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/vr/ - Retro Games

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4628475 No.4628475 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4623970

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.4628476

=== NEWS ===

[03-06] Anon map release: Loads Of Time (WIP)

[03-05] More about early builds of DNF

[03-04] Anon speedmaps a deathmatch level

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4628485

How long until GMOTA, Kegan?

>> No.4628487
File: 29 KB, 609x171, DXoOHSzU8AAsJpe.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4628496

Should a grenade-tossing alt-fire be given sprites, or should it just toss the dynamite?

>> No.4628504

>why is WW so insufferable
why does everyone blame WW for everything
this is literally rachael's doing
it's even right there as the OP

>> No.4628508

it's an alt-fire, so actually throw it
inventory item grenades/dynamite/whatever can pop out of your chest with no animation, that's fine

>> No.4628528
File: 349 KB, 1366x768, Screenshot_Strife_20180306_134339.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4628530

Right. I think items would be more convenient anyway, seeing as how I don't need to go and add it to all the weapons.

>> No.4628538


>> No.4628539

If there are two mods I am waiting for, it is Treasure Tech and GMOTA.

>> No.4628541
File: 1.29 MB, 1366x768, Screenshot_Strife_20180306_135409.png [View same] [iqdb] [saucenao] [google] [report]

Oh now I see, SHADMAN mode. That's what lens does.

>> No.4628545
File: 1.04 MB, 1366x768, Screenshot_Strife_20180306_135422.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4628546

repostin link to smooth doom fix posted by anon two threads ago

>> No.4628548
File: 33 KB, 426x364, 1515934803910.png [View same] [iqdb] [saucenao] [google] [report]

What is "SHADMAN mode"?

>> No.4628549

f u c k

>> No.4628551
File: 231 KB, 799x595, fancy options.png [View same] [iqdb] [saucenao] [google] [report]

it's the one called "lens distortion" and it gives that 3d glasses look.

>> No.4628559


the industry term is "chromatic aberration"

>> No.4628563
File: 3.62 MB, 800x6207, shadman.png [View same] [iqdb] [saucenao] [google] [report]

Chromatic aberration and some other gaudy things I presume.

>> No.4628564
File: 747 KB, 1360x768, Screenshot_Doom_20180306_165421.png [View same] [iqdb] [saucenao] [google] [report]

No anon, this is the 3D glasses look.

>> No.4628565
File: 301 KB, 1366x768, Screenshot_Doom_20180306_140353.png [View same] [iqdb] [saucenao] [google] [report]

fire is goood

>> No.4628567

>it gives that 3d glasses look
I'm wearing a pair of regular glasses and I can see the same effect.

>> No.4628568
File: 22 KB, 320x239, wolf3d-ep01-end-01.png [View same] [iqdb] [saucenao] [google] [report]

HUHs and UNFs are fine, but where is the love for YAAAH?

>> No.4628569
File: 455 KB, 1366x768, Screenshot_Doom_20180306_135826.png [View same] [iqdb] [saucenao] [google] [report]

and we got the anime girls here too

>> No.4628574

What mod

>> No.4628576

the fuck is that?
please tell me that the cyberdemon is a cute catgirl also give me the name of the mod

>> No.4628578


>> No.4628580

How many thousands of times have you heard YAAAH?

>> No.4628581

What is this Poly Renderer mode (experimental)? Is it the same as Duke's Polymer?

>> No.4628584

and here's the gameplay

>> No.4628587
File: 2.43 MB, 800x600, acerola in doom.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4628590
File: 88 KB, 200x400, 200px-SakuyaIN.png [View same] [iqdb] [saucenao] [google] [report]

and sakuya izayoi becomes friends in this wad for some reason

>> No.4628593

BJ doesn't YEAHHH anymore, he AAAAAAAAAAHHHs.

>> No.4628594
File: 407 KB, 1366x768, Screenshot_Strife_20180306_135214.png [View same] [iqdb] [saucenao] [google] [report]

with bloomy

>> No.4628597

>What is this Poly Renderer mode (experimental)?
the poly renderer is basically the OpenGL renderer, but with the use of the colormap and color palette still visually remaining (unless you use truecolor, which'd be an equivalent of the OpenGL renderer)
>Is it the same as Duke's Polymer?
to an extent, it can be considerably similar, yes
but no, it isn't the exact same thing

>> No.4628598
File: 78 KB, 640x480, latest[1].png [View same] [iqdb] [saucenao] [google] [report]

*blocks your path*

>> No.4628604

why does polymer run like shit on my pc

>> No.4628605

Don't look up her skirt.

>> No.4628613

shut it down

>> No.4628615

Shadman aside, chromatic aberration should just be fucking illegal.

>> No.4628616
File: 672 KB, 1366x768, Screenshot_Doom_20180306_142319.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4628623


>> No.4628627
File: 205 KB, 796x760, 1520092567502.png [View same] [iqdb] [saucenao] [google] [report]

>Chromatic aberration is considered a defect in photography
>HDR lighting effects in video games does the exact opposite of what it does in photography

Graphics are weird.

>> No.4628628

sorlag a bae

>> No.4628630

You should stay away from the ENB/Reshade community.

>> No.4628631

Was expecting there to be a revenant under there.

>> No.4628636

chromatic aberration can be neat if its done well/used in specific areas.
99.9999% of artists don't know how to use it, so I agree with you

>> No.4628637

I agree. Some people even use it on uncolored/unshaded linearts, even sketches.

It's like they think it's cruise control for making the image look good when it does the opposite.

>> No.4628639
File: 491 KB, 314x177, tumblr_mctko0Um8C1rrc78e.gif [View same] [iqdb] [saucenao] [google] [report]

The pain elemental has had Imp arms this entire time

>> No.4628641
File: 145 KB, 754x638, 821.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4628645

it's like the doom 64 shotgun sprite being the same as the super shotgun but with the stock and barrel cut off abruptly

>> No.4628653

I like how the Pain Elemental is just a cobblejob of existing graphical resources for Doom

>cacodemon body
>cyberdemon horns
>imp arms
>alpha blursphere as eye
>scrapped 'blob' monster inside his mouth when he spits out lost souls
>of course the rocket explosion for his death animation

The Cacodemon's eye (and the pink area around it), was reused to make the eye switch, and the pinkie's back was partially recycled from the Baron's back.

>> No.4628656


>> No.4628660
File: 1.45 MB, 1366x768, Screenshot_Hexen_20180306_144929.png [View same] [iqdb] [saucenao] [google] [report]

aw yes now this is how you play hexen

>> No.4628665
File: 2.13 MB, 640x360, brutal hexen.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4628668

walk up to a shotgun in doom 64 and you'll notice the pickup sprite is a 10 second edit of the super shotgun one.

>> No.4628671
File: 1.15 MB, 1366x768, Screenshot_Doom_20180306_145704.png [View same] [iqdb] [saucenao] [google] [report]

are they still making it?

>> No.4628673
File: 18 KB, 326x213, eyes textures.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4628675
File: 8 KB, 320x200, Doom-theblob.png [View same] [iqdb] [saucenao] [google] [report]

>scrapped blob monster

>Dubbed "The Blob", this monster concept would spawn off any wall, animate, and spawn a Lost Soul.

Totally doable in gzdoom now.

>> No.4628680

Marisa, you are an unordinary magician when it comes to ZScript
please tell me you'll make this for us <3

>> No.4628683
File: 198 KB, 550x535, concern.png [View same] [iqdb] [saucenao] [google] [report]

>Marisa, you are an unordinary magician when it comes to ZScript

>> No.4628684

The thing has only three frames though, seems like it'd be kind of gimped.
Could you still kill it? Would it have pain frames?

>> No.4628686

I'd love to see all this illustrated just like >4628487
kinda like Ikea instructions

>> No.4628687

It's not even a monster, it's literally just a wallsprite that pops up out of nowhere and shits out a lost soul.

>> No.4628690

I imagine it wouldn't work be an ordinary monster, but rather an invincible spawner for lost souls, or a neat way to allow lost souls to travel through walls.

>> No.4628691

So would it do that once or just randomly to fuck you at any time possible?
Also this seems like something you'd have to make map specific.

>> No.4628697
File: 129 KB, 1200x675, CyOR_NTUsAAeKcY.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the /vr/edict?

>> No.4628701

Female Protagonist/10

>> No.4628704
File: 1.17 MB, 1366x768, Screenshot_Hexen_20180306_145009.png [View same] [iqdb] [saucenao] [google] [report]

we be chillin

>> No.4628705

He is referencing Touhou, where Marisa Kirisame is often referred to as "ordinary human magician"

>> No.4628706

10/10 resource

>> No.4628708
File: 90 KB, 320x240, DemonBandit.png [View same] [iqdb] [saucenao] [google] [report]

Hosting the latest version of WWDM.wad for testing along with the to-be included gameplay mod Cowboy.wad. COWBOYZ IN DA HOOD on Doomseeker. Password is gmotaman.

>> No.4628709

can't speak for him, but that isn't what i'm worried about

>> No.4628710


Cool. Will check it out shortly after I finish cooking dinner.

>> No.4628714

Be sure to delete the copy of wwdm.wad in your doomseeker .wad folder.

>> No.4628719

Is there a .wad anywhere with only textures for map prototyping?

>> No.4628720

It's exactly like the enemy spawner in one of the secret shine sprite levels in Super Mario Sunshine.

>> No.4628721

I've always imaged of a doom level the way Romero described the game before its release. Gray lost souls sneaking up through the geometry, walls, floors and ceilings shifting around behind you, creepy atmosphere with demonic influence that saps your energy, etc.

>> No.4628726
File: 196 KB, 400x450, 1513504951881.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4628752

I wonder why neither the Saturn version nor N64 port of Quake didn't at least get a special edition release containing at least one of the expansion packs. The Sega Saturn version could have come as a multi-disc game, with the second and 3rd discs including Scourge of Armagon and Dissolution of Eternity. The N64 special edition could have had Scourge of Armagon be playable via the 4MB Expansion pack. Also, I wonder if the ISO for the unreleased PS1 port of Quake ever got found?

>> No.4628756

Final Doom PS1 must not've sold enough to justify doing that

>> No.4628760
File: 422 KB, 1366x768, Screenshot_Doom_20180306_160238.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4628762
File: 146 KB, 500x500, shambler onesie.png [View same] [iqdb] [saucenao] [google] [report]

Y'know what I'd like? If they ported GL Quake to modern consoles, just as a promotion piece for Quake Champions, they can sell it for like $5 or $10 dollars.

>> No.4628763

Final Doom is not the same IP though. Also, Does the N64 Quake 2 port require the 4MB RAM pack, or is it optional?

>> No.4628765

>sprites face camera

>> No.4628769

Final Doom is iD's intellectual property, they bought Evilution from Team TNT, on the condition they made a second megawad (Plutonia), which iD would publish as Final Doom.

You think they had to hit up Ty Halderman or his pals when they republished it for last gen consoles? No, bro, they own Final Doom.

>> No.4628770

So how many costumes are planned for La Tailor Girl? I tried it earlier and it's so much better than the throwaway fanservice mod I thought it would be. I'm actually looking forward to the updates.

>> No.4628780
File: 507 KB, 1366x768, Screenshot_Doom_20180306_161138.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4628782

>Your wrong opinion
I never thought Dakka needed it. The fists are good, the scrappers are a fucking 10/10 genius idea, and the main draw of the mod is to switch guns a lot. Option 1 is pretty good though.
Also fuck you infinite ammo pistols are still good.

>> No.4628786

You just going around and rudely staring at people's butts?

>> No.4628791

do you know how much they payed for it?

>> No.4628794

You don't?

>> No.4628798

No idea, but Ty Halderman said it actually wasn't really that much. I'm imagining $10000 or less.

I'd say ask Ty, but he's dead. I guess if you can find any of the other old members you could e-mail them. Dario Casali is still working as a mapper in the vidya industry, maybe you can ask him if he remembers?

>> No.4628801
File: 2.91 MB, 640x360, blob.webm [View same] [iqdb] [saucenao] [google] [report]

This sounded fun in theory, but in practice... oh boy.

>> No.4628803

Would be better if it just shot a projectile

>> No.4628806

I just went for how Romero described it desu.

>> No.4628812

>GZDoom went to true 35 tics = 1 second in 3.2.2 (Dec 03, 2017) instead of 0.98 seconds
Huh, neat. Glad that got sorted.

>> No.4628819

Would make a neat timed encounter, like those flying floor tiles in Zelda games.

>> No.4628821

It's a bit jarring having the wall sprite vanish and be replaced by the soul, maybe the first few frames of the animation could be played in reversed after it spawns. Also, are those lights or just encoding?

>> No.4628824

Yeah, gave it a bit of a red light.

And the animation could REALLY use some more frames.

I guess the playback in reverse would fit better for a version that shoots projectiles.

>> No.4628825

Not Summonfriend?

>> No.4628830

That could work, make it come out and like shoot an imp fireball (colored yellow to match the fire in the skull mouth), then reverse and disappear back into the wall.

>> No.4628835

I guess at least you've rediscovered why they scrapped it ;) So the exercise wasn't completely worthless

>> No.4628838
File: 4 KB, 284x177, images.jpg [View same] [iqdb] [saucenao] [google] [report]

>giving my all to make nice, fun to play maps
>make the mistake of playing doom64 retribution
>now everything I make is utter shit in comparison

why live

>> No.4628839

Stop comparing your work to that of others.

>> No.4628861

Man, someone should "misplace" a CD containing that at gdc or something... someplace it could do that most good.

>> No.4628871

Doom 64 Retribution is literally Doom 64 ported to GZDoom. Don't give up based on that anon.

>> No.4628890

Back To Saturn X is an absolutely wonderful experience with gorgeous visuals, and I can't wait for the final episode.

Meanwhile, Double Impact has really no flashy all new graphics or new pallette like BTSX, only a few new music tracks, and it's just 9 levels for Doom 1, but I treasure almost as much because the maps are so incredibly exciting and fresh. It builds phenomenal atmosphere with mostly stock resources, clever use of lighting, good traps, and a couple of cool new tracks. Even with the smaller bestiary of the first game, it makes excellent challenges in every single level. I treasure it just as much as I do BTSX.

Interception isn't even a full 32 maps for Doom 2, and while some of them are pretty mediocre (particularly the early ones), the good ones are really VERY good, and I still think about them today.
It doesn't have much new assets beyond the second cour of the set featuring a sky showing you to be in a vast underground cave, with gigantic stalagmites and stalactites off in the far distance.
With mostly stock textures, it builds some very memorable levels, like an entire demonic university set in this vast cave realm, full of clever and cool set-pieces, including a basement space where you're locked in with an arch-vile, surrounded by four moving walls, your only way to survive being to time your movement with these walls moving slowly up and down, fighting the incoming monsters as you desperately stay outside of his line of sight.

You don't need the flashiest visuals, or the best gameplay, or the highest monster count. If the maps look ok visually, they make an effort to challenge and surprise the player at times, without outright bullshitting him, and feature some interesting setpieces and ideas, they're worth something to me.

>> No.4628898

Fuck, that's wretched.

>> No.4628904
File: 1.38 MB, 1366x768, Screenshot_Hexen_20180306_144954.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4628909
File: 1.34 MB, 1366x768, Screenshot_Hexen_20180306_145135.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4628910

The first thing I'd suggest is to replace the music and the sky texture for your maps, nobody wants to go into a fresh .wad and see that brown cloud blanket and listen to D_RUNNIN. You can pick just about anything you think would be good, even just skies and music tracks from the other Doom iwads.

Going from there, the sky is the limit. You could focus on making a good challenge or building the gameplay around a set of interesting gimmicks (which don't even have to be new), you could focus on prettying up the visuals as much as you can to make a really visually stunning map, which will stick in people's minds even if the gameplay is just ok.

Just try to put a personal touch into it. Like, what are some things from the original Doom maps which stick in your mind in particular? Some people take those ideas and put a spin on them.

There's so many things you can do to make your work good and memorable without being the best of the best.

>> No.4628913

Have it actually launch the lost souls, meatball-style.

>> No.4628932
File: 1.11 MB, 1366x768, Screenshot_Hexen_20180306_172942.png [View same] [iqdb] [saucenao] [google] [report]

this is what living by the coast looks like

>> No.4628941

Thanks guys, guess I'll keep pushing through.

>> No.4628945

you didn't play it, did you?
its good, very good

>> No.4628953

significantly lowered spawn rate would improve it
and maybe make the lost souls it spawns not infight

>> No.4628965

not him. I did.
it's eh.

>> No.4628969


>> No.4628972

What I could play was very fun. My computer just decides to take a shit while running it in some areas.

>> No.4628984


i pirated it
didn't really enjoy it either, feels like its lacking in personality. its just higher res than other attempts at a retro shooter in regards to textures and spritework and thats about it for me.
also im pretty positive those same monster sounds were in ATM

>> No.4628987 [DELETED] 
File: 107 KB, 800x608, HNI_0081_MPO.jpg [View same] [iqdb] [saucenao] [google] [report]

Any Doom or Heretic WADs where you can battle jihadists and Imams or communist soldiers and brainlesss goons?

>> No.4628989
File: 71 KB, 800x533, n.jpg [View same] [iqdb] [saucenao] [google] [report]

any doom wads that have maps featuring the coast? I don't mean just simple beaches i mean like coasts and cliffs. like pic related

>> No.4629004

and has lotsa fog too i need doom maps with lots of fog

>> No.4629015

I've sunk about 6 hours into it so far. It's solid but not outstanding. I mostly just play to gawk at all the janky build engine wizardry. They're really using every trick in the book.
I would have been fine with a non voiced protagonist, because bombshell is a total non-entity. Just generic macho tough talk, but from a chick. Whoop-de-doo.

>> No.4629025 [SPOILER] 
File: 469 KB, 1920x1080, 1520387506866.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4629036

For that smooth doom fix posted do I just run it in place of smooth doom? At the same time? Below it in ZDL?

>> No.4629039

>and then someone sells it back to gearbox and gets a claptrap keychain in return

>> No.4629041

What does it fix?

>> No.4629048

I've not played it yet, no

>> No.4629056

yeah, just load it normally

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

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

>> No.4629082 [SPOILER] 
File: 125 KB, 960x720, 1520389245320.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4629097

rekkr outta fucking nowhere

>> No.4629102

How do I play Redneck Rampage or Blood without shit mouse support? DOSbox makes my mouse aim (or pan) weird, while EDuke32 was fine from when I last used it. These are like the only other FPS games that I want to play, but the weird (ancient) mouse support is holding me back.

>> No.4629116
File: 270 KB, 452x489, when you see the lock on.png [View same] [iqdb] [saucenao] [google] [report]

Hand over the REKKR

>> No.4629119

where's the chaingunner? i can't find it

>> No.4629123

Moonman Doom replaces some zombies with ISIS soldiers, and pinkies with suicide bombers

>> No.4629132
File: 322 KB, 770x599, 770px-BloodGDX-VPoint763.png [View same] [iqdb] [saucenao] [google] [report]


For Blood you can try this: https://blood-wiki.org/index.php/BloodGDX

I haven't played RR in a while but I don't think I found a fix for the mouse other than getting use to it.

>> No.4629142

BloodGDX works pretty good for me

>> No.4629152

>didn't really enjoy it either, feels like its lacking in personality
You sound like the kind of person that doesn't play games for their gameplay

>> No.4629153


>> No.4629164

Is there anything like DoomRPG/RL Arsenal for Heretic/Hexen, Duke, Quake, Etc?

>> No.4629184

wrath of cronos, works for doom too.

>> No.4629191

Is there a way to play the deathwish mod with bloodgdx?

>> No.4629206
File: 46 KB, 600x240, rekt.png [View same] [iqdb] [saucenao] [google] [report]

gimme a quick rundown

>> No.4629217
File: 5 KB, 100x111, legit.png [View same] [iqdb] [saucenao] [google] [report]

"The only run down you're getting is under my size 13 boot you alien shithead" - Dick Rekkem

>> No.4629219

Any map/wad with cool caves and other natural underground structures for reference, please?

>> No.4629246
File: 1.85 MB, 1920x1080, Evershrine.png [View same] [iqdb] [saucenao] [google] [report]


I liked the caves in Ever Shrine - https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evshrine

>> No.4629264


>> No.4629289
File: 769 KB, 1920x1080, boxes.png [View same] [iqdb] [saucenao] [google] [report]

FDA - Boxes All The Way Down


Bonnie's submission for the Texture Extravaganza project is a tightly balanced and creative map. Limited to 4 textures and flats Bonnie manages to several ways to keep the 40min+ map interesting and fresh. What I expected to be a giant crate maze ended up with huge outdoor areas and trips to the void (along with a giant cratemaze).

I found the difficulty to be almost perfect where I had to stay engaged constantly to survive but I wasn't dying unless I messed up. The health and ammo balance is spot on all the way through to the large encounters at the end of the map.

The traps are well thought out; they are rough but not unfair. Smart use of pinkies/specters went a long way. Then there's the trap where you have the crushers in play which again keep the map feeling fresh.

The map looks pretty good visually for the most part then really good in other parts. There's only so much you can do with an E2M2 type cratemaze but then when you get to giant crate pyramid or the void it looks really fucking cool. I'd recommend playing through the map just for those, it's worth noclipping around or using IDKFA to get all the keys to see all the interesting set-pieces. Pay attention to string changes too :)

I can't find much to fault on this map to be honest. Bonnie executed the concept very well. I highly recommend downloading and playing through this map yourself.

Download: https://www.doomworld.com/applications/core/interface/file/attachment.php?id=28233

>> No.4629404
File: 21 KB, 362x425, decoraterandom.png [View same] [iqdb] [saucenao] [google] [report]

I just found out this exists, but it has no documentation so I don't know the scope of its effect or its intended use, fuck! I just want a random function I can input a seed into.

>> No.4629408

Is there any way of using text tags in GZDoom Builder? Not being able to name them and having to rely on annotations can be a problem sometimes.

>> No.4629431

Ohh I can use the identifier field to set the seed only for random calls using the same identifier.. sweet!

>> No.4629451

>SetRandomSeed works but only if the identifier field is excluded because DECORATE fails to read it

>> No.4629509

original ASSets, donut steel

>> No.4629515
File: 431 KB, 1366x738, Rotbog at 2018.03.07 03-13-00.505 [R2787].jpg [View same] [iqdb] [saucenao] [google] [report]

Tell me what you see.

>> No.4629519

A skill crane trying to pick up a dragon ball

>> No.4629527

A circular fetus being pulled out of the womb with abortion tweezer thingy. The long thing near the bottom is the umbilical cord. And the red bit is... The baby shitting itself I guess..

>> No.4629529

Of course. Just dump the deathwish files into the BloodGDX directory, click NEW GAME and then select user files.

>> No.4629537

I see someone smoking something with a pipe while being caught by a skill crane.

>> No.4629541


face smoking a bowl

>> No.4629549

don't worry, I didn't think it was that good either anyways

>> No.4629550
File: 426 KB, 1366x768, Screenshot_Strife_20180306_135319.png [View same] [iqdb] [saucenao] [google] [report]

it glows

>> No.4629562

one of the Cheogsh wads had you fighting on the coast

>> No.4629567

It is called "forever"
because it is taking forever to get it

>> No.4629604

Will we ever get open source doom so we can actually make some money with wads?

>> No.4629639
File: 572 KB, 1366x768, Screenshot_Heretic_20180306_235842.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4629642


We, uh, do.

>> No.4629653

what is zdoom

>> No.4629660
File: 97 KB, 1704x2463, ugglugg.png [View same] [iqdb] [saucenao] [google] [report]

Lmao 2 D'sparil

>> No.4629684

Is this a good way of playing Duke 64 on PC, or is it missing content from the original 64 game since it didn't make it to 1.0?

>> No.4629685
File: 1.40 MB, 1366x768, Screenshot_Strife_20180307_004218.png [View same] [iqdb] [saucenao] [google] [report]

just like they intended

>> No.4629697
File: 21 KB, 394x395, 15589794_911216322349087_7134417654018527012_n.jpg [View same] [iqdb] [saucenao] [google] [report]

I need help looking for this one wad and I can't remember the name. All I know was that it had this thing where every few minutes or so the map would change mods or something and every map was like an arena/ wave shooter. After a certain amount of waves a boss would come up and stuff. Anyone know what I'm talking about?

>> No.4629715



>> No.4629724


>> No.4629726


>> No.4629749

Man I haven't played Reelism in a good while, I should revisit it after Speed of Doom

>> No.4629756

i can't believe kegan is dead again

>> No.4629765

hejl dawson is a crime

>> No.4629787
File: 51 KB, 500x517, 1471956129464.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4629808

holy shit a fucking zombie

>> No.4629828

So... Kegan.. H-h how's GMota?

>> No.4629839

Is there a setting in GZDoom for just like... mild chromatic aberration? I'm a fan of that visual effect and I wish I could add it to every game, but doom seems like it might have it buried somewhere.

>> No.4629853

>I'm a fan of that visual effect and I wish I could add it to every game
for what purpose

>> No.4629857
File: 345 KB, 570x526, get shota on their asses.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4629862

Autism, mostly. I don't know how to explain it. I just really like the visual effect it has.

>> No.4629872
File: 572 KB, 1280x720, unroptions.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying out MENUDEF for the first time, making a mostly placeholder menu. Is there any way to make the submenu button (Mutators Menu) centered?

>> No.4629878

I feel like I'm not wearing my glasses when I have that effect foisted on me, it makes my eyes strain and my head hurt.

>> No.4629885


>> No.4629890

Stop posting.

>> No.4629891

Shhh, it'll come in time, anon.

>> No.4629901


>> No.4629903


I'm not sure if this is relevant to what you're asking, but the split for your actual options are way off to the left side. You probably want to trim off some of the text for the option values, because the menu tries to auto-adjust based upon which text is bigger.

>> No.4629912
File: 512 KB, 1280x720, menu.png [View same] [iqdb] [saucenao] [google] [report]

it's not all that far left though

>> No.4629920

Oh man I love screenshot pizza, give me the slice with the stimpack

>> No.4629926
File: 603 KB, 1280x720, unroptions2.png [View same] [iqdb] [saucenao] [google] [report]

>Way off to the left side
I'd say it's relatively centered, and I like that. It can't really be moved to the right anyway due to the control bindings and sliders, unless I wanted to make the menu really ugly.

>> No.4629935

So after The Ultimate Torment & Torture: Supportive Edition got me to actually play the map set (and I enjoyed it), I'm going to attempt to give the original a proper play through instead of quitting a while back once the first map was over.
I'm partway through the first map now and I realise how little all the R667 monster variants sprinkled everywhere add to the gameplay, and are just annoyances or random clutter.

>> No.4629952
File: 1 KB, 30x55, rocketzombie.png [View same] [iqdb] [saucenao] [google] [report]

Also >rocket zombies

>> No.4629974
File: 885 KB, 1920x1080, Screenshot_Doom_20180307_140707.png [View same] [iqdb] [saucenao] [google] [report]

Finally got to finish 1994 Tune Up project, and whoever thought that Icon of Sin map was acceptable in any shape or form should be brought behind a shed and shot

>> No.4630032

What were they thinking?

>> No.4630049
File: 2.21 MB, 960x540, abort_nosound.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4630051


>> No.4630056

So, why no one has made some "randomizer" mod for Doom that randomizes all weapon pickups and enmies, just for someone like Joel/Vinny. But there's a chance some harmless pickup actually triggers some some shitpost which just kills instantly/crashes game

>> No.4630060

>So, why no one has made some "randomizer" mod for Doom that randomizes all weapon pickups and enmies

>> No.4630068

A mod that randomizes all weapons and monsters hasn't been done before? Could've fooled me.

>> No.4630073

Hey doom dudes.
I saw a game running in zdoom with what I guess is some pretty damn complex scripting and customization.
I made doom maps back in the day but it was never anything but "a labyrinth full of monsters".
Where can I get started with doom scripting/custom graphics, and so on?

>> No.4630087

Making content just for streamers? Next you'll be giving them money.

>> No.4630132

>idea: Time Crisis gameplay mechanics
>you have a 40-second timer at the start of the game, it replenishes by killing enemies (time regained depending on the enemy difficulty and can even go above 40 if you go killy too fasty)
>timer runs out and you get damaged for a flat 20 health; if that happens, timer resets and counts down back from 40 (same condition apply if you get hit by enemies)
>you are nominally immune against all enemy ranged attacks, except for that occasional telegraphed "red flash of death". If hit by it, original damage values below 40 are untouched; anything above is capped to 40 damage
>enemy melee attacks are untouched
>floor hazards don't do damage, instead slows you down to a crawl
>OPTIONAL: a riot shield as a stand-in for the cover mechanic (similar to Crisis Zone), pressing it makes you immobile and unable to attack, but immune to all attacks

whoa, what a massive brain fart

>> No.4630169
File: 160 KB, 1280x720, 5a9e6c8286d62_qzdoom2018-03-0610-23-30-22.jpg.ca3cdb587b90a733ca04e71cdb4f2ce2.jpg [View same] [iqdb] [saucenao] [google] [report]


Playstation Doom style megawad released; Fall Of Triton, 40 levels with all the flare and trappings of the Playstation port of Doom from 1996, complete with the sounds, textures and colored lighting.

>> No.4630193
File: 2.92 MB, 3840x2160, Sacred Ground.png [View same] [iqdb] [saucenao] [google] [report]

Sacred Ground is a small-medium map with difficulty between Indignation and Breaking Point. This took me a long time to make and has officially burned me out on mapping for doom. I probably won't be mapping for a long time so hopefully you like it and thanks for playing. Doom2 Map01. Tested with latest GZDoom and Prboom+


>> No.4630198

Floor hazards should not slow down, but rather give you time penalties, otherwise jumping between some platforms may become impossible.

>> No.4630207

That levels looks like something you would play using Plutonia Experiment weapons in Final Doomer.

>> No.4630210

Thanks for the suggestion. I'm going to try that.

>> No.4630214

How mod friendly is this? Will it break if I play this with like Accessories To Murder or something?

>> No.4630224
File: 1.05 MB, 1920x1080, Screenshot_Doom_20180307_112011.png [View same] [iqdb] [saucenao] [google] [report]

One day my life will end but Black Rain, Map 12 in Community Chest 3, it will not.

>> No.4630226

is there any official doom product more overrated than psx doom
colored lighting is really not that big of a deal
the assets got all fucked up thanks to the psx's oddities
the soundtrack is nice for what it is but stands completely at odds with the gameplay
at least doom 64 had the decency to bring its own art and levels instead of butchering the originals

>> No.4630229

i think i see what you are trying to say but the final "it" ruins the meaning.

>> No.4630230

It breaks with Final Doomer. You can't switch weapons.

>> No.4630231

I tried it with Final Doomer, and I couldn't switch weapons after getting the chainsaw.
Just found that out myself. A pity isn't it?

>> No.4630236

It doesn't work with Smooth Doom, either.

>> No.4630240

Probably has to do with the Nightmare enemy.

>> No.4630257

Time to write angry negative reviews and send death threats to the author ;-)

>> No.4630259

But I don't play Brutal Doom?

>> No.4630263

>tfw you want to make a mod that allows you to play as Alucard from Hellsing, and another mod that allows you to play as Guts from Berserk, but you cannot code worth a damn.

>> No.4630264

Time to start learning, anon.

>> No.4630267
File: 8 KB, 370x291, qcdelight.png [View same] [iqdb] [saucenao] [google] [report]

So in Quake Champions: Doom Edition's DECORATE there's this "Light()" function, but I'm looking all over the ZDoom wiki and I can't find anything on it, is it documented at all?

>> No.4630270

spend more time learning to program instead of watching animes, you fat nasty trash

>> No.4630272

I was just playing it normally. It's not really anything impressive.

>> No.4630275
File: 300 KB, 819x865, gutslaughing.jpg [View same] [iqdb] [saucenao] [google] [report]

>watching Berserk
Good joke there, m80.

>> No.4630276


Under "State Keywords"

>> No.4630279

it's not a function; it tells the game to attach the GL light with the given name to those frames

>> No.4630287

Ohh, thanks! I'm used to seeing lights assigned to sprites in GLDEFS, I feel silly now.

>> No.4630297

nice get

>> No.4630303

You got the reference.
I see.

>> No.4630307

Finding the secret level and then it being so basic put a sour taste in my mouth.

>> No.4630343

We need more Heretic wads.
Maybe incorporatng some of the Hexen's style, but not too much.

>> No.4630358

why do I find Doom and Synthwave to be such a good combination?

>> No.4630369

I'm in the same boat, I have a friend who knows the magic rune language that is coding, but I cant ever get him off his lazy ass to help

>> No.4630391
File: 394 KB, 640x480, medium_3_screenshot.png [View same] [iqdb] [saucenao] [google] [report]

Favourite Doom64 chapter?

>> No.4630412

I think the overrated part of PSX Doom is the music, otherwise I like the colored sectors, reverb and stuff.

>> No.4630413

The 97' anime is good though.

>> No.4630416

speaking as one who liked its music, I do admit there is better music to have in doom

>> No.4630430

often fast frantic music matches the gameplay in more pitched battles while often having a dark heavy tone that fits the visuals

>> No.4630435


There are /a lot/ of randomizers that do exactly that out there.

>> No.4630442

Is there a game what where the weapons are all bad things that aren't weapons? Or guns with like gun jamming and absurd reload times and barrel overheating and not being entirely accurate. Disrupting the typical FPS experience by making the weapons unreliable. Is that a thing that exists?

>> No.4630443

Yeah. Extreme Weapons Pack.

>> No.4630445

This is exactly what you're looking for

>> No.4630451

It doesn't work with many weapon mods

>> No.4630453

it had chapters?

>> No.4630456

No idea, I feel the same way.
I really have to thank the anon who posted that custom synthwave jukebox a few months back, it's how I play over half of my sessions now.
Yes, many tracks can get a little repetitive but you can say that about most music

>> No.4630457

>Yes, many tracks can get a little repetitive but you can say that about most music
You know you could just add more songs via SLADE and edit the "language" file to include them as well?

>> No.4630458

I tested it first with Final Doomer. It's probably because the mod changes which slot each weapon is in. SSG is on 4, Chaingun on 5, etc.

>> No.4630459

No. That's too annoying.

>> No.4630464

After playing through Retribution I can honestly say I hated all of it. The weapons weren't satisfying, the demon redesigns kinda sucked and the maps ranged from boring to good I guess.
Also, it has a massive erection for armies of Barons for some reason on Watch Me Die.

>> No.4630465

What a cute colonthree mouf. :3

>> No.4630467
File: 425 KB, 1920x1080, Screenshot_Doom_20180307_134917.png [View same] [iqdb] [saucenao] [google] [report]

CC3? Has a good puzzle in getting to the secret levels

>> No.4630469

I mean Synthwave in general. I love it but I understand the criticism it gets occasionally.

>> No.4630470

I don't understand, /co/

>> No.4630475

>>4630458 >>4630451
it's because it uses setslot in KEYCONF, which completely overwrites any other weapon slot definitions from anywhere else

>> No.4630504

Nope, went in SLADE to turn both keyconfs into a one giant comment, still doesn't let you use custom weapons.

>> No.4630506

are you sure that the KEYCONFs actually changed? because I'm trying to change them in SLADE myself, but they absolutely refuse to. it makes no sense.
regardless, using a counteracting KEYCONF works, and I've run into this issue many times before, so I'm pretty sure it's the KEYCONF.

>> No.4630507

... yeah I had to outright delete the KEYCONF files, and the moment I did, suddenly I could switch weapons again. it's definitely the KEYCONF.

>> No.4630524
File: 70 KB, 700x979, acerola.jpg [View same] [iqdb] [saucenao] [google] [report]

Why not, anon?

>> No.4630629

Oblige randomly generates maps. I don't think thats what he means.

>> No.4630641

Yeah, I never got what people see in PSX Doom, myself. Some people like to go "oh but it has doom 2 monsters in doom 1 levels", but from what I've played, they're placements felt too random and thoughtless to me.

>> No.4630647
File: 395 KB, 1600x1098, 15190637639_3c584e0999_h.jpg [View same] [iqdb] [saucenao] [google] [report]

Who else enjoys playing only Nightmare difficulty on the PWADs? I can ace episodes 1 and 3, episode 2 is tricky because of the fucker on M6, and episode 4 is just fucking impossible on the first mission. Really prefer playing it like that though.

>> No.4630651


The Doom bestiary is pretty tight as it is. Not much to add onto.

>> No.4630656


Scripting itself is pretty straightforward, depending on whether you want to start with ACS or Decorate.
ACS is for maps, but Decorate is simpler.

>> No.4630657

Doom 64's hard-on for hell nobles is probably thanks to a complete lack of Revenants and Arch-viles in the game, alongside most maps being too claustrophobic for effective use of Mancubodes and Arachnotrons.

>> No.4630661

i think in many cases it is nostalgia, it was the first Doom game for many who had consoles not computers.

>> No.4630662

Yeah, too true.

>> No.4630665

The iwads are sorta doable for me with a bit of patience. A lot of pwads are nigh impossible, though.

>> No.4630670

True. Some demons are a pain in the ass, but they all have their own roles to play and niches.
Custom monsters almost always feel out of place and hurt the balance.

>> No.4630674

Ah shit, meant iwad. Knew I'd screw that up. And they're never pretty, it's just really satisfying to conquer a level. It takes so much fucking practice though.

>> No.4630686


>> No.4630698

I heard one of the mappers is extremely well endowed

>> No.4630701

Yes, like succubodes (plural of succubus).

>> No.4630703

In mapping?

>> No.4630707

Huh? When did the Retribution episode get released? I haven't heard of this.

>> No.4630708

wasn't it mancubi?

>> No.4630710

... you mean succubi?

>> No.4630712

Yes, like succubi (plural of succubus).

>> No.4630714

Yes, and he has a big dick

>> No.4630715

He wrote "mancubodes", though. They can't both be right.

>> No.4630721

>D2:Reloaded + TB + CH
>That one map where you can't wake the archviles
>Map somehow gets red and orange archies
>Tries to get stealthy with the silent pistol
>Fucks up, because the nukesphere thing alerted them
>Either that or they'd get alerted either way
>"Fuck it"
>Spends a lot of time throwing machettes, with infinite ammo, haste and quad on, plus fully upgraded chaingun and glory shot
Jesus fucking Christ!

>> No.4630731

Now imagine doing that with LegenDoom Lite added onto there.

>> No.4630734

I meant Doom 64 Retribution

>> No.4630736

i hate how the nazis sound in complex doom (or was it brutal?), because they sound like they're trying to imitate some sort of feminine anime character or something
i know they're from cod:waw but still

>> No.4630739


>> No.4630740
File: 123 KB, 1680x1050, too many questions.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4630746

The more you complain, the more it'll never get released.

>> No.4630754

>there are TWO Jojo's Bizarre Adventure themed mods and neither lets you play as Jotaro


>> No.4630756


>> No.4630764

True that. I just went through the Doom 2 Master Levels with PB 3.0 and some of the situations in that particular mapset near the end were fucking ridiculous with the alternate monsters turned on. I think I'm going to go back to exclusively vanilla monsters, some of the Baron of Hell and Revenant variants are especially bullshit. I'm not exactly a super player so I was only on PB3's HMP equivalent skill but on the last few maps there were some areas (The Icon of Sin arena in particular) where I'd teleport in and just die almost instantly from full health.

>> No.4630803
File: 84 KB, 1027x524, 88268.jpg [View same] [iqdb] [saucenao] [google] [report]

Mussolini was in Hell the whole time!

>> No.4630818
File: 4 KB, 203x217, clipoffset.png [View same] [iqdb] [saucenao] [google] [report]

The Clip sprite is pretty off-centre.

>> No.4630819

I really like shit like this, finding the sources for the original graphics. I knew of the lion-head switches coming from that one library, but I never knew this.

>> No.4630839

sick dab bro

>> No.4630843

what was the context of those sprites?
are they uaaf marines being tortured in hell?

>> No.4630846

neat map
i loved the texture usage, especially in the beginning with the vines and other midtextures. however, i feel the gameplay took a hit as a result, because architecturally, it looked great, but led to cramped spaces that rewarded boring gameplay. this could have been mitigated by omitting some monsters in the room with the revenant by the pillars and the demons/chaingunner on the bridge. also, as you can see in the demo, i missed the rocket launcher because of how dark it was in that room, which is partially my fault, but made my blood boil when i realized the map wasn't going to hand me one for the cyberdemon fight, which i ended up losing. I feel like a soulsphere would make that fight feel more fair, because the rocket launcher is a very dangerous choice of weapon against the cybie in that closed space. besides that, the secrets were pretty well-hidden. i got the berserk pack one and the megaarmor one, but could not find the last one, which probably contained a plasma rifle. overall, good one.

recorded in latest glboom -complevel 9

>> No.4630847
File: 5 KB, 214x249, bpak.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4630854

I personally really enjoy listening to Hardcore Techno while playing Ribbiks maps.

>> No.4630857


This is going to trigger my autism something fierce.

>> No.4630859

I recommend this https://www.doomworld.com/forum/topic/62403-doom-2-minor-sprite-fixing-project-v19-release-updated-12718/

>> No.4630865

Any friendly anons have a link to a /t/ of Duke Megaton Edition?

>> No.4630879

Heh, It was from that dead simple episode of the "evolution of the wad" series IIRC.

>> No.4630884

Any reason you want Megaton Edition in particular?

Not shitting on it, but the biggest appeal of it was the steam features, which you won't get through piracy

>> No.4630898

Megaton also had the expansions, which are not included in the World Tour version

>> No.4630905

What about the GOG version?

>> No.4630912

Pretty sure that was just Atomic Edition with dosbox.

>> No.4630915

shit, i hope someone hooks you up then. didn't realize how bad the DN3D situation was with world tour kicking out megaton

>> No.4630924
File: 586 KB, 1366x768, Screenshot_Heretic_20180307_000049.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4630926
File: 486 KB, 1366x768, Screenshot_Heretic_20180306_231531.png [View same] [iqdb] [saucenao] [google] [report]

lol look at him

>> No.4630928

I'm not actually him, but yeah.

>> No.4630931

Hi ho, Silver.

>> No.4630978

I still don't understand that ugly mirrored lost soul change.

>> No.4630985
File: 580 KB, 1366x768, Screenshot_Heretic_20180307_000145.png [View same] [iqdb] [saucenao] [google] [report]

D'Sparil was BONES this whole time?

>> No.4630990

I'm tired of techbases. What are some good wads set mostly outdoors?

>> No.4630991

I have no idea where to ask, and I can't find a solution on google nor do I even know where to look or even start, so maybe here i'll have some help:

Trying to run wad and etc with gzdoom and for some reason when I play in first person its like there an entire dimension of resolution which simply do not render, but only when in fps. As in, if I roll around or go in third person, the resolution work perfectly, but in first person its like there no depth being rendered, look like I'm moving slowly when I'm actually running around and walls which are obviously room apart look like they were directly next to me, walking around is next to impossible and I tried to fiddle with the options to no avail.

Its like as if the first person point of view was trying to render at a far lower resolution than the game is set as, or something. I honestly I have no idea, please someone help me. I will provide a screenshot if necessary, I tried to google an answer but didn't find shit.

>> No.4631008
File: 180 KB, 1280x1440, atlnts1.jpg [View same] [iqdb] [saucenao] [google] [report]

atlnts1.zip (17 KB, 2007-04-13) - William (Bill) Lachance

A map dated 9th April 1994 but which only reached /idgames much later. Simple, a few rooms, mostly techbase-themed. The start area looks nice, I like the entrance porch. Ignore it though and head for the small door to its right where there is a storage room and a shotgun. I liked the fake door blocked by crates. There are no official secrets but there is a hidden teleporter to a hell altar and then a huge bare room with a single cacodemon (for what purpose?). The exit area with a bridge also looked nice. Amusingly, the exit doors are marked with the wrong colour trims. Before that though, the slime maze wasn't great, but fortunately short. It may appear that you must enter unprotected, but a radsuit can be found in the next room.

A decent enough map. Nothing wrong with it, other than being a bit empty and bare. Even as the author admits it is not "up there with megawatt.wad" I agree that it is enjoyable nonetheless. But likely of little interest to those without a mid-nineties pwad predilection. Little to do with any mythical Lost City.

>> No.4631013

That isn't Mussolini, that's just how the physics of clothes work you hang a person with pants and a jacket upside down.

Notice the different physique on their bodies.

>> No.4631021

Its the original front facing sprites for the lost souls before 1.666 changed them. The author insists on using it because its consistent with all the other sprite rotations.

If you don't want them. just open up SLADE and remove the offending sprites: SKULA1, SKULB1

>> No.4631035

What different physiques? I don't see this difference clearly anon.

>> No.4631038

Any way to do 3d sectors without dummy sectors? I've messed with some pretty intensive .wads but so fan none of them had dummy sectors for neither slopes nor 3d platforms and the such...

>> No.4631040
File: 445 KB, 1366x768, Screenshot_Doom_20180307_163558.png [View same] [iqdb] [saucenao] [google] [report]

no trees on phobos but there is green stuff

>> No.4631045

Take some video footage of this happening maybe?

Maybe he means how Mussolini looks pudgy and wears a shirt, while the guy in the sprite looks buff and seems to be bare chested under his jacket.

>> No.4631062

I described the mountain lines there as greenish before but some colorblind dude yelled at me and said they were obviously grey.

>> No.4631070

I might make my own hybrid. combining the updated face with the fire and horns of the old head

>> No.4631073

Well of course they changed that. But it's the exact same pose, with legs bound in the same way. And if that weren't all, the whole photorealism of those hanging corpses in particular is more than enough to convince me that it wasn't drawn from scratch.

>> No.4631082
File: 451 KB, 1366x768, Screenshot_Doom_20180307_163540.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4631094

I heard all of the mappers touch penises to gain each others powers.

>> No.4631113

It checks out, just look how powerful of a mapper Mark is.

>> No.4631114
File: 1.17 MB, 1366x768, Screenshot_Doom_20180307_171209.png [View same] [iqdb] [saucenao] [google] [report]

egypt home

>> No.4631126


I can see the doom sky texture in that frame

>> No.4631147

I think its decent. The half-life transitions between levels, and only having the tally screen at the end of a full zone, is alright I guess. But it makes it feel more like a large linear level. And considering I prefer having level totals off, I dislike that the game still tells me "you're missing x amount of secrets in this area" when close to an exit.

>> No.4631150

At least it was before i WAAAAAR

>> No.4631154


Does this board support webm? If not then I'll upload the video on youtube

>> No.4631158

>Does this board support webm

Of course it does. Just not audio, but people here crosslink from /wsg/ if need be.

>> No.4631159

Well spotted. I had missed it.

>> No.4631160
File: 29 KB, 256x128, knee.png [View same] [iqdb] [saucenao] [google] [report]

>But it's the exact same pose, with legs bound in the same way
That's how a person looks like when you hang them from their ankles.

It's not a handrawn graphic though, definitely a digitized graphic, either from a stock photo, or they played dressup and hung one of them from the ceiling. I'm willing to believe either, given just how creative and spontaneous they got with graphics.
Like it was either Adrian or Kevin who tripped and scraped his knee on the way to work one morning, and they decided "Dude, let's scan it and put it in the game!"

>> No.4631161


there is a thread in /wsg/ exclusively for crossposting

>> No.4631162

>or they played dressup and hung one of them from the ceiling
as you do.
"oh hey i've got a great idea haha"
"whats that lol"
"lets hang you to the ceiling by your ankles and take a picture"
"oh yeah lol to make a sprite for the game?"
"...ahaha yeah a sprite yeah that's right that's what i was thinking haha"

>> No.4631163


I just uploaded it fresh from my own account, so it's not cracked or anything. You'll probably want to just use eDuke32 anyways, but if you want the original EXE you'll have to procure your own crack.

>> No.4631173


uploaded it to youtube because it was quicker than converting it to a reasonable size. The constant rolling to the left is because I forgot to reconfig the right roll when I was fiddling with the controls and figure out a solution.

Gzdoom with ultimate doom (gog) wad, openal and brutal doom v21, the latest version. But I don't think that the problem since regardless of wad it would do the same.


>> No.4631181
File: 36 KB, 680x832, 1518994026480.jpg [View same] [iqdb] [saucenao] [google] [report]

Goin' on a short trip tommorow. I have a laptop, a wireless mouse, and a USB drive. What maps should I bring with me? Preferably single levels.

>> No.4631184

put "fov" in the console, what's it say?

>> No.4631185

that's not a dab

it doesn't even look like it

>> No.4631190
File: 577 KB, 1366x768, Screenshot_Doom_20180307_180613.png [View same] [iqdb] [saucenao] [google] [report]

what vision do you call this

>> No.4631191


it say its ''0'', so if I understood that correctly, basically I don't even have a field of view technically speaking, which give the current result because the engine shit itself trying to render something that has no field of view

Is that correct? If so then the solution far easier to apply that I first believed.

>> No.4631195
File: 65 KB, 955x149, Screenshot_20180307-205958~2.png [View same] [iqdb] [saucenao] [google] [report]

Your punishment for being tough.

>> No.4631221

Yeah, might want to fix your fov, then. default's 90, I have mine set to 74 for 16:9 resolution (zdoom doesn't adjust for widescreen even though it's meant to be horizontal fov)

>> No.4631225

I wanted to comment that I have deleted this file and will work on it later to improve upon it.

>> No.4631237

A house for the dead, I guess.

>> No.4631258

What are some of your favorite fan made monsters and enemies you've seen?

>> No.4631271

Can't you disable specific monster variants in PB?

>> No.4631274

Depends on whether or not your laptop can run GZDoom at all. If it can, Waterlab GZD seems like a good enough candidate. If not, maybe look into grabbing Violence; it's only 4 maps long, and should be just meaty enough to last you for the trip.

>> No.4631281
File: 404 KB, 600x480, eye06.png [View same] [iqdb] [saucenao] [google] [report]

aaaaaand just as I post that, I remember The Eye exists, and is awesome. Definitely check that out if you haven't already.

>> No.4631295

Second this.

Waterlab is awesome.

>> No.4631315

Yes, you can. I had them disabled when I ran through TNT with PB the other day but it kinda got a bit too comfortable for me since I had great guns and even though chaingunners were a pain in the ass the big monsters went down way too easy. So I tried out the new monsters during my run of the Master Levels and, well, some of them are crazy bullshit. Like the Revenants with railguns and insta-kill melee attacks, the Motaro-looking Barons that have exploding projectiles that take 50 health off at a go, the fire Baron variant that has a tremor attack that tracks you similar to normal Brutal Revenant cannon projectiles...

Severe performance problems, too. I did the hidden level, Bad Dream, which is like 30+ cyberdemons and you have to dodge them all to get an invulnerability sphere in the middle to unlock the exit and all that. Well, every time I picked up that sphere the cyberdemon rocket spam and smoke effects would grind to a halt no matter what settings I put in place (yes I tried to disable smoke altogether but couldn't find any cvars to do so. Also suspected the white palette of causing the issue but no option to disable that either). I don't know if it's GzDoom or PB that caused the performance problem, but my PC is no slouch (i7 4790k 8GB RAM GTX980) so it's definitely not a case of potato hardware.

>> No.4631318

Does anybody else here use D&D maps as base to build your own maps?

I don't know why the fuck I just can't start shit from scratch.

>> No.4631332
File: 310 KB, 2156x2156, practicelinkcrossword1revised.jpg [View same] [iqdb] [saucenao] [google] [report]

Sometimes I look at crosswords and let my mind fill in the blanks.

>> No.4631351

Someone make a crossword puzzle out the Navy seals copy pasta and then make a map from that

>> No.4631380


Thanks for the help, forgot to say it earlier.

>> No.4631408
File: 650 KB, 1366x768, Screenshot_Doom_20180307_183250.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4631418
File: 1.86 MB, 1366x768, Screenshot_Doom_20180307_183332.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4631420
File: 1.46 MB, 1366x768, Screenshot_Doom_20180307_183500.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4631421
File: 1.83 MB, 1366x768, Screenshot_Doom_20180307_183543.png [View same] [iqdb] [saucenao] [google] [report]

sorry to break the immersion of earth.wad but imagine going against all of that

>> No.4631432
File: 804 KB, 1366x768, Screenshot_Doom_20180307_183647.png [View same] [iqdb] [saucenao] [google] [report]

all to just hit that guy

>> No.4631443 [DELETED] 

Quit spamming the fucking thread with your stupid bullshit nobody cares about

>> No.4631460

I care.
I've never seen this map before, and I don't recognize that pistol. Maybe you should go take a break from the internet Anon, you seem kinda sensitive

>> No.4631482

>posting doom screenshots is spam now

>> No.4631485 [DELETED] 

5 screenshots in a row of crap is spam.

>> No.4631504

You still need to chill out. Your attitude sucks.

>> No.4631528

Sadly not the same guy.

>> No.4631532
File: 17 KB, 354x149, 1480206849149.png [View same] [iqdb] [saucenao] [google] [report]

>combenis kegan

>> No.4631538

I don't see any harm in a block of screenshots with as slow as the thread is right now, and that other guy's response was pretty shit.
That said he could have spaced those out a little more. I do like the screenshot with all of the axes converging on that single Ettin

>> No.4631560
File: 954 KB, 1366x768, Screenshot_Doom_20180307_210514.png [View same] [iqdb] [saucenao] [google] [report]

i combined 18 (eighteen) wads to give me this mishmash of monsters.

>> No.4631564

Isn't that one of the Final Doomer sets?
I'm gonna need to get names of those wads and see what monstrosity I can cook up.

>> No.4631568
File: 899 KB, 1366x768, Screenshot_Doom_20180307_191513.png [View same] [iqdb] [saucenao] [google] [report]

I have a confession I just looove summonfriend the most monsters names i can remember, I just wish there was a list I could choose from so I know which ones to spawn. like from complex doom i could only remember bloodfiend and cyberbruiser as an example, isn't there a list in the wad file that tells you names of the monsters included in it? Because I want to summon a bunch of bosses and mini bosses fighting against each other. It's my personal version of Salty Bet, really.

>> No.4631585

hideous destructor

>> No.4631602

i recognize that catbine face
very lewd indeed

>> No.4631604

I want it here, and I don't think most folks have trouble with those pics getting posted.

so yeah, nothing's changing. sorry.

>> No.4631631
File: 776 KB, 1366x768, Screenshot_Doom_20180307_221224.png [View same] [iqdb] [saucenao] [google] [report]

the inquisitor bros

>> No.4631636

Because, it's a lewd act, towards an innocent.

>> No.4631638

Doom monsters who are my greatest allies, the Heresiarch, Strife Inquisitor and Strife Crusader.

>> No.4631639

I'm trying to play co-op hexen but when using zandronum it crashes all the time. Are there any other options?

>> No.4631652
File: 210 KB, 668x559, oOsERM5.png [View same] [iqdb] [saucenao] [google] [report]

Actually, only his legs
The other half is of his mistress

>> No.4631657
File: 27 KB, 600x733, 14c.jpg [View same] [iqdb] [saucenao] [google] [report]

Has Adrian or Kevin confirmed this?

>> No.4631672
File: 951 KB, 1366x768, Screenshot_Doom_20180307_223020.png [View same] [iqdb] [saucenao] [google] [report]

they all ganged up on him

>> No.4631676

I would imagine D2: Reloaded would be fucking easy with TrailBlazer, although Guncaster has booked a meeting with that particular level set in my books.

>> No.4631692

So all you did was put the other games' enemy sprites into a PWAD and use summonfriend? Is it that easy?

>> No.4631698 [SPOILER] 
File: 101 KB, 778x488, 1520492643858.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4631703
File: 912 KB, 1366x768, Screenshot_Doom_20180307_221333.png [View same] [iqdb] [saucenao] [google] [report]

no i just highlighted the wads i wanted, dragged them to the GZdoom exe and boom that's how i play my wads

>> No.4631706

Got one with sound?
What is he saying?
Uncanny as fuck

>> No.4631710
File: 1.55 MB, 1018x1952, Heresiarchette.png [View same] [iqdb] [saucenao] [google] [report]

Someone should make a fem!Heresiarch companion

>> No.4631719
File: 299 KB, 1600x1200, pain of lone.png [View same] [iqdb] [saucenao] [google] [report]

I didn't draw today.

>> No.4631720
File: 21 KB, 595x573, navysealcrossword.png [View same] [iqdb] [saucenao] [google] [report]

I only put in the first paragraph, but that's pretty funny.

>> No.4631741

You've still got time left :)

>> No.4631753


Then draw two things today.
Hit that hill to improvement and do it bit by bit.

>> No.4631756

I'm kinda pissed that the serpent D'Sparil rides gets reduced to a common enemy. That's like making Korax, who was originally supposed to be the Heresiarch's mound a common enemy in HeXen II.

>> No.4631765
File: 3 KB, 332x89, glowalign.png [View same] [iqdb] [saucenao] [google] [report]

I'm trying to use the Timer() ACS function with modulus (%) to align my dropped items so they glow with the same timing, but despite what the ZDoom wiki says, Timer() seems to just be the time since the script was activated. What do?

>> No.4631782
File: 37 KB, 203x551, 1988107-in_gamedemoness.png [View same] [iqdb] [saucenao] [google] [report]

theres the hexen ii demoness

>> No.4631790

She's no good.

>> No.4631793
File: 269 KB, 1920x1472, scrap074_a.jpg [View same] [iqdb] [saucenao] [google] [report]

I got to watching Yurucamp and it's comfy. So here's doomguy camping out with stimpacktan and an anime catgirl. Curry tastes great in the cold.

>> No.4631798
File: 7 KB, 800x800, THE WALL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4631805


>> No.4631806
File: 7 KB, 331x171, glowalign2.png [View same] [iqdb] [saucenao] [google] [report]

Nevermind this works for some reason instead of using A_SetTics , I don't freaking know why.

>> No.4631807

Ayy, good to see more of your art.

>> No.4631809
File: 236 KB, 903x588, DoomPepe.png [View same] [iqdb] [saucenao] [google] [report]

Alternate Pepe-ish fellow waving his finger.

>> No.4631820
File: 1.52 MB, 640x480, synchedglow.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4631834
File: 4 KB, 186x138, BlakeNo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4631835

i thought the same thing, but he's grabbing his head with his other arm with his finger and thumb

>> No.4631890
File: 711 KB, 614x779, 7354.png [View same] [iqdb] [saucenao] [google] [report]

It's a skull raising its eyebrow as its eyestalk sheds a single tear.

>> No.4631896

Oh fuck, I see it now, it's Funyarinpa

>> No.4631901


>> No.4631915
File: 400 KB, 488x519, doomguyintensifies.gif [View same] [iqdb] [saucenao] [google] [report]

So this might be a stupid question but here goes:

Can a KB+M 2D top down shooter work if it's designed like Doom (going from A to B, shooting enemies, finding secrets and powerups)?
Afterall Doom's game design was inspired by top down shooters like Smash TV and dungeon crawlers for level design so it's a no-brainer, but something tells me it's not that simple.

>> No.4631917

I think it could work. It's something I want to do in the future after I git half-gud at making standalone vidya

>> No.4631923

turn on your automap and use iddt a couple times and it's basically geometry wars and you can totally play it that way if you like

>> No.4631925

Considering that's not a new concept at all, yes.

>> No.4631930

I forgot to point out that the game I had in mind has a Zelda/Classic FF perspective, so your view is locked.

I also had the idea of hitscan weapons where you have to point your cursor at an enemy to damage it (like if you teleport a projectile, and it either generates a bullet impact on the ground, or it damages an enemy if it's in the way), unlike a projectile where you have to hover your cursor in a general direction. This could render machineguns, shotguns, and sniper rifles/railguns interesting to use compared to the traditionnal way of attacking in top down shooters.

>> No.4631952
File: 294 KB, 640x480, glowdrops.webm [View same] [iqdb] [saucenao] [google] [report]

Useful, or distracting?

>what map
The Ultimate Torment & Torture: Supportive Edition

>> No.4631963
File: 288 KB, 617x862, tumblr_ohfo0aUd1U1s488tpo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4632000
File: 208 KB, 1600x870, ded project.png [View same] [iqdb] [saucenao] [google] [report]

>let's check out if there's something new regarding DarkXL
this is fucking sad dammit

>> No.4632002
File: 14 KB, 365x507, that really cheekied my breeki.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632006

Look at Serious Sam's Bogus Detour, closest thing to what you're thinking of.

>> No.4632009

Too bad the devs of that carried over their same shitty habits from hammerwatch: slow movement speed and shitty annoying instakill traps all over the damn place

>> No.4632014

Eh, the main Serious Sam games have slow movement speed so I was used to it.

>> No.4632015

Romero has said it's Mussolini.

It's pretty obviously an amalgam of Mussolini and his Mistress, though.

>> No.4632016

I'd prefer an isometric shooter for a change.

>> No.4632017

I feel you, maybe some day I'll learn enough to make a Dark Souls wad

>> No.4632018

Cool as hell dude, useful for maps that are way too dark

>> No.4632020

I have a raging hard on for flashing powerups, so I like it

>> No.4632045 [DELETED] 

What do you guys think of DUSK? I played through what's available recently and had a blast, even if it's sorta easy.

>> No.4632049

it's junk and a poor imitation of id tech 2 with 10x the system requirements for 10x the ugliness

>> No.4632054

cool but not retro

>> No.4632071 [DELETED] 

its true when they say that 4chan is dying and tripfags from reddit, /tv/ and /v/ are fucking with every board

>> No.4632075

Pretty cool!
I'd slow down the flashing a bit and make it slight less bright, perhaps.

>> No.4632113

Eh, I mostly go on /vr/, /a/ and /k/, I don't notice that shit too much.

>> No.4632138
File: 351 KB, 500x738, 3c4.png [View same] [iqdb] [saucenao] [google] [report]

what are some wads similar to pirate doom in the sense of level design and fun atmosphere?

>> No.4632140

Golden Souls? Golden souls 2?

>> No.4632161

those lion men with shields

>> No.4632167
File: 1.96 MB, 640x480, Upickups.webm [View same] [iqdb] [saucenao] [google] [report]

I tried to make them close to Unreal's item glow, using brightmaps. Mathematically they should be about the same, but it looks harsher in Doom for some reason..

>> No.4632168
File: 2.30 MB, 640x480, UpickupsDark.webm [View same] [iqdb] [saucenao] [google] [report]

And pickups in darkness
>You picked up 25 Kilos of Tarydium Sludge

>> No.4632179
File: 60 KB, 500x500, 1455592246521.jpg [View same] [iqdb] [saucenao] [google] [report]

God damn, I haven't played Unreal for such a long time. Maybe it's time to shit bricks again from meeting those Skaarj bastards.

>> No.4632180

H-exen when

>> No.4632201

>running around with 105 lbs of green exploding shit

>> No.4632205

don;t you mean

>> No.4632209

This is what Tomb Raider III needed

>> No.4632213
File: 224 KB, 413x471, unrealitemglow.png [View same] [iqdb] [saucenao] [google] [report]

Unreal pickups glow to a bit under their unlit state, but it also seems models in Unreal are slightly dark in bright environments, hmm

So the closest I can really get is a dark sprite that's using brightmaps, like the ice-blue shells in >>4631952

>> No.4632218

You should play it, Anon!

>> No.4632226


>> No.4632239

Besides TNT:RE, what other wads have you fighting a "virtual/digital icon of sin"?

>> No.4632241
File: 132 KB, 640x480, shaking the last drop out.gif [View same] [iqdb] [saucenao] [google] [report]

>kegan right now

>> No.4632249
File: 50 KB, 480x320, Doom_II_RPG_VIOS.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632257

Nearly there, I gotta record the last few scenes of the trailer for Blaz, and I need to talk with the person helping me on the Cybermancer and see if I can help, or if I should just take the load of his shoulders, people goin through all kinds of shit at the moment, it seems like.

Also gonna make a nice title screen re-using some of the art I've got

>> No.4632259

What map is that from, anyway?

>> No.4632265

You want some exploding shit, try out Nuclear Barrels for Doom. It's universal, so slap on Trailblazer and have fun.

>> No.4632267

besides metadoom how many other mods had stuff based off the mobile id games?

>> No.4632270

Will do! I just hope I can find that mod with old gunshot sound, I really disliked the new ones

>> No.4632275

the oldunreal patch re-introduces them with a mutator

>> No.4632350
File: 818 KB, 1366x768, Screenshot_Doom_20180307_215729.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4632352

post doom music that describes your despair.

>> No.4632359


cus life is meaningless and absurd and im blazing thru it B)

>> No.4632375

I-I'm saving this pic for reasons.

>> No.4632381
File: 81 KB, 466x486, 1501438051356.png [View same] [iqdb] [saucenao] [google] [report]

Give me all your Doom reactions.

>> No.4632385

None of those images are at the proper angle nor do they even look like the image. Some dude just posed putting one foot infront of the other and they turned it upside down

>> No.4632393
File: 3.25 MB, 500x281, a.gif [View same] [iqdb] [saucenao] [google] [report]

>Shooting the nali

>> No.4632403


>> No.4632410

i don't buy games in early access unless i know for a fact it leaves it literally the next day.

>> No.4632414

i kinda hope they do it if they port QC to consoles

i did like that quake 4 on the 360 came with quake 2 or how they gave you doom 1 & 2 on the xbone version of doom 4

>> No.4632427
File: 255 KB, 1600x1200, marvin the baron.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4632437 [SPOILER] 
File: 2.87 MB, 640x480, 1520533406982.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4632439

Don't bully nali

>> No.4632441

Imagine some dipshit on Youtube using this as a "deep" analogy for Columbus Day or something.

>> No.4632448 [DELETED] 

Just stop drawing.

>> No.4632449
File: 53 KB, 838x509, 1516136483043.jpg [View same] [iqdb] [saucenao] [google] [report]

i think ive only got two

>> No.4632450
File: 254 KB, 437x359, marine suffering.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632458
File: 108 KB, 880x660, pain is real.png [View same] [iqdb] [saucenao] [google] [report]

i can't even lie i've been lonely as fuck

>> No.4632459
File: 84 KB, 578x578, 750cda6f5952b3af8d170c052c61f97acd91c1a7.jpg [View same] [iqdb] [saucenao] [google] [report]

I request this also

>> No.4632461
File: 79 KB, 1000x1000, 1520259414684.jpg [View same] [iqdb] [saucenao] [google] [report]

Just stop commenting.

>> No.4632464
File: 46 KB, 248x287, aahaha faggot.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632469
File: 3.77 MB, 2300x2000, doom4 just right.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632504

i know there is a feature like this in the Source engine, but i have no idea how you achieved it in Doom. in source the command is camortho, look it up, maybe you'll dig up some documentation.

>> No.4632538
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4632541

there are whorebots for forums?

>> No.4632552

it feels like a bargain bin quake clone from back in the day, plus it brags about being retro yet it includes loads of pointless features like 360 air rotation, physics objects, and some pointless graphical stuff. The level design is fine, but it feels like it was gimped, what made the old shooters charming was the devs squeezing everything they could out of the limited engine, nowadays it just feels like lazy design.

>> No.4632553 [SPOILER] 
File: 561 KB, 1920x1017, 1520536952818.png [View same] [iqdb] [saucenao] [google] [report]

donut stolen

>> No.4632560

Because it represents how i constantly escape endless despair with just a nick of sanity left..

>> No.4632575

big trouble now

>> No.4632579

Why would I imagine stupid shit?

>> No.4632606


>> No.4632608

DBT is really trying to push QCDE intro Quake Champions community...

though the wad itself is meh

>> No.4632615

>Costumes of other Doom mod characters
I love it!
I still hope Terminus gets around to updating Demonsteele though.

>> No.4632628

I.... what?

>> No.4632637

what mods should I have for complex doom?

>> No.4632642


>> No.4632660
File: 59 KB, 500x351, 1450233365915.jpg [View same] [iqdb] [saucenao] [google] [report]

Finally got around my irl stuff and now I'm playing Unreal and holy shit, this game is still as good as I remember!

Thank you so much for reviving my interest in Unreal, anon. It's one of the most underrated games ever.

>> No.4632678

look at /r/QuakeChampions someday, he's trying to push that one had as the "true quake champions experience"

>> No.4632685

i can't believe daina got a shihong skin before shihong did

>> No.4632694
File: 597 KB, 931x526, doomrpg.png [View same] [iqdb] [saucenao] [google] [report]

Hey Fellas, I tracked down the old Doom RPG games for mobile and uploaded them to a Weebly site. They're pretty old so I think they're still retro. It'd be nice if someone could include the link in the Doom General from now on for easy access. Enjoy!


>> No.4632695

it's a doom mod, why is this important?

let him get his autistic ass banned for advertising/spam.

>> No.4632696

>true quake champions experience
Wouldn't that be a better sell if it was a mod for an actual Quake engine?

>> No.4632698

I only see two topics, one of which is about QCDE, and he doesn't mention anything about the "true experience" in it.

>> No.4632703
File: 6 KB, 67x113, JHLXA8A2.png [View same] [iqdb] [saucenao] [google] [report]

Help a weeb out, what is this placeholder sprite from? I know Shihong is Nagato from Haruhi, but this one i can't place.

>> No.4632704

Is it a bit less impossible to rip stuff from those games now?

>> No.4632707

oh wait shit, it is the final sprite isn't it...

>> No.4632712

please don't bully me.

>> No.4632713


It's original.
Not final, the next step was going to be drawing over it and converting it from a modelrip to a sprite.
Then the sprite artist, uh, went to jail.

>> No.4632714

I'm not too sure. I only found the various game files. I know there was an APK file floating around with a bunch of the individual midi files in it. Maybe that would include graphics if you could find it and open it with 7-Zip?

>> No.4632716

It's a good mod, and I'd rather play a Doom mod than most modern games these days, but that's nuts.

>> No.4632717



>> No.4632718

It is pretty funny.

>> No.4632719

>Then the sprite artist, uh, went to jail.

>> No.4632720

Wait what? Also while we are at it, could you possibly know what the sprite was influenced by? Cause i refuse to believe they came up with a badass like that on their own.

>> No.4632721

Why not get another artist though?

>> No.4632725

Probably something stupid like possession of lolicon

>> No.4632730

is there a link for j2me loader that isn't google store or something?
>Maybe that would include graphics if you could find it and open it with 7-Zip?
you think you could upload it here?

>> No.4632736
File: 205 KB, 505x581, AAAnormal.png [View same] [iqdb] [saucenao] [google] [report]

This is my favorite one I have. I love it.
I think I've always identified a lot with revenants. Im very agitated.

>> No.4632742
File: 179 KB, 485x942, hae lin and iron maiden.png [View same] [iqdb] [saucenao] [google] [report]


If you mean where they got the idea for the design, that's Hae-Lin's character design. It's what she's supposed to look like.
Unless you mean how it was made, in which I'm told it was drawn and modeled in Miku Miku Dance.


I've tried! It's not a very tempting prospect for a lot of artists.
Player sprites, monster sprites, and other such sprites in general require an obscene amount of work for not a lot of payoff. If we go with 4 walking frames, 2 firing frames, and a pain frame, with 5 rotations each, that's 35 unique and different sprites. And this is for something that a player isn't going to see this often--mirrors in ZDoom maps, on death, cutscenes in ZDoom maps, multiplayer, etc. There's a lot of work for not a lot of payoff.
Compare with a lot of weapons. A lot of weapons nowadays tend to have maybe three-or-four different unique frames, modified with rottsprite or putting effects on top of them. Hell, the QCDE weapons are only one single frame and people seem to like those. But they get a lot of mileage.

>> No.4632743
File: 102 KB, 300x300, 1495860843988.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632748


>> No.4632750

So she is purely OC (do not steal)? I thought she had some outside influences in her, like from some badass 90's anime with a girl samurai i have been craving for ages now. Oh well.

>> No.4632752
File: 107 KB, 1024x768, anakinsmilesfromabove.jpg [View same] [iqdb] [saucenao] [google] [report]

Have you guys ever thought to merge with /vg/arena?
I think it would lead to some great threads boys

>> No.4632754


She's OC, yeah.
Her design takes a lot of inspiration from Violence Jack, though he's a dude so not quite what you're looking for.

>> No.4632756

the only thing we have in common is sometimes we talk about unreal and quake, so it wouldn't be too fruitful

>> No.4632757

Yeah, but, like, how did your sprite artist go to jail?

>> No.4632760

Eh, even if you never get around to updating Demonsteele it's still one of my favourite mods of all time.
Playing it with Scythe 2 and some synthwave music never gets old.

>> No.4632762

We only have a small handful of deathmatch players here, if even that.

>> No.4632765

for breaking the law, i'd assume

>> No.4632768

What law, is why we're interested

>> No.4632769
File: 119 KB, 778x820, bagginfaggins.jpg [View same] [iqdb] [saucenao] [google] [report]

Point taken... but with the amount of meme overlap, and the subject matters, I thought it would be some fun, that's all.

>> No.4632771

american law

>> No.4632775
File: 24 KB, 616x536, example.png [View same] [iqdb] [saucenao] [google] [report]


I've kind of used this as a bit of a learning experience, anyway. It's a big ol' gap in my history, but hey, mistakes are made so we can learn from them.
So I've been picking up drawing/pixel art and trying to do some stuff myself. Make sure to plug all the holes first rather than rely on stuff that's going to stick out if it can't be replaced.

Here's the placeholder skin for Booster, for example. Not going to be the final skin by any stretch, but even if it never gets a replacement, it looks like her and it fits the style of the mod.

>> No.4632778
File: 294 KB, 434x725, 1504114776141.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632782
File: 2 KB, 44x93, SWANC1.png [View same] [iqdb] [saucenao] [google] [report]

and who is this cutiepie?

>> No.4632784

The only one I could find was in the google store but I didn't look anywhere else so a download could still be floating around somewhere I suppose. You could also try some other emulators but I don't know what your success rate would be.

The android file is at


Check the description for a link, skip past the adfly bullshit and both games are there.

>> No.4632787


>> No.4632790

Swan Fox, probably.

>> No.4632792


Swan Fox, another anime-style OC from a mod that was, uh, much less good.
We played through it bro-op back in the day and it was fucking amazing in all the wrong ways.

>> No.4632795

I'm pretty sure there are some decent folk there but I'd rather we have nothing to do with those annoying cynical /v/ crossboarders and their shitposting addiction.

>> No.4632796

i just googled it... just WOW.

>> No.4632802
File: 29 KB, 500x488, disrespect.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4632803

yall got any of them download links?

>> No.4632807

i see both games and a andme_signed file, are three are apk
what do i do next?

>> No.4632812

careful throwing those stones, your glass house doesn't look too solid

>> No.4632814


Let me upload 'em.

>> No.4632815

>are three
all three*

>> No.4632817
File: 62 KB, 880x655, terminus.png [View same] [iqdb] [saucenao] [google] [report]

he's amazing

>> No.4632818

Thanks, i always wanted to play a so bad its good doom wad, but i ain't delving into Terry territory.

>> No.4632821

I always wondered why there aren't more wads like Swan Fox, since doom modding it's one of the easiest to get into. It's like deviantarts wet dream.

>> No.4632825


https://www.dropbox.com/s/exrwovarjsdc8en/Swan_Fox_DOOM_V2.4.wad?dl=1 - The original. The best.
https://www.dropbox.com/s/ltvqbgck9401onx/SwanFox2.wad?dl=1 - The sequel. Has much more amazing cutscenes but the overall gameplay suffers quite a lot.
https://www.dropbox.com/s/m1p683s6lohvfwt/Swan_Fox_%28Reboot%29.wad?dl=1 - A reboot of the first. Not quite as good.
https://www.dropbox.com/s/8wgzb18zv7dweyw/Swan%20Fox%203.wad?dl=1 - The (woefully unfinished) Swan Fox 3.

>> No.4632826

it requires a very specific level of autism
enough to make things
enough to be insular
not enough to give up or be distracted by something shiny

>> No.4632829

it's a good thing I don't live on the internet neighborhood.

>> No.4632831


Note that all of these were designed for play in Skulltag. Zandronum won't support them very well, unless you load Skulltag data.
Here's a version of Skulltag content that "works" in ZDoom, but since ZDoom is missing some Zandronum/Skulltag functions there's still some wonkiness.

>> No.4632836

well i have my weekend plans set, thanks man. These should really be preserved better.

>> No.4632837

plus you gotta be into doom

>> No.4632840

i have like 10 source ports, one more wont hurt.

>> No.4632861

I really like the minimalist approaches to term's avatar and fan redesigns of it.

>> No.4632873
File: 364 KB, 1280x720, skulltag 2018-03-08 23-01-37-109.jpg [View same] [iqdb] [saucenao] [google] [report]

Swan Fox is a real gem.

>> No.4632883

>Download Hideous Destructor
>Play it like Doom anyway with run and gunning only with the added bonus of being awkward as fuck and slow as mollassas
>Still finish the first 6 levels of the OG Campagin
Why is this shitty mod popular again?

>> No.4632886
File: 146 KB, 579x1303, 1257924090260.jpg [View same] [iqdb] [saucenao] [google] [report]

I too wonder where the demons are from.
Purists will say Hell, but then novelfags will be like Nah.

>> No.4632887

>Play it like Doom anyway with run and gunning only with the added bonus of being awkward as fuck and slow as mollassas
How? I have died to basic zombieman's all the time just cause i turned the wrong corner.

>> No.4632891

they came from Michigan...

>> No.4632901 [SPOILER] 
File: 29 KB, 480x360, 1520547055166.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4632905

Straight outta Detroit.

>> No.4632906

Fast reaction times I guess? I mean there were still moments where I got fucked by someone I forgot about but mostly did fine.

>> No.4632909
File: 67 KB, 634x383, help.png [View same] [iqdb] [saucenao] [google] [report]

how come my older version of gzdoom shows the options for ketchupv5 but the newest version of gzdoom doesn't? The newer version doesn't show those options on the top. Same goes for other wads too.

>> No.4632910

I think the government made the demons on purpose

>> No.4632914

There is a city in michigan called hell.

>> No.4632917
File: 247 KB, 760x572, 1499001327987.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4632923
File: 315 KB, 1280x768, Screenshot_Doom_20180308_142735.png [View same] [iqdb] [saucenao] [google] [report]

with the fog

>> No.4632925
File: 30 KB, 500x500, 22728707_10155655228003449_3721015420691664877_n.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh that place is in Michigan?
I thought it was in Florida cause of how hot people always described it to be.
Then I thought it moved to California.

>> No.4632928

don't believe me? it's all in the numbers.
#1: that's terror
#2: ______________that's terror____________

>> No.4632931

I'm not sure why but I think it might have something to do with how they changed menu options? I noticed it too recently when I tried to play Demonsteele.

>> No.4632939

This I know the answer to, as I had similar problems recently. Apparently the old way that mods used to do menus without having a button on the main menu got deprecated and that broke the menu functionality of a bunch of mods like Brutal Doom, Demonsteele, and other mods made before that patch.


This was the topic where I found the reason why. Though the solution is rather simple, just open up the pk3 in SLADE or extract it or whatever, and go to the MENUDEF file for that mod. It should have an entry like this

OptionMenu "OptionsMenu"
Submenu "Ketchup Options - GZDoom", "KetchupOptionsGZDoom"
Submenu "Ketchup Options - Zandronum", "KetchupOptionsZandronum"
StaticText " "
Submenu "Customize Controls", "CustomizeControls"
Submenu "Mouse options", "MouseOptions"
Submenu "Joystick options", "JoystickOptions"
StaticText " "
Submenu "Player Setup", "PlayerMenu"
Submenu "Gameplay Options", "GameplayOptions"
Submenu "Compatibility Options", "CompatibilityOptions"
Submenu "Automap Options", "AutomapOptions"
Submenu "HUD Options", "HUDOptions"
Submenu "Miscellaneous Options", "MiscOptions"
Submenu "Sound Options", "SoundOptions"
Submenu "Display Options", "VideoOptions"
Submenu "Set video mode", "VideoModeMenu"
StaticText " "
SafeCommand "Reset to defaults", "reset2defaults"
SafeCommand "Reset to last saved", "reset2saved"
Command "Go to console", "menuconsole"

To fix it, make it something like this.

AddOptionMenu "OptionsMenu"
StaticText " "
Submenu "Ketchup Options - GZDoom", "KetchupOptionsGZDoom"
Submenu "Ketchup Options - Zandronum", "KetchupOptionsZandronum"
StaticText " "


and save it. Should work after that. I've fixed my own copies of Demonsteele and Ketchup that way.

>> No.4632946

That doesn't work because the far-off mountains are less obscured by fog than the nearer buildings.

>> No.4632949

does this work

>> No.4632958

>but then novelfags will be like Nah
I don't think anyone who likes the novels has argued them to be canon.
The demons not actually being from hell is generally a criticism of them, even by people who like them.

>> No.4632970

>this thread plays the original games
>/arena/ sucks QC's dick

>> No.4632984

Thanks. I just tried this out on the mods without options in the latest version and it now works fine.

>> No.4632989


>> No.4632994

What about for Samsara monster mixer?
OptionMenu "OptionsMenu"
SubMenu "Monster Mixer Options", "MonsterMixerOps"
StaticText " "
Submenu "Customize Controls", "CustomizeControls"
Submenu "Mouse options", "MouseOptions"
Submenu "Joystick options", "JoystickOptions"
StaticText " "
Submenu "Player Setup", "PlayerMenu"
Submenu "Gameplay Options", "GameplayOptions"
Submenu "Compatibility Options", "CompatibilityOptions"
Submenu "Automap Options", "AutomapOptions"
Submenu "HUD Options", "HUDOptions"
Submenu "Miscellaneous Options", "MiscOptions"
Submenu "Sound Options", "SoundOptions"
Submenu "Display Options", "VideoOptions"
Submenu "Set video mode", "VideoModeMenu"
StaticText " "
SafeCommand "Reset to defaults", "reset2defaults"
SafeCommand "Reset to last saved", "reset2saved"
Command "Go to console", "menuconsole"

OptionMenu "MonsterMixerOps"
Title "Monster Mixer Settings"
StaticText " "
Option "Include Doom Monsters", "sm_doomtoggle", "OnOff"
Option "Include Heretic Monsters", "sm_heretictoggle", "OnOff"
Option "Include Hexen Monsters", "sm_hexentoggle", "OnOff"
Option "Include Chex Quest Monsters", "sm_chextoggle", "OnOff"
Option "Include Wolfenstein 3-d Monsters", "sm_wolftoggle", "OnOff"
Option "Include Hacx Monsters", "sm_hacxtoggle", "OnOff"
Option "Include Strife Monsters", "sm_strifetoggle", "OnOff"

>> No.4633025

smash bros for doom when?

>> No.4633026

Any of yall play that chink doom wad with all the anime classes? Its weird as fuck.

>> No.4633028

The randomizer in HXRTC Project really loves Killer Shadows, huh?

>> No.4633030


>> No.4633036

They better take the opportunity to put Doomguy in Smash, no joke

>> No.4633047

It didn't work. and what the hell is a "bak" file

>> No.4633049

Follow the same process. For OptionMenu "OptionsMenu, change to AddOptionMenu "OptionsMenu" and then delete all the lines between the brackets except the SubMenu entry that belongs to the mod.

AddOptionMenu "OptionsMenu"
StaticText " "
SubMenu "Monster Mixer Options", "MonsterMixerOps"
StaticText " "

should be the end result. We add the line StaticText " " above the Monster Mixer options to break up the entry in the list so that it is easier to locate in the ZDoom options menu.

You don't need to do anything to the OptionMenu "MonsterMixerOps" { xxxx } section, as that is the actual menu that the entry above is linking to. I may be wrong on some things because I knew nothing about Doom modding until the other day when I wanted to both mod out the anti-Brutal Doom code in High Noon Drifter (It really doesn't enhance the experience without doing all the work to add proper deathtypes to each weapon and merging the mods together) and fix the menu options due to a monster spawning issue that arose when I played PB 3.0 and then went to try out Brutal Russian Overkill which uses PB2.3 as a base, resulting in a screwed up configuration file and no way to fix it easily since PB2.3 uses the old way of inserting menu options.

>> No.4633051

A bak file is a backup of the old file. If you're using the bak file instead of the new file that was generated, you're still using the old file. I can't speak for other Doom editors, but Slade is set up to generate a backup of the old mod upon saving it, just in case the changes screw up.

>> No.4633063

best you can hope for is modding, I think Doomguy is in Smash Bros Infinite as an alternate costume for someone.

>> No.4633067
File: 156 KB, 1366x728, untitled.png [View same] [iqdb] [saucenao] [google] [report]

i did it like you said and it's still the same, i can't do nothing. i want to die

>> No.4633070

You forgot to change OptionMenu to AddOptionMenu

>> No.4633078

And to clarify, AddOptionMenu only applies to the top set of brackets, not the second. So AddOptionMenu "OptionsMenu is right but don't change the other one to AddOptionMenu "MonsterMixerOps"

>> No.4633081

What's the reason why they changed that anyway? Does it just make it easier even if it breaks compatibility?

>> No.4633085
File: 266 KB, 1920x1080, a660703f03c9f61c1eef04e01feb7aa9c181cd41.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4633086
File: 77 KB, 1899x315, the quakedad.png [View same] [iqdb] [saucenao] [google] [report]

I thought there was already some overlap between the two places.

>> No.4633087
File: 1.40 MB, 400x259, Barrels O' Fun.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4633091

Read the thread I linked for the full story. I'm rather new to the Doom community so I'd rather not make any assumptions and step on toes, but apparently the project runner for GZDoom thought it would be better this way since he didn't want people to break the options menu. So he locked down the options menu and created a new function to just add on to the existing options menu, forcing mods to either use that function or use the other approved method which involves creating an entry on the main menu for that mod's options, like with Project Brutality 3, High Noon Drifter, and others.

>> No.4633093

also i reopened slade, the pk3 file and the menudef and it didn't save my settings. What gives why do they gotta make it complicated

>> No.4633097


This is amazing and has been long, long needed.

>> No.4633101
File: 2.40 MB, 480x360, Chink Doom 1-1.webm [View same] [iqdb] [saucenao] [google] [report]

fuck webms

>> No.4633108

You've got to make sure to save it yourself, you know. Save the changes to the MENUDEF file, and then save the pk3 file itself. It won't autosave or anything like that to my knowledge, and you've got to save each individual file that you alter as well, I think.

>> No.4633113
File: 108 KB, 455x500, __your_female_parental_unit____by_metalparts-d4ncm95.jpg [View same] [iqdb] [saucenao] [google] [report]

There absolutely is, although it's primarily Quake stuff that ends up overlapping given the obvious bias of /vr/ towards Doom and arena shooter players (in this case /vg/) towards Quake.

>> No.4633125

well i finally figured out how to save changes to the menudef but it still doesn't show it in the options
why doesn't that guy who is the lead programmer of gzdoom fix it already

>> No.4633136
File: 41 KB, 560x421, freddygotfingered.jpg [View same] [iqdb] [saucenao] [google] [report]

that's it i give up i can't even edit already existing doom wads I WISH I WERE DEADO.

>> No.4633139

Type 'kill' in real life then.

>> No.4633142

No no, you press F7 first to be courteous, then you quit the game proper.

>> No.4633145
File: 666 KB, 1920x1080, Samsara.png [View same] [iqdb] [saucenao] [google] [report]

I mean come on dude I think I've been clear enough already.

>> No.4633150

I prefer Quake as a game, but Doom has a better community and more single player mods with easier modding. I can throw just about any combination of mods and maps in a blender and get a unique experience.

>> No.4633165

ken silverman's BUILD2 released.

>> No.4633175

>multi-user editing
we sauerbraten now

>> No.4633176

what mod is this?

>> No.4633182
File: 64 KB, 250x250, 1359664732315.png [View same] [iqdb] [saucenao] [google] [report]

Realistically, would this ever see any further use?

>> No.4633184


>> No.4633209

Great oldschool site design.

>> No.4633210

His site design's remained unchanged for decaes and I respect that.

>> No.4633245
File: 76 KB, 884x928, cacowesome.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4633256
File: 89 KB, 466x492, caco monitor hide.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4633327

Does anyone else here still play Sauerbraten? I love admiring the race maps; phenomenal work goes into them.

>> No.4633328

What are some good co-op maps to play with a bro? Not necessarily maps made for 2 players but also ones that work well with multiple people.

>> No.4633330
File: 493 KB, 1366x768, Screenshot_Doom_20180308_190022.png [View same] [iqdb] [saucenao] [google] [report]

how'd he end up there

>> No.4633368
File: 375 KB, 867x636, mirra.png [View same] [iqdb] [saucenao] [google] [report]

>the devastator is a single weapon with two cannons instead of two separate guns

>> No.4633379

New thread.


>> No.4633386

>look at /r/QuakeChampions someday
I'll pass.

>> No.4633881

still play it just for single player survival

I really want to do some editing but I don't know how

>> No.4634095

mod review by Mr Icarus when

>> No.4634110


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