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/vr/ - Retro Games

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4765556 No.4765556 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>4758495

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.4765557

=== NEWS ===

[05-11] Datanon's ZScript Tutorials

[05-11] AMC TC Episode 3 Trailer

[05-10] TTS sound effects, available through a download

[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.

=== PREVIOUS ===


=== PROTIP ===

To submit news, please reply to this post.

>> No.4765559

these threads are gay. get up to DUAL ORB 2s lvl

>> No.4765560


Damn, one away from quads.

>> No.4765567
File: 623 KB, 1000x562, kurlil.png [View same] [iqdb] [saucenao] [google] [report]

Early screen of my next map. The level is a gothic inspired cathedral built into a mountain, inspired by Petra and those Buddhist mountain temples.

>> No.4765574

This is some neat shit. Is this just a single level release, or are you going to make this into a megawad?

>> No.4765579

I wonder if it's possible for a shader to emulate a CRT effect? We already had a retro-color shader that was kinda funky, and that PS1-style jiggling environment one never did get finished or released I believe.

>> No.4765591

someone could probably port over a shader from an emulator pretty easily
>PS1-style jiggling environment
this works but you have to manually hack the vertex program because gzdoom won't let you replace it in a pwad

>> No.4765620

Single release.
There's this guy on Doomworld who posted some pics of a heavy CRT filter. Not quite sure how he did it.

>> No.4765624

meant for >>4765574

>> No.4765632
File: 696 KB, 678x639, make it stop.png [View same] [iqdb] [saucenao] [google] [report]

/vr/ doesn't have dubs.

>> No.4765759


No, but it does have trips, so it stands to reason there are quads as well.

>> No.4765797

we have achieved the pinnacle of music

>> No.4765803

//Place the RainDropSpawner on your map, and use values set on the specials tab to modify it

//The first argument controls it's area. 128, for example makes it a 256x256 square or 256-radius circle (See fourth argument)
//The second argument controls it's frequency. The lower the number, the heavier the rainfall
//The third argument controls whether or not it plays it's ambient sound. 0 will play the sound, 1 will not
//The fourth argument controls the area type. 0 is a square, 1 is a circle

>GZDB doesn't have a specials tab

>> No.4765818

so apperantly these don't seem to work in gzdoom? whatever.

>> No.4765834


>> No.4765840

or apparently they do, the rain just isn't showing for some reason? iddt shows they're spawning

>> No.4765848

Are there player sprites based on the PSX cover?

>> No.4765857

The only trips or better that aren't disabled are repeating zeroes. You can check for 4765555 in Desuarchive and it won't exist.

>> No.4765862
File: 74 KB, 551x568, PSX Guy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4765864

ah shit, it was such a strangely specific thing to ask I kinda didn’t think it would’ve been a thing

>> No.4765870
File: 1.72 MB, 1920x1080, Screenshot_Chex_20180511_003113.png [View same] [iqdb] [saucenao] [google] [report]

Graf Zahl mode engaged.

>> No.4765874

maybe the spawner fell down to the floor

>> No.4765882
File: 339 KB, 1920x1080, Screenshot_Strife_20180511_003935.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4765897
File: 5 KB, 143x87, ALN1C0.png [View same] [iqdb] [saucenao] [google] [report]

sprite or texture? because there's those alien things from Strife.

>> No.4765908
File: 355 KB, 1920x1080, Screenshot_Strife_20180511_004253.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4765914
File: 521 KB, 1920x1080, Screenshot_Strife_20180511_005013.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4765931
File: 466 KB, 1280x960, Screenshot_Doom_20180511_035636.png [View same] [iqdb] [saucenao] [google] [report]

Noooope, turns out the default transparency and scale makes them utterly impossible to see.

>> No.4765932


>> No.4765936
File: 711 KB, 1920x1080, Screenshot_Strife_20180511_005419.png [View same] [iqdb] [saucenao] [google] [report]

lol he look like EvaXephon

>> No.4765939

wasn't someone on /vr/ gonna do a blind blood playthrough recently

>> No.4765947
File: 552 KB, 1920x1080, Screenshot_Doom_20180511_011448.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4765950

Remember to make a script warp the droplet spawner along with the player if he has a sky flat above him. I think that's how you're supposed to use it anyway.

>> No.4765952
File: 87 KB, 1026x975, image.jpg [View same] [iqdb] [saucenao] [google] [report]

Sexualize c.kid

>> No.4765962

still a dude

>> No.4765987
File: 167 KB, 500x341, 1413592967700.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4766009
File: 100 KB, 805x540, 1514282739294.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4766012

Gonna throw this idea out there for someone to use, since I'm not going to.

Pacifist Monk:
>Uses martial arts and non-lethal weapons (nunchucks, staff, tonfa) along with Batman/Zelda-style tools to incapacitate foes.
>Ultimate combat goal is to seal the demons through spirit bindings, or banish them outright (possible for possessed, imps and lost souls).
>Demons can be knocked out to temporarily incapacitate them. K.O.s are much easier to pull off than sealing or banishing.
>Sealed demons can be broken out of their binding vessel by allies, crowd control is very important.

>> No.4766019

Too floaty.

>> No.4766024

The ground friction or gravity?

>> No.4766026

>Keel coming to QCDE
How long before this mod gets character-bloated or did it already reached this state?

>> No.4766037

Gravity, I think. Just looks like you're floating for way too long. Ground friction I'm just gonna accept there as part of Doom's way faster movement speed.

>> No.4766038

I set the gravitational acceleration to real world values (assuming 32 map units is a meter) but perhaps I should increase it a bit. Ground friction I *will* fix.

>> No.4766045
File: 53 KB, 244x170, baroness.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4766067


Did you forget Quake 3 itself had 32 characters counting their skins that is not the Team ones?

Also, diversity is good if well planned, better than QC itself that have only like 10 characters because id Software develops that game at the pace of a single-man indie developer game.

>> No.4766078

Q:C is at 13 and while slower than you'd like, it's almost like fully modeling, texturing, and animating a character is far more time-consuming than kludging some sprites together in MS Paint

>> No.4766087

>it's almost like fully modeling, texturing, and animating a character is far more time-consuming than kludging some sprites together in MS Paint

So what? Are you telling me that they reserved a small team of like 10 employees to develop the game just like what Epic Games did to UT4? Because as far as i know AAA companies loves to overdesign stuff nowdays exactly because they have manpower to do it in a short time.

Riot Games had an age which they were developing champions like every month, when Epic Games was working on Paragon with a full team they had a rule of releasing a new character every 3 weeks and even when the design crisis of that game started they kept releasing them every 3 weeks while scrapping the original map to make a new one and entirely rework on the card system, id Software rebooted the entire design of nuDoom in 2014 and 2 years later it was a full overdetailed game.

I'm pretty sure the problem with Q:C is that the team working on it is extremely small just like the UT4 one, because if they had a regular AAA team working on it, by this date they could have recreated all of the 32 characters Quake 3 have.

>> No.4766091

>Are you telling me that they reserved a small team of like 10 employees to develop the game just like what Epic Games did to UT4?
worse: the team is a bunch of drunk russians with several continents and a language barrier between them, and idthesda not giving QC their AAA team at all in the first place (hence why it's fucking outsourced)

>> No.4766096

This explains why they have been working on that new gore system that have so small pieces that no player playing in 4K resolution will notice ingame, instead of fucking working on parts of the game that have higher priority like more game types and maps.

>> No.4766107

But don’t you like the epic steam pre-order hats?

>> No.4766109
File: 495 KB, 528x752, medkit.png [View same] [iqdb] [saucenao] [google] [report]

I am really pleased with how these guns are turning out. I still need to think of a high heat effect for the shotgun though.


>> No.4766117

That is a really sexy reload animation. The world sprites for the shell and the one in the gun ought to match each other in color though.

>> No.4766119

Also the mantis rocket animation is cute as shit.

>> No.4766126

The gun rapid-fires each individual pellet.

>> No.4766163

Is there a Heretic equivalent of Doom the way id did?

>> No.4766172

There’s barely a Heretic equivalent of anything

>> No.4766173

I mean, it's always good to have archived stuff. If I will need to research when a mod was released or updated, I can rely on that.

Having written history of stuff is always good.

>> No.4766183
File: 644 KB, 1569x736, acid_rising.jpg [View same] [iqdb] [saucenao] [google] [report]

This is what I'm trying to do and can't figure out, anybody able to help me on this?

The player goes up the stairs and at each landing (where there's an imp) the acid rises up to that landing, damaging everything it touches including the imps. The big sector to the left is the acid's sector. I've removed all my previous linedef/script attempts for clarity.


>> No.4766185

in samsara multiplayer, when chexwarrior kills anyone, do they teleport like enemies?
like, does it affect deaths in first person?

>> No.4766215

Yeah, a great idea. Let's turn EVERY level into Nightmare mode, because demons will respawn from KOs. </sarcasm>

It sounds cool on paper, but I doubt this would be fun to play.

So my revision: after demon is KOd for a minute, a random roll is made. If roll is succesful, demon resurrects. If roll fails. demon stays alive - and in a minute, another roll for resurrection will be made - and if it fails, another in another minute. More powerful the demon, lower wakeup chance.

As for sealing, I guess the best way to do sealing would be to simply to give player a weapon - a very low damage sealing wand - let's say it's about as strong as pistol, but if it kills enemies with the sealing wand, it stays dead pernamently, and can't be resurrected (even by an archvile).

Also you can't seal knocked out demons, only sealed demons count towards kill percentage, and each seal rewards you with a small pickup - be it ammo, armor or health. Sealing all enemies in a level gives you a 200% health and 200% armor, which would incentivize player to go for seals.

In general, I think weapons should divide into martial arts weapons - tonfas, bo staff, nunchucks - which are powerful and take out enemies easily by knocking them out - and sealing weapons, like prayer mill, prayer beads, sealing wand, enchanted salt - that deal VERY little damage, but they seal enemies off pernamently.

Also since basic zomibes aren't demon, you can't seal them - but if you knock them out, they stay down pernamently and this counts towards your kill percentage.

Also, ditch that "Sealed demons can be broken out of their binding vessel by allies" mechanic because it sounds like a terrible fucking pain in the ass - instead let's go with actual buddhist mythos - buddhists believe that trapped demons can be made to serve humans. So let player use sealed demons as familiars that will fight on your side, which is another way to encourage player to seal. But there is a chance they will betray you.

>> No.4766224
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.4766228

slurp slurp
The Russian Doom community loves its realistic buildings.

>> No.4766245

How could one go about lowering the volume of a midi track?

>> No.4766248

It's a little too difficult to give advice on a map with no monsters...

>> No.4766249

Load into audacity and lower volume there?

>> No.4766256

personally I think the shotgun looks too smooth, as in, the mechanical action is one fluid motion

>> No.4766294


The original creators behind the midi soundtrack to Requiem have remastered it with proper instrumentals. Looking forward to the pk3 music pack.

>> No.4766320
File: 113 KB, 1319x618, Untitled.jpg [View same] [iqdb] [saucenao] [google] [report]

Progress, figured out an all damaging sector. Although it's refusing to do it as "slime" damage and instead just some regular form of it.

>> No.4766327

there are some "channel volume" control messages you can insert into the midi tracks, but you will likely need to find a good midi editor to do this. I can't recommend any off the top of my head

that won't work, audacity is for sample (waveform) data

>> No.4766346

>make a script

>> No.4766348

I may be wrong, but I think the rain spawner only spawns rain within a circle centered around itself. Which would make it useless unless warped to the players location in most circumstances. (could be put outside windows you can't cross I suppose)

>> No.4766350

Can't do scripts, anon. Several people have said they literally cannot understand it in this thread.

>> No.4766352
File: 358 KB, 1654x787, acid.jpg [View same] [iqdb] [saucenao] [google] [report]

How can I make the acid sector only damage what's on the floating board when the acid has risen up to it?

As it is now, because the floating board has to share a sector tag with the acid sector, it damages everything there regardless of where the acid is.

>> No.4766369

Are you that anon that wanted the room full of stairs to have acid rising in it? I took a crack at it, came up with a few solutions too.

>> No.4766370

I am, yes.
I hung around a bit for you to post your level thingie but didn't hear from you and went to bed.

What did you come up with?

>> No.4766379
File: 49 KB, 800x600, sigh.png [View same] [iqdb] [saucenao] [google] [report]

Well, now only the ambient sound is not working.

>> No.4766390

found a workaround but it's extremely loud...

>> No.4766402
File: 2.89 MB, 640x360, doom acid rise.webm [View same] [iqdb] [saucenao] [google] [report]

I'm not that guy your reffering to btw. Anyways I made three small separate scripts (each one is a different way to make the acid rise) that causes the acid to rise and damage everything including the imps, when you use or shoot the silver switch. You can swim in the acid as well, all while it does damage between 3-10. When you use the Radsuit you are immune to the acid. I didn't even use the big sector that's tagged with "23".

Then again I'm not sure if this is what you wanted. Excuse this recording, OBS doesn't seem to like gzdoom that much.

>> No.4766413
File: 2.45 MB, 1920x1080, 2017-10-21 23-25-43.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4766417

Not even that guy, but love you anon.

>> No.4766419

That's almost spot on.
Mind uploading it to mixtape so I can see under the hood?

I was wanting to use the concept in a level where acid rises only up to certain points when the player crosses a threshold.

>> No.4766420

No, it's just you who said that, and you're wrong just like last time. You only need to actually try and you can figure it out.

>> No.4766426
File: 52 KB, 197x190, 8c347e5b9f49c52ed7598694af47d4c2dabb5ef6.png [View same] [iqdb] [saucenao] [google] [report]

I love you too anon.

>> No.4766432


I never used mixtape before so I hope I did this right.

>> No.4766448 [DELETED] 

Reminder: Don't respond to >>4766420 an obvious troll

>> No.4766449

So this is really cool and solves a very large problem I had, but I'm having a hard time even looking at the script exactly what's going on. I'll try and study it a bit more but I'm just amazed at how simple it is.

When I envisioned what I had in mind I thought you had to make a 3d sector, for every single sector that would ever get submerged, resulting in having to have potentially hundreds of sectors.
Do you go on any forums? I'd be happy to credit you or contact you if I have other questions about it.

>> No.4766451

Obviously it's not one fucking person you idiot.

>> No.4766453

I'm >>4766449

Not the other guy.
I don't even know what you're fighting about.

>> No.4766454 [DELETED] 

We're fighting over people not understanding code; and he thinks anybody who doesn't agree with him is one person. Typical Nu-/v/ mentality.

>> No.4766458

I see.
Well I understand utterly basic code, not some things I'm seeing now. Hoping to change that so I can make a level rather than proof of concept maps.

>> No.4766459

Fucking thank you.
It's not hard to print a message on a screen.
It's fucking rocket-science to have anything past basic messages.

>> No.4766462

Nah I don't go on any forums. Anyways I labeled the different scripts as "methods" and if you wish to try out the different scripts, just open the silver switch's linedef and set it to either script 1, script 2 , or script 3. They should all work the same, there just different ways of going about it.

>> No.4766464

well, where would you put them?

>> No.4766465

https://www.dropbox.com/s/o9q8p8o388cf3an/2018-05-11%2012-52-48.flv?dl=0 current map preview

hell rose is bugged (it's spawns don't despawn after completing their attack animation, no clue how to fix, too complicated) and also lacks sounds


>> No.4766468

oh i put the link in the post twice im still retarded

>> No.4766470

Quake 3 had 32 SKINS, not characters. None of them change gameplay in any way.

QCDE has a 16 characters who play compltely differently - they have different health, speed, abilities, and even size of their hitbox determining what corridors they can enter.
You have to learn how to play each of them basically from scratch, and each character has to be balanced against each other. We're slowly reach Smash levels of roster bloat, and Smash Bros is intended as a for-fun party game.

>> No.4766473

>for-fun party game
holy triple redundancy batman

>> No.4766482
File: 121 KB, 706x706, 1505338763190.jpg [View same] [iqdb] [saucenao] [google] [report]

Well thanks a million again, friend. In the credits I can include "help from /vr/" but if you had a name I'd use it.
Really grateful for the help.

>> No.4766486

What are some good mapsets with dark/industrial/futuristic theme? I'm looking for something that would work well with Accessories to Murder.

>> No.4766490

>Smash Bros.
>for Fun

Funny. I only feel rage when playing that game.

>> No.4766493

Well thank you anon. Though I admit I'm still an amateur myself, so I encourage you to learn everything ACS has to offer.

>> No.4766494

...Competitive games exist. That's my point, that Smash bros isn't intended as a serious competitive game, it's intended as something you can play with your little cousing and beat up Mario as Princess Peach.

>> No.4766502

I'm creative (or like to think I am) but I am absolutely visual. I can see level designs and move them around and experiment with them very quickly in my mind's eye but anything non visual (like maths or code) I have a hard time with.
Makes me see why some designers hate mapping and love gameplay mods and others are the opposite.

>> No.4766504

Oh hey, new doom mod madness video.

>> No.4766506


>> No.4766523
File: 5 KB, 320x200, HALP.png [View same] [iqdb] [saucenao] [google] [report]

"'@[email protected]' is an unknown actor property"

WTF does this mean, ive looked over the entry and there's literally nothing wrong with it.

It also happened with the entry just before it and it was a very simple entry with nothing to go wrong with it.

>> No.4766552

To be more specific it was this

Actor RocketSmokeProjector : DukeFireExplosion
TNT1 AAAAAA 3 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))
TNT1 AAAA 0 A_SpawnItemEx("RocketSmokeTrail", random(-40, 40), random(-40, 40), random(0, 30))

> thing is, the actor DukeFireExplosion did not throw any errors.
> All that this actor does is present a different set of spawn frames, it doesnt even change it besides that.

>> No.4766556
File: 21 KB, 419x419, 1524156435718.jpg [View same] [iqdb] [saucenao] [google] [report]

>tfw he thinks the Astolfo bean plushie is a yukkuri
>tfw he calls the chainsaw a chaingun

>> No.4766569

Developer's intention is meaningless.

>> No.4766582 [DELETED] 

Is that why with every new iteration, they make attempts to stave off the neckbeards?

>> No.4766584
File: 1.87 MB, 1920x1080, Screenshot_Chex_20180511_003056.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4766586

how do i open "mapinfo" in doom builder? making a gzdoom map
this is driving me insane

>> No.4766589
File: 57 KB, 300x306, 2c46274e0d2d7fafe671f15dc48d765e.jpg [View same] [iqdb] [saucenao] [google] [report]

I knew he'd love it

>> No.4766590 [DELETED] 

Sakurai thinks his opinions as a developer matter, so he tries and ruin the game for anyone he thinks is playing it "wrong".

>> No.4766592 [DELETED] 


Weird, because the fourth one literally had Final Destination modes for every stage and a dedicated online mode for competitive rules. Are you sure you're not lying out your fucking ass?

>> No.4766593


>> No.4766597 [DELETED] 

I recall Brawl having a tripping mechanic specifically to stop people from doing movement techniques, and it was executed poorly and became a major flaw of the game. The whole Omega gimmick is shitty because fighting on a flat surface is dumb and not what the “tourney players” even do

>> No.4766605 [DELETED] 

Still, it's wrong to claim Nintendo is trying to "stave off the neckbeards" when they're obviously trying to appeal to them, isn't it?

>> No.4766607
File: 10 KB, 128x108, 4.png [View same] [iqdb] [saucenao] [google] [report]

>Taking competitive games seriously to the point of autism

i wish somebody had remade the music though

>> No.4766610
File: 120 KB, 456x337, 1504472524981.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4766615 [DELETED] 

Smash is a sort of exception since it could vaguely be considered a fighting game, and even then, I wouldn’t say it’s “obviously appealing” to anyone, especially not adults. The company makes things aimed at kids, if some middle aged man enjoys Nintendo Cardboard, that’s another thing.

>> No.4766626 [DELETED] 

There's already one FInal Destination, it doesn't matter if there are a couple dozen variants that are all the same. "Fox Only, Final Destination" has always been a meme.

>> No.4766643

>Heretic: The Way Raven Did
Now that's something i'd like to see happen

>> No.4766645

>download the ultimate torment and torture because someone in the last thread ironically recommended it
>first level has rocket launcher zombies
Oh boy here comes the shit

>> No.4766647

>Castlevania: The Way Konami Did
>ends up being a pachinko machine

>> No.4766652

fuck it. here's an pre-alpha. map's not done that's obviously why it's an alpha.
take screenshots and scribble stuff down if you like. got a lot of ideas but not sure how to execute some of them.

>> No.4766658
File: 1018 KB, 1920x1080, Screenshot_Doom_20180511_003606.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4766662

only "playable" up to the yellow skull door
didn't mark it yet for openability.

I have some ideas of what I want to do, but some of them are a "how am i supposed to do this?" The earliest example of "how the hell should i show this" is with the fleshy growth at the start of the map. Doesn't look entirely right.

>> No.4766663

>i wish somebody had remade the music though
fuck you, i really like it

>> No.4766665

I think im going to an pre-alpha now

>> No.4766670
File: 892 KB, 300x300, 1519300696527.gif [View same] [iqdb] [saucenao] [google] [report]

Today's Thought:
what if we could somehow combine the gameplay of internal conflict, shotgun frenzy, stronghold, zdoomwars (minus anything that's not doom) and master of puppets into a more traditional rts-fps hybrid?

>> No.4766675

okay yes my mistake.
alpha still typically denotates "not everything essential is there yet"

I do too; but it's rather entirely-droning and not quite up to snuff for most doom music.
it's literally from one of apogee's sidescrollers: https://www.youtube.com/watch?v=hYHz2_OjTcM

>> No.4766678
File: 55 KB, 617x347, random image name.png [View same] [iqdb] [saucenao] [google] [report]

> when the Door is actually just a Wall

>> No.4766680
File: 382 KB, 1920x1080, Screenshot_Doom_20180509_231001.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4766682
File: 422 KB, 418x493, sresrsetse.png [View same] [iqdb] [saucenao] [google] [report]

Isn't every door just an openable wall?

>> No.4766684

A Door is a Hole In A Wall
Which is Obstructed (when the door is closed)

>> No.4766687

But when it's obstructed, it could be considered a wall.

>> No.4766692 [DELETED] 

They tried the absolute bare minimum to appeal to them.

>> No.4766701

No because there's this extremely annoying thing that is done in doom mapping for example where a wall is dressed up to look perfectly like a door but it actually is a solid wall and there is no hole in the wall whatsoever.
Then and only then is it actually a wall, even if it has been given the appearance of a door.

>> No.4766702

Nah bud, just like back in February when you chimped out over people telling you it was possible to learn code, you're wrong. There's a shitload of docs and resources and you CAN learn if you try.

>> No.4766705 [DELETED] 

r & i

>> No.4766716

Oh. That.

>> No.4766735

Maybe you have some kind of learning disorder? It's not THAT hard.
I am not trying to insult you, just saying.

>> No.4766737

>Maybe you have some kind of learning disorder?
We literally established this way back in H2H

>> No.4766738

metaphysically speaking we could say that doors and windows of opportunity are like a hole which just has a blockage in it when they close. Like opportunities could still be leveraged open, perhaps by waving a super shotgun at them.

But when someone posits an opportunity that never had any chance of materializing and had no hope of being delivered upon, well thats like one of those doors in the 1024 map sets that literally just do not go anywhere, they're the map architecture that cant even be interacted with.

>> No.4766741

I guess I tend to speak in Egyptian Metaphysics a lot.

But yeah; If you're going to make one of those faux-doors, at least make it very apparent it can't be interacted with or passed and is just decorative/animated.

>> No.4766752

I know this isn't exactly the right thread but are there any living instagib games / games with active instagib modes?

Also, has DoomRLA been updated yet?

>> No.4766756
File: 87 KB, 800x511, 2e85b8e190c58804f59f35eeb6e75fb6.jpg [View same] [iqdb] [saucenao] [google] [report]

>has DoomRLA been updated yet
[rip-roaring laughter cuts to miserable sobs]

>> No.4766758

> he thinks the Astolfo bean plushie is a yukkuri
It seems he has trouble understanding when something anime isn't actually Touhou

>> No.4766764



>> No.4766769




>> No.4766774


I played Orange Juice for fun and I had two friends chimp out on me about it.
Party games tend to bring out the worst in people, for some reason.


You can't make or open a MAPINFO file from inside GZDoombuilder, the closest is Edit > Map Options.
You need SLADE for MAPINFO.

>> No.4766779

Anybody got the old music for sloth in doomrpg?

>> No.4766783

Like Jojo?

>> No.4766786
File: 682 KB, 1920x1080, Screenshot_Strife_20180511_005248.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4766790 [DELETED] 

>I recall Brawl having a tripping mechanic
Which they removed in the next game.

>> No.4766792

A boss fight against four bruiser demons in a cramped space? ON MAP FUCKING TWO?

Isn't that monster made by Tormentor667 even, does he even know what is own custom monster does?

>> No.4766794 [DELETED] 

Like making constant balance patches and hosting tournaments?

>> No.4766798 [DELETED] 

Balance patches would have happened regardless.
>hosting tournaments
Name one time that happened when it wasn't a blatant advertisement? Not that it matters because that has nothing to do with the game itself.

>> No.4766807
File: 313 KB, 1920x1080, Screenshot_Strife_20180511_003954.png [View same] [iqdb] [saucenao] [google] [report]

the last thing you'll see

>> No.4766825

The point of the KOs is crowd control, they're not supposed to be permanent and are supposed to be far easier to pull off than the equivalent of a "kill" (and the revive time should be a good bit longer than Nightmare's). KOs wouldn't block you from banishing foes either.

I think you have a good point about enemies breaking out of seals being a pain in the ass. Instead you could play on risk/reward by having "banishment" be the easy permanent kill condition, while "sealing" would be the higher reward kill condition that grants you loot with the risk of the demon breaking free.

>> No.4766830 [DELETED] 



>> No.4766837
File: 515 KB, 1920x1080, Screenshot_Chex_20180511_140512.png [View same] [iqdb] [saucenao] [google] [report]

now i control the chex

>> No.4766839

OR JoJo, yeah

>> No.4766842

Take a deep breath and relax, anon.

>> No.4766843 [DELETED] 
File: 65 KB, 640x400, Screenshot_Doom_20180511_161057.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4766846

I have never seen him confuse anything else for Touhou and it's perfectly reasonable to think that Astolfo plush is a yukkuri parody, since those things aren't exclusive to touhou even if they did originate from there.

>> No.4766849
File: 393 KB, 1920x1080, Screenshot_Chex_20180511_140903.png [View same] [iqdb] [saucenao] [google] [report]

hall of tortured souls

>> No.4766852
File: 89 KB, 800x599, Yukkuri_Shiteitte_ne_-_Take_it_easy_DOOM_Cacodemon_e_Pain_elemental.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4766853
File: 64 KB, 845x634, 1507412829_whoooooooooosh.jpg [View same] [iqdb] [saucenao] [google] [report]

How does /vr/ feel about the regular fire button performing melee attacks if you're close to a monster?

They'd stun and give a damage multiplier penalty, and stunned monsters won't cause additional melee attacks. And attacks that'd kill the monster in one shot won't either.

I want fluid and dynamic combat without too many separate keybinds

>> No.4766860

Only if it comes out very, very fast. I'd hate to whiff attacks while simultaneously retreating.

>> No.4766861

That's the cutest Sorlag I've ever seen.

>> No.4766863
File: 1.27 MB, 2080x1218, ChexWarrior_Comparison01.jpg [View same] [iqdb] [saucenao] [google] [report]

on the right he's saying HAHA TIME FOR CHEX

>> No.4766867

Yeah, really fast and also a guaranteed hit. The point is to give incentive to get close for a melee strike that renders tough enemies vulnerable to lower tier weapons, or otherwise just the satisfaction and ammo saving.
Good point. It shouldn't happen when moving backwards.

>> No.4766878

If anyone cares, sgt Shivers made a post explaining how he speedmaps.

>> No.4766882
File: 61 KB, 319x319, 430556awf.jpg [View same] [iqdb] [saucenao] [google] [report]

Waiting for Treasure Tech is a pain, but it will be worth once it gets released. Now I really want to brainstorm a massive megawad that sends Doomguy through various locations and environments.

>> No.4766883
File: 100 KB, 591x815, 1504478713458.jpg [View same] [iqdb] [saucenao] [google] [report]

Maybe you haven't seen this one yet

>> No.4766894
File: 735 KB, 1920x1080, Screenshot_Doom_20180511_145335.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4766907
File: 249 KB, 1920x1080, Screenshot_Doom_20180511_145952.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4766921

nevermind I figured it out, the actor above this one didnt have a closing bracket

>> No.4766926
File: 3 KB, 19x43, kiddo.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4766937
File: 13 KB, 76x172, kiddo.gif [View same] [iqdb] [saucenao] [google] [report]

less ant

>> No.4766939
File: 13 KB, 112x172, kiddo2.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4766946

Wasn't there like some sort of Samsara equivalent for enemies?

>> No.4766947
File: 1.78 MB, 1067x937, quake boy.png [View same] [iqdb] [saucenao] [google] [report]

I've currently found this mod for Quake called Ghosts.Basically it replaces the soundtrack with NIN Ghosts I-IV.It quite changes the mood of the game in my opinion.
You basically wander around the maps with no enemies or you can play it with Vanilla gameplay.
For those interested:

>> No.4766950
File: 530 KB, 1280x720, I'm sure this is supposed to be scary but it isn't.png [View same] [iqdb] [saucenao] [google] [report]

>high concept to a fault
>clusterfuck visuals with one color overwhelming the rest
>potential allusions to xenomorphs
>edgy onscreen text
>literally zero direction
>vore-like obsession with flesh constructs
>enemy spam which probably won't be removed, little semblance of encounter design or even areas which will facilitate it
Yep, it's an SArais map alright. I'll almost be sad to see this one go unfinished. On the off chance you don't act like a total retard this time and decide to actually apply yourself, consider removing the meme chaingunner and toning down the fog a bit. Additionally, outdoor areas work better if they have cover, or large roaming enemies, not clusters of annoying smaller guys in a wide open field. Play Ancient Aliens and get to the level with the Cyberdemon, that design would work better for what you're doing than what's currently there. Also possibly provide *some* direction because, as usual, the map is fucking gigantic and players will get lost or end up wasting all their ammo like in the madness combat wad.

>> No.4766953 [DELETED] 

>potential allusions to xenomorphs
>literally zero direction
>vore-like obsession with flesh constructs
opinion disregarded

>> No.4766954

I hate how you can't put in cool mouth decorations in anything without some 4chan kid trying to look cool by calling you a vorefag.

>> No.4766960 [DELETED] 

Same. This is the same cunt that's been trying to derail the threads to begin with

>potential allusions to xenomorphs
this is where i knew he was making shit up and just no-clipped to the mouth so he could screenshot it and shitpost, rofl.

>> No.4766964
File: 41 KB, 204x292, image.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4766967

It's like an eight year old who still had wacky gun dreams made a doom mod. So fucking cool man.

>> No.4766968

>give criticism and happen to mention s'arais
>flip the fuck by making a big deal of how much you don't care about their opinions
Yup, it's a S'arais map all right.

>> No.4766970 [DELETED] 

Enjoy your vacation

>> No.4766972
File: 1.13 MB, 1280x720, I'm surprised there aren't flesh crystals too.png [View same] [iqdb] [saucenao] [google] [report]

Actually I played the whole level and examined every bit of it including the skybox, but nice attempt at deflection there bud. Good job totally rejecting the legitimate criticism just because I pointed out how literally every one of your maps is like a goddamned rorschach test for your own personal issues.
Once again, if you actually do want to make something and aren't just setting up for your newest shitposting spree
>Keep the small enemies contained, use large roamers in the main bulk of the level
>Give players enough ammo & direction so that they don't get fucked just because they didn't go the right way
>Less memes
>use some colors that aren't red because red-on-red-on-red-on-red-on-red isn't fun to look at

>> No.4766973 [DELETED] 

I don't think anyone would say that if we didn't know that the guy gets off to this shit. Can't really blame people for not wanting to play the WAD equivalent of a crusty sock.

>> No.4766975 [DELETED] 

>How to make a shit map: the post
Again, enjoy your ban

>> No.4766981 [DELETED] 

both of you should just spare us and the mods trouble and fuck off to your home boards.

>> No.4766982

you can't handle criticism
these are perfectly valid critiques and you're instantly going into full on meltdown mode

you make up a conspiracy theory about how these people are out to get you and then call a janitor to try and clean it up
but the thing that gets me is how entirely you think you're in the right
you think that if you shitpost with "OPINION DISCARDED" or "ENJOY YOUR BAN" that it's perfectly fine, instead of contributing to the discussion
and then you whine about how it's YOUR posts that are deleted, how the janitor has it out for poor little you

in all of my years on 4chan, i have never once encountered a person i legitimately wanted to punch over the internet
congratulations, you've caused me to lower my standards. and i hope you're happy.

>> No.4766983 [DELETED] 
File: 155 KB, 466x379, 3e5.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4766984 [DELETED] 

Thanks janitor.

>> No.4766986 [DELETED] 

They think they're being intellectual; but really nobody gives a shit.

>> No.4766987 [DELETED] 

you clearly do, given how you're *still fucking responding*

>> No.4766989 [DELETED] 

Not Retro

>> No.4766990 [DELETED] 


>> No.4766991

How to summon the hell dame IRL

>> No.4766992 [DELETED] 

How can you project yourself onto others so much?
Calm the fuck down, child.

>> No.4766995 [DELETED] 


>> No.4766997

You could make a mod that reverses the weapon powers. You start with a BFG, but it's only as powerful as the pistol, and you eventually get the pistol -- with the strength of a BFG

>> No.4766998 [DELETED] 

>enjoy your vorecation
fixed that for ya

>> No.4767005
File: 455 KB, 1600x900, Screenshot_Doom_20180511_184828.png [View same] [iqdb] [saucenao] [google] [report]


Given the latest chimp-out I decided to download this and see how it goes. I'm sure he'll throw a fit about how I'm biased and already hate it, but hey, I'm always willing to be proven wrong and see if he's improving. Time to liveblog this.
Right out of the gate there's a lot of beefy melee enemies and no ammo to deal with them with. I'm only a minute in and I'm already out of ammo.
Also look at this fucking texture alignment.

>> No.4767009
File: 503 KB, 1920x1080, Screenshot_Doom_20180508_212758.png [View same] [iqdb] [saucenao] [google] [report]

with shadow mapping

>> No.4767010
File: 479 KB, 1600x900, Screenshot_Doom_20180511_184955.png [View same] [iqdb] [saucenao] [google] [report]


Oh, nevermind. I found some ammo. A single pistol pickup and an ammo backpack.
And there's like fifty of these anklebiters and a poison-spewing slime.
Yeah, I don't have ammo for this.

>> No.4767012
File: 810 KB, 652x690, NIN Ranger.png [View same] [iqdb] [saucenao] [google] [report]

Made this after reading a Tumblr post regarding Quake lyrics.

>> No.4767014

Not him, but he did say it was a pre-alpha/not even close to finished. I don't think there are any weapons on the map besides a chaingun somewhere so it's best to idfa.

>> No.4767018
File: 537 KB, 1600x900, Screenshot_Doom_20180511_185141.png [View same] [iqdb] [saucenao] [google] [report]


Oh, I see. I was supposed to go out the tiny barely-visible tunnel into the outside. And let all the 50 realm667 monsters infight with each other while I run around, I guess? That's not really very good map design, there's nudging a player along a path and then expecting them to know automatically where to go.
Still, credit where credit is due, he got some custom Realm667 monsters in and some print scripting. Not bad progress for someone who said that scripting was literally impossible for him. Well done!


Oh, absolutely. But even with alpha, it's important to get these criticisms in so he knows what's wrong and what to improve.

>> No.4767019
File: 495 KB, 1920x1080, Screenshot_Doom_20180511_145444.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4767025

I'd also like to see Quake the way ID did.

>> No.4767026
File: 513 KB, 1600x900, Screenshot_Doom_20180511_185503.png [View same] [iqdb] [saucenao] [google] [report]


I can't see shit. It's too dark, all the areas are colored the same, and the "rain" is coming down like fucking meteors.
Given that I'm supposed to keep moving to let the monsters infight, that's going to hamper visibility even further. There's no indication of where I can go, and even if there was I can't SEE it.

>> No.4767027
File: 494 KB, 1920x1080, Screenshot_Doom_20180505_195450.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4767028
File: 462 KB, 1600x900, Screenshot_Doom_20180511_185606.png [View same] [iqdb] [saucenao] [google] [report]


Oh, radsuit wore off. The ground is poisoned, I guess, because nothing's hitting me but I'm still taking damage.
Great. And I still have no idea what I'm supposed to do.

>> No.4767032
File: 491 KB, 1600x900, Screenshot_Doom_20180511_190055.png [View same] [iqdb] [saucenao] [google] [report]


So opening up the automap revealed an area I hadn't seen, where I find...another radsuit and a chainsaw.
I mean, that's another temporary reprieve from this constant damage, and a melee weapon against the enemies that fire ranged poison damage that ticks at my health.
Still no idea of where to go. This might as well have not existed.

>> No.4767034

>Yeah, I don't have ammo for this.
Yes you do. The map is vigorously playtested for every minor change made. Try not carelessly spraying bullets (saving them for risky enemys such as those worms) and opting to your fist
>beefy melee enemies
>Dies in 2-3 punches

Map would be trivialized with heavy ammo or weapon use. Player is meant to mostly use fist/chainsaw as well as INFIGHTING.
general prospect is of large masses of annoyance-enemys. If the mapper doesn't get the point, I'm not going to put a cyberdemon in a map where no cyberdemon would ever logically be; nor where the player would never have the items to do so.

It's funny, because I'm not the one "chimping out"
>tiny barely-visible tunnel
You must be blind considering it's impossible to miss, but I'm the moron for taking this bait.
>he got some custom Realm667 monsters in and some print scripting. Not bad progress for someone who said that scripting was literally impossible for him. Well done!
This isn't new. They've been in several prior maps. Copy-Pasting as well as Print showing up is not considered scripting/coding.

Honestly you seem like one of the new-genners who expect waypoints and arrows everywhere hand-holding them and telling them where to go; so you don't have much say on "bad design" when you wish to be spoonfed and the removal of all difficulty so that the map plays itself.

>Complains about text
>THEN bitches about the damage
>Complains the map continues to not play itself.
Pay attention.
God I hate Doom-Celebs.
>I can't see!
You have eyes. Use them.

>> No.4767036

>dismisses all criticism
typical s'arais

>> No.4767039
File: 454 KB, 1600x900, Screenshot_Doom_20180511_190226.png [View same] [iqdb] [saucenao] [google] [report]


Oh, but it's a moot issue because that section of the map is full of trees and stalagmites that block my movement, so I get surrounded and eaten to death.
I'd rate it a map/10.

>> No.4767047

Just walk around them and use them when dealing with projectiles. The gaps are huge dude. I'm not going to spoonfeed the player and tell them where everything is off the bat. Explore; The damned chainsaw and radsuit in the map is immidiately infront of the -only path- the player can go at the start

Honestly the only thing that should be confusing if you bothered to actually play through the map instead of making these inane posts every five seconds, is needing to shoot the heart to lower the bars in the cave.

>> No.4767049

>Honestly the only thing that should be confusing if you bothered to actually play through the map

You mean like I just did? I took the shots before I posted.
Not my fault you don't like how I played, mate.

>> No.4767052

It seems more like you got upset every few seconds that a fresh map doesn't immidiately win itself for you on the first attempt and opted to complain on these imageboards that the map didn't pat your ass

>> No.4767053

you know, this is the third person that said your map is arse, it's probably best to assume the problem is not the players

>> No.4767054


Uh, sure thing, dude.

>> No.4767058

>God I hate Doom-Celebs.

yes, Anonymous is my favorite Doom-Celeb, he really knows what he's talking about

>> No.4767060
File: 502 KB, 1920x1080, Screenshot_Doom_20180511_162436.png [View same] [iqdb] [saucenao] [google] [report]

when you see him

>> No.4767062

he scream

>> No.4767065

>>Yeah, I don't have ammo for this.
>Yes you do.
>details precisely how you're not supposed to use your limited ammo and that more ammo would "trivialize" the map
this is an exact case of "you don't like the criticism" in action
you don't have enough ammo
saying "yes you do" and then promptly explaining that more ammo ruins things is inherently an oxymoron

>> No.4767071 [DELETED] 

>It's another "he doesn't understand the point of the map and just wants to be assraped by 3000 cyberdemons on a map about resource conservation and primarily risky melee fights with glass cannon enemys" episode.

>> No.4767074 [DELETED] 

Don't be a fool. Think for yourself. It's obvious that THEY are here to try and smear me again.

They always do this.

>> No.4767076

lol ok

>> No.4767078 [DELETED] 

Just permaban that waste of space already. Holy shit.

>> No.4767082

It's not my fault you don't like how the map plays and don't understand how to play it. It's also not my fault you don't use that large noggin of yours to assess the situation. If you don't have the ammo, maybe you should think "hey, maybe i should save this for when i really need it as there might be something really deadly, instead of these little things that can be easily side-stepped and punched to death""

>> No.4767083

I tried playing Doom 64 on an actual N64. God it is so much better on the PC.

>> No.4767085

>go to the shops
>come back and all these deleted posts

Ok, what'd I miss?

>> No.4767086
File: 422 KB, 1920x1080, Screenshot_Doom_20180511_162905.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4767087

s'arais is getting criticism on his map

he's responding exactly as you expect

>> No.4767090

Don't ask, they'll just say it's Him again.

>> No.4767091 [DELETED] 

The great ape was let out of his cage.

>> No.4767094

>they'll just say it's Him again

You can't really post this when that's exactly what's going on. You posted a map and don't like the feedback you got.

>> No.4767095

I have no idea who that is.
He's a furry I presume?

>> No.4767097

I think the cartoony eyes in shadow are more charming, imo. The remake is not BAD by any means, it actually retains the style of the original - that's more than I can say about every single "Doom in HD" project.

>> No.4767098

"don't like the feedback you got"
Maybe because it's not really feedback if the player's attempting to smash their face against it like every shittier wad out there- many of which are shameful cacowards

>> No.4767101

As if it's hard to pinpoint him out. Posting progress pictures of another fleshy map with no cohesive visual or gameplay design is practically their calling card by the point.

>> No.4767102 [DELETED] 
File: 11 KB, 620x192, image.png [View same] [iqdb] [saucenao] [google] [report]

I figured things were getting too peaceful lately.

>> No.4767104

xenofag with a martyr complex with the contrarian double-nature of wanting to contribute to the community but also wanting to be good at it and hating the fact that he's not good at it

also for some reason he really fucking hates the Doominati and blames them for things

>> No.4767108

As the guy who originally joked about 720 lines (and can't detail to save his fucking life), 720 lines.

>> No.4767115

>Maybe because it's not really feedback if the player's attempting to smash their face against it like every shittier wad out there
i don't even know what you're arguing here
"if the player's attempting to smash their face against it"
what does this even mean? that they're playing it aggressively? with a run-and-gun playstyle? like doom was intended to be played?
okay, so you made something experimental. the thing about experimental is that sometimes experiments don't work.

>> No.4767117
File: 11 KB, 620x192, image.png [View same] [iqdb] [saucenao] [google] [report]

Here's the suggestions I've got so far. Any last minute ideas before I throw up a strawpoll?

>> No.4767119

he attac

>> No.4767120
File: 1.80 MB, 700x394, spy.gif [View same] [iqdb] [saucenao] [google] [report]

Worst of all, he could be any one of us.
It could be you, it could be *me*, it could even be the ja-

>> No.4767123
File: 551 KB, 1920x1080, Screenshot_Doom_20180511_164712.png [View same] [iqdb] [saucenao] [google] [report]

Sippin' on that lean.

>> No.4767124


>> No.4767126

Desert theme?

I've never seen somebody do a desert map except in Stronghold.

>> No.4767127


720 linedefs or 2048x2048 might be interesting.
A time constraint will likely guarantee more participants, though, because there'll be less people trying to do more outlandish things and thus more smaller, contained projects, which will mean less people biting off more than they can chew and giving more results.

>> No.4767129

Naw https://www.youtube.com/watch?v=aBOyMg1gpGI

>> No.4767131

Nah, it could only be him. Making garbage flesh maps and then going off the deep end for the rest of the day when nobody likes them is their signature. It happens every time.

>> No.4767132

Quake... lyrics?

>> No.4767141

Would one day be a sufficient time constraint if it wins? Or maybe just a few hours?

>> No.4767146

It was about voices you hear in the background.
Like in the main theme it's a scream.Or in Hall of Souls it's several reversed voices.

>> No.4767147

Is this even legal?

I mean for musical copyright reasons.

>> No.4767151
File: 2.33 MB, 1894x1038, Turok_Dinosaur_Hunter_-_enemies_-_Giant_Beetle_-_008.png [View same] [iqdb] [saucenao] [google] [report]

why were you shooting the tiny fast melee enemies instead of just punching them? It's kinda funny that you ran out of ammo in the very first room to be honest, since there's like 6 of the little 30 health worm things and a pinky.

>> No.4767152

That album is CC BY-NC-SA so the mod is kosher as far as Trent and his lawyers are concerned.

>> No.4767154


Well, 300 minutes was 5 hours. So a full day would be a little under 5x that and would be really hard to keep track of.
As someone with extremely little experience in mapping or contributing to mapsets, I'd say if it ain't broke then don't fix it. 360 minutes or 400 minutes, which makes six/a little over six hours?

>> No.4767158


There was an enemy in front of me and I had a gun, with no indication that this would be an ammo-light map.

>> No.4767160

not him but
does not indicate i should melee them
in fact, it indicates the opposite

>> No.4767161

Yeah, Trent Reznor intended the Ghosts album to be free for basically everyone to use, encouraging people to use it and to remix it, etc.
Being that he made the score for the original Quake, it feels pretty fitting to use an album of his to rescore Quake.

>> No.4767162

Apparently yes.

>> No.4767164


Oh well that's cool, good on Trent.

>> No.4767168
File: 261 KB, 1500x1030, 1519724365180.jpg [View same] [iqdb] [saucenao] [google] [report]

As long as it isn't being sold, it's 100% in the clear.
>The album is licensed under a Creative Commons Attribution Non-Commercial Share Alike license, in effect allowing anyone to use or rework the material for any non-profit purpose, as long as credit is provided and the resulting work is released under a similar license.[22][23] Reznor explained this move by saying "It's a stance we're taking that we feel is appropriate [...] with digital technology, and outdated copyright laws, and all the nonsense that's going on these days".[24]

>> No.4767169
File: 570 KB, 1600x900, Screenshot_Doom_20180512_013813.png [View same] [iqdb] [saucenao] [google] [report]

Trying Quake Stuff Ultra with Doom 64 Textures(WIP).

>> No.4767170

Actually on the topic of music legality can we use stuff from Unreal Tournament 99?

I've seen some wads use their stuff.

>> No.4767171

How so? They're a lot easier to hit close up. I guess I just use fists more than other people.

>> No.4767175

If you don't profit on it.I guess we can.

>> No.4767176
File: 3.29 MB, 319x215, 1505757941859.gif [View same] [iqdb] [saucenao] [google] [report]

>does not indicate i should melee them
in fact, it indicates the opposite
What, you don't want to get in a fist fight with a swarm of Hungry?

>> No.4767178

i've always found melee in doom to be incredibly finnicky with just the fist, its slow and range is short so it's hard to "lead shots" with it, if you get what i mean

if i had the chainsaw early on then i'd probably be more open to going at them in swarms, since it's much easier to hit with it

>> No.4767179

sometimes i wonder if this ever gets finished, there could be a "consolation prize" version where you could play doom mods in these game's maps

>> No.4767181

I'm "arguing" that maybe the player should consider the situation at hand instead of blindly rushing into things. If there are new monsters and very little supplies, the player should have a much sharper eye and attention span, and be very cautious; opting to see how the enemy functions. EVERYTHING in the map can be easily punched to death; there's nothing stronger than a cacodemon; with the arguable-exceptions of the Rocketless Revenant, Hell Rose, and Flesh Wizard.

Playing it agressively, run-and-gun, and so forth upon the map is entirely possible; but you shouldn't just run around wildly and then complain you don't know where to go; when it's been every single intention of the mapper to make this apparent; There is no other way I could see to make it clear on where to go aside from literally putting arrows and hud markers on everything; and in case of the barrel-switch-thing, I put a damned long red tentacle trail leading from the bars to the heart so it WOULD be clear-er.

Please don't automatically assume that every single doom map should be tackled the same way. The player gets his essential tools (chainsaw, berserk) very early on, and the health powerups aren't too difficult to get at.
The eggs don't hatch if you don't attack near them, and can easilly be picked off with a single shot if you're quick and/or accurate enough, depending if it's been triggered. I don't know what calls for this in it's script. I just pasted the monster off R667 and into the wad
This guy is the tl;dr version. Just because you don't know how to go about the map doesn't immediately make it shit. If the enemy doesn't have a projectile attack- and even if it does- the enemy should be predictable enough for you to Punch-Backpedal/Sidestep-Punch-Circlestrafe to death by paying attention to it's tells in the animation and hitting it when it's unable to hit you with the projectiles (monsters can't aim when the projectile is already about to fire)

>> No.4767184


The thought horrifies me.
You're a bastard, anon. :^)

>> No.4767187

I feel there's a gray area there, but I've not heard of any wads getting rejected by idgames for using UT music or other commercial games that use tracker format music. So long as it isn't for profit I suppose?

>> No.4767189

Dude, what? Maybe for you, but whenever I see
I automatically assume:
>vulnerable to punching

>> No.4767190
File: 132 KB, 640x480, shaking out the last drop.gif [View same] [iqdb] [saucenao] [google] [report]

What about six hours, 2048x2048, and Boom format?
And with an included texture pack like CC-Tex4 or Gothic Texture Pack?

That'd give some focus, I think.

>> No.4767192

>The eggs don't hatch if you don't attack near them, and can easilly be picked off with a single shot if you're quick and/or accurate enough, depending if it's been triggered.
literally how is anyone supposed to know this

perhaps i'm unique because i have ptsd from the hands from blood
if you try to melee those bastards you're going to get choked to death

>> No.4767197

>literally how is anyone supposed to know this
By observing it when you walk past and haven't attacked in a radius. The "intended" method of killing the first slimeworm is holding onto -all- of your bullets obtained so far, running past it to the soulsphere-and-backpack, then picking it off from a distance so the eggs don't hatch; or by moving slowly and creeping up to poke the eggs from a distance or angle that doesn't trigger the egg.

If I absolutely must do this to show you that most of what's there is playable, then I will, again, make a recording and type some commentary. Jeez.

>> No.4767204

Hell on Earth Starter Pack/Extermination Day uses Quake 2-Quake 3 music but it was uploaded on Moddb.So I'm not too sure.

Btw speaking of sounds there is a Dungeon Keeper sound pack on idgames and it's from 2007 so it shouldn't be a problem.

>> No.4767207

>Just because you don't know how to go about the map doesn't immediately make it shit.

No, it doesn't.
But when it's a combination of constantly damaging floors, ammo starvation, darkness that keeps the player from seeing things easily, new enemies which means behaviors that aren't recognizable or notable, wide open areas with randomly-placed movement-blocking props, and not a clear indication of flow or progress, those don't blend together very well into a good map.

A couple of those together are fantastic for spicing up difficulty or making a tough and interesting encounter. All of them at once? No way, dude.
I'm an incredibly optimistic person when it comes to playing new things. I love digging into little bits and pieces and getting excited about mundane things that aren't pulled off very well.
This isn't me just playing a map that's different and not liking it. This is the map not being made well. The things that you think are indicators are not very clear.
You can blame the player for this, you can blame me for this, but at the end of the day I'm likely not going to be playing it again and I fully expect other players are probably going to have the same first impressions after playing it.

>> No.4767209

>The "intended" method of killing the first slimeworm is holding onto -all- of your bullets obtained so far, running past it to the soulsphere-and-backpack, then picking it off from a distance so the eggs don't hatch
i.e. something no sane player can reasonably be assumed to do on a first or even second run. Ok.

>> No.4767213
File: 357 KB, 1366x768, screenshot.png [View same] [iqdb] [saucenao] [google] [report]

>door clearly marked exit
>about a 4th of the level's enemies still await me after opening it
this is not okay

Anyone know a sprite mod that holds closely to the original but isn't centered?
Or any good non-centered one

>> No.4767215

>This is the map not being made well
If most cacoward indicators are any sign, then maybe it shouldn't be "made well"

>> No.4767216

>By observing it when you walk past and haven't attacked in a radius.
This is not going to be something a player is going to notice. Ever. I can guarantee you.

>> No.4767218

>i.e. something no sane player can reasonably be assumed to do on a first or even second run. Ok.
Except you literally -have- to do this before the first pinky.

>> No.4767219
File: 901 KB, 960x1440, Screenshot_Doom_20180512_094941.png [View same] [iqdb] [saucenao] [google] [report]

>there's like fifty of these anklebiters
>tiny barely-visible tunnel into the outside
In this case I feel like you're exaggerating for the hell of it.

Really though you can't see shit out here what the fuck
There's a chainsaw and a pistol in the lower half of this image but good luck freaking seeing them.
>Explore; The damned chainsaw and radsuit in the map is immidiately infront of the -only path- the player can go at the start
The chainsaw is hidden inside a tree, (which you'd avoid because there's a radsuit in there and you already have one) not "immidiately infront" of the player.

>> No.4767223
File: 402 KB, 1920x1080, Screenshot_Doom_20180511_195711.png [View same] [iqdb] [saucenao] [google] [report]

>touch berserk in stupidly dark cave full of red textures
>go blind
Cool, I guess.

>> No.4767224


>> No.4767228

I feel like Doom 2016's f for melee worked perfectly.

>> No.4767234

The tree is immidiately infront of the only way out of the starting area and has holes. You can pick up the chainsaw without picking up the radsuit. You give me shit for not being able to script/code yet can't walk a couple of map units? It's not hard to see in the slightest. honestly.

All the same, here comes the airplane since it seems I have to spoonfeed some of you.

>> No.4767237

That's another issue entirely, and one more on you.

>> No.4767238
File: 298 KB, 1600x900, Screenshot_Doom_20180511_200637.png [View same] [iqdb] [saucenao] [google] [report]

Man this looks fucking disgusting with tonemaps.

>> No.4767239

Just played, cool concept.
"a flesh realm beneath a bloody sky with gzdoom effects", yeah nice lets do this.

But man, remove the rad suit business. We can already imagine the player has some kind of protection but the rad suit just discourages exploration of something that we should explore. The world hostility comes from the monsters and terrain.

Also, unless I've got a flamethrower with ammo out the ass remove the ankle biters.

>> No.4767240

consider the following: if you have to spoonfeed people how to play your map, it's probably not as obvious as you think

>> No.4767245

I'm not a fan of context-sensitive inputs, and with something as commonly used as the [fire] button I imagine it becoming rather annoying
>melee attacks but they only stun
Right, so like e.g. left for dead's weapon butt ''shove''
Really don't see the appeal of not binding that to a new key honestly

>> No.4767246

Well people shouldn't put up their maps in super unfinished states if they cant handle criticism of their quality.

>> No.4767248

If a good chunk of people are having problems and need to be told how to progress, it's time to take a step back and rework things, and then playtest them a little more. It's not something you have to get defensive and respond like a smarmy asshole. It's just proper mapping.

>> No.4767250
File: 1.15 MB, 1920x1080, Screenshot_Doom_20180504_230426.png [View same] [iqdb] [saucenao] [google] [report]

Hejl Dawson?

>> No.4767251

>I'm "arguing" that maybe the player should consider the situation at hand instead of blindly rushing into things. If there are new monsters and very little supplies, the player should have a much sharper eye and attention span, and be very cautious; opting to see how the enemy functions.
>Playing it agressively, run-and-gun, and so forth upon the map is entirely possible; but you shouldn't just run around wildly and then complain you don't know where to go;
If you want the player to be cautious and slow, don't, I repeat, DO NOT, put them in a non-respawning radsuit timer gimmick, which is exactly what you did

>> No.4767253

>Doom 64 Textures(WIP)
is there a download for this?

>> No.4767254
File: 788 KB, 1600x1800, Screenshot_Doom_20180511_201029-2.png [View same] [iqdb] [saucenao] [google] [report]

>It's not hard to see in the slightest. honestly.

You look to the left and go down the path. You would never see the chainsaw and would completely run past it.
You look to the right and go down the path. You would never see the chainsaw and would completely run past it.
The only way the player would know there's a chainsaw there would be to go out of the way, off the path open to them that they're being nudged down, and into the area that looks like a gigantic blockade.
And this is, all the while, they're being pestered by enemies nibbling at their dick, so their concern is less "I wonder what's in that tree" and "I need to get out of here as quickly as possible".

This is bad.

>> No.4767256


>> No.4767258

I noticed it, however when I attacked the egg a worm popped out anyway.

>> No.4767264

Yeah that's because he's full of it. http://www.hatebin.com/hjvmjilesm here's the worm, http://www.hatebin.com/jlyzedyipn here's the egg. 10HP is more than enough to survive a fist or pistol shot (45% chance and 33% chance respectively). Since it's not consistent you'd never know.

>> No.4767283

>Completely omits the option of "looking straight ahead and noticing the two holes"
>because he's full of it
Tell me that when the video is uploaded, friendo.

>> No.4767285

the two holes you can barely fucking see?

>> No.4767289

sounds interesting and the screens actually remind me of 90s style design when it came to some of the vanilla doom levels. Like interpreting what various levels of hell might look like. Though this is sorta lovecraftian.

Sounds to me like people arent getting the proper tactics that you're supposed to use here. Ive seen pistol starts maps with several Mancubes trying to gun the player down. You cant just start shooting at everything.
> mfw people wonder if you can put a limited ammo weapon in as a replacement for the pistol, like for example a Shotgun which uses shells even though you dont start with shells
> or zombie sergeats that only drop a working shotgun like 1/3 of the time
People forget there is a Fist.
Heck in Strange Aeons you get a super chainsaw as your starting item.

>> No.4767290

Maybe you can "barely see them" but you're once again exaggerating for the sake of argument.

>> No.4767292

I haven't played your wad, but when multiple people are coming at you with similar problems, it's not them that's wrong, it's you.

Your map seems straightforward to you because *you made it*. You know where every single thing in it is. You know exactly what you intended in every area of it. A person who plays your map a hundred times won't have the same knowledge you do.

Just looking at the screenshots, I'm gonna say this: There are colors other than red. Use them.

>> No.4767293

Finally somebody that gets it. Thank you for not causing me more stress.

>> No.4767294

he's saying the exact same thing other people are
>Sounds to me like people arent getting the proper tactics that you're supposed to use here.
only difference is that he said "sounds interesting" at the start so i guess that makes it a-okay

>> No.4767297
File: 18 KB, 480x360, It's the players who are wrong.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4767298

Sorry, but the theme and map pallet would call for nothing else but reds, flesh colors, and the odd lava/blood/slime.
It would destroy everything and legitimately make the map worse.

>> No.4767301

so what is the problem, then? the fact that i can't fucking see them? or you don't like how i phrased the wording?

what are you really looking for here?

>> No.4767306


>> No.4767310

>It would destroy everything and legitimately make the map worse.
That's a low bar.

>> No.4767313


>Him: "well okay maybe i shouldn't just be blindly firing at everything and instead take my time because there's a lot of risks to be taken on the map and i need to know when and how to handle them, i'm not doing well, so it's very likely my fault and not the mappers, so i'll blame myself like a reasonable person and give him the benefit of a doubt."

>> No.4767316

>actually getting stressed out because people posted constructive criticism of your unfinished map

>> No.4767318

That's a laugh.

>> No.4767323

>everyone else: I don't get what you're supposed to do
>Him: People don't get what you're supposed to do
>You: th-thanks man i am literally stressing out here

Try posting actual things people have said next time.

>> No.4767324
File: 24 KB, 407x211, 1505757941859.jpg [View same] [iqdb] [saucenao] [google] [report]

You can argue all you want about it, but it doesn't change the fact that the consensus seems to be that your map fails to deliver.

>> No.4767325

>Think that most cacowards aren't very well made
>This automatically makes me butthurt

>> No.4767328

Except that's wrong and you know it.

>> No.4767342


>> No.4767368


Here's your spoonfeeding that tells you about the map. Don't presume this is a legitimate run; only a guide.

>> No.4767369
File: 94 KB, 500x754, ghost.jpg [View same] [iqdb] [saucenao] [google] [report]

We dont need another 1024
However, what about this... 1536 except no single area can be larger than 1024
We could call this
> 1024 Extended
meaning that the main action takes place like such, but it can have areas outside that which the player has to go into or can be led into for secrets.
I just dont want to call it 1536 because thats been tried and it doesnt sound good, and it didnt turn out too well either.

Also I would prefer G/Zdoom with 3d floors and features (no custom Decorate though, its a map pack not a mod).
Jumping and Mouselook (no autoaim) should be assumed.

Trying to keep this stuff working for older ports and vanilla is just a giant weight around its neck, we should start cranking out more modernized stuff.

Nope its just they're failing their IQ tests. There are some popular map packs that feature map areas where you are literally expected to take advantage of infighting just to survive.
> kinda pissed me off when KDiZD not only turned off infighting it also turned off monster damage, even zombies could shoot each other and not feel it

>> No.4767371

that's good and all but this is not one of them

>> No.4767375
File: 145 KB, 756x661, 1485989612150.png [View same] [iqdb] [saucenao] [google] [report]

I'm confident that if you were to post your map anywhere outside of /doom/ you'd still be met with negative reviews and criticism.

Also the difference between your map and other maps that take advantage of such things is they do it well.

>> No.4767378

> map15 claustrophobia 2
> spirited away
yeah there's an arch right in front of you, but you'll be dead doormeat if you attack because its an ambush
...here just let me quietly slip down the hall, grab a shotgun, have a pinky chase me down to the other end of the hall without hurting it...
> open door, let it in, close the door
> grab armor and blow away the other pinkies that teleport in
Archviles didnt activate, the starting one even disappeared.

That takes tactics and thinking, not just opening fire.

>> No.4767380
File: 598 KB, 1920x1080, Screenshot_Doom_20180511_181235.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4767381

>yeah there's an arch right in front of you
and that's the blatant difference
if you pistol start, oh, there's an archvile and all i have is a pistol

i am clearly not meant to shoot it because i will die

>> No.4767383

why are korax and eidelon called serpent riders if they don't ride serpents?

>> No.4767390

Hamperman will save the day!

>> No.4767391

Why is Gaim a Kamen Rider if he doesn't ride Kamens?

>> No.4767393


>> No.4767395

D'Sparil wanted to come up with something that sounded cool for the group and the others didn't have the heart to hurt their youngest brother's feelings by objecting.

>> No.4767396
File: 102 KB, 832x1377, 1525543558988.jpg [View same] [iqdb] [saucenao] [google] [report]

C. Kid is my waifu (male).

>> No.4767397

I can almost hear him screaming

>> No.4767403
File: 485 KB, 1000x1300, c kd.png [View same] [iqdb] [saucenao] [google] [report]

how did you know he was mine too

>> No.4767405
File: 171 KB, 923x865, kamen_rider_gaim_by_rioadefatrezy-d74so2b.jpg [View same] [iqdb] [saucenao] [google] [report]

This guy

>> No.4767406

Samsara Monster Mixer or something like that.

>> No.4767409

looks like a mismatched power ranger.

>> No.4767413

How DARE you insinuate that my preferred Japanese children's show is like the american ripoff of a different Japanese children's show!

>> No.4767416

term go back to your stream i wanna see dev chop chop

>> No.4767417

That's not my post though. They didn't make this map, I did.

>> No.4767419

No difference though.

>> No.4767426




>> No.4767428




>> No.4767431

Watched it. Aside from the random passive-aggressive chat messages slowing everything right the hell down, your video actually illustrates many issues with the map's gameplay and flow.
>need to be overly cautious to the point of barely advancing
>health only balanced if you follow a specific route (you'd have been fucked without that megasphere and there's no reason to go over there if you don't know it's there)
>not nearly enough ammo
>not enough radsuits
>if you're not using one of the brighter lighting modes the map is too dark to play
>the version you showed is edited, and seemingly has less enemies in the outdoors portion, as well as new enemies (naked revenants)
>you didn't show the part where like 50 worms ambush you when you get the chaingun

>> No.4767436

>you'd have been fucked without that megasphere and there's no reason to go over there if you don't know it's there)
No, I wouldn't of been.
>need to be overly cautious to the point of barely advancing
False, most of this was displaying.
>not nearly enough ammo
more like "way too much ammo"
>not enough radsuits
known; even stated in the video
>if you're not using one of the brighter lighting modes the map is too dark to play
No comment. It's remaining.
>>the version you showed is edited, and seemingly has less enemies in the outdoors portion, as well as new enemies (naked revenants)
has same number of enemies barring the revenants.
>>you didn't show the part where like 50 worms ambush you when you get the chaingun
And you said you watched it.

>> No.4767440

Give me the time signature where you grab the chaingun. Also please note that I saved the video.

>> No.4767441

I enjoyed modifying that shit to add some missing Quake enemies from some other mod.

Shame I can't release it since I never asked permission. Don't want to be a thieving dickhead.

>> No.4767445

Oh wait, I see, there's more that dropbox doesn't show. I'll watch the rest then.

>> No.4767446

18:48/18:49, specifically where I freeze the map to talk about the aforementioned ambush not being properly set up yet.

>> No.4767459

Doesn't mean you can't release it here, anon.

>> No.4767463

>Told the map needs less red
>They add more red to spite people
absolute madmen

>> No.4767467
File: 751 KB, 1280x720, more accurate print messages.png [View same] [iqdb] [saucenao] [google] [report]

From 15:00 onwards
>sweet jesus the passive aggression
>have to shoot heart unless you change the sector heights
>not enough ammo to kill all worms, even if you haven't fired a single shot
>can't spell denizens
The fact that you have the gall to complain when people point out glaring flaws in your map that you yourself admit is unfinished is ridiculous. If you legitimately want this to be a melee-focused map until the chaingun just define a custom playerpawn and strip the pistol from the player on spawn, then build around melee only so that people don't play it "wrong". You should also set your damned lighting mode to "Dark" or "Software" so you don't end up screwing over players with your sector brightness, considering you seem to have it set on one of the very high settings.

>> No.4767468

I ain't no SergeantMark.

>> No.4767476

>Complaining that you can't see when you're using Negative-ZDaemon Lighting
What did you even expect?

>> No.4767478

>>have to shoot heart unless you change the sector heights
This isn't a flaw? This is intentional? You're -supposed- to shoot the heart to proceed through the map. I've said this several times.

>> No.4767482

>Can't take criticism
>Excuses literal map-breaking feature

>> No.4767484

That's no excuse. People will play it with different visual settings, it needs to be playable with them.
The player could be out of ammo at that point, causing a total halt in map progress.

>> No.4767495

You're right. It's not an excuse, which is why it's staying.
That's fair. Punching or chainsaw what's effectively a reskinned explosive barrel is death.

>> No.4767504

>it's staying
Have fun with all the complaints then.

>> No.4767506
File: 52 KB, 453x516, anon tries to put the pin back in.png [View same] [iqdb] [saucenao] [google] [report]

> not wanting to shoot the switch to progress further into the level

>> No.4767513

To be fair, it's not even a shootable switch in this instance. It's an explosive barrel reskin that 00zombie00 said could be used.
I share your fustration with shoot-switches though; as there's not usually a good way to depict that you have to shoot them.

>> No.4767515

That's fine. I don't like most "well received" doom maps anyway.

>> No.4767519

I dont know about you but I can punch barrels without dying. I just take damage thats all. You gotta know the exact moment to run back. If you have berserk you can do it without even being damaged.

>> No.4767520

Wait, UT's music is tracker music?

Never knew that, wondered why it sounded so modern yet so retro.

>> No.4767521

Oh, I can do the same, but I can never pinpoint the proper moment to do so.

I might just have a button nearby that telefrags the heart

>> No.4767524


Lightning is way too dark
Map starts out small and then opens up to way too open areas with branches that are even more open and dragged out in the way that they come out as out-of-map zones where crucial items are placed where secrets if anything should be placed at.

The whole "punch them" is stupid, you should know it but you don't hence why you keep defending your single-minded way of playing it.
The enemy to ammo ratio is almost in the TAS speed run range where people run past everything and hit the EXIT while killing 1-5% of the enemies. So having objects like the heart that you have to shoot is the last thing a person would shoot at since they have to conserve their ammo so much that they even have to reused un-burnt powder from the shells.

A good map let the player know the way based on the layout without having to tell them.
Yours plays like an open world map with no side quests, just scarcely placed items here and there.
It's like you balanced it to make it bearable with one HP left after doing the one and only route as if it where a 2.5D version of "I wanna be the Guy".

You are to stubborn and shut in your own ego to take criticism, AKA you're acting like a toddler.


>> No.4767530
File: 664 KB, 1920x1080, Screenshot_Hexen_20180511_190449.png [View same] [iqdb] [saucenao] [google] [report]

if spurdo sparde were an enemy it'd be these guys

>> No.4767532

>Says I'm being a toddler but almost immediately starts insulting me
this is why I never "Take any criticism to heart"

>> No.4767537

>That staff looks like a benis
>Haha ebin :DDDD
Holy fuck now I want a double headed Spurdo Ettin

>> No.4767538

You've had your non-insulting criticism nonstop, your map is an insult in itself, stop making it and you won't be insulted.

>> No.4767539
File: 17 KB, 500x368, 1438638326663.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4767540

You're just gonna ignore everything the post said just because of that?

>> No.4767541
File: 17 KB, 725x561, 1503201699276.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4767542

People usually do ignore people when people start shit-talking them.

>> No.4767543
File: 145 KB, 1878x1562, reloding.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4767547

So that's a yes.

>> No.4767549

Hey, if people want to impede me, I'll just go through them.

>> No.4767550

Just stop posting, it's embarrassing to read your posts.

>> No.4767553
File: 75 KB, 645x729, d27.png [View same] [iqdb] [saucenao] [google] [report]

Sweet baby Jesus you cannot have this level of inderstanding of human social dynamics. I'm convinced now you're either underage or mentally retarded, because no fully grown adult thinks like this unless they've been dropped on their head or they've stolen a chromosome at some point.

>> No.4767554

Lol look at this tough guy.

>> No.4767558

You ignored everything because the toddler part is literally the last sentence in that post.

You're both retarded, illiterate and can't make maps.
There, now you didn't have to ignore 7 sentences to only focus on the insult that was at the very fucking end of a post.

The way you act and the way you reply is strikingly similar to how grade schoolers behave when they are told their idea is stupid, and for good reasons too since it's childish.

>> No.4767563

Did you mistake /vr/ for /vidya retardation/ when you started posting here?

You don't fit in here until you've matured mentally.

Ackchually... You don't belong anywhere.

>> No.4767581

>Wake up
>See if >>4765931 made any progress
>People trashtalking some autistic anon
>Decide to check >>4766652 out.
>Turns out >>4765931 was the autistic one all a long.

By the way, your map pacing and item placement are pretty messed up and I agree with them.
You really, REALLY need to learn how to make maps. Not just design them visually, but fully construct a map that plays as good as it looked in your head.

Because when playing this, I couldn't stop thinking that this map had to be played exactly the way you played it else we run out of ammo.

Even the most linear DOOM maps can be played in multiple ways, I suggest you open some up and look at the map layout and item placement before you do further work on this map.

>> No.4767596

How do I even run this. I feel like an idiot

>> No.4767597

Drag+Drop into GZDoom. It uses ZDoom features so you need a ZDoom-based port.

>> No.4767603

I'm going to upload a "legit" playthrough up to the yellow skull door in a moment.

>> No.4767609

>ask feedback for a legit map
>not a single feedback
>s'arais gets all the attention


>> No.4767615

Post the map, I'll play it right now.

>> No.4767621
File: 476 KB, 1920x1080, image.png [View same] [iqdb] [saucenao] [google] [report]

my girlfriend

>> No.4767623
File: 425 KB, 1920x1018, Screenshot_Doom_20180511_200808.png [View same] [iqdb] [saucenao] [google] [report]

Well, uh. It looks really nice, and the unique monsters look and sound really cool and spooky. I didn't bother trying to kill any of them after the initial corridor because I couldn't find any ammo or a different weapon. Really wish the ground wasn't deadly so I could explore and look around instead of desperately sprinting everywhere. The green tint of the rad suit really spoils the atmosphere and makes it hard to see. Pic related is in a cave where I could barely see anything, seemed like a cool monster but I think it's bugged. Couldn't find the yellow key. I assume you haven't added keys, weapons, or ammo yet.

>> No.4767624

why do you keep posting this.

>> No.4767628


>> No.4767630

she is perfect

>> No.4767635

tell her to drop anime

>> No.4767640

Her favorite anime is gunxsword

>> No.4767656

That would be Castlevania The Way Konami Would Do

>> No.4767669

I beat you to it

>> No.4767712


>> No.4767717

>you're supposed to shoot the blood fountain repeatedly

>> No.4767720

Yeah that one took me a while on the first run.

>> No.4767728 [DELETED] 

>>>/a/ weeaboos.

>> No.4767780

>big open area, yet next to no reward for exploring
>fuckall ammo and weapons
>90% radsuit reliant
Oh yeah, needs work.
Hellstar Remina?

>> No.4767786
File: 720 KB, 1920x1080, Screenshot_Doom_20180511_162703.png [View same] [iqdb] [saucenao] [google] [report]

grand theft auto Doom.

>> No.4767810
File: 2.87 MB, 630x354, meleeagainna.webm [View same] [iqdb] [saucenao] [google] [report]

Here we go again...!

>> No.4767847 [DELETED] 

Someone made Doom with better graphics.

>> No.4767852
File: 21 KB, 306x306, 10561024_1440967719515305_1117002302_a.jpg [View same] [iqdb] [saucenao] [google] [report]

>kick kick punch punch.. pet

>> No.4767861

not retro

>> No.4767869

Do not.

>> No.4767935

>that screen pulse when shooting while powered up from hell damage
who the fuck thought that was a good idea.

>> No.4767937

Furthermore this ain't doom. This is just another wave based survival shooter, lemme know when they actually make levels for it cus the aesthetics are pretty okay.

>> No.4767939
File: 239 KB, 800x600, SCREENSHOT SATURDAY BITCHES.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4767940

Does the Doom 64 chaingun fire faster than the vanilla one, or is it just my imagination?

>> No.4767946

>wave shooter garbage
>those aesthetics
Into the trash it goes.

>> No.4767947
File: 837 KB, 1920x1080, Screenshot_Doom_20180512_000721.png [View same] [iqdb] [saucenao] [google] [report]

There's this old Duke Nukem 3D total conversion mod that's kinda crappy decorate by today's standards, but there's nothing really like it either. And it had a lot of palette issues. So I basically redid the animations/weapons for everything but the Shrinker and Microwave Expander (because doing all that light shifting and trying to figure the correct color shift for the core would be a nightmare). Unfortunately I don't have my hands on all the assets though, so I can't replace them with their originals like for ammo or pick-ups, much less the palette-defiled explosions. And fuck trying to replace all the monster frames too.

Also used the World Tour / Megaton Edition widescreen sprites for some weapons.

>> No.4767948

I think it shot slightly faster, yeah.

>> No.4767952
File: 1.14 MB, 1920x1080, Screenshot_Doom_20180509_145329.png [View same] [iqdb] [saucenao] [google] [report]

Almost done with LegenDoom 2.0
Been testing and fixing stuff non-stop lately.

>> No.4767953

Hellbound the GZDoom mapset is certainly better than this. Also, the trailer is a complete ripoff of Dusk's.

>> No.4767965

whens DRLA

>> No.4767970

it is a mystery

>> No.4767979

what? you mean to tell me he just releases updates whenever he wants?

>> No.4767985


>> No.4767991
File: 798 KB, 1366x768, Screenshot_Doom_20180512_052355.png [View same] [iqdb] [saucenao] [google] [report]

I'm finishing the last bits of this Duke mod that I have been working on.

>> No.4768007
File: 2.42 MB, 640x360, assrifle2.webm [View same] [iqdb] [saucenao] [google] [report]

editing Sgt. Shiver's sten gun sprites more. I really want to like using this weapon, but I just can't seem to get it quite right.
I also wish there was a way to make projectiles (they're fast and invisible here) spawn hitscan blood and not bloodsplatter blood.

>> No.4768010

Forgot to crop the footage, oops..

>> No.4768014

maybe make it slower but deal more damage? That usually makes things satisfying.

>> No.4768056

I've almost finished with Doom 64, this has been my first Doom game and I actually like it a lot. Is it more or less similar to the other games because I'd like to check them out. sometime.

>> No.4768069

Yeah. Less atmospheric and moody, but same gameplay.
If you can't live without the atmosphere, play PSX Doom, there's conversions for PC. But I'd give the originals a try first.

>> No.4768082

Well, I guess you really are blinded with rage.
From playing this wad

>> No.4768087

>not gripping it by the sideways mag with your offhand
That's like, Rule of Cool #1 with this gun.

>> No.4768090
File: 78 KB, 912x912, much better.png [View same] [iqdb] [saucenao] [google] [report]

revisited some old shit, new versions on the right

>> No.4768093

The internet is about to be hit with a global EMP! What would you save if you only had time to download
>3 map WADs?
>2 gameplay WADs?
>1 other miscellaneous WAD?

>> No.4768095

Gameplay is quite similar, though Doom 64 had entirely new graphics, sound, music and levels, missing some monsters, though also having an all new boss and an all new weapon.

Original Doom looks, sounds and kind of feels, really different.

>> No.4768101
File: 1.27 MB, 800x600, 2018-05-12 12-13-47.webm [View same] [iqdb] [saucenao] [google] [report]

Both first tick speed(i.e position) and pitch/angle is interpolated now, so you can shoot a constant stream of any amount of projectiles with sub-tick precision.

This is almost ready for test release, but I want to make a few example projectiles that inherit from the fairly daunting base projectile to show how it's supposed to be used in projects. Other than a functional flamethrower, what are some missile types you guys would enjoy seeing examples of?

>> No.4768108

lookin great anon, especially the bottom one improved a lot
nah dude that's pee until you change the particles

>> No.4768110

Nice to see there are other tokufans lurking around here. Or atleast Kamenfan

>> No.4768114
File: 286 KB, 1024x768, Screenshot_Doom_20180512_123338.png [View same] [iqdb] [saucenao] [google] [report]

More brown shit.

>> No.4768129
File: 188 KB, 1280x960, tumblr_nd7ciagNqW1ty70x1o4_1280.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4768132

clean your bathroom bucko

>> No.4768161
File: 2.40 MB, 640x360, assrifle.webm [View same] [iqdb] [saucenao] [google] [report]

It actually is slower and deals more damage than it did before!
It was before (see webm), I'm just still trying to figure things out with it. In the original sprites Sgt. Shivers put the bolt further up the gun, while very incorrect it did give it more "action", currently you can't even see the bolt because while correctly placed it's covered by the HUD.

>> No.4768167

I'm.. not quite sure how this works. how are you getting around the 35 tics per second limit? Just spawning additional projectiles averaged between the difference in tics?

>> No.4768176
File: 434 KB, 1231x1183, Motherdemon64.jpg [View same] [iqdb] [saucenao] [google] [report]

Am I the only one who thinks that Mother Demon is one of the best designs in the series?

Hope she makes a comeback in the next Doom game.

>> No.4768198
File: 35 KB, 1352x385, example.png [View same] [iqdb] [saucenao] [google] [report]

old pitch and old angle are saved in a tick override on the gun

>> No.4768201

Looks dumb.

>> No.4768206

you look dumb
(it does look like a satyr with down syndrome)

>> No.4768226
File: 561 KB, 1600x872, Castle_Azgul at 2018.05.07 22-44-55.567 [R3018].jpg [View same] [iqdb] [saucenao] [google] [report]

Been a bit of time, but I'm working on my map some more. (This is one of three screenshots btw, the other two will follow shortly.)

>> No.4768228
File: 336 KB, 1600x872, Castle_Azgul at 2018.05.07 22-45-03.800 [R3018].jpg [View same] [iqdb] [saucenao] [google] [report]

Screenshot 2 of 3

>> No.4768232
File: 217 KB, 1600x872, Castle_Azgul at 2018.05.07 22-45-10.318 [R3018].jpg [View same] [iqdb] [saucenao] [google] [report]

And 3 of 3.

If anyone has any thoughts or suggestions, feel free to let me know! I feel the entry room is done, but I have no idea what to put into the larger room there yet.

>> No.4768236

I decided I should give doom a try and holy shit it's so much fun.

>> No.4768238

It sure is! How are you playing it?

>> No.4768239

classic controls.

>> No.4768241

I meant engine and such.
>classic controls.
Arrow keys + mouse turning then?

>> No.4768245

Steam. And yes.

>> No.4768262




>> No.4768284

>thought doomguy was taking a huge piss

>> No.4768289

There were some fetus things in jars in doom 4, that sort of resemble her design
If we're lucky, we might get an actual hellish weapon like the Unmaker

>> No.4768290

In the future, humanity has managed to enhance and weaponize our very own uric acid.

>> No.4768301
File: 15 KB, 500x500, 1514520863893.png [View same] [iqdb] [saucenao] [google] [report]

i don't want to enter /vr/s magical realm

those are just archvile fire sprites :(

>> No.4768321

At the start there, it looks like it's in 1st person and Doomguy is literally holding his dick onscreen.

>> No.4768323


I really feel most of the doom 64 designs ended up looking even goofier than the original sprites. Which is quite a feat, considering shit like the Cacodemon.

>> No.4768334

>my wife spilled mate all over my notebook

such is life...

>> No.4768339

did it died?

>> No.4768340

Spilled what?

>> No.4768342

What was in it?

>> No.4768346

Now I want a postal 2 mod

>> No.4768353


nope, but the keyboard stopped working, I'll have to remove every single key, no chance of getting a replacement




muh retro games

my main computer is still in my parents' house

>> No.4768357

Can you plug in an external USB keyboard?

>> No.4768375

Postal TC? Cant wait to pee on an imps face and watch them barf.

>> No.4768378

I swear that there was a mod where you literally drank the blue health vials and it filled up a piss meter.

>> No.4768382
File: 58 KB, 715x844, aiming.jpg [View same] [iqdb] [saucenao] [google] [report]

I poked at my guns some more, now the shotgun has a high heat feature of firing powerful as fuck slugs, the ice beam now builds up a minor amount of heat, and at high heat it now shoots non-freezing icicles, I got some sounds for the vent altfire, and finally I added an extra function for the ice beam: When you're into complete overheat, you can "fire" it to vent the gun, though this has no offensive capabilities.


>> No.4768391

Looks cool

>> No.4768395

Nature's call

>> No.4768396
File: 2.33 MB, 640x360, blades.webm [View same] [iqdb] [saucenao] [google] [report]

Making use of a beta Shadow Warrior sprite (and dying horribly)

>> No.4768401

oh man you're gonna need to make those far faster.

>> No.4768410

If you mean the pincer attack, it has a slow startup on purpose, it's a callback to the Raptor's instakill claw attack in Turok Rage Wars! I might speed up the slice itself though.

>> No.4768412
File: 42 KB, 472x340, 381465a349d4dd50ee90051eec838763.jpg [View same] [iqdb] [saucenao] [google] [report]

What's the biggest clusterfuck of mods I can combine with Legendoom?

>> No.4768415

Yeah the primary fire. Though you might want to tweak your alt attack too, it's find to have a bit of a wind up and a bit of a cooldown, but the attack animation should come down hard and fast.

>> No.4768427

The slow animation makes them look rather unconvincing. You cold work around it with careful offsets on 1 tick frames

>> No.4768431
File: 2.41 MB, 640x360, blades2.webm [View same] [iqdb] [saucenao] [google] [report]

How's this?

>> No.4768434
File: 538 KB, 320x240, Browsing doom threads.gif [View same] [iqdb] [saucenao] [google] [report]

Primary fire is much better, the windup for altfire is fine, just make the actual attack animation a little faster and you'll be set.
Keep up the good work.

>> No.4768436

Colorful hell, Champions!

>> No.4768441



>> No.4768456
File: 1.46 MB, 640x360, stagbeetlerampage.webm [View same] [iqdb] [saucenao] [google] [report]

My problem is the difference between 2 tics and 1 tics is huge, the frames with the crossed-over arms go by so fast they just look like a confusing mess of pixels flashing. I guess it looks better overall though?
Thanks a lot for the input guys! I'm not used to timing animated stuff.

>> No.4768462

metadoom feels like this weird case of how feedback theory has become a standard in most mods, people thought the weapons were weaker because of how they sounded and felt, despite the mod being meant to play close to the core gameplay of traditional doom
while some enemies having a bit more health and the micromissiles wasting 6 bullets are true, i've seen someone playing this mod in a single map (rather than anything with more maps) and using the machinegun's alt fire over the primary one because of awful that one felt, without even noticing how much damage it delt on regular zombiemen, then comparing it to the vanilla chaingun
might be most people getting used to mods that not only have better "gunfeel", but some even change the gameplay a lot more and how metadoom was so different from something like reelism, some didn't notice weapon feedback was something kinsie just can't get right

>> No.4768473

I've been looking everywhere for a wad that seems to have disappeared from the internet like, fucking entirely. Does anyone happen to have Ijon_Tichy's jkemod2? The latest version I have is jkemod2_0.2.5beta but I remember there being much later versions that had more weapons and classes. I checked the github and downloaded it but it just gives me errors when I try to launch it, and even if it did work, it's still an old version.

>> No.4768484

Colourful Hell updated to 0.931


>> No.4768528

By the way, does anyone think this update could get into the Inmost Dens blog?

>> No.4768538
File: 426 KB, 766x430, Screenshot_Doom_20180512_183920.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4768540

mod name?

>> No.4768542

What are some mods that I can use to get a more atmospheric feel in some maps like demons of problematique?

>> No.4768543

Which one do you mean?
The skin and the Weapon i made myself...

The wad itself is called threshold of pain special edition

>> No.4768546

>The skin and the Weapon i made myself...
ok, that's all i wanted to know

>> No.4768548
File: 644 KB, 1317x814, 1513891877482.png [View same] [iqdb] [saucenao] [google] [report]

Current map I've been working on has grown quite large and still is missing a few major areas. Aiming for a playtime of ~30 mins or so.

>> No.4768560 [DELETED] 
File: 6 KB, 284x120, Zombie Shotgunner.png [View same] [iqdb] [saucenao] [google] [report]

I made a zombie shotgunner sprite, I didnt find any zombie shotgunguy's with clean armor so I just made it myself. First sprite thingie I've made, actually, so it was pretty fun.


download in case anyone wants to use it. credits in the wad itself.

>> No.4768573

>wave shooter



>> No.4768617
File: 325 KB, 1600x900, Screenshot_Doom_20180512_133420.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4768629

What the hell did you do there, Anon? Dive into a barrel of OJ?

>> No.4768630

I'm trying to make a powerup colormap for invuln that doesn't completely rape your eyes when you get it but clearly it ain't fucking working.

>> No.4768639

Well, I wish you the best of luck there then! Because honestly, that would be really nice.

>> No.4768642
File: 581 KB, 1600x900, Screenshot_Doom_20180512_134533.png [View same] [iqdb] [saucenao] [google] [report]

I'm going for a red/green bichromatic vision because that's what the sphere is colored. Pretty sure I can get the balance right.

>> No.4768645

Sometimes i wonder if the reason for the hell razer in MetaDoom to replace a zombieman was because there couldn't be any other options for any other varient.

>> No.4768653

Does the Mother Demon have rocket resistance like the cybie or the mastermind?

>> No.4768654
File: 339 KB, 1600x900, meme.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4768658
File: 558 KB, 1600x900, Screenshot_Doom_20180512_135213.png [View same] [iqdb] [saucenao] [google] [report]

I can do it as a joke, gimme a sec

>> No.4768659
File: 707 KB, 1600x900, Screenshot_Doom_20180512_135433.png [View same] [iqdb] [saucenao] [google] [report]

This is the best I can manage

>> No.4768662

Smooth Doom upgrade gives the game PSX-style lighting.

>> No.4768670
File: 547 KB, 1600x900, Screenshot_Doom_20180512_135927.png [View same] [iqdb] [saucenao] [google] [report]

Oh fuck this is actually kinda good. Less saturation = less eyerape. Might be workable.

>> No.4768675
File: 11 KB, 276x183, images.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks, man.

>> No.4768714

Throw in -fast for maximum carnage

>> No.4768729


>> No.4768731

I like the look.
I mean, it's ugly as fuck, but it could work as a scare in a Lovecraftian horror style map, full Color-Out-Of-Space style.

>> No.4768736

It doesn't matter if you CAN spot it. If the chainsaw is necessary, it should be obvious, or AT LEAST lock in player in the first area until they find the chainsaw.

That's bad game design/level design, hombre. ALLOWING player to screw themselves over permanently (resulting in death) without them KNOWING they're screwed is bad.
Even old Sierra adventure games when you died after being screwed over, you had a general idea of what you did wrong. Here, not so much.

>I'm not going to spoonfeed the player
You moron, this isn't a fucking 4chan thread. People play Doom to have fun, not to 'lurk moar'. You shouldn't pull that shit unless the level is explicitly a puzzle map, and finding the right sequence of actions is the puzzle itself. If it's not, get out of here with this crap.

>> No.4768746
File: 413 KB, 1280x720, 1419882586622.png [View same] [iqdb] [saucenao] [google] [report]

I have a few beginner modding questions:
1: Is it even worth writing in decorate or should I do zscript entirely (I don't know if that is possible, I'm about to watch the zscript tutorial)
2: What version of gzdoom allows best for testing? I have an old thinkpad running Linux, I don't know if that is ok...
3: How do I get good, feasible ideas? The only thing I came up with is way too grand for a starting point.

Thank you.

>> No.4768757

1. ZScript allows you to do cooler stuff than DECORATE.
2. Always the latest one.
3. I usually go play other games for ideas.

>> No.4768767

Yes, do zscript. You can write decorate code in zscript if you add a bunch of semicolons basically. So decorate tutorials still apply.

Then whenever you feel like it you can use zscript exclusive features at will.

>> No.4768771

>2. Always the latest one.
Devbuilds aren't as recommended as they once were though. Now they're actual dev builds :P

>> No.4768775

Speaking as a beginner modder myself, I can say the following.

1. Decorate is easier to learn, but ZScript has more power and fewer limits. I'm honestly sticking with Decorate myself until I'm ready to learn more but in the end, the choice lays with you.

2. Always assume that everyone will use the latest stable version that is currently out, doesn't matter whether it's GZDoom, Zandybam, or whatever the latest will always have the largest audience and the most features.

3. Tinker around with the default resources a bit, take a look at others' works (whether it's by playing it yourself, or looking at how they coded something if not both), or maybe even play some other games in the meantime.

The important part is to not stress it too bad, and to not burn yourself out no matter what you choose to do in the meantime until you can work up to making your grander ideas.

>> No.4768789

Watching your vid datanon. This is really great. I knew a moderate amount of zscript, but the meaning of many things and the reason they work has been mystery to me. Watching your video I'm already getting stuff cleared up.

>> No.4768791 [DELETED] 

Well my vid was geared more towards people who knew DECORATE to begin with so if you keep going it might get a bit complicated. DECORATE is well documented though so you shouldn't have as much of a problem using the wiki as with ZS.

>> No.4768793

Wait I'm an idiot, sorry just got up.

>> No.4768798


Sure, I don't think l've posted about Colorful Hell before. I'll post about it tomorrow.

>> No.4768814

Lol it's fine dude.

If you've the time, I'd really like some help from your or anyone else really: on an actor that has a complete tick() override, how do I kill and remove it through state actions?

Stop; doesn't work, and neither does calling Destroy();

>> No.4768817

>complete tick() override
If you don't call back to super.Tick() shit's gonna break, you need to do that. Assuming that's not what you meant though, if you absolutely *need* to kill it purely using states you can do something like
If this happens too soon after the actor spawns (or seemingly under other random-ish circumstances that I couldn't quite pin down) though, and the action isn't repeated, it can fail to work.

>> No.4768821

I've copied the complete Tick() function from an actor in gzdoom.pk3 that doesn't call super() itself and then altered it, so I thought I should be safe.

What if I use a bool Dead variable and check for it in tick, calling Destroy() if true? Would it be safe setting that somewhere in the Death state?

I mean if the resolvestate thing is unreliable.

>> No.4768831

Wouldn't doing that be super CPU heavy?

>> No.4768832

Alright well it might work, Thinker's definition in ZS doesn't really define a body for Tick(), so either there really isn't much in there or it's some other hackery and there is something but it's only visible at a level below the ZS implementation.
Re-calling Destroy() probably won't do much, if it's not working once then it won't work if you keep doing it. You could totally just set the variable wherever but I doubt that re-calling Destroy will do much. I've gotta go out for a bit but if you can pastebin some code I can look at it. The ResolveState thing was only unreliable for me when I used it in the gore queue, and may have been related to all the rapid spawning and destroying of gore objects.

>> No.4768835
File: 12 KB, 1021x235, 704cf6989f.png [View same] [iqdb] [saucenao] [google] [report]

No, that check is quite fast. For example, pic related is a dumb thing I'm currently using in the player Tick and it's totally fine.

>> No.4768839

Eh, screw it. I'll just have it spawn another actor for post-death effects. Thanks for the help though man (and the vids of course).

>> No.4768884

Throw in Demon Counterstrike for never ending carnage.

>> No.4768886
File: 934 KB, 800x600, e0f.png [View same] [iqdb] [saucenao] [google] [report]

Damn thanks for posting this. I'm gonna try my hand at making a Heretic speedmap with this guide. Wish me luck bros.

>> No.4768906

If you're really tossed over not being able to set fractional Tic values (and I am to a limited extent, about a number of basic zdoom issues)... there's a trick I learned last year:

Make the attack frame 0 Tics, then have its visible frame(s) listed 1 Tic each afterwards. The first one you put a Jump state on with the fraction of the tic that would be used up.

PIST M 0 a_firebullets(something)
PIST M 1 A_Jump(128,+2)

its a tad chunky but overall it will deliver 1.5 tics of performance

(the other thing im pissed about in zdoom is not being able to change inherent ammo types and have the results tracked by the status bar - if you replace Cells for example, even if inherited from Cells, it will not be displayed in the cells ammo slot on the status bar)
> and for anyone saying just use a Dehacked patch to modify the amounts and capacities ive tried that and it doesnt register at all, no change.

>> No.4768916

metadoom's baron is weird because besides the smash attack, he also has a splitting fireball, which might make not-being-a-door going a bit too far
the reason why these were called doors in the first place was because of when they're put in areas such as tight corridors and not just because they were imps with higher numbers

>> No.4768920

The answer is interpolated overlay offset and really careful alignment between sprite transitions

>> No.4768940

What would be the best way of making one specific monster species immediately infight with another specific monster species as soon as the player walks into the room?
Like having the Pinkies beeline straight for the SS Guards in Wolfenstein before directing their attention to Doomguy, for example.

>> No.4768941
File: 663 KB, 1520x2000, infographic.png [View same] [iqdb] [saucenao] [google] [report]

Hey doomguys. I wanted to practice making shit so I made something completely useless. OK, bye I guess.

>> No.4768954

Well I'm back now so if you have code that is decently paste-able I can look at it.

>> No.4768959

Offset interpolation is possible now? cool
At least this takes care of the visual presentation, but it still wont change the fact you have to set fire rates in whole tic values.

>> No.4768960

What was the latest release of Project MSFiX'd, anyway?

>> No.4768962

Wouldn't that disable all computers as well?

>> No.4768968

Feels like an oversight that the Gothic texture pack only includes black water for flats and not wall textures.

>> No.4768970

For the guy with the sten gun SMG thing who was concerned about painchances I have a solution for you.

Im considering making another weapon set mod (blasters, contra-like spread gun, gauss shotguns at top tier) and I realized that id have to do a little bit of rebalancing myself based on painchances, but I dont want to necessarily

Consider that a full auto weapon gets maybe as many chances (or more) to cause pain than a shotgun does. But even if it was less, its still about as effective to toss repeated painchance pings as it is to deliver a bunch of them all at once. Because the shotgun is only going to stun a monster 1 time until its next shot, even if the potential to do so is higher than a lower fire rate weapon. But even with less shots being put out if you stun a monster, you still have additional chances on the way to stun them with an automatic weapon and that monster could end up stunned 2 times, possibly even 3 times before the effective time would come around for another shotgun blast.
> its one reason the regular Shotgun is better to go after Chaingunners at a distance, because if the SSG doesnt kill them they will reaction fire on you, whereas with the Shotgun even if they reaction fire they wont get much of a chance to cause damage because shotgun blast #2 is on its way.

Make your SMG weapon alternate between, or at-random fire shots which do not cause pain. I would suggest the equivalent of only 5 shots per 35 tic period having regular painchance involved while the rest are just damage without pain.
> this makes it a slow damage hose against tough monsters, but zombies and imps can still be reliably stunned by this at least once before they die
> the difference is enemies that have 256 painchance, because it will not stun them every time, should still work well enough though.

>> No.4768979

Project what now
Is there a fork I don't know about

>> No.4768989

Some anon here at /vr/ was basically trying to update Project MSX personally, add a lot of cvar options, etc etc, and had the occasional release every once in a while. Last update I got my hands on was in June of last year.

>> No.4768993

Yeah, I'd like to get the latest of that too.

>> No.4769000

I've never heard of this before
Found a link from last June just now
Gonna try it out after I finish replaying D2 Reloaded

>> No.4769001

>The internet is about to be hit with a global EMP!

>> No.4769003

Not that anon, but it's just a "you're stuck in an island, what do you take with you?" scenario.

>> No.4769006

What are some nice Hexen/Heretic mods to play?

>> No.4769039
File: 2.67 MB, 4000x3000, universal_globe.jpg [View same] [iqdb] [saucenao] [google] [report]

Best universal doom mods?

I enjoy Omnishields desu

>> No.4769040

I'm sure that was meant purely hypothetical, but the sun gets up to some real pullfuckery and it's assumed we'll be getting the worse of it sooner rather than later

>> No.4769043

There's only so many animated textures

>> No.4769047

elf gets pissed for the former, wolfen for the latter

>> No.4769062
File: 230 KB, 577x705, temp2.png [View same] [iqdb] [saucenao] [google] [report]

Makin a high poly Krall from Unreal... The arms and legs are nowhere near done sculpt-wise...

>> No.4769067
File: 143 KB, 800x800, 1525471299440.jpg [View same] [iqdb] [saucenao] [google] [report]

Holy shit that looks awesome!

>> No.4769072
File: 2.86 MB, 720x404, Teleporters.webm [View same] [iqdb] [saucenao] [google] [report]

It's a real shame that these cause minor visual glitching when moved through at certain angles because they're cool as fuck otherwise.

>> No.4769078

Universal Gibs, Champions, Demon Counterstrike, Weapon Menu, Droplets, LegenDoomLite

>> No.4769083

Really freaking nice. He certainly got a literal facelift compared to the original model lol

>> No.4769087


Wow. Line portals?

>> No.4769091

Yeah, not too hard to use but this effect was a bit click intensive to set up.

>> No.4769112

What mod is the piss gun being made for?

>> No.4769125
File: 6 KB, 400x204, jack-o'-lich pain0.png [View same] [iqdb] [saucenao] [google] [report]

stop it :(

>> No.4769126

Are they static portals? That is really fucking cool anyway

>> No.4769127

Who made that Pumpkin Elemental spriteset anyway?

>> No.4769128

I did.

>> No.4769129

DrPySpy, is that you?

>> No.4769130

Yeah, I was trying to see if I could make a standard 4 sided teleporter work with them. I can (in one direction anyway) but it's not really the effect I was looking for. Still neat as a visual though, especially in dual-world themed levels.

>> No.4769131

You did an excellent job.

>> No.4769134


>> No.4769135
File: 451 KB, 1920x1080, Screenshot_Hexen_20180512_163848.png [View same] [iqdb] [saucenao] [google] [report]

what does the c in c.kid mean

>> No.4769139


>> No.4769146


>> No.4769152


>> No.4769154

Honestly. Give us a link or something.

>> No.4769168

You could have just asked instead of complaining now?

>> No.4769181

Just google "Doom Radys Class". It isn't new stuff.

>> No.4769186

Is the only big problem with Samsara the code behind Duke's pistol or are there more problems to take care of, for it to not die by lazer GZDoom versions?

>> No.4769198
File: 164 KB, 848x1200, DQZDJAqX0AESH7j.jpg [View same] [iqdb] [saucenao] [google] [report]

Do you think there should be a SO YOU WANT TO PLAY SOME Wolfenstein 3d?

>> No.4769206

if it wasnt done before, maybe

>> No.4769209
File: 139 KB, 800x600, quake_guy_toy_by_zdg-d6znl58.png [View same] [iqdb] [saucenao] [google] [report]

>> No.4769219

>SSG over Nailgun
I want whoever designed this fired.

>> No.4769229
File: 25 KB, 398x500, 1525804807237.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone ever tried to bhop in real life just for shits and giggles? If Im in an empty hallway or long stretch of land outside Ill just jump down it while listening to Adrenaline Horror from the HL1 soundtrack

>> No.4769231
File: 90 KB, 449x401, 1512304873823.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4769240


I couldn't even make it through three maps of ultimate torment and torture before I had enough, good shit.

>> No.4769248

>driving out in the countryside in my convertible
>wind blowing through hair, shades on
>look over to the beautiful hillside
>a man with a bucket over his head is sprinting around while jumping and grunting loudly
>go home

>> No.4769250
File: 26 KB, 960x540, 1522189800894.jpg [View same] [iqdb] [saucenao] [google] [report]

that made me kek

>> No.4769252
File: 250 KB, 500x500, 1513572152542.png [View same] [iqdb] [saucenao] [google] [report]

>That kid that HUUHed his way to school

>> No.4769263

>Hear an explosion outside my house.
>Quickly get out of my house
>See that man is on my house roof

>> No.4769271

I bhop in my dreams pretty often. Does that count?

>> No.4769282

>global emp
>frying every single electronic
>caring about .wads

>> No.4769297
File: 2.38 MB, 480x360, wtfbouncing.webm [View same] [iqdb] [saucenao] [google] [report]

Something is very wrong with (G)ZDoom's bounce physics
One of these killed an imp on the other side of the wall

>> No.4769324

>most of my life is spent staring blankly at a screen
>all electronics are toasted
>I now have nothing
maybe it would be a good thing

>> No.4769332
File: 606 KB, 1920x1080, Screenshot_Doom_20180513_033643.png [View same] [iqdb] [saucenao] [google] [report]

I know Saturday's over, but I've been very busy.

>> No.4769338

en tu cola

>> No.4769340

Aw sheit are you the guy I made the ASMD thing for?

>> No.4769341

No this is Marisa.

>> No.4769350 [SPOILER] 
File: 8 KB, 293x172, 1526175969442.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.4769352


>> No.4769357

>Managing to export Unreal models
OwO what's this?

>> No.4769360

I remember when I discovered first hand that flak shells had smileys on them
good times

>> No.4769363

Not just exporting, but also directly importing them without any conversion.

>> No.4769364

Using the 3DS port of Prboom, monsters are clipping through the walls and scoring melee hits. Is there some compat level or option I should change?

>> No.4769367
File: 2.82 MB, 800x450, Maybe too OP.webm [View same] [iqdb] [saucenao] [google] [report]

So I think the buff I'm testing for invis is a bit too good. It allows one (1) projectile at once to pass through you, and allows another to do so once the first hits a wall and disappears Which means if you just hug a wall unless you're under a shitload of fire you are near-invincible.

>> No.4769368
File: 206 KB, 711x709, temp2.png [View same] [iqdb] [saucenao] [google] [report]

his back... a little more done on his arms...
Not sure what the metallic plates on his elbows in the original game are supposed to be. Might make them metallic spikes, like his legs, but rounded. I dunno.

>> No.4769374
File: 18 KB, 434x425, 1499824130651.jpg [View same] [iqdb] [saucenao] [google] [report]

Animations too?

>> No.4769393
File: 91 KB, 512x512, jkrall.png [View same] [iqdb] [saucenao] [google] [report]

>Not sure what the metallic plates on his elbows in the original game are supposed to be
They're all over their body, I thought they were weird stud things (ew) at first but it seems they're just weird stoney/boney lumps.

>> No.4769413

I forgot he had them poking out his back/etc... Not sure what I'm going to do with that then. I'd prefer for it to make sense anatomically in the end... Considering his shoulder armor seems to be stuck directly into his skin, maybe I'll make it some sort of under-skin armor... or something...

Old games are weird.

>> No.4769450
File: 10 KB, 320x180, mqdefault.jpg [View same] [iqdb] [saucenao] [google] [report]

I need some ideas to build the most disturbing, sick and utterly horrifying Hell map to point where it makes people NOT want to play it.

Brutal Doom has Sacrificial Grounds which was pretty fucked up with the captured screaming marines that were impaled, nailed alive and blinded and other torture. But I mean this is hell why not children and civilians being mutilated and tortured.
I was drawing out a non-linear map with a central "sacrificial" court yard where the sick hellish torture would be. One section would be a Hell scale crematorium, one cells and other a torture chamber.
What about the idea of making it a "prison" escape where you have to escape with no equipment at first?

>> No.4769456
File: 2.95 MB, 1280x720, So inheritance is insanely easy as expected.webm [View same] [iqdb] [saucenao] [google] [report]

In my quest to fix personal visual nitpicks I decided to make casings inherit player momentum, but I figured copypasting the inheritance code into another weapon might be funny. It was. Fucking hell I was better at this back then Tribes Ascend was popular.

>> No.4769458
File: 2.37 MB, 480x360, bouncebug.webm [View same] [iqdb] [saucenao] [google] [report]

Here's the default ZDoom Grenade. The engine's bounce physics just hates corners and angled walls. This bug is really bad and probably has been around forever

>> No.4769460

>to point where it makes people NOT want to play it.
this sounds like a really shitty idea

>> No.4769467

On that note, what would say is the most hellish or closest to hell vanilla doom map?

>> No.4769472

>Fucking hell I was better at this back then Tribes Ascend was popular.
That's because you tend to be shooting at things moving relatively the same direction you are, and it requires a lot more built up speed than in your webm to get that level of momentum.

>> No.4769473

Well the Blinkfusor had 100% inheritance, I used to dunk scrubs pretty hard with that thing back in the day. Shame Midair is kind of DoA but I'm getting offtopic here.

>> No.4769476

Every so often I can tell the back of my mind needs the song to continue normally, and then it re-loops, and it fucks my entire soul. Absolutely disgusting.

>> No.4769491

>the most disturbing, sick and utterly horrifying Hell map to point where it makes people NOT want to play it.
Make the player have to do shitty things to progress through the level, like killing innocents, mutilating themselves, betray a helpful/friendly NPC trapped in the same situation, etc

>> No.4769495

>But I mean this is hell why not children and civilians being mutilated and tortured.
Seems like going into rootpain territory.

>> No.4769517
File: 59 KB, 600x549, Ow_the_edge.jpg [View same] [iqdb] [saucenao] [google] [report]

edgy, son

>> No.4769530
File: 2.81 MB, 960x540, OCD Satisfied mostly.webm [View same] [iqdb] [saucenao] [google] [report]

Well I still can't get the SSG to look 100% perfect but I suppose I'm just being OCD because every other casing ejection looks way better now.

>> No.4769531
File: 133 KB, 862x556, event-horizon.jpg [View same] [iqdb] [saucenao] [google] [report]

Honestly not trying to be edgy, I mean it's Hell it's supposed to be a horrifying terrible place.

I imagine doom hell to be an amalgam of the 40k warp/event horizon. A inverse mirror dimension of the real world.
I would also imagine just like in 40k the Demons hate each other and are at an eternal state of conflict. The only thing demons would focus on is possible attacks in the real world.

>> No.4769537

You leave the super edgy hell to games like Agony. No one wants to be running around gored children and feces while they tear their way through Hell's forces with a shotgun and metal jams.

>> No.4769556

I know lore/doom is a meme of sorts but I kinda would like to know more about Doom Hell and how it really runs.
The little I know from Doom 3/nu Doom is that hell is a prison for the demons just as much as it is for humans. Also that the demons once held and ruled Earth and Mars but lost it.

I would think there would be a 40k Chaos style of different "Forces" or even noble houses in Hell that represent the negative aspects of emotion. Like a Khorn like house, based on blood, war and martial prowness probably associated with Hell knights/barons.

>> No.4769567
File: 63 KB, 490x497, 1446321883143.jpg [View same] [iqdb] [saucenao] [google] [report]

>No one wants to be running around gored children and feces while they tear their way through Hell's forces with a shotgun and metal jams.

Implying seeing hapless comrades impaled and gored doesn't make me want to rip and tear beyond even demons even more.

>> No.4769568
File: 983 KB, 1599x832, speedmap1.png [View same] [iqdb] [saucenao] [google] [report]

It's not much, but it's a start. Listening to spooky music is helping.

>> No.4769583

Ugh. Sacrificial Grounds.
I remember having to make a quick wad to replace one of the voice clips for that specific level just to bother getting through it and beating that campaign. Jesus.

>> No.4769592
File: 74 KB, 1038x587, SSBD.jpg [View same] [iqdb] [saucenao] [google] [report]

The BD v21 update is even more sick fuck then the previous version.
Some of the bodies have maggot sprites falling of of them

>> No.4769597

That screenie does absolutely fucking nothing to phase me, and the visuals back the didn't really phase me, either. It was just that one goddamn sound. That one m o i s t sound with the guy constantly screaming "OH GOD".

>> No.4769603

That's the YABBA MY ICING but backwards (forwards?)

>> No.4769650

>the guy constantly screaming "OH GOD"
Those are the headcrab zombie screams ripped out of Half-Life 2:

>> No.4769662

Hit up the guro tag on any E-site, I'm sure you'll find ideas.

>> No.4769679
File: 840 KB, 1920x1080, Screenshot_Hexen_20180512_163454.png [View same] [iqdb] [saucenao] [google] [report]

have we started the green fire

>> No.4769692

Yes, the FIREBLU rises

>> No.4769703
File: 1 KB, 15x41, 1PA1G1.png [View same] [iqdb] [saucenao] [google] [report]

more c.kid

>> No.4769706
File: 1 KB, 15x14, 1PA2C0.png [View same] [iqdb] [saucenao] [google] [report]

c.kid does the madotsuki head effect

>> No.4769708

You got any more pixels so we can see whatever weebshit you're referencing?

>> No.4769716
File: 44 KB, 1280x720, big eye.jpg [View same] [iqdb] [saucenao] [google] [report]

i can't understand your accent

>> No.4769720

Uh, scale the image *Pbbbt* up, so we can actually *Pbbt* see *pbbt* what you're talking about *pbbt*

>> No.4769725
File: 1 KB, 120x112, mado.png [View same] [iqdb] [saucenao] [google] [report]


>> No.4769726

thank *pbbt* you! *pbbt*

>> No.4769730
File: 10 KB, 369x300, gears of war at his computer.png [View same] [iqdb] [saucenao] [google] [report]

>super shotgun

>> No.4769745
File: 164 KB, 426x306, 1481561456010.jpg [View same] [iqdb] [saucenao] [google] [report]

So as an extension of that first ZS tutorial (referring to changing DECORATE into ZS), here's a much more advanced example of turning more DECORATE styled code into more ZS styled code. This isn't actually DECORATE -> ZS, it's more like DECORATE-like ZS -> More ZS-like ZS.
It's not fully complete, but it does work. The monsters aren't totally equivalent since I was making some minor tweaks during the process but the basics are still there. I'll have to sort it all out better later.

>> No.4769746

he's doing his best

>> No.4769748
File: 96 KB, 1024x768, cgun.jpg [View same] [iqdb] [saucenao] [google] [report]

Most of my discussions regarding Doom lore circle around rationalizing the chaingun. As of today, the theories I like are that it either is a futuristic assault rifle made for precision that just happens to look like a minigun, or that it is supposed to be firing super fast but the game restricts it because pain chance would make it too OP.

>> No.4769753

Anon, you're unnerving me. Why do you have so many pictures of my wife (male)?

>> No.4769790
File: 34 KB, 352x550, 105401310-352-k231456.jpg [View same] [iqdb] [saucenao] [google] [report]

gonna make it happen

>> No.4769832

Bunny hop is actually an olympic sport called Triple Jump: https://www.youtube.com/watch?v=zsU9Icyuv3c

>> No.4769835

Yeah i've seen a WEBM

>> No.4769836

Asylum Of the Wretched. It has an incredibly oppressive atmosphere.

>> No.4769843
File: 28 KB, 590x590, stop looking at the filename and answer the damn question.jpg [View same] [iqdb] [saucenao] [google] [report]

any of you lads know how to get rid of the weird gray filter that is ever-so-present in gzdoom's opengl mode? I'd happily switch over to software and call it a day, but russian overkill likes to kill my frame rate with software and my bud really wants to co-op this damn thing with me

>> No.4769845


>> No.4769886

You may just have some weird setting for one of the million cvars, post processing effects or whatever

>> No.4769912

turns out Trent Reznor recorded some tracks for Doom 3 in its earlier stages.

>> No.4769913

New thread.


>> No.4770070

Try using an earlier version of gzdoom?

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