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DOOM THREAD / RETRO FPS THREAD - Last thread >>3927935

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE
Gameplay, WADs/Maps/Mods, Source Ports
All other retro FPS welcome
~~ Let's post like gentlemen ~~

FAQ/PASTEBIN
http://pastebin.com/hzDnLpct

SO YOU WANT TO PLAY SOME...
Doom: https://desu-usergeneratedcontent.xyz/vr/image/1467/42/1467421002740.png
Doom download: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
Quake: https://desu-usergeneratedcontent.xyz/vr/image/1476/78/1476783249877.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Thief: https://desu-usergeneratedcontent.xyz/vr/image/1456/09/1456095399293.jpg

== INFO/LINKS ==

OFFICIAL DOOM WIKI
http://doomwiki.org/

WHERE TO FIND WADS
Vanilla/Boom: https://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.gamers.org/pub/idgames/
BT (2016-02-01): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

TUTORIALS/UTILITIES
https://pastebin.com/7vKYWYp0

SOUNDFONTS
https://pastebin.com/y0Mnk9s4

RESOURCES
https://forum.zdoom.org/viewforum.php?f=37

== /VR/DOOM COMMUNITY ==

THREAD ARCHIVES
https://desuarchive.org/vr/search/text/%22doom%20thread%22/type/op/

MAKING NEW THREADS PROPERLY
https://pastebin.com/yzwgaLp7

IMAGE DATABASE
http://vrdoom.booru.org/?page=post&s=list

OUR WADS
http://pastebin.com/5sKRiJzS
http://pastebin.com/aiEgdB3K
>>
=== CURRENT EVENTS ===

HIGHWAY TO HELL
-Second phase of map submissions closed
-https://warosu.org/vr/thread/3901193#p3901898

QUMP
-Mapping deadline extended to the end of April; no longer accepting new mappers
-https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit
-https://www.youtube.com/watch?v=Mp_ZqCZPJKk

=== NEWS ===

[4-17] Latest episodes of both Intermission and Evolution of the WAD podcasts
https://www.youtube.com/watch?v=kNydFHUBt0g
https://www.youtube.com/watch?v=VJpcv_YQ4gU

[4-14] Lithium 1.4 released
https://forum.zdoom.org/viewtopic.php?f=43&t=54904&start=90#p990887

[4-14] gdxBlood Progress
https://www.youtube.com/watch?v=lRGliXZq8XY

[4-14] Anon release; a dungeon crawler mod with three maps
https://my.mixtape.moe/mfzord.pk3

[4-12] ZDoom.org has had a complete redesign
https://zdoom.org/

[4-12] Omni Shields: consumable invulnerability inventory items
https://forum.zdoom.org/viewtopic.php?f=43&t=55974

[4-8] Linguica's Antrywey released; a strictly vanilla map created with savegame trickery
https://www.doomworld.com/forum/topic/93650-antrywey-small-vanilla-level/

[4-8] MetaDoom v3.666 released; pistol ammo cvar and some rebalancing
https://forum.zdoom.org/viewtopic.php?p=989530#p989530

[4-5] Kinsie's Consolation Prize project now covers Doom 64 Retribution; MetaDoom also to make use of it in v3.64
https://forum.zdoom.org/viewtopic.php?f=19&t=55298

[4-1] DooW released
https://www.youtube.com/watch?v=HfumR3EMUlw

[4-1] April Fools: BTSX Episode 3 beta
https://www.doomworld.com/forum/topic/93570-the-dwmegawad-club-plays-back-to-saturn-x-e3-surprise/

[3-31] Doom 64 Retribution released; a port of D64 to GZDoom that isn't dogshit
https://forum.zdoom.org/viewtopic.php?f=19&t=55039


=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

If you would like to submit any news or your personal map or mod releases here, please reply/backlink to this post.
>>
>>3934475
you guys think GDXBlood will pull it off or will based Kaiser beat him to the punch?
>>
>>3934542
I doubt Kaiser's been working on his Blood port on account of being busy as fuck working on Turok shit. gdxBlood looks close to done.

Not that it matters too much, anyway - The more options out there, the better. This isn't a race!
>>
Hey Kinsie, just tried the dev build of MetaDoom, Behemoth and QD are looking great, aside from QD using the red screen effect and icon from Berserk
>>
And thread ALREADY fucked in record time.
>>
>>3934561
>Brutal Doom’s creator, Marcos ‘Sgt Mark IV’ Abenante of Brazil
how the fuck did I not know that until now, makes so much sense
>>
https://my.mixtape.moe/cyiixq.webm
>>
Have Iron Maidens always had this idle animation as seen in Genetech?
>>
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>>3934601
>>
Are there any other largeish Quake compilations similar in theme and quality to Rubicon 2 and Rubicon Rumble Pack?

Already played AD as well obviously.
>>
>>3934475
REKKR Soundtrack released...

https://www.youtube.com/watch?v=qjzTY6dDKHs&list=PLYIx7audKFzxTpbCF1YwKYqAw-_FSV1-Y
>>
>>3934613
Travail is a large compilation, but I don't know how it compares to the Rubicon stuff because I dislike base maps
>>
>>3934601
Probably. Enjay isn't a 3D artist by any means, all the models in Gene-Tech are from around the place.
>>
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>>3934621
That is excellent, makes me excited to play this
>>
>>3934605
>Red key cards are actually just covered on blood
>>
>>3934621
I still want to see that sweet PLAYPAL and COLORMAP, wonder if the game still follows Doom's colour assignment or if it'll be incompatible..
>>
>>3934632
>on blood
I meant in blood, crap
>>
>>3934625
Okay, good job Adrian Carmack/Kevin Cloud/Paul Steed then for being more pervy than I thought.
>>
>>3934646
Handy Reference For The Future: If it involved titties and/or drunkenly fighting/pissing on office furniture, Paul Steed was probably behind it.
>>
>>3934647
>Look up what Paul Steed's done
>He worked for WildTangent after leaving id and designed the main character of Betty Bad
Holy shit that takes me back, I remember messing around with the engine ages ago.
>>
>>
>>3934372
What wad?
>>
>>3934664
Actually no, this is what I was thinking of, the Genesis3D engine, it was pretty damn sweet for the time.
https://www.youtube.com/watch?v=_RIyspE0Du4
>>
>>3934675
hell on earth starter pack with https://forum.zdoom.org/viewtopic.php?f=43&t=54907 and a Brutal Doom 64 effects replacer some anon posted a thread or two ago
>>
>>3934674
wads?
>>
>>3934679
looks like BoA
>>
>>3934686
nah, that's epic2 with wildweasel's Nazis
>>
>>3934674
texture filtering is gross
>>
>>3934686
>Blade of Agony
What? it's Epic2 and WildWeasel's Nazis! mod.
>>
>>3934672

Fuck off.
>>
Oh, Interception is actually getting really good now, the map Antidote actually kind of looks interesting and has many cool ideas.

It's an underground demon city, and I think I'm moving through some kind of college or other place of learning, there's caged areas with beds, a reception area, and here is a surgery (or torture) theatre, you walk past it and a large wall slides open, rows of seats with imps here for the presentation, getting up from their seats to rain fire on you.

For all the mediocre maps early on, there's clearly some people with really good ideas who worked on this.
>>
>>3934712
And here's a setpiece I REALLY like, you drop down into a basement space, and in the middle of the room is an angry Arch-Vile, BUT, he's trapped in the middle and there's four walls around him which move up and down, providing one or two pieces of cover for you to avoid his devil magic, but you gotta keep moving and time it to stay safe, the only way out is to kill him and step in his space.
>>
>>3934715
This room isn't anything special gameplaywise, but it has an interesting visual, using that kind of bleeding over floor/ceiling or faux deep water effect you'd see in Vanilla or Boom mapsets, it's a simple and crude effect, but it looks funky and is impressive enough for the intended engines.
>>
>>3934721
Woooah
>>
>>3934724
VERY cool.
>>
>>3934691
what's that mod?
>>
do keycards and skulls count as separate keys even if they're the same color?
>>
>>3934691
smooth doom with bd64 lights and, apparently, blood decals
>>
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>tfw no pet shambler
>>
>>3934727
it looks like a weirdly textured ceiling on screenshots, but i suppose its actually "sky"
>>
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Are all Arch-viles bad people?
>>
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>>3934635
It works fine. Didn't get too fancy with it. All the colors are changed a tad, and the colormap just keeps them from going black and white too early in the dark.
>>
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>>3934815
Demons are not people, silly Anon~
>>
>>3934785
Only when mapping for Boom or more advanced ports. Vanilla doesn't have any way to distinguish skulls and keycards.
>>
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>>3934827
then why are cacodemons so happy?
>>
>>3934475
>gdxBlood
>java
why
>>
Why aren't you playing FreeDoom RIGHT NOW?
>>
>>3934850

Because it's shit.
>>
>>3934850
Because it's ugly.
>>
>>3934845
it just werks, it seems.
>>3934850
It sucks.
>>
>>3934850
Sleep deprivation + insomnia.
>>
>>3934850

Just put the DTWID maps in there and call it a day ffs
>>
>>3934850
I actually am, and quite enjoying it.
Crispy doom, new maps, olde sounding MIDI. its a cool experience.

I'm a sucker for new maps so it feels like playing doom for the first time.

Its also really cool thats its kind of a community project - still feels very coherent.
>>
>>3934836
I'm pretty sure that is bullshit.
>>
Wasn't Disjunction made by someone who frequents these threads? If they do, they should know that Serpent Temple and Gamma Sector are pretty great maps.
>>
>>3934864

Nope, he's correct. The pickup message might be different, but skulls and keys are functionally the same item.
>>
>>3934561
there's nothing to include
>>
>>3934864

It's true, though.

>>3934869

Yes, floatRand is a cool guy who makes cool things.
>>
>>3934790
Whenever I see that smooth doom dead imp sprite I think of a nondescript lump of clay.
>>
>>3934869
Sweet music choice aside Foundry was pretty arse though, IMO
>>
>>3934824
Huh, kinda reminds me of Supplice's palette.
>>
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>>3934473
This peace is what all true warriors HUUH for
>>
Is it just me or wasn't Kinsie in /vr/ yesterday?
Is he going to be less active around or something?
>>
>>3935057
he propably does what a lot of people do
occasionally drop a screenie / adress misunderstandings and valid points concerning their work
>>
>>3935057
It's...it's a message board, anon. People are going to post on it.
>>
>>3935057
I don't think he lives here like I and others do.
>>
Challenge: make a map that fits this music.
https://www.youtube.com/watch?v=li5mXnHyg9w
>>
>>3934542
Didn`t he say that he would work again in Blood once Turok 2 was released?
>>
>>3935179
yeah that's what I thought

I'm just so fucking glad to see that one one if not two competent source ports will be playable by years end hopefully

we might actually get two blood sourceports before bannerlord, the absolute madmen
>>
>>3935179
Turok 2 EX ended up being a technical mess so maybe he's still busy with that
>>
Any interesting palette mods for Doom?
>>
>>3935212
Brutalist doom.
>>
>>3935212
Instadoom
>>
Does that general still deal with Thief? I'm looking for a map and I don't remember its name.
>>
Alright. here's a shitty alpha of my map.
GZD Reccomend

give them a go

https://www.dropbox.com/s/qxtbagwyelhycky/infestebase.wad?dl=0
>>
>>3935212
Instadoom. That thing comes with 54 different palettes you can cycle for each playthrough.
>>
>>3935264
How many monsters? 100?
>>
>>3934712
>>3934715
>>3934721
>>3934724
>>3934727

Link?
>>
>>3935264
what's that rock in the sky? why does the base suddenly cut off at the edge there?
>>
>>3935275
86 Plus icon
>>
>>3935279
this glowing rock pillar thing in the center is a neat idea, but texture consistency and alignment is all over the place and shits on it real quick
it goes from green to red to molten rock and then to flesh?
each of the doorways has a different base texture too, ehhhhhhh
>>
>>3935279
Shitty rock cloud. See Fleshcrystal for my Shitty rock icicles.

The base cutting off at the edge is more of a visual thing that I have yet to find a solution to/figure out. You can see i tried to make little hedge-rows there for map boundry, so something similar is what I intend.
>>
>>3935282
the one on the left looks neat, a lot of fleshy growth in a base.
the one on the right does not, it's inconsistent and isn't clear what it's supposed to be in the first place.
>>
>>3935286
hm
>>
>>3935282
Sorry. Still trying to get better textures and the like. They were the best I could think of, even after running through countless wads.
>>
>>3935286
Meant to be a hybrid of flesh and tech. I lacked a skintek to work with, so I tried to replicate what I did for Sweep&Clear

>>3935287
This room is agreeably bland, still need to figure out what to set in there.
>>
>>3935287
blue door and yellow door encounters were something i could simply run past and get the respective keys, after which the red door leads to this.
not sure if this is intentional or a rendering error.
>>
>>3935303
which leads to an icon fight where i'm not entirely sure how to beat it.
i'll try again later.

if i had to rate it, i'd go 3/10. it's playable, but bland, seemingly intended to make use of zdoom features over map layout or enemy encounters.
don't take that as discouragement, though, the fact that it's playable makes it better than most zdoom maps already. don't give up, focus on working on layout and flow, setting up encounters that can't be run past texture alignment.
>>
>>3935303
I was trying to get a projectile spawner to fire at the player; but it wasn't playing nice. I also didn't want to block projectiles for obvious icon-of-sin reasons. This was the closest solution
>>
anyone else prefering the classic "dumb" AI over overly agressive one? The latter just doesnt allow for much freedom and due to how predictable it is ( as in it just starts shooting you asap nonstop ) it makes every encounter annoying and boring
>>
>>3935305
You're intended to kill the four barons on the outside to get at the bossbrain in the middle.
>>
>>3935305
>setting up encounters that can't be run past texture alignment.
pardon, setting up encounters that can't be run past AND texture alignment.
>>
https://twitter.com/dominictarason/status/854777488525979649

>RPS wants me to write about Doom mods!
>I will write about ONE SINGLE ONE
>Wow I wonder why people are calling my article shitty and bad!

He's also one of those really fucking weird and sensitive "gamers are awful!!!" people, which makes me wonder why he likes Mark in the first place.
>>
>>3934473
Can someone tell me what this refrencing? Feels oddly familiar, is this suppose to be the zelda cdi games?
>>
>>3935319
Link to the aforementioned article
https://www.rockpapershotgun.com/2017/04/19/theres-more-to-brutal-doom-than-gore/
>>
>>3935320
It is, the Zelda CDi cutscenes.

>>3935319
>Dominic Tarason
Hah hah hah hah of fucking course.
>>
>>3935275
Thanks, currently running a mod that can only handle 100 mons, so this is perfect.
>>
>>3935319
>>3935321
>Only wrote about the one mod that everyone already knows about it
>Not talking about a lesser known one that could get some more attention

I also find it weird that he's a progressive pussy and yet decided to write about a mod from soneone like Mark.
>>
>>3935321
it's already been posted, doesn't need to again

>>3935319
heh
dominic fucking tarason
>>
>>3935319
Christ, this guy's Twitter page is fucking pathetic.
Guys like him have publicly humiliated people for far less, but I guess Mark is a-okay.
>>
>>3935319
>Dominic Tarason
OF FUCKING COURSE it was him.
>>
>>3935339
>Dominic Tarason
>e-celeb
Well meme'd, my friend.
>>
>>
people and articles that talk about retro going-ons are allowed, you fucking backseat drivers
unless you want to ban intermission, evolution of the wad, and other articles

holy shit, stop sperging
>>
>>3935276
https://www.doomworld.com/forum/topic/56724-interception/
It has a couple of little gems, but the first 10 maps or so are a bit bland IMO.

Might wanna spice it up with some gameplay mod or something.
>>
>>3935350
It looks like the player character's head is really low to the floor.
>>
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>>3934837
its just their natural smugness
>>
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>>3934801
Shambler a cute!
>>
>>3935168
This sounds like a really shitty, sped up version of Need for Speed 3's Hometown music, even down to the chicken.

https://www.youtube.com/watch?v=nmWw10erNKY
>>
>>3935354
There's a difference between posting actually good content and posting shitty clickbait written by bandwagon activists for the sake of (you)s.

This definitely is the latter, if the last thread was any indication and especially since whoever posted it didn't get the message the first time around when their post got deleted earlier.Someone who is likely a recurring troll posted that icycalm article again and they got rekt too.

>>3935348
If I had to guess, the mods simply gave up trying to defeat e-celeb shitposting on /vr/.
>>
What do you call this?
>>
>>3935386
Looks like a bad wad, Tim.
>>
Welp, looks like in latest GZdoom builds PSXDOOM mod doesn't work properly - can't pick up guns.
>>
hmm
>>
Double the pistol power.
>>
I'm getting kinda bummed out at how slow I am on making one single, relatively small map. I want to keep working on it but discouraged by how long it's been taking. Anyone have any tips on how I might be able to speed up progress, even a little bit?
>>
>>3935420
>speed up progress
Don't. Once you start hurrying up on making maps, you start cutting corners.

Making a good map takes a while. A long, long while. Even a good speedmapped layout takes a long time to detail and decorate.
>>
>>3935420
making maps isn't a speedy process, friend
it's only natural to take a while
>>
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>>3935426
>>3935429
Alright. If that's the case, I'll do me best to just keep at it, then.
>>
the shitposter who keeps bringing it up every thread, that's for sure
>>
>>3935312
>>3935305
Can you show me the worst offenders so I know where to start? I'm raking over and looking for them systematically in the meantime but haven't found too many
>>
>>
thanks
>>
>>3934962
Haven't played Supplice, but the screenshots are nice. The blues are a lot different than mine.
>>3934627
Got a new track today too :-) I like them all. I've gotta start picking maps to put them in. I've only chosen a few so far.
>>
Are there any performance profiling tools in gzdoom?

Theres this big cool mod that I absolutely love, but it runs like shit performance wise. Tracking down what could be the source of the problem would be appreciated.
>>
I'M GONNA MAKE A MAP
>>
>>3935548
For GZDoom, there's just vid_fps and keeping an eye on actors that cause it to dip, unfortunately.
>>
>>3935559
FUCKING DO IT
>>
>>3935559
What've you got in mind for it, anon?
>>
>>3935569
I'M GONNA DO IT
I'M GONNA FUCKING DO IT

>>3935572
FUCK
>>
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http://garyc.me/sketch/sketch.swf
>>
>>3935578
YOU BETTER DO IT
>>
>>3935368
This makes me wish we could have nuDoom-like dynamic music in Zandro/GZDoom.
>>
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>>3935579
>>3935597
>>
>>3935601

acceptable art
>>
>>3935578
DON'T GIVE UP FAGGOT
>>
>have 30+ mods for Doom now
>the list keeps growing every time I visit the threads or browse Doomworld
I don't even play any particular mod that much, I seem to spend more time reading up on new fun mods and downloading them.
I think I have a problem.
>>
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>>3935642
IF I SEE THAT DAMN CAT
>>
>>3935641
It's nice to collect.
>>
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>mfw hitting CSG Subtract in trenchbroom with a bunch of complex brushes and closing my eyes until it's done hoping it doesn't crash
>>
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quakeworld looks brighter than i remember
>>
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>>3935451
>>3935287
I filled the room with something. Don't know.
>>
>>3935656
>game set in the darkest depths of a dimension of eternal night and evil
>mod makes it a lovely sunny day
Is that a Shamber I see in the background? He can't be enjoying that. He's an eyeless abomination who stalks the cyclopean hallways of the realm of the mother of all monsters, and he looks like he's in Blackpool.
>>
>>3935719
From the looks of it that's a Quake 2 map and mod using Q1 assets.
>>
It seems the best maps in the set are all around the middle, so far. Let's hope the third act is as good (or maybe even better).

A cyberdemon warping back and forth is a real bitch and a half though, especially in Immoral Conduct, where their missiles send you fucking FLYING so you get completely off target even IF you survive (but that's my fault for playing with a mod).
>>
>>3935730
Also one of the mappers died in development :(
>>
>wake up
>no /vr/ zandronum server up
>go back to sleep
>>
How about a Health Bonus for good luck?
>>
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>>3935739
AAAAAAAAAAAAAAAAA
>>
>>3935743
At a brief glance I thought that thumbnail was a Revenant in a Megamilk edit.
>>
>>3934869
Thanks. I had my doubts about Serpent Temple - visually ended up pretty good, but I was unsure about gameplay. Gamma Sector I had more warmer thoughts about.

>>3934928
Well, yeah. I thought it had some good encounters with YK and finale, but otherwise it was pretty uninspired, I suppose.
>>
>>3935324
cheers

>>3935305
>layout and flow
still not sure what one means by this. this map was intended for that goal and a smaller side project before trying something more ambitious.

Should I cut the map here and start a new one or can it be salvaged?

Sorry. Hard to pick up on some of these things.
>>
I've been playing through Doom on the 32X out of morbid curiosity. With every map cleared I feel my will to live fading away.

I am halfway done.
>>
Weird, I have the Minor Sprite Fixing Project in my autoload setups but for some reason GZDoom isn't reading them - anything else is fair game besides fonts though.
>>
>>3935802
>or can it be salvaged?
It'll be difficult, but I think it can be.
I can't offer detailed feedback, unfortunately, but for what it's worth I think this can definitely be polished and refined into something bigger.
>>
>>3934837
They're a lot like dogs when they see food.
>>
>>3935802
it can be salvaged, but it'll take some work

when i say flow, what i meant specifically was the desired route the player is supposed to go through in order to ideally complete the map.
there's a lot of backtracking and a lot of awkward areas, and the layout especially works against the monsters in that a lot of wide areas means the player can just bypass areas completely.

this doesn't mean to clog up areas like with those two fleshpits in the path to the bare room, however. ideally, you want decoration to be on the outer edges of the room, rather than in the middle--the player naturally traverses in middle areas, so you want to keep those areas clear.
>>
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>>3935881
>>3935875
Cool. I'll try to do as you say; it's just hard for me to understand without visual backup.

This room is what you mean by "bare room" yes, which has currently been turned into a teeth room?
>>
I dunno if you're here Kegan, but I found this NES sound mod when looking for EGA Doom, maybe it'll give you inspiration or something, I dunno. I just liked the environmental sound replacements.
https://www.youtube.com/watch?v=nOhsE-QZ6gQ
The source I found on Doomworld is full of dead links, but there is a file on wadarchive.
https://www.doomworld.com/vb/wads-mods/55734-nes-style-sound-effects/
http://www.wad-archive.com/wad/1a92c0cee46cf6d95895d44e2f695a84
>>
>Doom 32X just suddenly ends without any fanfare or climax

You know, I would complain, but thank holy fuck. I'm free to go.
>>
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>>3935642
>>3935651
>>
>>3935758
hmmmmmm
>>
>>3935914
i forgot this was a thing
>>
>>3935642
>Revenant reacharound
>>
>>3935921

https://www.youtube.com/watch?v=0iemBglj1Rs
>>
I really want a Doomguy figurine
>>
the good ol red white and blue
>>
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>>3934674
Q U A L I T Y
>>
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>>3935398
>take starter pistol
>jam it into the back of another handgun
>boost damage
>>
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>>3935914
Yoooo those sound effects are great, I love the door sound. I'm saving the NES sound set for future use
>>
Finally!
>>
>>3935954
We all do, senpai.
>>
for some reason whenever i open a demo in prboom+ it opens in the doom 2 maps rather than the wad they're played in
anyway to fix this
>>
>>3935964
>Bashing on Linear
Anon..

>>3936001
Sweet, glad you could make some use of it!
>>
>>3935471
>>3935482
Mod?
>>
Anyone have experience doing Quake 1 in-map entity hacking using info_notnull or additional entity fields? I'm wondering if it's possible to force an entity to use a different texture through an additional field.
>>
>>3936068
Yes.
>>
>>3936078
Funny. Whats its name?
>>
>>3936087
Looks like he's playing Trump doom with complex doom and some extra monsters of some kind
>>
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>>3935954
They do exist...
>>
>>3936093
I remember those damn things, got Doomguy and a Zombie Rifleman around the same time I bought PSX Doom. I didn't know I was supposed to paint them as a kid.
Then I lost them.
>>
i don't have anything against anybody i just thought them putting this in the game was funny.
>>
>this rotates and was acheived entirely through floors and scripts and no polyobjs
madmen
>>
>>3936142
fuck
thought it was this one.
>>
>>3935954
Figurines are useless
I want a full-size cacodemon plush
>>
>>3936161
What is that useful for, dare I ask
>>
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>>3936163
As caco's full size is debatable, there are following options
>decoration
>soft pillow
>comfy chair
>cosy bed
Wouldn't that be awesome?
>>
>>3935951
At Doom's Gate was full of farts, yes, but some of the other songs are full of horrible screeching noises instead and that is INFINITELY worse.
>>
>>3936187
I'd buy a Cacodemon beanbag chair.
>>
>3934317
Any ideas? when I say platforming I'm not excluding vanilla, too.
>>
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>>3936387
Fuck
>>3934317
>>
Anyone know why marking a trigger_teleport as silent (spawnflag 2) never actually makes it silent?
>>
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babby steps

babby spoder steps
>>
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I know it's not Screenshot Saturday yet but whatever, I wanted to look at how far my PLAYPAL has gone from when I started, it still has a ways to go, like making the reds not clash with each other. Thanks to REKKR for inspiration to work on it more.

MAP04 of Legacy of Heroes.

Yes I realise the irony in using a .gif to show palette differences
>>
>>3936458
I thought you were going to use the sprites from Doom X or something, those are even better.
>>
Considering how you thought 2 new treasure items for MetaDoom to be the UAC cards from Doom RPG, i was wondering if a new item like that could be the little Doomguy doll from D4, where it would be a rare valuable item that gives a lot of points but appears in rare occasions.
>>
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>>3936513
Got a screenshot of 'em?
>>
>>3935719
>and he looks like he's in Blackpool.
surely that's worse?
>>
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>>3936569
These are the Trites from DX, also when i said "those" i meant the ones in that MetaDoom screenshot because they looked closer to the original, since DX's ones aren't as faithful.
>>
>>3936569
>Revenant makes exact arcing jump to player's location, accounting for ceiling
Explain this wizardry
>>
>>3935562
Thanks.

Darn, looks like dissecting the entire mod part by part is my only best option. : /
>>
>>3936609
Plutonia is a conduit for horrible and wonderful accidents.
>>
>>3936569
Goddamn crafty murder mutants
>>
>>3934573

said shitposter and hater of Doomworld back when the shit brdoom community existed, he, Juliano Reis and loganMTM deserves each other

Also Legacy of Suffering is Shit
>>
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>not worked on a project in months
>decide to come back to it
>can't understand what I wrote

fucking hell, why didn't I write some documentation or comments or anything what the fuuuuuck
>>
>>3935731
Yep, it really picks up in the second cour.
>>
>>3936724
forgot muh screenshot
>>
>>3936698
I was hoping this was Term due to all the nonsensical integer names he does, but wow yeah that's pretty difficult.
>>
WHO /TFC/ HERE?
>>
As a new Doom player, which difficulty should I try?
>>
>>3936769
hmp
>>
>>3936769
Hurt Me Plenty, or if you're good at FPS games, Ultraviolence. The difficulty curve on the original games is pretty fair, imo.

Never nightmare, unless you really like punishment.
>>
>>3936774
For Reference: Nightmare was a joke difficulty patched in post-release. Don't use it for serious playthroughs.
>>
>>3936769
UV in Doom 1/2 if you're decent at fps, the Ultimate Doom episode gets a bit more difficult and can be a problem at UV even after beating Doom 1/2.

Note though when going into community WADS UV in a lot of them can be really goddamn difficult, no shame in dialing back to HMP when you get tired of each map of a megawad taking 30 tries to beat.
Also, don't savescum rather turn down the difficulty. Personally I only save when finding keycards during longer maps but even that sometimes feels cheesy.
>>
>>3936778
You can use it for serious playthroughs, if you want to.
>>
>>3936774
>>3936783
being good at FPSes in general and being good in doom aren't exactly the same thing
>>
resurgence is pretty meh
I dunno if there's a lot of key/switchhunting or i'm just retarded for it
>>
Do most people here play continuous or with pistol starts?

>>3936792
To an extent yes but if you've got arena fps experience or even in general good aim it goes a long way at the start
>>
>>3936387
>>3936390

The Jumpmaze series comes to mind.
>>
>>3936497

Neat stuff.
>>
almost 3 weeks into beta and They didn't added a ESC Options button into QC
>>
Hey Kinsie, where did the name Spiborg came from?
>>
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>>3936904
My ass, mostly. Also my lust for bad puns.
>>
Why is E1 so damn comfy?

How do you all quantify the word comfy?
>>
>>3936907
Also, what are the changes of Quad replacing Berserk? I tried using content oblige on Doom 64 in the map where you test power ups and it didn't show up
>>
>>3936769
Hurt Me Plenty isn't a bad start, but all what Ultra-Violence really does is add in additional monsters, and very rarely switches around things like keycard locations or replacing monsters. MAP06 in Doom 2 is a notable example, a different enemy is put in the crusher and the blue keycard switches to one of three locations.

Community maps however may make UV considerably more difficult, which may throw some people out of the loop. Nightmare is based on UV and doubles enemy speed on top of making them respawn.
>>
>>3936959
Hold on
>Quad is disabled on retro Berserk is on
Couldn't the QD have its own option?
>>
>>3936769
UV pistol start is the True™ way to play
>>
>>3936916
Believable grounded theme, consistent presentation/design, coherent flow of objectives and how the player moves about through the level.
>>
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What is this from?
>>
>>3937016
Plutonia 2?
>>
>>3937016
Plutonia 2
>>
>>3936769
Always Ultraviolence. Anything else is a fake experience.

Avoid Nightmare, its just a dumb joke.
>>
>>3936789
No. No you dont.
>>
>>3937023
Yes. Yes, you do.
>>
What are your favorite weapons mods, /vr/?

I love Weapons of Saturn, and Combined Arms is great too. Russian Overkill was fun for about ten minutes.
>>
>>3937032
Final Doomer due to Plutguy's HMG being able to gib everything.
>>
>>3936969
The whole point of the Retro Berserk cvar is to avoid breaking maps that want you to Tyson through them by imitating original Berserk behaviour (no timer)

Replacing the powerup under that context wouldn't make a lot of sense!
>>
>>3937032
JohnnyDoom is my favorite.
Trooper looks like something worth checking out, but I'm waiting for a proper release first.
HXRTC also seems neat, if a bit wierd.
>>
>>3937075
couldnt you make a compromise by having quad damage give you 25 hp?
>>
>>3937090
This isn't the problem - Quads spawn 100hp in Medkits around them at spawn.

The problem is that cvar is there to fix a specific issue that Quads would not help with.
>>
>>3937079
JohnnyDoom would be better if the Gore Cleanup was better, I get tanked to 3 fps on Hell Revealed.
>>
Will MetaDoom at least do something new on the score pick ups like >>3936523 ?
>>
QUICK!
FAST MONSTERS: ON/OFF?
>>
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>>3936523
>>3937118
>>
>>3937136
ONNNNNNNNNNNNNNNNNNNNN
>>
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>>3937098
Yeah, that kills me man. JohhnyDoom can only handle up to 100 monsters before theres a sudden lag spike and everything goes to shit.

Gameplay wise I absolutely adore that mod, but fuck I'm sad at how its crippled by some issue deep in the mod.

I tried looking at the files myself, but the coding and organization is worse than hitler. I await the day when Johnny decends from the heavens and releases a fixed version, plus the extra content that is dormant in the mod.
>>
>>3937142
how do you deal with unavoidable loss of hp to shotgunners and chaingunners who instantly lock on you as soon as you walk around the corner?
>>
>>3937143
I'm not sure if you can even fix it using Decorate, since I bet it's tied to ACS, and which actors it cleans up is probably stuck in that code.
>>
>>3937032
I pretty much agree on all of these, but combined arms is also too silly for a serious play through.
Even if the shotgun alt fire is the most glorious thing ever.
>>
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>>3937032
demonsteele obviously
>>
The removal of Quad in trad Berserk would make sense if it didn't affect Content Locust since that option was the "throw everything right the fuck away" part of the mod.
>>
>>3937147
I'm wondering what it might be. It could be gore or its acs clean up, it could be monster behaviours, it could be constant ACS scripts that every monster and gun repeateadly calls, it could be the effect emitters related to water, smoke, fire or others. Maybe some rogue decorate script or just how inefficient the code is.

Man, this is frustrating.
>>
>>3937146
More armor?
>>
>>3937141
What are the other two above?
fem nazis from RTCW?
TNO guards?
hanged Ranger/BJ?
>>
>>3937154
>third person death cam
Wat? I don't get that, is this because I'm playing the latest version?

But yeah, Demonsteele is really good. Same as GMOTA, but I think Steele is slightly better.
>>
>>3937163
For WolfSS Replacements: I still need to do RTCW, Wolf09 and TNO-themed variants.
For Keen Replacements: I want to do references to Hovertank, Rescue Rover and Catacombs 3D.

Preeeeetty low priority!
>>
>>3937167
The third person death cam is an option on display i think, not specific to the mod
>>
Any independent weaponsets out there with a Blood or ROTT kind of thing to them? Looking for more makeshift stuff rather than fancy gear or utter destruction.
>>
>>3937171
Oh. I really should take the time to browse the crazy number of options GZdoom gives. I normally just rebind the controls to suit the mod I'm playing then jump right in.
>>
>>3937174
Lowtech Remake and Gunslinger 2.0
>>
Guncaster looks fun but I can't get over how you're essentially a furry or whatever lizard furries are.
I guess I really should get over that and just enjoy the mod though.
>>
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>>3937212
you poor soul
>>
>>3935396
Why the fuck does your game look so pretty?
>>
>>3936916
>>3937009
This. Echelon feels the same way for D2, the e1 levels are also "short and snappy" if you will; they're designed to lure and click the player into a purchase, and it does so.
>>
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Was bored and decided to set everything up to play Doom on Wii Retroarch and even though the control scheme sucks was really happy with how it looks in 240p even if the scanlines don't really making it any more authentic looking afaik. Does anybody play like this on PC?I'm interested in trying to get this working when I complete my CRT Emudriver
>>
>10,000timesfolded mod = weebshit
>guncaster = furshit

what happened if combined the two?
>>
>>3937269
Kemono Friends.
>>
>>3937269
>>
>>3937269
https://www.dropbox.com/s/hn2p1xdmm76s5r3/MGQ3D-Demo.zip?dl=1
>>
>>3937280
Wait, it's out?
Shit, dude.
>>
>>3937272
isn't Kemono friends like kantai collection?
>>
>>3937280
I'm unironically looking forward to this.
But I still wish HDoomguy released the final few girls for HDoom already. Raping a bunch of imps only for a squad of agitating skeletons to pace around me as I do the last one feels weird.
I can't even fuck them in their original forms either.
I also wish there was a way to play HDoom with regular weaponry, go full crusader on their asses
>>
>>3937263

This is a website designed for celebrating Japanese animation and games. We're on a board that is mostly retro, where the majority of influential games were Japanese. Ergo, anime is super-commonplace and accepted.
Furry is explicitly not allowed in the rules, and a lot of 4chan's history was spent fighting against furries.

It's about as much a doublestandard as "I can't post porn on a blue board" is.
If this still confuses you, please feel free to head someplace else.
>>
>>3937287
>Do you have any argument against it?
4chan was made for anime
furry is against the rules
this is not a complicated thing to figure out
>>
>>3937294
>Raping a bunch of imps only for a squad of agitating skeletons to pace around me
Kek
They're just swarming around to make puns about boners.
>>
so is guncaster bad or good?
>>
>>3937320
>where the majority of influential games were Japanese
>influential games were Japanese
>games were Japanese
>Japanese
you're in a thread of a game made by a spic & a sociopathic techno-lord, both burger.
>>
>>3937310
It's a Pillowblaster mod, with all of the pros and cons it entails.
Lots of really cool effects, polish, and prettiness. Balance and challenge is nonexistent.
>>
>>3937334
i don't believe you're responding to the correct person.
...nor correctly, given that the statement was "majority of", not "every game ever".
>>
>Hdoom
>monstergirls
>furries
mods pls delete this shit.
you can argue about this shit in the aco tread where non of us care
>>
Ignoring the weird argument this normally comfy thread has devolved into, how is that MSX update/add on going? I liked the original but the weapons ran out of ammo too quickly and the progress that anon showed looked really nice.
>>
>>3937220
it all comes down to the map, if it is well made and good looking even by vanilla doom standards - the effect can be further amplified through gzdoom eyecandy stuff
>>
>>3937351

That FoV trips me up, though, man.
I like the shadow falloff, though.
>>
Is there a torrent with wads that won Cacowards?
>>
>>3937353
Nope. In retrospect, there really shoudl be.
>>
>>3937345
it's related to mod discussion.
>>
>>3937352
goddamit, cant post a single screenshot without someone mentioning the fov...
>>
>>3937363

I'm sorry, man, it's just really fuckin' wigging me out!
>>
>>3937363
those extra frames for the D64 guns are fucking lit
>>
>>3937357
is a mods content or theme more important?
>>
>>3937376
Both
>>
>>3937376
Yes.
>>
Which crossover mods would you like to see; and why? Give good examples; nobody wants to play your shitty fanfiction if it's the same old shit! This said; the UAC likes to fuck around with it's teleporters a whole bunch and that usually results in bad shit happening, so use that as a defacto macguffin card.
>>
>>3937386
Furthermore; would you consider DOOM the "Six hundred and sixty sixth wonder of the world"?
>>
>>3937386
Keijo!!!! Doom
A bunch of "sports" players from another world get possessed by demons and its up to Doomguy to stop their literally destructive asses.
>>
>>3937386
>Which crossover mods would you like to see; and why?
I'd like to see GMOTAsteele.
>>
>>3937376
there is no such thing as one being more important than the other. the content of a mod directly influenced the theme.
>>
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>>3937345
DRAGONS DONT EVEN HAVE FUR. THEY HAVE SCALES.

FUCK.
>>
>>3937370
yea, imo its the best non-gameplay-changing mod there is
>>
and im a sucker for sexy smoothly animated yet simple guns
>>
>>3937351
How is that shadow falloff effect achieved in GzDoom?
>>
>>3937408
What are you running to make Doom look like this?

Besides Smooth Doom that is
>>
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>>3937415
"software" sector light mode turns player into a light source ( not really ) which coupled with a dark overall lightning of a map will give a fading shadow effect.
>>3937418
bd64 lights/liquids and doom64psx textures
>>
Nearly done with my mod. I can't decide on a title. What do you blokes like better? Bloodoom or Doomborne?
>>
>>3937430
doomborne
bloodoom makes Blood come to mind, not Bloodborne
>>
>>3937430
>>3937432
Yeah but doomborne makes it sounds like its going to be a mod that gives the player skyrim shouts
>>
>>3937429
Odd. I always use software lighting, and I have never noticed this effect
>>
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>>3937437
How's about doombourne?
>>
>>3937440
that makes it sound like its a mod where you play as jason bourne
>>
>>3937430
Bloodborne: Hell on Earth? What mod is it?
>>
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>>3937443
May just have to scrap my entire mod and just make Doom Souls
>>
>>3936458
Fucking terrifying.
>>
>>3937454
but someone else is making doom souls already
>>
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>>3937459
Well just fuck my shit up huh
>>
>>3937430
>>3937448
this is good, or you could call it Project Beast after the developmental title for Bloodborne

show us some screenies btw it sounds really cool
>>
>>3937430
Doomborne is better, but not by much.
What's your mod about?
>>
>>3937463
>show screenies
Once I get permission from the other person working on this mod and Jacob, you will get screenies.

Till then I'm only at liberty to share details given you ask the right questions
>>
>>3937472
Are you at liberty to share the right questions?
Or the wrong questions, so we can proceed by process of elimination?
>>
>>3937468
It's a melee based mod (with guns being as useful in the same whey they are in bloodborne) set in the Bloodborne universe.
>>
>>3937478
I'm afraid I'm not familiar with Bloodborne, so that doesn't explain much to me, sorry.
>>
>>3937475
Who is Jacob is definitely a wrong question
>>
>>3937437
I'd say the e at the end clears that up pretty well. It's not spelled Dragonborne.
>>
>>3937483
TELL ME ABOUT JACOB

WHY DOES HE WEAR THE MASK
>>
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>>3937482
Allow me to elaborate. This upcoming mod is a melee based first person romp through a victorian/lovecraftian open world setting. There will be rpg elements such as leveling yourself up in different ways to make certain builds. There is a currency mechanic that grants you blood echoes (which are needed to level up or purchase items) for every monster you kill but are lost upon death. Blood echoes can be regained by walking to where you last died and picking them up but if you die before doing so then those last set of echoes are gone forever. Guns are featured as a secondary weapon to be dual wielded with a one handed melee weapon but do minimal damage and are only good for staggering enemies. Forgive english am romanian
>>
>>3937401
reptiles are cooler than dogs or cats anyway
>>
>>3937503
Coolio, sounds kinda like demonsteele with the weapon and melee thing and god knows thats a good sign.
Are there going to be multiple melee weapons available? Any special attacks featuring them or movesets like in the games? Also is it going to be limited to being played with whatever open world you guys prepared like a total conversion or will you make a version that can be played with whatever doom wads one desires to?

This sounds really interesting, hype to play it.
>>
>>3937459
Hope the doom souls anon is alright, the progress he was making last year looked really really cool. I wonder if he'll end up continuing working on it.
>>
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>>3937518
DAMN RIGHT.
>>
>>3937478
>>3937472
>>3937430
>>3937503
sounds interesting. I'm the guy who has been making Doom/hexen souls. I like Bloodborne, looking forward to seeing what you've done.

>>3937525
I'm alive, and still working on it - I actually resumed development today, been wracking my brains over stat formula and my old code (>>3936698)

I haven't been doing much in regards to the project due to personal stuff.
>>
>>3937520
I'm a fucking pleb so it's only for gzdoom. Weapons are picked up, put in inventory, and can be both upgraded directly and as a byproduct of leveling up a certain build (some weapons scale better with Strength, others with Dexterity etc.) Just like with bloodborne. Same goes for armor. There is only one character, the Hunter, that you get to customize at character creation. Also just like Bloodborne. This mod is literally just a first person port of BB on doom so if any of this sounds good definitely buy BB
>>
>>3937254
GOOD old CRT displays did not have scanlines.

You have been tricked into a meme.
>>
>>3937351
>>3937363
Can you upload your mod setup?
>>
>>3934850
Freedoom has okay textures. Didn't they almost use a set of face sprites based on Reb and Vodka by some guy who constantly made fetishistic doom wads though?
>>
>>3937386
Project msx/demonsteele
i just love how fast you go in those mods, it would be something else to see them go together somehow
>>
>>3937547
I remember that.

What a fucking chode.
>>
Favourite mod right now?
I find myself constantly going back to Demonsteele. I'm not even any good at it, I just love rushing around and dicing up demons like a blender.
>>
how can such a mediocre game have such a top-tier soundtrack

is lee jackson a wizard
>>
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>>3937575
fuck
>>
>>3937578
i was just about to call you out on dissing duke nukem
>>
>>3937575
Here's a better question, how can a somewhat mediocre Wolfenstein 3D-knockoff have such snappin' radical music?
https://www.youtube.com/watch?v=2YbulD3Cci0
>>
>>3937530
great to hear that youre working on it again, good luck my mane

>>3937534
sounds really cool and yeah I'd love to get BB but no ps4 so just playing souls games to death
cool that it will have multiple weapons and such, what about the being able to play it with any maps and wads thing? Is it a total conversion or a mod plus map pack?
>>
>>3937569
I've been playing a lot of demonsteele and final doomer recently so probably those at the time. Project MSX is great but feels nowhere near polished enough desu.

I've been meaning to try DRLA for a looong time now, is it good? I've heard the weapons get really overpowered which turned me off it a bit.
>>
>>3937596
Man, we need some quality 3D Monster Maze discussion.
>>
>>3937592
>great to hear that youre working on it again, good luck my mane
thanks. I'm hoping to actually get some work done and get some videos out in the next couple of weeks. Today has mostly been finding where I'm up to.
>>
>>3937610
do you have a preview youtube vid of your mod? sounds kinda neat
>>
>>3937537
You're referring to monitors though not televisions correct? I'm aware this doesn't make it any more authentic to the original experience I just like the scanlined look
>>
>>3937613
https://www.youtube.com/watch?v=VsEcxrV7Rec
this is a rather old video now (6 months), but there are other videos which show the changes the mod has undergone so far.
>>
>>3937592
Mod plus map...a massive.....massive....M A S S I V E map - Jacob
>>
>>3937625
What do you think of Crypts of Chaos anon? I haven't played it personally, but it looks pretty good.
>>
>>3937628
wew im gonna contain my hype for now but this sounds good
>>
>>3937636
I'm sorry? That has nothing to do with Crypts of Chaos. How about Tunnel Runner?
>>
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*NOTICES YOUR PHOBOS ANOMALY*
OwO WHAT'S THIS?
>>
>>3937645
>not playing maze games
8gag is over there, bud.
>>
Is this how you make Quake maps?

This is hard.
>>
>>3937650
MOCK 3D
>>
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>>3937650


>>3937658
Good lord
>>
>>3937658
GREAT, ILL GO GRAB MY SHOTSTUFF!
>>
>>3937650
Keep working on it, bro.
>>
>>3937650
Gotta love when mappers include toilets in their maps. Especially giant toilets.
>>
anybody got that quake HUUH song?
>>
>>3937679
Sector toilets are unironically my jam.
>>
Using just decorate and mapinfo, is there a way to make a weapon you select increase player speed or force crouching?
>>
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>>3937543
https://my.mixtape.moe/rgcizi.zip
for optional sexysounds.pk3 to work properly, following smooth doom's settings need to be set:
>shell casings and plasma sparkles : player only
>black gloves
>weapon kickback and bob : on
>doom64 weapon variants
>>
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>>3937669
Some sort of pun on QUMP goes here.

>>3937679
>mfw thinking of ways to turn it into an actual map
>>
>>3937701
>increase player speed
Yes. Either via SetSpeed, or using a Powerup inherited from PowerSpeed.

>force crouching
No.
>>
>>3937706
bd64gamev2 = bd64lights
pfenh = sexysounds
both were once respective mods, now stripped down to single features
>>
>>3937713
In that case, wouldn't it be better to rename them as something different for archiving's sake?
>>
>>3937710
Well, won't be able to have a crouch "weapon"/mode for my mod then, so the run "weapon"/mode wouldn't make too much sense.
>>
>>3937717
i did in that zip
>>
>>3937706
>Tilt

After extended play, do you find it still enjoyable?
>>
>>3937723
i only use the strafe tilting, in little amount, so yes
>>
>>3937725
Hm, guess I should give it another go too then.

At first I felt Tilt is nice for wider open areas + fast long stretches of movement, but since most doom maps feature narrow paths and constant stop-go-stop-go short movement, it felt more jarring at the time. Maybe a lesser amount will do the trick.
>>
>>3937709
Have the player swim down and enter a sewer section via teleport or something.
>>
>>3937732
Wind tunnels but with shit
>>
Finaldoomer's weapons feel a bit OP, don't they?
Or is it just me.
>>
>>3937732
That was the plan. It was originally cobbled together to see if I could make it 'flush' and drain the center area; the slime isn't actually slime, just a trigger_hurt because in Q1 you can't move water/slime/lava once the map is compiled (putting the appropriate texture on a brush entity doesn't make it liquid, only on non-entity brushes).
>>
>>3937731
>>3937723

In my opinion, viewtilt is a nice QoL feature, but the default tilt amount is crazy. A lot of mods are going overboard with its inclusion, too, with some mods having viewtilt simply on walking forward.
For my mod, I ended up halving the amount the viewtilt does. Though the player has the option to get more if they drink booze.
>>
>>3936725
>>3935396
>>3935350

What kind of port or mods are you guys using to get that awesome lighting and textures?
>>
>>3937742
gzdoom
you can try >>3937706
with these >>3937429 settings

supposedly 3DGE is also capable of doing pretty lightning but gzdoom mods of which there is a majority wont work on it
>>
Well I'm long out of the underground demon city.

>>3937742
Me? I'm literally just playing GZDoom with basic dynamic lights, what you see lighting up that hallway with bars is a flashlight mod, I find it's actually pretty useful since a lot of maps can get pretty dark (and the OpenGL renderer doesn't make things bright near you like in Sofware mode). It also feels more 'tactical', which fits Immoral Conduct.
>>
>>3937749
This map is a bitch and a half by the way. Ever fought a stuck cyberdemon where your only angle is through a small curved hallway?

You're gonna eat some of those hits.
On the other hand, actual gameplay quality and map design remains pretty decent, I'm thinking it's just the first few maps which were kind of bland.
>>
>>3937751
And Doomguy's expression mimicking my own.
Chucking a grenade up here on the first try, it came tumbling down and landed by my feet.
>>
>>3937736
Which ones, specifically?
>>
>>3937749
>and the OpenGL renderer doesn't make things bright near you like in Sofware mode
uhm, there is "software" sector light mode though, it not actual software renderer, just the lightning emulation, same as "standard", "doom", "dark", "legacy", etc
>>
>>3937749
>>3937751
>>3937752
Wait, Immoral Conduct was ported to ZDoom?
I want in on that shit.
>>
>>3937763
to me its the thing that replaces plasmarifle
>>
>>3937768
Yeah, it got a like 98% faithful port a while ago.

https://forum.zdoom.org/viewtopic.php?f=19&t=48036
There's a few little bits which can't be quite accurately remade in GZDoom but all the important stuff is there.

I really love it, but it very much shows it's age, so I'm kind of slowly and haphazardly tuning a version of it that's more suited for "modern sensibilities" if that makes any sense (mostly consolidating weapons, making weapons centered, and replacing a few sounds and effects, though I'm thinking more distinct overhauls later).
Expect to see it finished maybe never.
>>
>>3937772
The heavy machine gun or the maser?
>>
>>3937785
the machine gun
but maybe its just me expecting some regular chaingun-like behaviour from a bullet-weapon and getting everything gibbed to pieces instead
>>
>>
>just tried Hideous Destructor
This really isn't for me. The concept is cool, but bleeding out because an imp hit me just feels wrong and unDoomlike. I know its the point but the difficulty is a bit too much.
>>
>>3937791
Keep in mind it's trying to emulate one of these:

https://youtu.be/O8nc0rlCArM
>>
>>3937808
Hideous Destructor is really cool but it screams for purpose made mapsets.
>>
>>3937650
Holy fuck
>>
>>3937802
I like the water effects.
>>
>>3937736
They definitely do
Whenever I play with it I set damage multiplayer to 0.8 in customdoom
>>
What's up with Deimos Lab? It's so elaborate.
>>
how the goddamn fuck do you make an entity point downwards in quake
shit just spins in circles and no combination of angle or mangle will AIM DOWNWARDS
GOD DAMN IT
>>
>>3937808
>a bit
>>
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>>3934601

Those things were my first boner as a kid.
>>
How good is SLADE for mapping? Is it hard moving from editors like Eureka and Doombuilder?
>>
>>3937547
You mean the same guy that tried to sneakily make the Freedoom guy Eris Harris?
>>
>>3937943(me)
>look up "Reb and Vodka"
Oh
>>
>>3937736
There was no effort in regards to ammo balance, so yeah.
>>
Are there any options for dukematch aside of DOSBox LAN and Megaton edition?
does megaton DM work cracked
>>
>>3937965
>Megaton DM
LAN maybe
>>
Left or Right?
>>
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>>3938032
>>
>>3938037
left
>>
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>Player starts with recharging blaster
>Shotgun spawns are repeating pistols
>Chaingun spawns are shotguns
>Clips are nothing
>Shells are pistol clips
>Shotgunguys drop pistol clips
>Rather, Shotgunguys drop pistols that turn into pistol clips when they realize they weren't spawned on the map
>SSG uses separate ammo from ShellBox spawns, but if there is no SSG on the map it spawns a box of bullets instead, because Shells are clips
>If there are no Shotgun spawns on the map but there are Shell spawns, the player gets a free pistol

Following my own mod's weapon system is a handful.
>>
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>>3938038
Ta-fuck. Here's it done up
>>
>>3938175
now it looks like a cohesive room.
a plain one with emphasis on zdoom features over design, but still a cohesive room nonetheless.

well done, you're progressing. keep it up.
>>
>>3938175
You need to work on making your maps not look like Wolfenstein3D levels. Everyone starts somewhere though.
>>
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>>3938183
(SOUNDS OF CHOKING)
Considering this map is going to be a training grounds to help me improve, select a spot for me to focus on next, or other various comments.


don't take the training wheels off yet shit too fast fuck
>>
>>3938186
>select a spot for me to focus on next
the z-room on the mid-left room with the two flesh pillars in the middle

don't get the pillars in the middle, clear up the middle and decorate the sides instead
>>
>>3937392
How would that even work?
>>
>>3938198
Have you ever seen Rune Soldier Louie?
>>
>>3938208
I haven't, clue us in
>>
haven't played this shit in forever

what's a good mapset
>>
>>3938213
Ancient Aliens
>>
so is hideous destructor still broken?
>>
Damn I forgot about this thread, I need help finding a game, it had a webm of it where two players are running in a circle while a third is about to light dynamite, apparently I have other webms of it, the enemies are cultists I think.
>>
>>3938275

Blood
>>
>>3938275
Blood.
>>
>>3938275
Saliva.
>>
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>>3938280
>>3938282
>>3938283
Thanks I've been meaning to play some old doom because of how vast it is, I'll be sure to Kee up with this thread and others like it
>>
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>>3938193
Like so?
>>
>>3938305
Not him, but that seems better. The room itself still seems plain, though, but it's better to be plain and playable than decorated and...not.
>>
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what went so right bros?
>>
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>>3938318
Okay; the green is tekwalls and the pink-purple is continuing the flesh tentacle tendril things. Y/N?
>>
>>3938378
was?
>>
>>3938420
valiant
>>
>>3938423
oh okay. i haven't gotten far enough in it.
>>
>>3937682
HUUH?
>>
>>3938435
>>3937682
https://www.youtube.com/watch?v=lvaU9CaSeCE
>>
>>3937919
Decent. It has a 3D mode that's pretty comparable to doombuilder's and all. It's worth using if you, for some reason, can't or won't use doombuilder or any of it's variants.
>>
>trying to keep textures aligned on 1-unit brushes that are also offset half a unit from the grid
>rotate one thing
>everything breaks even with texture lock on

[muffled screaming]
>>
>>3938560
keep it simple matey. brush rotation and texture alignment can drive you insane...
>>
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>Door closes and crushes the weapon drops you needed
>>
>>3938535
>pretty comparable
Doom Builders, with the exception of GZDoom Builder, cannot even compare to SLADE, which had a better 3D mode than Doom Builder for years! GZDoom Builder's 3D mode is the only one that's better for the most part, because it still cannot recognize line horizon action, when SLADE 3 does recognize and renders it.
>>
>>3938621
Can SLADE filter things by their flags? Doom Builder can but I can't find it anywhere in SLADE.
>>
>>3938641
GZDoom Builder or ordinary Doom Builder 2?
>>
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>>3938645
I'm asking about SLADE. Both Doom Builders.
>>
>>3938648
Checked. SLADE 3 seems to lack thing filtering.
>>
>>3938659
Damn, that's a big con for me, then.
>>
Finally played Crunk Refinery, that map was fucking stupid


thanks for making it

I reached the outside area and realised it's the same map as a simple one I playtested a while back on here, and it had that specific pillar that people were complaining about mismatching texture sizes, wow you improved over the time you worked on the map for DUMP 3
>>
>>3938535
I'll stick to Eureka then.
>>
teef
>>
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>want to play all wads that won Cacowards
>decide to download them all and sort so I won't have to do that later
>by the time I got to 2008 I don't want to play them anymore
I think collecting all maps from each "Mapper of the Year" was a bad idea, some of them are a bitch to find.
>>
>>3938096
pistol = yes
>>
How in gods name are you meant to hold the BFG10K? I can see the lever at the top for one hand but where are you meant to place the other one? Just rest it underneath the gun? And where's the damn trigger on this thing.
>>
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>Want to edit a mod
>It runs on ACS
>Author didn't include the source file

Fucking hell. I want to add some tracks to synthdoom, but noo, the very thing that could've made things easier happens to be absent in this very mod. Fucking fuck.
>>
>>3938806
The handle is the trigger. You're supposed to lug it around like it's a huge fucking box; because that's what it is.
>>
>>3938808
>using music replacers
>>
>>3938818
>He likes the default midi plim plom """"music""""

Get out of my face pleb
>>
>>3938819
Nice to know you're not from here. Brutal Doom, right?
>>
>>3938821
You are a prick
>>
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Trying to model and configure a muzzle flash in Blender. It's tricky.
>>
>>3938837
cute, it's like a tiny death machine!
>>
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>>3938819
>he doesn't like midi
>calls others plebs
contemplate euthanasia
>>
Well, that's one way to instantly date a mod.
>>
>>3938858
It'll be sized like and replace the cyberdemon.
>>
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>>3938879
>he doesn't like what I like
>tell him to suicide

cool down there edgelord
>>
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>>3938275
I love this .gif

>>3938890
Just come to terms with your plebe tastes.
>>
>>3937491
A lot of loyalty for a hired coder.
>>
>>3938884
All things considered, I have to give props to someone creating some interesting visual stuff back in 2009, but this really sacrificed good fights and level design for fancy scripting and author appeal.
>>
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Has anybody played Doom in virtual reality for themselves? Like on Vive or Occulus?

I imagine it'd be fucking amazing to play a level you made in VR.
>>
>>3938912
I remember getting flamed out in a shitty ZDoom forums thread back when this released for calling the level design boring.
>>
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So, a realization:

Brutalist Doom + Droplets + WildWeasel Nazis = The best Hollywood WW2 simulation ever.

Serious, it's like straight out of Quentin Tarantino movie.

With that said: Which map wad is the best to kill nazis in?
>>
>til romero said that he would like to work with Id Someday, as long as he doesn't need to move back to texas.
>also he loved NuDoom and shacknews interview about the franchise
>>
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>mfw I just found out about ZDL

It's great. I was dragging the wads onto the .exe like a nigger, wasting my mouse like a dumbass

Btw, the ZDL download link from the FAQ is not working:

http://data.vectec.net/zdl/qzdl/ZDL-3.2.2.2-stable.zip
>>
>>3938941
>Brutalist Doom
I just don't like how it gets rid of blue/red/yellow door colour coding.
>>
>>3938941
Well, it's certainly an interesting approach..
>>
Fuck this map though.
>>
best pillowblaster mod?
>>
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>>3934869

Thanks for showing me this Iwad.
Just downloaded and played the first map and loved it.

It feels so well done and atmospheric. Like every section of the map it's going to be printed in my visual memory.
>>
>>3939045
trail blazer.
>>
>>3938818
Why do you care?

>>3938808
Not including the source file for ACS should be a crime, honestly.
>>
>>3939045
pillowblaster only makes one mod with different skins.
>>
>>3939079
and the post of the minute award goes to
>>
>>3938778
Well when you do you should zip them up and post them.
>>
>>3938621
>GZDoom Builder's
That's the one I was talking about, really. Haven't used Doom Builder in probably over a year.
>>
>>3939096
None of them fit Doom's gameplay in the slightest, save for that one that remixes the midis by adding pads and the such. It just screams Brutal Doom.
>>
>>3939109
>screams Brutal Doom
in other words

WOOOOOEAUGHHGGGG
>>
>>3939109
>None of them fit Doom's gameplay in the slightest,
...Why do you CARE?
>>
>>3939109
they don't fit doom's gameplay but maybe they fit, say, trailblazer's gameplay
>>
>>3939114
leaked audio of the next brutal doom update: https://www.youtube.com/watch?v=mu8N24JCGMc
>>
How do i open a custom wad with a custom PK3? I want to play nuts on demonsteele.
>>
>>3939128
Option 1: Use a launcher.
Option 2: Click one. Hold CTRL. Click the other. Let go of CTRL. Drag both onto your .exe.
>>
>>3939135
thanks you baby
>>
>>
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HELLO, BOYS AND BOYS PRETENDING TO BE GIRLS, IT'S TIME FOR OUR REGULAR WEEKLY RITUAL TO APPEASE THE GODS CARMACKIAN AND ROMERICON. IT'S SCREENSHOT FUCKING SATURDAY ONCE MORE!

WHAT'RE YOU WORKING ON?
POST YOUR SPRITES, POST YOUR MAPS, POST YOUR TEXTURES, POST YOUR CODE, POST WHATEVER THE FUCK YOU'VE BEEN MAKING THIS WEEK.
SHOW THE CLASS YOUR PROGRESS, CHOP CHOP, MAKE US ALL PROUD.
>>
>>3939143
I AINT DONE SHIT
>>
>>3939143
I should be making a map, but instead I am playing Trails in the Sky and Diablo II. And I am really close to finishing the map too!
>>
>>3939103
What service allows me to create a public folder with files where people can download any file, subfolder or whole package in zip?
>>
>>3939128
google "zdoom autoload".

Mine looks like this in the gzdoom.ini
[doom.Autoload]
Path=$PROGDIR/LD/filters/m5.wad
Path=$PROGDIR/ADD/Doom1TexturesForDoom2.wad
Path=$PROGDIR/LD/BD/JohnnyDoom/JohnnyDoomSAW.pk3
Path=$PROGDIR/LD/BD/JohnnyDoom/Jnewmonsters.pk3
Path=$PROGDIR/ADD/NightVision.pk3
Path=$PROGDIR/ADD/jp-mobility-v5r.pk3
Path=$PROGDIR/LD/BlurFriends.pk3
Path=$PROGDIR/MUS/SynthdoomMk2.pk3
Path=$PROGDIR/LD/OB_32KrazyKarlsUrbanRegularScarceAmmo.wad
Path=$PROGDIR/LD/iconboss.wad
Path=$PROGDIR/LD/Doom2IntermissionMod_MW32_Edition.pk3
>>
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>>3939143
I posted this pic elsewhere, but fuck it, you're getting it here now, too. This is my alternate Arachnotron, the Spiborg. Rather than rapid-firing standard plasma shots, it briefly charges up then shoots out a big, heavy punch of a plasma shot. It still needs tweaking, but it adds a nice reminder not to stand still, because you WILL get fucked up.

Also, I posted this shot >>3936458 earlier, but I might as well throw some technical details at it - these are edited from the Stalkers in Strife, which up until The Great ZScriptening used a lot of hardcoded native action pointers. That's not a problem in ZScript land, so there we go.

(I also added a menu option to disable them, for the folks who find spodies a bit too spooky for their devilshoot experience.)

Boy, this is a lot of words for an image board.
>>
>>3939143
Haven't made much progress lately.
>>
>>3939143
Palette tonemap mode is cool and I'm really digging how my PLAYPAL is ending up.
>>
>>3939184
I read that as "a big heap of plasma snot" at first

What do the >>3936458 spiders replace?
>>
>>3939194
Spectres are sometimes replaced by three of 'em, since they're so small-fry. They're more creepy than dangerous, since they're quiet and people typically don't look up.
>>
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*rolls behind you*
*unzips homing missiles*
heh nothing personnel HUNT
>>
>>3939174
mediafire for one.
>>
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>>3938808
Man, spent half a day trying to wrestle with this. First tried to disassemble the code and put it back in, but the decompiler broke the original script and my acs knowledge is zero, so that went to shit.

Thankfully, I finally managed to get it working by cannibalizing NowThatsWhatICallMidi, so now it runs glorious mp3 music and can handle new additions much more easily.

Thank you so much whom ever made that mod. Made my day.
>>
>>3939174
>>3939202
Ignore that, I misread. You can organize by folder, but not rifle through zips (to my knowledge).
>>
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>>3939143
Painted some fire sprites. Next, some explosions I guess, I dunno. Then back to mapping...
>>
>>3939184
>(I also added a menu option to disable them, for the folks who find spodies a bit too spooky for their devilshoot experience.)

The only reason I'd ever disable a spider monster is if they're tiny, quick, hard to hit, are relentless, make fucked up hissy noises and try to crawl over you. The main reason why I'll never touch that Aracnocide mod. fuck that shit.

A giant one thats more of a tank is something I'm really happy for instead.
>>
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>>3939201
>invincible missile-firing robots in the recovery rooms
holy shit why

i just wanted some porridge
>>
>>3939114
HMM...HAHA
>>
>>3939207
why did you draw a golden testis
>>
You know those sound tunnels you see in a couple maps, popularly used in Map01 of Doom 2? What are those things actually called? Do they even have a name?
>>
>>3939307
Sound Tunnel is the common name.
>>
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Are there any wads like the city of the damned or unloved. I mean slow-paced, moody themed map packs. Also some gameplay mods to blend such levels with would be good.
>>
>>3939174
I think Mega allows that.

Or you could just use a torrent.
>>
>>3939229
fuck you, that's why
>>
>>3938912
>>3938884
whatmod?
>>
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>>3939412
no, fuck you

you're fucking dead
>>
>>3937736
I've noticed this too. Even using Doomguy's weapons is ridiculous, with the chaingun mowing enemies down in a couple of hits. It's satisfying but way overpowered.
>>
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Who the fuck thought that it was a good visual design?
>>
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>>3939443
Also the wall panels rotate around and fucking blink
>>
>>3934475
Adventures of Square 1.4 released, updates engine to GZDoom 2.4.0, Episode 2 might be done before the end of the year
http://adventuresofsquare.com/news.php
>>
Hosting my clusterfuck of a multiplayer map. Search Last Stand in Doomseeker.
>>
>>3939443
>>3939450

Ayy lmao.
>>
>>3939451
>tfw im waiting for them to be done before i play it
>tfw its taking forever
>>
>>3939414
Legacy of Suffering.
>>
>>3939481
Making games takes a long, long time, unfortunately.
>>
Why is adventures of square exciting to you guys?
I saw a glance of it and it seemed rather simplistic and boring compared to regular doom and other gameplay mods. What do you guys see in it that I don't?
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>>3939501
Have you actually played it?
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>>3939501
>it seemed rather simplistic
is this really a bad thing?
being needlessly complex for the sake of it can cock things up pretty hardcore.
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>>3939506
No, just saw mr.icarus do a review of it.
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>>3939501
It's a free new game for Doom with new music, graphics and levels.
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I like this resource, but there's a distinct lack of colours. Just red, blue and green. What's another colour that would fit good with this?
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>>3939426
That's exactly right!
[hellero mixed with assault theme from edf 2017]
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>>3939460
>>3939450
>>3939443
What if aliens played doom?
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>>3939265
i dunno. something to do
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>>3939501

It's one of those games where appearances are deceiving. The artstyle is awful, to put it simply. MSPaint "style" has never been good.
But the gameplay is pretty much pure Doom-style. Run, gun, pick up weapons, grab health, and etc. It doesn't try to rehaul it into new gameplay, the core gameplay is solid.
Of course, that makes some other areas really jarring. The platforming sections over instant-death pits can fuck right off. And the alt-fire grenades...I don't really see the point of them.

But aside from that, it's good Doomish fun.
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Demonsteele + Chex = ?
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>>3939614
/r/ing someone to redraw this with Hae-Lin.
>>
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>>3939621
I heard Quake 2 Stuff had bad randomization, how's it working out for you, anon?
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>>3939609
Thanks. Sounds like its simply a well-rounded experience overall without any extras.

Not my cup of tea, but I can see why its appealing to others now.
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>>3939638
Not too bad, but then I play with CustomDoom to tweak damage settings incase a weapon set is a bit underpowered. Honestly, Quake 2 enemies and weapons just aren't balanced for the average Doom wad; the weapons are a bit underpowered at face value compared to the ferocity of some of the enemy types that may be in high numbers depending on the mapset you play.
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Now this is just ridiculous. There's an invisible wall before the door I am supposed to enter. in fac tthere are invisible walls before all 3 doors in that room. I've watched videos and they totaly should not behave like this.
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Here's a map I'm working on that needs some testing. I don't know where to go after the first two areas of the level. Submitted feedback would be greatly appreciated.
https://my.mixtape.moe/ftjvfp.wad
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>>3939668
Oh yeah, forgot to mention, it's in slot E4M1.
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>>3939668
I'm not good at mapping, so I can't offer suggestions or detailed criticism, but I liked it.
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>>3939690
Was it easy?
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>>3939729
A little on the easy side, yeah, especially for an E4 replacement. Maybe toss in a couple more enemies?
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>>3939451
What are the difficult differences in Square?
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What does the mapped visibility option for linedefs in most editors do?
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>>3939827
you mean if it shows on the automap ingame or?
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>>3939841
It doesn't seem to put it on the map when you start,, at least in GZDoom, so why is it there?
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I've been looking for a mod that binds picking up weapons to a specific key and disables automatically picking up weapons. Its to make wads with lots of weapons more manageable.

I found "Bitter taste of reality" from 2004 but I cant find a download anywhere. Is there any other mod that does this?
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>>3938778
I wonder how many of them don't work anymore with modern versions of ZDoom/GZDoom
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>>3939143
Doomworld Megaproject Map
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>>3939976
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>>3939976
damn that looks really nice.
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>go down dark hallway
>press switch
>cyberdemon teleports in behind u
A-at least give me somewhere to run, dammit!
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>>3939976
like ZDCMP but DW?
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>>3940020
DW
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Anyone think its weird that in Inferno you start off in the toughest place and work your way outward to the lamest looking place?
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Redid my starting room. How's it look? Is there too much shit in the room?
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>>3940042
Looks neat.
Don't see enough Heretic maps.
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New thread.

>>3940057
>>3940057
>>3940057
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>>3939609
shadow of the wool ball looks fine though
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>>3938819
>he doesnt turn plim plom midis into hq deep smooth tones with a 1GB soundfonts
compifont is really good, but if 1GB is too much for you - 8mb sblive is decent

omega gs, fluid, weeds, various sc55 recreations, wouldnt recommend any of these, even over the sblive.
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>>3934473
do you often get stuck with just a pistol?




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