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/vr/ - Retro Games

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4758495 No.4758495 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4755040

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.4758496

=== NEWS ===

[05-08] Deep learning AI generating Doom maps

[05-04] Champions, a compatibility-friendly monster variant mod, now 1.2

[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

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4758504

God help me eventually it will finish processing.

>> No.4758506
File: 389 KB, 1129x1297, Doom_maps.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4758508 [DELETED] 

why are you posting this again.

>> No.4758509
File: 133 KB, 658x572, doom_folders.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4758515

>"Why do you post doom stuff in doom threads?"

>> No.4758518
File: 2.04 MB, 1230x1115, Doom_Ports.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4758519

that's clearly not the issue here, are you gonna answer the question or not?

>> No.4758521

>Gore mod in other thread

I think what will finally get things moving away from Brutal is not only the addition of fancier gore mods, but more alt-death type animations for weapons and monsters. The "feedback" BD gives it's players is a major part of why it is so successful, Term did a pretty good job of discussing this in relation to weapons on his channel but I think it applies to all facets of the game.

So nice job to the guy with the green plasmagun.

There isn't a "question" to answer that's worth answering. We're still not appointing you hall monitor.

>> No.4758525
File: 82 KB, 600x800, TriHard.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4758526

>zdoom developers

why *is* he like this?
he's /g/ to the core

>> No.4758540

Something I'm working on
you may wish to read "hellstar remina" to get why it's called "reminara forest"

>> No.4758545
File: 471 KB, 1230x1115, fixxo.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4758549
File: 149 KB, 670x376, ZDAEMON REBOOT.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4758551

Oh cool, you're the trees guy right?

Looks promising.

>> No.4758553

Are you an idiot? That's completely wrong!

Zdaemon should be a solid white bar

>> No.4758560
File: 398 KB, 1230x1115, fixxoer.png [View same] [iqdb] [saucenao] [google] [report]


i'm trees as fuck man
let's make some beautiful sector-somethings.
Hopefully it lives up to your desires; I'm kind of still sketching things out. (see next post)

>> No.4758564
File: 72 KB, 703x541, i dont know what im doing lol lets just wing it again.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4758568
File: 451 KB, 1280x960, 1525738479737.png [View same] [iqdb] [saucenao] [google] [report]

so what map is this?

>> No.4758573

same as: >>4758164

>> No.4758576

think i missed some

>> No.4758578
File: 97 KB, 480x800, 1514043469221.jpg [View same] [iqdb] [saucenao] [google] [report]

Looks alright, you can map quicker than I can since you had a draft yesterday.

Two things I'd suggest, I saw a tip from an anon here a long time ago that they make organic themed levels in Oblige and see how it looks for flow, it's one of the things that wad maker is good at. Don't copy it like a scrub, though.
Besides, it's unmatched at lighting in outdoor areas.

Another thing I'd try is reading the monster placement essays that are around, this is what I mean.


This stuff is literally perfect for reading on the toilet. I love reading doom tips/tutorials and what people think about levels in general, fascinating stuff.

>> No.4758580

The first two "levels" are the same map. This is dumb.

>> No.4758582

Also, check out the repository on Realm667, they have a pretty cool skull tree there you might like.

>> No.4758586
File: 133 KB, 710x573, who's that treemon deemon.png [View same] [iqdb] [saucenao] [google] [report]

I pulled a couple of the trees off of that site.

>> No.4758587

why is freedoom so ugly?

>> No.4758589

Anyway friend gotta go, best of luck with it all.

>> No.4758590

Cheers lad.

>> No.4758591

Freetards can't into aesthetics. I'm sure they could make it less ugly if they weren't deliberately trying to be "not doom".

>> No.4758592
File: 48 KB, 640x440, Doom_64-box-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the best (practical) way to get the Doom 64 experience?

>> No.4758596

Download a Doom 64 ROM and Doom 64 EX.

>> No.4758597


Aren't there remakes and enhanced versions though?

>> No.4758602

doom 64 ex or doom 64 retribution (for gzdoom)
youll eventually want both because there are level sets and mods made for both

>> No.4758605

supplimentary to anybody else intrested:

i cant be bugged to compile all the images
i just wonder what an actual doom map by junjo ito would be like

>> No.4758608

junji ito* fuck

>> No.4758609
File: 147 KB, 640x384, FILTERS03.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy fuck don't remind me of that shitty preference ZDaemon players have for gamma on 3.0

>> No.4758610

>[05-08] Deep learning AI generating Doom maps
I want to play the maps to see if they're worth a damn.

>> No.4758615

too late cap'n.

>> No.4758618

I am mapping atm while leaving a tab open on this thread, forgot to check more often Ç_Ç

>> No.4758623 [SPOILER] 
File: 5 KB, 236x213, 1525741587618.jpg [View same] [iqdb] [saucenao] [google] [report]

We's all mapping down here bossa massta
well, except for my current block.

>> No.4758626

I'm not mapping. I'm making guns.

>> No.4758629

You're a gun.

>> No.4758639

But why they like it so much? It's not appealing at all.

>> No.4758641
File: 139 KB, 383x364, 1521429931776.png [View same] [iqdb] [saucenao] [google] [report]

This is my face when I walk into the next map
> 3% health
> shotgun sergeants are sitting right there
> my selected weapon was the ssg

>> No.4758654

Well you se-

>> No.4758660
File: 61 KB, 640x400, Screenshot_Doom_20180507_202218.png [View same] [iqdb] [saucenao] [google] [report]

and the rest of this map will be popup chaingunners and countless ambushes, great
> entered map with 3% health

>> No.4758671

There was one map I remember playing that was the epitome of "What did that switch do?" I can't for the life of my remember which map it was though. Think it was in Doom 64.

>> No.4758674
File: 64 KB, 640x400, Screenshot_Doom_20180507_202756.png [View same] [iqdb] [saucenao] [google] [report]

there was a megasphere, I got to it just in the nick of time

>> No.4758676

Something in Eternal Doom?

>> No.4758683

say to my barrel end fucker not my magazine see what happens

>> No.4758684

Well of course, why else do you thik caco is smile?

>> No.4758703

I T H U R T S, N E S S

>> No.4758761
File: 47 KB, 640x400, rott_e1b7.png [View same] [iqdb] [saucenao] [google] [report]

They'll bury you in a lunchbox!

>> No.4758767

Put that thing away before you hurt yourself
> no seriously, he's got better body armor than the enforcers
> you can only kill bosses with explosives

>> No.4758780
File: 10 KB, 128x108, 4.png [View same] [iqdb] [saucenao] [google] [report]

Oh, I didn't think of that.

also if you wish to see the video you'll have to break it oppen yerself

>> No.4758792
File: 484 KB, 960x875, 00010644066_1411724688880758_242044353_n.jpg [View same] [iqdb] [saucenao] [google] [report]

saw this today, how accurate is it?

>> No.4758797

Are you the DoD guy? The one who did the Joel map?

>> No.4758818

I'm about to play 2002: A Doom Odyssey, should I play the original or the 10th anniversary version?
I've no idea if there's any important changes between the two

>> No.4758827

I don't even understand what it means.

>> No.4758857

No, I'm the other dude with a map in the joel map thing. I got tired of waiting for my map to be played so I could harvest feedback.

>> No.4758889

>no RPG or resurrection of evil
>but brutal doom

>> No.4758923

no god today. just me.

>> No.4758934
File: 251 KB, 1024x600, Screenshot_Doom_20180507_225244.png [View same] [iqdb] [saucenao] [google] [report]

Does anyone else think Doomguy's punch looks like he's fist pumping to the music?

>> No.4758970

I always thought he was doing mouth puppets
I wished he equipped googly eyes instead of brass knuckles

>> No.4758973


My favorite things are weapon mods where the punch alternate hands. Because when you start running really fast down a hall and you hold down fire, it looks like he's fist-pumping real fast.

>> No.4758984

If you do it repeatedly and to a fitting track.

That seems like something Sgt. Shivers would do.

>> No.4758993
File: 277 KB, 800x1207, 3907-doom-dos-front-cover.jpg [View same] [iqdb] [saucenao] [google] [report]

I was always pissed that his arm isn't more jacked and he isn't wearing gloves.

Look at how ripped he is on the cover of DooM big box. He definitely has gloves too.

>> No.4758998

Nothing can beat doing the monkey though.

I find it fits well with Aliens, say your prayers! Though that's a Duke 3D track

>> No.4759014
File: 85 KB, 320x200, TITLEPIC.png [View same] [iqdb] [saucenao] [google] [report]

I hate being a nickfag because it's super close to being a tripfag but I usually try to make you guys know when it's me. Right now I'm trying to think of ideas for an Out of the Silent Planet map, so far I have the title screen done.

Haven't posted in these threads for a longtime because I've been busy with other hobbies and finishing other games. I really want to get done with my backlog.

>> No.4759040
File: 883 KB, 640x360, Do the monkey with me!.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4759047

For the longest time I remember testing all gameplay mods in MAP31 of JPCP.

>> No.4759056
File: 138 KB, 285x246, RIP.gif [View same] [iqdb] [saucenao] [google] [report]

cleaned this up a bit.

>> No.4759076

That's probably why so many mods give him his gloves during the punching animations.

>> No.4759080
File: 67 KB, 240x240, rageguy.png [View same] [iqdb] [saucenao] [google] [report]

Can you apply a similar shake effect to this image and make it a .gif?

>> No.4759114

I also always wondered why he has gloves for a few weapons but others he doesn't. Damn ID had to screw a few things up so people would remember they are human.

>> No.4759130 [DELETED] 

Does Doom 64 have different layouts depending on their difficulty?

I'm super stuck on level 13: Dark Citadel, and all the walkthroughs i'm seeing seem to show the level i'm stuck on beingvery similar, but this room which supposedly has an elevator to the blue key is full of these statues that spit out darts if you press the switch in the room, and don't appear to do anything else. I'm losing my mind on this level there's nothing else to explore.

>> No.4759150

I know for sure that items are placed differently depending on difficulty.

>> No.4759160

Can we play your map now? I wanna play it before Joel streams it, because that would be cool.

>> No.4759209

I'm pretty sure it's only the fist that doesn't have gloves, and that one makes sense because he's got brass knuckles and they probably don't fit over the gloves.

>> No.4759229
File: 1.60 MB, 1222x7000, mapcomic.png [View same] [iqdb] [saucenao] [google] [report]

It's kind of barebones and you can tell where I had to cut stuff for time, but I guess.
Bunch of issues and a few things I wanted to do/didn't know how to/were far too difficult; but felt that messing with the map much more would ultimately end up making it worse; such as the portal which I figured out how to get working properly; but the way it's set up in the map would require ripping it apart and remaking; something I wasn't in the time nor mood for.

>> No.4759231

This is the joel map; mind.
Not entirely satisfied with it; but I felt I did what I could within the restrictions

>> No.4759236

Am I tripping or does Heretic really have 99 textures?

>> No.4759243

The megasphere/pizza sound in Demonsteele is fucking disgusting

>> No.4759276

I'm aware I missed a lot of credits.

>> No.4759335

>the only two people with access to id's rpg games' files gave up making gzdoom ports for a port with almost every iwad and official doom map, that was already playable in some ways
>they soon gave that up too, to work on spriting doom 64's cut monsters
And people say Term has a thing for unfinished WIP's

>> No.4759347

Are there any good Doom-related discord servers? Preferably the ones with people developing things.

>> No.4759349

This OP picture takes me back...

>> No.4759350
File: 19 KB, 290x705, Allow me to introduce myself.png [View same] [iqdb] [saucenao] [google] [report]

I miss doombro. His doodles and comics give me life.

>> No.4759378

show me a modder who finishes everything he works on and i'll show you a liar

it's the curse of creativity, inspiration and ideas come and go, and not every idea that seems cool ends up working in practice

>> No.4759387

>it's the curse of creativity, inspiration and ideas come and go, and not every idea that seems cool ends up working in practice

But you forgot the other part of the curse friend.
That no artist can ever create everything they dream up, the rate at which they imagine will always surpass how fast they can work.

>> No.4759393

The best thing to do is writing down the ideas not to lose track of them. Then again, when working on something, those ideas change, evolve, turn into something else or don't work at all. It's the beauty of developing a project, there's some sort of "organic" artistic development that makes your work feel alive.

>> No.4759397

True, I have a "doom ideas" book that's 10 years old. Full of old sketches and ideas, some get recycled, others not used at all, others used almost entirely.

I guess if I die (and am famous) somebody can just upload the whole thing somewhere. You're right too it does feel nice to move the brain fluids around like this. I can spend half an hour just staring at the pages, mentally moving things around in my mind until eureka moments.

>> No.4759407
File: 121 KB, 598x391, f.jpg [View same] [iqdb] [saucenao] [google] [report]

>Hear an elevator or door open up when passing a certain linedef.
>Cannot fucking find where the hell it is.

>> No.4759482
File: 1.98 MB, 400x188, 1505584871262.gif [View same] [iqdb] [saucenao] [google] [report]

Who are the best scripters in the Doom community?

I've got some technical stuff in my levels and some of them haven't actually been implemented in level sets that I have seen and I've realized that while I can implement "visual" parts of a level, the "behind the scenes" stuff is just painful and I'd like to hit some people up for help given how easily some folks have pulled things off.

>> No.4759503

>make maps
>people play them
>they only ever play on UV first time every time
>say they're too hard
>don't want to sound like a prick saying "try not playing on hardest?"

>> No.4759509

Welp, gg anyone who wanted to see this finished. If you like the idea I'd recommend you just download it and finish it yourself before he chimps out and deletes everything. This guy is more predictable than the rising sun.

>> No.4759510

Fucking streamers all the time and worse than that is that instead of fucking lowering difficulty, they start cheating.

>> No.4759514

It's because of stuff like this I'm actually considering having the difficulties appear as "easy, normal, hard" or something. Nobody fully balances from ITYTD to UV anyway (well, it's really rare they do) as I think everybody does HMP or UV.

But you want to include it to just stop the autopilot in their head. You could just make it a bit harder but I wanted to make my hard, way harder.

>> No.4759515

Tell them to play on a lower difficulty setting.

>> No.4759520

Thanks captain obvious.

>> No.4759592

I woulda told you Kate, but they died :(

>> No.4759593
File: 57 KB, 640x480, legend_of_the_galactic_heroes.jpg [View same] [iqdb] [saucenao] [google] [report]

>making a large indoor area
>got it all plotted out
>realize the roof is totally barren

Anybody have any ideas on detailing a ceiling?
Besides giant skylights.

>> No.4759606

Lights and support beams?

>> No.4759608

I'll work something out, too many support beams blocks a players movement though.

>> No.4759609

Just say what you want to achieve here dude.

>> No.4759612

I kinda want these levels in an original Doom style.

>> No.4759615
File: 1.06 MB, 1920x1080, 1509759999220.gif [View same] [iqdb] [saucenao] [google] [report]

I'll come back when I have an illustration/demo wad to explain it better. Though it's basically a rising tide of acid up some flights of stairs that damages monsters as well as players, though the acid is swimmable so you can come back later with a rad suit and swim back down.

Sounds easy in principle but what fucks me is thinking "ok swimmable sectors have to cover every other sector"
Plus the rad suit part, but I could toss that idea for the sake of simplicity.

>> No.4759625

that exists, its called something like "doom 64 for doom II respawned"
im surprised theres no doom 2 for doom 64 though

>> No.4759626

I meant more like beams running across the ceiling horizontally, or perhaps conduits for pipes, wires or circuits.

>> No.4759628

Oh yes, the stairs are one flight on top of the other, like a high rise building's. Not a continuous line like vanilla doom.

>> No.4759652

i like to put random computers/screens hanging down from the ceiling

>> No.4759662

Dude, that's just a rising swimmable 3d floor and https://zdoom.org/wiki/SectorDamage calls. It's piss easy and doesn't require a particularly experienced coder. Have you tried make super basic door opening scripts in ACS yet?

>> No.4759664

why is the revenant so damn slow in ps1 doom?

>> No.4759670

>Sounds easy in principle but what fucks me is thinking "ok swimmable sectors have to cover every other sector"
In UDMF you can do multiple sector tags if your staircase is made of 3d floors

>> No.4759675

I see, I'll try a mockup and if I stuff it up show it off here.
Though how can you raise the acid so it'll only go up the stairs one by one? I can imagine a single sector rising, but something filling up a stairway seems a bit more difficult.

>> No.4759683

Imagine that the acid volume is an infinitely wide but finitely tall large cube that is only drawn in the sectors you've told the control sector to use. Now you have an ACS script raise the ceiling of the control sector and hence the acid volume. You can do it in large steps with a second or two between each, or in smooth increments 35 times a second. The choice is up to you.

>> No.4759698

Finger painting to you, brain surgery to me.
Thanks for the leg up, I'll toy with things a while longer before coming back. That's a good idea.

>> No.4759702


>> No.4759742

limitations i assume
same reason why the archvile was cut

>> No.4759745
File: 153 KB, 308x294, 1474246116409.png [View same] [iqdb] [saucenao] [google] [report]

>but that's just a screensh-

>> No.4759774

>"top X facts you never knew about Doom"
No matter what channel is this video from, it doesn't know Doom 64 and Final exist.

>> No.4759806

what did kate actually do, anyway?

>> No.4759839

You're in luck. This is some quality stuff.

>> No.4759842


>> No.4759859
File: 103 KB, 1024x512, night_fight_by_proxygreen-da53i76.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know a mod that focus on long range combat with big maps?
Or in general just big open maps

>> No.4759862

I got one for you.
"UAC Vinur Prime Research Base "

It's really vast and open, last area is a humongous open area fight.


>> No.4759867

Is there a way to take specific weapons away from the player once they leave a map? Like if I want the player to have the BFG in one map and then have them lose it in the next.

>> No.4759868

Thaks senpai

>> No.4759892 [DELETED] 
File: 235 KB, 454x800, Waitasec.jpg [View same] [iqdb] [saucenao] [google] [report]

...okay then.

Don't forget this one too btw: https://forum.zdoom.org/viewtopic.php?f=42&t=53887

>> No.4759912

You're the author?

>> No.4759917

Yeah, i always leave a tab open in the Doom threads nowdays because nice subjects pops up sometimes as well goldmine of memes like Sarais mental breakdown.

>> No.4759928

an UNLOADING acs script that takes the bfg item. Probably won't work with gameplay mods that replace the bfg though

>> No.4759934

Keep your drama on /v/

>> No.4759937
File: 1.44 MB, 800x600, 2018-05-08 20-01-38.webm [View same] [iqdb] [saucenao] [google] [report]

playing with balls again. now bounces correctly on actors and don't fall through level geometry, and also their speed can be linearly interpolated upon spawning so you can shoot hundreds of them every tick in a constant uninterrupted stream. This also applies on bouncing, so the stream doesn't broken into clumps when it hits a wall.

>> No.4759939

>playing with balls again.
that's gay

>> No.4759946

Oh, well pleased to meetcha.
I almost never login/post in the Zdoom forums but I recommend maps to people here if something comes to mind.

Was going to message you there but I forgot, liked your level anyway. The massive open airness was weird at first but kind of grew on me. Would probably be great fun for modders that have you use big robots or something to make the most of the space.

If it was a bit slower/thicker I'd be reminded of a kind of "lava rifle". But you'd murder the GPU if you made each one dynamically lit.

>> No.4759951

Yeah thanks for the promotion, actually i am in need of feedback for Main UAC Hangar since that one is what currently i am working on, but fuck Warnock's Dilemma hits me hard for these solo maps i make.

I'm thinking in make a UACVPRB Redux to fix the balance with monsters and map flow, cut off rooms that is not necessary and only exists to make the player loose track of where to go.

>> No.4759952

What would REALLY be interesting is if Monster Teleports were also shifted based on difficulty. Since monsters occur depending on difficulty as well you can have monster teleport chambers that are empty on some difficulties, only have a few pinkies, or on UV+ end up having a horde of skeletons.

That way if the player was on any other difficulty than UV or Nightmare they would be surprised by critters not coming in.

Weapon and Key placement could also be affected so that, ex, the SSG sitting on a pedestal that had no consequence becomes a BFG on UV that fills the room with hell knights when you grab it.

>> No.4759954

fits me then ayy

Yeah, that many GLlights would be a bit much.

>> No.4759962

> you hear the ever so slight sound of "grind" indicating something only moved a little bit

>> No.4759968

Hawt damn, soon we'll have water physics in the doom engine!

>> No.4759976
File: 22 KB, 398x500, 9a6.jpg [View same] [iqdb] [saucenao] [google] [report]

To developers that put options in their mods:

Thanks. Really appreciate you guys.

>> No.4760006
File: 87 KB, 800x600, 20180221203231_1.jpg [View same] [iqdb] [saucenao] [google] [report]

also add make your own test map

>> No.4760007
File: 25 KB, 398x500, eac.jpg [View same] [iqdb] [saucenao] [google] [report]

>not posting the superior version

>> No.4760009

From a map edit side thats the only way I can see it being done, and you can also make a guess as to what kinds of mods people might play it with and also take those named item tiers as well (might throw a bunch of errors? but unless it crashes it gets the job done I guess).

From a modding side of the equation the best way IMO to handle items like that is give them their own ammo type and the weapon itself is the only source of ammo for it. Which makes a gun like the BFG overpowered if in a scenario its found where you only have 80 cells available. But it nerfs the weapon significantly in most other scenarios because it has no forward mobility for ammo capacity. This is also useful if you want to replace the Plasma Gun and Cells with a different kind of ammo system (like .308 machinegun) and still have a BFG.
> I also want to for kicks create a separate fake weapon that gets switched to when you run out of BFG Ammo, which then takes your BFG and drops a broken and toasted BFG sprite with sparks coming out of it indicating that the gun has fried itself and you dropped it.

Doom 3 had a decent idea with this by giving you a BFG with 4 shots. I think about Five is good considering what it can do on a point blank shot to a boss, and it keeps BFG pickups from being a frivilous encounter of only collecting some cells.
> Ive also done a thing before where the BFG replaces the Plasma Gun and the altfire is the regular bfg attack, while the main attack is a 5 shot pulse of plasma blasts in an X shape. And plasma gun pickups would only give you ammo if you had a Bfg. So having the BFG is a tradeoff of being more efficient than the plasma gun but a little less flexible.
> In this mod the Chaingun also takes away the Pistol, and the SSG takes away the Shotgun. Though single shots are possible with the chaingun and the SSG has some long range capability.

>> No.4760013

Anyone have any experience with making a 64Doom rom? Not Doom 64, but the port of the original Doom and Doom 2 to the N64? I can't seem to get the rom builder to work and I want to play Doom on an N64 after I beat Doom 64.

>> No.4760014

Hmmm well I'm making a map but haven't released any yet so I'm not the one to ask.

Good luck with it though.

>> No.4760024
File: 1.05 MB, 1280x720, tspoptions.png [View same] [iqdb] [saucenao] [google] [report]

Options are fun!

>> No.4760036

If anyone here cares about QC:DE, the new character will be Sarge

>> No.4760038

> (((wog beam)))
lol i dunno what that is but it sounds funny as hell

>> No.4760040

Has anyone extracted the skyboxes from Ancient Aliens yet? I wanted to get a good look of them outside of the game since they're gorgeous.

>> No.4760047

Dude, you get slade and look at em

>> No.4760067
File: 23 KB, 512x256, SKYBLZ_2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4760071

believe me, i have considered trying.

>> No.4760072

I wish they could have at least released assets such as sprites and sounds.

>> No.4760086
File: 45 KB, 620x300, 04brutaldoomla.jpg [View same] [iqdb] [saucenao] [google] [report]

If DOOM Hell invaded the Earth how fucked would the world be and could it be repelled. Let's not forget the who sheer mindfuck aspect of "Hell" unleashing pure imaginable cruelty and horror in the real world. They once had the Earth but they lost it and now they are coming back.

Let say a Hellmouth/Portal opened up in major city in the US. Everyone within 25 miles would be instantly killed and/or possessed into zombies. How fucked would we be facing,

Demons- Not much to say here, from your imp to the largest Baron. Obviously extremely dangerous and love nothing more then to slaughter people and unleashing carnage in the real world vs in Hell where killing other deamons just means they come back anyway.

Zombies- Possessed humans, some would just be your typical vannila zombie, others would be fully possessed former military or police that are armed and act as a single unit. Possession can happen by visiting hell, being in the immediate vicinity of a hell portal opening up or falling asleep in Hell controlled/possessed areas.

>> No.4760102



>> No.4760105

All of us would die except Mark, who would bravely defeat all the demons single handedly. Then repopulate the earth with his clones.

>> No.4760106

Damn, that could be my new wallpaper

>> No.4760107


Options are probably the most fun I have in messing around with making mods. Being able to tweak things so that they become batshit or provide a different experience entirely is so satisfying with a mod.
Being able to summon chickens in Samsara and the various ways that could be applied is probably the most fun I've had in modding.

>> No.4760119

Depends if just demons, it would be gory as fuck but I think we could win. It would probably require multiple nukings of the portal site and just a full out scorched earth doctrine of fighting hellspawn.

But, if friendlies could go turncoat/become possessed we are 110% fucked in everyday, literal Armageddon. It would be a complete breakdown of the chain of command and fighting hell aligned human forces would be worse then any cyberdeamon of malediction on the battlefield.
Having daemons ontop of the zombie apocalypse and 1/2 the world turning would just be an added fuck you.
I would also imagine most people would go insane.

>> No.4760130

>Implying we don't have a BFG or two lying around IRL

>> No.4760134
File: 3.77 MB, 2300x2000, 1511022375231.png [View same] [iqdb] [saucenao] [google] [report]

So is there anything inherently "wrong" with linear maps?
For a concept I'm working on, it's a level that is entirely linear and plays very much like a gauntlet. Encounters/fights can have variety in how they go but it is always abundantly clear where the player has to go because I want them doing things quickly and the fastest way to piss a player off like that is having them unsure where to go next.

I know how to make a non linear layout, but I don't want the player doing scavenger hunts when the whole building is exploding around them as it removes tension.

>> No.4760139

fucking hell
it looks like something you'd target a ship with

>> No.4760150

Not really. It all boils down to taste.

>> No.4760160

>Not Ghoul's Forest

>> No.4760187


>> No.4760192

I already posts this >>4760036

>> No.4760195
File: 52 KB, 600x334, its burning nicely.jpg [View same] [iqdb] [saucenao] [google] [report]

They'd send in Pinkies first because weapon of choice for most militaries is assault rifles and in a non-bottleneck situation soldiers will be overrun by them and chewed up. Likewise Cacos will provide air support and reach areas constrained by barricades or obstacles. Imps and HKs would come in to break up any stragglers and attack close quarters in urban combat situations (hallways, buildings, apartments that dont get burned down for one reason or another).

Mancubes and Imps would be anti-vehicle and incendiary patrol. One reason those fireballs do so much damage is because its assumed they're sticky incendiary substances. Nothing destroys a tank, technical, or APC like being set on fire. Imps do the same job as Mancubes just at a slower rate.
> doomguy reflexively knows to smack off the flaming substances, so he doesnt go down in flames but it still hurts him alot, anyone else just gets burned alive, their house gets set on fire, or their car is toast.
> this is also part of why being close to a fireball impact does him no damage, but anyone else would get hurt by it
> other reason is because he's wearing the best security armor the UAC could afford, which is part of why he's got 100 hit points compared to even a chaingunner's 70 when it comes to being shot with bullets. The additional armor he finds becomes a 2nd layer overjacket.

None of these monsters would give a rats ass about human air support, it might cause them to lose some numbers but they would arrange a teleport to occur out at the air bases. Mancubes and Pinkies would make the air force go up in flames.
> The Nukes would likely be teleported out, the demons dont need them and it would kill more humans than the monsters anyway, the demons want to relish those deaths.

Its kinda like the 7 hours' war from Half Life, the enemy just starts showing up everywhere and hits you where you're softest.
> Even a star culture might be fucked over, let alone modern or near future earth.

>> No.4760221
File: 113 KB, 1024x768, the_maledict_from_doom_3_roe_by_kookarburrito.jpg [View same] [iqdb] [saucenao] [google] [report]

The demons can only teleport in areas they control (like areas literally being hell terraformed with the fleshwalls and shit) or by being summoned with a sacrifice (likely a poor captured human or by use of an hell artifact).
It's really hard for the demons to exist in a corporeal form in the real world under normal circumstances. They have to maintain a link to Hell with sacrifices, being near the portal or some other means other wise they are easy to kill/banish back to Hell.
It was actually mentioned somewhere in the doom lore one of the reasons, they zombfied/possessed people is because human hosts were not bound by the same limitations and why Hell collaborated with literal satanists to get shit done. Also the same with the cybernetic demons since apart of them existed/came from the real world

Speaking of collaborators that would be another force to deal with, you can bet every satanist and insane nut job would come out of the wood work and ally with Hell, perhaps with the promise becoming a powerful demon.

>> No.4760239

>Nothing destroys a tank, technical, or APC like being set on fire
Modern armored vehicles have good protection against fire, anything besides directly hitting engine compartment will not deal any singnificant damage.

>> No.4760240


>his clones

>not his superior hue seeds

>> No.4760245

>Olivia sacrifices herself to become the Spider Mastermind
>Betruger gets his head turned into a tongue for his new dragon/gargoyle thing form
Man, Doom 3's designs were so ridiculous, your boss becomes a literal tank

>> No.4760285
File: 268 KB, 988x1280, for_the_doom_people_o_o.jpg [View same] [iqdb] [saucenao] [google] [report]

It's a neat concept. You have the Cyberdemon and Spiderdemon, hellish creatures infused with human technology, and then you have Sabaoth and Olivia, humans infused with human technology and then possessed by hellish creatures.

>> No.4760287

not until we get special effect actor class that omits most of the game's complex actor behaviour calculations.

>> No.4760321
File: 131 KB, 868x896, 1480070671262.jpg [View same] [iqdb] [saucenao] [google] [report]

Can any anons give me some suggestions on WADs to run Doom RPG/RLA in? Also, is there a better way to run WADs with RPG/RLA than ZDL? I did a bit of a BTSX run, but the UI was a mess and it bugged out about halfway through and stopped displaying my credits and other things.

>> No.4760323

Any good mods that make co op a bit better? Whenever I play with friends they always die and then have to watch me play through the whole level which seems really boring. I was thinking either something where when a player dies they become a ghost and can be resurrected after his allies kill enough demons or just make it so players can be ressed by taking half of another players health. I might take a crack at making one if none exist.

>> No.4760329

La Tailor Girl is getting a support character soon.

>> No.4760331

Stronghold is great for coop and has lives.

>> No.4760390

Keep in mind Doom Hell is also able to infect and subvert technology to its use.

>> No.4760409


>> No.4760421

I remember someone tried to do something like that, implementing Nuclear Throne mechanics in Zandronum. But I haven't heard of that project in years.
Good luck, if you decide to make anything.

>> No.4760436

Some people think DRLA+RPG pairs well with DTS:T despite the bug on the zoo map.
Other than this, it comes down to prefrence regardless considering you can have one continual run through multiple megawads.

>> No.4760461

Awesome, I love La Tailor Girl. I'll have to try it in co op soon.
Sounds fun I'll check it out.

Speaking of co op I really wish Doomrla + rpg co op worked better. When I did do co op with it, it was some of the most fun I've ever had in Doom, but saving progress and characters didn't work too well.

>> No.4760469
File: 225 KB, 1024x576, ?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C1024%3A576&composite-to=*,*%7C1024%3A576&background-color=black.jpg [View same] [iqdb] [saucenao] [google] [report]

> lags your game just for a second
> just for one teeny tiny second

>> No.4760478
File: 356 KB, 640x480, df.png [View same] [iqdb] [saucenao] [google] [report]

Whats the best way of playing Dark Forces in todays day and age?
I rememer therre being several attempts to reverse engineer, port or remake this game. Have any of them been successful?

Were its levels ever ported to Doom in their entirety?

>> No.4760480

probably to make it easier for people playing with a controller

I'm okay with linear maps, but I'd easily suspect that a lot of Doom players aren't too fan of 'em because they're looking for something a little bit more exploration oriented with keys and switches and the lot.
if you're upfront about it, that'd probably help keep a few people from bitching

>> No.4760490

Some time it can freeze for about 10 seconds

>> No.4760492

Oh thank god, I thought it was just me.

>> No.4760565
File: 1.04 MB, 1061x800, Edd_sees_you.png [View same] [iqdb] [saucenao] [google] [report]

Guys I'm having an issue with GZDOOM too.
Basically everytime I autosave and die like 3 or 4 times it crashes.
What should I do?

>> No.4760575

>[04-30] PROJECT ILE version 0.23 released
Did nobody else download this and notice the file was broken?

>> No.4760585

>still not adding hunter to show up bethesda

>> No.4760591

I figured it was just me

>> No.4760598
File: 1.20 MB, 440x300, Colourfull_Hell.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4760604
File: 6 KB, 469x436, 1435183591582.png [View same] [iqdb] [saucenao] [google] [report]

Why do they drop eggs?

>> No.4760605
File: 34 KB, 256x256, baddy_hitler.png [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who thinks that Brutal Wolfenstein is better than Brutal Doom?

>> No.4760615

though PB is better still

>> No.4760616

Hell was given human tech from collaborators and scavenged what was left over from the survey teams that went to hell during the teleportation experiments.

>> No.4760631

I think it's better than BD because it has a clear idea of what it wants to do.Of course the bosses are a pain but better than a Cybderdemon who dies with 3 SSG shots.

>> No.4760637

>No active ability, gains armour from cooldown hourglasses

>> No.4760639
File: 183 KB, 500x250, 1523257115158.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4760642

the same reason disciples drop tomes, weredragons drop arrows, and maulotaurs drop urns

>> No.4760648

Having played on the seemingly permanent complex alien vendetta servers on zandronum about 10 quadrillion times I can safely say I have map14 and 15 eternally branded into my brain.

>> No.4760651

>disciples drop tomes
Makes sense.
>weredragons drop arrows
Makes sense.
>maulotaurs drop urns
Makes a bit of sense.
>Iron Liches drop Eggs

>> No.4760653

> mfw that satanist asshole director sent survey and security teams there just to give them a technology drop so they could figure out how to use it against the UAC

>> No.4760657

That mountain hike on map 20 was the worst goddamn thing

>> No.4760660

How does weredragons dropping arrows make sense? The knights could at least be bullshitted by saying that the ethereal axes and ethereal bows are connected, but the dragon is a big brown beast that shoots fire.

>> No.4760662

I've seen some comments from people saying they liked it :\

>> No.4760667

i can't believe someone likes something i don't like

>> No.4760731

Those eggs are their concentrated magical force.

>> No.4760741

so you're telling me you weren't born from a levitating egg and spent your entire childhood as a disembodied head, with each separate limb developing throughout the process of adulthood?

>> No.4760746

No dude the eggs are incubating baby liches.

>> No.4760791
File: 327 KB, 1348x971, egg.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4760808
File: 2.17 MB, 1348x971, FRIEDEGG.png [View same] [iqdb] [saucenao] [google] [report]

Your meme looks a little undercooked.

>> No.4760841


I downloaded it but saying I have no time to even unzip it is underestimate my situation..

>> No.4760847

It takes like, 0.001 seconds to make sure a file works after you download it, my dude.

>> No.4760864

It's in a name.
They were most-likely an archer.

>> No.4760873

Man how the fuck does Were-Dragon -> Archer

>> No.4760874

Not that guy but were usually implies half man. So maybe the guy was an archer before he turned into a were-dragon.
I'm just trying to jump on this guy's train of logic

>> No.4760880

How the fuck does Were-Wolf -> Anything?

>> No.4760881

Were is derived from Wer, meaning Man. Literally Man-Wolf. Nothing about Were-Dragon could indicate an archer.

>> No.4760892

Yes it could. You literally just explained how.

>> No.4760902

>Man = Archer
Ok then bud

>> No.4760942

You dense motherfucker.

>> No.4760950

No Doom stream today for Joel it seems, maybe in friday he'll play.

>> No.4760956

doubt it, on friday he does "FMV Fridays".

>> No.4760958
File: 39 KB, 640x400, Screenshot_Doom_20180508_220812.png [View same] [iqdb] [saucenao] [google] [report]

damn they must have a horse in there

>> No.4760970

Gotta tell you, this map is pretty bad. I don't get eyestrain easily so the visuals don't bother me, but it's an overly long maze with really shit pacing that quickly devolves into quicksave instakill gameplay around the middle and continues all the way to the end. I just can't see anyone investing the time required to actually finish this map with the total lack of compelling gameplay that it currently has.
You could really benefit from reading the stuff this guy >>4758578 posted so that you have an idea of how to set up an encounter. That and to cut down the map size a bit, not everything has to be a magnum opus or something. If this map was themed exactly the same, even with weak encounter design, but only took ~5 minutes on a first run it would actually be better.

>> No.4760971

it wouldn't be the first time he started (relatively) late. a few weeks ago he started in about 2 hours time

>> No.4760981

So they can run through fresh hot lava from an active volcano? Because that's how hot mancubii fire burns.

>> No.4760985

Take cover, chaingun snipe things far away, hug corners and run away when you open a door.

>> No.4760990

Heat damage is typically caused not by high temperature but duration of exposure to high temperature, at least in scenarios that involve sane temperatures that can reasonably occur on earth. Mancubi shoot fireballs made of flaming gas. While the impact of that fireball could fry the skin of a living thing by flash-boiling water in its body, since it dissipates quickly it's unlikely that anything but repeat fire would harm the armor on a tank. Not to mention that lava is typically only 700-1200C, while a typical campfire can reach 1100 if stoked properly. You can quickly swoop your own hand through a campfire, so just imagine how much less effective something at that temperature would be against ceramics designed to resist heat.

>> No.4760998

Also relevant https://www.quora.com/Can-thermate-really-melt-tank-armors
Mancubi would pretty much have to be shooting at temperatures higher than thermite to be effective against modern vehicle armor. It's more likely that arachnotrons, shooting plasma (~30000C give or take composition) would be effective than mancubi.

>> No.4761007

I love it when random conversations generate OC. Good stuff.

>> No.4761008

magic hell technology, I ain't gotta explain shit.

>> No.4761015

Mancubi would be more useful for infantry cleanup and general urban warfare bullshit, i.e. soft targets. Arachnotrons would be the ones shooting the APCs and tanks.

>> No.4761023

Issue isnt actually damaging the tank armor but heating it up. Its pretty clear the reason why Mancube fireballs (or imp fireballs) do as much damage as they cause to the player is because its a flammable substance that sticks. Like napalm, greek fire, or white phosphorous, otherwise a bullet is going to do more, if its just some flaming gaseous stuff.

Its just rather than make you take 3-5 points of damage a bunch of times over a short period to simulate the burning, the damage is consolidated into one lump. Sorta like in Fallout 1 and 2 the Flamer does 45-90 damage, which is evident that its consolidated continuous damage because of the dancing burning man death animation.

Granted the effective "HP" of a Tank or vehicle is going to be pretty high, but this only concerns how many fireballs its going to have to take before the thing is completely immersed in flames and cooking the inhabitants alive.
> cooking the inhabitants alive, because even if the armor can take it, it transfers heat to the interior of the vehicle

Its not an immediate kill but its a scary way to die, if your tank is hit by flamethrowers or has an incendiary bomb dropped on it. Because you cant get out, the door hatch is going to be too hot to even touch and even then there's nowhere to go.

> give a tank the equivalent of about 2000 hp and make it take half damage from fireballs, but those fireballs really stack up if its drawing the heat as a priority target.

>> No.4761024

It's not that, he announced on Twitter there won't be any streams until friday.

>> No.4761027

>Its pretty clear the reason why Mancube fireballs (or imp fireballs) do as much damage as they cause to the player is because its a flammable substance that sticks
Nope, it's from flash-boiling. Nothing in the game would suggest that they are anything but gaseous fireballs.

>> No.4761031

He said in the previous stream yesterday that he has to leave town to meet with his family and will be staying there until Friday and thus won't be able to stream until then, he'll post on twitter from time to time.

>> No.4761059
File: 436 KB, 1920x1080, Screenshot_Doom_20180508_210701.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4761093
File: 70 KB, 500x1000, 1525452571319.png [View same] [iqdb] [saucenao] [google] [report]

Whats the hardest 'oficial' map to pistol start on UV?

>> No.4761104

And yours is fucking burnt.

>> No.4761107

well shit

>> No.4761120

but yours is raw. FOOKIN RAW.

>> No.4761121

As stated; your experience will variate heavily based upon how you approach things and what route you take. Don't automatically assume I haven't read those.

>> No.4761131

So if the intention is to have variable routes with different styles of play, why would you include routes that are unfun?

>> No.4761147

>load in doom 2
>standard map01
>nothing is different
>load in doom 1
>standard e1m1
>nothing is different
>opening in slade gives me an error

How the fuck am I supposed to play this?

>> No.4761149

It's unopenable if the filetype's changed to .zip, too.

>> No.4761150

Because ultimately the map is extremely nonlinear and it is possible to go ways that deplete one of all supplies; I cannot get all of them

>> No.4761154

Then that's a problem with your map design. Don't try to make something huge and ebin :DDD, especially if it's easy for the player to gimp themselves. Open design and non-linearity are only fun if a player can choose their own route and still be able to take things on their own terms.
If you've already read those articles, then reread them. They're not just blowing hot air.

>> No.4761168

I don't have that issue? What are you trying to do?

>> No.4761169 [DELETED] 
File: 443 KB, 480x238, 8c6.gif [View same] [iqdb] [saucenao] [google] [report]

>Open design and non-linearity are only fun if a player can choose their own route and still be able to take things on their own terms.
>Gives me shit for doing exactly that

>> No.4761174

>and still be able to take things on their own terms
you are not doing that
you literally just said it's possible for players to go ways that deplete all their supplies

>> No.4761176


Download and play your map.

>> No.4761183

perfect hatred

>> No.4761195 [DELETED] 

And this is possible in virtually any map. I'm sorry if you found a magic route I hadn't considered.

You first.

>> No.4761198

>You first.
Different anon but I literally can't run or open your .pk3 file in the link

>> No.4761201
File: 660 KB, 1360x768, Screenshot (645).png [View same] [iqdb] [saucenao] [google] [report]

Berserk packs are a helluva drug.

>> No.4761208

>You first.

That's what I'm trying to do, you idiot.

>> No.4761210

>I'm sorry if you found a magic route I hadn't considered.
so then fix it
this is not that hard

>> No.4761212
File: 18 KB, 276x182, fishbois.png [View same] [iqdb] [saucenao] [google] [report]

A or B?

>> No.4761213 [DELETED] 
File: 42 KB, 516x270, SIEGHEIL.png [View same] [iqdb] [saucenao] [google] [report]

"No one will defeat me in arguments if there are no arguments"

>> No.4761215 [DELETED] 

thanks for the update, champ

>> No.4761216

No idea what this is for, but I'm actually having trouble deciding. B looks a bit more silly with the big gaping maw, but also a bit terrifying because of the sharp teeth. The angler-esqe light is also really good and could look great if properly integrated into the brightmaps. (Imagine seeing just it's face illuminated as it sprints towards you in the darkness!) A looks a little more generic. Writing this out, I honestly prefer B. Great spritework, anyways!

>> No.4761218 [DELETED] 

what server is that?

>> No.4761219 [DELETED] 

>discord is gay
wow! what a shocker!

>> No.4761220 [DELETED] 

What discord is this on and why should we care?

>> No.4761221 [DELETED] 

Official ZDoom discord, the birthplace of Doom cuckoldry and snowflakes

>> No.4761223

B looks pretty comical with his wide-open mouth, although the light is a neat touch. Perhaps left guy could have a light? Or right guy could have left guy's mouth?

>> No.4761234


>> No.4761240 [DELETED] 
File: 1.16 MB, 827x907, discord.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4761249
File: 28 KB, 715x492, original-25942-1427414325-9.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4761250
File: 43 KB, 169x156, 1524935599000.png [View same] [iqdb] [saucenao] [google] [report]

thanks term

>> No.4761251
File: 358 KB, 1920x1080, Screenshot_Doom_20180504_165432.png [View same] [iqdb] [saucenao] [google] [report]

it's a girl

>> No.4761252

Oh, so this is Rool 2

>> No.4761253

it's a man, baby

link, now

>> No.4761254
File: 541 KB, 1920x1080, Screenshot_Doom_20180504_165439.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4761256
File: 302 KB, 1920x1080, Screenshot_Doom_20180504_175257.png [View same] [iqdb] [saucenao] [google] [report]

after the love has gone. What used to be right is wrong.

>> No.4761258 [DELETED] 
File: 15 KB, 150x100, smellslikeyourmom.png [View same] [iqdb] [saucenao] [google] [report]

Some more

>> No.4761259

you're making a mistake.

>> No.4761260
File: 22 KB, 450x300, smellslikeyourmom.png [View same] [iqdb] [saucenao] [google] [report]

Some more

>> No.4761261

looks excellent

>> No.4761269
File: 56 KB, 1293x327, scraps.png [View same] [iqdb] [saucenao] [google] [report]

>>4761212 >>4761260 Here
Some old stuff that never went anywhere

>> No.4761270 [DELETED] 

18+ website

>> No.4761272 [DELETED] 

Fuck off, janitor wannabe.

>> No.4761273


Those look amazing.

>> No.4761274

>Baron-Xeno Hybrid
>Went Nowhere
Slap yourself. An entire TC mod could be based around the concept of Daemon-Xenos.

>> No.4761276

no, s'arais, it couldn't

>> No.4761278

Also the weird tentacle dude on the right too is neat.
Reminds me of independence day's aliens

>> No.4761290

Fair enough.

>> No.4761301

>even faster+jump+melee
>summons an acid geyser under your feet
>can resurrect xeno corpses or can create facehuggers from non-xeno corpses..

>> No.4761309
File: 50 KB, 500x276, 3210246_1365891906750.62res_500_276.jpg [View same] [iqdb] [saucenao] [google] [report]

This guy gets it.
>Vilemorph wanders towards corpses
>Suddenly huggers
>Huggers go to Other archviles
>Archviles rapidly take damage after some minuites and die, spawning more vilemorphs; which repeat the cycle.
Pain which mortals were not prepared to comprehend.

>> No.4761313

Make it and send it to Joel's Doom mapping contest.

>> No.4761315

That's already over
plus this would require a long time to make a TC which isn't what the MAPPING contest is about

>> No.4761316
File: 10 KB, 194x259, christ_changes_his_middle_name_to_'fucking'.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4761318

I'm not saying make a TC, just make a Vilemorph a surprise boss.

>> No.4761324

On this subject, has someone ported the N64 version but made it in such a way that I can play it with a gameplay mod?

>> No.4761326

>Maps must be vanilla compatible! Do not use Boom
Doesn't Doom 64 use some features similar to Boom ones at places?

>> No.4761328

That's easy to do, you could even shift the placement of monster teleport destinations depending on difficulty.

>> No.4761329

I guess that's kind of a fair way to set up a teaser of sorts
>plot of this map is that the UAC has been running it's teleporter experiments again, no surprise there, but unwittingly the usual hell-hole rips open a rift to whatever universe the Weyland-Yutani corporation is in. The two corporations have some clashing viewpoints and morals, but nevertheless seem to enter into a skirmish with eachother (not out of hatred, granted) where the UAC marines and USMC fight one another. Also there's demons. It's heavily hinted in the backround that somebody laid the basic threads for the event to occur, specifically for Xeno-Demon hybridization. The perpetrator is a doomsday-cult using the hybrids as a basis to combine with humanity's genetic malleability to create "Ascendants"

>> No.4761368

I want to get into mapping but it's pretty intimidating with the amount of talent and amazing maps in the community. Can any mappers around here give me some advice on getting started?

>> No.4761370
File: 944 KB, 640x480, jelly fight.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4761372

Don't get discouraged, make sure to have fun with what you make.
One thing I've learned that works wonder for map flow is while you're testing your own map, when you die, go back to the editor and put a Doomguy corpse there, and leave some supplies, like a stimpack, some ammo, etc.

>> No.4761373

While there's a lot of guides out there; you need to remember that it's YOUR map; so if you don't ever get your own style down and out, you might lack.

>> No.4761376

but in the same vein, note that "style" is not a good defense for bad mapping practices

be open to criticism and feedback, and note that while you should always mod and map for yourself, ideally other people should also be able to enjoy playing it

>> No.4761383


Tried redownloading this map three times from the link, still nothing each time.
Whatever you did, the link's busted, mate.

>> No.4761391

it has a sourceport but i never tried it

>> No.4761396


Thanks for the advice guys

>> No.4761401


>> No.4761408

actually this works.
why didn't we think of this?

>> No.4761436



>> No.4761443

>That's already over
No it ain't, the fuck you talking about?

>> No.4761447

Yes it is.

>> No.4761471

You're pretty close, but it's more complex than that.

Concept of a lich is descended from evil undead wizard Koschei from Slavic mythology.
As you probably know, liches have phylacteries - special objects that house their souls, and until it is broken, they can't die. The thing is, this idea is based on original Koschei legend, who attained immortality by hiding his soul, within, wait for it... an egg.

So the mythical prototype for lich phylactery was an egg. So that's probably the reason why Iron Liches drop eggs.

>> No.4761472

I'll take this official

>> No.4761481
File: 193 KB, 1126x1560, clipazine.jpg [View same] [iqdb] [saucenao] [google] [report]

This is one of the better standard shotguns I've made, I'm really pleased with this.

>> No.4761490

i've seen people point out how the praetor suit and new cyberdemon sort of resemble each other because of the red/blue dots on their chests, but does anyone noticed how doomguy's exposed abs in his armor may parallel with classic cyberdemon's exposed tummy guts?

>> No.4761491

Oh, huh. Literally just changed after I looked.
So where the fuck is the final stream?

>> No.4761492

Looks cool
Kinda hoped it would actually freeze foes, though

>> No.4761493

The ice beam freezes enemies when you kill them though, everything else will be more ballistic/energy based and heat the gun up.

>> No.4761501


Both are excellent.
I like B more as it seems more unique, the angler fish head would be great varying on how you ingrate it, it's a great "dark area monster" that isn't just another spectre.
I could actually see a use for both in a WAD, the angler variant coming more common as you go deeper into a level, providing variety but keeping the same monster niche.

I can see why you let go of the fly variant on the left. I'd try using a lightish off-green colour for the white parts.

>> No.4761515

Apparently Smooth Doom breaks some maps
Any idea on what could cause this?

>> No.4761523

That's a pretty simple script, too.

>> No.4761528

I replied the dude there, actually i find it weird that Gifty never fixed such simple thing.

>> No.4761547
File: 49 KB, 646x623, FB_IMG_1519064635504.jpg [View same] [iqdb] [saucenao] [google] [report]

Is there a way to make the blood on katchup mod more colorful and less realistic and dark? it would fit well with the mods I'm playing

>> No.4761561

Just watched the video
Turns out they do actually get frozer
Thought it was the previous one oops

>> No.4761570

Final stream? I think he has like 100 .wads left, this is gonna take a while.

>> No.4761571


>> No.4761574

That switching sound to the shotgun is loud and harsh on the ears!

>> No.4761576

i'm bothered by the ice statues absorbing all pellets instead of going through like they do with normal enemies

>> No.4761579

now you gotta make the player rarely use the deus ex death scream instead of the regular one

>> No.4761594

Thank you. So to fix this I should replace A_SpawnItemEx("SmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS) with A_SpawnItemEx("SmoothDemon", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS, 0, tid), right?
Seems to work now with this fix. He really should update it.

>> No.4761598

I can tone that down pretty easy.

I was noticing that too. Shouldn't the other pellets go through a monster that dies?

Don't tempt me.

>> No.4761607

Well now I learned something interesting about liches today. Didn't think I'd get a serious answer to my question.

>> No.4761643

Worth noting that the egg is an ancient symbol of life

>> No.4761664

Map to have fun, fuck critics and only take their advice when you're seeking it I say.

>> No.4761682

If you really want a fish like monster, B is perfect.
As the other annon suggested, you might use it as a little light source on a dark area to make him more threathening.

>> No.4761696

B and I love it. Are you modeling or drawing from scratch?

>> No.4761706

What if hitting enemies with the ice beam would like, not freeze them, but slow them down?

>> No.4761715

That goes into weirdo fuckery territory and also might make the weapon a little too good, it's a pistol tier weapon and the fact it has regenerating ammo and killing monsters with it leaves no corpses makes it somewhat okay.

>> No.4761721

A (with the angler light tentacle thing) when far away and B when it gets closer

>> No.4761828
File: 19 KB, 1315x1045, Incident666.txt.png [View same] [iqdb] [saucenao] [google] [report]

it's a rar. the file extension is misleading.

>> No.4761835
File: 1.02 MB, 1280x720, 1502101080282.png [View same] [iqdb] [saucenao] [google] [report]

I've been making a Boom map cause all my ZDoom mods got too complicated. This room came out nicely.

>> No.4761870

I do retract my statement on "the best" though. My maps were only ever really concepts for those who had actual skill and talent; unlike talent-less, useless hacks such as myself.

>> No.4761914

.pk3s aren't supposed to be .rar files, please don't do that!

>> No.4761945

Funny thing I noticed:
Beautiful Doom has kick as an altfire for a fist.
And a kicked enemy actually flies back a bit.
And if an enemy gets kicked into another enemy, that enemy also gets hurt
And so this can actually make monsters infight!
Actually kinda fun to mess with pinkie hoards this way, just run in, kick a couple of times, and watch the chaos

>> No.4761974

So I've been streaming 300 Minutes of /vr/ again but when is the next mapping competition? I'm not super amazing at it but I'd love the chance to try my hand at it.

>> No.4761991

And this seem to only be possible with berserk

>> No.4761992

Huh... im actually TRYING to do this, so how exactly is it working this way?

>> No.4762049
File: 970 KB, 512x321, Monster+s+pov+from+doom_a11423_4968876.gif [View same] [iqdb] [saucenao] [google] [report]

I was actually thinking about starting another one at the end of this month once I'm done with all my finals. Still kinda unsure about the theme though. Throw some ideas my way and once I get enough I'll put them into a stawpoll and we can vote for what the theme/challenge will be.

>> No.4762062

Is there any way to add menu items without touching ACS coding at all?
id be okay with zscript even though I dont know anything about it

>> No.4762072

yes although the menus are probably the worst documented part of zscript

>> No.4762095

For some reason Zandronum doesn't take any controls. They are assigned and all but it just doesnt take them, Only the mouse for some reason.

>> No.4762102
File: 126 KB, 402x406, 1407655831035.png [View same] [iqdb] [saucenao] [google] [report]

I would dig a caverns+ancient temples theme. Something to make more use of outdoor and marble/wood textures.

>> No.4762127

The last time we tried people freaked out and refused to join because one person participated
like dude how is that even real just submit your map rofl.

>> No.4762143

Can anyone help me?

>> No.4762150

The Last Temptation of Doomguy.

>> No.4762165

Make sure there's a nice texture pack included whatever you choose in the end.

I think "magic" is a nice theme, to be freely interpreted. Like wizards towers, magitech machinery, runic temples and whatnot.

>> No.4762173

Im not huge on the texture pack thing but I really dig the second bit of your post.

>> No.4762178

Desktop discord is messing with its input for some reason. If you use Discord, close it and try running Zandronum again. Web Discord doesn't seem to have that problem.

>> No.4762183


I like the idea of adding some kind of time constraint regardless of the theme. But thats cuz I'm not a super l33t mapper and want a chance at getting in the wad.

>> No.4762194

Man, MadFox is a legit great mapper. HIs "abandon" ep so far is _everything_ I HOPED "Dark Realm of Blue Magic" to be and then in spades. His mapping is some fucking STYLE. It would fit just great after Petersen's episode, as an ep5 (well, if the ep wasn't pretty much as long as the entire Quake itself, if not longer). I am having a fucking BLAST.

Strangely, copious Z-fighting (at least, when playing from WinQuake) only enhances its weird ephemeral feel. As does v_idlescale 10.

>> No.4762201

>and then some, in spades

>> No.4762212

I really believe fresh textures can make a map feel a lot more exciting. There doesn't have to be a ton of them.

>> No.4762226

I'm not super picky about what gets into the compilations. As long as your map is playable and conforms to the rules, you should be good.

>> No.4762236

You know exactly why everyone didn't want you to participate, and refused to be in a mapset with you.

>> No.4762240

What happened?

>> No.4762274

Don't acknowledge.

>> No.4762276

Unless this is the same dude who got mad about the map in 300 Minutes titled IN YOUR ASS

>> No.4762291


>> No.4762297

BIG (guts) IF


>> No.4762337


I'd like to have a most relaxed time constraint and another texture wad like cc4-tex or something like that


what was the problem with that map name?, beyond that it was built with letters

>> No.4762348

Absolutely nothing I love the map but I figured the dude that >>4762236 was talking about was the dude who got turbo bent out of shape about it and seemed like a general dickhole. I am probably just underestimating the population size of these generals

>> No.4762356
File: 4 KB, 64x136, SCTEMPL3.png [View same] [iqdb] [saucenao] [google] [report]

Hey, what about the ShadowCaster texture pack? It's got a lot of magical shit and seems to mesh fairly well with Doom textures.

>> No.4762360


I'm open to anything while our balls don't touch

>> No.4762364

why in the fuck would you do that

>> No.4762369


I opened it with 7-Zip no problems

>> No.4762380

some wad where jesus is blowing up hell?

>> No.4762383

I'd planned on missionary anyway.

>> No.4762403


>> No.4762428

A summer map compilation would be neat.

What's something we haven't done?
1024 format mini maps? Maybe we can put a twist on it and make it 2048, meaning maps don't have to be AS cramped, but the author is still challenged to make a level with only 2048x2048 units of player space.
Just an idea, though.

At any rate, I strongly recommend Boom format for maps, as it's versatile without being too advanced, while still being mostly vanilla in gameplay.

>> No.4762434
File: 141 KB, 640x480, crudreams.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe the Gothic texture pack? We can make levels that look a bit like GothicDM, but with monsters and without things to get stuck on.

I will strongly suggest that we use custom sky textures, and use replacement music, even if just using existing iwad tracks.

>> No.4762439

Something limited to size or linedefs or some such would be fun. There was a good idea some threads ago... Forget what it was. Remember it was pretty unique.

>> No.4762457

Dante's Inferno theme maybe? Have people pre-sign up for maps/circles of Hell

>> No.4762458

I'd be fine with as many linedefs and sectors as people want, just that the idea with 1024 is that the player has only 1024x4 area to move in, the rest of the level can be as big as you want.

If we raise it to 2048, you still have a map that's quick to make, but it's not as big of a challenge to fit in a small space, and the maps can be more vast and elaborate.

>> No.4762462


1024 and gzdoom to make use of 3d floors

>> No.4762472

Does anyone know what's the song used on MAP23 of ALT?

>> No.4762478

Was it the proposed 720 Minutes of /vr/?

>> No.4762480

720 linedefs of /vr/ would be more fun tbqh

>> No.4762482
File: 8 KB, 389x371, 1496747385459.png [View same] [iqdb] [saucenao] [google] [report]

How come nobody plays Real Guns Advanced anymore?

>> No.4762509

>what did that switch do
That's what I ask myself during nearly every level on DOOM64. Fuck this game.

>> No.4762519

Same reason nobody plays anything else anymore, dummy
>muh Complex+LCA+a trillion other addons that make the game worse
>muh mm8bdm

>> No.4762527
File: 12 KB, 123x60, dALzsDM.png [View same] [iqdb] [saucenao] [google] [report]

What do you think of Accessories to Murder?
Is it worth playing?

>> No.4762532

>>4762178 (me)
Looked at it again. Seems like Discord's Overlay is what's messing with Zandronum. So it needs to be disabled for it.

>> No.4762538
File: 183 KB, 1125x785, 1460990005554.jpg [View same] [iqdb] [saucenao] [google] [report]

>Playing with PSX Consolation Prize
>Decide to put Demonsteele MIDI pack
>MIDI version of Poison - I won't forget you. starts playing
>Feels like Doomguy is thinking about Daisy.

>> No.4762546

Welp, at least there's still Master of Puppets and the occasional DoomCenter and All Out War servers (as unbalanced as the latter is, I would still rather play it than complexshit or MM8BDM).

I've been playing Zandronum on a near-regular basis for nearly a decade (started in 2009 with Skulltag) and I only started feeling burned out on it last year. If it weren't for it, I most likely wouldn't be as into Doom as I am.

>> No.4762556

Why do people keep saying this? Everytime I go into Doomseeker there's always tons of servers with different mods on.

>> No.4762557

Toddlers beat that game 20 years ago, what's wrong with you?

>> No.4762563

The most populated server right now is neither of those, good job.

>> No.4762581
File: 150 KB, 532x838, The current state of Zandronum.png [View same] [iqdb] [saucenao] [google] [report]

Are you sure about that?

>> No.4762582
File: 241 KB, 1280x720, maxresdefault (1).jpg [View same] [iqdb] [saucenao] [google] [report]

Rewatching those The New Colossus commercials I was thinking....What parent would buy to their children an action figure of the man who most likely killed one of their loved ones?
This is so weird and yet it's so funny to me.

>> No.4762592

It lasted 7 years, that's a lot for just a weapon mod.

>> No.4762593


Just checked, as of this time of writing the top 10 servers are:
>GvH Multiverse
>Master of Puppets
>8BDM Fishing (sounds interesting, not gonna lie)
>Brutal Doom
>Complex Doom
>Death & Decay
>All Out War

This is a crazy amount of variety.
Yeah, 8BDM is still the top, but so what? If you only look at the top server and nothing else, no wonder you think Zandronum's dying.

>> No.4762598

It'd be interesting to see GZDoom maps, but it'd be harder to make.

>> No.4762602

you wouldn't have to use gzdoom features though

>> No.4762603


It's not hard to make them, I can make a video showing how

>> No.4762609

That would be nice. A lot of the zdoom mapping tutorials are trash.

>> No.4762612

It did indeed, but don't forget the lighting!

(Unless you're max brighting for screenshot purposes)

>> No.4762616

It was a different constraint. Not a time constraint.

Though I imagine you'd need a window for submissions. A month or something.

>> No.4762632
File: 18 KB, 384x384, frustration.png [View same] [iqdb] [saucenao] [google] [report]

>caverns and ancient temples
>wziard towers, runic temples and whatnot

just kill me now, i'll never finish this shit

>> No.4762637
File: 199 KB, 898x720, terror billy.png [View same] [iqdb] [saucenao] [google] [report]

Might be the only one here.But I would like to see Blitzmench from those New Colossus commercials in Bratwurst?
I think he would fit as a boss like Harbinger of Doom,Devil Incarnate and Angel of Death.Just like them he has his own theme song.

>> No.4762645

Don't respond

>> No.4762650

Calling it right now, I will abuse this and make a map that is 32768 units tall.

>> No.4762656

It's pretty cool, kind of like a reskinned Brutal except without all its baggage and with good aesthetics.

Some of the enemy replacements aren't quite as good as in previous versions.
The plasma tank was really hard, and that made it fun and exciting, this was replaced with a cool looking, but stupidly easy dude with a plasma rifle.
The arch-vile was replaced with the Vore from Quake, and while it's cool, it just cannot compare to how dangerous the arch-vile is. A better idea would be to make it so the revenant is still the revenant, but there's like a 1 in 10 chance that the Vore spawns instead.
It's not a toothless enemy, but it's not even remotely suitable for the vile slot, the homing projectile isn't even half as deadly and smart as in Quake.

>> No.4762676
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

If it's any solace, your textures are what came to mind when I suggested cavern/marble. Keep up the good work.

>> No.4762687

any orange juice wads?

>> No.4762724
File: 16 KB, 106x148, 1514719913267.gif [View same] [iqdb] [saucenao] [google] [report]

>learn how to map
>get ideas
>lose interest
>rinse repeat 10 times over the course of as many years
>finally get that big burst, don't know what caused it maybe it's magic
>making all kinds progress
>current affairs happening
>die in ww3

End my life.

>> No.4762729

lol politics

>> No.4762734

that's just how it is on this bitch of an earth
I shoot virtual demons to forget about the real ones

>> No.4762738

Nothing's gonna happen. Nothing ever happens.

>> No.4762740 [DELETED] 

Hillary Clinton and the (((globalists))) are going to lead us to WWIII

>> No.4762741
File: 65 KB, 336x450, skeleton_at_desk.jpg [View same] [iqdb] [saucenao] [google] [report]

Hello /vr/
A few years ago I mentioned a texture idea for an underground temple kind of deal with the face of Korax on it, the bad dude from Hexen but things had a kind of "fire" theme to it....so orange/reddy I guess.

Amazingly, somebody fired at me some textures as an idea and I was amazed somebody would mock that kind of thing up on the fly. Anyway I'm designing that level (but give it a year or so before release) and was wondering if that kind of guy is still here if he could make a reply to this and suggest some textures. It doesn't require a full set, imagine creating a structure the size of a large garage. Not a sprawling complex.

We can share stuff here or on forums somewhere if you like and you can credit either yourself, /vr/ or even both, but if I don't know who you are I'll just say "/vr/".

>> No.4762746

gotta admit it's a pretty good excuse to bail on doom stuff
>hey man y u quit this time
>got nuked irl

>> No.4762795

Neat idea but 32/9=3.5

>> No.4762797
File: 9 KB, 200x214, blank.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you guys think the female lead for the Doom movie is gonna be Olivia Pearce or actually the Doom Slayer?
It wouldn't make any damn sense to have DoomGUY female.

>> No.4762801

I would prefer Olivia just so we could maybe get some background on her character and her...experiments.

>> No.4762804

Personally, I think Olivia is fine, and I want some Olivia nudes. But that's just me.

>> No.4762806

I would be okay with that. NuDoom porn parody when

>> No.4762814

It's gonna suck no matter what happens but if they make it the doomslayer expect articles about "us shitting on a fandom is just gamer entitlement herp derp".

I hope Brazzers eats it alive.

>> No.4762816
File: 118 KB, 912x912, john-carpenter-music-ghost-of-mars.jpg [View same] [iqdb] [saucenao] [google] [report]

I just want a Doom movie in the same vein as pic related
Hell, it's practically a doom movie already
>takes place on mars
>fighting possessed humans
>catastrophe resulting from some corporation fucking shit up

Just listen to this soundtrack, it's like the best Doom movie we never had

>> No.4762820
File: 111 KB, 898x600, CroTwqbW8AAD_5H.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom But It's Completely Fucking Unplayable
well i can't say it's false advertising
i couldn't even make it out of e2m1

holy shit i'd say whoever came up with the aim lag can kiss my ass, but they clearly would not be able to reach it what with being satan's fucking right hand man
that is a special brand of evil

>> No.4762821

this is one of the dumbest movies I've ever seen.

>> No.4762825

That's why it's great
Pure action cheese, just like a proper Doom movie should be

>> No.4762832

I remember being in highschool and seeing this on TV in a late night trash-tier timeslot. It was just the right amount and right kind of awful shit, I actually enjoyed it.

>> No.4762863

>Doom But It's Completely Fucking Unplayable
Expected my vision to just keep spinning but it's way fucking worse

>> No.4762882
File: 389 KB, 1600x1156, Art-Painting-Mythology-Hell-probably-Italian1.jpg [View same] [iqdb] [saucenao] [google] [report]

Can I get some reccs for wads that feel like exploring an alien or unusual environment, stuff like Hellcore 2.0, Demons of Problematique, City of the Damned: Apocalypse or Dead.Air.

Bonus points for creepy and unusual.
Double points for decent gameplay on top of that.

>> No.4762884
File: 356 KB, 724x960, Godmachine-Doom-Icon-of-Sin-print.png [View same] [iqdb] [saucenao] [google] [report]

Hideous Destructor I take it?

>> No.4762896

"Doom But It's Completely Fucking Unplayable".

>> No.4762898

That's not what happened at all, dramafaggot. It was a Halloween project started on short notice and there weren't nearly enough submissions by the time Halloween came around.

>> No.4762904

>nonstop mapping progress for a few days
>then have no inspiration for weeks and just detail my rooms a little every day
every time

>> No.4762907

Why is everyone assuming the movie will star Doomguy himself? I really doubt it will.

>> No.4762909

Beyond Reality (not creepy at all, pretty silly)

>> No.4762917
File: 196 KB, 730x768, The_Doughboy.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks, i'll check them out!

>> No.4762936


>> No.4762953

yes, see

>> No.4762954

What actor looks the most like doomguy?

>> No.4762956

It was also a space castle.
Several people bothered the manager and one of the mappers for mapping past the deadline despite the manager saying it was okay to do so

>> No.4762959

Doom, but how the demons hear it.

>> No.4762981

Yeah, I agree with you anons.

>> No.4762986
File: 205 KB, 505x581, AAAnormal.png [View same] [iqdb] [saucenao] [google] [report]

Just played some levels of Doom The Way Id Did with Complex Doom and DoomMidiMetal.pk3 for the soundtrack... gotta say, Meshuggah with techbase levels and a rifle that shoots demon souls made my day.

>> No.4763034

>tfw need to do 10 takes of a section of video because every fucking time you sit down someone calls you, is at your front door, or you enter a goddamned coughing fit
Tutorial video 5 being edited in vegas, covers the basic singleton pattern using Thinkers, and also shows a practical application of the code in a real mod.

>> No.4763219

I didn't say it was hard. Just really shit design. On many maps there can a handful of visible locked areas at any given time. Running around the map to figure out which one opened because you hit a totally isolated button is not fun. Especially when you've already cleared out all enemies in the path.

>> No.4763228

is the thief infographic down for anyone else? if so, could someone post it?

>> No.4763231
File: 148 KB, 1036x610, 99e4f2496c.png [View same] [iqdb] [saucenao] [google] [report]

Now I'm going to bed. Maybe someone will learn how to use Thinkers from this.

>> No.4763430
File: 2.78 MB, 700x390, luger_practice.webm [View same] [iqdb] [saucenao] [google] [report]

my pistol replacement is... coming along.
the idea is that it'll (eventually) only pull ammo from your inventory when you reload, and when you fire it'll pull ammo from the magazine.

right now it does none of that, and barely functions. but it does function... ish

>> No.4763438

Shoutout to an Anon from here for catching me finishing up 300 Mins of /vr/ tonight on stream.

>> No.4763494

>exposed tummy guts
I thought that was inner circuitry.

>> No.4763504

If thats too much effort you could just make the reloading animation a cosmetic thing you can do for style points.

>> No.4763526
File: 10 KB, 347x444, salami.png [View same] [iqdb] [saucenao] [google] [report]

Hey friend, thanks for saying this. :)

>> No.4763543

If they decide to return to Doom's roots with Doom 5, how should it be done?

>> No.4763563

>It was a Halloween project started on short notice and there weren't nearly enough submissions by the time Halloween came around.
Would be cool to retake it for next Halloween, I already have some ideas for improving on my map.

>> No.4763565

Any suggestions for a good class mod that would work with colorful hell for co-op?

>> No.4763601
File: 408 KB, 400x581, 1519903356759.png [View same] [iqdb] [saucenao] [google] [report]

draw moar anon

>> No.4763609
File: 1.02 MB, 1280x720, I didn't sign up for this shit.png [View same] [iqdb] [saucenao] [google] [report]

>that one map on Icarus that starts off with you walking through a teleporter and into a trap with a hundred barrels around

>> No.4763613
File: 29 KB, 122x128, OMEGALUL.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4763627
File: 439 KB, 1920x1080, Screenshot_Doom_20180509_230956.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4763630

nice lips, bby

>> No.4763643

bring more of the cool shit from classic hell

>> No.4763662

i wonder if the axe in doom rpg was inspired by the axed door story at id

>> No.4763716

>tfw you have such little time for vidya, let alone drawfaging

These are sad times.

>> No.4763730
File: 105 KB, 697x1035, 1525289702794.jpg [View same] [iqdb] [saucenao] [google] [report]

I hope it's because you have something positive and important taking up your time.

>> No.4763739

>Bigger fighting areas
>Less straightforward level design
>Chaotic battles with high enemy count
>Copy Doom 3's Hell design
>Full Co-op
All it had to be is a better Serious Sam 3

>> No.4763743
File: 775 KB, 986x1378, PEG - serious sam.jpg [View same] [iqdb] [saucenao] [google] [report]

Serious Sam's encounters are utterly predictable and the levels are really simple and straightforward, though. SS is overrated garbage and nuDoom is significantly better game despite not being quite there with the originals.

>> No.4763747

TSE is a great game

>> No.4763758
File: 119 KB, 800x600, 1410872200969.jpg [View same] [iqdb] [saucenao] [google] [report]

For sure, but it's hard not to miss the old /v/ days y'know?

>> No.4763763
File: 111 KB, 900x692, 1523234322413.gif [View same] [iqdb] [saucenao] [google] [report]

Good to hear. Throw us a low effort doodle when you've the time for it dude

>> No.4763772
File: 27 KB, 118x142, p9snKwO.gif [View same] [iqdb] [saucenao] [google] [report]

What's your favourite enemy sprites in Doom mods, /vr/?
Mine might be Kriegsland enemies and Spider Mastermind in MetaDoom.

>> No.4763773
File: 26 KB, 312x750, 1399776896589.png [View same] [iqdb] [saucenao] [google] [report]

Will do!

>> No.4763782
File: 899 KB, 1309x1386, Cacoaline3.jpg [View same] [iqdb] [saucenao] [google] [report]

Currently playing Accessories to Murder. It's really fun, love the sprites.
Not really a fan of monsters sounds.

>> No.4763783
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]

It's good to see you're still here man. I hope things have been well for you at least.

>> No.4763796

The Cybruiser and lion warrior from Realm667

>> No.4763804


Good to have you here, dude.

>> No.4763805

do the spider enemies in colorful hell have it where they can climb ceilings?

>> No.4763816

Someone actually making a lovecraftian doom mod?

>> No.4763825

when will that revenant set be finished?

>> No.4763883
File: 513 KB, 1920x1080, 1516524435696.jpg [View same] [iqdb] [saucenao] [google] [report]


I still have my map

>> No.4763931

I hope the halloween mapset ends up going well, because i don't recall seeing someone else doing another halloween themed mapset

>> No.4763937
File: 657 KB, 1920x1080, 1509906490629.jpg [View same] [iqdb] [saucenao] [google] [report]


I remember not even reaching the number of maps to fill an episode..

>> No.4763947
File: 265 KB, 1920x784, GOM_535.jpg [View same] [iqdb] [saucenao] [google] [report]

It's silly, but it's great fun. It also ticks a lot of boxes for what fits Doom:
>Mars (shot at a gypsum quarry they dyed red with thousands of gallons of food dye)
>red camo to match
>lots of pistols, shotguns and machineguns (and all kinds of improvised demon weapons)
>badass people like Jason Statham and Ice Cube (how can you diss a guy who goes by the name of 'Desolation' Williams?)
>metal soundtrack by Anthrax
>big bad is a huge dude in makeup and armor, wielding a sword, looking like he came off a heavy metal album cover
>monsters are some kind of supernatural spirits possessing people which are accidentaly released in an archeological dig (so ostensibly demonic spirits)
>obscenely violent and gory
>brutalistic concrete architecture
It feels far more like Doom than the actual licensed Doom movie.

>> No.4763954

Someone needs to make a wad where the Ghosts of Mars soundtrack replaces the Doom soundtrack.

>> No.4763959

What about a Ghost of Mars mod

>> No.4763961

Fuck yeah, I got fake sub-tick movement fully working. This will be amazing with a minigun.

>> No.4763965

You know what, I'm on board with that.

>> No.4763967

Yeah, it got shit on by most critics, but I think they were looking at it with the wrong mindset.
Roger Ebert gave it 3 stars, FWIW (though he also admitted to unironically enjoying some objectively awful films).

If you watch it with the mindset that it is silly and violent schlock with humble pretenses, I think it's a pretty good film. Not Carpenter's strongest, however.

>> No.4763991


AMC TC episode 3 trailer

>> No.4764000

Doomcenter? Where? When? I love that stuff but never manage to see it.
Did it ever get updated?

>> No.4764027
File: 1.19 MB, 1555x786, liftmap.png [View same] [iqdb] [saucenao] [google] [report]

a question to all the quakemappers here, what would you suggest as the most effective workflow? I find if i block out a large area its a bitch to go back and detail & texture everything later. What ive been doing lately is making, texturing & detailing small modular areas (pic related) then opening up several trenchbroom instances & copy/pasting between them to build a level. Is there any advice you can give me on a better way of doing this?

>> No.4764045

who the fuck even came up with that "doomgal" design

it's hot garbage

>> No.4764046

That's why I put it on hold until this September. I'm sure we'll get enough maps by this Halloween.

>> No.4764051
File: 337 KB, 1600x675, bilbore.jpg [View same] [iqdb] [saucenao] [google] [report]

One thing I've been doing is placing a info_playerstart on a blank brush, and building my map around it. Once I get a general layout for at least a couple of areas/rooms, I'll go back and flesh them out. My biggest challenge is actually getting inspiration and ideas to create something unique that doesn't degenerate into "lock player in room with enemies, unlock when all enemies are dead" trope. I don't start worrying about cosmetic details until after the general layout is established.

>> No.4764054

What happened to Null?

>> No.4764058

It's an extremely old player skin that has lingered in the community for far too long.

I never liked how it looked, it was bad in 2001, and it's bad now, the animation frames are hideous and inconsistent, and it's just so weak conceptually.
I'm not even opposed to the idea of doing a sexy doomgirl, but c'mon:
>muh big titties and hips, unnnf
>gotta have an open helmet, bright red lipstick :D
Considering the absolute amateur nature of the sprites (you can see the gun bend in some frames), it was probably the best of the author's ability, but sometimes, your best is just not good enough.

>> No.4764065

are there any good sprites based on q3 crash?

>> No.4764081

Damn, those are some pretty huge environments. Combined with the egypt theme, reminds me a lot of Serious Sam.

>> No.4764118
File: 243 KB, 471x700, doom_femart_by_grobi_grafik-d9s506i.jpg [View same] [iqdb] [saucenao] [google] [report]

This is a better doomgirl than that sprite: >>4758578

Pic related is also better.

>> No.4764127

Steps for a good doomgal design:
1) start with the default design
2) put lipstick on the outside of the helmet
3) you're done

>> No.4764129
File: 596 KB, 1920x1080, 1502537676399.jpg [View same] [iqdb] [saucenao] [google] [report]

I'm really sleepy this morning...

>> No.4764131

I'm not really sure about this

>> No.4764193

I love how commonly recreated this image (the original) is. Games and fandoms that have no tangeble relation to doom, or even first person shooters, use it all the time.

>> No.4764196

you mean to tell me an iconic videogame has fanart?

>> No.4764205

>she brings you back to her place and you see this as her bed

wyd bois?

>> No.4764216

ngl, I wouldn't mind a cover with this print to it, like one you cover a large bed with

>> No.4764242

I would always use the Industrial Zone.

>> No.4764272

oh fuuuuuuug

>> No.4764278

How can I find some of those ameteurish wads that overuse realm667 monsters and weapons? I've been watching the vinesauce mapping contest videos over the last couple of weeks and there's been some crappy levels with the nuclear missile launchers and sprite edited monsters and all that stuff, and for some reason I really want to play some meme shit like that now.

>> No.4764283
File: 26 KB, 192x230, 1517370194230.jpg [View same] [iqdb] [saucenao] [google] [report]

>Super Doom Sunshine

>> No.4764291

Is the map standalone or part of a set? An occasional burst of intensity in a mapset wouldn't hurt. Especially after a large level, or one with a lot of puzzles.

>> No.4764342

>how to know she is a sucubbus
I don't even mind at this point

>> No.4764372

You're still allowed to work on it and make maps for it, though. Nothing's stopping you. S'Arais submitted at least -three- maps, two of which are in a separate wad as they were mostly worked on near and past the deadline and are intended as two halves of the same map

>> No.4764380

We should start in advance and make next halloween pack a big thing.

>> No.4764387

Hellebarde is a GZDoom Megawad that almost every map ends with a new enemytype

>> No.4764398

>overuse realm667 monsters and weapons?
I honestly was never bothered by this; so long as the mapper intelligently designs the map for their introduction.

>> No.4764406
File: 139 KB, 703x541, might just purge and start over.png [View same] [iqdb] [saucenao] [google] [report]

I find most maps that follow the typical r667 and other guides (especially from the vets) to have utterly hideous layout and design; and the minimap looks like garbage. I'm not satisfied with this map's current layout even though it's not remotely done yet (all those areas will be connected). What say you, scrap this and start over? It's mostly outdoors as it's a flesh-forest map; so there's minimal buildings- having rigid structures and layout wouldn't make sense here. What do you think, scrap and start over? The early props and monsters are added.

>> No.4764412

idle doom 2: hayden's fatigue when

>> No.4764415

Ultimate Torment and Torture :^)

>> No.4764427

I said I like it, dildo.

>> No.4764430

Did anybody fix those fleshy/hell weapons used in the earliest incarnation of Demon Eclipse, namely the Bloodbane and Gorewyrm?

>> No.4764440
File: 176 KB, 1200x749, brock.jpg [View same] [iqdb] [saucenao] [google] [report]

This is kinda off topic but currently I'm playing Smackdown Here Comes the Pain and I've already created Doomguy,now I would like to make a Doom monster too.
Which one should I make?

>> No.4764443

dark forces XL. its great

>> No.4764446

that's not what he was talking about though

>> No.4764468 [DELETED] 
File: 136 KB, 1200x1200, bad memes.png [View same] [iqdb] [saucenao] [google] [report]

dead hours shitposting
lets have a /vr/ meme

>> No.4764471
File: 270 KB, 500x500, 1510143575350.gif [View same] [iqdb] [saucenao] [google] [report]

GZDoom builder has stopped showing 3d sectors in visual mode, what's going on?

Is there a button I press?

>> No.4764480

you've probably hit the button out of advanced visual mode
just keep a sky floor/ceiling handy if needed

>> No.4764484


It switches between Software/OGL rendering.

>> No.4764487

start over, but think what are the main "encounters" you want the player to have

- a fight under a big flesh tree
- wading through a blood river
- fighting along a cliff

Shit like that.

>> No.4764491

Scratching my head for 20 minutes, thanks pal.

>> No.4764494

I've actually played that before, but it's just one guy at the end of each map and everything else is normal dooming.

I want the true "shooting nuclear missiles in map geometry that isn't designed to handle that weapon at three different chaingunner recolors and five different kinds of barons" -experience.

>> No.4764528

get sacrificed for the glory of senpai, of course

>> No.4764537

all three of those already intended and on that there map good sir
supplimentary: https://manga-here.io/hellstar-remina

>> No.4764543

chapter 5's last bits have a good lot of detail to work with, it seems like it would translate well to a "flesh forest within hell" doom map of sorts, but it's hard to do so.

>> No.4764556
File: 553 KB, 1920x1017, Screenshot_Doom_20180510_195429.png [View same] [iqdb] [saucenao] [google] [report]

white mancubi coming along very well

>> No.4764564

>Using map 32 to test monsters
I see you're a man of culture as well.

>> No.4764596
File: 1.54 MB, 1366x768, impossible.png [View same] [iqdb] [saucenao] [google] [report]

Would you be interested in a Duke mod that lets you kick while shooting?
Also, Perfect Hatred pistol start is fucking impossible with this.

>> No.4764604
File: 357 KB, 703x541, 1525976220835.png [View same] [iqdb] [saucenao] [google] [report]

troll face with big quiff and ears

>> No.4764619

I don't even want to think about this while playing Champions.

>> No.4764634

>Would you be interested in a Duke mod that lets you kick while shooting?
i mean, that's not exactly a huge feat nowadays

half a decade ago, yeah, i'd be amazed, but now i would expect that to be a feature in dook mods by default

>> No.4764641
File: 338 KB, 538x572, lauff.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4764642

Something i wondered is if CH could have something to determine for how much often would you want the bosses to show up and if you could make some progression based randomization, for either later or earlier levels

>> No.4764660

where does the red mancubus comes from?

>> No.4764674

Right. I'll get some more visual ideas down and consider doing it over again once I have some better ideas. I'll let the thread have the scrapped version if/when I restart the map.

Also worth noting is the map immediately preceding this one: https://www.youtube.com/watch?v=f-lpSBksudw

>> No.4764678
File: 575 KB, 1280x960, Screenshot_Doom_20180510_163218.png [View same] [iqdb] [saucenao] [google] [report]

hurf im retarded lets not post an image

>> No.4764716

i kinda like how kegan's mods take advantage of functions like reloading or zoom and make use them to be functions of his mods, rather than having you to custom bind some keys

>> No.4764742
File: 1.68 MB, 800x600, 2018-05-10 22-57-46.webm [View same] [iqdb] [saucenao] [google] [report]

we CPMA now

>> No.4764757
File: 191 KB, 1703x1731, 1508910567991.jpg [View same] [iqdb] [saucenao] [google] [report]

Oh boy

>> No.4764761
File: 13 KB, 320x217, latest.jpg [View same] [iqdb] [saucenao] [google] [report]

>Doom 3's Trites actually got 6 legs

>> No.4764765

what is a sanic exactly? one map unit per tic?

>> No.4764769

its a tribes refrence

>> No.4764770

vel.length(), so yeah map units in 3 dimensions.

>> No.4764775
File: 45 KB, 480x480, 1498414159737.jpg [View same] [iqdb] [saucenao] [google] [report]

>doom mod with a variation of quake 3 physics



tell me youre releasing this soon, and that this is a mod that's compatible with other weapon mods

>> No.4764782


For Zandronum, Reload and Zoom are relatively new functions so not a lot of older mods support it just yet.

>> No.4764793

I have bad news.

>and that this is a mod that's compatible with other weapon mods
I have worse news.

But I can post my player replacement once I'm happy with it though, since all the physics stuff are in there overriding the normal player movement functions. So you can copy-paste it and use for whatever.

>> No.4764814

Not that Anon, but this is based off MSX, right? If so I appreciate you expanding upon it. It was one of my favorite mods back when it was released.

>> No.4764818

Began as "based on" but is "inspired by" now. And yeah I adore it too. Just a perfect mix of old and modern FPS mechanics you know?

>> No.4764860

what are some free file sharing sites that we can share maps on that don't require signups to upload or download?

>> No.4764905


>> No.4764910

fix those fucking mouths, last warning kiddo

>> No.4764919


>splashing yourself in hot plasma

>> No.4764935

easter egg

>> No.4764938
File: 502 KB, 1280x960, Screenshot_Doom_20180510_182439.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4764956
File: 644 KB, 1569x736, acid_rising.jpg [View same] [iqdb] [saucenao] [google] [report]

So this is what I'm trying to do (and am failing at):

It's a 3d staircase rising around the room, I'm trying to create a script that uses the big unreachable sector to the left full of acid, to "rise" through the entire room and damage everything, imp's included, but the room is visibly full of acid as you can swim around in it and whatever else.
I've deleted my former attempts so there's no garbage cluttering up the interface, but it's doing my head in because I know it's actually pretty easy to do but I couldn't write code if you put a gun to my head.
One option I hadn't tried yet was having the large acid sector be underneath the main area and it "rise" from there.


>> No.4764978

Grab all the sectors in the stairs room then give them an *additonal* sector tag, one they all share together. Then point your acid 3d floor control sector to this tag. You're in UDMF right?

>> No.4764990

Yes it's UDMF, though I'm not sure what you're saying. If they all have one tag and you raise the acid to that tag, the acid raises once in a huge jump rather than in increments doesn't it?

>> No.4764995

You give the acid control sector a unique tag that doesn't exist in the rest of the level. Then you use ACS to raise the control sectors ceiling to whatever exact value you want, at whatever exact speed you want. Or you can make an inert sector that connects to the control sector, and use the ceiling_raisetonearest or whatever action with a slow speed if that's easier for you.

>> No.4764996
File: 75 KB, 792x587, jesus christ how horrifying.png [View same] [iqdb] [saucenao] [google] [report]

You should see what I had to do for an older version of GMOTA before Zandy had reload and zoom. This continues for another 70 lines, and I had to do this for like 90+ lines for the old power cannon form.
never again.

>> No.4765002

As in, the inert sector's ceiling would be at the final acid level after it's raised fully.

>> No.4765006
File: 488 KB, 500x250, giphy.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4765007

No anonymous functions either, ouch.

>> No.4765013

I'm not really following you, sorry.
I think I should delete that post as I wanted acid to rise to one point, then a player hits a button and it raises again, then moves along and hits another and so on.

>> No.4765014

Every time I hear about anonymous functions, I weep because I can't use the damned things.
Still worth it though, Zandronum needs more gameplay mods that work with it.

>> No.4765024

So when's GMOTA survival server?

>> No.4765030

I should try to host servers of my own crap eventually. I saw someone doing a Space Hunter server late last month, and that left me with a warm fuzzy feeling. I should update that one too.

>> No.4765063

You can do that with scripts too.

>> No.4765064
File: 39 KB, 283x274, texture.png [View same] [iqdb] [saucenao] [google] [report]

anybody remember a texture that kinda looked like this neat little dude?

>> No.4765070

I just don't get it man, I've been trying for a few hours and it just keeps fucking up. It's draining.

>> No.4765073

if i work on your map will you throw in on mine?
>implying you have to

>> No.4765080

I can suggest stuff to you from a visual/design sense or play though it and comment, but you can quite literally put a bomb collar on me saying it'll detonate if I don't write scripts and you'll just have to hit that trigger button my man.

>> No.4765083

Also, have to go to bed in 90 minutes.

>> No.4765095
File: 7 KB, 331x115, RevSingle_Doom_Palette.png [View same] [iqdb] [saucenao] [google] [report]

Seems like the key to Perfect Hatred pistol start is killing the shotgunners, kill some other stuff until the cacos start to show up... then jump down in the lava. But you have to know where you're going first, and you have to go to a different teleporter than the one which just brings you back to the starting platform.

I got my Black Cannonball revenant fireball up again, this time in the proper size and in the doom palette and it replaces the revenant fireball directly (FATB sprite).

>> No.4765097

no scripts here sir.
i'll see what i can do to fix your issue

>> No.4765112

Ok well you can send me your map and I'll say what I think, with an eye on sections you point out.

>> No.4765126
File: 1.49 MB, 2955x804, 1500246637685.jpg [View same] [iqdb] [saucenao] [google] [report]

Are there any good mods where I can choose different characters?

Extra points if each have their own unique abilities or quirks.

>> No.4765135

Roguelike Arsenal

>> No.4765137

Samsara is great. Demonsteele also has characters. Roguelike as well.

>> No.4765139

Oh and the new GMOTA has a new character as well.

>> No.4765165

That looks way cool.

>> No.4765180

Are the Serious Sam HD editions good? They're on sale and I've never played a Serious Sam game before. I wanted some new single-player/co-op FPS to play.

>> No.4765196
File: 572 KB, 1920x1080, 1506803728517.jpg [View same] [iqdb] [saucenao] [google] [report]


can I have feedback on this?, is very pre-alpha, no monsters, no nothing, use noclip or look at it in gzdoombuilder


yes, if you look closely they are the Big Boo's Haunt rooms from Super Mario 64, I wanted to do that mansion replacing the one from banjo kazooie and doing the outdoors too but somehow ended in this shit, I need gzdoom features to actually make my vision of the map

I want to know what to keep, what to move, what to delete, rooms orders, teleports placement and connections, monster placement, traps... well, you know.. everything

don't ask me to reduce details in the coffins room, I actually want to keep detailing the rest of the map

>> No.4765217

TSE is the best of the originals, and AFAIK the HD editions are well received (as opposed to most hd re-releases)

>> No.4765241

If I wasn't an idiot, I'd add Duke style kicking to my mod.
However, as I am an idiot, kicks will have to happen with you briefly lowering your weapon.
I think I have to give kicks an added effect to make up for they'll be much slower and can't stack with gunfire.

>> No.4765261

[VGTG] I am the HUUH

>> No.4765271


If your mod is being made for GZDoom, then it'd be a (relatively) simple matter of firing an A_Overlay state on weapon select that does a loop checking for A_JumpIf(GetPlayerInput(etcetc)), and then leaps to a booting animation/attack.

>> No.4765275

If this is ZScript, you're already way over my head.

>> No.4765279

there's tribes style jetpack code already in there, toggled by cvar for testing though. figure it'll be a rare powerup that takes up one hand when activated (only usable with pistols etc) that also allows air strafing with view roll so you move like a chopper

>> No.4765281

gzdoom can do that in decorate

>> No.4765287
File: 2.86 MB, 1366x1152, Serious Sam HD comparison.png [View same] [iqdb] [saucenao] [google] [report]

Not perfect, but pretty damn good.
Only problems with them that come to mind are in this pic.
Bottom one demonstrates that there's no more gravity fuckery in the HD/Fusion versions.

>> No.4765291

now the last thing you need to add for maximum SANICS
impact nitron

alternatively disco grenades just because how bullshit they are

>> No.4765294

What? That's terrible. I loved that cylinder fight. Really intense. Also that particular texture looks better in the original lol

>> No.4765301

I think I want a Graviton Kick attack or something that does a high-impulse low-damage AoE attack for launching either yourself or enemies

>> No.4765306

Yeah, instead of walking on the walls, they put giant moving blocks that essentially turn it into a tumbler, shuffling shit around.
I have hope that it MIGHT EVENTUALLY get added, as it isn't in because the engine was made for the more realistic Serious Sam 3. With Serious Sam 4 on the horizon, and the Sci-Fi based Serious Sam 2 reimagining, I could see it getting added back in, and back ported to the Fusion versions of the originals.

>> No.4765312

isnt its dead?
forum was overrun by spam bots and never cleaned up

>> No.4765313

The bundle included the originals anyway if it becomes that much of a problem. I already pulled the trigger because a couple of friends said they'd co-op it with me.

>> No.4765315

>dark forces XL
anyone has a download copy?
Site is really really ded, downloads throw 404.

>> No.4765319

I'd say they're at least worth it for the modding, even if you're a die hard purist when it comes to unmodded.

>> No.4765360

Can you show me a .wad with an example?

>> No.4765412
File: 202 KB, 1434x2048, knee deep in the dead.jpg [View same] [iqdb] [saucenao] [google] [report]

A japanese light novel even referenced it.

>> No.4765451

linking to

>> No.4765464
File: 46 KB, 448x470, steele-burden-night-swamp.jpg [View same] [iqdb] [saucenao] [google] [report]

Good, good. Time to expand my swamp map, perhaps I'll make it less linear (shit was mostle three long corridors), make it a bit more punishing with the monster encounters and cut down on ammo. Will try to have something ready to show for this Saturday.

>> No.4765546

there are so many fucking light novels that are like 1/5th of an actual book, and they are so fucking derivative, I have no doubts you can find at least 2-3 deliberate references to absolutely any piece of western media in a light novel

and dont get me started on that korean wuxia shit

>> No.4765558

New thread.


Also how many of you are finding use of the news archive?

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