[ 3 / biz / cgl / ck / diy / fa / g / ic / jp / lit / sci / tg / vr ] [ index / top / reports / report a bug ] [ 4plebs / archived.moe / rbt ]

Maintenance is complete! We got more disk space.
Become a Patron!

/vr/ - Retro Games

View post   

[ Toggle deleted replies ]
File: 36 KB, 680x832, doom lingo.jpg [View same] [iqdb] [saucenao] [google] [report]
4755040 No.4755040 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4750506

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
Marathon: https://desu-usergeneratedcontent.xyz/vr/image/1523/93/1523936193601.png
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)

Doom RPG series



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.4755041

=== NEWS ===

[05-04] Champions, a compatibility-friendly monster variant mod

[05-03] Anon's ZScript video tutorials

[04-30] PROJECT ILE version 0.23 released

[04-27] Powerslave EX Revival "not far" according to lead developer

[04-27] Further details of upcoming DOOM movie

[04-26] FreeDoom maps, as PWADs

[04-26] func_msgboard is having a 100-brush mapping contest

[04-26] New Q1SP map, Mire Prison by jcr - feedback requested

[04-26] Anon map release: Old Research Sector

[04-25] A new beta for Brutal Doom v21 released:

[04-24] Dimension of the Boomed, a Quake themed mapset currently in beta.

[04-23] Babel 4-23-2017 update, mostly bug fixes.

[04-23] Mr. Friendly alpha release, turns Doom into "an Animal Crossing-like nonviolent social space"

[04-22] Anon mod release: CLANG.wad, replaces every sound with CLANG

[04-22] Anon map release: roomv4.wad
http://www.mediafire.com/file/f3xu3bifrox8mb2/roomv4.zip (original)
https://my.mixtape.moe/ylyuxt.wad (update)
https://my.mixtape.moe/aaczhx.wad (another update)

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4755047
File: 1.48 MB, 1920x1418, quake_by_jhkris-dcajjup.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4755063

I'm looking for really well-designed maps, ideally big ones. What do you recommend?

>> No.4755084
File: 346 KB, 1024x768, Screenshot_Doom_20180504_201759.png [View same] [iqdb] [saucenao] [google] [report]

Missed screenshot saturday, anyway have this boring brown wip.

>> No.4755086
File: 227 KB, 245x548, KREA-Snipel2.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, Kamen Rider Doom, or just general TokuDoom would be awesome.
We need to introduce PillowBlaster to ToukSatsu

There is actually not just a gun-focused Rider, but a literal FPS Rider - Kamen Rider Snipe (from Ex-Aid)

>> No.4755093
File: 72 KB, 469x359, 1464666402982.png [View same] [iqdb] [saucenao] [google] [report]

Alright boys, here's a question for you:
The super shotgun is a pretty fucking great weapon, there's no denying that. But if you were to give it an altfire, what the fuck would you give it? It's a weapon that's got such a strong primary and such a specific niche that trying to add anything else onto it is nearly impossible

>> No.4755102

The same altfire that Beautiful Doom gave it:
A singular shot from one of the barrels.
So two altshots before reloading
But if you altshoot once and then try to use primary fire, then it just reloads

>> No.4755106

snipe's gun suffers from a hefty case of "how the fuck", though

>> No.4755108

Hey, I like it.

>> No.4755109

it shoots the whole shell, so the shot is only 2 hitscan tracers but they do more damage

>> No.4755119
File: 1.28 MB, 1008x573, firefox_2018-05-06_13-02-05.png [View same] [iqdb] [saucenao] [google] [report]

Yeah, you're right
There is no shooty hole

>> No.4755121


Keep in mind this pretty much completely invalidates the normal shotgun as a weapon.

>> No.4755123

That's not a bad idea, I'll write that one down.

This is both funny and also a valid idea, honestly.

I'll be honest I've been wracking my brain for the past two hours trying to think of an altfire for webm related, I don't like the current altfire very much.
I also made it a little less clicky clacky when reloading.

>> No.4755126
File: 1.43 MB, 720x360, no sir I don't like it.webm [View same] [iqdb] [saucenao] [google] [report]

Fuck's sake. Maybe I should post the webm.

>> No.4755129

Just like chaingun completely invalidates the pistol.

Also, Beautiful Doom gives normal Shotgun a physical attack as an altfire (not a punch or a kick, but literally whacking the enemy with the blunt end of a shotgun). It's actually pretty useful for pinkies and spectres, since sometimes they don't die after two shots and only left with like 10 hp.

>> No.4755145

What do you guys think of Ion Maiden?

>> No.4755176

Underslung hookshot for pulling in enemies.

>> No.4755180
File: 36 KB, 680x456, kultur.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4755182
File: 448 KB, 3259x986, comparison.jpg [View same] [iqdb] [saucenao] [google] [report]

So I'm gonna share my HD modded version of Doom. It's based on GZDoom.


-Added mod for more blood, gore, dismemberment of enemies and corpses.
-Sprites of mobs, items, decorations, fireballs are replaced with 3D models
-Contains HD textures and hi-res menu, so you won't see a single pixel.
-All weapons are default, but the sprites are replaced to HD.
-Added mod that changes default sounds to the ones with higher frequency
-No more midi music, now it's completely rewritten.
-Less slippery movement mod
-Footsteps sounds
-Flashlight (press F)
-Added bloom effect and ambient occlusion in GZDoom settings.
-Added fog (you can configure it in Gamplay options - > Fog options)

To play modded version just launch .bat file. You can also edit them to remove mods you don't like.

Link: http://www.mediafire.com/file/dj9havn7edj0wse/Doom_Collection_by_vasyan777_ver_1.7.rar

Size: 1 GB

>> No.4755190


How about a melee swipe? Like, a circular slow arc swing with the stock, that deals as much damage as fist (including berserk modifier).

That would make it more versatile in its role as a close-quarters weapon, without invalidation regular shotty.

>> No.4755191

That's something I've been thinking of for the nailgun thing I've been working on here >>4755126

The primary fire is so good that I'm hard pressed to really give it another projectile attack of some kind, though I'm not sure how well a melee attack would work. The SSG and SSG-like weapons are really hard weapons to do much else with.

>> No.4755192

Reload with slugs

>> No.4755194

Dude: >>4755129
> Also, Beautiful Doom gives normal Shotgun a physical attack as an altfire

>> No.4755197
File: 3.00 MB, 640x480, sof_shotgun.webm [View same] [iqdb] [saucenao] [google] [report]

some cool animation like the alt fires in SOF

>> No.4755203
File: 74 KB, 1280x800, put through a c64 converter.png [View same] [iqdb] [saucenao] [google] [report]

An attack where Doomguy uses the recoil of the SSG to launch it at an enemy. You can retrieve the gun afterwards.

>> No.4755204

so he launches it... backwards? If he launched the SSG forward there's a chance he'd shoot himself in the face

>> No.4755207


>> No.4755210

Put it on his shoulder like a bazooka?

>> No.4755221

where the screenshot saturday(/sunday) guy at?

>> No.4755223
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]

I wasn't sure if I should post or not but HEY SEEING AS YOU ASKED.

>> No.4755226
File: 2.69 MB, 1280x720, 2018-05-06 22-44-05.webm [View same] [iqdb] [saucenao] [google] [report]

Put that switch into the game.

>> No.4755243
File: 198 KB, 1600x900, loadoutimprove.jpg [View same] [iqdb] [saucenao] [google] [report]

tweaking the loadout screen and making it more nice to look at (still need to add total loadout cost to the screen)

should clicking on the item's pic on the main screen remove the item on it, would that feel organic?

>> No.4755247
File: 70 KB, 640x960, 1411680417402.jpg [View same] [iqdb] [saucenao] [google] [report]

What the fuck. This is new. Anon you tell the class what you're doing here and what this project is right now.

>> No.4755249

That's often mapped to right clicking.

>> No.4755252
File: 268 KB, 1885x996, Screenshot_Saturday.jpg [View same] [iqdb] [saucenao] [google] [report]

Hello /vr/. I'm working on a draft of my map, using a Wacom tablet. This is drawn in FireAlpaca. As you can see it's in a very rough stage because being very ADD my mind can change pretty often. Thankfully with a tablet like this you can crank out ideas pretty quickly and be really wild with how things go, but I'm still getting the hang of using a tablet and drawing with a pencil/paper is always faster.

I've got a large notepad I've been drawing level ideas and such in for about 10 years, just little things over time that I've put in in a flash of inspiration. Creators can be "architects" or "gardeners" from what I've seen and I'm really the latter. I have several set pieces I want in doom maps, I have them sketched out (mostly in my notepad, the Wacom tablet is new), then I decide on what I will include and how the player can reach and utilize them. However I'll have to move over to the "architect" stage later when I fully flesh out the details.

The relationship between the top right/bottom left is me structuring an arena battle, I don't want it to be crushing for the player as I'm walking the line between "big fight" and "slaughter" and won't be wanting the latter one. I'm big on trying to use alternative means of killing monsters and am expecting my level to be used by players with gameplay mods which I'm happy to see them exercise, so they can kick/throw monsters into death pits, put them in crushers or onto convener belts with exploding barrels, I'm also looking to have them collapse the ceiling onto foes in places. Other designs include an electrified horizontal "slammer" as well.

I spend time thinking of how players can break or cheese encounters and rather than wanting ways to restrict them, try instead to give them options with what option they take. Speedrunners will always be speedrunners however I think the best speed run will require prior knowledge.

>> No.4755253
File: 260 KB, 1600x900, xug_ca.jpg [View same] [iqdb] [saucenao] [google] [report]

also a slightly more interesting shot

>> No.4755257

Ep3 of the AMC TC, only 3 more maps to finish up before it's beta testing time (they're all over the 50% mark too)

that's a good point, right click is also used to cancel out of a lot of menus so the precedent is already set - cheers.

>> No.4755263

On one hand, this looks kinda clunky.
On the other hand, it's got that authentic 90's cheesy feeling (inventory icons look like low-poly renders) and that's freaking amazing. I love it, and its atmosphere.

>> No.4755268

Is this done in Build?

>> No.4755270

I recommend planning for speedrunning tricks like straferunning jumps, and rocket jumps. Similarly, if there is some mandatory waiting or a slow segment or backtrack, give a harder (faster) way to skip it.

>> No.4755271
File: 135 KB, 899x278, Winchester_M1887_Mares_Leg.png [View same] [iqdb] [saucenao] [google] [report]

When I release it (I'm estimating maybe a year or two at the current rate) I want to put out another version packaged with all the little design notes/sketches I had of things to try and detail the creative process as I've seen a lot of talk on forums as to how people go about it themselves and maybe somebody can get something useful from my own cutting room floor.

Main reason I want to do this is I was really fascinated by the "level commentary" feature in Half Life 2 games, so also intend to have something like that if I can work out how to do it but it would be utilizing help of others, but that's cool as if they want after being credited they can add their own piece as well and we can grow the knowledge pool together. I've really appreciated the help I've seen others give people here over the years. /vr/ is a pretty good place to bounce ideas around with. I'm confident on "visual" parts of design like picturing a map or encounter in my mind's eye but coding, scripting and the like is just painful. It seems some guys here are the opposite but together we can make things work. Anyway, go us.

Picture unrelated, a lever action shotgun somewhat inspiring Marathon's.

>> No.4755275

That's the plan..sort of anyway

yep, Eduke32.

>> No.4755280

my hole is open

>> No.4755290
File: 236 KB, 806x991, 1513170221794.jpg [View same] [iqdb] [saucenao] [google] [report]

That's one main thing I've been looking at, but I think a slow wall lower is going to be annoying for them. Right now I'm churning around them having to be more exposed to fire to reach the exit switch, whereas slower "kill everything" players would have cleared the space, removing the threat. A risk/reward kind of deal rather than a boxed in "you must kill all the monsters" one. This way more skilled speedrunners can get away with more monsters surviving to shave off time. However I can't make it entirely with speed running in mind as I don't play like that, but I can try as best I can inside the scope of the map. We'll see how it all turns out I guess.

I myself always play with the idea of killing everything in an encounter before moving on.
Anyway I don't want to give too many things away now otherwise I'll commit too much to them or feel like I'm spoiling things.
I mainly lurk but try to help when I can. Have to go now though so if you see me not replying it's not being rude, i'm just not here. Thanks for your thoughts friend.

>> No.4755292

Basically what >>4755192 said.

>> No.4755293

Do people even care about vanilla wads anymore?

>> No.4755296

There's a loud minority here that does.

>> No.4755305


>> No.4755312

How would we make Doomguy into a Kamen Rider? Of course, he will need a motorcycle and the Rider Kick. It wouldn't be a Kamen Rider without those two things.

>> No.4755313

They're all I play when it comes to Doom.

>> No.4755320
File: 29 KB, 813x654, shit layout.png [View same] [iqdb] [saucenao] [google] [report]

oh shit niggers its time to map again
thing is i need a good layout
for a shitty forest map
help me not be retarded
what should there be?

>> No.4755321

further notes:
hell map
sector trees

>> No.4755324

Yes. Plenty of people still enjoy a good old fashioned doom mapset without modding the hell out of it.

>> No.4755325

We'll probably have to tie it in with Wolfenstein, considering that SHOCKER was founded by the remaining members of the Nazis.

>> No.4755326

That's a lot of unnecessary vertices you've got going on there, my friend.

>> No.4755329

Mandatory, all things considered.
You don't make straight lines when working with organic substance. This is no Techbase.

>> No.4755337

looks far more 90s inspired than bombshell's attempt

>> No.4755339

pen tool sectors are too uniform and look ugly
this is doom, less is more, get rid of like 70% of those vertexes

>> No.4755341

I'll disregard your faggotry entirely considering it has nothing to do with the layout.

>> No.4755343

>this is doom, less is more
What a disgusting mentality.

>> No.4755346

Who the fuck thinks LESS is MORE?
LESS is not MORE

>> No.4755347

It depends I think on the greater shape of the whole forest, rather than smaller sections. Think missing forest for trees.

A good way I saw of doing background trees outside was having those twisted hell trees, red background, then a zero light sector to house them in. Looks spooky.

>> No.4755353

it's called minimalism; if you can do it with less, do it with less, and it'll be better (more) that way

you're an idiot

>> No.4755356

>it's called minimalism
That's a way of doing things, it doesn't mean that in Doom, less is more, period.

>> No.4755357

thanks for making my morning.

>> No.4755358
File: 194 KB, 610x876, minimalist-hexagonall-robocop.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4755362

stealin this

>> No.4755363

A weaker flak cannon alt fire that shoots caltrops

>> No.4755364

In 90s level-design, there were two major figures that formed two competing and long-lasting ideologies in regards to level-design. Those were Romero and Blum.

Romero's ideology is basically built around "do what I'd do in your place"/"imitate me" rule. Blum's ideology is basically built around "put yourself in my shoes"/"empathize with me" rule. Romero's levels are perfectionistic and centered around ever changing standards of quality, they are competitive player's levels of choice. While Blum's levels are self-explanatory and transparent (not to be taken literally), they are aspiring amateur level designer's levels of choice.

That is not to say, that the ideologies of 90s level-design are exhausted by those two level-designers. However, Petersen failed to form a trend and remained basically "that one weird guy", Bradley's main work was outside of the FPS genre with Cybermage failing to gain any significant recognition, McGee and Levelord were one-trick ponies, HeXen, while unusual and memorable, remained a B-grade precursor to Hecatomb which has never happened, Unreal was far too spread out between its level-designers to make any of them stick out, and for Half-Life, while HL was definitely highly influential, it's not even all that apparent, just who the hell the actual layout and encounter designers even were.

Romero and Blum are pretty much the only two persons (at least, on the industry side, as opposed to community side) on whom the major level-designing trends could be pinned down more or less exactly.

>> No.4755365
File: 196 KB, 1280x1024, Screenshot_Doom_20180506_102741.png [View same] [iqdb] [saucenao] [google] [report]

You got an example? I'm haphazardly throwing this together out of some basic ideas, of which I only really have some detail, the sky, and music sorted out.

Cause you know, hellish flesh-forest.

>> No.4755372

>Think missing forest for trees

>> No.4755379

no, it is something you should always be striving for with doom. doom is a simple game with an aesthetic that works best at low polycounts.
in this case, doom does organic sectors better when the features are made of a few lines, because it doesn't fight against the engine's lack of sloped surfaces. use 500 lines to define a curve, and now your super smooth curved wall clashes with the 90 degree divides between floor and wall.

it looks ugly. I've never seen it work. so again, cut down the vertex count. it looks better when you do.

>> No.4755384 [DELETED] 

Shut the fuck up An_Mutt

>> No.4755386

Never give advice for another map again. Ad_79

>> No.4755390

>no, it is something you should always be striving for with doom
I disagree. Most maps that stuck with me are the less simple ones like Winter's Fury, Zen Dynamics, UTNT, Unloved, rjumpextreme, among others, not counting the original games of course which will always remain in my mind.

Also I'm not the mapper you're talking to, maybe less lines do look better in a sector, but minimalism as a whole? Nah.

>> No.4755395

is doom 2d or 3d

>> No.4755396

This, otherwise 90% of mock maps would be clear individual cacoward winners.
Fucking retard.

>> No.4755397

2d with an illusion that makes it look 3d.

>> No.4755402

neither, it's 2.5d
>doom is 2d
excuse me cunt? no it's not
commander keen is 2d

>> No.4755405

And here we thought xenofag gave shit feedback for maps.
This just puts that to shame

>> No.4755408

2.5d is what you call isometric things, or stuff like Mischief Makers and Kirby 64 which are 2d with 3d elements, including interaction with the background and foreground.

>> No.4755413

Wrong. Kirby 64 is 3d. The characters and enviroment are 3D models.

Mischief makers looks to be 2d with models in 3d turned into 2d sprites

>> No.4755417
File: 26 KB, 372x504, high quality.png [View same] [iqdb] [saucenao] [google] [report]

>Contains HD textures and hi-res menu, so you won't see a single pixel.

>> No.4755421

Filters meme is not retro, nor videogames.
It's just

>> No.4755423

In Kirby GRAPHICS are 3D, but gameplay is 2D.
In Doom, gameplay is 3D, but graphics technically aren't fully 3D.

So Doom is like, 2.75D?

>> No.4755426
File: 10 KB, 128x108, 4.png [View same] [iqdb] [saucenao] [google] [report]

Scholars from 1993 are still arguing about it today, so no reason they won't be in 3025.

>> No.4755427

>-Added bloom effect and ambient occlusion in GZDoom settings.
... Doesn't GZDoom already support those? Does this 'mod' just mess with my settings?

>> No.4755428


>> No.4755429

Maps by Lainos usually fit your bill.
Doxylamine Moon : Overdose, is one of my favorites.

Looks pretty neat, actually. I like the grey stone pillars, they fit, yet contrast, with the brown bricks.

>> No.4755431

Guys, WYD?

>> No.4755435

I say it's 3D because gameplay is 3D, and graphics simulate a 3D space.

Sure, they are limited - but so are modern 3D graphics. For example, it's impossible to create a real circle or a sphere using modern polygonal graphics, you can only create illusion of roundness using high-poly objects and shaders, but not real roundness.

If you say "does this even matter" - then I ask you, then do Doom's limitations even matter? Gameplay is more reliant on three dimensions than in many modern "3D" games like DOTA or World of Warcraft, because stuff like height, ability to climb stairs, fall of ledges and dodge under high projectiles is absolutely crucial to the gameplay.

>> No.4755437
File: 409 KB, 564x811, latest.png [View same] [iqdb] [saucenao] [google] [report]

>metadoom's wall shield looks different and is more akin to the shields from the possessed shotgunners

>> No.4755439

Not if the barrel shot lists off to the side enough that you need to aim slightly to the left if shooting from the right barrel, or slightly to the right if shooting from the right.

Dragon's Breath shells. Burn everything.

>> No.4755442

>possessed shotgunners
more like
>'ideous foockin' 'errible cuont.

>> No.4755449

>Shores of ZDoom never

>> No.4755465

>Implying Shores of Zdoom or ZFerno will ever exist
S'Arais sperged out so that will never happen.

>> No.4755467

I've been out of the game for damn near 10 years now. What happened to zdaemon and Skulltag?

>> No.4755471

Skulltag died due to Cutmanmike's GVH faggotry, same as MMDM and other CancerWads have done to ZandyBam

>> No.4755474

Skulltag died in 2012 and Zandronum took its place.

>> No.4755478

Apparently Zdaemon is still in active development. Last update was 25 days ago.

>> No.4755483
File: 149 KB, 670x376, ZDAEMON REBOOT.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4755485
File: 2.91 MB, 1120x630, reflexes.webm [View same] [iqdb] [saucenao] [google] [report]

"Emergency" Performance Update
>Gibbable enemies how check SSG damage type again, because doing puff +EXTEMEDEATH determination was causing performance issues
>Also offset fear on most player weapons by 1 frame, which helps performance too
>Shrunk player plasma balls by 2 units, making them easier to use in tight spaces
>Also made the Pulse Rifle's recoil smoother.
Since there's also not really a clear direction to go in at this point I figured I'd just put it to a poll. If you play or have played Babel, feel free to vote. https://www.strawpoll.me/15643472

>> No.4755487

Do what everyone does when they try to rework the SSG; let you fire one barrel at a time.

There's sprites for this which are almost old enough to fuck, it's an extremely easy conclusion to make, and I don't see why you make it out like doing something new with the original SSG is really hard.
Here's some other ideas for the altfire; using the buttstock for a melee attack, throwing a hand grenade, or switching to a special ammo type.

Basically that but put the double barrel fire on alt instead.

>> No.4755497

What lessons can you learn about what NOT to do in Doom from D44M?

>> No.4755508

Number one being "doom is not arena-arena-arena you fucking faggot"

>> No.4755509

Don't lock people into arenas where they have to fight spawning monsters. This is Doom, not Serious Sam.

>> No.4755510

Even serious sam's was at least amusing with it's ridiculous cast, punchy weapons and good pacing.

Let's not forget Ugh-Zan which isn't a skybox trick.

>> No.4755514

Not if you give the shotgun a tight spread to let it score full hits at longer distances, also giving it the same pellet per shell ratio as the SSG: 10
Now both shotguns serve distinctly different roles and are very useful for different things.

I always liked Duke Nukem's pistol better in this sense, it's fast enough to actually be pretty decent, and it uses a different ammo pool from your automatic weapon.
It's actually a rather nice fallback weapon due to this.

>> No.4755525

>Skulltag died due to Cutmanmike's GVH faggotry
It died cause Carnevil got into arguments with Torr over domain ownership and the remaining staff members went on to make Zandronum.
>same as MMDM and other CancerWads have done to ZandyBam
>how dare people play something I don't like! that means it's dead!
You can _always_ find servers that aren't complex doom or mmdm or whatever, you can also get with your mates in /doom/ and play with each other, there's constant meetup announcements on the /vr/ steam group too.

>> No.4755527

>and good pacing.

>> No.4755532
File: 405 KB, 3440x1440, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

It's already there. Just changed default setting.

>> No.4755535

>Serious Sam had bad pacing
Next you're going to tell me that Duke Nukem is actually a woman.

>> No.4755538
File: 54 KB, 320x200, doom hell intermission.png [View same] [iqdb] [saucenao] [google] [report]

Hell in Doom wasn't just cool because it was hell, but also because its portrayal in older games was imaginative and varied enough, that they could have still taken more bits from it than just skull keys and skull switches
Even if they had something cool like those hell barrels, there's still the feeling that something is missing, while stuff like the evil eyes might as well be iconic

>> No.4755540
File: 247 KB, 638x471, 78a18018-baf1-401e-ac86-c612be74c70d.png [View same] [iqdb] [saucenao] [google] [report]

So I was going through Scythe 1.
Having fun until Map 23.
Which is a slaughterfest bullshit.
Seriously they throw everything at you right off the bat.
Is the rest of the wad still live this? If yes I drop it.

>> No.4755546

Why not just lower difficulty?
It forces you to pistol start the hell episode anyway

>> No.4755548

>put the double barrel fire on alt
Bad idea, because of muscle memory hundreds of Doom players are used to SSG firing both barrels by default. Like, if you're making a DIFFERENT double-barrel shotgun (with different sprite and sound) that can be alright, but if you're modifying vanilla SSG - bad idea.

>> No.4755552

You might want to tell the twitter that stuff tho.

I think Doom 2 2 will probably be better in this regard, though. They weren't sure that NuDoom would pay off; so better not go full out until it works.

>> No.4755553

escapes me how people compare the two simply because they share the arena concept. nudoom's arenas reminded me more of something like god of war, the pacing at which enemies spawn in and their location isn't remotely like in SS or PK.

>> No.4755556

Spotted the Newbie.
>Thinking Slaughtermaps are bad
How can one be such shit opinion? Infighting exists.

>> No.4755560

The constant interruptions in the form of forced, repetitive monster gauntlets gave it an awful pacing, same way it hurts it in D44m.

>> No.4755564

I didn't say slaughtermaps in general are bad.
But this one was awful.

>> No.4755567

>He doesn't rocket jump or explore the map for stupid shit including secret monster spawns

>> No.4755568
File: 1.41 MB, 1920x1080, Screenshot_Doom_20180506_174136.png [View same] [iqdb] [saucenao] [google] [report]

Looking great ingame. Wanted to make my own lava texture for many years now, guess that's settles finally. Also, I had the stupid idea of making a smooth 20 frame animation, but now I suspect that'd just look way out of place. 8 frames works just right.

>talk about animation
>it's a still screenshot

>> No.4755571

Map 22 of Alien Vendetta.
Look out the window where the red skull key is.

Like that.

>> No.4755574

Doom 2 also had the computer skull shit

>> No.4755579
File: 2.77 MB, 2771x2225, 1460424728960.png [View same] [iqdb] [saucenao] [google] [report]

TFW I use the teleportation power up in Quake 3 and I accidentally kill one of my opponents.

>> No.4755580

Even D44M had more complex, less linear maps than Serious Sam with more stuff to explore.

>> No.4755582

More varied levels would be nice.
I'd love something along the lines of the more outlandish hell stuff from the original game. Stuff like fleshy walls and cracks showing a flowing river of the faces of damned souls. Also more wood paneling and some green marble.

I would agree that the lock-in arenas could be trimmed a lot. I don't think they're bad, but they're used far more than necessary, it makes progression extremely predictable.
>Gee, I wonder if this door is gonna slam shut behind me and I'll be made to fight a bunch of monsters before they let me out?

I would like a lot more free roaming or hiding monsters

>> No.4755583

For starters, too much reliance on arenas.

Second, too little variety - original Doom games occasionally had levels based around a single idea or gimmick (teleporter mazes, Crusher, Dead Simple, Barrels O'Fun, puzzle in Evilution's Last Call) to break up the pacing. In comparison, I've seen several people describe D44m's main campaign as getting repetitive after a while, and admitting to not finishing it because of that - because it's mostly just raw combat, combat, combat, and nothing else.

Third - I don't know if it's the WORST multiplayer Doom ever had, but it's close. Lesson is simple, don't outsource multiplayer of a Doom game to Call of Duty people.

Fourth - if we exclude Doom 64, Doom 4 has single WORST modding/user content support in entire history of the franchise. This is especially detestable as it happened when franchise is under Bethesda's wings, publisher that made it's entire reputation and fortune around moddable games. Pathetic.

Fifth and final - story. While the way story is told (relayed to the player) is amazing, the actual writing itself is very lackluster. I think original Doom had more interesting twists than Doom 4 - for example, the fact that the only way to get to Hell... is to die at end of episode 1, which is kinda cool - which then reveals what happened to the Deimos base, which is now stuck halfway between dimensions in an island floating above Hell itself - that entire part is more interesting than ANYTHING Doom 4 did. Similarly, Hell is more interesting in original 2 games - instead of generic realm of rock, bones and lava, it ALSO is either a bizarre castle of green marbles, or this gigeresque blend of machines and meat, which is kinda creepy sometimes.

>> No.4755584

There's good ways to do slaughter, and bad ways to do slaughter.
I haven't played the map in question, so I can't say, but there's legit reasons to dislike some slaughter maps.

>> No.4755586

>green marbles
Green marble, derp. Though now I wonder what a castle made of marbles would look like...

>> No.4755589

>le infighting solves everything meme
yeah let me just infight these 20 archviles that just spawned behind me.

>> No.4755591

I agree with pretty much all of this.

>> No.4755594

somebody compile these and throw it at the twitters or whatever.
>Serious sam
I, too, like to complain about game I've never played.

>> No.4755595

That and bringing back Doomguy's face, so it won't be wasted on that mess of a game that is Quake Champions

>> No.4755598

The hell are you talking about? Serious Sam is bar none the most linear of the 90s classic FPS. It's extremely straightforward with monster gauntlet after monster gauntlet with the most shallow level design I've ever seen. Please don't tell me that you think "big wide areas" means "non-linear" by default.

I played both TFE and TSE, the latter spiced things up a bit more with gimmicks here and there like messing with gravity and making the floor slippery but that's it.

>> No.4755604

some of the mp stuff could work for a sp, like some of the weapons and levels

>> No.4755606

Oh, that. That's simpler than I expected, yes.

>> No.4755610

>Can go anywhere you like in any order you like; no forced order
fuck are you smoking?

>> No.4755613

And GZDoom still doesn't have good multiplayer.

>> No.4755615

>>Can go anywhere you like in any order you like; no forced order
You have to go through room after room in a straightforward fashion, triggering combat events to progress. Hell once I accidentally bugged out and hopped over a wall which let me explore a whole level and I still couldn't exit because I had to go back and trigger the obligatory combat scenes I was forced to do to open a door or something. Non-linear my ass.

>> No.4755616

Why not just tell the D2 devs that Zandybam is where one should start when looking for potential Doom 2 multiplayer?

>> No.4755617
File: 65 KB, 500x500, gitgud.jpg [View same] [iqdb] [saucenao] [google] [report]

Looking at this guy play the map, I don't see anything egregious about it:

I don't even like slaughter very much but I hardly see anything especially objectionable or stupid here.
Anon was right, you just gotta git gud.

>> No.4755620
File: 72 KB, 1280x720, maxrassesdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

>Literal first level of Second Encounter's demo
>Not one, not two, but EIGHT possible areas to go.
You clearly have never played this game.

>> No.4755623

Noob question. Why can't they just copy+paste multiplayer code from zandronum?

>> No.4755624

>Standing where archviles can kill you
Holy fuck anon archviles are so easy you can punch them with no berserk.

I'd hate to see you play Sunder.

>> No.4755626

Code doesn't work like that. Even Code-Inept Retards like saris understood that

You can't do that.
Having said this though, ZandyBam is what they need to be pointed at for D2 multi

>> No.4755627

fucking what
you have to get the two golden lions to open up a door in the middle path, and this is the only way to progress
are you just utterly retarded

>> No.4755628

but i don't want them to make a megaman game

>> No.4755632
File: 1.36 MB, 800x800, GlitchedRisitas.png [View same] [iqdb] [saucenao] [google] [report]

>Using the first and only non-linear level to say that SS is not linear

>> No.4755635

>are you just utterly retarded
Are you?
>Don't need to get the lions in any specific order
>Don't need to immidiately get the lions
>Several secrets dotted around the map
>Can easily travel back to your starting area
What the fuck isn't linear to you, you vapid, self-absorbed cuntsucker?

>> No.4755638

I, too, like to complain about games I've never played.

you nigger i laughed

>> No.4755641


Looks linear to me.

>> No.4755645

>Using snippets of corridor-room-corridor instead of the places which lead into a hub with several forking, branching paths
obviously it's going to be linear if you pick a linear segment.

>> No.4755646

>>Several secrets dotted around the map
>Can easily travel back to your starting area
Do you think linear means you can't go back to a starting area and zero secrets? What the hell? That's some desperation. Even games that are called linear like Final Hallway XIII have secrets.

>> No.4755648

you also seem to fail to note that you can skip most of this by design.
you only need 1 switch to get the ankh key in the first example

>> No.4755650

>it doesn't count if you post evidence of SS levels being linear!
Very nice. Also big areas are not open hubs. Usually it's just a big room that you still have to go through a specific location afterwards.

>> No.4755651

>I can go backwards on the line, therefore it's non-linear
okay you are utterly retarded, good to know

>> No.4755652

Do you think non-linear means Open World?
Non-Linear means there is no forced series of progression, route, or otherwise.
Kids these days.

>> No.4755654

>>Standing where archviles can kill you
Excuse me for not having clairvoyance, if I had played the level before maybe I could react to it accordingly and know that I have to quickly hide in that one spot I missed but no by the time I found out the first time I was already being flamed up.

>> No.4755657

Are there any wads based on Doom: Repercussions of Evil?

>> No.4755659

>Do you think non-linear means Open World?
No? When the hell did I say that? You on the other hand actually used "there's secrets" and "you can go back to the starting area" as arguments meaning you have no idea what non-linear means. Good job destroying your own credibility.

>> No.4755661
File: 319 KB, 220x227, 773.gif [View same] [iqdb] [saucenao] [google] [report]

Bait this terrible should be sentenced by firing squad

>> No.4755662

>Non-Linear means there is no forced series of progression, route, or otherwise.
Serious Sam does the opposite of that though.>>4755641

>> No.4755664

You obviously clearly don't have any "credibility" on the subject either.

>> No.4755669

Except it doesn't. Try looking at the videos. It's the same fucking level design as DOOM except the areas are more open to facilitate stupid numbers of monsters.

>> No.4755670

>shit, they got me! better use the old /v/-tier tactic of calling them bait even though they're 100% right!
You're only making your side look worse and worse with every post. You will never convince people that Serious Sam isn't mostly linear.

>> No.4755674

Is that your best comeback?

>> No.4755678 [DELETED] 

>Using this shitty fallacy again
Nu-Channers need to get aids.

>> No.4755680

I did watch the videos, I saw a straightforward series of rooms with no varied level design whatsoever. Doom has far more varied, complex level design. The closest thing in Doom I can think of are boss levels themselves (e1m8, e2m8, e3m8).

>areas are more open
There you go again thinking that "big areas = non linear!".

>> No.4755681
File: 17 KB, 256x256, archvile-bas-relief.png [View same] [iqdb] [saucenao] [google] [report]

You know their attacks take a moment to set in, right? As soon as you hear the crackling flames and see them rise up above you, your first instinct should be to run behind something, you'll see where his line of sight stops because his flames stop following you.

Triangulating the position of an arch-vile (unless hidden in a particular way, like behind a fake wall or something else bullshit), is like the easiest part of fighting them.
Skillsaw is FAR more mean with his use of arch-viles than Erik Alm ever was.
I'm no pro-player either, I've never beat Plutonia, it's just basic tactics.

>> No.4755682
File: 607 KB, 1097x900, 1513249862114.png [View same] [iqdb] [saucenao] [google] [report]

>On monster arenas

They're alright as occasional "spice" to add to a level. I think Doom 4's "Foundry" map which seems to be everybody's favourite found the right balance . Later levels became annoying because you want to fight monsters differently, not just in arenas exclusively. Players can tell when an area is an arena, it removes suspense when they know the main combat is only arenas because when skulking around they know there will be little or no monsters so there's less engagement.

It also gives you a chance to have larger, more open encounters. The last part of Fuel Devourer (with the scientists) was a pretty awesome monster arena and a breath of fresh air. It came at the right time when the level's pace needed a change.

>> No.4755683

sorry you had to find out that the game which is defined by "enter room, fight monsters, exit room, follow hallway to next room" is linear
your best example against it was a level that is a line with two short spokes leading off of it; maybe you should stop

>> No.4755684
File: 663 KB, 1360x768, Screenshot_Hexen_20180506_133506.jpg [View same] [iqdb] [saucenao] [google] [report]

Meanwhile, what is actually non linear and nobody likes it:

>> No.4755686

What comeback?
You're a fucking retard if you think Sam is linear.

If sam was linear, you'd be forced to get the left lion, then the right lion, then go down the middle. You would not have the option or choice of where to go; and would be punished for doing things out of a specified order.

I swear most of you cunts are too young to be on /vr/ and only do it to be contrarian shitposters.

>> No.4755687

Hey now Hexen is fun. I was re-playing it with HND earlier and it's surprisingly good.

>> No.4755690

That's because it's actually strongly linear in reality but does a horrible job of telegraphing this to the player.

Non-linear is more like Duke Nukem 3D.

>> No.4755691

>I did watch the videos, I saw a straightforward series of rooms with no varied level design whatsoever.
>I did watch the videos
wanna know how I can tell you're full of shit?

>> No.4755692

But the videos prove that the game is linear? Hell there's even a post trying to defend the linearity here claiming it doesn't represent the game: >>4755645

Also, hypocrite, you're the one that used a fallacy here since all you did was throw an insult by claiming two posts explaining how you were wrong were bait and nothing else.

>> No.4755697

Nobody likes it because nobody fucking knows where to go.
gee thanks asscunt mind telling me more?

>> No.4755698
File: 18 KB, 355x321, 61Y8FOzShOL._SX355_[1].jpg [View same] [iqdb] [saucenao] [google] [report]

i never noticed that

Drive's gun is better anyways

>> No.4755701

>You know their attacks take a moment to set in, right?
You know I often don't time to hide unless I knew about it beforehand, right? People wouldn't put an archvile traps if they were easy to escape from. Worse is when you have 20 chaingunners behind you where it's even harder to avoid damage if you didn't know about the trap beforehand.

>> No.4755702
File: 443 KB, 480x238, 8c6.gif [View same] [iqdb] [saucenao] [google] [report]

Nice try samefag

>> No.4755705

>What comeback?
I explicitly pointed out why your definition of non-linear was flawed, it proves that you're arguing over a false belief since you're claiming SS is something that you don't even know the meaning of. Making this whole argument a joke.

>If sam was linear,
If Sam wasn't linear those videos wouldn't show how extremely straightforward the levels are.

>> No.4755707


So you're resorting to desperate accusations now?

>> No.4755710

I don't know, it sounds like you're making excuses.

>> No.4755716
File: 18 KB, 999x892, Cchest_MAP21_map.png [View same] [iqdb] [saucenao] [google] [report]

Post maps

>> No.4755718 [DELETED] 
File: 644 KB, 3440x1440, 1.jpg [View same] [iqdb] [saucenao] [google] [report]


This is how Doom should look like in 2018. Why are you still fucking these crappy pixels? It is 2018 now, not 1993, put some graphic mods.

>> No.4755719

Great post.

Also I've beaten Plutonia a billion times, nothing in that game comes remotely close to the shit I'm talking about because the closest thing to a slaughtermap is map32 which is actually one of the easiest maps since there's no traps iirc, you just peek, shoot, hide.

>> No.4755720

if we're gonna be counting "you can grab one lion before the other" as nonlinear, then hexen is very nonlinear because you can solve one sixth of the puzzle in many different orders!
y'know, despite the fact that the order you do them in doesn't change anything, and you're always going to be going through the same stuff to achieve the same goals in the same order
I mean damn, at least strife (which is mostly linear too) at least has the macil/spectre thing which introduces a bit of nonlinearity

>> No.4755721

Few levels in Serious Sam try to be more open with level designs, but honestly, they normally suck.

I think the only "open"-ish level I liked in all of Sam was in 3 where you were in a sandstorm i think and you had to collect some artifacts to progress. felt like the perfect combination of sam's constant horde battles and a doom-style exploration

>> No.4755723

So fucking stop making excuses and just do it.
You died. So fucking what.
War of Attrition is a major part of doom maps.

>> No.4755725

By that logic, non-linear does not exist in any way and the entire argument of non-linear vs linear should be completely disregarded unless the map has two or more exits which do not require the player to even actually play the map.

>> No.4755727

Wish SS had maps with interesting level design like this instead of either corridors or big rooms with nothing in them but monsters and pillars.

>> No.4755729

nice shitpost
how long did that one take you to copy-paste?

>> No.4755731

The worst part is that the only example he's defending is the least linear level in the game.

>> No.4755735

I don't know what to tell you dude, try harder.
I don't think that map looks much harder than any Plutonia map I can think of.

>> No.4755739

So, what's your favorite custom/non-official Doom enemy, /vr/?

>> No.4755740 [DELETED] 
File: 770 KB, 3440x1440, 5.jpg [View same] [iqdb] [saucenao] [google] [report]

Why would you play with pixel graphic in 2018 if can to not? Cmon

>> No.4755742

Alright I tried again.Went so much better now.
I still died several times but managed to go more fluid this time.
Still didn't manage to kill all those demons.
Anyway I still think this map is awful.

>> No.4755748 [DELETED] 
File: 614 KB, 3440x1440, 7.jpg [View same] [iqdb] [saucenao] [google] [report]

It's looks like a normal modern game now

>> No.4755752

I think the black monsters from colorful hell. They're a pretty nice challenge, actually kinda like it when one spawns.

>> No.4755753 [DELETED] 

>I still died several times
if this is your only complaint you'll hate real life

>> No.4755756
File: 1.75 MB, 800x600, 2018-05-06 18-45-52.webm [View same] [iqdb] [saucenao] [google] [report]

Made my ray caster projectiles support homing as well as bouncing. They only lack gravity and collision masking (being able to go through specific actors) right now.

They're +noblockmap, +nointeraction, non-projectiles with 0 velocity and and an unlimited top speed.

>> No.4755757
File: 315 KB, 1280x1024, Screenshot_Doom_20180221_174910.png [View same] [iqdb] [saucenao] [google] [report]

Why would you play with shitty polygons in 2018 if-
wait what the fuck is this even english?

>> No.4755759
File: 616 KB, 3440x1440, 6.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4755761

least the textures don't look like shit as is every other texture wad

>> No.4755765
File: 34 KB, 590x840, Bu7a-AHCEAEVoTH.jpg [View same] [iqdb] [saucenao] [google] [report]

When you see a youtuber playing Extermination Day having fun with all the guts and blood on the floor and walls.
Finds an easter egg with Hdoom clips and starts acting disugsted.

>> No.4755767
File: 625 KB, 3440x1440, 15256158935351.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4755768

It's actually not even worth replying that dude, he's trying too hard to make a bait that even replying with memes is not worth it.

>> No.4755772 [DELETED] 

to be fair who wouldn't be disgusted at hdoom when the maker wants to fuck daisy in bestiality?

>> No.4755773
File: 850 KB, 1280x720, tumblr_oiajayi08P1szcxzqo6_1280.png [View same] [iqdb] [saucenao] [google] [report]

Well yeah?
What I meant that I still died but managed to complete it better.
What's wrong with that?

>> No.4755775

I know, but what the fuck?
>if can to not

>> No.4755779

He took them from here:

>> No.4755780
File: 812 KB, 3440x1440, 4.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4755781

Now we get to laugh at and with(?) you.
Come back after trying a real slaughtermap, sir.

>> No.4755782
File: 47 KB, 523x345, [email protected] [View same] [iqdb] [saucenao] [google] [report]

more detailed textures don't matter, when the overall geometry and architexture still looks blocky and flat
textures based on bringing a different art style would make more sense, which is why most of the games that age visually better are those that don't aim for a more realistic style

>> No.4755783
File: 306 KB, 794x597, punched that imp right in the mouth.jpg [View same] [iqdb] [saucenao] [google] [report]

>garbage 3d models for monsters
>super high resolution textures slapped onto what's ultimately flat surfaces and super simple geometry, making it look like a photo wallpaper pasted onto drywall
Nah, I like the low resolution pixel graphics, they look far more natural and convincing.

That shit just looks like a Minecraft high res texture pack; obscenely ugly and killing whatever immersion there was.

>> No.4755787

Sorry mate,I'm not really in a good lately.
I'm not really into slaughtermaps.
Tried Sunder but I didn't like it.

>> No.4755789

It doesn't, because nobody makes levels with geometry like that in this day and age.

>> No.4755791
File: 642 KB, 3440x1440, 2.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4755794

most of this could be fixed if those fuckwits had a bumpmapping texture instead of just the flat texture.
that alone would make them fit better.

>> No.4755795

He's russian

He's actually already have been continously baiting in the doom threads on russian 2ch for like two weeks.
Like, it's his actual belief that pixels are evil and must be purged.
And yet he still hates Brutal Doom

Also he likes to just play on multiplayer maps with bots instead playing normal wads.

>> No.4755796

That shit looks wild, how does the code work?

>> No.4755798
File: 297 KB, 500x281, 1519308775737.gif [View same] [iqdb] [saucenao] [google] [report]

You're right. Most levels are a literal line

>> No.4755802

what wad

>> No.4755803

This almost looks better than the other screenshots, because the geometry is more advanced, which makes the textures look a lot less flat, which illustrates my point; you can't just up the resolution on the texture when the geometry of the object has such low definition, it'll make it look less real.

>> No.4755804

what map

>> No.4755807

statement redacted

>> No.4755810
File: 12 KB, 185x232, 07448ea5-35af-4a21-896a-96d4e6fc38fb.jpg [View same] [iqdb] [saucenao] [google] [report]

>who wouldn't be disgusted at hdoom when the maker wants to fuck daisy in bestiality?
As far as I know the secret was just random Hdoom animation.

>> No.4755812

It still could use some bumpmapping because it's a flat texture.

>> No.4755817 [DELETED] 

mike12 shits on that one dude for his fetishes, but literally wants to fuck the rabbit.
there's threads specifically for this purpose on /trash/ all the time

>> No.4755823

>if can to not?


>> No.4755825

Serious Sam feels linear because you're constantly locked in rooms and the only way to open the way forward is by fighting a horde of monsters.

>> No.4755830
File: 235 KB, 850x840, baki~09.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you have a screenshot of that?Or a link of the thread you are talking about?

All I know is that Mike likes to mess around and posts monster girls and hentai on his twitter but not beastality.

>> No.4755838
File: 707 KB, 1574x795, asrars.png [View same] [iqdb] [saucenao] [google] [report]

Downloaded an Astartes model.And these are all the skins.
Which one is the best and the worst to you?

>> No.4755845
File: 695 KB, 600x516, bf3.png [View same] [iqdb] [saucenao] [google] [report]

When you download a cool looking skin/model but there is not bot for it.

>> No.4755849 [DELETED] 

I really don't think we get a say on that person's artistic favors of vore and fatfur faggotry and the like when there are people in this very thread that want to fuck the rabbit as the rabbit.

>> No.4755860

The projectile calls LineTrace which is basically a hitscan attack with it's speed as maximum distance. If it doesn't hit anything it moves [speed] forward, otherwise it moves to where the trace hit. The bouncing and homing is a bunch of fluff around that basic function.

I just realized I'll need to rework it a bit for gravity to be possible though.

>> No.4755862 [DELETED] 

There are likely many more similar threads and it's a common occurrence in the 'bunday' threads.
I'm too lazy to go find them all.
Point is; Xenofaggot doesn't force his shitty fetishes into maps unless it makes sense to do so; and even then is extremely against doing so unless the map-theme demands it.
Mike12 does and made an entire TC to force his fetishes into Doom.

>> No.4755863

how's hexen's expansion compared to the main game?

>> No.4755864
File: 44 KB, 490x415, ae0.jpg [View same] [iqdb] [saucenao] [google] [report]

>MFW I've already seen those images before.
Well thanks anyway.
I'm not sure that is Mike himself. That could be anyone.

If you want a furry rabbit in a Doom marine armor that's your business.
But an actual rabbit,just no.

>> No.4755865

As far as I remember Deathkings feels like it was made by someone who thought "Hexen didn't drive me crazy enough, I wonder how much more frustrating I could make this?" Then again I played it years ago.

>> No.4755867 [DELETED] 
File: 46 KB, 540x502, Doom_dr_samuel_hayden_by_witcher122-da2s2nz.jpg [View same] [iqdb] [saucenao] [google] [report]

Either or; it's worth noting the next time he pipes up, that he really doesn't get a say on people's attractions, sexual or not; when he outright made HDoom, to satisfy his own fetishes
I am not the villain of this tale.

>> No.4755870

whatever happened to that hexen souls/bloodborne guy?

>> No.4755879
File: 429 KB, 1280x800, Scub~08.png [View same] [iqdb] [saucenao] [google] [report]

At least Hdoom is about fucking demons rather than guro or shit like that.Considering that's Doom.
I'll take the guy who wants to go Quad Damage in Sorlag rather than the one who gets a turn on for blood and guts.

>> No.4755885 [DELETED] 
File: 103 KB, 540x560, Gt8lnNg.jpg [View same] [iqdb] [saucenao] [google] [report]

>Quad Damage
now wait how does this work for a sexual joke

Also that's true. Mark's a twat.

I just don't get why people shit on that-one-guy's "vore/hell mouths" in maps, when several other mappers have done so (jimmy, ribbiks, mouldy, etc.) and nobody flinched- or outright praised those details.

>> No.4755892

I don't know I just wanted to slip(gate) a Quake reference in there.

Btw,vore maps? Those exist? IIRC there is a map in Quake 3 where you technically enter in a monster mouth.

>> No.4755897 [DELETED] 

There's multiple maps in some wads where the level is inside of some horrible hell-beast or just the aforementioned mouth. When anybody but that one guy does it, nobody cares. But when he does it? Everybody in the community has a fit.

>> No.4755901

It just shoots one shell.

>> No.4755903
File: 42 KB, 1600x900, Screenshot_Doom_20180505_214706.png [View same] [iqdb] [saucenao] [google] [report]

Japan no!

>> No.4755906 [DELETED] 

>on that one dude

what dude?


And why are you bringing that guy in the first place?

This isn't boding really well.

>> No.4755907

Hell, mouldy has FIVE maps with vore, four in Going Down, three of those being the main focus; and nobody cares.

>> No.4755908 [DELETED] 

We all know who he is and who he's talking about.

>> No.4755909 [DELETED] 

You really want to summon the xenofag and have the shitposting memers that prey on him show up, thus fucking up the thread?

>> No.4755913 [DELETED] 

If the level design is good I don't see the issue.
I know that vore is really fucking weird.
But if it's meant to be horrifying,what's all the fuss?
I'm not into vore,but people just overreact in certain things.

>> No.4755916 [DELETED] 

Level design being good is subjective, though.
Many who go on to make their own maps see everything else as complete and utter shit, even when it's not.

>> No.4755918 [DELETED] 

When the hell were scary-ass mouths and skull-fortresses considered unacceptable in doom maps? Honestly.

>> No.4755927 [DELETED] 


I genuinely just said that this is an oddly specific and suspicious kind of discussion we're having right now, and yeah, these replies are kinda reassuring of what I said. Maybe it's for the best if we kill it dead and move on.

>> No.4755930 [DELETED] 

Because people see you enter in some place which is basically an entrance in a monster mouth,regardless if it's an actual monster or a castle and they all go "hurr durr.....vore you sick fuck"

To be honest I don't understand this fetish but I'll take a "vore map" over a Terry wad any day.

>> No.4755932 [DELETED] 

It's still retro vidya.
It's still discussing map design.
It's still discussing an extremely common retro videogame trope.
Cool thine jets, knave!

>> No.4755935 [DELETED] 

What people fail to understand is that fetishes are not always explicitly sexual.

>> No.4755936 [DELETED] 

>Xenofaggot doesn't force his shitty fetishes into maps unless it makes sense to do so
every single fucking map he made contained a big monster mouth you had to enter to progress
fuck outta here with that bullshit

>> No.4755945 [DELETED] 

Do you mind showing an example anon?

>> No.4755949
File: 914 KB, 1012x705, vore.png [View same] [iqdb] [saucenao] [google] [report]

Does this technically counts as vore?

>> No.4755950 [DELETED] 

i don't keep other people's fap materials on my computer, so i can't
you're free to go through the archives to find some yourself though
assuming "xenofaggot" is sarais, and not some other degenerate fuck i don't know about

>> No.4755951 [DELETED] 

Don't respond to him. We just discussed this.

>> No.4755952 [DELETED] 

So in other words you're full of shit and just hate the person in question.

>> No.4755953 [DELETED] 

>You really want to summon

i'm afraid we're a wee bit late for that

>> No.4755956
File: 54 KB, 500x281, IMG_0359.jpg [View same] [iqdb] [saucenao] [google] [report]

>3D models

>> No.4755957 [DELETED] 

no, i just don't have any of his shitty maps on my computer, nor am i about to go find them again myself just to prove a point to some historical revisionist on an anonymous imageboard
he fucking showed this shit off whenever he was making a map, if you weren't present for that why would you talk like you know anything?

>> No.4755959 [DELETED] 

Don't respond.

>> No.4755964 [DELETED] 

Yep, this. The way he talks like an angry child spouting insults and thinking he's cool for swearing all the time makes it obvious.

>> No.4755968 [DELETED] 

Aye. Obvious troll. Xenofag has his issues but let's not make up stories just to shitsmear them; they do that enough themselves; if the JOM4 dogpile is any indication.

>> No.4755971

That's silly and I love it. I wonder if the gun spinning in DUSK takes inspiration from that.

>> No.4755974

Daisy wad, when?!

>> No.4755976 [DELETED] 
File: 10 KB, 240x240, aY5Q4R3J_400x400.jpg [View same] [iqdb] [saucenao] [google] [report]

>Shits on people for being degenerate
>On fucking 4chan where absolutely everyone is a degenerate

>> No.4755980

Different guy, but I dislike him because every time I see him, he's very passive aggressive, confrontational, shitposts, and picks fights, making things center around him at any cost. Whenever he tries to make maps, he has a decent idea, but then has big problems with most criticism, he doesn't take anything constructive to heart, making it personal. I don't know what his problem is or who he has a beef with, but I like it when he's not here because the threads always turn shitty when he is. Maybe that isn't what you want to hear, but that's how I feel about him, he's unpleasant.

>> No.4755982

a wad where you play as daisy probably exists already in some form considering the skin

>> No.4755984 [DELETED] 

You're literally responding to him right now. Stop and wait for the janitor.

>> No.4755986

>still has primitive looking imp models
>current year meme

>> No.4755994 [DELETED] 

All you said is fair, but several things tend to come into account, as he's stated several times that he's tried to help keep the threads clean of shitposting faggots. His behavior in this regard of passive-agressive nature is no doubt from a lifetime of putting up with people's bullshit, and he's likely entirely sick of it. I'm sure anybody would have problems with criticism if the person in question was using the criticism as an excuse just to attack them over the internet; indeed calling someone a complete fucking faggot that should kill himself and then only stating something incredibly vague that the mapper has absolutely zero clue what the person is talking about would cause the person in question to readily disregard anybody who does the same; even if it's genuine criticism or not. Many people speak of the typical "treat others how you wish to be treated" and it's seemingly quite clear from a psychological perspective that he's been treated like shit in several places; ontop of his own failings of others, harming or hurting things they've cared about; so they act like a complete asshole so nobody gets close to them. I don't know; I have to argue most on the "doesn't take anything to heart" because you can tell he slaves away on these things because he loved the community despite the feeling not being mutual, when he could just as readily be like DKG or any other number of deliberate shitposters in this thread goading him into having another shitfest.
He himself has stated his maps were fairly shit; but could never figure out why; as from his point of view, he's just doing what he has seen everybody else do; so when he asks for help and some smug """""""intellectual""""" just copy-pastes him to the wiki; when this is likely the first place he checked and failed to understand it; is entirely logical to frustrate one to the point of sheer desperation that we've seen him display in several prior instances.

>> No.4755995
File: 21 KB, 291x249, 8ncN1Gr.jpg [View same] [iqdb] [saucenao] [google] [report]

He didn't even bother to adjust the ratio.

>> No.4756000

Switching tactics are we?

>> No.4756003

The manji is a symbol of luck to the Japanese, dating back centuries and centuries, and their public conscious has an extremely poor grasp on what went on in Europe in WW2, the era is mostly remembered as a war with China and America.
A lot of Nips will just not understand the western context, they don't interpret it as offensive, as the collective Japanese people didn't experience anything related to it that was an atrocity (like Europe did), seeing a Nazi Uniform they're far more likely to link it to some kind of Japanese pop culture thing which used some of those aesthetics, rather than actual European history.

It's kind of how the thumbs up finger gesture means 'ok' or 'good' in most of the western world, but in other places it can mean "Up yours!" or "Go fuck yourself!".

>> No.4756006

Can I have that Webm that compares damage of vanilla chaingunner vs Brutal chaingunner please?

>> No.4756008
File: 160 KB, 841x949, doom_slayer_makeover_by_ardathlilitu-dbne25q.jpg [View same] [iqdb] [saucenao] [google] [report]

Favourite remixes of classic FPS songs?
Here's one of mine:

>> No.4756010

> thumbs up finger gesture means 'ok' or 'good' in most of the western world, but in other places it can mean "Up yours!" or "Go fuck yourself!".
What does the "middle finger" gesture mean there then?

>> No.4756012
File: 1.22 MB, 800x600, 2018-05-06 20-34-18.webm [View same] [iqdb] [saucenao] [google] [report]

>*José Gonzalez - Heartbeats intensifies*

>> No.4756013

The inverse.

>> No.4756017

I don't know, would depend on the place, though flipping the middle finger has been featured a lot in all kinds of widely exported entertainment and media for a long time, so I expect that anywhere you can find printed works, TV or the internet, there's a good chance people will interpret it as we do.

>> No.4756023

Give them a trail effect of the impact frames of the fireball, at like 2 or even 1 tic per frame, at fullbright.

>> No.4756027

Flipping someone off has probably a single universal meaning at this point

>> No.4756028
File: 477 KB, 1366x768, Screenshot_Doom_20180506_204214.png [View same] [iqdb] [saucenao] [google] [report]

Have to admit I was skeptical on Universal Gibs gore.
But now it looks great.

>> No.4756040
File: 246 KB, 285x224, a5c.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4756048 [DELETED] 
File: 198 KB, 919x869, skull_cave_by_fieldweeble-d5mj3c6.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh bugger off, Vore fetishists don't have a monopoly on giant mouth motifs since this shit has been around for a very long time and is a genuinely cool aesthetic.

Just because a few randos have been getting horny off this stuff for the last 10-20 years doesn't suddenly make it theirs.

>> No.4756060
File: 1.37 MB, 800x600, 2018-05-06 20-52-40.webm [View same] [iqdb] [saucenao] [google] [report]

Like this or persistent trails?

>> No.4756062

Everybody knows what the middle finger means, but other nations can have what amounts to another version of the middle finger.

Thumbs up can mean a similar thing in Greece.
Putting all the fingers of one hand together, then using your index finger of the other hand to point to aforementioned finger cluster means "your mothers a whore" in various middle eastern countries.
The "Ok" sign is a flipping off variant in Brazil.

>> No.4756064 [DELETED] 

That's right.
Something is someone fetish.
Even if it seems impossible,that's a fact.

>> No.4756065

Fuck, that's good.

I wish someone made a synthwave remix of Doom soundtrack. Come on, it's begging for it.
>And it would work as an actual soundtrack to play in Doom, because fully-featured metal is too distracting because it sounds too much like gunfire, which makes gameplay less fluid

>> No.4756068

Middle finger looks like a dick and balls, and dicks look mostly the same everywhere.

>> No.4756071
File: 88 KB, 1191x670, new_retro_wave_remake_logo_by_crepet9000-db4zysp.jpg [View same] [iqdb] [saucenao] [google] [report]

Broslice, I've been listening to New Retro Wave in Doom for years.
It's absolutely fitting, depending on the music and mood it can be pretty wild.

Try these in your next fast paced ultraviolence game.


>> No.4756072 [DELETED] 

This. Absolutely everything is a fetish.

>> No.4756075
File: 29 KB, 540x381, d8c55162-07d2-4403-b479-681886deed14.jpg [View same] [iqdb] [saucenao] [google] [report]

Something like this?

>> No.4756076 [DELETED] 

Fucking thank you. This is the point that I and many others have tried to make.

>> No.4756079 [DELETED] 

That guy who's beating it to floor tiles probably still browses /v/.

>> No.4756081 [DELETED] 

Cringe culture is a mental illness.

>> No.4756083

I had almost forgotten about that glorious bastard. God I miss Tilefucker

>> No.4756085

Thank you for showing me that.

>> No.4756087

> dicks look mostly the same everywhere
Yeah, except japan, where dicks look like pixels

>> No.4756090 [DELETED] 
File: 84 KB, 255x216, 892.png [View same] [iqdb] [saucenao] [google] [report]

No, you don't say?

>> No.4756092 [DELETED] 
File: 2.82 MB, 1600x8500, 1524518934847.jpg [View same] [iqdb] [saucenao] [google] [report]

Unironically one of the best threads in the history of /v/, maybe even all of 4chan.

For those not in the know, read the image. It just get's better the more you read it.

>> No.4756095

You should try to download the Hotline Miami music pack.
Not Doom feel,but still sweet sythwave.

>> No.4756096 [DELETED] 
File: 1.77 MB, 2124x3352, 7da.jpg [View same] [iqdb] [saucenao] [google] [report]

I wonder if Terrarianon is still around?

>> No.4756104
File: 444 KB, 1316x3048, quake 3 bots.jpg [View same] [iqdb] [saucenao] [google] [report]

another classic thread

>> No.4756105

Which is pure bullshit.

>> No.4756112 [DELETED] 
File: 193 KB, 900x675, angery-reaction-guts-58166be7ce508.jpg [View same] [iqdb] [saucenao] [google] [report]

Hate to admit but I was one of those who loved The cringe channel back then like 3 years ago.
Some weren't too bad,a lot of them were legitimately bad to look at.

Now the word cringe is mostly used for things people don't like. Like those object labeling and exploitable webcomics memes.

A fetishist is better than all cringe culture for me.

Hope this kind of crap doesn't reach the Doom fanbase.

>> No.4756117 [DELETED] 

>building anything more than commieblocks and having to deal with the insufferable autistic builderfags on the official terraria forums who hate any suggestion that remotely resembles fun, entertaining, and engaging gameplay
disprove yourself

>> No.4756120 [DELETED] 
File: 1.72 MB, 1273x1174, 1506735310050.png [View same] [iqdb] [saucenao] [google] [report]

Shit like this is exactly why normies are not welcome to have cultural dominance on 4chan, because it means we'll never see shit like this. We all have to let inner whacko-ness come out around places like this and it's just so bloody fascinating and hilarious instead of "lol i played a prank on my room mate guys!" level garbage.

>> No.4756124 [DELETED] 

4chan is full of normal fags these days.This thread might not be perfect but at least it's not /v/ or /pol/.

>> No.4756128 [DELETED] 

Somebody make these men a trophy.

>> No.4756130 [DELETED] 

That isn't so much what I mean, I have misspoken. It's more that that stuff is welcome/encouraged because everybody loves to laugh at it and you can only really get it when people are anonymous and able to go more to off the beaten track places like 4chan, which many people still think is full of hackers on steroids.

There's not enough autism here really though, we'd have to go to /g/ if we wanted to find some fast. Also it's not like every thread of every board is purely about whacky shit like the tiles guy, bless his heart.

>> No.4756131

>never played doom before today
>friend urges me to try it, directs me to this thread and the infographic for advice
>now instead of studying for finals i'm killing demons and zombies with my shotgun
this game is so goddamn addicting

>> No.4756134 [DELETED] 

Normies are the most fucking vile, disgusting thing I've ever witnessed, and this is coming from somebody that's seen the bronies, furries, and all other manner of cancer.

At least furries had the decency of existing since the dawn of humanity; unlike bronyfags and faux-weeaboos.

>> No.4756136 [DELETED] 

Bronies decreased in popularity and so far they're not that bad.
Weeaboos are still scumbags,they're as bad as ironic anime fans these days.

>> No.4756139 [DELETED] 

I have fond memories of taking a bunch of adderall for study and instead spending it blasting away in Doom. Or finishing early and finishing myself off in Doom.

They're just fucking boring, painfully, agonizingly boring. They're like this herd of frightened, easily amused lemmings that go from one shiny thing to the next, diluting everything that made it cool and unique until it's more friendly to themselves because "shun the non conformer!" or until it's utterly commercialized, then they go to the next thing and shit up that.

Furries, Bronies and Weebs can all take shit pretty decently and it can be pretty funny to watch. Normies have what......sport? Favourite shitty late night comedy shows? Overwatch?
Who cares.

There will always be their kind and such but lately they're trying to crush into cultural spaces to make them more for themselves because they suck at making things on their own.

>> No.4756140 [DELETED] 

Bronies seem to have spawned the current waves of extreme-political-correctness though.
And yes, weeaboos are indeed scumbags; you need look no further than this thread or anywhere else in the community for proof of this.

>> No.4756141

Man I wish I had friends like you. Every time I tried to get someone into doom, they'd always complain that it was too hard to set up, even though I sent them the infographic and other details. Either that or they'd complain about how outdated it looked. Fuck.

>> No.4756145

I like to imagine the Doom 3 marine and the Doom Slayer as two different "split" directions on the Doomguy where one is the "Doomed survivor" and the other is the "Doom bringer".

>> No.4756146 [DELETED] 

True, true. Then you have them going "omg emojiiis!!!!!" and "guise heres my camwhore reaction video!" shit.
For fuck sakes; we used to call them EMOTICONS or SMILEYS, not this.... babytalk "emojii" shit.

>> No.4756147 [DELETED] 
File: 328 KB, 849x747, 1516489389380.jpg [View same] [iqdb] [saucenao] [google] [report]

On the other hand, "normies" already do. Just look at the average /v/ thread and try to distinguish it from the average h3h3 comments or tardbook meme page.

It doesn't help what kind of person actively browses cringe content related spaces these days.

I'll give you a hint, they usually visit /a/, /co/, /tv/ or /v/, they think Shadman and Vim are the best artists in the lewd business, and certain games franchises, companies or even games related hobbies are literally impossible to discuss without them wonking out and spouting the same tired memes.

>> No.4756148 [DELETED] 

>Bronies seem to have spawned the current waves of extreme-political-correctness though.
Really? I'm one, and I've never seen that sort of thing. If anything, the extreme-political-correctness people hate us for "appropriating" something that belongs to girls.

>> No.4756151

Huh, didn't know that exists. Thanks!

>> No.4756152
File: 216 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

At least they know about it.
To me it was always a miracle if they anything but the latest hot popular game.

>> No.4756156

I’m not reading all this, but if it has to do something with that “the bots just stay in place” then it’s been disproven.

>> No.4756157 [DELETED] 

Pretty damn sure; They have the same behavior and tactics; yet like all socjus, can't do what they preach without violating everything they stand for.
We're really getting off-topic here, but this needs to be said

>> No.4756159 [DELETED] 

>unironically using the term socjus

don't worry, not only will this get deleted anyway but you'll get banned for being underage as well

>> No.4756161 [DELETED] 

>Using a word you don't like is now considered underage
Back in my day, there was effort put into these awful shitposts.

>> No.4756163

Man, you have some 40 IQ friends. I guess dragging a couple of files into an executable is hard now for the average normalfag.

>> No.4756164 [DELETED] 
File: 893 KB, 780x838, done.png [View same] [iqdb] [saucenao] [google] [report]

>impossible to discuss without them wonking out and spouting the same tired memes.
In fact because of 4chan and people who love memes where they basically insult a certain group I started to despise Wojaks.
Sometimes I don't even want to talk about Nintendo here because I fear someone will bring that goddamn Nu-male smile image.

>> No.4756167 [DELETED] 


>> No.4756170 [DELETED] 


>> No.4756171 [DELETED] 

Backseat moderation is against the rules.

>> No.4756173

Yeah okay Mr. Hall Monitor wannabe.

>> No.4756176 [DELETED] 

he's right you know

truth hurts doesn't it /v/edditor?

>> No.4756180 [DELETED] 


samefag spotted; please inform janitorial services to clean up the sentient pile of dogshit.

>> No.4756182
File: 71 KB, 342x430, 61RJRPV3PRL._SX342_.jpg [View same] [iqdb] [saucenao] [google] [report]

Can someone explain me why Avp 2 is nowhere to be found?
It's not on Gog or Steam and physical copies are hard to find.
Why 1 and 3 are easy to find but not this one?

>> No.4756185
File: 892 KB, 300x300, 1519300696527.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4756186 [DELETED] 
File: 2.19 MB, 680x521, LUL.gif [View same] [iqdb] [saucenao] [google] [report]

>L I T E R A L L Y no argument

Probably licensing reasons as to why it's not on Steam or GOG.

>> No.4756187

try synthdoom

>> No.4756191 [DELETED] 

For somebody to "Have an argument" would imply there's an argument from either party in the first place. You're acting like a complete piff.

>> No.4756194 [DELETED] 

>Sometimes I don't even want to talk about Nintendo here because I fear someone will bring that goddamn Nu-male smile image.
Shit like this is why I can't stand the faster boards on this website. No discussion, just shitty forced memes spouted by underages who will call you a newfag if you try to retort.

>> No.4756197

Oh, wow
I've never seen the SOME TIME LATER part
This is glorious

Wha... That's it?
Ends kinda abruptly
But this is just fascinating.

>> No.4756198


>> No.4756207

Yeah, that looks lively, maybe add slight translucency to it, and give them the dynamic light back.

>> No.4756212 [DELETED] 

how can you be this fucking obvious

>> No.4756216

They're only for testing the projectile code really. But now I do want to add a flag for allowing projectiles to roll along the floor rather than trace-bounce if they hit at a shallow angle and low velocity.

>> No.4756218 [DELETED] 

Whatever you say, anon.

>> No.4756221

Here it is:

>> No.4756224

Is /doom/ so bad that every thread needs half the posts deleted?

>> No.4756225 [DELETED] 


So what guy is Mike supposed to be, the Anonymous one?

>> No.4756227

only when s'arais comes in talking about how bronies aren't so bad and poor little innocent him did nothing wrong

>> No.4756228 [DELETED] 

Shitters have been ruining the thread completely for weeks and only now is any signifigant action being taken.

>> No.4756234

>Shitters have been ruining the thread completely for weeks
no, the thread has been fine for weeks, the worst that's been happening is people disagreeing with each other and also happening to say "nigger" and "faggot"

the only issue is that we've had an influx of hall monitors and vagueposters whining about things

this is actual off-topic shitposting, for once

>> No.4756239

This is true.
You have aspiring culture cops who get told to hit the bricks and suddenly take this as a "oh whoa guys there's a' trouble brewin here!" and they sail off into dingbat land.

>> No.4756242 [DELETED] 

> aspiring culture cops

You are literally posting on 4chan.

>> No.4756243 [DELETED] 

4chan as a whole

i was just in /hbg/ on /vg/ and it's the same shit. it's as if no one wants to talk about the topic the general is about

>> No.4756248 [DELETED] 

that's correct, this is 4chan, what does that have to do with anything he said?

>> No.4756249 [DELETED] 

That he doesn't have any fucking room to talk.

>> No.4756251 [DELETED] 

why not?

>> No.4756254 [DELETED] 

You know why.

>> No.4756257

Duke Nukem's pistol is very useful if you turn the auto aim on (and it's the way the game is supposed to be played). Nothing can match it on distant stayput or turret style enemies.

Doom's pistol look like a toy, and it's completely useless in every aspect.

>> No.4756258 [DELETED] 

use words, faggot, make a post and explain exactly what you mean

don't whimper in a corner with "y-y-you know...that thing..." like your point is implicitly made, it just makes you look like a spineless shitheel

>> No.4756260

Actually I was thinking of reworking it for a gears of war kinda reloading scheme.
> Fire gun, it recoils backwards with an awkward delay before reloading off screen like it does in quake.
> Except if you hit Altfire during a narrow window of time the awkward delay is skipped and it just reloads immediately. Overall maybe slightly faster than the SSG normally fires, but if you dont hit Altfire in time it takes longer than usual to fire the gun.

>> No.4756262

>little fox logo in the corner
I'm assuming copyright clusterfuck. That's usually the answer.

>> No.4756265 [DELETED] 

he's saying people on 4chan loves telling people what pronouns to use

just report and move on. if it's not doom or retro fps, report it. we have amazing mods.
fuck, report my post too cause it's not doom

>> No.4756267 [DELETED] 


>> No.4756269 [DELETED] 


>> No.4756271 [DELETED] 
File: 553 KB, 1179x2678, 1514405363786.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4756274
File: 112 KB, 455x852, BJcaptured.jpg [View same] [iqdb] [saucenao] [google] [report]

Ranger family photo in QC reminded me that even Blazkowicz had a photo with a real life actor.

>> No.4756275 [DELETED] 

Notice how this comic is only posted when extreme fa/gg/ottry rears its head.

>> No.4756279 [DELETED] 

>when extreme fa/gg/ottry rears its head.
What exactly /g/ related has transpired?

>> No.4756281 [DELETED] 

It's a reference to a scandal perpetuated by exactly the same kind of paranoid dipshit who usually posts on /g/ in the first place.

>> No.4756285 [DELETED] 

So you're trying to blame Gamergate for what's been going on in /doom/ lately.

Holy shit, I've seen some far reaching before but fucking wow.

>> No.4756287 [DELETED] 

/co/'s the one place where this doesn't happen since they're full blown tumblr

>> No.4756295 [DELETED] 

This is the most useless post I've seen here in a while. You're a detriment to this board and these generals, your attitude is just generally shitty and unwelcome in a community that thrives on users contributing to the experience of using Doom.

Just get lost.

>> No.4756296

wew lad

>> No.4756301
File: 276 KB, 579x3017, 605d819c292ab496c2dae7a863883ef282922e89.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4756305

Thank you very much!

>> No.4756307

>tfw I'm the guy who wonders where IMX is

I'll keep appearing in your nightmares until you tell me where he went. Is he kill? I built a level structure inspired by some corridors and stonework things he posted.
Whatever, he's dead. Uma Delicia'd by Mark. RIP in peace, IMX.

>> No.4756312

>I'll keep appearing in your nightmares until you tell me where he went.

I mean, the answer's not exactly hidden.
He chimped out about DKG and then went off to Tumblr.

>> No.4756319

I was gone for a few months, but thanks for clearing it up. Now with my unfinished business completed I can return to hell.

>> No.4756321

where does that come from?

>> No.4756323

Nice, i was always confused about the whole "how doors work" thing

>> No.4756325

in GZDoom is there a way to bind particular guns in weapon classes to keys? for example fists to a key, instead of having to cycle through chainsaw first?

>> No.4756328

Searched "Wolfenstein Blazkowicz" and this pop out. It's on the wiki.

>> No.4756330

Yeah, number keys and scrolling are actually just aliases for "use <itemname>". So
Bind f "use fist" is a direct fist bind in doom.

>> No.4756335

>varied floor and ceiling heights
>projectiles can travel on the z-axis
it's 3d, didyouknowgames
>Second, too little variety - original Doom games occasionally had levels based around a single idea or gimmick (teleporter mazes, Crusher, Dead Simple, Barrels O'Fun, puzzle in Evilution's Last Call) to break up the pacing.
the thing is all of those levels are terrible

>> No.4756340

but there's no roundness in the real world either. molecules are just tiny voxels

>> No.4756343

In reality I was thinking of using altfire to quick switch to the most logical follow-up weapon that you might normally select in a tense situation. For example RL altfire switches quick to SSG, or Chain if you dont have one.
> I dont have any idea what I would make Pistol quick switch to. Probably Fist because there are a decent number of times where you have pistol and berserk but nothing else.
By fast switch the player would get a fast switching token, forced use specific weapon, weapon checks if you got the token, jumps to weapon raise that probably goes triple fast. Not quite quake speed but would allow finishing moves and oh-crap weapon changes.
> No doubt this is nothing new, but im not aware of any mods that do this for standard doom weapons, only new-fangled modded weapon sets.

>> No.4756346

The puzzles aren't even fucking hard if you pay attention to your surroundings (and check the automap for switches you may have missed). Like gee, how could I possibly know to use this mask on the wall that has a clear indentation in the shape of the mask? How could I know to check back in other areas after pulling an important switch?

>> No.4756347

Much harder on the combat side. Puzzles are about the same level of difficulty.

>> No.4756349

Before anybody asks what the voxels are made of, it's voxels all the way down.

>> No.4756350
File: 2.87 MB, 480x270, Now's my chance.webm [View same] [iqdb] [saucenao] [google] [report]

Pretty brutal. Shame the SSG performance fix breaks the up close gibbing though, looks like Universal gibs can't tell when the XDeath state was jumped to.

>> No.4756351

Black Templar 1

>> No.4756354

>How could I know to check back in other areas after pulling an important switch?
I like how even when you try to defend it and make it sound simple you still end up showing why Hexen is awful. Psst, the player having to guess where to go next instead of through intuition gathered by observing th level previously is not good map design. "A door opened somewhere" doesn't tell me jack shit, I have to check every single door I've seen, and multiple times a switch opens something outside the level I'm in currently with no indication, that's disgusting. Imagine if in Doom you pressed a button in E1M7 whose effects you'd only see if you went back to E1M1, and then pressed another button there whose effects, again, you'd only see if you went to E1M5 this time, SOMEWHERE in there. But you had zero idea where to go each time so you were forced to transverse everything to see if something opened, and that's the whole fucking game right there. The next hub isn't any better since it's actually bigger.

>> No.4756356

I was just tired of not knowing whether a door was open or closed

>> No.4756361

>Imagine if in Doom
No. There's your problem. Hexen is not Doom, it's a totally different game with a different style of gameplay. You can't go into it expecting fast-paced action where the switches always open a door a few feet away. I personally enjoy the feeling of exploring old areas to find new areas opened up.

>> No.4756363
File: 8 KB, 280x390, 1521329184002.png [View same] [iqdb] [saucenao] [google] [report]

UDMF format.
How can I make a catwalk that can be shot through, not just seen through?

>> No.4756368

wouldnt just putting a midtexture and setting the linedef to block players + block monsters accomplish that

>> No.4756370

I'll try it when I use the editor again, maybe.

>> No.4756372

nevermind i thought you said "just not seen through", hurr durr

>> No.4756374
File: 1.01 MB, 1920x1017, Screenshot_Doom_20180507_002154.png [View same] [iqdb] [saucenao] [google] [report]

are you the sheriff around here

>> No.4756380

boy am i glad that she's in there and we're out here

>> No.4756384 [DELETED] 

Hold on there, bucko.
It's a well known fact that sarais absolutely despises ponies.
Either you don't know who you're talking about, or you've been trying to set him up to get the community's scorn as some sort of revenge or retribution.
Don't belive me? Just ask any of the disgusting members of the former Shadow Mavericks clan.

>> No.4756385

I don't know why, but I always thought a bee-keeper outfit would work perfectly for this. I don't even know what it would do.

>> No.4756386

Fuck, that is really good for an instagib run. I turn up all damage taken and received 100x in Custom Doom, turn up the music - pure bliss.

>> No.4756390
File: 49 KB, 640x400, Screenshot_Doom_20180506_162514.png [View same] [iqdb] [saucenao] [google] [report]

looks suspicious

>> No.4756391 [DELETED] 

I was kinda hoping people would just forget about this guy. We went a while without mentioning him.

>> No.4756394
File: 1.90 MB, 800x600, 2018-05-06 23-24-03.webm [View same] [iqdb] [saucenao] [google] [report]

set to a "speed" of 4000 and with an interpolated particle trail, you get a bouncy laser

>> No.4756397 [SPOILER] 
File: 10 KB, 355x306, 1525642230645.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4756401

This is fucking radical.

I was listening to this song right when I saw your webm and I was just the other day wondering how *would* you put rave lasers into a level?

>> No.4756409

Stretched 3d models is the most efficient way to do lasers. You don't really need bouncy ones for a rave :P

>> No.4756410

What happened to Null: Face to Face?

>> No.4756413

True, I'm just dialling it up a bit.
Since I'd never make a rave map I'll throw this out here in case somebody gets the idea going.

>rave lasers
>smokey area
>rave lasers randomly, slowly move in a set pattern, or fire on and off
>kaleidoscope floor
>everybody walk the dinosaur

>> No.4756416

Now give it random spread.

>> No.4756418


I'm downloading this just because I hate life and because my wife finally confessed to me that she doesn't loves me anymore since our child was born

so... time to doom I guess?

>> No.4756421

So that's neat and all, but how's the performance when you fire a bunch of them? Like an SSG-style burst. I'd imagine that 20 raycasts every frame plus interpolation gets a bit slow if you start putting in recoil logic.

>> No.4756424

Focus on your kid, expect her to attempt to screw you in divorce. Go for a drive and get a mistress.

>> No.4756425

that weapon would suicide you in seconds

>> No.4756427
File: 29 KB, 750x573, 4a53bf4674902b3f2a89c5262ae67a7d4422b5fbee661fabe5db0d94dcb8b1bb.jpg [View same] [iqdb] [saucenao] [google] [report]

>my wife finally confessed to me that she doesn't loves me anymore since our child was born
Don't take this as a kick while you're down, but if she breathe she a thot. You did nothing wrong there. Also as a child of a loveless relationship, don't stay together for the kid, you'll do far more harm than good in the long run if you sacrifice your happiness.

>> No.4756435

Where can I get just the 3D models for GZDoom?

>> No.4756436


I don't live in America so there is an actual chance that I can get the custody...

heck, her own gynecologist recommended me to leave a record of my situation

the thing is, I still love her but I have accepted long ago that she hates me, nobody can force her to make therapy until she explodes into pieces

>> No.4756439

The best cure for this bullshit is a holiday, or a getaway of some kind. Move somewhere if you can. Don't even consider trying to """fix""" things with her or you're a god damn fool. Sorry to say.

Get another woman asap.

>> No.4756446

>Get another woman asap
No, do not fucking do this. Not only will you not be in a position to make a good judgement, but women in general these days are a landmine of disasters waiting to happen. Get custody, move away, raise your kid.

>> No.4756447


Some people are just going to hate you, even for no reason at all. It's unfortunate, especially if you have no ill will against them, but it's a fact of life.
Stay strong, brother.

>> No.4756457

The interpolation is the most intensive parts so with only one actor (3d model) per bounce that would be reduced significantly (as would simply increasing sparsity). Anyway, using the system for laser beams is a gimmick really since it's mean for projectiles, where it beats the normal FastProjectile in performance handily.

>> No.4756462


already threw me out of the house, I have accepted my fate

I have to talk to a lawyer, I want to bring every single thing that belongs to me from that house


I'm trying to fix this since 3 months ago, I spoke with psychologists and doctors and everyone agrees that you can not force her to do therapy if she does not go on her own accord, the only way is to hit rock bottom and she is near that, if I win the custody she'll run me with a gun


I don't even know how I got her (I know, her resistance to therapy screams that she used me to have a child)



>> No.4756463

what is the difference in tech between the voxels in build and 3d models? im assuming they were less resource-intensive, but why is that?

>> No.4756464
File: 48 KB, 720x573, IMG-20180506-WA0003.jpg [View same] [iqdb] [saucenao] [google] [report]

This is what berserk packs do to your blood

>> No.4756471

Hege, do you have any plans for new bosses, such as a white baron or white mancubus?

>> No.4756478

>if I win the custody she'll run me with a gun

Women are hard wired to not want to have violence happen to their kids, if the kids with you shes not breaking in in the middle of the night to blow you away.

>> No.4756479

And i meant this for Colourful Hell

>> No.4756484

>"Woahoahoahoooo, what is that? Hell's Coatrack? I don't think so!"

>> No.4756531
File: 106 KB, 256x192, Icarus_Title.png [View same] [iqdb] [saucenao] [google] [report]

Finally beat pic related. I found the experience really enjoyable.

I was losing interest in the middle, but the last few maps pulled me back in. I'd recommend it for anyone who liked Evilution.

Is there a name for "What did that button do?" syndrome? That's the biggest problem this megawad had. Overall it was great desu

>> No.4756540
File: 30 KB, 320x240, hi-point-jh-45.gif [View same] [iqdb] [saucenao] [google] [report]

>Doom's pistol look like a toy
Well, it was literally a water gun, like one of those molded after a Beretta M9 pistol, which they spraypainted black, then did some editing to.
I don't dislike the graphics, because it actually has some rather smooth animation frames if you use them right, but the original weapon behavior leaves two of them unused IIRC.
It's not a particularly exciting or useful weapon, it does just the complete barebones and you're meant to look for something else by design.
At most you shoot switches with it.

Meanwhile, the Duke 3D pistol (which may or may not be based on a Hi-Point, so a real gun, even if a cheap and crude one), shoots real fast, almost like a slow machinegun, yet it stops every 12 rounds for a fast magazine swap, immediately resuming, to set it apart in behavior from the Ripper, combine that with the separate ammo pool, and you actually have a really good starting weapon for an FPS, and a pretty trusty fallback weapon throughout the game.
I like this weapon a lot, this is what your pistol oughta be in an FPS, something you can actually fall back on to some degree.

>> No.4756542

>Is there a name for "What did that button do?" syndrome?

>> No.4756543


oh yes, that was an overused excuse not to mention what was happening "do not argue in front of her, what a shit habit"

>> No.4756557
File: 15 KB, 256x128, eternal switchhunt.png [View same] [iqdb] [saucenao] [google] [report]

>I was losing interest in the middle, but the last few maps pulled me back in.
It's a pretty mixed bag, but it does some interesting thing.
Map 30 I think was exceptionally weak though, even by Map 30 standards.

>Is there a name for "What did that button do?" syndrome? That's the biggest problem this megawad had
I guess either Hexenitis, or pic related.
If this was a thing that bothered you, then I'd suggest not playing Eternal Doom, it's infamous for this.

That really sucks, man, I hope you make it through. Don't give up and lay down and die, you're better and stronger than her.

>> No.4756560

I would definitely say to wait before you go on the rebound, but there's no need for an attitude like that.

Tbh invest in a good a piece of body armor if you think she'll be doing something, even like just a Lv3 vest without any plates will stop most handguns and shotguns.

If you think she actually used you just for the kid, then I suggest fighting it in court, I would never give her the satisfaction of winning.

>> No.4756561
File: 41 KB, 200x200, 1503555984_doomdance.gif_c200.gif [View same] [iqdb] [saucenao] [google] [report]

>club doom HD remake

>> No.4756562 [SPOILER] 
File: 42 KB, 400x366, 1525646023581.jpg [View same] [iqdb] [saucenao] [google] [report]


>Don't give up and lay down and die

I'm already dead on the inside

>> No.4756567

On your feet, marine, Phobos and Deimos aren't gonna clear out themselves.

>> No.4756568
File: 18 KB, 512x384, monsterclosets.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4756571
File: 356 KB, 566x838, koume laugh.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4756572

please tell me you're are doing a laser mood with just laser weapons

>> No.4756581
File: 260 KB, 850x476, icarus.png [View same] [iqdb] [saucenao] [google] [report]

Thanks for the suggestion man.

Yeah, Map30 surprised me when the target turned out to be Romero's head. The hordes of Megaspheres scattered around made me expect something more.

>> No.4756586
File: 31 KB, 640x480, Perditions_Gate_title.png [View same] [iqdb] [saucenao] [google] [report]

If you want more of Team TNT's earlier stuff, Perdition's Gate was meant to be submitted to iD Software as part of the Final Doom package, but "the window of opportunity closed" before they could pitch it.
It's freeware now, and I've been intending to check it out, because I really like their old style.

>> No.4756603

how do you get ahold of that?
buy it?

>> No.4756608

copies of it float around the net
It will probably be called perdgate.zip or .wad

>> No.4756615

I never even knew this existed.


>> No.4756621

I think Tom Mustaine uploaded it for free on his site.

>> No.4756625

"Cкaчaть" is the download button

>> No.4756638

>button sends to a completely different domain

>> No.4756643

It's like Final Doom's "lost levels".

I'll go find the link for you guys.

>> No.4756646

>downloading from Russian sites
That should only be done as an absolute last resort, and even then

>> No.4756649


Here it is, from the man himself.

>> No.4756650
File: 38 KB, 614x296, Carmack on Q3A bot pasta.png [View same] [iqdb] [saucenao] [google] [report]

>disprove yourself

>> No.4756662

Well, that link IS 12 years old

What's wrong with russian sites?
iddqd is pretty trustworthy
And if you know russian, a pretty good source for wads: no terrywads, each wad gets a review and screenshots.

>> No.4756663

Keep dreaming.

>> No.4756674

>literally a car door
I know this series is aimed at kids but that's still really fucking dumb.

>> No.4756681

do want

>> No.4756686

So I get the main principle of this but how are you determining bounce direction? As far as I know you can't get the angle of a sidedef from a puff that collides with it.

>> No.4756691

I think maybe because they don't understand the letters and there's this association with the Russian web of untrustworthyness (justified or not). There was also that scary ransomware a while back, that allegedly came from Russia.
It's foreign and mysterious, iddqd.ru may be a trusted staple in the Russian community, but many in the west have never seen it.

I'd personally be just as apprehensive about Spanish or French, because I can't understand those languages and make a good judgement on if a site looks safe or not.
I'll also be fair and mention that there's certainly some English sites out there which can be extremely sketchy.

>> No.4756695

What the fuck is half the shit in the file.

I want a WAD file to load the maps with, most of this is extra random garbage. Is it important? Is it not? What's useful and what's deletable.

>> No.4756696

>their public consciousness has an extremely poor grasp on what went on in Europe in WW2
I'm pretty American-produced pop culture has made sure everyone realizes what the Nazis were and why they were bad. The fact is Japan is a Buddhist country, so they have had a long history with the symbol BEFORE Hitler bastardized it, it has context to them as something other than a Nazi symbol.

>> No.4756697

I always interpreted the Duke3D pistol to be a modified Glock longslide in 10mm, custom designed for duke. Duke is the kinda guy who would have custom weapons made for him and he always has his pistol.
It does have alot of functionality since the damage is okay and it has its own ammo type so you dont have to compete with ripper ammo. While there is a ground pickup, its just an excuse to give you more ammo than usual for it.

>> No.4756702

Load "PG-RAW-X.WAD" and ignore everything else.

>> No.4756703



>> No.4756718
File: 69 KB, 604x453, 1514558399623.jpg [View same] [iqdb] [saucenao] [google] [report]

From what I'm seeing in a quick squiz lets just say I think it's a good thing this never saw commercial release.

>> No.4756747

>Get a good nights sleep
>New thread's already close to full, wow
>100+ posts of people arguing, insulting and hating each others opinions
Bloody hell.

>> No.4756758

I'm finding it very difficult to think of something that's not just a flak cannon altfire ripoff

>> No.4756759

What the hell is up with /doom/ today?

>> No.4756762
File: 154 KB, 595x842, kamen_rider_black_rx_by_doneplay-d4ltgkz.jpg [View same] [iqdb] [saucenao] [google] [report]


I would make the fuck out of a kamen rider doom based on a combination of V3/Stronga/Black RX, but I would never be able to animate that shit. I just want to have a glorious combination of dropkicks, lightsabers, and disintegrating demons with these hands

Also I know Black is better than RX but fuck that laser sword was boss

>> No.4756767
File: 4 KB, 140x112, lizardimp.png [View same] [iqdb] [saucenao] [google] [report]

Ayy it's Monday
I made this as a concept of sorts. Uses Hexen Chaos Serpent legs. I don't like how ToTLM's lizardmen have tiny tails and flat faces. (they do have cool hands though, I think this is missing that)

>> No.4756769

Alt fire shoots bean bag rounds that does little to no damage, but pushes enemies away by fuckton. Would be fun to use with crushers and cliffs obviously.

>> No.4756770

Right now I'm experimenting with an airblast that shoves monsters around, ideally into other monsters, or walls, or into the caltrops you just put down, it'd certainly make this into a good crowd control/area denial weapon

>> No.4756787
File: 82 KB, 640x400, Screenshot_Doom_20180506_194115.png [View same] [iqdb] [saucenao] [google] [report]

I have all these shotgun shells, and nobody to shoot.

>> No.4756792
File: 2.40 MB, 640x360, assrifle.webm [View same] [iqdb] [saucenao] [google] [report]

I like the idea of a shitty, inaccurate rapid gun, for some reason. Dunno where to put it, though.. Finding it hard to make logical weapon progression from a starting bow to the shotgun slot, without the shotgun replacement being a pistol (as other character already has a pistol), if I put this in the shotgun slot it's too strong due to how pain chance works.
Weapon sprite and pickup sprite based on Some Sgt. Shivers stuff!

>> No.4756794

Wasn't this confirmed bullshit?

>> No.4756797

Still more accurate than the marathon AR needs to be nerfed

>> No.4756798
File: 12 KB, 552x600, vanilla doom on low.png [View same] [iqdb] [saucenao] [google] [report]

I want a good M1887 for doom
It's a fun gun

>> No.4756802

I feel like I got lucky with the spread RNG in that webm, but I'll check that AR out. I'll see if I can find the spread on UT2004's Assault Rifle too, as that's actually what my weapon was inspired by.

>> No.4756806

UT assault rifle has a crazy low fire rate, like 400rpm, which is about 5.5 tics per shot. Yours seems to be firing at least as fast as the regular chaingun.

>> No.4756807

Are cacos a good replacement for tomatoes?

>> No.4756812
File: 25 KB, 832x728, temp.png [View same] [iqdb] [saucenao] [google] [report]

luger sprites for kicks

>> No.4756814
File: 70 KB, 640x400, Screenshot_Doom_20180503_153337.png [View same] [iqdb] [saucenao] [google] [report]

they take up alot of space

>> No.4756819
File: 131 KB, 774x1031, pastel_doom_by_spacemarinescum-d69z22t.jpg [View same] [iqdb] [saucenao] [google] [report]

Do anyone know some aesthetically weird but fun wads?

>> No.4756825
File: 345 KB, 1360x676, ahex at 2018.05.06 18-09-12.240 [R3018].jpg [View same] [iqdb] [saucenao] [google] [report]

To you, which of these arch textures looks better / contrasts most tastefully with its surroundings?
(ignore all the misalignments and general shittiness around them, i'll fix all that when i figure out these damn arches)

>> No.4756829

Void & Rainbow
Fanta Factory

>> No.4756845
File: 8 KB, 160x160, zoarites.png [View same] [iqdb] [saucenao] [google] [report]

I've been working on this on and off, and I've only finished like two sprites (based on the imp). I just don't know how people do it, making all these sprites. Then again I'm more of a photo editor than an artist, which it has taken its toll on my "artistic" skills.

>> No.4756851

many people make 3d models and turn pictures of them into sprites (like how the original doom artists used photos of clay models to create sprites)

>> No.4756859

I see they've updated Doom for the 21st century

>> No.4756862

v1.2 of Champions is out now! Check the thread for a full log of changes.


>> No.4756890

I've tried that too and was making some pretty good progress with blender, but then I gave it up do to my own damned laziness, and in turn forgot how to do it all again. Think I have a test render of a monster somewhere on my computer. Most artists on here probably don't rely on the undo/erasure tools like I do, and it makes it's all too time consuming.

>> No.4756896

violence wad

>> No.4756897

>Happy Tree Friends Doom
man, i wouldnt even know how to feel about that

>> No.4756898
File: 184 KB, 768x820, 1440027926895.jpg [View same] [iqdb] [saucenao] [google] [report]


Is there a good way to make rotations for sprites without knowing how to do 3d rendering tho? asking for a no-talent friend names me

>> No.4756905


>> No.4756907

Huh, Liandri archives has it listed at 6.88 per second, which would be about 5 tics.
This rifle's firing at chaingun speed, yeah. Don't *really* want to lower it (it's also based on the Turok Rage Wars rifle alt fire, uses it as its sound) but I guess I'll have to if it comes to that. Bullets are doing 8 damage each at the moment.

>> No.4756908

yep you take an existing sprite and you modify it, or you assemble sprite pieces like the thigh, calf, kneecap, feet and you rotate those around
> which will require additional post processing to remove blurriness, or remove rough edges depending on what you're using to do it
Also forget about using paint, paint dot net, or gimp.

>> No.4756912


>> No.4756913

How do I play Powerslave GODDAMN IT!?!

>> No.4756914

Thanks chief. I've been playing this on the regular, and it's amazing. Works with every IWAD I throw at it, even Simon's Destiny and Adventures of Square.

>> No.4756915


>> No.4756919


>> No.4756938

What a coincidence I am the dooms

>> No.4756943

Should multiply Titans' XScale by 1.2 or something.

>> No.4756948

Oh nevermind, saw the actual titans, they're scaled already.

>> No.4756959

Not sure if joking about it or being seriously autistic

>> No.4756961

I want to rip and tear that lizard.

>> No.4756963


>> No.4756964

powerslave ex

>> No.4756984


Universal gibs goes almost exclusively off of the XDeath state (and modifying its threshold.) Any failure to do so is because the individual hitscans/projectiles of an attack are a series of smaller ones which aren't enough to cause the overkill state for XDeath. Some mods preemptively circumvent this by giving SSG their own damage type to autofeed into XDeath, of course.
Easy way to test it? Use DamNums and watch the damage values while using the setting that combines shotgun spreads.

>> No.4756992

the real autism is not being able to distinguish obvious jokes

>> No.4756995

>Universal gibs goes almost exclusively off of the XDeath state
Not from what I'm seeing, it looks like it hooks into an event watcher and more checks various thresholds of damage. Since the SSG will almost never actually put a guy below the threshold of health where UG would detect that it needs to gib him, he'll never get gibbed according to that mod. I can probably fix it by simply having the monster apply a bunch more damage to itself when SSG gibbed.

>> No.4756997


>> No.4757004


Thats exactly my point. Most shotgun style damages (especially the SSG) are a large cluster of smaller damage numbers, which cannot truly go in tandem (but rather, create a cascade of damage rolls within a single tic.) That said, Xdeath/gibbing always relies on a specific damage value of negative health, which cannot be created by that cascade effect unless it reaches absurd levels with each individual hit and/or the last part of its death calculation goes beyond that value. If you have an attack that deals 100 damage in a single attack, and another that deals 10 damage between a volley of 10 hitscans with a 0 spread, the first will always trigger an XDeath more than the latter.

The only way to circumvent all of this is to make the weapon deal a specific damage type that always calls an XDeath state rather than a normal one.

>> No.4757008

That's literally what the Babel SSG does. It's incompatible with Universal Gibs because of it.

>> No.4757015


Thats because the monsters need that matching XDeath state, no?
My understanding was that the damage types = specific death state was monster side, not weapon side.

>> No.4757018


>> No.4757019
File: 87 KB, 480x270, 1436873831139.gif [View same] [iqdb] [saucenao] [google] [report]

I should clarify: I'm not trying to be a smartass, I just want more universal ways to do all of these things pretty much forever.

>> No.4757020

No, it's incompatible because the detection method UG uses is
>if (CVar.GetCVar("ug_gibs").GetBool() && e.Thing.bIsMonster && !e.Thing.bNOBLOOD && (e.Inflictor ? !e.Inflictor.bNOEXTREMEDEATH : true) && e.DamageType != "Ice" && e.Damage < 1000000 && e.Thing.Health <= (0 - e.Thing.SpawnHealth() / 12 - 10) * GibThreshold)
Which does exactly 0 kinds of state measurement. It wouldn't matter what the monster's state was, this detects damage, not state.

>> No.4757024

noob question, is it possible to have only certain rotations be fullbright?
If the heavy weapons dude is firing his gun, could it be made with DECORATE so that he only appears fullbright on frame E1?

>> No.4757026


I guess my misunderstanding is, thats essentially HOW the built in XDeath calculation works, is it not? The variables he uses are mostly to tie in to his CVAR that allows you to modify the damage level that induces gibbing upon death.

>> No.4757028

I don't know if you can make it THAT specific, but you could always use brightmaps to achieve a similar effect no? That would also cause the light to be directional even when not directly facing the player.

>> No.4757029
File: 2.91 MB, 960x540, That's some powerful buckshot.webm [View same] [iqdb] [saucenao] [google] [report]

It's alright, I'm just trying to figure this out too. Also inverting the death state to be XDeath.Gibclose just results in this :^|
>thats essentially HOW the built in XDeath calculation works, is it not?
Yes but it's hooking into a callback that's measured before the state transition actually occurs. I could maybe MAYBE override DamageMObj and get something that can drastically increase the damage if an SSG inflicts a kill on certain enemies, but it's not ideal and may lead to performance degradation.
Also you're Lud right?

>> No.4757035

I already made brightmaps for it, but I was seeing if I could have a similar effect for software mode. If I have to make every frame bright, so be it, it isn't that necessary.

>> No.4757039


If you work with hitscans, you'd have to tinker with it a bit with a script that measures distance. If you're using projectiles or fast projectiles, you could give them a flag change a few frames after spawning that either changes their damage type or forces the NOEXTREMEDEATH flag. that way they do the gib at point blank, but do normal death further out. You know, something like that.

I had to do some silly shit to make enemies not headshot themselves when firing upwards, only way I could get around THRUGHOSt/SPECTRAL shennanigans (which of course technically involved some other -SOLID hackery but you know)

Nah I'm the Heretical Doom guy I just like universal scripts and understanding how they work. Helps me be less of a fraud at my own shit (hopefully)

>> No.4757043

Maybe spawning a light source that spawns in front of the actor? I'm not very good with software mode, but I know a lot of mods use light actors and particles to similar effects

>> No.4757045
File: 2.94 MB, 1280x720, Got it.webm [View same] [iqdb] [saucenao] [google] [report]

I got it. DamageMObj calls before the world event is logged, so modifying it works. Webm related.
Modifying each puff or projectile based on distance is a bad way of doing it, simply because it really chugs the system if it's under load. What you want is to make the actor itself do the check only once when it's appropriate.
>I had to do some silly shit to make enemies not headshot themselves when firing upwards
You could override the collision code for the projectiles in ZS and have them remember their master and never collide with it. I did something similar with my BFG.

>> No.4757048


My problem was that the headshot box wasn't recognized as the same actor since its a univeral script (enemies could infight with their own faces with magnificent results) so I think it has more to do with Mikk's headshot script's event handler system. I wish I was better at Zscript so I could contribute more to that level of design, but I'm still stuck in shitty old decorate and acs. Next mod I want to try to work almost primarily Zscript to force myself to learn its intricacies better.

>> No.4757061

That sounds like a neat idea actually.

>> No.4757063

Well, the headshot box knows what it's attached to right? You could, with some effort, let the bullet also not collide with that. Basically if you have pointers like
>Headshot -> Actor
>Bullet -> Actor
You can set up a
>Actor -> Headshot
Relationship through a few different methods, then have the bullet check
>!Master.Headshot (or use a builtin)
before colliding.

>> No.4757068

It says Powerslave EX has been discontinued?!?

>> No.4757075
File: 1.39 MB, 1280x720, Torch Sample.webm [View same] [iqdb] [saucenao] [google] [report]


I know my mod is garbage, but check out how the torch familiar works in Heretical Doom. Its actually just a nointeraction actor that spawns and then orbits the player, creating its own pulselight as it goes.

>> No.4757079


Thats true, but my Zscript isn't quite on that level yet. For now, I just had them be -Solid just long enough for them to get outside their own collision radius based on the projectile speeds, then regain solidity past that. Its crude, but it lands hits on the player even at point blank if i remove any combo state and make it projectile only so its functional at least.

That said, I really need to get better at Ascript specific relations like that. I had a really hard time getting down how actor pointers work so I guess its no surprise its still greek to me at this point with thinkers/iterators/etc

>> No.4757080


fuck I'm tired.

>> No.4757082

I'd say look up some real programming tutorials for pointers.
The reason your method works is probably because the player's diameter + shooter's radius is larger than the distance the projectile can possibly travel before it turns solid. You may experience false misses if a shot goes at certain pitches though.

>> No.4757085

I tested it using the cliffs of E5M1 in heretic to get different pitches, but I'm sure it has blind spots. My programming experience is very limited, which is why some of these concepts have been slow to click with me. That said, thats actually why I took up doom modding in the first place, so its certainly not a reason for me to give up on learning. It's all just another hurdle to get over.

>> No.4757093
File: 84 KB, 600x800, CLLJwZ4VAAAYhY3.jpg [View same] [iqdb] [saucenao] [google] [report]

I mean I guess it could be a Glock, but it doesn't quite look like one, the corners on the slide look way rounded, and maybe it's perspective, but it looks short and stocky.
The pickup sprite looks kind of like a Glock, but the magazines you pick up look like Beretta magazines, not to mention the magazines you load into the gun in first person look nothing at all like Glock magazines.

I say Hi-Point, because at a glance it kind of looks like one, but it's hard to tell. The shotgun was a real Winchester 1300 Defender that George Broussard bought at a gunshow (supposedly it came from the Texas Department Of Corrections, so a prison guard gun), the original digitized sprites featured in the development builds was just the shotgun as he bought it, being nicknamed "the grey banana" by the press, prompting them to redo the sprites, this time kitting the Winchester out with TacStar brand parts to make it look more interesting and badass (Broussard still has this shotgun, and it still looks like this).
The whole story with the shotgun kind of made me wonder if the pistol was something else Broussard owned and had digitized, but looking at the thing, it could just as well have been 3D rendered, like so many other things in the game.

>> No.4757094

You're the guy behind Heretical Doom? I quite the staff in that, the spins and side strikes are really fitting for someone as agile as an elf.
I've been looking at GZDoom's lights.pk3 since my enemy is a lost soul replacement. I decided on having a simple dynamic light that starts with a small yellow light that grows, before going dark again. The issue is that I have not a lick on what to do.

>> No.4757096

Asked in arena general but got no reply. Are there any good beginner stafejump maps from quake arena you'd recommend? I've downloaded some but they're a bit advanced

>> No.4757097

>thats actually why I took up doom modding in the first place
Well I hate to be *that* guy but doom modding isn't the best way to get into programming (or even all that similar to making other kinds of programs) if that's what you're hoping. The closest you'll get to projects outside of Doom is ACS fuckery with gdcc-acc. It would be better to start the other way around and apply skills you learn to modding, at least if the goal is to learn programming.

>> No.4757104

Linetrace() returns a struct that does contain that however. It also contains HitTexture, which is why i've spent a lot of time on FEAR style impacts lately.

>> No.4757105

GLDEFS will be able to set up exactly that, especially with pulselighting. The only problem is I don't know if it plays well with software mode (if that's your intention.) I do know that you can adjust duration/radius/color all independently, so theoretically you should be able to make a neat version of that if you tinker around with it enough.

>> No.4757107

Oh shit it does have an output line_t. That makes sense then, relatively simple calculations there.

>> No.4757116

I could never understand programming on pretty much any level. What I've learned in fucking around with doom mods has taught me more than countless attempts at trying to teach myself actual languages. The important part is that I can create something tangible from it, understand the process as I do so, and expand my understanding of more complicated concepts over time. I wasn't even able to use trig functions in expressions until a few months ago, so I like to think I'm getting less shit at the math aspect of it.

I know its no substitute for actual languages and compiling, but it feels like the training wheels I apparently need to get started. Plus its always rewarding to see my stupid ideas conceptualized into something playable.

>> No.4757125

Well, if you want a decent next step after doom modding maybe look into 2D Unity games. It's not that much of a jump, but it's definitely a lot closer to making something from scratch.

>> No.4757130


Good to know. Its mostly been a hobby but its one I'd like to hopefully make more than a hobby someday.

In the meantime I'll just keep making shitty mods hopefully some people enjoy.

>> No.4757142

yeah, you can do all sorts of neat stuff with it.

>> No.4757143

it still exists out there

>> No.4757158
File: 1.53 MB, 720x360, Caltrops caltropping caltrops.webm [View same] [iqdb] [saucenao] [google] [report]

I think I finally got an altfire I'm happy with.

>> No.4757164
File: 5 KB, 236x214, index.jpg [View same] [iqdb] [saucenao] [google] [report]

If you make any enemies immune to them, i demand that they be wearing pic related

>> No.4757168
File: 172 KB, 800x600, How_do_I_defeat_this_guy.png [View same] [iqdb] [saucenao] [google] [report]

How do I defeat this guy? I need a protip or something.

>> No.4757172

you see what he's doing to you?
do that to him, until he isn't alive anymore

>> No.4757173

have you tried giving him a hug?

>> No.4757174
File: 2.52 MB, 640x360, butt-pummeled.webm [View same] [iqdb] [saucenao] [google] [report]

Punch him in the ass until he explodes

>> No.4757180

Veteran Advice: Use your currently equipped weapon to propel high-velocity ordinances at it it, until the noted adversary ceases to exist.

>> No.4757185
File: 1.39 MB, 444x250, 1457654529813.gif [View same] [iqdb] [saucenao] [google] [report]

I don't know how, I don't know when, but I'm going to make this work.

>> No.4757189


clay models

>> No.4757194

That looks cool actually.
What you should do is to make the tracers for that gun red, matching the muzzle flash, because it'll look really powerful and impressive.
Further, add a dynamic light to the tracer, a large, but subtle one, so that in dark areas, a large volume of them really lights the place up.

It'll look dramatic.

>> No.4757195

That worked for iD and just barely, because Adrian and Kevin were very talented.

>> No.4757197


I know, is easier and faster to learn 3d modeling

>> No.4757205
File: 594 KB, 800x2750, 1507819333761.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4757212
File: 163 KB, 1198x786, clay baron.jpg [View same] [iqdb] [saucenao] [google] [report]

It's cool as fuck though, the Baron Of Hell alone is a timeless graphic, it was worth all the bullshit it entailed.

>> No.4757229

maskim xul if you dont mind the weirdness

>> No.4757234

>so used to the sprite that the photo just looks like someone photoshopped a 3d render into the image

>> No.4757280


>> No.4757292
File: 82 KB, 640x480, Betalostsoul.png [View same] [iqdb] [saucenao] [google] [report]

I think this took me longer than needed, but at least it's finished. I don't know how balanced it is, but it's something.
Comes in two versions. Software and OpenGL.

>> No.4757294


360noscope him

>> No.4757316
File: 4 KB, 248x104, impfoot.png [View same] [iqdb] [saucenao] [google] [report]

Doom's Imp is missing its left foot in TROOA4A6

>> No.4757329

can someone enlighten me on how to activate this:


>> No.4757332


forget it, it is dated as 2014

still isn't there a true dynamic light flashlight?

>> No.4757338

How the fuck do you make a pistol replacement without it being OP at the start, but not ending up overshadowed by the chaingun slot?

>> No.4757339

Pistol gets upgraded when you get the chaingun

>> No.4757341

Do it dispersion pistol style, and what this guy suggested >>4757339

>> No.4757342


infinite ammo, it recharges itself

>> No.4757345

Give it a separate (and overall smaller) ammo pool like the Duke or Project MSX pistols. Infinite ammo just encourages cheesing everything with it.

>> No.4757348

kegan no

>> No.4757349

That wasn't me.

>> No.4757356


>> No.4757358

Make the chaingun a lot more inaccurate, while increasing fire rate for it.

Increase the pistol's firepower a bit, make it accurate, and slow it down slightly. Make it feel powerful, and useful as a sniper weapon (at least on small enemies)

>> No.4757365

had a bizarre dream where i witnessed what corvus looks like when he uses the wings of wrath
i forgot what he looked like or how he used it, but whatever it was, i ended up laughing hard for some reason

>> No.4757367

So Project Babel?

>> No.4757369

>Increase the pistol's firepower a bit, make it accurate, and slow it down slightly. Make it feel powerful, and useful as a sniper weapon (at least on small enemies)
At this point, I'd also just have it be the rifle seen on the player model, if only for better continuity.

>> No.4757370

it was the morph chicken with corvus' cape

>> No.4757378
File: 2.39 MB, 1280x720, shrinker.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4757381


I don't know what I originally searched for


>> No.4757382

what mod is this?

>> No.4757431

It's not meant to be "powerful and impressive", it's a shoddy little gun, you've made me consider making it otherwise, though. I like the idea of colouring the tracers to red, reminds me of enemy pulse rifles in Turok.

>> No.4757436

A mod that I'm working on, it's almost finished now.

>> No.4757437

Well it's not a pistol, it's a dagger, but yeah this advice works. Gonna have it start as a basic dagger, then upgrade to a pair of daggers that consume the same energy as the chaingun replacement.

Now the question is how to do the upgrade.

>> No.4757440

That weapon sway is way too much.

>> No.4757442

...So it's a fist replacement then? Could have said that. Or are they throwing daggers

>> No.4757449

I'm excited *licks lovingly*

>> No.4757450
File: 1.47 MB, 1920x1080, Screenshot_20180507-123454.png [View same] [iqdb] [saucenao] [google] [report]

Would you guys be interested in playing a Serious Sam mod for Doom? Currently the stuff is WIP, going for converting everything but the maps

screenshot from home cus away from pc

>> No.4757451

sure i'd play anything that's fun but what would the mod entail ?

>> No.4757453

Will it include maps?

>> No.4757470

No, I can barely Decorate, this is my first mod ever

Why not try it yourself?


(mediafire link)

>> No.4757476

I saw this mod before on doomworld, and I thought it might had died. Genuinely thought I'd have to go and make a full, accurate Sam mod my self.
Seriously looking forward to this progressing.

>> No.4757479

thanks stranger let's give this bull a ride!

>> No.4757489

Thanks on the kind words anon, development has been going slow but sure

>> No.4757556

Sounds like a fun idea, surprised it really hasn't been done yet.

>> No.4757574
File: 517 KB, 257x512, Sashsprite2.png [View same] [iqdb] [saucenao] [google] [report]

What can I do in Photoshop to make the colours and lightning better on this sprite?

>> No.4757615

How did you even manage to scale this up to 300% and also have neither of the dimensions be divisible by 3?

>> No.4757636

To be fair I give 3 options now. Infinite ammo and kinda crappy, rapid fire and accurate but weaker, and yuge damage but slow and loses accuracy if continuously fired. All of these are somewhat decent pistol archetypes for a mod. I'd say it's more important to have defined weapon roles than to ensure the pistol isn't OP, at least in the beginning. Power balance is often a matter of tweaking numbers, but bad design is harder to fix.

>> No.4757639

Your shading is godlike, but it looks like bolt mechanism is a bit skewed to the left.

>> No.4757651


>> No.4757657

every single time i try and play heretic i drop it eventually

why does it feel like such a grind guys?

>> No.4757658

the bad sound design

>> No.4757659

This is me with Hexen.

>> No.4757663

That is super beatiful.
I want to suggest putting that small muzzle flash on the previous frame (if there is one), then making the muzzleflash on this frame like twice as big.

>> No.4757665

Use a Levels adjustment layer to increase contrast in the bright parts of the sprite. Also, glad to see your project is still ongoing. You're the WW1 roguelite guy right?

he cropped it after

>> No.4757673
File: 23 KB, 832x728, temp-1.png [View same] [iqdb] [saucenao] [google] [report]

Thanks. There are only 2 frames for the action, and a bright map/muzzleflash combo. Might do another muzzle flash frame. We'll see.
Not sure what you mean.

>> No.4757682

Kinda neat, but the cloudy gib effect doesn't feel very Duke, and the Microwave Cannon should make enemies swell and expand to nearly twice their size before popping.
For stomping, there should be no large visual effect, as Duke is just quashing them underneath his boot like a bug or a cigarette butt.
The blood mist on the expansion death should be toned down a lot, with a large scatter of chunks and parts spraying all over the place.

>> No.4757685

Don't know what he's talking about, the toggle mechanism looks great.

How's the other frames look?

>> No.4757687
File: 23 KB, 832x728, temp-2.png [View same] [iqdb] [saucenao] [google] [report]

Just like this, and then some hand/mag frames I dont have on my phone.

>> No.4757714
File: 945 KB, 1920x1017, Screenshot_Doom_20180507_182423.png [View same] [iqdb] [saucenao] [google] [report]

maybe not a good idea to use in crowded room

>> No.4757724
File: 1.63 MB, 1344x756, Trench Screenshot.png [View same] [iqdb] [saucenao] [google] [report]


Yeah, that's me. Just started working on it again after a long pause. Trying to get the right look down in terms of resolutions, lightning and shading.

>> No.4757726


This is beautiful.

>> No.4757729
File: 14 KB, 603x502, shit mspainting.png [View same] [iqdb] [saucenao] [google] [report]

Hopefully this attempt at paint helps out. Left is how is should be and right is how it looks when the bolt is in open position.

>> No.4757730
File: 10 KB, 329x153, download.jpg [View same] [iqdb] [saucenao] [google] [report]

What does /vr/ think of Master Levels?

>> No.4757736
File: 33 KB, 832x728, looksfinetome.png [View same] [iqdb] [saucenao] [google] [report]

I took a look at it, and drew straight lines everywhere.

It doesn't look like it's skewed very much, at least, not to me.

>> No.4757745

Looks like my eyes bamboozled me, nevermind then, splendid work anon, what mod?

>> No.4757752
File: 901 KB, 1920x1017, Screenshot_Doom_20180507_184847.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4757753
File: 982 KB, 1920x1017, Screenshot_Doom_20180507_184852.png [View same] [iqdb] [saucenao] [google] [report]

high noon

>> No.4757758
File: 805 KB, 450x286, luger-toggle-action.gif [View same] [iqdb] [saucenao] [google] [report]

That's really good looking.
To really make the thing perfect, it'd need a frame between when the action is locked, and when full opened, put the small flash on that, then the large flash on the fully open frame, and animate it at 1 tic per frame, it'll look really smooth and satisfying.

>> No.4757760

I can see how you'd have seen that. The tapered barrel and lack of pixels and all.

No mod yet. Going to be a practice mod to learn decorate/acs/zscript or what not. Basically modern zdoom methods.

>> No.4757779

ACS for level scripting (moving elevators, turning on lights etc) and ZScript for everything else. Decorate is deprecated.

>> No.4757784

ok, but i only remember a few levels

>> No.4757808

I was going to, but didn't really feel like it after all the hand frames I did (they're kinda quick and dirtyish too though). We'll see. Like I said this is just for a practice weapon anyway. Getting used to gimp, and zdoom modding. Then I gotta do some blender practice. The sculpting in blender feels pretty good though. A few years ago all it did was crash constantly. It's hard to get it to even hiccup now.

>> No.4757812

Decorate is far easier to learn at this current time than ZScript is.

>> No.4757839

you can write normal decorate in zscript if you just use the default block and add a bunch semicolons dude

>> No.4757847

>Guncaster's heavily outdated proto-ketchup can't possibly work well with Universal Gibs, can it?
Turns out it can.
I probably should've set the gibbing threshold lower for the sake of demonstration, but I'm not a smart man.

>> No.4757848
File: 14 KB, 320x640, FdwyN2J.png [View same] [iqdb] [saucenao] [google] [report]

You guys have convinced me. Zscript only.

Pic mostly unrelated.

>> No.4757895
File: 846 KB, 1360x768, jelly beans.png [View same] [iqdb] [saucenao] [google] [report]

ZScript honestly makes me ludicrously excited for the future of Doom modding, even if I myself am too dumb to learn it.
As an example, Guncaster hasn't been updated since 2016 (that'll change soon, good luck if you're reading this pillowblaster <3) and is rather incompatible with many gore mods or monster mods since it makes so many changes to monsters. The only non-Zscript monster mods that work with it are Doomkrakken's monster randomizer (which is still great fun) and Brutal Guncaster, which are effectively compatibility patches more than anything. In the footage I just linked, I'm using Universal Gibs and Champions!. Both pertain to monsters/gore, and both work absolutely fine with Guncaster. No compatibility patches needed even though neither were made with GC in mind. That's why I'm excited about ZScript. Sorry for the wall of text.
Good luck with learning it, Anon! And that picture isn't entirely unrelated, if I remember correctly HND was a sort of Zscript testbed for Term.

>> No.4757906
File: 57 KB, 200x203, 1198327648732.jpg [View same] [iqdb] [saucenao] [google] [report]

When Into Sandy's City harpsichord kicks in with deep echo reverb:

>> No.4757914

>ZScript honestly makes me ludicrously excited for the future of Doom modding, even if I myself am too dumb to learn it.
It can be extremely complicated but it absolutely doesn't have to be. It hinges entirely on what you want to achieve in your mod. I first started basically writing "decorate but with good user variables" and very slowly introduced one new fancy feature at a time from there.

>> No.4757916
File: 4 KB, 125x63, f1197994ce578e3fc9ddfc918232c8ab.png [View same] [iqdb] [saucenao] [google] [report]

>that part of Andrew Hulshult's "Dark Halls" remake that literally sounds like porn music

>> No.4757920

I more mean I'm too dumb to code anything, really. I did some messing around in DECORATE and did a simple gameplay mod. Would do more stuff if I could keep motivation.

>> No.4757930

Nobody is too dumb to code if they have sufficient determination. You just have to decide if the time investment you'll have to make is worth it to you.

>> No.4757942
File: 437 KB, 588x598, blazko 1.png [View same] [iqdb] [saucenao] [google] [report]

>Playing Doom Incarnate
>Against BD monsters
>Upgrade my shotgun with dragon breath
>Shoot a Pinky in the face
>starts running around on fire
>Accidentally shoot a barrel next to him
>He explodes in burned chunks
I think I've went too far

>> No.4757948
File: 334 KB, 2784x2472, fb725eb4a00fcd8e76ad14ded7e7c57a.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you think there is a way to make a Wolfenstein mod with the blood/gibs healing from Wolf 3D?

>> No.4757951

Oh man, that'd be great. I remember one version of SMOD (half-life 2 mod) allowing you to do that with gibs. They'd only give you one health each but it was hilarious. Maybe Universal gibs could get it as a silly option.

>> No.4757982

No, pistol replacement, it's a melee mod.
Though I might add some special attacks inspired by Devil Daggers....

>> No.4758006
File: 174 KB, 619x333, mad cow.png [View same] [iqdb] [saucenao] [google] [report]

>tfw zandronum will never ever support zscript
Not being fully at Graf's mercy has a price, I guess.

>> No.4758010



>> No.4758025

Please list all existing Doom clones.

>> No.4758026

Yes, very. As long as the maps aren't all Egypt themed.

>> No.4758043

Graf is actually being extremely cautious with engine changes right now specifically to make future C/S as easy as possible to implement.

>> No.4758061

Map08 of Epic2

Like I said, I'm doing everything but replacing the maps, I can barely Decorate

>> No.4758104

> blazko is actually a vampire
that actually makes a lot of sense
someone get him an oversized 1911 chambered in a stupid high caliber

>> No.4758108

my doommetal.pk3 is not working in the last gzdoom (?)

>> No.4758115

well, that's strange, doommetalvol4.pk3 does work

>> No.4758123
File: 118 KB, 213x545, tumblr_ows1s7btYc1so2yzzo1_400.png [View same] [iqdb] [saucenao] [google] [report]

What are some of the best Quake-in-Doom mods?
Anyway, here's some Crash.

>> No.4758124

I can't see "Oversized 1911" without thinking of this.
Skip to 2 minutes and 12 seconds in, incase 4chan embedding doesn't support skipping.

>> No.4758142

Heretic & Hexen are absolutely fucking cacophonous compared to Doom right

>> No.4758152

Untomed weapons feel like shit
Enemies are damage sponges and shoot deceptively fast projectiles that frustrate you
Both the soundtrack and sound effects are painful

>> No.4758158

It'd be a disappoint if her summon Basillisa equivalent would be a generic Cyberdemon.

>> No.4758164
File: 372 KB, 1280x960, Screenshot_Doom_20180507_162131.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4758190

I always felt like Heretic's enemies felt less interesting compared to Doom, since most of them being projectile based feels like they have less specific spots
Not only that but there's also how the golems start off as melee only, but later they get a new attack and it feels like there's two types of the very same monster where the only difference is getting a new move, which makes it very confusing
Same probably for the shield centaur and swamp stalkers in Hexen

>> No.4758193

> golems start off as melee only, but later they get a new attack
It's not just golems

>> No.4758205

I feel the complete opposite, due to the lack of hitscanners as well as better level design Heretic is a lot more enjoyable to me. The inventory and tome of power especially spice up the gameplay a lot more than Doom's simple minded gameplay can. The iron lich is more complex than any doom enemy, too.

>> No.4758207

Why the fug can't doom builder load pk3's?

>> No.4758210

Looks like she got demonic/satyr legs. this is a good thing.

>> No.4758214


That's Mystical, right?

>> No.4758217


I meant, .wad

>> No.4758225

Who? the artist?

>> No.4758226

Yes, i think so.

>> No.4758272

>metadoom's beholder shoots baby lost souls
>there's no pain elemental that shoots the phantom souls
>the baby souls are named after the forgotten ones from doom 3, who have their own custom sprites
>metadoom sort of missed the chance to make these souls an enemy type

>> No.4758273
File: 20 KB, 323x128, WxfJ5BL.png [View same] [iqdb] [saucenao] [google] [report]

Something like "gibs give health" as an option.
Wouldn't that break the game mechanics?
Like with all those large blood pools it may regenerate all your health.
Unless they actually go like in Wolf3D where you can get health when you're below 10%

>> No.4758298
File: 17 KB, 550x150, DrumSSG.png [View same] [iqdb] [saucenao] [google] [report]

Sidestep, no seriously.
This guy might be the biggest truck of hitpoints in the game armed with the strongest weapon any of the monsters have.
> But he cant track or lead targets worth a shit despite being cyber-ized
> The rockets will miss if you sidestep, though if you're near a wall you can still get blown up

You warped to this guy or died and ended up only with a pistol. My primary tactic for destroying this guy is just emptying all 400 bullets from my Chaingun. Then finish him off with a few rockets if that didnt do the job.
> or empty 200 rounds into him, then stick my BFG in his mouth

You make it a Shotgun
> which has to be reloaded after every 4 shots because thats all the tube holds.
> you only give the player 4 shotgun shells to start with, they may not find any for awhile, and while the bullets pile up they cannot even use them until they get the chaingun.

So its slightly OP, but at the same time very much not due to possible ammo scarcity.
> Oh wait you have a Fist dont you? Good thing you can still at least kill someone.

You can also include a Hand Grenade function where dude takes a standard brown rocket, pulls a pin out of the back of it and tosses the rocket on the ground. Just in case the player manages to get ahold of a couple rockets from a backpack or such.
> just enough to piss on a sparkplug

>> No.4758310

>Episode 2

>> No.4758320


Good doom levels can be generated by deep learning AI

>> No.4758327

So give us a download link.

>> No.4758347

I could try to map for it; but they wouldn't be the original game's maps because you could just play the original for that, lul.

>> No.4758360

I don't understand where that guy got that shit from - it makes even less sonse considering monster-girl tastes I designed HDoom around.

I dig this s[rite, gives me a nice 'Last Rites' vibe - pallete seems a bit funky on the hand and muzzleflash though

>> No.4758406

yeah but according to newfags monstergirls are apparently furry so i guess daisy is ????????????????????

>> No.4758408
File: 3.07 MB, 1932x1338, 1525733640271.png [View same] [iqdb] [saucenao] [google] [report]

Saw this picture on another board, thought I'd post it here for the cool aesthetic it has between man made and natural aesthetics.

>> No.4758410

Kinda mixed. Most of the levels are pretty dull to me, and a bunch of them are very similar to each other, Mephisto's Maosoleum being probably the worst map in the set.

It could really have benefitted from some more varied texture usage, because it's browner than Doom 2.
Sequencing the levels in one .wad, creating a bunch of new textures to use (including a sky or two), along with replacing the music tracks (even if with just .midis from Doom 1), I feel would make the presentation far better, it wouldn't feel like just individually going through a bunch of single usermaps (whicg is what it was).
Also removing Mephisto's Maosoleum, did I mention it was shit? I love Sverre Kvernmo, but Jesus it's such a bad map.

>> No.4758418

Looks crunk.

>> No.4758456

That's true too, I just mean I've never thought of daisy in any context other than 'shows up dead at the end of Doom/Final Doom and motivates Doomguy to extract further violent revenge'

>> No.4758460
File: 48 KB, 1051x725, 1581d34e5f.png [View same] [iqdb] [saucenao] [google] [report]

Welp, you all (1) voted :^
30 minute thingy on virtual functions and what you can do with them uploading.

>> No.4758467
File: 95 KB, 1023x599, fuckyeah.png [View same] [iqdb] [saucenao] [google] [report]

I've went through every official doom mapset except Plutonia.

What am I in for /vr/?

>> No.4758470


>> No.4758471


Shit, I didn't even see this poll.
Well, for what it's worth, I would've voted 1, too.

>> No.4758473

Do it properly fgt: https://www.youtube.com/watch?v=vQHyA9BHYTw

>> No.4758487
File: 249 KB, 1130x900, 1452205239158.png [View same] [iqdb] [saucenao] [google] [report]

Processing on these videos takes way too fuckin long. Also
>tfw you accidentally misspoke about what BeginPlay() does and didn't realize until 25 minutes in, and re-splicing in Vegas will take like an hour so it's better just to keep going
At least I corrected myself in the description.

>> No.4758494

I just hope I don't go overly fast, it's really easy to just go
>So yeah we're just going to use polymorphism here to iterate over all subclasses of this superclass and switch all their x pointers to be y
when it's your literal day job to do this shit.

>> No.4758498

New thread.


>> No.4758502


There's nothing that matches that feeling of embarrassment when you're trying to teach and then you've done or said something wrong.
Still, for what it's worth, your vids have been good so far, I'll check this new one out shortly. Keep it up, and thanks very much.

>> No.4758512

what weapon mod?

>> No.4758516

It's Babel. The weapons are part of the mod. Universal Gibs is also in there.

>> No.4758530

what wad

>> No.4758539
File: 451 KB, 1280x960, Screenshot_Doom_20180507_201357.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4758546


see new thread

>> No.4758556

Some meaty challenges.

I'd suggest saving often.

>> No.4758958

Isn't that from Dr. No?

>> No.4759019
File: 3 KB, 158x152, slap.jpg [View same] [iqdb] [saucenao] [google] [report]

>Both the soundtrack and sound effects are painful

>> No.4759707

Hit me up on Discord if you're interested B R Y I N A#3239

Name (leave empty)
Comment (leave empty)
Password [?]Password used for file deletion.