (I have no idea about the status of it, or even seen it) then this is true for that specific instance, but in general otherwise no. Its usually extremely likely that something will be considered fair use if its being used in a noncommercial project, and the assets being used dont comprise the whole of the new project. And something like the d4 "sprite rips" arent treated the same as a straight sprite rip from a game, because its a new work, at most a derivative work but probably not even that.
>Also in 'fair' use there is 'fair', ripping the shit out of game before it's even released doesn't sound 'fair'.
>oh I love the new WIP car you're building
>let me take your cool tires design, I'll put them on my car and share them to all my friends
>fair use motherfucker
Thats actually a thing they consider when deciding fair use, if the source is unreleased then generally its assets arent allowed fair use. If ion maiden is unreleased then it would be protected, most likely.
>Technically any mod could get C&D over textures.
Anybody can get C&D for any or no reason at any time. There is no criteria that must be met to send a C&D (in many cases they are sent as a bullying tactic even if the sender knows it would not hold up ij court), they are a wise legal first step of a lawsuit (courts look much more favorably on plaintiffs that tell someone to stop doing something before they sue them for doing it) but theres nothing stopping me from sending a C&D to EA to stop producing Half-Life 3 because my cousin had the idea first.

>> No.4628293
File: 481 KB, 1920x1080, Screenshot_Doom_20180306_133826.png [View same] [iqdb] [saucenao] [google] [report]

The map feels too big. There's a lot of padding and not-so-obvious backtracking with nothing to really do.
Fighting Barons with a 50-ammo Chaingun and a Shotgun sucks.
You can get stuck behind these pillars.

>> No.4628298

>99% don't have a private clique of friends who are artists
I know a bunch of artists, but for one, they don't work for free (which I don't hold against them, I'd gladly pay for work), and for another, none of them work in pixel art.

Sprite artists don't grow on trees.

>> No.4628302

Oki doki, so more encounters with more ammo? Maybe some monster closets? Don't know about the backtracking part tho, i thought the starting section was kinda obvious, could you elaborate more on that part?

>> No.4628309

Larger encounters, or tighter design. I personally prefer the latter. Monster closets are great for repopulating retread areas and stocking up on some supplies as a reward for killing those extra monsters.
>i thought the starting section was kinda obvious, could you elaborate more on that part?
I went straight down the hallway to the opening with a bunch of Cacos and Chaingunners, and didn't realize I had to drop down into the slime river for a couple of minutes. There wasn't really any indication I should have gone down there, and the little crack with slime in it hurt me immediately so I didn't really want to go down there until I saw an opening down there.

>> No.4628315

That looks fucking sick

>> No.4628317
File: 8 KB, 70x70, capnclever-profile_image-c80b326e260f7f58-70x70.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4628319

Oh, well i guess i as the mapper didn't look at it from the perspective of the player. By tighter design you mean smaller areas with more going on right? I was kinda going for a large landscape feel, i even have a backstory to the map, but it doesn't really make sense with doom enemies i guess.

>> No.4628320

>E10 never

>> No.4628325

>Oh, well i guess i as the mapper didn't look at it from the perspective of the player.
You could make that change much more obvious by having a key lift take you down to the basement where all the Chaingunners are. It incentivizes moving ahead and gives the player a goal once they hit that dead end.
>By tighter design you mean smaller areas with more going on right?
Yes, but that's not to say you can't have larger areas, just be aware of the amount of dead space any given part of the map may have.

>> No.4628326
File: 56 KB, 648x409, dosx-ultimate-simpsons-doom.png [View same] [iqdb] [saucenao] [google] [report]



>> No.4628327
File: 9 KB, 913x913, 1518677291145.png [View same] [iqdb] [saucenao] [google] [report]


I do the same thing. I use google drive to sync my Doom/idtech1 folder and since it's under 15gb I don't have to pay for it at all. Super easy (autosyncs as soon as I extract a new mod) and free, highly recommended.

>> No.4628328


>> No.4628347
File: 2.90 MB, 320x240, loadsoftime1.webm [View same] [iqdb] [saucenao] [google] [report]

delete unnecessary backsectors and align textures.

could use more architecture and less decorative thing spam.

try to build a level that's one coherent whole instead of several completely separate sections with no interconnection.

oh and more light variation. it's all one light level. looks boring.

good use of height differences though. you've avoided making a totally flat map, which is good.

it wasn't very obvious you have to go in the slime pit at the start to progress. i almost quit at this point to ask "does this map need a source port with jumping?"

i found the unmarked secret by noticing that torch/face didn't make a noise when pressed on, but light goggles? what for?

i skipped the two barons having read the other person's post, but couldn't come back for them.

the teleporter in the hellknight/troopers cave is unfinished.

there is no exit. i eventually reached a tree i couldn't pass. i guess that was the end.

keep going. it's promising, but needs more action and less running about through empty space.


>> No.4628351
File: 2.64 MB, 320x240, loadsoftime2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4628357


howd you create the webm?

>> No.4628363

Yeah the map has no exit currently. The light goggles were for the basement, but i later noticed that you can still see inside, so now i'm thinking of an item to put there instead.

>> No.4628381

MetaDoom's download link is now on Kinsie's personal site, if anyone cares.

>> No.4628384



>> No.4628396

New thread when?
Oh, and what is the Quake equivalent of a WAD file?

>> No.4628414

I'd say .PAK.
But making a Quake mod is way more complicated than a WAD file.

>> No.4628437
File: 174 KB, 400x400, GGAvatar_400x400.gif.png [View same] [iqdb] [saucenao] [google] [report]

This will forever be my favorite Doom video, I wish people featured his character more.

>> No.4628478
File: 1.54 MB, 2560x1400, preview.png [View same] [iqdb] [saucenao] [google] [report]

Hopefully this evening, more than likely tomorrow. Still have to test enemies, ammo, health, etc.

>> No.4628480



>> No.4628494

duly noted, it's now illegal to have fun with a bad mod

>> No.4628498


I've been doing the same thing for forever, I download pretty much any mod I find.
I've never been able to get my hand on the final build of Fractal Doom, though.

>> No.4628520

After Kinsie used his own site to host MD, i feel like other modders should find different places to host these download links, if this is an issue only affecting ZDoom Forums.

>> No.4628537


I've been looking into getting a webhost for some time, but I'm quite tech-illiterate and the last two times blew up in my face. I really don't know where to begin.
So I've just been uploading on Google Drive and Dropbox.

>> No.4628575

There are lots of bad mods. Yet you choose the one guaranteed to create the most drama and salt. You know exactly what you're doing; don't act innocent.

>> No.4628607

not even me, lmao

you are jumping at shadows, you paranoid shit

>> No.4628618
File: 984 KB, 1366x715, Screenshot_Doom_20180306_191928.png [View same] [iqdb] [saucenao] [google] [report]

Thanks anon! Here's from inside the temple/gate

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