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File: 732 KB, 848x1200, Custom boxart.jpg [View same] [iqdb] [saucenao] [google] [report]
511985 No.511985 [Reply] [Original] [archived.moe]


Please READ this FAQ before posting, some stuff here is very important!
FAQ: http://pastebin.com/AfQkPem3
Doom setup tutorial for newfags:
Steam Group:

Discuss wads, stories, projects, servers, ask for recommendations, suggest ideas, etc; don't be shy, we're here to help!

We have many projects going, and if you want to share your maps or join in whatever thing you may want feel free to do it.

Remember, to join the /vr/ servers, you should get Zandronum
Standard passwords for /vr/ servers: vidya, vidyagaems, videojuegos
If these do not work, ctrl+f the server name.

We have an IRC channel too

irc.zandronum.com #vr
password: vrtroopers

For singleplayer, use GZDoom SVN builds. vid_renderer can switch between software and OpenGL so you don't have to install zdoom as well.

This is a begginer's pack someone kindly put up for everyone
IWAD Pack (40 MB) (Contains Doom/Doom2/Plutonia/TNT/Strife/HeXen/Heretic/etc)
Doom Pack (200 MB)
MEGA PACK (1 GB) (w/mirrors)

Let's get Dooming!

>> No.512028
File: 854 KB, 249x192, LazyDoom.gif [View same] [iqdb] [saucenao] [google] [report]

First for slaughtermaps are more fun with Russian Overkill

>> No.512063

Any news about DoomKart?

>> No.512076
File: 693 KB, 1920x1080, Screenshot_Doom_20130421_185653.png [View same] [iqdb] [saucenao] [google] [report]

Yo dog I heard you liked Doom so I put some Doom in your Doom and posted in a Doom thread so you could enjoy Doom while you enjoyed Doom while you talk about Doom.

>> No.512080

shit got hacked yo.

>> No.512086
File: 398 KB, 1280x1024, Screenshot_Doom_20100701_192231.png [View same] [iqdb] [saucenao] [google] [report]


Man, has it really been that long ago? And I still love the skin.

>> No.512098

Yeah, Doomkartguy is a cunt.

>> No.512115

Doomkart is dead. It's all about Cyberrunner now.

>> No.512116

Why is /vr/ full of newfag doomers?

I honestly expected people to talk more about Doom as it was in the 90's. Not the modern source ports that pretty much take the retro out of the game.

>> No.512119

thumnail wat

>> No.512120

well nobody decided on a deathmatch map pack yet. Your guy's pick. Yes a pwad but we agreed to keep the standard weps/vanilla. No not only doom.wad or doom2.wad we already did that.

>> No.512129

Crucified Dreams

>> No.512132


>> No.512136

I play oldschool but on newschool ports stay mad. Or would you rather me to connect to dwango with my yearly subscription.

>> No.512137


>> No.512143

u wot m8

I used to play Spear of Destiny Shareware, then I played the fuck out of Doom. That was around release time. I kept coming back to it. I did not discover modding until many years after the scene was already exploded.

Now I play a shitload of Samsara and Cyberrunner.

>muh purism

>> No.512146

Well, the fact that people still play it now with all the sourceports means a lot more people are exposed to those kinda things.

I remember using Dehacked to make all the weapons have super fast animations ala sv_fastweapons. Good times.

>> No.512147

Doomkartguy promised a pre-alpha for the past few weeks.
We eventually get a pre-alpha--that locks up the controls and gives you a "No fun allowed"/"Fuck you" message.
Terminus cracked it, and now that we've actually played the pre-alpha it's just...not fun.

Yeah, none of us are interested in Doomkart anymore.

>> No.512156

People have been modding Doom since before the game was released. Did you really think they'd ever stop?

>> No.512161

I remember when I discovered how to create custom animations by defining frames. I turned the zombieman into a jumping pile of gibs that had a melee attack with the revenant punch properties. It was awesome.

>> No.512174

I still hold out hope someone will try and salvage it.

I don't know any ACS or decorate though, so I don't even know how much real work was put into it. It seems like it's just a movespeed and actor change with locked in chasecam, to be honest. I doubt any of the shit doomkart guy said he did was actually done.

>> No.512181

I like the new mods....that are for vanilla/boom

Zdoom is way too gimmicky for my tastes. Along with a lot of its maps not giving me the Doom feeling.

>> No.512183


That's a huge shame. It was an interesting concept.
Does anyone have the cracked pre-alpha lying around?

>> No.512189

>People have been modding Doom since before the game was released.

Thats wrong. The first PWAD wasn't even made until April 94. And there weren't even modding tools then, it was done with a hex editor.

>> No.512190
File: 125 KB, 1152x864, Screenshot_Doom_20120914_234858.png [View same] [iqdb] [saucenao] [google] [report]

Ok the deathmatch is up.

Also stop falling for the fail troll fucking already you guys...

>> No.512196

Oh yeah, I recall giving imps a close range fireball like Dan's Godouken that exploded when it made contact, but otherwise faded out harmlessly.

Also zombies that didn't fire but turned into barrels and exploded if you got close.

>> No.512201

>Yeah, none of us are interested in Doomkart anymore.

I'm still interested. Just not in anything the Codeguy does.

>> No.512226

Were any full "games" made out of pure dehacked patches, with no bells and whistles and custom graphics?

It would be interesting to see. Kind of like walking into an alternate doom reality.

>> No.512234

If ACS and Decorate are easy I might try and learn them. I could probably do a gameplay mod after enough time, but I was always sketchy on dem physics so I don't know if I could learn to make a KART mod.

If anyone happens to be able to supply, say, the movement values and shit from the original mario kart, it might be worth trying to just start out emulating SMK in Doom and improving from there.

>> No.512240

DECORATE is easy.
ACS is a little more difficult

>> No.512242

>Even before Doom was officially released, plenty of people certainly did care about the ability to modify it. One group was so eager, they hacked the leaked alpha version of Doom.
From Masters of Doom, page 167.

I think you're right about that being the first PWAD, though.

>> No.512248

Nowdays it's all DECORATE and ACS or whatever I believe. I presume there would be some dehacked stuff but a lot would be lost to time

>> No.512252

Guys, nightmare is too hard, but I can't into god mode in it. I need to god mode cause theres obviously no option to lower the skill setting, so anyone able to lend me a hand?

>> No.512253

There's HacX but it's rather incomplete, and a "completed" version is being made using ZDoom features to make it more its own game.

>> No.512254
File: 554 KB, 1280x800, Screenshot_Doom_20130422_002440.png [View same] [iqdb] [saucenao] [google] [report]

Oh shit

>> No.512257

Play Ultraviolence.

>> No.512261

Don't play it.

Seriously. You don't have to.

>> No.512262

>all those pissed off martians

>> No.512272

skill 3 (nightmare) with fast monsters, 3 lives and no itemrespawn but double ammo. Perfect balance.

>> No.512302

Bu-But, tha-thats lowering a skill level! I'm not bad at the game, nightmare is just too hard and i need to god mode to make it less hard.

>> No.512308

Nightmare and UV is basically the same thing, just the monsters respawning.

Just turn sv_fastmonsters 1 and sv_doubleammo 1 and you're golden.

>> No.512319

Pick Ultraviolence.
Put on sv_fastmonsters 1
Put on sv_doubleammo 1
Put on sv_monsterrespawn 1

>> No.512320


>wait, there's imps over there...

>> No.512329

Dehacked patch with no custom graphics? I couldn't imagine anything of the sort being terribly popular considering there's not much you can do with Dehacked & stock graphics that doesn't quickly delve into silliness. The only example I can think of is The Sky May Be, which does have custom textures, but IIRC no additional sprites for monsters. And even then it falls right into the silly category.

>> No.512332
File: 200 KB, 1024x600, Screenshot_Doom_20130421_204108.png [View same] [iqdb] [saucenao] [google] [report]

Didn't know that.

Also, anyone play this little gem of a wad, Dystopia 3?

On MAP11, you blow up Microsoft.

>> No.512334

>also known as Nightmare mode

The only reason to play UV with Nightmare features is to avoid the respawning.

>> No.512345

What is this sv_ thing you guys are talking about?

>> No.512350

Console commands / server variables in ZDOOM and its variants.

>> No.512351

Well yeah. I kind of was assuming it'd be silly as fuck. Like the above examples of messing around with dehacked just to change animations to stupid shit using vanilla resources only. I was just wondering if there was a whole complete "game" done like that.

>> No.512362

Console? Zdoom? Has doom been ported to quake?

>> No.512364

Yep, good old memories.

>> No.512372

Source ports have been adding consoles to Doom since the 90s bro.

>> No.512374

Other way around. Quake's console got ported to ZDoom and its derivatives.

>> No.512378

>Has doom been ported to quake

Haha, no. ZDoom (a source port), has a quake-like Console you can bring up using the tilde key. This goes for GZDoom/Skulltag/Zandronum as well.

>> No.512393

You guys do realise he's trolling right?

>> No.512406
File: 8 KB, 78x92, deagle.png [View same] [iqdb] [saucenao] [google] [report]

Just woke up again, seems impse and I will be taking turns making threads thanks to schedules.
More on-topic, I can make sprite edits if anyone wants, like this touched up duke nukem advance deagle.

>> No.512418

Is anyone going to put up a shotgun /vr/enzy server one day?

>> No.512438
File: 442 KB, 640x360, NibutaniNO.gif [View same] [iqdb] [saucenao] [google] [report]

Need help with Zandronum!
Every time I start it up, a message pops up saying zandronum.ini can't be accessed. And I can't save any settings that I change in the game. Any way to fix this?

>> No.512443

Run in Administrator Mode.

>> No.512447

>For singleplayer, use GZDoom SVN builds. vid_renderer can switch between software and OpenGL so you don't have to install zdoom as well.

I prefer using PrBoom-Plus for traditional single-player. The demo compatibility makes me feel like I'm playing classic doom, just with extras.

I still use GZdoom for Brutal Doom, and maps that make extensive use of Zdoom/GZdoom features.

>> No.512451

Make sure you have permission for the folder, sometimes Program Files has problems with this.
Adding this to the FAQ because a lot of people seem to have permission problems.

>> No.512453

Are you blind? There's been an SF server up practically all the time.

>> No.512483
File: 90 KB, 800x500, AKhuR.png [View same] [iqdb] [saucenao] [google] [report]

What is everyone's favorite Doom source port?

Personally, my favorite is Lee Killough's MBF.

Its for DOS, although there is a Windows version (although it sucks). On older machines, I highly recommend using this. It lowers the system requirements immensely. 60MHz 486DX, 20MB RAM, and it runs like a dream, full screen and everything. Even on really big maps.

Its Boom compatible as well, so you can use a lot of more complex maps. And on my Pentium MMX laptop, which has no MIDI support, there is the option of using GUS patches with MBF's internal softsynth, giving you kick ass music. There is also support for 640x400 if you have a VESA TSR or are running under Windows. And if you are under Windows 9x, I recommend using this over Doom 95.

>inb4 Doom 95 is a bad port.
At the time, it wasn't.

>> No.512498

>At the time, it wasn't.

Only thing I liked about Doom95 was its frontend

>> No.512501

Added these
Q: When I try to launch zandronum, it says "[file, most likely zandronum.ini] can't be accessedd" or something similar, what's going on?
A: Make sure you have permission to the folder you installed zandronum in, Program Files seems to have a lot of problems with this. Reinstall or move the folder somewhere else (like Desktop)

Q: What if I don't want gzdoom for singleplayer? What if I want something more vanilla?
A: Well, there's always DOS ports like MBF and BOOM, but those are outdated. For pure vanilla with bugfixes and not on DOS, go for Chocolate Doom. Or if you want extensive demo support and a few more features (and a truckload of options!) go for PrBoom+.
I really like PrBoom+ because it's nice and simple, but I prefer GZDoom due to its huge amount of features and compatibility. Though I do play PrBoom+ a lot because I do record demos/TASes/Speedruns with it.

>> No.512509

>What is everyone's favorite Doom source port?

PrBoom-Plus is my favourite. Zdoom/Gzdoom coming second.

>> No.512531
File: 207 KB, 1280x800, Screenshot_Doom_20130422_010345.png [View same] [iqdb] [saucenao] [google] [report]

This fucking guy.

>> No.512535

When I first got Doom, I used Doom95 because that is what the installer set up.
Then I found the normal DOS executable on the CD, and then used that instead, because it ran much better.

After I bought Tomb Raider, I caught word of Scitech Display Doctor. Once I installed that, Doom95 ran great.
Finally, hi-res Doom! And I could use Wingroove with it to get good music.

Too bad there isn't a program around these days that will just magically make all of your games run buttery smooth.

>> No.512541
File: 105 KB, 1280x800, Screenshot_Doom_20130422_005548.png [View same] [iqdb] [saucenao] [google] [report]

Argh..something is wrong with this sprite.

>> No.512615

>At the time, it wasn't.
Compared to other ports to different platforms? Yeah, it's definitely better than SNES Doom. Compared to the DOS executable? Not at all.

>> No.512617

Doom 95 actually worked pretty well for me. But I didn't really go much further into wads or anything after that and doom gathererd dust. Then I found Skulltag and having it auto-download stuff is so good, and BE having space for wads and servers is a godsend.

Most wads I don't try from recommandations or whatever but just from wandering into a server and going 'what's this?' and trying it out.

>> No.512647

>see thread
>mentions of 486es, DOS, Doom 95, Scitech, Boom

Its good to see some actual DOOMers from back then in this thread.

>> No.512648
File: 127 KB, 1368x335, nope7.jpg [View same] [iqdb] [saucenao] [google] [report]

Enlighten me?

>> No.512658

Refresh the list.
Yeah, I like both limit-removed doom and advanced ports. Both are very nice.

>> No.512663


Acs is C and Java mixed.

Only data types are int and string, fixed is mrrged in int.
Thr biggest problem people have with acs are the threads aka creating multiple instances of a script

>> No.512664


That guy has no idea what he's talking about. The server was taken down yesterday.

>> No.512682

Agreed. One of the main reasons why I keep coming back to doom is because I actually like the classic traditional gameplay (including no freelook).

Zdoom and its derivatives may have the best features of the source ports, but I honestly don't find it as the ideal port when it comes to playing traditionally.

>> No.512691

Actually, strings are just a ugly hack around.

>> No.512696
File: 269 KB, 1024x768, Screenshot_Doom_20130422_163806.png [View same] [iqdb] [saucenao] [google] [report]

fov 180

>> No.512704


>> No.512707
File: 263 KB, 1280x800, Screenshot_Doom_20130422_011804.png [View same] [iqdb] [saucenao] [google] [report]

>> No.512747
File: 201 KB, 1920x1080, Screenshot_Doom_20130421_184419.png [View same] [iqdb] [saucenao] [google] [report]

>> No.512792

GZdoom is my favorite, with Chocolate a close second.

>> No.512850

Imagine Boom came earlier, and Final Doom made use of its extra features

>> No.513005

TAS of Map01 and Map02
PrBoom+ complevel 2
Map01 - 5s
Map02 - 31s
I like speedrunning.

>> No.513046

i still never get tired of watching this speed run here. http://www.youtube.com/watch?v=XorJfexzF4M

No matter how hard it's TAS'd.

>> No.513072

To who ever runs that Who dun it sever, you're fucking rad as hell. It's possibly my favorite WAD ever now.

>> No.513125
File: 13 KB, 288x306, 1351669618163.jpg [View same] [iqdb] [saucenao] [google] [report]

In ZDoom-based source ports, is there a way to permanently change your FOV?

Every time a map is changed, it resets to 90.

>> No.513146

Just wait until Dig Nick Bigger or whatever his name is shows up. That guy is the fucking dude from Saw.

>> No.513160
File: 20 KB, 312x321, AGITATION.png [View same] [iqdb] [saucenao] [google] [report]


>> No.513164

Playing the original doom 2 iwad.....what the fuck were they thinking when they made map21 Nirvana?

>> No.513172


>> No.513173

I love how the /fit/ room always gets gassed.

>> No.513201

Does anyone know which songs are used in Shotgun Frenzy? That heavy metal ish one is so stuck in my head, I must have it.

>> No.513212


This one gets played, I know that.

>> No.513373

Its not a trippy map, though. Just horribly designed.

map28 Spirit World is more of a trippy map.

>> No.513408
File: 264 KB, 1366x768, Screenshot_Doom_20130422_013747.png [View same] [iqdb] [saucenao] [google] [report]


>> No.513424

Where did you get the Doom 64 HUD?

>> No.513429

Brutally ripped it from doom64stuff.wad

>> No.513439

my bad
it was d64stuff.wad

>> No.513765

>no posts for 2 hours

>> No.513767

Ban Dr. Motherfucker forever.

>> No.513796

Well, it's pretty late here in 'murrica. I'd imagine activity in these threads is going to be pretty light for the next few hours.

>> No.513798


Well servers fixed itself after map change.

>> No.513808

Any Kiwi/Ausfags here?

I saw some Shotgun Frenzy server located in Aus on Doomseeker

>> No.513820

ausfag here

>> No.513841

Shortly I'm just going to jump on that server

You'll see me if you see somebody with a normalfag name. I've yet to come up with something clever.

>> No.513923

Scratch that, disconnected somehow after playing in it for like 10 minutes

>> No.513935

it was the normalfags

>> No.513951


NZ here. I'm keen to play online with a ping under 200

>> No.513979

where abouts in NZ, m8?

>> No.513982


Auck. You?

>> No.513990
File: 3 KB, 109x112, 1348366034532.jpg [View same] [iqdb] [saucenao] [google] [report]

Timaru reporting in.
>tfw shithole

>> No.514024
File: 509 KB, 1600x1200, 1366343526627.png [View same] [iqdb] [saucenao] [google] [report]



Bl, that's rough...

>> No.514046
File: 89 KB, 325x325, 1348120411475.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.514047
File: 153 KB, 421x500, b29.png [View same] [iqdb] [saucenao] [google] [report]

Napier over here

Anyways, back on topic
The Grezzo 2 download posted in the previous thread has less files in it than the original. Why?

>> No.514048
File: 125 KB, 460x640, tumblr_m9461gy6JN1qd4q8ao1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Link please, I want the D64 HUD on its own

Mediafire it? I'll mirror

>> No.514057

>borderlands doom

Though what he did to the shotgun was shit.

>> No.514060
File: 241 KB, 1366x768, Screenshot_Doom_20130422_043535.png [View same] [iqdb] [saucenao] [google] [report]

Do you want the statusbar or just the fullscreen?

>> No.514069
File: 2 KB, 273x44, wad.png [View same] [iqdb] [saucenao] [google] [report]

So how bout those wad folders?
Oh god, why.

>> No.514074

I basically ripped the SBARINFO and the main graphics from the texture mod

>> No.514123

The WildWeasel dude actually did a D64-esque hud

I grabbed this one and an Alpha-styled one too from a random thread in zDoom.


>> No.514124
File: 7 KB, 337x189, doomfolder.png [View same] [iqdb] [saucenao] [google] [report]

kinda disjointed from everything else

>> No.514145
File: 28 KB, 430x486, snapshot2.png [View same] [iqdb] [saucenao] [google] [report]


>> No.514146

Just you guys wait until I get home. :4

>> No.514149

Here's my -full- doom folder..

>> No.514151
File: 10 KB, 436x214, fullwad.png [View same] [iqdb] [saucenao] [google] [report]

and I forgot pic

>> No.514154

Barely beat me.

>> No.514159
File: 71 KB, 1680x1050, wallpaper-415541.jpg [View same] [iqdb] [saucenao] [google] [report]

Demanding that terrible windows layout/theme/background.

Also, can some /vr/oomer host a server other than WDI? I would but I'm at work on a shitty 3G tether.

>> No.514162

You got KDE?

>> No.514173


>installing KDE/Linux for a layout style.

Welp, so much for that.

It's pretty tho, but Win7 is staying put.
>inb4 mug gaems

>> No.514179
File: 5 KB, 225x225, yaranaika.gif [View same] [iqdb] [saucenao] [google] [report]

Could probably try finding the windows equivalent.

>> No.514375
File: 46 KB, 377x487, JrVELrj.png [View same] [iqdb] [saucenao] [google] [report]

To be fair almost 58gb of this is all screenshots. I have a screenshot taking problem.

>> No.514380
File: 56 KB, 720x960, jesus christ.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.514389
File: 270 KB, 532x606, husband-fail-21.jpg [View same] [iqdb] [saucenao] [google] [report]

>116,000 screenshots assuming 500KB each
>32.2 hours of taking one per second
You've seen some shit

>> No.514397
File: 260 KB, 800x600, Screenshot_Doom_20130422_072900.png [View same] [iqdb] [saucenao] [google] [report]

Exploding dogs and NPCs are the bane of my existence.

Being a demidog while there are exploding dogs and NPCs however is fun as fuck.

>> No.514402

Oh no...

>> No.514414

I gotta ask; what wad is this?

>> No.514423


>> No.514429

The fuck are you talking about

>> No.514431

Does he have any clue what he's talking about?

Even if he does, this is unwatchable.

>> No.514434

I actually like this autistic bastard. Could use some more testosterone, though.

>> No.514437

Uh, what? Do you not know what happened or are you just misinformed?
Yeah, his maps are real good too.

>> No.514438
File: 1.26 MB, 1600x900, Screenshot-666.png [View same] [iqdb] [saucenao] [google] [report]


>> No.514457
File: 1.26 MB, 1600x900, Screenshot-6666.png [View same] [iqdb] [saucenao] [google] [report]

no .txts , no screenshots no bullshit

>> No.514470

Where the fuck MEGA saves its files?

>> No.514483

probably in your home folder (not sure what you windows users call it). Or in downloads.. Mine saves to downloads.

>> No.514486
File: 25 KB, 460x215, header.jpg [View same] [iqdb] [saucenao] [google] [report]

How hard does Final Doom get /vr/?
Also is there any particular order I'm meant to play them in?

>> No.514501

Both final dooms stories are different versions as to what happens after Doom 2, so you can play them in any order.

>> No.514520

Depends on your browser, OS and your setttings. As far as im concerned it could save it in your pron folder.

>> No.514521

Sorry, I meant is one of them significantly harder than the other?

>> No.514532

TNT isn't too tough, but Plutonia is pretty goddamn hard. The guys who made it must have some kind of Archvile fetish.

>> No.514635


>> No.514663
File: 209 KB, 1366x768, SpaceEye.png [View same] [iqdb] [saucenao] [google] [report]

Well since I'm missing the unrealistic deadline of releasing The Doom Cybermancy before E.Y.E. The Divine Cybermancy multiplayer update why not take a break and make bunch of modular pieces a-la Space Hulk.

>> No.514675

tfw working on a space hulk map and it looks like shit compared to that

>> No.514676

>floor texture drawn on sectors
what sorcery is this

>> No.514685

something other than vanilla doom format.

>> No.514686

You're telling me people still haven't updated to doombuilder 2?

>> No.514704


You can have them once I get a full collection for a theme.

These are narrow/short/engineering stuff. One sin I'm commiting is taking textures from packs and converting them to png since I can't figure out how to make GZDoom builder to read old fashioned wads. On top of it I can just put them in textures/whateversubfolderIwant.

>> No.514771


hell, even SLADE 3 does this and its map editor is half-finished!

>> No.514813

Yay thanks.

>> No.514827

>converting to PNG
>a sin
Nothing wrong with that, with the right tools it can be up to 20x smaller than doom format.

>> No.514835

not to mention the fact that you can use PNGs without them getting palette raped.

>> No.514846

not that they survive software
palette rape but OWEL

>> No.514851

Why would you play software anyway?

>> No.514856

I just tried BURL TUMD and for what it's worth, it plays well. The eternal butthurt of the author is just WAY too obvious. Remove the butthurt and you have a decent mod.

>> No.514858

I like software because it doesn't lag the shit out of my old laptop.

>> No.514878

I thought software was striclty better.
I stand corrected

>> No.514945


Funny thing you mention it, 'cause Eric is actually a somewhat regular of these threads, and he has commented on the subject; he's fully aware (and a little sorry) for it, but he thinks it's a little too late to remove it and make people forget about it.

I don't care for the Mark's bashing in the WAD, to be honest. What I actually care about is to take cover of my sorry ass while playing that thing because the shotgunners become revenant-tier

>> No.514957

BURL what?

>> No.514971

I don't, but when making a map, you still have to keep them in mind

although I wonder how dramatically the number of software users will drop once software-style lighting makes its way in zanzan's opengl renderer

>> No.514994

Recently getting back in the scene, what's the de facto way to pretty up Zandro in the settings? A pastebin or link to a guide would be super.

>> No.515003


Doom is optimized for scanline rendering rather than polygon-batch rendering.

>> No.515012

highest res, opengl renderer, whatever antisoptery looks best for you, and whatever other changes you think make it look better

then spend a few hours laughing at "muh purity" luddites stuck in 1995 who don't care about doom but just need it to be obscure and shit so they can jerk off to it

then enjoy shittons of modern wads and actually being able to see the new features drawn

>> No.515201
File: 9 KB, 425x440, 1298753725176.jpg [View same] [iqdb] [saucenao] [google] [report]



>> No.515216

Can someone give me a list of the wads for the WDI server? Loading up Doomseeker for even a second makes Firefox lag out for awhile, and I'd like to get everything sometime before lunch.

>> No.515235

whodunit_fixed2, wdi_colnight1b, wdi_exmappack, wdi_egyptbeta03

Thats the one running on the server atm, and its on survival mode.

>> No.515245

Gracias, comrade.

>> No.515252
File: 74 KB, 1280x800, Screenshot_Doom_20130422_115428.png [View same] [iqdb] [saucenao] [google] [report]

>playing hideous destructor
>try contractor
I fucking love this.

>> No.515257

Anyone have any tips for e3m2 in doom 1? I've got very little ammo or weapons because it's only the second level of the episode, and there's far more monsters than I can possibly kill with what I've got. Am I really going to have to sit down with a map and plan a route out? Any backtracking leads to me being surrounded with packs of pink monsters an lost souls. Playing on ultraviolence, obviously

>> No.515261

I'm saying that "purityfags" don't really care about doom, they were hipsters first and gamers second.

>> No.515263

restart the campain and use less ammo on the previous map?

>> No.515268

>playing Doom 2 with Hideous Destructor
You poor, poor bastard.

>> No.515273

Well what's wrong w-
>get to any map past map03
Oh lord.

>> No.515275

This. If you're low on ammo, you're probably not trying hard enough.

>> No.515287

Look around for BERSERK pack and then easily punch out all the pinkies/spectres/lost souls/zombies and cacodemons if you're agile enough. If you're not that cool to complete whole level Tyson-style, then just try to make lost souls infight with everything else, including other lost souls.

>> No.515331

I beat E1-E3 (even the secret levels) of Doom 1 on Grotesque and I don't dare touch Doom 2. That shit is nuts.

>> No.515368

Try not to waste too much ammo. The cacodemons at the start of E3M1 can easily be killed with the pistol to conserve ammo. Be sure to grab the shotgun as well. Oh, and get the secret rocket launcher in E3M1 as well if you don't get it already. You can also just punch out the pinkies in the hall if you must.

>> No.515370 [DELETED] 

hey i reconise that mame XDDDD

>> No.515384
File: 151 KB, 640x480, WOOO.png [View same] [iqdb] [saucenao] [google] [report]

Oh boy.

>> No.515402
File: 31 KB, 320x200, WOOOO.png [View same] [iqdb] [saucenao] [google] [report]


>> No.515406


The /pol/ map?

>> No.515412


>> No.515420

gr8 b8

>> No.515464

Get use to learning how to deal with Pinkies with your fists. You need to conserve ammo at the start of both episode three and four. If you find a berserk pack USE it. It will allow you to one to two shot most low tier monsters, and if you feel daring you could also punch out Hell Knights and Cacodemons with it, though as I said that is for the more daring.

I was begging for a chainsaw on that level because I loved using it, just wait until you hit episode four man, no health, little ammo, plenty of guys that want you dead.

>> No.515476
File: 422 KB, 1366x768, Screenshot_Heretic_20130422_003842.png [View same] [iqdb] [saucenao] [google] [report]

leaked brutal heretic screenshots

>> No.515490
File: 469 KB, 1366x768, Screenshot_Heretic_20130422_124352.png [View same] [iqdb] [saucenao] [google] [report]


>> No.515493
File: 76 KB, 780x575, YasunaTV.jpg [View same] [iqdb] [saucenao] [google] [report]

Thanks for helping me fix Zandronum. Now all I need to do is fix the settings so that I can bump the framerate up. Anyone know what settings I should have?
Just so everyone knows, I have a pretty high-end PC with a quad core processor, 8GB RAM, and an ATI 5770 graphics card.

>> No.515495

What mod is that?

>> No.515501

Brutal Heretic, obviously.

>> No.515505

Shooting Monsters With Guns

>> No.515514


Look for Russian Overkill, is a Doom weapons mod

Load it up and fire one of their weapons of mass destruction, if your PC doesn't melt, you're good to go

>> No.515519

It's a bit more complex nowadays.

If you're using a 64bit Windows OS, you can download a program called Large Address Aware that can patch 32bit .exes to be able to use more RAM then they normally have access to/know exists (iirc 32bit programs are capped at 2 gigs by default and LAA lets them use up to 4 gigs) it changes like one bit in the exe, but obviously should be applied after any other patches you're going to use.

There's also a program called jetboost that will automatically close unnecessary background programs and tasks based off of rules you can set, so you have the most CPU and RAM available for your games.

And there's a module in with Glary System Utilities that will "defrag the ram", which should ostensibly speed things up as well, but I've never used it enough to confirm any effect.

Beyond that each game has different settings and such, and that's a pain in the ass to figure out for each.

sage for not RIP AND TEAR

>> No.515582
File: 69 KB, 456x386, Stop It.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.515606

Fuck Tails.

>> No.515610
File: 1.25 MB, 268x198, 1338721315697.gif [View same] [iqdb] [saucenao] [google] [report]

>those comments

>> No.515621


Might have been pretty cool if Sonic didn't somehow shoot shotgun shells from his quails. I'd kind of want to play DooM at super speed with your only attack being the spin attack.

>> No.515624
File: 419 KB, 1366x768, Screenshot_Heretic_20130422_130444.png [View same] [iqdb] [saucenao] [google] [report]

hook ya right in the gabber m8

>> No.515625

>Sonikku Za Hedgehog
no, seriously

>> No.515626

>not mighty boot engaged
>hide, ignore and reported

>> No.515647

no seriously, it was a real mod, called shooting monsters with guns

>> No.515654

Small world, one of them is by someone who is subscribed to me.
Oh wow.

>> No.515668

don't listen to him, he's lying

it's brutal heretic

>> No.515690
File: 130 KB, 1360x768, DOOM0007.png [View same] [iqdb] [saucenao] [google] [report]

My playthough is advancing slowly.

>> No.515702

Can someone tell me, in short, how easy it would be to add a intermission/map screen to Doom 2 as part of a PWAD? I'm also wanting to change the menu graphics and end level screens etc.

I'm not asking for somebody to tell me how it's done, I wanna learn to do it, I'm just asking if it's something that's straightforward or if it's something that will be a lot of ballache and hassle for quite small results.

>> No.515709

It's as easy as saving an image with a specific filename.

>> No.515738

How do i fix this in doom builder 2?

>> No.515743

For ZDoom? Look at MAPINFO.

>> No.515745


I had assumed that for the menu/end map screens, but wouldn't the map between missions be more complicated?

>> No.515746
File: 60 KB, 1280x800, Screenshot_Doom_20130422_132301.png [View same] [iqdb] [saucenao] [google] [report]

oh my god I love this

>> No.515747
File: 967 KB, 1024x768, Screenshot_Doom_20130422_182154.png [View same] [iqdb] [saucenao] [google] [report]

shit. forgot image

>> No.515760

You have to move it since I think both floor and ceiling tiles are in fixed positions.

>> No.515769

Yes. That's just how flats work.

>> No.515770

Oh, if you want something like Doom 1's intermission, yeah that's a bit more complex.

>> No.515787
File: 106 KB, 1280x800, Screenshot_Doom_20130422_132636.png [View same] [iqdb] [saucenao] [google] [report]


>> No.515816

if you use gzdoom builder then you can align the flats in 3D mode

>> No.515843

I have trouble using ZDL. I don't know what I'm doing wrong, but despite selecting one PWAD I want to play, it always starts with the most recently added one.

>> No.515848

That's intentional. You can remove it by clicking it and pressing delete.

>> No.515862

But then what's the point of being able to put several PWADs into the list? Unless I'm missing something there.

>> No.515868
File: 129 KB, 1360x768, DOOM0008.png [View same] [iqdb] [saucenao] [google] [report]

Aw yuss

>> No.515872
File: 486 KB, 1366x768, Screenshot_Heretic_20130422_133716.png [View same] [iqdb] [saucenao] [google] [report]

Wait'll you get the plasma coil.

Also, I find it plays best with Heretic. Feels Army of Darkness as fuck.

>> No.515874

Wait, what exactly is going on? Please be a bit more detailed.

>> No.515931
File: 24 KB, 1061x676, zdl.png [View same] [iqdb] [saucenao] [google] [report]

I want to play Congestion 1024, and have it selected along Doom 2. However, it will always start with Winter's Fury, which I added last. I know I can solve this issue by removing every PWAD bar Congestion 1024, but I thought that you could conveniently add your PWADs and then just select and play from that list?

>> No.515935

That list is how many pwads it's going to load.

>> No.515939

I think if you put 1024 at the top of the list, it'll load it.

>> No.515946

So, for singleplayer level PWADs or megawads it's pretty much only ever one. Alright.

Nope, doesn't work.

>> No.515950

Added a part to the ZDL guide saying that it will load everything at once, not just you choosing from a list.

>> No.515973

Much appreciated.

>> No.515984
File: 358 KB, 1366x768, Screenshot_Heretic_20130422_135347.png [View same] [iqdb] [saucenao] [google] [report]

sabreclaws more like sabreFLAWS that sucked

>tfw sabreclaws will never be dangerous

>> No.516049

With heretic's shitty weapons you can get cornered by them and they kick your shit in sometimes.

>> No.516134

what would be the best DOOM map to remake in counter-strike?

>> No.516171

you would finally be able to hit something with muh sprayguns

>> No.516181
File: 615 KB, 2806x900, DoomBuilder Problem.png [View same] [iqdb] [saucenao] [google] [report]

sucks i had to do that but i'm now onto another problem.
this door won't open when i use either player presses use or PPU (passthru)

>> No.516201

What does it look like in line mode? I once had the same problem, then I deleted some sectors around the door (sectors that would be next to the door tracks) and left them as empty spaces and then the door worked.

>> No.516213
File: 184 KB, 1394x900, DoomBuilder Problem2.png [View same] [iqdb] [saucenao] [google] [report]

here's line mode. sector highlighted is the relevant door

>> No.516226

You see on your lines that the small little line sticking out is going inwards into the door? You can't interact with that line from the outside. Hover over the line then press F and it will switch the interaction direction with that object.

>> No.516227

Press F on the lines with the door texture so the little - parts in the middle of the line are facing outwards

>> No.516242

thanks guys. i feel like an idiot now

>> No.516249

Don't worry, I had that problem as well when I was placing a switch.

>> No.516290

sometimes I still make that mistake.

>> No.516526

I'm trying to create a locked door now but i'm having no luck trying to find the option to require a certain key

>> No.516539

Depends on your map format.

-If you're using Doom format, you have to move the sector to align the ceiling flats since the flat textures have a fixed tiling pattern. You have to build your level around it.

-If you're using the Hexen format, I believe you can tag the sector and run an ACS script that will adjust the flat texture's offset. You'll want to push it up by 32 pixels it looks like, though this method is a little tedious.

-Ideally, you're using UDMF, where changing the flat texture's offset is as simple as changing a sector property. Right-click the sector, and in the window that pops up, go to the Custom tab, and look at the ceiling x/y panning numbers, change them to 32 and play with it until the ceiling looks correct.

-Alternatively, use GZDoomBuilder, and just use the arrow keys in visual mode to adjust the flat texture's offsets directly. Assuming you're in UDMF of course.

>> No.516543

It's either Door Locked Raise or Door Generic for Doom Hexen format.

>> No.516586

Maybe one side of the door (one line) you can interact with as a standard door, then on the other side (the other line) as a door that needs a blue/red/yellow key card to open it.

>> No.516640

What is everyone's favorite enhancement mods? Shame there's very little in the way of anything but DooM.

>> No.516830

Oh god I can hear the cannon fodder music playing when I see that.

>> No.516878


i think if your video didn't literally call me a faggot every other sentence it would be a good tutorial. seriously what the fuck, man?

>> No.516885

What's the elzabeth cosplayer doing there?

>> No.516910


Well, I'm currently playing Doom normally using the Ketchup Mod, and I was testing the smooth weapons addon. Man those animations are great! Why did they were scrapped?


It's just friendly talk, nothing to be worried about. It actually has some info we didn't knew at the time, and it has become kind of a tradition to post it and laugh at the silly names for the monsters (ie: agitated skeleton)

>> No.516913

GZDoom/Zandronum for me.
Eternity Engine a close second.

>> No.516938

He means the one to install doom and whatnot.

Speaking of which there's none for Linux. I think there should be one and I should totally do it.

>> No.516967

Door generic.
Last argument needs to be modified.
Check the ZDoom wiki

>> No.517004

There is also Door_LockedRaise


>> No.517005

>no map editors for Linux
For regular Doom:

Slade 3 has UDMF/Hexen support.

>> No.517018

Who the fuck writes "DooM"?

>> No.517028

Oh god do not use SLADE 3 for UDMF. Your map will be eaten every hour.

>> No.517030


People with fingers, I guess

>> No.517038

me. oops.

unrelated to that but how long do doors usually stay open for, stupid question I know, but I've always wondered.

>> No.517049


Oh, I see, my bad

Also, I've found something that you guys might find useful about mapping on Linux


>> No.517067

Don't fucking use Slade 3.

>> No.517079

Don't use Slade 3 in general? or just for mapping?

>> No.517085

[BE] New York :: Sur/vr/ival
Pass: vidya

Get in here.

Nice I'll take a look.

>> No.517112

Who will join me in jolly cooperation in the Shotgun Frenzy server?

>> No.517141

Just for mapping.

>> No.517151
File: 129 KB, 1360x768, DOOM0009.png [View same] [iqdb] [saucenao] [google] [report]

Dont mind me, im just justifying my trip.

>> No.517169

Is this Nightmare?

>> No.517216

>not 100% on everything

>> No.517221

Which sites do you guys usually upload your maps to? I'm wanting opinions on my level.

>> No.517228


>> No.517235


Depending on what's your map based on, I mean, it is vanilla, does it has zDoom features...?

>> No.517238

Mediafire, Dropbox or Files.drdteam.org

>> No.517240

UV -fast
respawn is 2hard4me

>> No.517246

Fair enough, I only did Ultra Violence personally, I haven't done Ultra Violence max. It is pretty fun on UV.

>> No.517250

ZDoom Doom II (Hexen Format)
Thanks man. will upload it now.

>> No.517262

ok, map here:
wouldn't allow me to upload the wad directly, had to zip it.

>> No.517292

>DOOM RTS that looks like that

>> No.517304

It's.. Okay; nothing spectacular.
Here's some things
>Make the sides of your doors Lower Unpegged and give them a track texture like DOORTRAK
>Where is the yellow key, I only found a red key
>The low ceilings make the level very cramped and claustrophobic
>Nothing happens when you step on the blue pad after the yellow door.

>> No.517305

What is this?

>> No.517340

I was planning to use the red key as an access to the yellow key but haven't built where yellow key will go yet. and Blue pad is planned to be a teleporter.
The low ceilings are partially due to door size (how do you stop door textures from stretching vertically?) and partially due to the fact that it's meant to be a sort of underground bunker.
as for the lower unpegged and door track texture, i'll get onto that.
My main problem in design is down to how to integrate a bigger room in there as part of the theme (maybe a storage warehouse?)

>> No.517345

I think you should change up some of the monsters in that hallway with all of those rooms. After three rooms it became very predictable that there will be a Zombieman in the corner and you just shot them. Maybe a trap in one of them or demons/imps as well to mix it up? Also you might want to change the way they are facing to be more towards the door since they really can't react to me at all.

Also if you want to do something fancy try to bring down or heighten the light fixtures to give them a feeling that they are their own thing and they are installed into the ceiling.

I'd say the hallway was a bit cramped but I didn't mind it since you didn't shove monsters in it that I wouldn't be able to dodge. I really liked the trap at the start with everything lowering and imps attacked me from both sides.

>> No.517405
File: 91 KB, 578x511, 1366655882794.png [View same] [iqdb] [saucenao] [google] [report]

>The low ceilings are partially due to door size (how do you stop door textures from stretching vertically?)
Personally I do something like this. In the yellow area I'd have my door, and the excess I make into my door frame to cover the rest of the door texture that would repeat vertically.

>> No.517414

Here's an example of how to make it so the door textures don't fuck up when you change the ceiling heights. Pretty simple really, just have a sector between the door and the higher ceiling which matches the door's height.


>> No.517442

gotcha. am in the process of changing things in the rooms anyway so can easily work it into the map.

>> No.517445

I think I put too much effort into a short demonstration..

>> No.517457

How close are we to needing a new thread?

>> No.517464

About 200 posts off

>> No.517467

2 more post.

>> No.517478

We don't need a new thread
We need a new life

>> No.517490

Shooting Monsters With Guns

>> No.517557


Don't worry about making a new thread. Leave all that work to the Mexican.

>> No.517618

I'm thinking about modifying DOOMkart, how would I spawn a non-static item? Think about the Koopa shells from Mario Kart.

>> No.517640
File: 14 KB, 428x430, 1362195349269.png [View same] [iqdb] [saucenao] [google] [report]

So what map projects are all of you working on? Big maps? Small maps? What sort of theme or underlying story do you have with it? Are you having fun with it, or are you stuck on something that you don't know how you want to resolve it?

>> No.517647


Can someone give me a list of what each pwad in the megadoom pack is supposed to be? Most of the wads are written in abbreviations, and I have no clue which ones I have or not! It would be much appreciated.

>> No.517658

got some awful mapper's block. I'm part of Hpack and haven't worked on my map in almost a year. I decided my cyberrunner map was no good because it's too cramped and I lost my place with the marble hell map. I've also got far too many over ambitious project ideas, too.

>> No.517675

as projectile?

>> No.517681

What sort of project ideas are swimming in your head?

>> No.517683
File: 1.37 MB, 2732x2304, preview.jpg [View same] [iqdb] [saucenao] [google] [report]

Got a big castle map in the works. I'm about 10-15% complete with it. Planning to upload a test version of it later this week, though all this mapping talk is making me eager to go ahead and post it.

>> No.517702

I remember trying a bit of your map. If what I played was even less than 10% complete then it is going to be massive I'd imagine. Also when I played your map I noticed your floors and decided to borrow what you did with elevation in them and starting to incorporate them.

>> No.517708

What if, he created that upload to anger others, so he could readily abandon the project for some other fool to continue?

>> No.517721


Also after I compiled it I get this error.
R_InstallSpriteLump: Bad frame characters in lump FIREBALL

I'm continuing the best that I can since I think that it's a great concept.

>> No.517752

the main one is a large strife expansion with overhauled features such as EXP, levels and upgrades etc. New maps and quests. Probably far too ambitious. Maybe I should just keep to my strife enhancement mod for now.

>> No.517761

Yeah, I uploaded it a few weeks ago, and that was pretty much just the start of it. It's kind of a culmination of different mapping ideas I'd had for a previous project, which was way too ambitious for its own good - so take all the good ideas and condense them into one map.

And yeah, doing a lot of little elevation changes in floors and ceilings is an easy, effective way to add a bit of detail to a map and break up visual monotony. I have a folder full of screenshots from various maps for reference on ideas on how to spice up an area, though I have no intention of going to Tormentor lengths of detailing, heh.

>> No.517764
File: 561 KB, 1366x768, Screenshot_Heretic_20130422_182044.png [View same] [iqdb] [saucenao] [google] [report]

Say what you will about Revenants, they're nothing compared to Heretic's goddamn Nitrogolems. Don't even get me started on the ghostly variant. Not as much damage as revenants, but their projectiles always seek and they're goddamn aggressive. Doesn't help that they're spammed even more in maps than revenants are.

>> No.517772

Sprites have to be four characters for the sprite itself (i.e. FRBL), one for frame letter (FRBL>A<), angle (FRBLA>0<) and then optionally a mirrored angle (SARGA2A8)


And FIREBALL would be parsed as sprite FIRE, frame B, angle A, frame L angle L.
aka nogood

>> No.517785

I see, thank you.

>> No.517803

Is there any way I can make the music sound like the original Roland SCC-1 recordings in GZDoom/Zandronum?

>> No.517825


Golems? You've got to be kidding me, they are complete pushovers who mostly feature in the first episode.

>> No.517859

No no, Golems are pussies. The Nitrogolems and the ghost Nitrogolems are the real assholes. The rest of the normal enemy cast are weak pushovers, Nitrogolems/ghosts are like something the Plutonia devs might've made if they were able to make new monsters.

>> No.517864

Try setting it in the .ini file manually. I think what your looking for is maxviewpitch=90 in the [Doom.LocalServerInfo] section. Maybe.

>> No.517882


Ok, I've never met them then, which episode do they feature in? I think I'm about halfway in the game.

>> No.517886

They might not show up until Episode 3. You'll know them when you see them, they look just like Golems but they shoot screaming faces at you if you're out of melee range rather than casually walking over to you.

>> No.517890

Great wok man.

>> No.517892

That architecture looks great. I fucking love the gothic texture theme.

>> No.517896

That's like some nice lighting. I remember seeing an early schematic, it looked pretty cool then too.

>> No.517898


Oh, those I've met, I don't have a problem with them. The wizards though, they can be real bitches.

>> No.518021



>> No.518061
File: 584 KB, 1360x768, Screenshot_Doom_20130422_180741.png [View same] [iqdb] [saucenao] [google] [report]

God fucking dammit stop spawning Jetpack Larrys on Abridged.

>> No.518064

What textures are you using? and when can we expect to play?

>> No.518091

Just fly up to the top of the bridge and wait for them to get run over.

>> No.518105

I'm sticking to the CC4 texture pack, only adding more when I need them. Aiming to have a test version by the end of this week. (not complete, just playable to the end of a section)

>> No.518131

Awesome. Looking forward do it.

Anyway; what's everyone else working on?
I'm taking a break from mapping and sharpening up my decorate skills and I am making a simple doom enhancement mod.

>> No.518183
File: 451 KB, 872x804, 5e5[1].png [View same] [iqdb] [saucenao] [google] [report]

The /pol/ map has finally been finished. It is intended for use in the eventual board megawad (which thus far consists of the /tg/ map made by another gentleman and this map.) All custom monsters/items/textures/etc are new entities so it shouldn't cause any problems if merged with another wad.

This is my very first map so any and all feedback is appreciated.

UV and HMP difficulties exist, with the HMP difficulty being mostly the same as the UV except for a couple of key monsters in certain fights and a few extra items. UV difficulty level gets up to about "/pol/ Revealed" towards the end. The monster/item placement and amounts should be pretty good (I playtested and tweaked it quite a bit) but if they're off I apologize.

The map is in zdoom/hexen format and has been playtested in zdoom. (I assume that means it's compatible with gzdoom.)

Also before anyone asks: the caricature sprites were not made by me; those are from the infamous NSDoomS.wad, and made by actual neo-nazis.

Some PROTIPS (don't actually spoil any "surprises", but spoilered for people that don't want them):

The first room is nowhere near as ridiculous as it might look at first glance.

All of the secrets have some indication of being there (no random wallhumping required, only precision wallhumping) though the indicator may be small.

All of the secrets should be useful, but they are not required to finish the map (I playtested it without using them.)

To defeat the cyberdemon, shoot at it until it dies.

Download link:


>> No.518191

Oh boy oh boy.

>> No.518193


>> No.518245

Yesss. Everything is going acording to plan?

>> No.518249 [SPOILER] 
File: 239 KB, 1440x900, Screenshot_Doom_20130422_194003.png [View same] [iqdb] [saucenao] [google] [report]


>> No.518251

>Doomworld frowns on level edit wads
>The first wad uploaded to /idgames is a level edit wad

>> No.518254
File: 185 KB, 800x600, Screenshot_Doom_20130422_194010.png [View same] [iqdb] [saucenao] [google] [report]

Upon leaving the entrance, there's an army of niggers and nazis. I snuck past the big nazi only to realize that not only can I not get past these people, but I'm not being targeted.

Rather, the niggers are being shot to shit.

>> No.518260

Your map is oh so very agitating

>> No.518267

>I decided my cyberrunner map was no good because it's too cramped

Would you mind uploading it? I'd like to take a few peeks around, if you're okay with it.

>> No.518268

Mein leben!

>> No.518282


I've been itching to have a large group of people to play vanilla DooM and the survival part just adds the difficulty!

>> No.518283
File: 25 KB, 730x428, blood1.jpg [View same] [iqdb] [saucenao] [google] [report]

Not entirely doom, but almost.

I loved the original Blood. Is Blood 2 worth it, or will i just get my childhood ruined?

>> No.518297

lots of monster groups are stuck together.

is this intentional?
im using zandronum.

>> No.518307

Shrek your Super Shotgun Privilege

>> No.518312

Some notes so far:
First door into the map isn't flagged "Repeatable." Locked myself out trying to sneakily take out the big Nazi.

You may want to make that door holding the revenants "Silent" so I don't instantly know it opened.

>> No.518325
File: 156 KB, 800x600, Screenshot_Doom_20130422_194818.png [View same] [iqdb] [saucenao] [google] [report]

>> No.518336
File: 251 KB, 1440x900, Screenshot_Doom_20130422_194904.png [View same] [iqdb] [saucenao] [google] [report]

Oh god this room.

Fucking Schreks got me first time 'round.

>> No.518364

It's basically an alpha that was rushed. Very mediocre. If you play it, don't take it seriously. At all. That said, it may be worth a shot.

>> No.518367

Few more notes, played a bit more.
SSes only have the one firing sprite. (They only needed the one in Wolf3D.) Dark Nazis have multiple though. Would it be possible to add the Dark Nazi frames?

(I got flashbacks to the E1M2 nukage room with the switch.)

>> No.518374

I think the Shreks were easy, took them down with the Chaingun; what killed me were the fucking agitated skeletons that I left behind.

>> No.518381

>no cyberrunner map

>> No.518384

Crashed a little ways into the Blue room. Wasn't even fighting anything at the time. I'll report more if I find out how to replicate the issue.

>> No.518389

Hosting it now.

>> No.518391

They're easy when you realize the... Onions? They leave behind don't do anything. Tried to avoid them and ended up getting surrounded and schrek'd. They're easy once you realize you can just run around like a faggot.

>> No.518396

You know what'd be great in the nigger section of the /pol/ map?

I noticed you had Revenants in there,so why not make a Revenant-like Basketball player that's tall as shit?

>> No.518412 [SPOILER] 
File: 187 KB, 1366x768, 2013-04-22_00001.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.518417
File: 252 KB, 1440x900, Screenshot_Doom_20130422_200158.png [View same] [iqdb] [saucenao] [google] [report]


>> No.518419
File: 219 KB, 800x600, Screenshot_Doom_20130422_200230.png [View same] [iqdb] [saucenao] [google] [report]


>> No.518424

guys join /vr/-/pol/ wad

>> No.518426
File: 312 KB, 800x600, Screenshot_Doom_20130422_200235.png [View same] [iqdb] [saucenao] [google] [report]


>> No.518437
File: 346 KB, 1440x900, Screenshot_Doom_20130422_200502.png [View same] [iqdb] [saucenao] [google] [report]

This guy...

>> No.518441

Have you not posted this on /pol/ yet?

>> No.518445
File: 141 KB, 1280x800, Screenshot_Doom_20130422_210727.png [View same] [iqdb] [saucenao] [google] [report]

Hell yeah

>> No.518472

>we demons now
I lol'd

>> No.518475
File: 244 KB, 1440x900, Screenshot_Doom_20130422_201129.png [View same] [iqdb] [saucenao] [google] [report]


Also fuck archviles.

>> No.518479

Way better than my /tg/ map, that's for sure.

>> No.518480

can't download the wad

>> No.518489

Let's not post it anywhere until the entire wad's done.

Also, I'd like to mention that the map's broken on mp.
After IT HAPPENS, an invisible wall covers the spawn. I'd guess it's to prevent players from camping in there, but can you just make it a generic open/close door with one side open and the other side do nothing?

>> No.518496
File: 126 KB, 800x600, Screenshot_Doom_20130422_201347.png [View same] [iqdb] [saucenao] [google] [report]

As I watch in horror as the demons pile upon our poor comrade, unable to get past an invisible wall built to taunt us as we try to get through it in vain, only one thing comes to mind, only one regret.

If only I could have stopped it.

Also the door's bugged.

>> No.518505

The final screen should have no weapon counts, just, based on overall percentage, you get an X/5, bretty bad/decent/good/great/awesome :D:D:D

>> No.518513
File: 278 KB, 1440x900, Screenshot_Doom_20130422_201648.png [View same] [iqdb] [saucenao] [google] [report]



>> No.518520

download the wad from op's post

>> No.518521
File: 10 KB, 241x287, oie_2032523UyhtEH9f.gif [View same] [iqdb] [saucenao] [google] [report]

That /pol/ map was fantastic. The whole it's happening meter idea was fantastic and the map work with all the moving parts was great. 10/10 would heil again

>> No.518527

I just started happy time circus 1.

God damn it's pretty hard, shit starts getting ridiculous after you find the clown portal. Doesn't help that I'm completely on edge, dark corn maze filled with clown ghosts is just pure terror

>> No.518539
File: 8 KB, 389x371, Doomguy peek.png [View same] [iqdb] [saucenao] [google] [report]

tfw i dont go to /pol// so i wont get most jokes. o well, here goes nothing.

>> No.518627
File: 334 KB, 1024x768, Screenshot_Doom_20130422_212801.png [View same] [iqdb] [saucenao] [google] [report]

>> No.518634
File: 215 KB, 1024x768, Screenshot_Doom_20130422_212204.png [View same] [iqdb] [saucenao] [google] [report]

>> No.518640
File: 174 KB, 1024x768, Screenshot_Doom_20130422_212523.png [View same] [iqdb] [saucenao] [google] [report]

>> No.518649
File: 78 KB, 1024x768, Screenshot_Doom_20130422_212925.png [View same] [iqdb] [saucenao] [google] [report]

>> No.518667
File: 140 KB, 1366x768, Screenshot_Doom_20130422_204520.png [View same] [iqdb] [saucenao] [google] [report]


>> No.518668

>Server is full of jews

>> No.518691

This is the greatest thing I have ever seen. I want you to design my babies.

>not going to /pol/
Even so, the jokes aren't exactly subtle.

>> No.518712

>Even so, the jokes aren't exactly subtle.

The jokes are basically NIGGER JEW NIGGER JEW NIGGER JEW, yeah.

>> No.518714
File: 34 KB, 240x285, 1361616210543.jpg [View same] [iqdb] [saucenao] [google] [report]

>that entire doompaul battle


>> No.518721

>not browsing /pol/
>not enjoying /pol/ comedy

>> No.518729

>browsing /pol/
>not enjoying /pol/ comedy

>> No.518731

Possibly my favorite part.

>> No.518734


Because most of Doom 2's levels were hastily-done, poorly-thought-out, overall-badly-made ones by Sandy Petersen?

>> No.518738

>oh man someone doesn't like what i like? UNPOSSIBLE

>> No.518742

Come join Samsara

>> No.518753

Because they're unplayable with Hideous Destructor. The sheer number of shotgunners in MAP02 is enough to shut down even the most tacticool of players.

>> No.518801 [DELETED] 

>>518183 here, I had to leave for a little while after posting the map, just able to check back now. I'm glad everyone is enjoying the map.


In the first room, yeah. They're specifically designed to infight. for an accurate recreation of /pol/


hmm, the door is supposed to open and stay open, preventing you from locking yourself out.

as for the revenant door I intended for the person to be focused on the door with the zombie.


I just used the doom2 ss for the blue guys, I can add another custom monster though.

>> No.518802

No, because most of Doom 2's levels were designed to be played with vanilla weapons.

>> No.518809

>>518183 here, I had to leave for a little while after posting the map, just able to check back now. I'm glad everyone is enjoying the map.


In the first room, yeah. They're specifically designed to infight. for an accurate recreation of /pol/


hmm, the door is supposed to open and stay open, preventing you from locking yourself out.

as for the revenant door I intended for the person to be focused on the door with the zombie.


I just used the doom2 ss for the blue guys, I can add another custom monster though.

The reference to that room in e1m2 was intentional, glad you got it. There's another big one in the computer room.

weird, what were you playing it with? (ports, mods, etc)

I cannot really into sprites. I ripped the shrek ones from another game. He didn't have a death animation that was doom worthy so I turned him into an onion. That's about the extent of my sprite skills.


No I haven't. Agree with >>518489. we should wait until the whole pack is done.


I can add that to the door no problem; I didn't really think of multiplayer when making the map.


Your map has great design and is very fun to play, it just needs a little more detail aesthetics-wise.

Also it's what inspired me to start on mine, since I wasn't sure if the board megawad was going anywhere just from the talk on the threads.

Has anyone found the secrets yet? Did I make them too hard?

>> No.518817

I found one of the plasma gun secrets in which you had to shoot a button behind some pipes

>> No.518820


Most entertaining jokewad I've played since the Community is Falling series years ago.THE HAPPENING part was fucking awesome!

>> No.518849
File: 173 KB, 1440x900, Screenshot_Doom_20130422_210954.png [View same] [iqdb] [saucenao] [google] [report]


Alright, I'll admit I'm no Doom expert. Never beat HR on UV and all that. That fucking Doom Paul room was absurdly hard for me.

Still, a satisfying (if pretty frustrating) finale to the HAPPENING. Nicely done. I find it hard to believe it's this guy's (>>518183) first map though, it's actually quite well done, other than a few minor bugs pointed out by some folks already.

>weird, what were you playing it with? (ports, mods, etc)

Zdoom, r4214. Fairly up-to-date. No mods, just the /pol/ map. Couldn't replicate it because I didn't crash after that. Chalk it up to a random Zdoom bug?

>> No.518862



From >>518496 it looks like the one in the first room was found as well.

There are two more shooty secrets and one more wallhumping secret unless they've been found already.

>> No.518894

>Illuminati reference in the room of David
You did good, Anon. Mind if I ask which wad you got the sprites from?

>> No.518897

>Zdoom, r4214. Fairly up-to-date. No mods, just the /pol/ map. Couldn't replicate it because I didn't crash after that. Chalk it up to a random Zdoom bug?

Probably. If you get it again let me know.

>I find it hard to believe it's this guy's (>>518183) first map though, it's actually quite well done, other than a few minor bugs pointed out by some folks already.

It is, I just went full autism mode on it for the last two weeks. Literally every hour that I wasn't working or sleeping I was working on this. I've also designed tabletop minature sets with friends years back when I was still into that, so it probably helped me with the level design.

>> No.518919
File: 282 KB, 1024x768, Screenshot_Doom_20130422_222140.png [View same] [iqdb] [saucenao] [google] [report]


>> No.518930

I'm looking forward to other maps from you in the future, if you're so inclined to do more.

The /pol/ map reeked of classical Doom map techniques, so I quite enjoyed it.

>> No.518937
File: 96 KB, 1046x935, Shrek2[1].gif [View same] [iqdb] [saucenao] [google] [report]

>You did good, Anon. Mind if I ask which wad you got the sprites from?

NSDoomS.wad, it's a doom wad made by actual neo-nazis. If you search it it should come up. Also goes under the name "nazi doom" but that brings up a bunch of unrelated results.

Textures were from cc4tex.wad and wads on realm667, as well as a bunch of custom edits of textures and one or two original textures (the 4chan ones). The hamburger was from a food prop wad on realm667 and the shrek sprites were taken from some game; found it by searching "shrek sprites" and then editing the drowning animation into the OGRES ARE LIKE ONIONS animation. Pic related.

>> No.518979
File: 142 KB, 1024x768, Screenshot_Doom_20130422_222508.png [View same] [iqdb] [saucenao] [google] [report]

>> No.518982

I prefer the term National Socialists. Thank you for bringing this map to us.
I feel like /k/ will end up the best map

>> No.518989

You're going to want to make a readme with credits then.

>> No.519007

>giving credit

>> No.519009
File: 305 KB, 1440x900, Screenshot_Doom_20130422_213007.png [View same] [iqdb] [saucenao] [google] [report]

>It is, I just went full autism mode on it for the last two weeks.

Well you did pretty damn good, especially for two weeks. Nice work.

Also minor texture misalignment 'ere.

>> No.519024

Guys, problem
When I join sur/vr/ival, it joins like normal, but then it says that I'm apparently not using the same wads as the server. What gives?

>> No.519036

>I feel like /k/ will end up the best map

Are you implying it won't just be normal Doom except all the weapons are chaingun reskins?

>> No.519040

Is it possible to make a Doom wad with super-high res sprites, and additional in-between frames in the enemies' animations?

>> No.519043
File: 84 KB, 640x480, Screenshot_Doom_20130422_191549.png [View same] [iqdb] [saucenao] [google] [report]



Oh man, it's over, the best map so far in the sub-board themed WAD

A few things

>The Shotgun privilege room was awesome. I wasn't expecting the Shrek thing too, it had me in tears.
>This map is chaingun heaven. Archviles helped a lot to replenish my ammo.
>THAT FUCKING "CULTURALLY ENRICHED" ZONE, goddamn. But truth be told, it wouldn't hurt to have the niggerbarons tweaked just a little bit in their attacks
>The Happy Merchant Zone was easier than I thought. If I were you I would lock the player until you kill all those juden
>And OH MAN THE HAPPENING. I spoiled myself a little by viewing some screenshots posted in this thread, so before spoilering myself all the good stuff I switched the tab. That fucking music change, goddamn. It made my night

Also, is this your first map? Oh man, you know your stuff, you should feel honored to pull some stuff like this map. I did this run with no secrets on UV, and it's fully playable like that.

Nice, nice stuff

>> No.519046

You haven't been a part of this community for very long, have you?

>> No.519051

Yeah, people do that all the fucking time.

>> No.519068

I have, I just don't give 2 shits on who I piss off.
I'm not /pol/guy btw.

>> No.519086

Same problem, here.

>> No.519097

>I just don't give 2 shits on who I piss off.
So you're a douche.
Okay, then.

>> No.519107

So, is anyone hosting the /pol/ map?

>> No.519108

Oh okay, cool.

>> No.519109

-Secrets need to be spread out a bit more; it looks like you have 3 in the red skull key room, but none in the blue key room or the red card key room.
-Yellow key room secret... Well done.
-Red key room... I have no words. Good ambush though.
-Is the player supposed to die on exit? It keeps saying 'Player killed self." when it plays. Good use of music for the final fight (and yes, I recognize the source... So much wasted potential...)
-One of the secrets reached through a teleporter in the red skull key room can be reached from the switch's platform. It's not an easy jump, though. You may want to fiddle with that, if that wasn't wanted. (Like the caco corpse secret, though.)
-Overall: Not bad, especially for a first map.

>> No.519112

some of your wads are edited somehow and are incompatible.

alternatively try again with another browser like IDE.

>> No.519116

I didn't think you were. Just think about the "do onto others" thing, kay?
That's a moot point however, as you probably don't have a single project to your name.

>> No.519120

it already happened and was completed like 4 times.

>> No.519132

>a single project to your name.
One Doom project and multiple from other games.

>> No.519138

A Doom project? really? can you post it?

>> No.519154

That would give away my identity.

>> No.519187


A lot of zDoom regulars have been posting in the threads, the dude who did BURL and the one who did Samsara, to be more specific

>> No.519197


Will when I have a final version, which will probably be part of the overall board pack.



Also, coulda sworn I had that texture aligned, but thanks for catching it.


Haven't heard anything yet about any of the other boards except for ideas. I shoulda saved that one thread a while ago that had all the ideas in it.

Also this >>518479 is the guy to ask for a link to his /tg/ wad/.


Glad you enjoyed it. I might tweak the baron a bit and I'll take a look at the timer on the merchant door.

It is my first map but I've been playing doom for years and years so that helped a bit, as well as what I mentioned in >>518897

>> No.519252


>Secrets need to be spread out a bit more; it looks like you have 3 in the red skull key room, but none in the blue key room or the red card key room.

Yeah, I realized it was clumped together but I didn't have good ideas for secrets in those areas. Also by the time I put the existing secrets in I couldn't think of any secret that wouldn't either make it too easy or be an underwhelming "GR8 JOB M8! HAVE A BOX OF SHELLS!!"

>Yellow key room secret... Well done.


>Red key room... I have no words. Good ambush though.

Good; I wasn't sure if basically requiring the player to use the invul would work as well as I thought it would.

>Is the player supposed to die on exit? It keeps saying 'Player killed self."


>One of the secrets reached through a teleporter in the red skull key room can be reached from the switch's platform. It's not an easy jump, though. You may want to fiddle with that, if that wasn't wanted. (Like the caco corpse secret, though.)

It's intentional.

>Overall: Not bad, especially for a first map.


>> No.519259

How do I use items in Samsara?
The "Activate Item" key doesn't work.

>> No.519284
File: 313 KB, 1024x768, Screenshot_Doom_20130422_230430.png [View same] [iqdb] [saucenao] [google] [report]

>> No.519302

Impressive - better than expected!

>> No.519351 [DELETED] 


That one's been out for a while man:


>> No.519410




>> No.519441
File: 2.29 MB, 200x174, 1355294334649.gif [View same] [iqdb] [saucenao] [google] [report]

>mfw the happening

>> No.519451
File: 108 KB, 442x434, 1333568322938.jpg [View same] [iqdb] [saucenao] [google] [report]

Been playing since the 90's.
Fuck off with the purist bitching.

Read that while you're at it. Maybe you'll realize that the makers of DooM love the idea of people modding it.

You play in the tiny resolution as well?

>> No.519484


Same here, that was my exact reaction as well, goddamn the music change was just the icing in the cake.

Now, I feel like trying to get the plasma gun earlier helped by the archviles

>> No.519497
File: 490 KB, 1600x900, Screenshot_Doom_20130423_122726.png [View same] [iqdb] [saucenao] [google] [report]

Just finished it on UV, first off, very good job, secondly, HOLY SHIT This is the best final battle i've ever seen on Doom, the music and the mad fight for your life, 10/10, would play again and imitate for other wads.

>> No.519505

And the chaingun is the final boss

>> No.519538

you misspelled the murderkube

>> No.519554
File: 1 KB, 38x57, POL1B2B8.png [View same] [iqdb] [saucenao] [google] [report]

Forgot to mention another issue with the niggerimp. Seems his pants are messed up in a few frames, I'm guessing there's a conflict with a transparent color?

>> No.519557

No need, there's actually one you can pick up later it is in a secret room in the second hall; complete a switch sequence in the room where toxic is leaking.

>> No.519581


I guess; I just ripped the sprites from the original wad. Shouldn't be hard to fix.

>> No.519597

For people that missed the Grezzo 2 download from the previous thread:
Grezzo 2 - A Magical Adventure.7z (804.4 MB)

>> No.519672
File: 58 KB, 800x680, 1339794675543.jpg [View same] [iqdb] [saucenao] [google] [report]

Seems pretty gud so far but the acid in the blue key room does no damage.

>> No.519687

It's not acid, it's a swamp

>> No.519693

Anyone wanna rehost the file on a download service that isn't shit? The thing stops downloading part way through every time I've tried, on both Firefox and Chrome.

>> No.519708

/pol/ mapguy, you are da bawmb.

Plz make a survival map with boss battles like that.

>> No.519717

So, tried Russian Overkill, and every weapon is a different variation of a nuke. I love it so much

What is Grezzo 2 exactly? I keep seeing the link, is it a megawad paired with a shitload of mods? Can it run on 500 megabytes of ram?

>> No.519731
File: 530 KB, 773x1000, 1353066560424.jpg [View same] [iqdb] [saucenao] [google] [report]

Ah, my mistake then.

Also, was the /tg/ map your first map? Where did you sort of learn to map?

I've got a map going myself but it's more "first map you make never for release just to know what the hell you're doing".

It's in doom format but I'm moving to UDMF because it's got more features, I want to use textures that scroll downwards.

>> No.519737

Shrek yourself before you wreck yourself.

>> No.519739

I don't understand the site. It may be the first site that I have seen to download from the site, with the site, its strange. Is there like, a cap limit on how much memory you can download per day or something? It may be responsible for the download to stop.

>> No.519741

>What is Grezzo 2 exactly?

An italian mega troll wad.
Apparently many of the jokes in it are jokes only Italians or those who understand Italian affairs would understand.

>> No.519752

Italian Doom jokewad which EVERYTHING IN THE WAD is stolen from others and many italian jokes.

>> No.519778


The /tg/ gentleman and myself are two different people. Also see >>518897 and >>519197

>> No.519810
File: 33 KB, 200x200, 1354627685537.png [View same] [iqdb] [saucenao] [google] [report]

I see, my first map is ambitious as well but it might depend on the (assumed) rising standards of doom maps so some mappers release things only when they think they can stand up on their own weight.
That map "the eye" that won a cacoward is a first map as well I believe.

I've gone though all the video tutorials on the DoomBuilder 2 website, will use a few of Chubzdoomers tutorials as well later for slopes.
I'm debating inside myself whether to use real swimmable water in a map to add more variety to a large underground area.

Also, good use of dusks texture pack from r667. I like it's switches too.

>> No.519813

Doom we have a pastebin for these doom wads that people have been making and uploading for our doom thread? If not i'll make one and upload the ones we have so that we can keep it all together for others to download and play.

>> No.519820

Do we* Holy shit i am retarded today

>> No.519828

Do it.

>> No.519845

And the Yellow key room is the golden dawn party symbol?

>> No.519850

Alright, making it and i'm uploading any map or mod i've gotten from here to start us off

>> No.519868

What wads do I need to mod in a new HUD?

>> No.519925

Well, I made a minimal HUD (make sure to put hud stretching to yes if you don't want it to be microscopic)

>> No.519947

Ok, Pastebin is up and running, i've put up all the wads and mods i've gotten from here, so if there are any others give me a link (or put it in yourself if you are able too, i don't know if you guys can edit it yourselves or not)


>> No.519967

Add these to it (you can edit pastes, but others can't)

>> No.519983

Alrighty, though could you give me a brief description of what the first two are, i only recognize the last one.

>> No.520009

Also they've been added in

>> No.520014

For any maps/project that are being delayed: it's currently the final two weeks of this college semester, so there may be delays due to academic or other social obligations.

I, as a creator, apologize for the inconvenience.

>> No.520025

First one is Doomtra, contra weapons for doom
Second one is Doomtra addon, adds some contra-like death animations and contra music.

>> No.520028


>i apologize for delaying making something I am not charging you for

now THATS being too modest.

>> No.520042

Thanks, updated.

>> No.520045

I apologize for myself because there's two maps I was supposed to release, and had announced a release date, only for them to he pushed back.

I'm sure some people would be excited for an urban playground map for Cyberrunner, but it too is being delayed.

>> No.520060

> gives you a "No fun allowed"/"Fuck you" message
Wait, what? Explain please.

>> No.520070
File: 121 KB, 960x540, 1365136584338.jpg [View same] [iqdb] [saucenao] [google] [report]

Let's not go there again shall we

>> No.520074

The crakt version doesn't, but originally it would just put those on screen when you started.
Though, what's done is done, doomkartguy made a bad joke and caused a shitstorm, but that's passed.

>> No.520079
File: 12 KB, 200x200, 1353260597391.jpg [View same] [iqdb] [saucenao] [google] [report]

doomkart guy had a ''no fun allowed fuck you'' message in a wad that was (supposed) to be a secret that he had there for storage or whatever

i think it was a joke that has just not been taken at all - but that's his fault

then there was heaps of fake drama over it (image an epic get) of guys being like "omg never playing it now, im done! what a fhggit!"
then talking about cyberrunner

>> No.520090

I'm trying to play on the survival server but I keep crashing with a code of C0000005
anyone know what's going on?

>> No.520119

Beautiful work! Please keep on on it I want to hear about you on the following threads. I don't know shit about BUILD but if you need anything I would be glad to help.

>> No.520121
File: 322 KB, 1008x1764, ITS_HAPPENING2.jpg [View same] [iqdb] [saucenao] [google] [report]

>playing Russian Overkill
>Hindenburg bomb
>Dont think the blast will be huge
>This happens

>> No.520132
File: 234 KB, 1278x1434, The level so far.jpg [View same] [iqdb] [saucenao] [google] [report]

Before I even knew it was the /pol/ map, I noticed one screen shot with some great lighting. Once I got into the pipe area I noticed it instantly. I liked what you could do with light and dark with that so I played around with it for a bit.

Personally I am having much more fun with this map than the last map which I scrapped because I figured that something too big wouldn't be appealing, especially if you are about 20 or so minutes into the map, especially a huge one, and you die. I knew nothing about sizes so I just set one up and I am trying to work within it since I seem to gravitate towards that when making rooms.

>> No.520138
File: 200 KB, 1024x768, Screenshot_Doom_20130422_235909.png [View same] [iqdb] [saucenao] [google] [report]

The situation was already kindly explained by >>512147, but the actual message itself is this.

>heaps of fake drama
Lol no.

>> No.520152

Also regarding the /pol/ map:
-Anyone else getting Doom E1M4 vibes from the yellow key room?
-People, pay attention to how the blue key is exposed. This kinda reveal is AWESOME.

>> No.520161

I thought it was awesome until they started tearing my face off

>> No.520167

Eh, the ogres were amusing (no chainsaws, fortunately). What I was referencing was the how pillar that held the blue key unfolded.

>> No.520168

Shreck your priviledge.

>> No.520173

>level gives me an invul sphere for a slaughter segment
>have hindenburg beacon in inventory
>"aw, what the hell"
>use it
>obviously, the crowd is annihilated
>continuing through the level
>traps open up
>the monsters inside are already dead
What have I done ;_;

>> No.520185

Updated FAQ to include this
Q: What's with all the hate for doomkart? What happened?
A: This happened. http://bitdotly/15D2fhr
And updated Q: Where are some good places to get PWADS?
There's also the /vr/'s wads list ( http://pastebin.com/K558BLpV ).

>> No.520189

That's going to be overused before the next Doom thread is done. And I will shed oniony tears when it happens.
Donkeyp me waiting for it to happen, people.

>> No.520218

So how do I play this?

I loaded it up with Doom II and started a new game, and it's just e1m1 with me as a kart and I can't do anything cause I can't get up the stairs.

>> No.520234


>> No.520235

Yeah, that's sort of the point. Type in the console "map kart01" (without quotes)

>> No.520263 [SPOILER] 
File: 232 KB, 1600x900, Screenshot_Doom_20130423_141442.png [View same] [iqdb] [saucenao] [google] [report]


>> No.520285
File: 69 KB, 800x600, spiderdemon.jpg [View same] [iqdb] [saucenao] [google] [report]

Well, players usually save man.
>or type resurrect if they're lazy

The screenshots there look nice, were you trying to give the illusion of a slope in the top left one? Good lighting.
Doom 2 format?

>> No.520290
File: 270 KB, 1173x1389, 3653 - abe_takakazu kuso_miso_technique realistic yaranaika.jpg [View same] [iqdb] [saucenao] [google] [report]

Alright, the release of the /pol/ map has gotten my mapper blood boiling. I'm just too excited to not post something now. I'm tidying up a bit of my map (>>517683) and gonna post what I've got in a short while.

>> No.520308
File: 14 KB, 385x378, 1335254439837.png [View same] [iqdb] [saucenao] [google] [report]

Only release it is you're fully ready for it man, we'll always be here.

Though when you post it, tell us a bit about it n' shit.

>> No.520353

and the end song was from The Matrix. Yes, I recognize the joke. Thanks for trying, though.

>> No.520380

"AHH!" "AHH!" "AHH!" "AHH!" "AHH!" "AHH!"

>> No.520391

So I guess, according to a short conversation in Samsara, I'm doing the /mlp/ map.

Anyone object?

>> No.520392

You forgot the bit where they manage to corner you and rape you to death (admittedly i may have just described the entire wad)

>> No.520408

I cannot tell you how many times I died during that part, I couldn't stop laughing and got mobbed. Its hard to play Doom when your eyes are clenched shut, fucking onions

>> No.520410

>Only release it is you're fully ready for it man, we'll always be here.

It currently "ends" at a sort of subsection within the level, so it should be fine. Plus it'll give me some good gameplay feedback so I can tweak stuff in preparation for upcoming sections.

Gonna wait till the new thread to actually post it since we're just about at the bump limit.

>Though when you post it, tell us a bit about it n' shit

Will do.


Just run around in circles and keep them centered while you feed SSG shells to the mob. Pretend they're slow Demons, basically.

>> No.520414

But their fireballs have lousy homing and they aren't sturdy at all.

>> No.520424


>> No.520429

See if you can get Kinsie's permission to use the bronies from Reelism.

>> No.520443

So how long until Stormfro- I mean /pol/ starts shitting up the thread in retaliation.

>> No.520451

You make it sound like we were insulting them or something

>> No.520452

Probably never, it's a joke and they would know it.

>> No.520454
File: 46 KB, 360x288, Sirens.png [View same] [iqdb] [saucenao] [google] [report]

/u/ map.

>> No.520468

You seriously overestimate them.

>> No.520471
File: 135 KB, 250x386, 6c3.png [View same] [iqdb] [saucenao] [google] [report]

Is that what all the DoomKart drama is about..
It's clearly saying that he doesnt want people playing it until he finishes making it.
That doesnt make him a troll and he certainly doesn't deserve to be exiled like this.

>> No.520481

I'm okay with this.

>> No.520484

Nah, /pol/ is the least likely board to get angry at a parody. Especially when it's so fucking good...

>> No.520489

Yeah I was trying to go for an illusion of a slope. Thanks for compliments on the lighting. It is in Doom 2 format.

Personally I am unsure if people try to play from the start to end without saving, or if people save, or what the average is. Most of the time I try to do it without saving, but playing other people's WAD's has me thinking something differently. Maybe it only applies to just Ultimate Doom and Doom 2 then, or just a personal challenge I guess.

>> No.520495

Uh... Uh... UAHHHAHHH!

>> No.520498

It does. You're missing the drama that happened before hand.

>First few threads
>Doomkart "has been in production for a while"
>Shit nigga post dat
>"Naw it's not done. But progress is being made!"
>50 million threads occur
>Doomkartguy: "Hey! A pre-alpha will be released soon! You guys ready?!"
>50 million threads pass by
>This surfaces on mediafire
>This was going to be our "Pre-Alpha"
>It was also "encrypted" because he didn't want people playing or modifying or fucking staring too hard at it
>Encrpytion is just a .rar file
>Turns out whole thing is terrible
>This was "in production for a while"
>This is what we hyped for.

>> No.520510

I seriously hope you didn't try to play the pol wad without saving, i died so many times that if i didn't have save games i'd probably be crying (admittedly, this is on UV so i was asking for it.)

>> No.520513

Not to mention, there's suspicion that the Doomkart guy was doing some "viral marketing" by stirring up attention and pretending to be anons demanding Doomkart.

>> No.520514

Nah, you're thinking of Stormfront. /pol/ pretends to be Stormfront to annoy Stormfront.

At least I THINK that's what they're doing.

>> No.520520
File: 133 KB, 519x600, 1347595869034.jpg [View same] [iqdb] [saucenao] [google] [report]

Players usually do at times, though I'm very ADD so whenever I get up to do something I save or suspect a trap or huge fight I save.

You thought of mapping in Zdoom to get the slopes?

>> No.520521

Encryption was winrar only. it could be cracked/opened with 7zip but not with winrar.
It was the video pre-alpha.
There was a func in the acs to stop the player from playing it, it was removed.

>> No.520529

Sometimes I don't think even they know what the fuck they're doing.

>> No.520530

It clearly wasnt ready to be found. I'm sure when it was, he would've posted it.
Y'all nigs need to learn some patience

>> No.520531

No, it was just some faggot stirring up drama.

>> No.520536

Nope, pretty sure they're serious. But I'd say there aren't as many Stormfats on /pol/ as it seems and the ones that do go there are just very, very outspoken.

>> No.520537

because they dont

>> No.520541

The problem is when you upload something to mediafire under an account (he did upload this under an account) you can set it to private, so obviously he wanted this to be found.

>> No.520546

I saved, I was thinking about not doing it but that ending man along with the trap with the one key card. I knew shit was going to go down with a key in the middle of a bunch of ammo.

>> No.520552

That is just nitpicking.
and the fact that testers might have uploaded it too.

>> No.520563
File: 55 KB, 292x348, 1338305284755.jpg [View same] [iqdb] [saucenao] [google] [report]

>making traps
>realize that by this time most doomers are aware of all the tricks
>they see they key card all on it's lonesome
>they know what will happen
>the key card knows what will happen
>each knows the other knows it will happen

>> No.520569

Personally I didn't really think much about it. I might try it on later, but right now I want to do it with something I am familiar with. Though I might check it out sometime soon.

>> No.520572


Even so, it's been talked to death and doesn't really warrant any more discussion unless someone hacks together a more playable version/more features into it. Or we can brainstorm ideas to put into it if someone decides to actually pick up the idea.

Arguing about whether it was a joke or not or whose fault it all is won't undo the damage that has been done to doomkartguy's reputation in the eyes of most of the thread posters.

>> No.520573
File: 400 KB, 488x519, 1365373123003.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.520578

>have card all alone in a room
>when card is collected, nothing happens
>and then player exits room to five cyberdemons

>> No.520581

Sometimes it isn't just that you know it will be a trap, but what the trap will be. What monsters there will be, where they will come from, what will happen?

>> No.520584

Best Doom thread in a while.

>> No.520592

Weird how pol made something a better place for a while

>> No.520601


>> No.520604

hey guys new thread

>> No.520606

[Dooming intensifies]

>> No.520609

/pol/ brings Doomers together, whodathunk.

But we've hit the bump limit. Mebbe 'bout time for a new thread?

>> No.520639
File: 52 KB, 593x599, 593px-Chrisi_Avgi_Logo.svg[1].png [View same] [iqdb] [saucenao] [google] [report]


Yeah, it's the golden dawn party symbol.

It's also a homage to the room in e1m4 that had the walls that lower into a swastika in it at release and then had it changed later to "totally not a swastika" when people complained. I used the GD symbol because /pol/ loves GD and because their symbol is also totally not a swastika.

Also if you get the secret in that room and then look at the map the hallways branching off that room kiiiiinda form a swastika.

>> No.520650

someday I will make a key trap that will close the door to the entrace suddenly and then slowly lower the walls, to reveal 80 soulspheres.

Of course, the only way to leave is to drop/teleport out and you can't get back to them later.

The actual door is where the trap will be.

>> No.520675

>key in room
>player knows it's a trap
>get it
>no trap
>rocket launcher appears
>hear a Cyberdemon in main room
>lost souls are now in the hallway but you don't hear them

>> No.520681
File: 19 KB, 500x367, tumblr_m4jybopGfO1qzz0iu[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>I couldn't stop laughing and got mobbed.
>got mobbed.

I guess you could say you got swamped

>> No.520684


>> No.520690
File: 49 KB, 640x344, 1357327849736.jpg [View same] [iqdb] [saucenao] [google] [report]

The Golden Dawn symbol is some greek design, you see it on ancient greek buildings - however it's a repeating symbol so it looks more like a huge curvey line.

How did you learn to map?
I liked your use of zdoom features.

>> No.520710
File: 35 KB, 647x509, halp.png [View same] [iqdb] [saucenao] [google] [report]

How do I play this? Downloaded the zandronum, used hexen.wad to start up the game, tried playing... it just gives me an error message

>SpawnPolyObj: Poly 135 does not exist

>> No.520719

Go to the new thread

>> No.520720


I just dove headfirst into it and had the zdoom wiki open at all times. Also >>519197 >>518897

It helped a lot that I have been playing doom for a while; basically everything I did in that map I had seen done elsewhere, so I knew that it could be done. I just had to look up how, which was easy enough.

>> No.520728

First off, it's a mod for Doom2, not Hexen.

Second off, there's a new thread. Post it there.

>> No.520757 [DELETED] 
File: 355 KB, 676x574, 1365929838981.jpg [View same] [iqdb] [saucenao] [google] [report]

Ah true, well U did Gud and with more maps like that around I think /vr/ is off to a good start.

>> No.520829

can someone record a playthrough of this, I'm dying to see it

>> No.521067

isn't there software drivers that emulate the soundfonts?

>> No.521503
File: 135 KB, 839x561, advise.jpg [View same] [iqdb] [saucenao] [google] [report]

Please advise

>> No.523791

im glad to know there is an alive community and active one of mappers for the greatest game ever

>> No.524695

I'm not sure, but if someone is kind enough to give me a link and instructions, then my tinkering with ZDoom can be complete

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