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/vr/ - Retro Games

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File: 153 KB, 900x900, hell_knight_from_doom_by_dreamphaser-d5ixo30[1].jpg [View same] [iqdb] [saucenao] [google] [report]
543607 No.543607 [Reply] [Original] [archived.moe]

(It also includes an explanation for the "Doom and Friends" thing


Please READ this FAQ before posting, some stuff here is very important!
FAQ: http://pastebin.com/AfQkPem3

Doom setup tutorial for newfriends:
Steam Group:

What's new?
Doomkart mod might be taking a new path thanks to the help of some kind bros
/pol/ map has been updated, fixing some issues

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

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)

Doom Images Folder (compiled by DoctorAmazing)

If you happen to be looking for resources such as weapon sprites, textures or monster sprites, this is your one-stop

Let's get Dooming!

>> No.543625

first for space marine

>> No.543634
File: 74 KB, 400x400, 1343172743588.jpg [View same] [iqdb] [saucenao] [google] [report]

second for I love you, impse

>> No.543642
File: 93 KB, 600x2300, 1363685183400.png [View same] [iqdb] [saucenao] [google] [report]

>> No.543653
File: 268 KB, 989x1397, Dedication.png [View same] [iqdb] [saucenao] [google] [report]

This is what I've been talking about, take a special look at the filename of the "rageguy" pic in the first post and the other one.

PLEASE, be aware of this problem and STOP replying to him and report his posts; sage for offtopic

>> No.543663

Personally Impsie due to the circlejerking and the fact that certain people are turning this into zandronum pubbie bullshit, including a certain someone who "can't post", I say that these threads have turned nothing but detrimental to anything productive.

>> No.543669
File: 43 KB, 250x272, 1365724963785.png [View same] [iqdb] [saucenao] [google] [report]


>> No.543679

UV difficulty is the only real difficulty
except for nightmare, which is for masochists

>> No.543683

NM is soocide

>> No.543689

brace yourself, that's only the outer wall of the storm!

>> No.543691
File: 52 KB, 270x247, 1234557510333.png [View same] [iqdb] [saucenao] [google] [report]

This is a Doomthread
Not a shitpost thread

>> No.543696

I just hope either the circlejerking fags leave these threads for good and crawl back to their cancerous forums or pubs, or these threads implode and die off.

>> No.543723


But that was something that was solved in the past thread. The people involved in tripfag drama have been taken care of.


Yep, I know, that's how pathetic and obvious he is. Unfortunately some people just DON'T LEARN and still reply to him, that shit needs to stop

>> No.543725
File: 103 KB, 300x188, DoomGuy.png [View same] [iqdb] [saucenao] [google] [report]

In that case, shut up and talk about doom

>> No.543738

>take a special look at the filename of the "rageguy" pic in the first post and the other one.
What the fug am I supposed to be seeing here.

>> No.543741

Has /pol/ seen their map yet? Screencaps of each part and all?

>> No.543749

Yep, quite a few were here before asking how to play it

>> No.543750

Well I sincerely hope you're right impsie and the IRC bullshit stays there.

>> No.543757
File: 811 KB, 1600x1200, Soulspheal.png [View same] [iqdb] [saucenao] [google] [report]

What is objectively the best weapon?
PROTIP:every answer is wrong

>> No.543758

Monster tweaks!


- Zombiemen now fire in bursts of three, getting less accurate each shot. They also have more health than before.
- All Archvile changes have been removed.
- Revenants move more quickly, and now only shoot trackers 1/3 of the time.
- Demons move slower, but are harder to pain and no longer have such a delay before attacking.

If you could change any one monster from Doom or Doom 2, What would it be, and how would you change it? Any ideas I like, I'll add to this useless tweak-pack.

>> No.543764

Oh right, forgot to mention- every time a revenant doesn't shoot a tracker... it fires a rocket.
Have fun!

>> No.543771


We're intending for it to be revealed once the board project is completed.

Though I believe it was leaked to them last night.

>> No.543776
File: 6 KB, 232x301, 1345928499069.png [View same] [iqdb] [saucenao] [google] [report]

>- All Archvile changes have been removed.

>> No.543778

Exact same picture, same filename, same everything...
...except the message.
Completely opposite stance.

He was shitposting himself.

>> No.543780
File: 363 KB, 800x946, tumblr_mltrsmKNz11r2to8go1_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]


>Same filename
>Same filesize
>Same dimensions


I THINK they just saw it in the past 2 threads, but nothing BIG happened (no pun intended). They understood that was part of a surprise since we've been preparing this sub-board WAD and stopped asking about it

>> No.543789

We also know when we weed him out instead of just standing there.

>> No.543790

Blue Sphere mod when?

>> No.543793

I, uh, tweaked with it a bit too much until it became useless. Stupid flames wouldn't die off when I used A_RemoveChildren, so they'd plague the map for the rest of the game.

>> No.543794

You are no better for bitching about it. Go play some doom now.

Besides, most of the trips here aren't too bad at all. They could be MUCH worse.

>> No.543808
File: 311 KB, 750x1134, tumblr_mltrsmKNz11r2to8go3_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]


Not exactly. Those theories that pointed at Doomkartguy being the shitposter of his own project were drowned out since he actually said that he did the pre-alpha thingy because he was tired of us "whining for a pre-alpha" which of course was totally FUCKING wrong.

Also, more pics from our mascot, Cacomack

>> No.543809

Caco minis

>> No.543813
File: 40 KB, 244x248, 1344571722622.png [View same] [iqdb] [saucenao] [google] [report]

So maybe a Retweak?
Archviles have a melee attack?

>> No.543815

>Cuddly banned from BE
I'm not sure why I'm filled with an inordinate sense of glee.

So, back to Doom.

What's Doomkart Spriteguy going to do now, now that Doomkart has fallen by the wayside? There's hundreds of mods that could really use his awesome art.

>> No.543827

Actually I am not banned anymore from BE.

I spoke with Jenova and he unbanned me surprisingly.

But thanks for bringing IRC drama into this thread.

>> No.543834

Just for you, I'll give them both. A hellflame-thrower. Hell-flamethrower? A big yellowy plume of melty death, pretty much.

It will be awesome.

Or I could make their melee attack work to blast you away significant range.

>> No.543835


We don't talk about that mod anymore.

>> No.543841

Shame, it had so much potential too.

>> No.543843
File: 255 KB, 800x833, tumblr_mltrsmKNz11r2to8go2_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]


I think he might be taking part of the "Doomkart" alternative that some guys have been developing in the past thread

But aside from that, I think it wouldn't be bad for him to make a spriting tutorial with 3D models for us dummies who can't into sprite making


The project have been picked up and tweaked, go check the past thread, there's still hope

>> No.543850

Ranged attack blasts you toward the Archvile
Melee attack Does massive damage and flings you in a random direction

>> No.543853


Spriterdude moved on to cyberrunner, actually.

>> No.543856

Stupid sexy Hell Knights, dem pixellated muscles ._. I actually used to hesitate killing them and just iddqd'd a bit and watch them fuck shit up. Is there more good artwork of them?

>> No.543871

Not sure I can pull off the blasting *towards* the archvile. But I can try...

>> No.543873
File: 3 KB, 81x78, hellknight.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.543876
File: 39 KB, 200x200, 1361841762461.png [View same] [iqdb] [saucenao] [google] [report]

Is Terminus here?
Would you be pissed if I did a Cyberrunner thing on my sellout-ey as fuck youtube channel?
We do try to be actually funny.

>> No.543879
File: 1.39 MB, 1024x1197, meatface_redux_by_dloliver-d3ikav2[1].png [View same] [iqdb] [saucenao] [google] [report]


This aint' exactly a baron, but he totally looks like one

>> No.543880


Actually, the /pol/ map guy was messing around with some map stuff and mentioned that he managed to get the prealpha to actually feel a bit more like a proper kart racer. Still a ways to go though. Apparently he's thinking about posting on the Zdoom forums to see if a good ACS programmer would be interested in helping out. It'd be pretty cool if someone like Gez or GooberMan were to get on board, though I wouldn't hold my breath for it.

Still, it ain't quite dead, even if the old "programmer" turned out to be a shitposting troll.

>Those theories that pointed at Doomkartguy being the shitposter of his own project were drowned out since he actually said that he did the pre-alpha thingy because he was tired of us "whining for a pre-alpha" which of course was totally FUCKING wrong.

Whose to say that he wasn't just pointing at his own shitposting to spawn more drama though? In all likelihood, he just threw together some bullshit to show off to the public in the initial alpha videos, then went on to pretend to be the "where's Doomkart" guys to stir up some drama once he got tired of actually working on the project.

>> No.543886

personally i'd say the plasma gun
i'm rather biased here though
since if you give me a plasma gun and enough ammo, i can take on pretty much any encounter in the game

The chaingun is also a strong contender though

>> No.543891 [DELETED] 


Go back to your hole you KSfags.

>> No.543897
File: 116 KB, 550x400, my daddy taught us not to be ashamed of our busters.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.543905

We don't like the hole.
It gets shitty and slow in the hole.

>> No.543910
File: 31 KB, 460x405, TERMINUSHASAPOSSE.png [View same] [iqdb] [saucenao] [google] [report]


Hit me up on IRC and we can chat about details, but for the most part I'm cool with it.

>> No.543914
File: 219 KB, 850x623, Baron_Of_Hell.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.543930

polmapguy here, been working on doomkart for a bit. Will post it when I have something I feel is substantial enough to post.

Here's the thing though: making the entire track low friction (like the ice floors in hexen) has improved the handling significantly, but we now have to make a decision about where we want to take this:

We can limit the turning to wasd and turn off the mouse and actual turn buttons, limiting the the turn speed of a player at full speed. This comes closest to a normal kart game in terms of handling.

Or we can keep the infinitely fast mouse turning as is, and turn the kart speed up to match. This handles closer to regular doom than a kart game, but is still a lot closer to a kart game that it was without low friction floors. The infinitely fast turning is also not as ridiculous since your kart still has momentum and will bump into things and slow down if you don't maneuver correctly.

Either way gameplay can be fun and challenging, but the map design required for each will be radically different.

>> No.543932
File: 386 KB, 800x847, tumblr_mltrsmKNz11r2to8go4_1280[1].jpg [View same] [iqdb] [saucenao] [google] [report]


Also, I'm not a fan of most of the baron variants (in fact I HATE them) but this pic seems to be a nice representation of the Ifrit (a custom monster)

>> No.543937

Hell knights definitely lift

but you know who else does? Archviles.

>> No.543953 [DELETED] 

Here comes the terminus cocksucking crew!

You know just because Cyberruner is a reskinned parkour with a little bit of speed and Samsara is "muh nostalgia" doesn't mean you need to lick his toes.

>> No.543959

is changing the doomguy properties (way of moving and shit) easy like changing the gun stuff?

>> No.543964
File: 380 KB, 420x419, 69887978a132335f3ae0efaac402b44.png [View same] [iqdb] [saucenao] [google] [report]

Archvileolation when?

>> No.543968

Are you fucking retarded?

>> No.543976

What sort of traps do you guys like?

>> No.543981

Is it possible both? Since it will need two kind of maps anyway!

And id'be more than glad to help with the doom kart maps, since i cant map because i dont have a clear objective

>> No.543990

Hey, the shit poster is back!

>> No.543994

I prefer the latter, those tight turns are just too fun

>> No.543995
File: 100 KB, 250x250, 1366210644246.png [View same] [iqdb] [saucenao] [google] [report]

Raising cage to a sudden spawn of just about everything

>> No.544007

Yeah, I can't get the ranged blasting to work, sadly. I could probably figure it out if I spent forever on it, but I just want to go with the flamethrower for now.

>> No.544012


Both maps could be made.

The only thing I'm not sure about is how possible/easy the first option is. Searching hasn't turned up any promising answers and I don't know ACS well enough to determine whether turning off the mouse and turn inputs entirely is possible.

>> No.544019

>Collect an item of interest in the room
>The room turns out to be an elevator ride

>> No.544025
File: 53 KB, 325x222, porn makes the best reaction images.png [View same] [iqdb] [saucenao] [google] [report]

>>The room turns out to be an elevator ride

>> No.544031

Limited handling makes more sense to me.

>> No.544035

Clan fag in the murder wad be needing a ban

>> No.544036


k, when you got anything that i can map to, just fill us in!

>> No.544041

So all hell breaking loose.

>> No.544046

Then votekick him.

>> No.544054

I'd rather have WASD handling myself - it would make each kart feel much different from each other (think Bowser vs. Toad in Super Mario Kart), but that's just me

>> No.544057

And you are the star

>> No.544062


It will probably be sometime next week that I feel it's finished enough.

I'll have examples of both, and just "don't use anything for input but wasd" for the first option if I haven't figured out how to turn off the mouse and turning by then.

>> No.544076

Any plans on music?

>> No.544087

Why are we doing that faggot's work for him?

>> No.544096

We're cutting him out of it entirely.

>> No.544108


Didn't have anything in mind and am open to suggestions.

>> No.544113
File: 12 KB, 73x65, bodyfodase.png [View same] [iqdb] [saucenao] [google] [report]

hes not doing it for any faggots, he's doing it for the doom guy, heck, cant he even have fun with his friends?

>> No.544130

He left before i could

>> No.544137

Here comes the no fun allowed crew!

>> No.544145

If I streamed me playing the /pol/ map, would anyone watch

>> No.544147

>implying playing the same shitty wad over and over again is fun

You're delusional.

>> No.544149

I think SNES and Genesis era Metal music would be really awesome, with some Doom thrown in OFC

>> No.544169

>difference between mods and wads
learn them

>> No.544172

Like this?

>> No.544176

>implying we play it over and over again or that playing it means we're sucking his cock

I don't think we're the delusional ones.

>> No.544192

>trying to preach about mods and wads

If you wanted to sound smart you'd say "Don't you mean pwads?" instead of trying to not sound like a twit.

>> No.544214

Are there any relaxing wads you guys know of?
Feeling like listening to Nujabes and killing off a few well placed enemies, not intense murderfest like usual.

>> No.544221

How did I fuck up that last sentence so bad.

>> No.544226

But metal's for babbys.

>> No.544242

Hell yeah

>> No.544246

Play Hexen. It really gets you in the zone.

>> No.544262

Can't forget this glorious game:

>> No.544267
File: 93 KB, 599x508, I seriously hope you guys aren't cyborgs.jpg [View same] [iqdb] [saucenao] [google] [report]

>Not X2

>> No.544268
File: 343 KB, 714x1119, 1366343380493.jpg [View same] [iqdb] [saucenao] [google] [report]

:: [BE] New York :: Shotgun /vr/enzy 2: Electric Boogaloo

is the name and,

vidyagaems is the is the password.

>> No.544278

You know what?
Put all three in.

>> No.544285

chainsaw because nothing even comes close to as satisfying or challenging to master
except berserk in Brutal Doom, which is just a slower chainsaw

>> No.544287
File: 125 KB, 400x400, 871999.png [View same] [iqdb] [saucenao] [google] [report]


>> No.544379

Where's bots?

>> No.544380

where did you imply that i was trying to be smart? i know jack shit about this stuff, but at least i can differentiate between a set of levels and a mod

>> No.544425
File: 207 KB, 800x600, Screenshot_Doom_20130425_221447.png [View same] [iqdb] [saucenao] [google] [report]

Flamevile is complete!

>> No.544438
File: 46 KB, 312x339, 19897834.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.544439
File: 464 KB, 1324x992, MAMA.png [View same] [iqdb] [saucenao] [google] [report]

Oh jeez

>> No.544441
File: 149 KB, 777x499, 118124215516.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.544443

Don't you pull at our heartstrings, /pol/guy!

The IRC crew universally agrees that no-mouse is preferred. With mouse turning enabled, drifting and blue sparking becomes instantly less important and that's a big no-no.

Anyway, here's a list I compiled of the basic necessities of a Kart engine. I was planning on getting around to it eventually if no one else took up the task. It looks like we are not short on volunteers, though (someone else in the IRC offered to poke at it).

acceleration slow-to-fast (alpha has one static speed)
turning left and right at variable speed (turnspeed based on class stats)
bouncan off walls (self-explanatory)
brake button to slide (self-explanatory)
mouse disabled
chasecam lag (alpha has the camera following the player precisely which is annoying and off-putting. It needs to lag, like in Mario Kart games)
chasecam zoomed way the fuck out (experiment with this)

drift: hold brake and turn to begin drifting
-turn player in a direction without turning the camera (lock the camera when drift is engaged, perhaps when the brake button is pressed)
-diagonal movement between initial direction and intended new direction
-rotation speed increase
-movement speed reduction (small-to-large)
-boost at end (optional feature to be worked on later)
-re-enable camera turning at end

Good Ruck.

>> No.544519


>> No.544531

Playing who dun it
'I think he's trapped in there guys'
Famous last words

>> No.544536

i dont think it should lock the camera when drifting, how else could you look at where you going?

>> No.544548
File: 149 KB, 800x600, Screenshot_Doom_20130425_222959.png [View same] [iqdb] [saucenao] [google] [report]


>> No.544569
File: 4 KB, 195x193, 1345928982356.png [View same] [iqdb] [saucenao] [google] [report]

>12% health

>> No.544585
File: 84 KB, 600x371, I AM TEARING YOU APART, LISA.jpg [View same] [iqdb] [saucenao] [google] [report]

I have some ideas for wads that represent 4chan boards if anyone is empty:

>You're inside a building
>The architecture is strangely somewhat realistic
>Rooms one by one in narrow corridors are filled with enemies
>Kill them all
>You exit the building and have to turn around to see the switch required to finish the level
>You see a sign saying Columbine High School

>There's a bunch of Zombies and Shotguys sitting around a queue-like structure from a theme park
>You go to the end and jump on some kind of vehicle
>It locks you in
>A wall moves down to reveal a sign
>Mr Bone's Wild Ride
>The ride is horrendously slow and you only have one small opportunity to get off, otherwise it loops over until you reach that spot again
>The rest of the level has all the enemies infighting with each other

>Intermission level, you can either go to the next one straight away (maybe /g/ or /co/) or try your luck to get more rare ammo and weapons, as well as a Megasphere at the other end
>Tough level in general if you decide to go for more items or 100%
>Doomkart easter egg

Alright I was kidding on that last one. I'm sorry.

>> No.544607
File: 48 KB, 485x536, 8e4.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.544637

Someone post the BJ and Shadow Warrior faces.
Then I'm gone for the night.

>> No.544646

We're going with a Hub theme, so no intermission would be necessary.

>> No.544648


It should work approximately like that I think. The player turns in a direction without the camera turning with him. I don't know if you'd call that locking.

>> No.544649

Why not have /v/'s map be doing something similar like waiting for an anticipated release of a game and then when they finally get inside it isn't a game, it is a movie.

>> No.544653

Fair enough

Could be some kind of bonus level, though

>> No.544654

So we would make it take away your weapons etc when you go from map to map?

>> No.544661

/vr/ as the hub?

>> No.544663

it could even be the hub level

>> No.544667

How about Sectors that unlock in /vr/ hub after you complete levels
Each sector is like a bonus half-level

>> No.544673

Liking that /k/ idea. It's risky to do something like that, but the map should go on after that.

Like, you get "killed" (just hurt greatly and teleported to a hellish location), and then the real fight begins. Actual demons and such. Lots of chaingunners and Revenants, along with Cyberdemons and Masterminds. There could be some more remakes of famous shooting locations, or even battlezones from wars.

Also, I vote Marilyn Manson music for the Columbine part, and something bigger and more dreading for Hell.

>> No.544679

you know absolutely nothing about this board
as an actual /k/omrade, anything for /k/ would have to be a Red Dawn (aka innawoods) simulator with nothing but skses & nuggets.

>> No.544683

You here, Stouffer? We should discuss the maplist

>> No.544692

Would the hub reset you to 100% health and 50 shots for the pistol for each level? Is there a way to even do that?

>> No.544696

ACS can accommodate that easily.

>> No.544697


>> No.544702
File: 100 KB, 433x329, 1244090960513.jpg [View same] [iqdb] [saucenao] [google] [report]

That seems accurate. What if the further you go in the more twisted it becomes from their innate paranoia? Then near the end it becomes clearer and before you know it at the end you sort of recognize how the place looks and it isn't until it is too late that you now realize you are either in jail or in a mental institution.

>> No.544704

Awesome. It would suck for the mappers to design their maps around having a default start, but then the player just brings in an arsenal from the previous level

>> No.544708
File: 26 KB, 510x546, SIP AND SLURP.png [View same] [iqdb] [saucenao] [google] [report]


In Hexen and Strife, you don't lose your weapons when you across different maps so I imagine it would work like that


But, that kind of glorifies us a bit

Should we just retool my idea for /k/ for another board, then? I'm now thinking it could be like the first quarter/third of the /b/ level or something.

>Buy a dog for armor

>> No.544713

Generally speaking that's how all vanilla maps were designed, for a pistol start but assuming players had stronger guns. Accommodating forced pistol start on every map shouldn't be necessary for a megawad.

>> No.544732

Honestly, I always saw it more as a crutch to deal with the lack of an autosave feature and lives system, which meant that maps had to be designed around the idea that the player would reset to some sort of default when respawning. There's no reason to restrict mappers to that assumption when using Zdoom.

>> No.544740

Should always be doable from pistol start, that is good design.

>> No.544749

Bringing your weapons into the next level would defeat the purpose of the /tg/ and /pol/ maps, which are already designed around you starting with nothing but the pistol

>> No.544756

>Bringing a BFG from a previous map with 400 or so cells
Yeah I'd agree.

>> No.544764

For the /vr/ level, we should have an advocate start up another thread (in /vr/) and have it say "If we were to make a video game based on /vr/, what would it entail?" and take notes on the serious guys.

>> No.544773

like I said
You could choose to go to the bonus half-level to get more health/armor since it keeps between levels, but not weapons
Maybe rarely, ammo

>> No.544791

>But, that kind of glorifies us a bit
Well we're the ones making it

>> No.544803

How about
>Complete all board levels
>go back to /vr/ per capita
>Gate opens
>it's a warp to the REAL /vr/ level

>> No.544806

Are you ready to die mortal?

>> No.544807

Maybe have the hub system designed around map chains like in Quake.

Like say, you work yourself up from the minor boards to the major two or so in a chain (like say, /vp/ - /vg/ - /tg/ - /v/ for example), and when that ends, you are sent back to the hub with a fresh inventory but the game knows you beat that chain, while you keep beating them all to unlock the final level.

Just food for thought

True that. Still, I can imagine it being some kind of secret level with easter eggs while the hub represents 4chan's front page.

>> No.544809

>real /vr/ level is balls-to-the-wall difficult

>> No.544815

Why not design the maps and hub in a way that encourages replayability?

>> No.544823


>> No.544826

>/m/ map

Revenants and spiders EVERY FUCKING WHERE

>> No.544828


yugmooD ,em taefed tsum uoy emag eht niw oT

>> No.544832

I guess /mu/ already has a map.

>managing to kill doomguy
How about no.

>> No.544834




>> No.544836
File: 441 KB, 300x900, [SWEATING INTENSIFIES].png [View same] [iqdb] [saucenao] [google] [report]


>> No.544849
File: 1.35 MB, 269x151, 1366756833405.gif [View same] [iqdb] [saucenao] [google] [report]

hope you haven't left

Clock Town, Now Museum, Asylum, Confinement, Surronded

St. Mercy Hospital, Bunker Down, Cold Night, Where-House

Applesauce Factory, Tomb of Ramses, Slender

Men's Night out, Castaway

Marsis, Return '79

>> No.544861

That's what I'm saying, just make the levels automatically reset the player to 100 health/pistol on start. Don't let him retain weapons/items from other maps.

>> No.544863


>> No.544865

I meant MNO

>> No.544873

b-but castaway is harmony...

>> No.544880
File: 128 KB, 1267x421, 1358296682310.png [View same] [iqdb] [saucenao] [google] [report]

Like say, unlocking secrets for one map by hitting a switch in the other?

Could work, but it would take quite a bit of effort between all the mappers to piece it all up.

Also, what about /mu/? I don't visit the board at all, I only have this picture.

An idea for one of the boards:

>Kill all waifus, then a Cyberdemon reskin
>Hordes of angry anons as pinky reskins come charging out from monster closets, all hilariously easy to take out

Now how do we represent /vg/'s circlejerking in a map?

>> No.544886

Castaway is just the remains of a once great WIP wad, now broken and forgotten by it's creator.

Shit was gonna be so cash.

>> No.544897

Map starts you out and gives you a mini zorcher.
You get thrust into a room peppered with flembranes.
You must circlestrafe around them to succeed.

>> No.544898

Well, that makes each map together idiotic.
What if one map gives you a BFG and a shitload of cells?

>> No.544901

>/mlp/ map
>pinky demons skinned like the ponies
>final boss is a cyberdemon that looks like princess celestia
>at least one room full of bronies jerking it to horses

>> No.544904

Rest of the level is DOTA2

>> No.544906

Oh no,
I've got some plans for the /mlp/ map.

>> No.544908

Fucken this

>> No.544910

This seriously something you guys plan on working on and completing? If so, I could help. Been in the modding scene of Doom for a few years.

>> No.544912

its happening

>> No.544913
File: 24 KB, 377x243, 1365654951144.jpg [View same] [iqdb] [saucenao] [google] [report]

/vr/ megasecret
>shoot all barrels in the level, but don't destroy one in particular
>warp takes you to secret 2nd half of level where you have to Dodge walls that instakill you
>at the end, you see a statue of a battletoad
>"to the one who makes it this far, there is another secret"

>> No.544917

Why didn't you listen?

>> No.544919
File: 19 KB, 290x705, NOdoom.png [View same] [iqdb] [saucenao] [google] [report]


>> No.544925

>the final secret is unmarked and uncounted

>> No.544926

make it for one of the super edgy teen angst boards, like /soc/ or /pol/

>> No.544937

>/x/ board is full of purposeful, semi-faithful ghost monsters ported to DECORATE

>> No.544939

there should be a barrel in the middle of the cafeteria.

>> No.544945

>X-Files theme plays non-stop

I wonder if that would piss them off

>> No.544951

We already discussed this, see it at >>544713

Didn't someone call dibs on /mlp/?

I'm just giving ideas. I haven't touched a map making tool for Doom yet.

/pol/ already has a board and it was generally very well-received

>Map is full of jump scare JPEG images

>> No.544956

Whoops, I meant /pol/ already has a wad

>> No.544958
File: 19 KB, 79x92, doomface.png [View same] [iqdb] [saucenao] [google] [report]

>you don't get a rocket launcher
>you don't get a BFG
>there is only 1 barrel that is at the empty start sector and it's blocking the exit to the next room

>> No.544962

>/x/ board
>not instantly suggesting one of the many jumpscare wads out there

>> No.544963

>Didn't someone call dibs on /mlp/?

I'm just throwing out ideas

>> No.544964

Sure! Pick a board and get to work! We've got /tg/ and /pol/ finished, and now we've got a guy working on /mlp/ to get it out of the way I guess.

>> No.544969

OrangeStar is working on /mlp/

>> No.544978

i agree with everything except for the Tomb of Ramses, because it's shit, and Return '79, because aside from being too big it's out fucking standing

>> No.545004

>We already discussed this, see it at >>544713
There was no consensus though. Like I said, just because vanilla compliant megawads allow players to go between maps with all sorts of weapons, ammo, equipment, etc despite being designed for pistol starts doesn't mean this hub has to be designed around the same idea, especially since it's being designed for Zdoom. The /tg/ and /pol/ maps are already designed for default starts, and ACS can easily reset the player's inventory and health/armor to keep things consistent with their intended design.

>> No.545017

Got some kind of direct way to contact everybody working on this?

>> No.545020

All of this. I love '79, but it really is too big. It makes me want to watch The Warriors again.

Ramses is a good idea, but it is horrid to look at. It's weird navigating it too. Also, only half of the map is an actual map, the other is a pointless secret area that doesn't fit at all.

>> No.545025

Okay guys
Filled with Nikola Teslas that fire bolts of lightning.

>> No.545030
File: 12 KB, 476x411, 1365373607065.png [View same] [iqdb] [saucenao] [google] [report]

>Not everything being nukage

>> No.545031

The IRC channel listed in the OP would likely be your best bet to get into contact with our name/trip users

>> No.545039

>Not a complete fissure between atheists and Christians.

>> No.545040

I, being the /tg/ mapper, tend to lurk the threads when I have time.

I do think I'm going to remake /tg/ or add onto it, though. Maybe some custom monsters...

>> No.545042


It's too cramped for my tastes. It's also broken due to the ladder flying glitch.


It's sort of like Return 79, p.dull after the amazingly detailed environment wears off. Everyone camps the beach, which is the worst place for jewgas and sneak attacks. I would actually like it a lot more if they added more secret passages and add things to clutter up the beaches.

>> No.545064

are there more maps than these?

>> No.545067
File: 23 KB, 298x246, torsofar.png [View same] [iqdb] [saucenao] [google] [report]

This is the only accurate response.

Just the torso so far. Started it just a bit ago.

>> No.545073


I'd like to retract my statement Ramses and put it into shit-tier. I remember that secret area and even if it's a secret. Shit like that should stay in a bad clan HQ wad. That and the giant valley of nothing nearby.

>> No.545081

I like Ramses because I can hide in it.

>> No.545094

I'd turn up the speed a bit, and lock it into keyboard controls (and lock the camera). It'd make it feel a bit more like a car. And if at all possible please put just a bit of camera lag in. I say this every time, but I think it would help make it feel more like you're driving instead of running on ice.

>> No.545104


16 maps total. There's one more (WDI07) but it has a weird bug that removes textures and places the skybox cam over the map.

>> No.545105

Looking good so far, can't wait to see more!
Breasts should be bigger.

>> No.545117

That's easy enough. It's actually just proportioned to a model I made a while ago. Just for sizing things up and what not.

>> No.545118

Wait, a secret? wat?

>> No.545126

damn, wish there was more

>> No.545128

I'm pretty sure that greentext fits /vg/ perfectly

>> No.545129


Amazing work, I loved the sprites you did for Doomkart, it'll be awesome to see these.
T-treat my waifu well, a-all right?

>> No.545150

daaaamn, looking good. i'm assuming it's based off >>542049?
did both of you collab on the design?

>> No.545160


There's 5 switches in the map that open up a door (where the dolan meme pic is). St Mercy has the same sort of secret but without the HQ shit.

>> No.545187
File: 65 KB, 1609x237, 1346561793462.png [View same] [iqdb] [saucenao] [google] [report]

What about some ideas for /sp/, /int/, and /fit/, they have a bit of potential for good wads

/tesg/ is easily the biggest offender of all generals there, even going as far as shitting on mods that actually make the game more playable while praising anything that makes your pixel whore look more pretty

>> No.545189

Have we EVER opened that?

>> No.545190

In St. Mercy, that is.

>> No.545212


We just did! (it's just guile theme with TK clan banner in the main lobby).

>> No.545226

Well...that's not so bad. But glad to hear so!

>> No.545254

>/vg/ map is just a bunch of rooms themed after various games: TES, TF2, etc
>Inside each room are a bunch of horrendous custom skins and sounds

>> No.545272

I guess my problem with my contribution to the wad is that I took mine straight, as if I was making an actual level, just *themed* around /tg/. I wasn't going to make an entire gimmick around it... But I might. I might even remake the entire damn thing, once my desktop's back in commission.

>> No.545280

Do what makes you feel satisfied.

>> No.545290

How about we make the hub like Crash 2/3?
Groups of five or so levels, each with their own entrance, once you beat all of them in a warp room you can advance to the next one?

>> No.545293
File: 111 KB, 204x270, 1363052609747.png [View same] [iqdb] [saucenao] [google] [report]

Like that

>> No.545294

>each level is themed around a circlejerk thread (TESG, Autismcraft, KSG, etc.)
>half-hour monotonous slog through as samey areas & meh enemies as possible
>one large arena-ish (1/3-1/2 size of E1M1) area that's actually a lot of fun
>10 more minutes of monotony
>level ends
>repetitive chip-tune music that begins to sound exactly like angry human voices after several loops
Hopefully the allegory isn't too obtuse

>> No.545295

I frequent /tg/ a shitload more they anywhere else, i'm happy to try and give you a hand if you want.

>> No.545298
File: 34 KB, 300x346, 1358641375025.jpg [View same] [iqdb] [saucenao] [google] [report]

sounds about right

>> No.545305

better still, have the shitty filler areas connected by endless identical teleporters, to emulate the frustration of trying to click through a few dozen post replies which take you all over the thread just trying to read an interesting conversation/idea

>> No.545310

I don't think I get what you're trying to say. Do you...like /vg/?

>> No.545313

If we do that, then we definitely need to make a secret warp room with /fk/ /z/ /5/ etc

>> No.545319

Well, mostly I need resources and more of a gimmick to tie it all together. Right now I just have an area for each of the chaos gods and that's pretty much it.

>> No.545320
File: 346 KB, 1366x768, Screenshot_Doom_20130426_023023.png [View same] [iqdb] [saucenao] [google] [report]


>> No.545324


>> No.545327
File: 88 KB, 946x544, v.jpg [View same] [iqdb] [saucenao] [google] [report]

I love the nugget of videogames discussion and very cool creations of intrepid modders, mappers, and the like (FatalFunnel is a great example) buried deep within several hundred posts that are identical in function to pic related.

>> No.545330
File: 282 KB, 477x598, brutal.png [View same] [iqdb] [saucenao] [google] [report]

>teleporter maze based on remembering post numbers

>> No.545336

Yea i did feedback for you originally, did you want sprites and stuff to make it more 40k like or something? I can do textures and flats easy enough, sprites are harder though

>> No.545345
File: 204 KB, 1366x768, seemslegit.png [View same] [iqdb] [saucenao] [google] [report]

>> No.545346
File: 57 KB, 361x354, jesus_christ.jpg [View same] [iqdb] [saucenao] [google] [report]

this is the most terrifying thing I've heard in well over a week

I'm not kidding.

>> No.545348

Actually, come to think of it, I should be able to steal use resources from hexen and heretic, like the monsters, and create custom weapons and such.
I don't want it to be entirely 40k, but the more imperial symbols I can get the better.

Sudden idea... character sheets you pick up as items, and use them to summon fighter/mage/caster allies for a time...

>> No.545358

>Sudden idea... character sheets you pick up as items, and use them to summon fighter/mage/caster allies for a time...
I like it, i can also get sound effects 40k wise (good old cracking open and stealing voice lines from dow 1 and 2), i'll work on converting some 40k symbolium into doom format for you (i'm assuming zdoom quality over vanilla since we're working in the bounds of all the other maps too)

>> No.545361

Also, the final boss for /vg/ should definitely be a KS thread

>> No.545369

Complete with shitstorm?

>> No.545374

Not in your guys circle jerk, but I say you should include a dreamcast shitflinging festival. Just wouldn't be /vr/ without trolls trolling trolls about "I don't think this is retro."

>> No.545385

>Cyberdemon being fought by a million smaller games that only managed a couple threads
tis glorious:
Counter-Strike, Killing Floor, Natural Selection, Unreal, Civ, Commandos, and all the other games that 404'd 20 posts in

>> No.545392

you guys should try and play this game mode, its really fun
if you guys like who dun it you will enjoy zdoom wars

>> No.545397

>Robotic arms
>Robotic legs
>Has a cane

>> No.545403

>there will never be a game with good mouse controls like dooms again

;-; ;-;
;-; ;-;

>> No.545405

>Shoots rawket wheelchairs

>> No.545407

I'd say a group of mini-bosses comprising of the KS, LoL, DOTA, and SC2 generals would be fitting.

>> No.545428

don't forget Ass Effect
the Tali feels posts alone would be more than all of /vr/ combined

>> No.545431

And have a joke boss with a woman in skimpy armor who dies in one hit representing TES

>> No.545436

Mmmm, zdoom wars. Fun game mode. Shame the custom factions are crap.

>> No.545441


>> No.545442
File: 1.01 MB, 900x1200, 1366820724292.png [View same] [iqdb] [saucenao] [google] [report]


a boss formed of a certain part of the favorite waifu/character/mod/player from those generals. it's gotta look as horrendous as possible.

>> No.545445


10/10 would play.

>> No.545448
File: 352 KB, 500x388, omgface.png [View same] [iqdb] [saucenao] [google] [report]

Is it bad that I'm looking forward to a bunch of imps reskinned as Hanako because of this?

>> No.545451

.yugtrakmooD ekil eroM
Or moot.

>> No.545464

Ok, i've made some textures and decals for you to get started (i just grabbed these and edited them from my images folder)
Let me know what else you want done and if there's anything else i can help with (i can do simple basic sprites, but doing full monster animations by hand is not really my forte, but i will try.)
You can download what i've made here

>> No.545479


Maybe something like a mini-hub for individual /vg/ rooms/levels might work a bit better then, so you've got an area for each popular /vg/ thread complete with it's own references.

As a KS fag, I'm imagining something like, recreate the VN in-game (see that stupid furry VN on the Zdoom forums for proof-of-concept), except replace Hisao with Doom Guy, complete with lines straight out of the Doom comic, and maybe some random Doom monsters show up as alternate characters. You leave when you've RIPPED AND TEARED all the demons.

>> No.545490

Bored well do this
Favorite band?
Favorite doom theme?
Favorite doom monster?
Wad you are playing now?

>> No.545491

>It's very long map
>very few monsters
>all of them are crude md2 models
>i mean ugly, shitty attempts to remake doom monsters in 3dcg
>like most of 3d mods
>There are some gates in every area
>you have to wait several hours before any of them opens

>> No.545502
File: 410 KB, 562x800, 1366339945533.jpg [View same] [iqdb] [saucenao] [google] [report]

That's a pretty good idea

>> No.545510

Haha! All of that is awesome! I'll definitely use it.
Namely, it's weapon sprites I really need- like a chainsword, lasgun, or a bolter. I'll be able to recolor the plasma gun sprites for the noise marine soundblaster and steal shamelessly from hexen for the rest, though.

Regardless, though, I have to get to bed.

>> No.545515

Alrightly i'll give them a shot and get back to you about it

>> No.545517

Ignore this i was thought the thread was dead

>> No.545523
File: 1.90 MB, 1920x1080, 1363855902299.png [View same] [iqdb] [saucenao] [google] [report]

Tesla Boy (was Billy Talent)

Fuuuck...so many. Probably this at the moment:


I love Arch-Viles. Yes, I hate their attacks. But they are challenging, and I feel alive when kicking their sorry asses. They are like my rival in any map. My one "Arch-enemy". I did that on purpose. Plus, they are designed so well.

Speed of Doom for an LP. It's fucking hard but I love it.

>> No.545530

Has anyone else played the Cyberdreams wad?
It's more a puzzle game over a shooting gallery where you need to force cyberdemons into traps while madly dodging like crazy and getting them to go in the right position, it's an interesting change of pace for anyone who's interested.

>> No.545536

Forgot name.

>> No.545547

That was probably the best Doom experience I've ever had.
Although I had to spoil the final level to myself with DB, coz I had no idea how to make through it.
Again, that wad was brilliant. Imagine what they would be capable of creating by now, with ACS.

>> No.545551

Well i'd do mine i guess
Hell knight or caco
see this >>545530
>Inb4 Eric.H

>> No.545556
File: 152 KB, 1024x640, Screenshot_Doom_20130426_183446.png [View same] [iqdb] [saucenao] [google] [report]

Favorite band? 2 steps from Hell
Favorite doom theme? If theme you mean setting, it'd be the hell levels, if by music, then it'd have to be the final level music for tnt
Favorite doom monster? Hell Knight, weak enough you can kill them without resorting to anything drastic, but powerful enough to screw you over
Wad you are playing now? Alien Vandetta

>> No.545557

Damn, I do remember that. It was pretty early into me playing doom, I should find that and play it again.

>> No.545558

>I should find that and play it again.
Well it's right here bro

>> No.545563

Well I know I've got it on my computer, but my doom folder is pretty big, so it'll take me a few seconds to do so if I wanted.

>> No.545650

Guns n' Roses
Mancubus, they used to scare the living shit out of me (and still kinda do)
Wad are you playing? WDI with you guys, and Shotgun Frenzy when I'm not

>> No.545687
File: 19 KB, 75x75, 1364528417853.gif [View same] [iqdb] [saucenao] [google] [report]

Bobby Prince
E2M1 (song) Map04 (level design)

>> No.545720
File: 63 KB, 1022x650, doomscreen.jpg [View same] [iqdb] [saucenao] [google] [report]

Guy that made pic related. Are you here?

You posted your level in progress here the other day.

>> No.545745

>Guns and Roses, AC/DC, Terry Scott Taylor, Frank Klepacki, Marek BiliƄski, Daft Punk. (sorry, but I don't really know, which I like most).

>Probably D_INTER.

>Archvile, I thnk. At first, they creeped me out, I hated them, and cursed at them whenever they appeared. But I think I've grown up to treat them as fair challenge and good enemy.

>Monochrome Mapping Project maps.

>> No.545789

Sorry, was workin' on the map in question. Yes I'm here.

>> No.545802

How was the feedback the other day? I only had time to DL it before I had to leave.

>I'd appreciate a gun at the start

I'm up to where you get the bezerk pack.

>> No.545830

I only saw feedback from one fellow, but I did tweak the dungeon section based on it - if you're at the berserk pack, then you're just before it. (I haven't uploaded the new version yet - waiting until I have more of the level done to do a v2)

I'm trying to avoid giving the player a better gun till later into the level (partway through the dungeon section). I wanted to try having the map set up so that the player is forced to use the pistol and physical attacks to get through a portion of the map, forcing him to put some thought into which he uses where. It's something I don't see all that much in a lot of maps, which usually just throw a shotgun at the player from the start and let him have at it. In this level, I'm hoping that when the player finally does get the shotgun, it's a moment that feels very satisfying when he holds a strong position against the fodder enemies, who up until that point are actually somewhat threatening individually.

>> No.545857
File: 281 KB, 451x352, 1349265884228.png [View same] [iqdb] [saucenao] [google] [report]

Hmm, normally I'm for giving the player a gun at the start but I see your train of thought there and believe you could make it work.

>> No.545887
File: 68 KB, 591x593, notspacehulkpieces.png [View same] [iqdb] [saucenao] [google] [report]

I think I need a couple more long hallways, make a couple of pillar textures and be done with engineering pieces.

Also Doom Cybermancy shotguns

>> No.545891
File: 136 KB, 600x375, 1350411383991.jpg [View same] [iqdb] [saucenao] [google] [report]

Are they random bits you're trying out to see what you like?

Or are they parts of a 3d level?

>> No.545904
File: 211 KB, 1024x862, the_kingdoom_of_nintendo_Duke_Nukem.jpg [View same] [iqdb] [saucenao] [google] [report]

Tell me about Duke Nukem

>> No.545907

I'm tryin' for now. Hoping for more feedback to see how others feel about it.

At the very least, I hope that the berserk room is fun for others, even without a bigger weapon.

>> No.545915


Short Term: They are pieces I'll copy/paste to make Space Hulk like levels.
Long Term (as in maybe never): Gonna make me an OBLIGE to use those pieces itseld.

>> No.545918
File: 345 KB, 1280x800, shot01.png [View same] [iqdb] [saucenao] [google] [report]

Oh god, I'm playing shut up and bleed.
The title is so fitting it's not even funny.

>> No.545947

what is that, and where can I get it please?

>> No.545974
File: 149 KB, 1024x640, Screenshot_Doom_20130426_202248.png [View same] [iqdb] [saucenao] [google] [report]

ugh, playing Alien Vendetta on Ultra Violence with brutal doom is really good proof that i'm some form of masochist, been dying so many times to chaingun galore and jumping imps and i've only made it to map 5.

>> No.545993

Looks like you're using an older version of BD judging by that chaingun sprite. There's a newer version (19test1 last I checked) that has some new sprites for it & the rocket launcher, among other updates.

Not that it'll help your sorry ass through AV. Definitely a megawad made with vanilla gameplay in mind. Masochistic is an apt description for anyone trying a BD run through it.

>> No.545994

Reading is a good idea.
The mod is shut up and bleed.

>> No.546005

And what is it (what's in it?), and where can I get it?

>> No.546013
File: 15 KB, 177x271, spoonfeeding.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.546017
File: 44 KB, 184x184, blue charles.png [View same] [iqdb] [saucenao] [google] [report]

>(what's in it?

mod stuff

>> No.546036

Thanks guys, very helpful. You could have said something like 'it's space/horror/fantasy themed shit. it's in the 200mb, so don't bother getting the 1gb one because it's dead slow because of mediafire', but this is miles better.

>> No.546037
File: 83 KB, 561x544, 1346489298377.jpg [View same] [iqdb] [saucenao] [google] [report]

Mite b cool, but because the levels were not made around Brutal Doom I'd put it on hurt me plenty or hey not too rough to get the challenge right.

>> No.546048


>> No.546052

I would do that, but i've been having so much fun mowing my way through hordes of enemies and dragging my bloodied ass through encounters without dying that i really can't convince myself to turn the difficulty down.

>> No.546054

>EDGE 1.34f

Holy shit, I didn't think anyone still used that engine.

>> No.546061
File: 72 KB, 378x363, 1339652700377.jpg [View same] [iqdb] [saucenao] [google] [report]

Fair enough, have fun but remember you can turn down the diff in the console without having to start a new game.

>> No.546063
File: 35 KB, 400x400, 15323784-cat-approving-illustration-with-thumb-up.jpg [View same] [iqdb] [saucenao] [google] [report]

Much obliged, chief. I really couldn't find it myself, somehow.

Here's a picture of a cat.

>> No.546068

Is there really any major differences between Edge and ZDoom? I know the old Immoral Conduct weapons mod needed some code things from Edge, but that was years ago.

>> No.546071
File: 293 KB, 500x600, Giro finds model R.png [View same] [iqdb] [saucenao] [google] [report]


>> No.546079

In the backend stuff, I can guarantee there's tons of differences, like how Edge uses DDF versus Zdoom's ACS & Decorate. As far as differences immediate to the user, I couldn't say; I'd have to actually try one of the newer versions since the one I have on my system is really out-of-date. (I only used it to play Immoral Conduct and Don't Challenge) At the very least though, that version is like night and day coming from Zdoom, and the transition is... uncomfortable. Might be better with newer versions though.

>> No.546083
File: 138 KB, 1024x640, Screenshot_Doom_20130426_205059.png [View same] [iqdb] [saucenao] [google] [report]

Oh god, mancubus's do at least 79 damage a hit, it one shotted me, why couldn't they be this scary in vanilla?

>> No.546091


>> No.546103

Ah, thanks.

I was just wondering why someone would use Edge for a mod over ZDoom today. Likely it's easier to code for him.

>> No.546115
File: 200 KB, 1024x640, Screenshot_Doom_20130426_210510.png [View same] [iqdb] [saucenao] [google] [report]

Whenever this cyberdemon looks at me, all i can hear it say is 'there's only going to be 8 planets left in our system once i'm done with uranus...'

>> No.546121
File: 1.07 MB, 5000x5000, 1364997684018.jpg [View same] [iqdb] [saucenao] [google] [report]

>there's only going to be 8 planets left in our system once i'm done with uranus
Shit man, have mercy on my sides!

>> No.546128
File: 220 KB, 1024x640, Screenshot_Doom_20130426_210730.png [View same] [iqdb] [saucenao] [google] [report]


>> No.546136
File: 77 KB, 720x488, D2 paladin got stunlocked by Lister.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.546151
File: 230 KB, 1920x1080, Screenshot_Doom_20130404_055107.png [View same] [iqdb] [saucenao] [google] [report]

>'there's only going to be 8 planets left in our system once i'm done with uranus...'

>> No.546153

Is there a easy way to make linedefs have two or more actions?

>> No.546157

Not without ACS. You'd give the line a tag, then tell the script to assign another action to the line.

>> No.546172

Well i'd get to it then

>> No.546207

Is that that hard?

I'm wondering it myself actually, as I was going to just have a few lines REEEEALLY close together.

>> No.546223
File: 259 KB, 1406x767, bullshit example.jpg [View same] [iqdb] [saucenao] [google] [report]

It might be tricky if you've never used ACS before, but that'd be just because of learning how the whole thing works. Once you understand ACS basics, it's one of the easiest things you can do.

>> No.546238

Lua coder here.
It's easy as shit if you learn a script-based language first (like python or lua)

>> No.546275 [SPOILER] 
File: 96 KB, 601x284, My-Little-Doomy.png [View same] [iqdb] [saucenao] [google] [report]

Fluttershyberdemon, Pinky Pie & Twilight Sparchvile
I didnt make these..
I'm so so sorry

>> No.546276
File: 81 KB, 347x346, 1326740478485.jpg [View same] [iqdb] [saucenao] [google] [report]

So as an example..........a wall comes down and monsters teleport in.......hard?

How many lines n shit?

>> No.546302

You mean, you press a switch and
(1) A wall comes down
(2) Monsters teleport in

As two separate actions when the switch is hit? That I'd just do entirely through ACS rather than setting the line to do two things. You'd just have the line run a script when the player hits it (http://zdoom.org/wiki/ACS_Execute), then have that script execute those two actions. (The wall lowering would be done with Floor_LowerByValue, monster teleporting could be achieved with SpawnSpot, or the old-fashioned Doom-style monster teleporter trick) Simple enough, really.

>> No.546305

It's been a while since I used ACS, but spawning or teleporting a monster is just one line. Lowering a sector probably is, too. Stuff a few delay commands in there for timing and you're golden. You're probably going to want to use mapspots or something for positioning monsters rather than hardcoding.

You can even do things like iterate through a range of mapspots and monsters with sequential ids pretty easily.

>> No.546351

When you summon monsters via a script, are they active and running around?

Or do they need to hear the player?

I know they have to be with the old method.

>> No.546360

If you're not spawning them within line-of-sight of the player, then they need to be activated. Use Thing_Hate if you need it to be active without seeing the player.

>> No.546413
File: 197 KB, 1024x640, Screenshot_Doom_20130426_225034.png [View same] [iqdb] [saucenao] [google] [report]

Well that took me a while, and a LOT of crossfire

>> No.546447

Ok, hopefully the final version of my map:
I'll bugfix and shit but not much else after this. will be making another map to go after it though (sewers maybe?)

>> No.546468
File: 108 KB, 1440x900, Screenshot_Doom_20130426_090145.png [View same] [iqdb] [saucenao] [google] [report]

>(sewers maybe?)

Small world.

(Will be a bit easier to see once I add light sources)

>> No.546474
File: 394 KB, 1280x800, Screenshot_Doom_20130426_090302.png [View same] [iqdb] [saucenao] [google] [report]

This needs to be double sided.

>> No.546476
File: 235 KB, 1280x800, Screenshot_Doom_20130426_090419.png [View same] [iqdb] [saucenao] [google] [report]


>> No.546495

that's why i said hopefully. have just fixed both of those (i removed the segment of metal grate there and moved the body forward so it wasn't floating)

>> No.546497
File: 10 KB, 177x278, 1366981478543.png [View same] [iqdb] [saucenao] [google] [report]


>> No.546530

ok that's useful, thank you!

that took longer than expected

>> No.546534

I kinda like the minimalist approach. You gotta fix wall textures at the start so they don't slide up with the door, though. (Unpeg them?) And move that elevator switch so you can't get caught between the floor and the ceiling of the little switch enclosure. Also, I know you don't have a lot of room to work but you really should color code those key doors somehow.

>> No.546551

Top lel

>> No.546567
File: 170 KB, 1024x640, Screenshot_Doom_20130426_231726.png [View same] [iqdb] [saucenao] [google] [report]

Trust me, savescuming and dirty tactics were the only reason why i lived past that.

Also finished map 7, but i think that's enough self inflicted pain for tonight, my anus needs to recover from the cyberdemon (Those mancubus's were a nightmare with all their spam happy splash damage)

>> No.546587 [DELETED] 
File: 6 KB, 150x150, Doomguy.png [View same] [iqdb] [saucenao] [google] [report]

I went through a ridiculous amount of poor effort into making this a display picture.
Turns out Steam makes photos look like shit when they get a little smaller..

Oh well

>> No.546643
File: 428 KB, 1366x768, Screenshot_Doom_20130426_083137.png [View same] [iqdb] [saucenao] [google] [report]

TNT is great

>> No.546652

>colored sectors
Son, I don't think that's TNT.

>> No.546668
File: 222 KB, 1366x768, Screenshot_Doom_20130426_083750.png [View same] [iqdb] [saucenao] [google] [report]

closer view of the action
My soundcard's about to bork

>> No.546675

Could be the PSX final doom conversion.

>> No.546695

it is

>> No.546942

Anyone here who plays doom w/o mouselook? I find Doom more fun without it apparently.

>> No.546959
File: 34 KB, 400x529, 1345198039562.jpg [View same] [iqdb] [saucenao] [google] [report]

I used to, finished doom 1 and 2 without it.

I play it now with mouselook as I keep it from when I used to play Q3A and Unreal Tournament (and other games).

Now I'm mouselook 4 lyf

>> No.546979

I'm the other way around. I used to mouselook all the time, until i started playing without it w/ autoaim. It just seems more proper to me.

Though I still use mouselook in zdoom wads that require it. But I don't tend to play zdoom.

>> No.546994

I'm with his guy.

>> No.547001

I'm with his guy.

>Captcha: keelogr add
Oh shit.

>> No.547003

Source ports I use

Chocolate Doom for playtesting
PrBoom+ for traditional gameplay
Zdoom/Gzdoom for all the stuff that require them

>> No.547012
File: 29 KB, 443x371, 1362271427106.jpg [View same] [iqdb] [saucenao] [google] [report]

I would not use autoaim with mouselook, that's terrible.
You have to use it with mouselook off though otherwise you cant shoot up. Which is one thing that made me stay with mouselook actually, I got annoyed by firing rockets into walls because the game didnt detect it.

>> No.547019

thanks for that. just been taking a while to do a lot of things to neaten it a little as well as dealing with the issues you raised.
I know there are minor texture alignment issues but those can wait for if i feel like releasing another minor version.

>> No.547021

Features like mouselook and jumping trivialize many classic Doom maps and I don't like doing it. They suit modern maps and multiplayer just fine, though.

>> No.547026

also includes the changes needed to fix

>> No.547027

I think you misread my post. I play with autoaim, without mouselook.

mouselook on with autoaim on is redundant

>> No.547042
File: 86 KB, 400x400, 1343134516834.jpg [View same] [iqdb] [saucenao] [google] [report]

>Features like mouselook and jumping trivialize many classic Doom maps

classic maps maybe, but i've played through them enough times i can use mouselook now when im playing with brutal or russian overkill

>> No.547054
File: 493 KB, 325x244, mfw.gif [View same] [iqdb] [saucenao] [google] [report]

>Author claims wad is vanilla/limit remover/boom-compatible
>flooded with zdoom-isms rendering it unplayable outside of zdoom-based ports

Seriously, Why do some people playtest non-zdoom required wads with zdoom?

>> No.547060

>modern maps
replace modern, with zdoom

People still map for vanilla/boom, mate.

>> No.547063

But brutal and RO require mouse look...

>> No.547069

Nigguh, I play only in DosBox with a CRT RGB shader.

>> No.547087
File: 442 KB, 1366x768, Screenshot_Doom_20130426_100649.png [View same] [iqdb] [saucenao] [google] [report]

Get Spook'd

>> No.547103

i prefer vanilla styled maps myself but i play with mouselook, currently playing back to saturn x and it's very good

yes, thats why i have it on

>> No.547129

Some maps have switches that require to be shot. Sometimes in a place that can be seen, but isnt meant to be shot until you reach a certain point where it is directly in your horizontal axis so it can be shot. Mouselook allows you to shoot the switch even in positions where you're not meant to. I seriously hope you don't do this despite mouselooking.

>> No.547139

I have literally never seen this in a map ever and I have 9 gb of doom wads.

>> No.547145

HacX does it.

>> No.547147

mm2 map3 is an example of it.

>> No.547152

Look harder, then.

>> No.547154
File: 86 KB, 800x605, 1340712797039.jpg [View same] [iqdb] [saucenao] [google] [report]

i remember you saying this crap days ago and no i dont do that, same with jumping and crouching if it know it's in the spirit of the level

watch the demo of toxin refinery, that uses exploits and even circumvents a key entirely in a way that the map was clearly not meant to be played - look at all the tricks used by speed runners too

>> No.547159

Okay....I might be the most rabid fan of putting MIDIs as music in WADS, even if we're on 2013 and modern ports have support for almost any audio format...


But after watching this video and realizing they actually inserted an instrumental version of Mouth For War for the "Doom Metal" addon....I think I might be picking that mod...

>That feel when realizing that some the best Doom remixes are actually instrumental versions of the actual source of inspiration of many classic tunes like E3M1

>> No.547161
File: 233 KB, 1920x1080, Screenshot_Doom_20130426_100336.png [View same] [iqdb] [saucenao] [google] [report]

Looks spiffy. Love the doors, now.

This still exists, though. Ignore that asshole sergeant walking right in front of the camera.

>> No.547164

Might've been a different person, cause I never said it here before.

>> No.547169

>I've seen some shit

>> No.547185

fair enough, in any event look at how speedrunners break the original flow of the levels with all the tricks they use

im sure deathslides into exit portals were not meant to be used

>> No.547189

Fixed version here:
hate forgetting to reposition enemies after repositioning the sectors round them.
...that's the second time my map has prompted that with the same bug.

>> No.547192

You're kidding right? It was pretty common for maps to do this in the 90's

>> No.547196

But deathslides are actually part of the vanilla engine.

Mouselooking to shoot a switch thats above you wasn't

>> No.547210

were deathslides in the spirit of the games as they are made? was it expected that players would use it? did ID even know it existed at time of release? you technically die and lose when you run out of health, a slide is just holding on before it restarts and instead takes you to the next level

mouslooking was added later anyway and carmack wanted it way back in 97'

you were just told that i dont use mouslook to shoot a switch i was not supposed to if i know it was not in the spirit of the level

>> No.547234

Your not making a point at all

Vanilla maps are designed for the vanilla engine. Plenty of vanilla things might not be intended, but they're still part of vanilla, and thus make them valid ways to "break" the vanilla levels, if you were wishing to play exactly like a level would in vanilla.

Mouselooking was not in vanilla, and carmack wanting to have mouselook isnt going to change the fact that it simply doesnt have it.

>> No.547243

oh boy it's this argument again
can we just agree that people can do whatever the fuck they want and mouselooking and shooting something that you're not meant to shoot are two of the them?

>> No.547246



>> No.547252
File: 38 KB, 480x512, 1360835686180.jpg [View same] [iqdb] [saucenao] [google] [report]

yes, i am
it is that you can use mouselook in the original maps and enjoy it provided you dont shoot that switch that you were not meant to see or whatever, then you play the level in the spirit it was meant to be played in

because myself or others are using mouselook we are not undermining your doom experience or playing the game wrong (that would be if we shot that switch)

mouselooking has been added and now it's in, if you want to be like a teenage sister and say "oh well, i *guess* if you want to play wrong" and have a sook about it that's your problem

if a mapper makes a zdoom level that requires mouselook dont deny yourself a potentially good experience just because you dont like the x/y input

>> No.547261

Doom 2 had The Courtyard, and Plutonia had Well of Souls

>> No.547269

No, fuck you! People playing in any way they want, which mind you, doesn't affect me one bit, should not be tolerated. At all. You should be playing the game on a dusty 486 with a small monitor and using nothing but the keyboard, in the snow.

>> No.547281

map08: tricks and traps also has shootable switches.

>> No.547282

And walking uphill both ways.

>> No.547283

While molasses runs down your buttcrack and your eyes burn out from the sun being directly infront of you.

>> No.547291

This seems especially common with mappers who only use one port.

>> No.547293
File: 1.02 MB, 800x819, 1366929275719.png [View same] [iqdb] [saucenao] [google] [report]

Can't we just play Doom?

>> No.547294
File: 26 KB, 691x431, enjoying wrong.png [View same] [iqdb] [saucenao] [google] [report]


>> No.547314
File: 834 KB, 1920x1080, Screenshot_Doom_20130426_165211.png [View same] [iqdb] [saucenao] [google] [report]

finally making something. 1/3

>> No.547318
File: 33 KB, 200x200, 136132813870s.png [View same] [iqdb] [saucenao] [google] [report]

can any eurofag connect to me?

if it works i may be able to host games for /v/

>> No.547325
File: 6 KB, 226x204, Doomguy confused transparent.png [View same] [iqdb] [saucenao] [google] [report]

>hosting for /v/

>> No.547327
File: 1.19 MB, 1920x1080, Screenshot_Doom_20130426_165202.png [View same] [iqdb] [saucenao] [google] [report]


>> No.547330
File: 200 KB, 949x520, 1366356390447.jpg [View same] [iqdb] [saucenao] [google] [report]

to the mapper that took this screenshot

this image is what made me realize why some mappers use dynamic lights and why it's probably not that bad if done correctly

>> No.547336

What engine will this require are the bare min?

>> No.547340
File: 794 KB, 1920x1080, Screenshot_Doom_20130426_165237.png [View same] [iqdb] [saucenao] [google] [report]

unfinished but 3/3

>> No.547347

GzDOOM. No zandro compat due to lack of A_SetScale.

>> No.547357

>not hosting for more people

>> No.547360

i meant /vr/

anyway, i need to see if it works to prevent future shamfur dispray

>> No.547398


I thought so. I was joking mostly.
You know that you can go to Bestever in order to host right?

>> No.547413

>implying groggy BE servers are better than completely controlled servers

>> No.547421

But what about us EU players? Sometimes I can get upwards of 500 ping on BE.

>> No.547429

I didnt know.

>> No.547481

So if we're gonna go with Doom and Friends, then we should put together an 'And Friends' Pack, right? Get some Build and Wolf3D engine games assembled, maybe even Unreal and iDTech2 Engine games.

>> No.547504

>implying BE servers aren't completely controlled

>> No.547520
File: 215 KB, 1200x1200, 1365922038152.png [View same] [iqdb] [saucenao] [google] [report]

Isnt that Samsara?

>> No.547523
File: 2.68 MB, 400x225, 1364406404076.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.547524

>then we should put together an 'And Friends' Pack, right?
I have a hunch that, for all the talk of how other games are welcome and accepted, nobody knows anything about A: What mods/mapsets are good, and B: What sourceports are good for get-togethers.
I fully expect these threads will be practically 99% Doom, with one or two posts about Duke, Unreal, Marathon, Blood, or whatever subsequently drowned out by the next shiny.

I appreciate the offer, Doomfriends, I really do, but at the rate your Doom discussions are going every other FPS is going to just be washed over.

>> No.547531
File: 7 KB, 600x450, meow.gif [View same] [iqdb] [saucenao] [google] [report]

The quakefags hate us. The thought of them coming in here scares me.

>> No.547543

>Doom threads are about doom because theyre about doom
We can change that... Ive seen discussion about other fps, not often, but ive seen them.

>> No.547549
File: 1016 KB, 2000x1887, Marine2.lg.jpg [View same] [iqdb] [saucenao] [google] [report]

i've played all the build games but i've always got time for a marathon bro

hell, i played marathon before i played doom (Though im a doomer at heart) and have played heaps of addons for marathon as well, great game
i see your point though and you're right

>> No.547556

And now, I'm working on making cacodemons split into minicacos when they die.
And when the 'parent' caco is revived by an archvile... so are the minicacos.
And if the minicacos are revived... So does the parent.
Isn't cacodemon reproduction fun?

>> No.547560 [SPOILER] 
File: 20 KB, 560x290, Pic3.jpg [View same] [iqdb] [saucenao] [google] [report]


Quakefag here, I agree with this guy.
Again, your offer is really cool. Believe me, having a generalized FPS discussion would be amazing.

But you guys are going super-indepth about what source ports have what features, how to mod for them, how Decorate/mapping works, and how awesome specific mods are.
I don't think even 10% of the posters here could do the same for Quake. And that's not even including the games with the smaller fanbases, like Marathon or Shadow Warrior.


pic related

>> No.547561
File: 25 KB, 281x184, 1363340825273.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.547565
File: 27 KB, 300x304, cyberdemon shoot wall.png [View same] [iqdb] [saucenao] [google] [report]


>> No.547567

mah nigga
Think we could get people up on Aleph One sometime?

>> No.547578
File: 31 KB, 378x372, 1344160499983.jpg [View same] [iqdb] [saucenao] [google] [report]

>>547549 here

they can have their own threads broski, build games are generally discussed together and i've seen a marathon thread go well before

i also feel we might start an argument because there will be others who wont be big on the idea so we can just avoid the entire hassle and all get along by having different threads open in new tabs and we can all enjoy one anothers company and have fun playing videogames while not having 1 gigantic general like we're on /vg/

>> No.547580

Pretty much.
I restrict myself to 3-4 sectors of "Falloff" and lighting and adjusting the lighting in a room with that many sectors would make me hate life and curse the simplicity of whatever editor I'm using.

>> No.547585


Contrary to popular belief, a good bunch of us have played other Doom-ish games like HeXen, Blood and the like. Maybe we're not that much into those games, but that can be solved with ease.

And trust me, sometimes we don't have something to discuss about and the thread goes down in activity; your contributions are pretty much welcome! I've seen with horror how a Duke3D thread went down with no responses at all


Quake and their hunch can evolve pretty much on their own actually, their first 3 games were released before 1999, so IMO they have a lot of material to discuss.

I still don't get the hate between Doom and Quake fans., I mean, their games were released by the same company, it's not like Unreal VS Quake

>> No.547593

>I don't think even 10% of the posters here could do the same for Quake

Um...I...I can use Dark Places...?

>> No.547598

I've played
Blood, Duke3d, Shadow Warrior, Wolf3d, Doom, Doom 2, Hexen, Heretic, Strife, HacX...
the list goes on

>> No.547610

Maybe it's due to Romero dismissing Quake as a Doom ripoff way back when.

>> No.547619
File: 61 KB, 300x224, 1366286144720.jpg [View same] [iqdb] [saucenao] [google] [report]

you might be able to, but sorry bro i myself wont be able to do it

for me i always played marathon single player a holdover from never having internet for years so multi was never even a thing for me, i dont even play doom multi (also lost all my marathon data in a hd crash a year ago but probably wont be that hard to get back into it when i feel like it once again)

you might get other people though, hell in a place like /vr/ it's certainly worth a try

also, did you ever play marathon rubicon or marathon evil? i loved the effort put into them, especially the former

>> No.547627

Thats a shit reason.

>> No.547639 [SPOILER] 
File: 245 KB, 730x667, are you serious.png [View same] [iqdb] [saucenao] [google] [report]


>> No.547652

>Marathon Evil
Shiiiiiiiiiiiiit yes, goddamn atmospheric. Those shadow monsters, MMMMMMMMMM

>> No.547656
File: 135 KB, 1174x647, help.png [View same] [iqdb] [saucenao] [google] [report]

Hi /vr/. I'm messing with DoomBuilder in UDMF mode for the first time, and I can't seem to figure out how to get this door to work.

This is probably something obvious that I'm not seeing because I've literally never looked into UDMF until now, but could someone explain what's wrong here?

>> No.547657


>> No.547662

fill in the movement speed? i usually set mine as 10

>> No.547664

Wow man you just made my day.

Cacos are funny. They're the most alien-looking of the demon aliens. I always thought they must be of some importance in Hell because of this. More neat little details like this on cacos are welcome.

>> No.547665
File: 157 KB, 800x600, Screenshot_Doom_20130426_094517.png [View same] [iqdb] [saucenao] [google] [report]

So um, this is a problem.

The flameviles nuke everything in the battle. They're easily murdering the splitcacos and babycacos

>> No.547667

I liked it too, best part for me was diving into that huge lake to find that massive abandoned spaceship, then fighting your way on board.

That was damn cool.

>> No.547673

Still doesn't do anything.

>> No.547675

>impassable lines
>not a door action
Lemme guess. You're trying to make a door by making a solid line with a door texture on it, right? That's not how it works, you need to lower the ceiling to the floor and use a door action for the lines(ceiling raise won't work without a tag to a sector, unlike a door action which will effect any sector it's attached to).

>> No.547682

>this is a problem
no its not.

>> No.547694
File: 134 KB, 1174x647, newp.png [View same] [iqdb] [saucenao] [google] [report]

What are you doing to that poor map?

>> No.547697
File: 100 KB, 800x600, Screenshot_Doom_20130426_095128.png [View same] [iqdb] [saucenao] [google] [report]

I'm, um, changing them so that they only spawn three babies when they die.
Three is a nice, good, safe number.

>> No.547698

Set melee to not effect friendly monsters
problem solved

>> No.547704

Just finished ZDCMP2.
Aside from a few instances of getting stuck in a game-breaking fashion, that was great; it's pretty much a perfect example of exactly what G/ZDoom was made for.
Are there any other good mods that use G/ZDoom in the same way?

>> No.547710

Give archies the STALKER controller's attack and the nuke as a desperation move.

>> No.547721

It's not melee, though- it's a massive plume of flame. Technically a projectile attack.

>> No.547730


The only one that I can think of is Winter's Fury. Also, I can't wait for ZDCMP2 to be released in a proper way, a Cacoward winner right there

>That fucking boss fight

>> No.547774
File: 756 KB, 1360x768, Forest5.png [View same] [iqdb] [saucenao] [google] [report]

Yeah winters fury is pretty damn good as well, it uses it to a lesser degree but Unloved (and the Unloved 2 beta) are also good examples.

For what really feels like something that pushes gzdoom to it's limits (at least graphically) I'd say "the island". Though I have some reports that it seems more like a tech demo.

Here's a link:

>> No.547797


Looks pretty neat. I've been messing with GZDoom since it's release so I like seeing what other people can do with the sourceport.
I've played Winter's Fury and Unloved. I think I'll wait to see if Unloved 2 actually gets completed before trying it out.

>> No.547801

Gameplay is awful. Like, horribly abysmal. Kill monsters, more spawn, rinse and repeat. Then there's these "dream sequences" which are fucking dumb and out of place. Looks nice.

>> No.547816


>> No.547823
File: 71 KB, 732x565, doome2m1.png [View same] [iqdb] [saucenao] [google] [report]

He also did a remix of E2M4 which I found to be really good fun, though he sure loves his colored sectors (maybe a bit too much but whatever, I can dig it)


Thats a shame, lets hope he learns from the feedback then.

>> No.547825

WAY too early nigga. Delete it.

>> No.547829



>> No.547838

Sadly, I dont know if Unloved 2 ever will be done.

The demo was really great though.

>> No.547864

What kind of gametypes on the servers do you guys play? I'm new to the thread and I'm kind of curious.

>> No.547871

>Gothic ruined Doom edition
What? What'd he do?

>> No.547873


>> No.547875


That's fucking it.

>> No.547876

We mostly do survival/coop and DM, but we've occaisionally done a CTF/invasion.

Inb4 the invasion/coop fight.

>> No.547881

He didn't.
Someone's just mad.

>> No.547883

>occasionally do surival

There's a populated invasion samsara server every day, what are you talking about?

>> No.547889

I have a question regarding custom monsters

So let's just say that I have a bunch of sprites that have high detail and are way too big for being normal sprites (maybe as big as the final boss in Blood)

Is there a way to tell the game to resize them without losing the quality of them? Or should I do the resizing work by myself?


It may vary, we normally play DM, Invasion, co-op and sometimes Who Dun It, a WAD set on a Survival Co-operative mode in which someone's a killer and the rest of us must discover him


Nothing really, that thread took me by surprise, I mean, what's the deal with that guy who made the thread?

>> No.547897

Scale or put them in HI/ (in wads the namespace is HI_START or HIRES_START, I don't remember which)

>> No.547904
File: 272 KB, 1366x768, Screenshot_Doom_20130426_124945.png [View same] [iqdb] [saucenao] [google] [report]

One of two scenarios play out when I get plasma
>I get plasma and everything dies
>I get plasma and everything dies

>> No.547907

You can resize them by changing the 'scale' parameter, I believe

>> No.547908

>>I get plasma and everything dies
>>I get plasma and everything dies

Umm, that seems to be just one scenario, actually

>> No.547913

No, they're obviously very different.

>> No.547921

Thanks. I'm interested in playing co-op and DM since I've played through nothing but the same WADs about a million times in the past seven or so years. Nothing but attempting to perfect every map gets pretty dull after awhile, but that's what happens when you have bad internet.

>> No.547960
File: 35 KB, 683x384, PSXDoom in a nutshell.gif [View same] [iqdb] [saucenao] [google] [report]

made a gif

>> No.547964

Some of the use of colored lighting I didn't care for. I did like the exit rooms though with the slow red light brightening and dimming.

>> No.547980
File: 183 KB, 1280x800, Screenshot_Doom_20130426_142659.png [View same] [iqdb] [saucenao] [google] [report]

>> No.547992
File: 258 KB, 1366x768, Screenshot_Doom_20130426_131222.png [View same] [iqdb] [saucenao] [google] [report]

Caingunners keep their boomsticks ON TOP of the sheets

>> No.548024
File: 242 KB, 1280x800, Thiskillsthewad.png [View same] [iqdb] [saucenao] [google] [report]

>> No.548030

What wad is that?

>> No.548090
File: 721 KB, 1920x1080, Screenshot_Doom_20130427_021804.png [View same] [iqdb] [saucenao] [google] [report]

Just finished it.
I didn't think it was possible to be worse than I am at level design, but they pulled it off. Finishing it off with a majorly hitscan boss in an open field was CLASSY AS FUCK and aside from a few set pieces it didn't really look that great, just a testament to the fact that Serious Sam style map design doesn't mesh well with Doom enemies and AI.
The swamp and custom monsters were neat and would've been nice in a different style of map, though.

>> No.548097

What are those floating exclamation marks (white and blue) in Whodunit?

>> No.548118

Corridors the Murderer can go through.

>> No.548127
File: 199 KB, 385x349, HERE'S STINKBEANER.png [View same] [iqdb] [saucenao] [google] [report]

Internal Conflict Team LMS server up!
Hostname: /vr/ Demon Dogpile
Password: vidya

>> No.548169

Requiem if I remember right

>> No.548197

Hey, just woke up, and yep that's my little, uh, mess. I wanted to make this map software compatible, and already had some areas with some nice lighting and it seemed like a cool idea at the time to have some really dramatic lighting in that area and... Then I got carried away.

I will say it's not quite as horrifying as it looks. GZDoomBuilder's ability to save sets of vertices in a prefab means that most of the work is just connect the dots than anything really difficult... Just time consuming.

Fuck slime trails though.

>> No.548257

I'm diggity down.

>> No.548264

>dat arachnotron class

>> No.548265

I'd play it.

>> No.548276

You already can. Look for Siege Hell in the /vr/ wads pastebin.

>> No.548307

What's the difference between the white and the blue ones?

>> No.548328

I have an idea for a community project:
Doom Multiverse.
A selection of 3-4 hubs with 4-6 levels each in a similar fashion to Crash Bandicoot 2-3. Returning to the main hub resets your inventory, and each level is a completely standalone custom challenge made by a mapper/team that can involve GZDoom features, decorate, etc. The hubs are separated by difficulty tiers and progressing to the next hub involves beating all the levels in the previous hub and beating some kind of boss stage. Only rule I'd enforce is no 4chan or meme themed stages (or, if you must, restrict it to a single community-made "Oh shit you're in the 4chan universe" stage) because there's already a project running for 4chan-themed stages.

>> No.548338


There's, like, four projects already in progress.
Why don't you join one?

>> No.548372

Scariest WAD???

>> No.548380

Not that guy, but which ones? I know there is the 4chan board one, Cyberrunner, and possibly Doom Kart being picked up again.

>> No.548391

in ZDL is there a way to put all you PWADS in your PWAD folder automaically? I got over 100 and can't be bothered putting them in manually.

>> No.548394

We're still waiting for Doomtra maps.

>> No.548403


>> No.548410


What do you mean? Why don't you try adding them by dragging and dropping them inside the PWAD list?

>> No.548414

Creative freedom? I know we've got Cyberrunner, Doomtra and the board wad but not everyone wants to map for those.

>> No.548417

Sounds kinda cool. Is there a current map for it for anyone to get the feel of it?

>> No.548432

There's this: http://www.youtube.com/watch?v=osvEAZQnqmo

But that's just a remake of the first level of Contra, and a mediocre one at that. There honestly haven't been any maps at all yet.

>> No.548443

Well it is worth asking because you don't know if you want a more Doom or Contra feel to it. Like enemies coming out of everywhere yet a linear level, or a more expansive level with potential back tracking and traps and such.

>> No.548463

I'd say you'd want to go more linear and platformy, but I don't want to speak for everyone or the developers (who aren't on I guess).

>> No.548509

>but not everyone wants to map for those.

Nobody wants to map for them, actually.
At least Spriteguy hopped on Cyberrunner and Doomtra is picking up steam, so things will play prettier, at least?

I wish I could map, got a Doomtra thing in mind.

>> No.548523

You can try your hand at map creation. Wouldn't hurt to be honest. I am only doing my second map and still learning new things and hopefully getting better as I go along.

>> No.548537

Seriously bro, mapping for Doom, while it has a definite difficulty cliff at the start, isn't as bad as you might be thinking it is.

And like second anon there says, can't hurt to try.

>> No.548578

Plasma gun is such a spammy gun. Ruins all the balance.

>> No.548591

Hey, opinions and all that, but while trying to cut and paste Contra weapons into a 3D engine might be a fun fan project, making carbon copies of the weapons doesn't really work very well with in FPS format and it doesn't show a lot of design sense. Cyberrunner is a nice modification but I probably wouldn't know where to start.

>> No.548631


At least Nightmare! gives you double ammo
try Ultra-violence with fast monsters and respawn

>You can't handle it

>> No.548637

Mapping for Doom is a lot of fun. Much like drawing, mapping puts me in a state of full relaxation. It takes a little bit of practice to get started, but the satisfaction of finally finishing a map that you've worked on for months is great.

>> No.548658

The respawn is the real thing that makes NM difficult.

>> No.548745


If you had respawning weapons it would be much easier.

Fuck, that'd be a great time. Imma go pop some amphetamines do that for a couple of hours now.

>> No.548797
File: 435 KB, 646x917, sandhook.jpg [View same] [iqdb] [saucenao] [google] [report]

If anybody wants it, I found a mocked up floor plan of Sandy Hook. I was planning on doing a recreation for /pol/ but then I lost the drive and polguy did it better than I could've ever done.

>> No.548817

I still think it would be hilarious with hell and flesh walls, floors, and soon and then closer to the end the more and more it resembles a school and for the ending you go into the cop car for the level end.

>> No.548837
File: 382 KB, 840x1080, Doom_GLAM_original.jpg [View same] [iqdb] [saucenao] [google] [report]

If only...

>> No.548841

Probably would be a rail shooter.

>> No.548867

we at 489 posts, btw

>> No.548873


>> No.548880

Operation Wolf style

>> No.548881

496 actually.

>> No.548883

no fun allowed lel

>> No.548891
File: 11 KB, 350x230, advanced graphics.png [View same] [iqdb] [saucenao] [google] [report]


>> No.548902


>> No.548929
File: 31 KB, 311x476, 1340298067552.jpg [View same] [iqdb] [saucenao] [google] [report]

Stop spamming your threads, gentlemen. There is a board for everlasting general threads. You're flooding the first page with your stuff and are being impolite. /vg/ has a big first page for a reason, and /vr/ doesn't.

>> No.549106

There's an upcoming low budget movie called Papercut 2. In it the protagnist dresses as doom guy and he encounters other 80's 90's video game heroes.
His goal is to save his two nieces.


>> No.549128

>saging with a picture
>telling retro game threads to leave the retro gaming board
>being this buttautistic

>> No.549142


doomguy costume can be seen here. For some reason I can't download the files.

>> No.549170

Holy shit that costume is fucking awesome.
Also COBRA MAN!!! And what is it from.

Oh and has anyone played that doomwad where your stranded in a huge city full of demons.

>> No.549187

First of all, go to the new thread.
Second of all, it's stupidly obvious that you're
Thirdly, "And what is it from" is a question, not a statement.
And lastly that's vague as hell, because there are a bajillion wads that have that.

>> No.549198

Can we add samus?

>> No.549241

I played the pol wad it was decent, but I had to cheat at times.

Any wads made by /vr/ Also I'd love to see a /vr/ Head quarters map. Like those old clan maps.

Also any new WADS from /vr/ I'd love to see what you guys have made.


>> No.549248

Go to the new thread.

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