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>> No.3662676 [View]
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3662676

How difficult would making a map for Quake be for someone who hasn't done it before? Is making Quake maps as cozy as playing them?

>> No.3651656 [View]
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3651656

Anyone know of any tutorials on creating a custom Doom HUD for someone with no prior modding experience?

>> No.3628918 [View]
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3628918

>>3627643
>combine arms fucking update when

What kinda update would you want?

>> No.3598419 [View]
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3598419

r8 my first doom map.

https://www.dropbox.com/s/qm64yq0lcswn041/firstmap.wad?dl=0

Honestly though critique would be great.

>> No.3585919 [View]
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3585919

I'm new to wad editing and trying to make a custom difficulty for Trailblazer for fun to make the monsters a bit more beefy and dangerous, but now I got them surviving exploding barrels - even zombiemen. Is there anything I can do to increase the damage a barrel causes?

>> No.3574368 [SPOILER]  [View]
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3574368

Kinda new to mapping; is it considered okay to make a map with ZDoom features but still have the gameplay be pretty much vanilla, or should I just stick to Boom for that? I want to toy around with fancy lighting effects but don't want to add things like jumping.

>> No.3387285 [View]
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3387285

Fuck. My internet does NOT want me to play doom with you guys. Sorry.

>> No.3352738 [View]
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3352738

>>3352729

I'm glad you guys like that weapon

>> No.3308929 [View]
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3308929

>>3308926

I was working on the next update, then Term started DUMP 3, and I missed out on the previous DUMPs, so I wanted to contribute.

I'm planning tweaking item crashes again, they're going to become more of a utility/means of gaining mana while your sword is powered up, and I've given up on trying to make Blaz less convoluted, all I can do is make sure the next characters aren't spectacular mess like he is

>> No.3244563 [View]
File: 25 KB, 420x300, aa69a28d63cc1d8515a7b3aeb43e50d14916b544.jpg [View same] [iqdb] [saucenao] [google]
3244563

DamageFactor "BFGSplash", 0.0

>> No.3185936 [DELETED]  [View]
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3185936

>>3185931

I dunno about that guy but the SP gameplay was enough for me. As I've said before we could have gotten something far worse

>> No.3171068 [View]
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3171068

>>3171062

ye

>> No.3169701 [DELETED]  [View]
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3169701

>>3169693
Why does everything have to be a super secret conspiracy with you oddballs?

>> No.3156823 [View]
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3156823

>>3156819

What if the janitors are being paid by bethesda to silence the doom threads in an attempt to trick people into thinking new Doom is literally the only Doom game?

>> No.3152690 [View]
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3152690

So when I play final doom do I do TnT first? I'm playing Quake through atm, want to go back to Doom 1 and 2 and finish the non-main stuff

>> No.3146523 [View]
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3146523

>>3146424
>how will it affect classic Doom?

Motivate people to make mods inspired by NuDoom but play better than NuDoom?

>> No.3141164 [View]
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3141164

>>3141145

Is it bad I thought this was a loss edit at first?

>> No.3120651 [View]
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3120651

>>3120624

I think this looks fun

>> No.3116108 [View]
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3116108

>>3116102

Do you want me to be honest?

I've lost count, I've also strafed behind torches and fucking murdered myself that way too

>> No.3104372 [View]
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3104372

>>3104357

Iunno, I kinda liked the trailer myself. Even if there was no gameplay, I can appreciate how swank the trailer itself was.

>> No.3058032 [View]
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3058032

>>3055924
>>3055934
>>3056329

If anyone figures this out please reply to the newspost or something.

>> No.3056986 [View]
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3056986

>>3056983

It does. I'm gonna deepen the hue a little. But yeah, I REALLY like Strife's water

>>3056984

I'm going on vacation for a week in a few days

>> No.3046018 [View]
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3046018

>>3046014

Tinting and blending is really inconsistent and tempermental within TEXTURES, like it'll look nice in the editor, but in actual gameplay the results vary WILDLY.

I could probably try using translation but just the very thought of attempting to recolor that clip in the ballistic ammo sphere is giving me anxiety

I should probably make the Blast mod pickup nicer looking, and start working on making this shit actually -work-

>> No.3031620 [View]
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3031620

For E1M8 maps, is there any way to make a 666 tag usable multiple times, or am I stuck just using it up once?

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