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DOOM THREAD / RETRO FPS THREAD - Last thread >>4391063

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/1503/77/1503778360511.png
Doom Downloads:
+ IWADs only: http://www.mediafire.com/file/edy3dhdbp33pdg7/IWADS.zip
+ IWADs and more (>3 GB): https://drive.google.com/open?id=0B47V8l2eVZKxRU82S3JkZkdBRXM
+ PortaDOOM: https://spideroak.com/browse/share/Kroc/PortaDOOM/releases/
Quake: https://desu-usergeneratedcontent.xyz/vr/image/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/forum/4-wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: https://www.doomworld.com/idgames/

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

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

BUILD ENGINE LAUNCHERS
http://buildgamedosboxlaunchers.weebly.com/

== /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 ===

OP
-Looking to clean parts of the OP that aren't active

=== NEWS ===

[11-13] EZDoomJukebox, a Python-based .pk3 jukebox generator
https://github.com/SpencerBelleau/EZDoomJukebox

[11-11] GMOTA 1.0 pre-release
https://desuarchive.org/vr/thread/4384536/#4390513
https://www.dropbox.com/s/adqkdot7favn77d/GMOTA_V1.0%20%28pre-release%29.pk3?dl=1

[11-10] High Noon Drifter 1.2 officially released
https://forum.zdoom.org/viewtopic.php?f=43&t=57098&start=345#p1026437

[11-10] Anon map release: Garosaedris.wad, to be loaded with current Halloween map pack
https://www.dropbox.com/s/0ax73gdft90b75c/Garosaedris.wad?dl=0 (updated)

[11-9] Anon release: Custom Smooth Doom upgrade
https://desuarchive.org/vr/thread/4384536/#4386145
https://mega.nz/#!H0wVWLhQ!XlGdhgWR6PrpQljmWU9rh4D3nX11Bxf5asXUydRmVw4

[11-9] /idgames archive now accepts 12 character filenames
https://www.doomworld.com/vb/post/1815751

[11-8] Anon map release: Cave Complex >>4385037
https://my.mixtape.moe/kqkpex.zip

[11-8] Alien Vendetta D2ALL in 1:33:21 by ZeroMaster
https://youtu.be/FQEEzJql72o

[11-6] Doom2 UV-speed in 18:45 by eLim
https://youtu.be/6xdr3MeGdME

[11-5] Crispy Doom 5.0 released: now switched to SDL2
https://www.doomworld.com/vb/post/1814593

[11-5] Dakka apparently updated a month ago
http://git.jinotra.in/ijon/dakka

[11-5] Hexenkessel map released on idgames archive
https://www.doomworld.com/idgames/levels/doom2/Ports/g-i/hexekes

[11-3] eriguns v2.2.0 released
https://forum.zdoom.org/viewtopic.php?f=43&t=48208&start=45

[11-3] Marshmallow Doom: new source port based on Crispy Doom has first release
https://www.doomworld.com/forum/topic/97811-new-beta-release-of-marshmallow-doom/

[11-3] Anon brings up a few Hexen II things
https://desuarchive.org/vr/thread/4369234/#4371942

[11-3] La Tailor Girl beta released
https://forum.zdoom.org/viewtopic.php?f=43&t=58343

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.
>>
>first 15 maps of a wad are slaughtermaps
>map 31 is a bit of a stepdown, to chill a bit
>map 32 has me hunting clues(switches) and codes
What the dickens?
>>
>>4397191
You forgot the actual aforementioned repugnus Halloween zip.
>>
>>4397237
Someone can still find it in the news archive.
>>
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What are the cardinal sins of gameplay mods?
>>
>>4397243

Mixing centered and angled weapons.
The only time this is acceptable is when a centered weapon is being dual-wielded.
>>
>>4397243
Using that fist that's part of the super shotgun reload as a punch attack
>>
>>4397243
Add a bunch of extra unnecessary guns, giving the player more crap to sift through.
>>
>>4397243
Menus. Mandatory extra key bindings.
>>
>>4397249
That sounds super cool actually, there are mods that do that?
>>
>>4397341
The fists of one of the characters from Russian Overkill
>>
>>4397341
Quakestyle.
>>
>>4397243
>First
tons of pointless weapons that you need to sift through by pressing the weapon key repeatedly. Bonus points if the most useful weapon is the last.
>Second
aiming down the sight. Bonus point if it obscures half the screen and you can't see what you're aiming at.
>Third
headshots. Doom is a game about movement, not about aiming. Don't encourage player to stand in place and slowly aim.
>Fourth
mouse recoil. It just doesn't work with Doom, in Doom 90% of the time you want to keep your mouse right smack in the middle of the horizon even if you DO have mouselook on.
>Fifth
useless weapons. No, I don't give a fuck that you gave Doomguy a wrench he can hit people with and that deals exact same damage as fists, why the fuck would I care?
>Sixth
breaking balance. Make some enemies weaker, some enemies stronger, give player overpowered guns... at this point you're fucking with what makes Doom fun in itself, and this can only work well if you're better game designer than people at id software. And let's be fucking honest, you're not or you'd have a job at a game dev company.
>Seventh
Having to bind five thousand keys to use any features - Doom became popular because it was simple, stop trying to make it complex. Bonus points if you have to bind extra keys for stuff GZDoom already supports and you have already bound, like e.g reloading and altfire - but mods needs to have ITS OWN altfire and reload keys in addition to that.

Incidentally Brutal Doom is guilty of every single one of them. Coincidence? I think not.
>>
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Are there any map packs that is similar to hellground?

I absolutely love playing through surreal maps.
>>
>>4397342
>>4397345
Oh, wait, nevermind, I get it now. You meant using the SPRITE of the fist as a VISUAL for punch attack.

I thought it meant that when you're reloading SSG, your character punches forward during the animation.
>>
>>4397195
What wad?
>>
>>4397243
Three or more weapons sharing the same key
Also, weapons that replace non-weapon spawns, or drop from enemies that shouldn't be dropping weapons in the first place.
>>
what are the best commercial expansions ?
things like final doom and the master levels .
>>
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>>4397243
>reloading weapons, or god forbid normal shotgun needing to reload all the shells one by one
Please stop doing this. It just kills the pacing for absolutely no reason.
>>
>>4397362
Looks like sf2012 map32. Recreation of some Silent Hill map, iirc.
>>
>>4397395
The funniest thing is that it was literally an afterthought. I was only really thinking of BD for number 2 and 3. For 1 I was thinking of Complex Doom, for 4, 5 and 6 I was thinking of mods in general, and 7 is actually based on true story of how Brutal Wolfenstein requires you to assing a new reload key even if you have reload bound in GZDoom.

But go off with your persecution complex I guess.
>>
>>4397395
sounds like every other bd defense post i've seen
don't tell us why the mod is good, god forbid, just tell the other dude to go outside or some shit
>>
>>4397392
It gets worse.
I was playing Complex Doom (dl'ed from moddb) yesterday and for some reason I can't reload weapons at whim unless they run out of ammo.

And I ran out of ammo with the shotgun, so I wanted to switch the weapon because I will die before the super slow reload is complete, right?
Except, when I later switched back to shotgun... magazine was only partially filled - and I CAN'T TOP IT OFF because I can't use the reload key when I want.
So I'm fucking stuck with three shells in magazine.

Made me drop the mod on the spot.
Inb4 just shoot them at a wall - I know I could, but that's moronic and I refuse to play a mod with this little concern for quality of life fixes
>>
>>4397395
Imagine you're a big fan of chess. Someone makes a 'mod' for it that turns the game into Mousetrap.

The game might still be fun for some people, sure, but the design has changed so much that the things people love about the original are altered or removed, and the plastic pieces don't always seem to trigger properly so it's objectively flawed in some ways.

Then imagine Mousetrap got a ton of exposure and a ton of people saying how it's the best way to play chess. Mods like Stratego or even checkers that at least maintain elements of the original are ignored in lieu of this one because of how flashy it is, regardless of actual ingenuity or design.

Maybe it makes sense that chess-lovers would have a distaste for Mousetrap after a while, eh? They never really had much reason to like it in the first place, and then they have to hear everyone laud it as superior to the original they do love.
>>
>>4397415
This. It's not that Brutal Doom isn't necessarily fun to play, I guess there's some fun to be had.

The problem is that it's just not Doom anymore. If it wasn't for the engine and the old sprites, it would have zero connection to Doom. It's more like CoD meets Duke3D, except running on GZDoom engine for no real reason.
>>
>>4397243
Too easy, but not fun.
>>
>>4397395
>its better for people to not elaborate on why they hate something, because doing so means they're obsessively angry about it.
What kind of logic is this?
>>
>>4397195
I wonder if that was done as a joke on the fact that a lot of otherwise non-slaughter megawads have the secret levels as dedicated "hardest level ever made" slaughtermaps.
>>
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>>4397434
Happens all the time. You legitimately critique something, rationalizing your opinions by giving explanations of your feelings, and people think that you're a fountain of rage.

Same people will complain if you say "I just don't like it" because they'll say you're just hating on it and have no real reason to dislike it.
>>
>>4397448
It's easy to get really fucking tired of both ends of the faggotry and just assume anything mentioning it is circlejerk shit from whichever end of the scale seems closest to it.
>>
>>4397243
The author only balancing his mod through map01's outdoor area, or map32's middle arena, with the use of summon commands.
>>
>>4397468
Even if it was "bait and switch" like you want to believe, how does that make the criticism less legitimate?
>>
>>4397491
So literally nothing is wrong with it aside from the fact that he just happened to mention Brutal Doom at the end?
And because of this, now you're incredibly unreasonably upset about this?
>>
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I had genuinely forgotten how petty the bickering in these threads got after a recent BD release.

Maybe in a month, both of the pants-on-head-retarded groups will get bored and shit up somewhere else.
>>
>>4397243
Too many weapons.
Once you start going into the double-digits, you probably have to start questioning how many you actually need.
>>
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Is Intermission cancelled?
>>
>>4397535
Nope - term said that they'er taking a break and it shuld be back... uhhhh...
Either late this year, or in early 2018.
I don't really remember
>>
>>4397535
if it's like season 1, they're probably taking a break between seasons
>>
is there such a thing as extra free to use resources for doom 2 map making? something i can attach to my project
>>
>>4397569
Free as in available and no one cares if you use it, or free as in you actually have the legal right to use it?
>>
>>4397413
Not to defend complex doom, but I think it uses the altfire key to reload weapons.
>>
>>4397387
Final Doom is pretty good.
Master Levels I find are mostly mediocre and uninteresting.
>>
So I cooked up an action funciton function that I've felt has been missing for a long time.

Action Void K_RadiusPuff(double hitradius, class<actor> puffclass)
{
ThinkerIterator it = ThinkerIterator.Create("Actor");
Actor mo;
while ((mo = Actor(it.Next())))
{
If (mo == self || mo.bDormant || !mo.bIsMonster )
{ // Not a valid monster: originator, boss, dormant, or otherwise protected
Continue;
}
else if (mo.health <= 0)
{
continue;
}

If (Distance3D(mo) > hitradius) //DK: you might want distance3d here
{ // Out of range
Continue;
}

If (mo.CurSector.PortalGroup != CurSector.PortalGroup && !CheckSight(mo))
{
//DK: you said it goes through walls - it shouldn't because there's a checksight call here
// in another region and cannot be seen.
Continue;
}
actor puff = mo.spawn(puffclass, mo.pos +(0.0, 0.0, mo.height*0.5), NO_REPLACE);
puff.tracer = mo;
puff.target = self;
}
}

You call it like this: K_RadiusPuff(256.0, "rocket");
It spawns an actor of your choice on any monster in range and line of sight to the caller. The "puff" actors tracer is the victim and its target is the player, so with custom puffs you can do all sorts of things.
>>
Oh and the comments don't all apply. They're copy-pasted with the rest and I forgot to change them as I altered the code.
>>
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>>4397619
although this is cool anon...

what in the actual fuck is that indentation and inconsistency?! sorry but you just triggered my ocd and obliterated my disinclination to even respond to this
>>
>>4397535
It's done when it's done.
>>
>>4397636
This board doesn't have codeblocks, blame moot
>>
>>4397640
well, i understand the indentation.. but.. even the inconsistency of capitalizing all of the "Continue;" and then forgetting to capitalize one automatically made me die on the inside

but that aside, nice job on the function anyway!
>>
>>4397643
I don't typically capitalize a lot myself, so the capitalized stuff is what was there in what I based it on and I didn't bother to change it before posting. Things I write on my own are consistent.
>>
>>4397353
>breaking balance. Make some enemies weaker, some enemies stronger, give player overpowered guns... at this point you're fucking with what makes Doom fun in itself, and this can only work well if you're better game designer than people at id software.
It sounds like you just don't like mods. Why are you playing in gzdoom then?
>And let's be fucking honest, you're not or you'd have a job at a game dev company.
This doesn't follow; you don't get jobs for being autistically focused on balance in a 1993 game no matter how good at balance you are. And that's not why the id software people "got jobs" when they made Doom. Being good at balance is not a marketable skill on its own.
Also Romero is a hack that made Doom good by accident; look at Daikatana to see what he does when he puts planning into stuff.
>Bonus points if you have to bind extra keys for stuff GZDoom already supports and you have already bound, like e.g reloading and altfire - but mods needs to have ITS OWN altfire and reload keys in addition to that.
It sounds like you're playing stuff made in the days before the reload and zoom were standard states, made to target skulltag or zand.
>>
>>4397569
realm667.com/index.php/en/texture-stock-mainmenu-152-97360

'er ya go
>>
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Every gamer can agree on one thing. Doom, the original 1993 game, was a masterpiece. There is no contest, no debate to be held, and the only negative opinions would come from some person fixated with graphics and thus refusing retro in general. If you like retro games, you must like Doom. If you like FPS games, you must like Doom. If you love retro FPS games, you must praise Doom as one of the best.

Yet I find myself disliking Doom. I have played PWAD after PWAD in the hope my opinion would change, that something would help me see the light. Apparently I am too messed up for this world, I am given gold and see it as shit. Yet I don't know how to change my perspective. Years of playing Doom, devoting a great deal of my free time to playing a game I hate in the hope that it would eventually grow on me, I find myself still disliking it.

I loathe spending hours upon hours trying to find some unofficial secret that defines the route forward. I hate spending more time trying to find the true secrets, which makes it mandatory to spam every wall due to the lack of clues. I hate that the bestiary feels so lacking in variety, Cacodemons especially since they are slogging bullet sponges. It isn't fun running out of ammo, to punch a Cyberdemon to death, as somewhere between the start and his death you start to question your life choices in the repetitive tedium. Sure, that makes it hard, but it is also monotonous.

I hate damaging floors and the fact that they can expect you to run across them, essentially punishing you for running low on health by making it impossible to repair yourself. I hate the linedef puzzles that indefinitely punish me because I walked in some arbitrary place I shouldn't have walked in. I hate STARTAN. I hate teleporter mazes. I hate the fact that so many levels have broken secrets, fruitless hunts of frustration.

I hate Doom. And I hate myself, as it is impossible to hate this. What is wrong with me? How do I force myself to see the light?
>>
>>4397681
>I hate STARTAN
Okay you're just shitposting then.
>>
>>4397243
chaingun reloads
>>
>>4397681
maybe stop playing doom
>>
>>4397681
This is possibly the most effort I've ever seen put into shitposting.
>>
>>4397702
i've seen... worse.....
>>
>>4397353
You do realize this basically says "I hate all mods that weren't made in DeHackEd" right? I mean I know you're just baiting from the writing style, but there might be people who actually think this.
>>
>>4397187
Doom but with Gravis Ultra Sound and MT-32 support
>>
>>4397243
Spaghetti code/bad formatting, not crediting work that isn't yours, and using the letter l as a variable
>>
>>4397710
There are a lot of mods that don't use ADS, mouse-based recoil, useless weapons, or a bunch of extra unnecessary weapons, and those mods are made in DECORATE and shit.
The guy's post definitely gives off an elitist prick vibe though.
>>
>>4397681
Sounds like you need to git gud.
>>
>>4397716
how awfully specific
>>
>>4397687
>>4397702
Tfw I have such a messed up opinion that most people think I am shitposting. What I am saying is that those STARTAN levels have transposed themselves over so that, even in a "good level", I find myself unable to enjoy it because of my connections with that texture.

>>4397693
But this is what I don't get. Everyone likes Doom. It sounds impossible to even say you dislike Doom because it created the groundwork for so many other great FPS titles. Yet, while I can give Doom credit, I find it flawed without even comparing it to later titles. Go back to 1993/early 1994, and while it was perhaps a better option at the time, it just was a highly flawed and frustrating game. I could understand other people differing in their opinion. But when it feels like the rest of the world hails this game, you start to realize there is something severely wrong with you.

I am not even sure if better exists. I am not even sure I like games at this stage. All I know is that I hate Doom. And I need to learn how to like it so I can be happy.
>>
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>>4397717
I like ADS (where it makes sense), and mouse recoil.
I also love reloading and spent casings, empty magazines, gunsmoke and spraying gore.

Not in the style of Brutal Doom or it's clones, though.
>>
>>4397730
ADS is the only one that chaps my ass, personally. I wanna move fast, taking time to aim is for NERDS.
Reloading can be good as long as the animation and sounds are good, and helps balance the weapon in some way, like if the gun is powerful and there's a satisfying reload to temper that power, then it's satisfying.

Speaking of Brutal doom and brutal clones, the thought of Mark doing tutorials and teaching others how to make Doom mods terrifies me.
>>
>>4397727
play on Hurt Me Plenty and then go to Ultraviolence later if you find it so 'flawed' (i know you're just complaining about difficulty, you dumbass)
>It sounds impossible to even say you dislike Doom because it created the groundwork for so many other great FPS titles
why would that matter for your opinion? who fucking cares you dumb faggot holy shit, make up your own mind maybe
>rest of the world
same problem as above; if this were even half true, these threads would be as fast as a /vg/ thread
>I am not even sure I like games at this stage.
your likely issue here
>>
>>4397710
1. Redundant weapons, why?
2. ADS in a game not about precise aiming... why?
3. ditto
4. Recoil is fine as a visual, but if it's actually throws off your aim, how is that anything but obnoxious? Again, Doom isn't about aiming precision.
5. See 1
6. Obviously balance is incredibly important. Poor balance is just poor design unless your mod is supposed to be goofy, but then it's not really something most people are going to play a ton without other mods to try to find a fun balance. For example, Russian Overkill is purposefully OP. Other than for the spectacle there's not a lot of fun using it on normal maps at normal difficulties. You have to play with buffed up monsters or insane maps or it loses its charm after an hour.
7. Who wants to remember 8 different new keybinds? That's just bad design.

Like, nothing that was said in that post is ridiculous, I don't get it.
>>
>>4397730
>>4397735
My mod uses ADS, but it doesn't zoom your view in and hipfire is accurate enough for most things. It's also hold-to-zoom rather than toggle, so it encourages quick and occasional use.

Downsides are that you won't be able to use it while in mid air, and you can't use inventory items or punch while aiming.

>mouse recoil
Only for really powerful weapons. Shooting a pistol or intermediate cartridge rifle shouldn't rock your whole body.
>>
>>4397727
>I am so socially retarded that I'm literally incapable of forming and accepting my own opinion and that it may differ from the hivemind
???
>>
>>4397735
>I wanna move fast, taking time to aim is for NERDS.
Well they're situational for me.

Like, the rifle in Accessories To Murder can be fired with or without sights, for the most part I'll be just shooting normally, but if I want to make shots at longer distances, say there's an archvile or revenant up tall in a cubby somewhere decently far away and I want to pop him while taking aim from somewhere I can take cover.
>>
>>4397687
The image already made it obvious.
>>
>try inquisitor 3 because people in the cacowad nomination thread were talking about it
>random sound samples of russian(?) speech instead of UNF
wat
>>
>>4397858
When are the cacowards?
>>
Whats your favorite Doom 1 / 2 tracks?
For me its
e1m1
e1m3
e1m6
e2m2
e2m4
e2m6
e2m8
e3m2
e3m3
d_victor
>>
>>4397876
>e2m2
the best
>>
>>4397735
>the thought of Mark doing tutorials and teaching others how to make Doom mods terrifies me.
SgtMark is as if YandereDev went to make Doom mods
>both hate criticism
>both code like shit
>both accused of art theft
>"muh patreon"
>both their works are loved by dumb kids and/or youtubers
>both fuck over people who try to help them
I swear, if they met, they'd either be a perfect team of assholes or hate each other like they're seeing themselves in a mirror
>>
>>4397876
Suspense, Sign of Evil and Into Sandy's City
>>
>>4397892
>Into Sandy's City
the best track of Doom 2 easy. the best version is with sc-55 and heavy reverb on those opening harpsichords
https://www.youtube.com/watch?v=PkhCNx-8Qos
>>
>>4397681
Play should be for the sake of play, otherwise it is work. Don't try to get something out of the game other than what the game is offering.

If I try and read a book because it is a 'classic' and I 'need' to have read it and appreciated it then I'm gunna have a shit time and may as well have skipped it all together.
>>
>>4397898
Oh fuck yeah, the first time i played Doom 2 my soundcard played it this way and i felt in love with that harpschords.
>>
how's final doomer?
>>
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>>4397927
Not that im related to the development but to give you a pictural summary...
>>
>>4397942
is this a loss
>>
>>4397191
La tailor girl first full release;

https://forum.zdoom.org/viewtopic.php?f=43&t=58343&sid=78944ab69c0d2001c84b510427f1dde8&start=45#p1027167
>>
Why did graf make a suggestions department if all he does is NO?
when can we start marking his posts NO?
>>
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>Map requires mandatory hidden secret hunting to progress
>>
>>4398068
Yeah unless it's stupidly obvious secrets should never be required to finish a level.
>>
>>4397876
E2M1 and E3M3 are easily the best.
>>
>>4397858
Well that is a russian wad
Shadowman's from Russia
(so's Lainos btw)
>>
>>4398071
Do you also like their real life counterparts (acdc - big gun and slayer - behind the crooked cross)?
>>
>>4398086
Of course. I also like the more ambient tracks in doom, but I always thought it was really cool they basically used real life heavy metal songs for the soundtrack.
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>>4398086
>>4398103
Robert "Bobby" Prince was actually a lawyer as well, so he knew exactly what he could get away with in making the music without copyright.
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>>4398107
based Bobby "sampler" Prince
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>>4398107
Could you get away with that kind of thing nowadays?
>>
>>4398112
Of course, rap artists do it all the time. its called sampling music. the question becomes what songs do you pick to sample for a new soundtrack
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>>4398107
Bobby Prince is a smart guy.
https://youtu.be/fR4Jl7cf_o4
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>>4397187
Quake soundtrack on MT-32 or Adlib, hmmm...
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>>4398138
>mt32
anon..
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>>4398143
Yes, explain...
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>>4398149
MT-32 stoppe being supported after 1992, did you mean SC-55 or SC-88?
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>>4398154
Okay, Quake soundtrack on SC-55, Adlib, or Soundblaster7 with 3 interrupt channels would be interesting to hear.
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>>4398167
*soundblaster16
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>>4397582
What the fuck? Why would you do that?!

Ugh, it reminds me of how High Noon Drifter uses reload key for altfire (but it kinda gets away with it because it's only two weapons, and the whip thing is great)
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>>4398223
I think it's because zandronum didn't have dedicated reload button until recently.
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>>4398223
altfires are on weapons that can't reload anyway
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>it's a level starts with enemies in view episode
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>>4398223
>>4398225
This, pretty much. You had to either make your own reload key, or use the alt-fire key.
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>>4398229
>level starts surrounded by hitscanners with no cover
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>>4397665
>It sounds like you just don't like mods.
I love mods. Balance is a delicate thing and you CAN keep it intact. I'd say e.g. Netronian Chaos is a mod that adds new weapons and stuff, but preserves original challenge pretty well.

The trick is understanding that power player has at any moment could be plotted on a rising curve, and making sure that player gets the right advantages and disadvantages at all times.
I was specifically thinking of mods like Russian Overkill or BD which completely uproot Doom's regular balance and change enemy behaviours and stuff.
I think keeping original balance is important because 90% of mods are played on custom maps - and map designers made them with original balance in mind.

>you don't get jobs for being autistically focused on balance in a 1993 game no matter how good at balance you are.
Reading comprehension? I said if you can create completely NEW game balance that throws out old stuff out the window and yet is fun and interesting and works on vanilla maps somehow - then you;re most likely as good or better designer than people at id.
And let's be honest, if you are good/better than them, you should start applying for jobs in game industry.

And balancing a game is definitely a marketable skill in game design and you can definitely get a job because of it.
90% of post-launch design of stuff like CCGs MOBAs and most other competititve games is just careful balancing, and there are definitely people on teams whose entire jobs is to balance the gameplay.

>It sounds like you're playing stuff made in the days before the reload and zoom were standard states, made to target skulltag or zand.
This makes me wish for some more standardization between sourceports, honestly.
>>
Can we replace the /vr/y spooky explosive barrels with another sprite (Say, Distrofia's hearts)? Does a map already make heavy use of them?
>>
>>4398229
>it's a level where you can hear a cyber & mastermind at the same time episode
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>>4397858
And then it made my gzdoom freeze while saving which deleted the save, which no other mod I've ever played has done before. And also the performance was somehow complete and utter fucking dog shit while there was seemingly nothing that special going on with the visuals. And half of the enemies had some kind of an obnoxious instant lunge attack that makes combat a pain in the fucking asshole.

Fuck this wad, looked so promising at first glance too.
>>
>>4397665
>>4398237

Also:
> Romero is a hack that made Doom good by accident
I think you don't understand how videogames are made.
FIRST: Most bad games are created not because their creators are hacks, but because of production problems and time/budget constraints, or overly ambitious scope.
Daikatana was WAY too ambitious, it was supposed to have a grand storyline and was supposed to be basically an action RPG with AI party members...
It was just too big, and Romero's team simply didn't have time or money to realize that vision.

In fact, I have a semi-proof of that - Game Boy Color version of Daikatana, which is MUCH less ambitious and much simpler game, is actually good - because they wanted to make it good first, rather than just grand and ambitious.

That doesn't mean Romero is suddenly a bad designer, it just proves that any creator can have a flop or two.

SECOND: The second important part to understand is that games aren't created by single person.
John Romero didn't make Daikatana alone, core dev team of Daikatana had about 40 people on it (not counting the publisher and voice talent). John Romero is only one of forty people who worked on it, and making him take all the blame for the game being bad is ridiculous.
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>>4397387
no rest for the living
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>>4398237
This is either autism of an unbelievable purity or shitposting of an incredible caliber. Either way it's impressive.
>I love mods
>Following a post saying mods are shit if they do x,y, or z
>Every mod does one of those
>mfw
>>
>>4398229
>>4398234

>level starts on damaging floor
>>
>>4398068
>map defines areas required to progress, not even hidden, as secrets
>constant DUNNN *you have discovered a secret*
>>
>tfw playing JPCP with Hideous Destructor
>>
Finally beat Memento Mori with MetaDoom.
Fucking nice.
Also, fun fact: if the Barons are in higher or lower floors away from the player, their fireballs wont do shit, because when they split, they'll still go to regular horizontal directions, instead of lowering to hit you.
>>
>>4398263
>>4398068
>all secret sectors are in the same area
>>
>>4397681

well, you'll see anon, right fucking now starcraft 2 is going f2p, and TONS of people will rush to play it non stop 24/7, but, you know, I don't like strategy games, so I don't play it

tl;dr you have autism
>>
>>4398107
this is complete BS. no lawyer "knows" how much a musician can get away with and anyone who claims otherwise is an idiot. just look at the recent court case about Blurred Lines where they were found liable not because they copied a single note of a melody or a single millisecond of a sample, but because they copied the "feel" of a marvin gaye song.
>>
>>4397243
>Gameplay mods in general
Really slow reloading with enemies that are very fast
Single shot rocket launchers that aren't BFG tier
Bad shotguns
Weapon carry limits but shitloads of guns that are identical to one another
Random level replacement at some point(Map 1 or Map 30) when not being a TC or partial TC

>D4T or maybe Doom 4 mods in general
No option to remove multiplayer weapons from the pickup list
>>
>>4398138

that camera could get you killed in less than 3 seconds in 'muricah
>>
>>4398337
any camera can get you killed in less than 3 seconds in 'murrika if you're pointing it at airports, bridges, city centers, or basically anything of interest
>>
>>4397187
Yayy, I got enhanced smooth doom torch variations to work.

> as some might have tried before, and it isnt without its issues, this is a hard task to do combining an additive sprite with a normal one
> it does have a problem when cast against a bright white sky similar to the usual doom2 ruined city skyline, but otherwise it seems to be working perfectly.

> made a SINGLE actor that acts as the basis and passes translations forward and back
>>4397243
Sin 1: Taking Away Weapons
Dont you ever fucking take away my BFG you son of a bitch. Ever.
>muh death exit

Puhleez, if you're going to include an iconDeath as an exit then provide an alternate Exit to the map which is a secret isolated teleporter or some shit so that it can be found, and the level can be left with weapons intact.

Because all im going to do is press IDFA when I get to the new map (fuck you, fuck you, fuck you) and then probably hit myself with half a rocket explosion just to make it fair.


* Sin 2: As a matter of fact id say adding weapons that replace the existing ones so that Smooth Doom wont work.

Mostly if its a half baked version of what SD already does (like the low definition shell casings and the bullet puffs that make a ricochet sound).

Or generally speaking any weapons mod with a map pack that only alters the basic weapons a little bit. If you're going to tweak them a little then just extend off of Smooth Doom weapons.

If you're going to have totally custom weapons, and custom maps, just make custom weapons with their own Map ID (since you're making the maps you have all the control) so that the player never actually gets the SSG or the Plasma Rifle or whatever.

Be courteous, know your audience.


> custom key definitions
agree with that totally
dont even use a Reload key folks unless you really have to, put that shit on AltFire.


>>4397392
In the case of the shotgun it better do better-for-shell damage than the SSG.

That means 110 damage/shot, if im reloading that thing.
>>
>>4398340

too much freedom for me
>>
>>4397243
>monster replacements that break just about every custom map ever because they're overpowered as fuck for the situlations they're usually used in or impossible to avoid their attacks
>bfg replacement can't carry it's weight or can damage the player
>>
>>4398342
>gameplay mods have to work with Smooth Doom
What are you on about? This is literally the same argument as rbutl dum shutters except instead it's for Smooth Doom.
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>>4398345
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>>4398342
red torch

>>4397372
Yeah thats pretty annoying because of obvious reasons, maps can vary Quite Widely.

I found out firsthand that replacing the Chainsaw with some other thing like a Railgun was problematic all by itself. I figured it was rare enough it could count as like a bonus weapon, but something was still kinda -off- about it.

>>4398346
Yup learned that lesson, part of the use of the BFG is to get up square in the face of a Baron, laugh, and blow im and his friends to pieces.

If you cant get up in their face then you will have to call more Spray for it to be effective. Also the BFG really must be able to do all the damage it usually does, if not More. You can limit its ammunition (custom ammo only it provides for itself) but its got to be able to do its job.

And monsters, yep.

The only modification ive made to a vanilla monster that held its weight okay was giving the Pinky Demon a Fireball that it spits at you. But it had a weak gravity falloff and it was Speed 8 so it only had about enough range to reach maybe 700 map units and I set the Attack Range to 512 just to make sure. So its not like adding more Imps, and their fireballs made up for slowness with damage.

This allowed the Pinky to assault you from Below in the many pits that you find them in. And were ornery about hitting you in the Feet with their fireballs because you'd think you're far enough away.

This worked perfectly with giving them A_Recoil when they went to Bite you, so they'd lunge. If they fell off a ledge while trying to do that, it didnt negate their combat ability usually since they could still lob fireballs.


>>4397353
> aiming
agreed, characters in doom have such a WIDE ass radius that its hard to miss them, much more comparatively than real life.
>headshots
I dunno how its accomplished, but about the only weapon type I can think of that this would benefit is some kinda Pistol/Magnum so it can do shit damage but occasionally prove itself useful.
>>
>>4397520
You can't "both sides" this when the entire thing spawned because some pissant got angry that someone happened to namedrop Brutal Doom, sorry.
>>
>>4398364
>>4398342
blue torch

>>4398234
>>4398259
> level starts in a crusher with a hidden switch
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>>4398375
>>4398259
>level starts on sector 11 damaging floor
>death ends game
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>>4398342
>Because all im going to do is press IDFA when I get to the new map (fuck you, fuck you, fuck you) and then probably hit myself with half a rocket explosion just to make it fair.
They don't just make death exits for shits & giggles, it's a challenge in the wad, if you don't like how challenging a wad is you shouldn't play it
>>
>>4398335
that sounds alot like DRLA
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>>4398390
This. Don't fuck with death exits. They're there for a reason.
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>>4397243
Weapons that don't matter for shit with the enemy AI, mine layers for example.
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>>4398390
Irrelevant.
There are some things you just dont do.

I didnt GAF about the enhanced Gravity Gun in Half Life 2 at the end of the game. I was pissed off to no end about losing the weapons, and about not being able to pick up any of the combine soldier's weapons. It didn't matter that the gravity gun gained an 11th hour superpower.

Having a death exit in order to raise difficulty or provide a refresh to the game doesnt make a difference because its like Artificial Difficulty at that point. Like its not stated as part of the big heading of that mod, it just fucking comes out of nowhere.

If you want to increase difficulty then you have to give the player back most of their weapons (maybe ones they didnt have before, if they somehow didnt collect them).

I supremely disdain the taking of the BFG, but, if I find a good chunk of what I had in a pile in the next map then

Map Difficulty NEEDS to be dependent on where you ARE in terms of map progression and it needs to cater to the arsenal that you've built up thus far. You do not take the player's weapons just so you can reduce the Dakka aimed at them as part of the difficulty.

Designers need to think outside the box and start combining shit that players wouldn't normally expect. Like level geometry that just makes fighting difficult or makes getting flanked really easy.

Strategic shit like crushers and deadly floors is nasty, make it so those things are obvious, yeah its over there ill walk around it or ill be careful when I have to confront it. But when you come back to that part of the map and the gates open and all the Demons come running and corner your ass against the lava - or the quick jumping you did with the crushers before now has chaingunners flanking it to make that movement more confused... there you go.

Long hallways that dont have a viable workaround - which a Cyber or Archvile just happens to be facing, dropping rockets right down the pipe at you. Maybe it wasnt there the first time thru...
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>>4397243
>inconsistent art styles
>zero challenge
>way WAY too much challenge when not explicitly made for it
>superfluous or ignorable gameplay features that add nothing
>Blatantly designed-by-committee or designed-for-maximum-popularity
>>4398435
I'm really trying not to believe the reddit spacing meme, but you're making it pretty hard buddy.
>>
>>4398435
>Map Difficulty NEEDS to be dependent on where you ARE in terms of map progression and it needs to cater to the arsenal that you've built up thus far.

Which includes taking away your arsenal at times.
Just because you've formed a romantic attachment to your weapons doesn't suddenly invalidate that.
>>
>>4398435
Wouldn't we have slaughter-tier maps by map 15 if it weren't for death exists?
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>>4398435
You should start posting on Badgame. You'd be really welcome there.
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>>4398457
>>4398442
>>4397687
>>4397702
>>4398258

What's with people calling what sounds like genuine criticism shitposting? Like i disagree with what's being said but you can't just dismiss it like that
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>>4398435
>>4398443
>>4398453

Is it possible to Teleport Barrels in, ive seen items get teleported in such as shotguns, health packs, and so forth even though these items dont move around to trip a monster teleport.

If you Teleport Barrels in do they explode immediately?

See... you could make the player play hopscotch on tiles to avoid having piles of Barrels teleport in. Either because it restricts their movement or because it suddenly becomes Barrels 'O' Fun since they're under fire and some of those barrels are going to get hit.

It would be almost nothing to decorate/code a custom proximity mine, or a Barrel that explodes when it sees you. Teleport it in and suddenly BOOM you could have a pack of 4 barrels blow your ass up.

And this isnt even original thinking here, I just came up with that one off the top of my head. Ive never seen anyone use this to my knowledge.

This could even be done with a voodoo doll, rather than a crusher you have something like this set up with instant lifts, placed not too close to the voodoo doll but close enough they will wop you for a custom chunk of damage.

There are other custom versions of monsters that could be coded very simply...
For example, Chaingunners which dont need an archvile to resurrect them, who may have a certain number of self-resurrections before they're dead (5 times?) just so you can kill them until they stay dead if you like. Combined maybe with a random interval of time for how long they stay down so when you leave them you think they're dead, but they come back when you have to go through that area again.

>>4398442
>reddit spacing
Pic related, Since my reply box is so small I don't know exactly how much space my typing is taking up. Ive been working on being abstract about it and trying to make my paragraphs as long as possible but I like to be organized and separate out the topics. Otherwise it just runs on and on and on and someone might miss a different point I was trying to make.
>>
>>4394795
No comments huh? Onto the next.
Pick the next map I work on based on music alone.

https://www.youtube.com/watch?v=yY8PLDllG2Q
https://www.youtube.com/watch?v=IIte3JkkAss
>>
>>4398435
>like Artificial Difficulty
stopped reading.
>>
>>4398413
I don't have any issues with DRLA besides the single shot rocket launcher. That is just poop.

If I had to pick a mod with very identical weapons that stick out to me with carry limits that would be Black Warrior

Really slow reloading can apply to a ton of things
>>
>>4398473
>For example, Chaingunners which dont need an archvile to resurrect them, who may have a certain number of self-resurrections before they're dead (5 times?) just so you can kill them until they stay dead if you like. Combined maybe with a random interval of time for how long they stay down so when you leave them you think they're dead, but they come back when you have to go through that area again.

Hell grounds did something similar to this, where there was a chaingunner in a turrent location, and when you killed him, another one would just teleport in his place, and after you've killed 4, an arch-vile would teleport instead. neat stuff
>>
>>4398482
well it is... I mean technically a Death Exit is the end of the game, when you die like this you lose, and the game engine is not supposed to progress you to the next map as a result of it either (the map where it happened you're supposed to start over again with the pistol).
If they want to make it episodic, separate it into different pk3/wads so that you can just LOAD these things up separately and play the episode you want.
> texturesAndContent.wad
> episode02.wad

Apparently these death exits are starting to become an accepted meme in the mapping community and that shit has to be put to a stop. I find it to be a supreme lack of creativity. Though if you want to make sure the player cant continue into the normal maps of the IWAD and its definitely an End to your map pack then I can see it as being appropriate (ie, like a horror movie that doesn't have a good ending, you didnt survive)

Personally I didnt encounter my first death exit style map until I played one of the 1024 megawads, thats why I skipped past it because I kept thinking I was choosing the wrong/trapped telepad to leave the map. There was no mention of it as being appropriate, it just came out of nowhere. Never heard of this shit before that, closest that came to it was the sector which ends the map when you're at low health (which im not going to screech about, because im kinda okay with that form of exit).

I will never change my mind about this.
If you want to take away a player's weapons then code a custom weapon, and modify all of the weapons to always switch to it when you pick it up (and place it right at the start of the map). That weapon has 0 Tic display frames where it eats your arsenal or at least most of it, switches to the Pistol, and then the Pistol eats the weapon-eater.
There you go, you didnt have to die to lose your arsenal. It could even get rid of specific weapons like the BFG or RL. It doesnt have to get rid of your ammo either, or it could even eat some of it.
>>
mmm.,
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>>4398340
>any camera
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>>4398508
>People dun do thing AND I DON'T LIKE IT
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>>4398508
>>4398509
and this somehow gives me another idea for how to eat weapons - its literally like giving the player character a pill at the start of a map
> Custom item gives you a token
> All of your weapons in the Raise state check for all the tokens involved, if you have one of those tokens then it eats a weapon or ammo or whatever those tokens are supposed to represent.
> If you happen to be raising a weapon that is to be taken then it immediately switches to another weapon, which will eat it.

>>4398503
Yeah but thats possible even with just teleporting. It sounds nifty but those chaingunners are going to come in almost immediately. At least the archvile is killable in that instance, but it is kinda restricted to that.

This thing could be a custom Shotgunner or Revenant that keeps coming back, maybe an Arachnotron up on a pedestal. All depends on what level of annoyance you want this monster to be.

>>4398520
I find it Very Weird how few people have a problem with this shit. Its pretty fucking crazy actually. Its not simply that I don't agree with the mechanic... it actually is shit... and its stupid and I cant see why Anybody wouldn't have an issue with it. Ive seen some stupid shit in games and mods before and this is definitely in the pile of shit, it doesn't take the cake but still...
> omgWhatsWrongWithYou.gif
>>
I don't like Death Exits that much because it makes mods that have a high emphasis on progression not as fun as they would have been without Death Exits. I don't want to lose the mods I got in D4T, for example.
But they have a place in Vanilla. They allow you to limit the player's arsenal, while still being harder than previous levels. They allow you to explore harder, weapon-limiting scenarios, without having to make it one of the starting levels where things will only ramp up from there.
>>
dumb pander-to-me shit aside, i was really peeved about death exit in map08 of sunlust. i'm all for challenge, but don't stick me behind a shitton of baddies INCLUDING a revenant & expect me to come out positively. & the plasma gun secret was no help either
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>>4398068
>when you've found all the secrets in a level but not the switch you need to procceed.
>>
>>4398435
>I didnt GAF about the enhanced Gravity Gun in Half Life 2 at the end of the game. I was pissed off to no end about losing the weapons, and about not being able to pick up any of the combine soldier's weapons.
There was maybe like 20-30 minutes left of gameplay and the level was built around that weapon, there is literally nothing wrong with that.
>>
The only death exits I'll accept are ones that mark a transition between episodes. Like the ones in Valiant and Ancient Aliens, where the death exits are for those who don't play them in ZDoom and can't use the episode select menu.
>>
>>4398508
>If you want to take away a player's weapons then code a custom weapon, and modify all of the weapons to always switch to it when you pick it up (and place it right at the start of the map). That weapon has 0 Tic display frames where it eats your arsenal or at least most of it, switches to the Pistol, and then the Pistol eats the weapon-eater.
so, do the exact same thing, but without boom compatibility?
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>>4398536
> make it one of the starting levels
You literally have to cheat code warp into the next map to even reach it. After you die the Game Is Over.

It might as well be in a separate wad that you load specifically, which has that next map as map01.

TBQ honestly I had absolutely no respect for the scrubdown that happens between episodes in vanilla Doom 1 either. And this is back in the 90s when I played them as a kid too. I absolutely hated reaching the end of the episode, and I lose all my stuff.

E2M1 should be a continuation of E1M8... E3M1 should continue directly after E2M8... you should keep everything you've got as a bonus for having beaten a whole episode. They could have made it more theatric by altering the trigger at the end of the episode so that when you start the next one via map progression you're reduced to 1 Health and 0 Armor (which would have made sense for the plotline too).

Those starting maps of E2 and E3 shouldn't have been "easy"... just like Nightmare and Hell difficulty in Diablo2 arent "simply" restarts of normal difficulty. And in Doom 1 it would have made perfect sense to punish the player for choosing to start a game fresh on E2 or E3 and penalize them with a pistol start just like if they had died in E3M7.
> Vanilla Doom had pistol starts after you die for a reason... source port engines should have the option to ask the player if they want to autoload the map from a save or not.
> Since Graf is forcing everyone to abide hardcoded menu options maybe he should put one in the Gameplay section right at the top, independent of starting a new game, which causes a pistol start upon death by warping to the map you're currently in.

>>4398541
>iKnowRight.gif
thats poor, poor fucking design right there when the progression through the level itself has become a secret, but doesnt reward you as such.
> and one of the secrets in this map will actually allow you to reach the next map, how groovy is that?
>>
>>4398559
The episode thing is how most 90's first person shooters were, though
>>
>>4398508
>I will never change my mind about this.
Good. Then we never need to discuss it again.
>>
>>4398559
>Those starting maps of E2 and E3 shouldn't have been "easy"
You don't know how difficulty curves work. Breather Levels are important.
>>
>>4398530
The biggest flaw with all of your methods of stripping player from weapons is that they don't work in vanilla. If you still don't understand why mappers do this - it's to mark an end of episode. Since Doom 2 doesn't have fancy "Pick episode" menu, mappers had to use such dirty tricks to simulate start of the new episode.
Play all the maps from pistol start you little pussy and you will not care about death exits no more.
>>
>>4398473
>See... you could make the player play hopscotch on tiles to avoid having piles of Barrels teleport in.
>It would be almost nothing to decorate/code a custom proximity mine, or a Barrel that explodes when it sees you.

That sounds absolutely awful. If this is an alternative proposition, I'll take losing weapons.
>>
>>4398508
>If they want to make it episodic, separate it into different pk3/wads so that you can just LOAD these things up separately and play the episode you want.
Why? Doom 1 was four episodes all in one wad, it doesn't need to be separated.
>>
>>4398553
I had a dump truck of ammunition I was saving up specifically for this and I wanted to USE IT. The gravity gun is okay but I wanted to cause EXPLOSIONS.
> and considering how much meat you have to wade through I would have needed it too.
Instead I ended up having to expose the fuck out of myself and get shot at a whole bunch of times unnecessarily because I was frozen out in the open trying to grab shit with the GaryGun.

>>4398558
> someone still uses BOOM?
Isnt that like a early 00's port that hasn't been touched in years or something... I for one have never used it (kinda always used zdoom, at least in tandem with edge because edge was the shit back in 2003).

>>4398563
Yeah and thats because they copied it off of Doom for crying out loud. I remember gandalf, I was there when the strength of men failed.
> but seriously the only instance that this didnt somehow suck was Duke3d, and I dont know why but it seemed okay to do without the arsenal you'd picked up before then.
> Im going to toss out a guess that its because most of Duke's weapons were as lethal as all the others and just had quirks to them, but as long as you had the Ripper you were okay against anything but a boss.

>>4398568
> breather levels
That would be E1M1 through E1M3. Maybe up through E1M5.

>>4398573
Im okay with pistol starting a map!
That has nothing to do with it. Its the Manner in which you're brought into that next map to cause it. Yes the fact that you are blown up in darkness with romero's head talking backwards is a problem for me.
> also the fact that these end-of-episode points, and death exits, are quite often unannounced and seem to come up at a fucking arbitrary point in the map order, along with an unremarkable exit to the map that looks pretty much like any other exit that leads into it.
> im definitely NOT expecting to die when I go through that point
> nor am I expecting it to be the end of an episode

>>4398575
> most mappers are too lazy to do this with doom2
>>
Stop replying to low quality bait, jesus christ.
>>
what quakespasm command was it that positioned gun models past the hud like in glquake?
>>
>>4398510
yes
t. has been stopped by police officers while doing long exposure photography of a highway because someone thought my tripod was a gun
>>
>>4398582
>I had a dump truck of ammunition I was saving up specifically for this
that's 100% on you, dude

>most mappers are too lazy to do this with doom2
not
boom
compatible

get over yourself, dude
>>
>>4398582
>i never used boom, prboom+ or anything like that, so i'm gonna guess nobody uses that shit ever
>>
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please help, i have a big file full of wads but i don't know how to use them in gzdoom . I tried dragging and dropping the wads onto the exe but i seem to be doing something wrong.
>>
a friendly reminder
>>
>>4398582
>Yes the fact that you are blown up in darkness with romero's head talking backwards is a problem for me
That's weird. You're weird.
>>
>>4398640
I seriously hope you are not trying to load them all at once
>>
>>4398646
no , one by one, i did find the issue though. I got a map pack , and the cd had two folders, wad1 and wad2 . it seems only the wads in wad2 work, but the files in both are the same .
>>
>>4398628
check the readme, don't remember it offhand but if you're using one of the new builds it should be in the patch notes
>>
>>4398229
>>4398234
>>4398259
>>4398375
>>4398386
>>
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>>4398650
>>4398646
i copied the folders off the cd and it's the same , two identical folders full of identical wads but only wads2 works. Weird
>>
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>>4398665
>>
>>4398641
thank you friend
>>
>>4398659
scr_sbaralpha, found it.
>>
>>4398665
>>4398673
ssoo... ddoes the switch open up the red skull key somewhere?
>it would be just silly if the cyber was actually standing on the red skull... just plain silly!

>btw they may not know it yet, but that cyber is going to be shooting at them, and doing a whole lot of not-shooting at me
>>
>>4398679
that's not the one, that's the one that controls how transparent your status bar is
you're looking for r_viewmodel_quake
>>
>>4398690
sorry, mixed the two. meant to post that one. I'm using both on my config.
>>
>>4398673
>>4398689
https://www.youtube.com/watch?v=5l5-8kVCqQQ
>>
>>4398697
i'm itchy
>>
revenant on a unicycle
>>
>>4398718
chaingunner with revenant shots
>>
how do you guys plan a doom map

my useless brain isnt coming up with anything
>>
>>4398725
draw some lines
that's the way you'll make the player go
make some walls around that line
put some obstacles and stuff in it
monsters, guns
then u have map, congrats
>>
>>4398727
walls and stuff have been done before im trying to be fresh
>>
>>4398508
>If you want to take away a player's weapons then code a custom weapon,
so it's not the concept of a mapper forcing a player to start the next level in a mapset with nothing but a pistol, but the fact that you die for a split second beforehand, because you're so autistic that this bothers you.
>>
>>4398718
and he has clown make-up on and all the sound effects are replaced with honking
>>
>>4398725
I don't.
I just make the map as I go.
>>
>>4398736
it also needs to be made CLEAR that the map is also at the end of a set, and the maps to follow will have a much different theme as a result of being a standalone episode.
>>
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How do I get white fog like this in gzdoom builder?
>>
>>4398729
have you tried floors
>>
>>4398762
wtf are floors
>>
>>4398763
theyre like ceilings for your feet
>>
>>4398718
wheel revenants
>>
>>4398751
>Autism
Dear christ. Deus Vult 2 has a death exit on every map for speedrun purposes.
>>
>>4398768
>You're trying to revenant the wheel here!
>>
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>>4398770
Now see thats something I can live with, its known and staked out clearly that you will have a death exit every time.

This gives me a very cool idea for how the game could have been much darker from the beginning, all the way back to the 90s.
> If the vanilla game was designed different and each level had a death exit, maybe creative in terms of how they worked invoking different effects... but each of them being
> "if you die in this sector, you are transported to the next map after a few seconds"

That would have been like NiN and Alice In Chains level of edgy grunge shit right there. The only thing that could have made it edgier was using nailguns in doom.

And it would have solved the problem of arsenal escalation, in fact weapons like the BFG and Rocket would be relegated to whichever map they appear on, or could be made into secret items so that its a real bonus to find one in a given map.
> the plotline of some game like this would be like, you must die over and over again to fight back the bastions of hell - you must fight death with your own death.
> the game has multiple endings, if you fucked up too many times and didnt get enough % kills you find out that you're actually dead in a hospital room - you were fighting your own death all along and in the end you failed
>>
>>4398785
Sounds like Afraid of Monsters
>>
>>4397681
This is a excellently retarded post. You take all of the worst stereotypes of bad maps, stealthily reveal that you're bad at the game, and then wrap it all together in melodramatic purple with a Pepe on top to say that Doom is bad. Unless you refused to play the IWADs and instead jumped right into /idgames and played every map uploaded in order from 1994 onward, there's no way what you're describing is anywhere near all, most, or even many maps you've played. Nobody is expected to like every game that is considered great, but a post like this makes me wonder what you actually do like.

Is it just me, or is this thread particularly fucked?
>>
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>>4398784
>>
>>4398765
can I lewd them?
>>
>>4398809
Yeah it's almost like a certain someone got back on his meds which gave him enough energy to shitpost for about 10 hours straight, then he either replied to himself a lot or everyone replied to the bait.
>>
>>4398824
Who?
>>
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>>4398037
>>
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>>4398809
>>4398824
>>4397681
This is a /pol tier shitpost frequently dropped by shills, I remember seeing them left and right during the election and afterwards.
> im..im..sorry..I support trump
> but..I..guess..imma..vote..for..shillhill..now
I think they call it concern trolling, not sure.

I cant believe im seeing this here, except its like all catered to doom language. Is someone shilling against doom now?
>>
>>4398873
we need to take the button away from him
>>
>>4398873
give me that controller, Graf.
>>
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>>4398724
i honestly would believe that hitscan damage would be generally considered worse... since distance basically doesn't matter
>>
>>4398897
> revenant with player shotgun shots
>>
>>4398917
>melee is ssg shot instead
>>
>>4398882
>>4398881
>Makes a source-port
>Refuses to work on even the most mundane features that are just for-funsies
why the fuck even keep updating it
if we lost graf literally nothing would change
infact maybe everything would change because then maybe the engine would fucking go somewhere.
>>
>>4397876
Map 08 from doom 2 is pretty nice.
>>
Noticed two bugs in GMOTA

>The tiny slimes created by the big slime can't be frozen by the Blazter
>There's no indication when radiation boots will run out
>>
>>4398946
That first one isn't a bug. I wanted to make sure the screen doesn't get obscured by a bunch of slimes in crystals. I need to make it so they die in a single blazter bullet though

As for the boots, I'm pretty sure the icon at the top right of the screen blinks as it runs low
>>
>>4398435
>death exits
>artificial difficulty
Most of the time, the map directly after a death exit is only remotely challenging if you pistol start it. Often this is because the map is designed in a Map01 ease-you-in style, or because it offers a specific challenge thats ruined completely with a BFG and cells in hand (these such cases often give you most weapons back within the level).
>>
>>4398953
Never saw the boots in the corner

Also wouldn't it be a bug if now there's a bunch of obscuring slimes in crystals hopping about?
>>
>>4398928
It would at least stop purposely breaking things that people are using.

Lack of legacy support in things he breaks because he knows best with modding and everything has to work best with the newest version, is just retarded.
>>
>>4398975
That's odd. What resolution are you playing at? Also I made the broodlings immune to being stunned, I made them stunnable for a bit and rooms would get FILLED with crystals, it became a bitch to see anything. As weak as broodlings are, I think making them get one shotted by blazter bullets makes sense
>>
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For anyone that plays Marathon, I just upscaled all of the monster textures so they look nice in Aleph One:
http://simplici7y.com/items/xbr-monsters-for-m1
>>
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this is shit map design
>>
>>4399102
I figured it out when I was 5 years old, dude.
>>
>>4399102
>>4399120
What was harder to figure out?:

Doom II Map28 Satanic Walls?
or
Sonic 3: The BARREL?
>>
>>4399140
That fucking barrel was something new and unexpected out of nowhere, both in the game and in the series.

Non-solid walls and attacking walls to do something were at least in other maps.
>>
>>4397942
ehehehhee
It really is.

Polish is really important though, in a few days I've completely overhauled the main BTSX guns to be faaaaaar more fun and cool to use than before.

Anyway, a few days, maybe more, maybe less? Almost nothing left to do now.
>>
>>4399140
Theres no excuse for having trouble with Map28. Shootable walls/switches are a common concept in Doom, and Map28 is a lategame level of the SECOND game. Players are expected to have a good understanding of dooms mechanics at that point.
>>
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this is some burzum/haxan cloak shit
>>
hit me up with some hot quake map ideas, /vr/
>>
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>>4399194
>>
>>4399189
but there's no indication of the symbols being switches
>>
>>4399120
>>4399189
up to that point shootable walls were either exclusively for secret areas OR incredibly obvious . map28 is neither
>>
>>4399228
>>4399198
These. Make players know shit can be shot.

>>4398475
Scrounging. Please inform me of any feedback for this map.
>>
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>>4399194
>>4399197
Seems ReShade trickery which i do not know if i should complain or compliment it both looks nice and shit at same time.
>>
>>4398226
Tell that to my dumb ass who tries to instictively 'reload' grenades after a finished fight and throws two of them right at my legs.
>>
>>4399196
Tiny comfy village.
>>
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>>4399238
How would you even reload a grenade
>>
>>4398258
>"autism of unbelievable purity"
>Takes a jokey post with a list of minor annoyances at a face value as a 100% serious thing and not a tongue in cheek humor
Pot called the kettle black, anyone?
>>
>>4399239
What kind of village?
>>
>>4399196

An inverted pyramid.
>>
>>4399196
Inverted Castle
>>
>>4399194
wad or graphics/lighting wad?
>>
>>4399196
Hollowed out, giant-ass ancient tree using a fantasy theme (so Ogres and Deathknights etc)
>>
>>4397876
>not e1m4
>>
>>4399198
>>4399228
>>4399236
All the shootable textures in that room have a different texture to the non-shootable textures.
>>
>>4399305
Why would you imagine them as anything besides wall textures unless you accidentaly shot them in the first place?

Besides the indication that the right side of the room is a door after coming through from getting the yellow key I guess
>>
>>4399315
Theres this thing called experimentation. It makes the difference between doing different things to see what works vs repeating the same actions hoping for a different result.
>>
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neat
>>
>>4399328
why excuse poor design by calling it experimentation
>>
>>4398917
>>4398926
>revenant with player ssg hitscan damage and melee is mdk instead
>>
>>4399347
Archviles are so bullshit their fire attack is completely unavoidable unless you stun them in time, what poor game design
There's this god damn level full of barrels and I can't win because the fat guy blows them all up and kills me??
>>
>>4398759
use and ACS script with sector_setfade. Set it to correspond to all the sectors you want to have the mist on.

https://zdoom.org/wiki/Sector_SetFade
>>
>>4399197
>>4399194
seconding the source request on this reshade or lighting wad or whatever
>>
>>4399347
Because its not poor design if you can easily figure it out through simple experimentation. Poor design would be hiding the trigger to open the door at the opposite end of the map in a spot that gives no indication it even did anything, as at that point, its no longer figured out through experimentation, and more like finding a needle in a haystack. This is why complaints about Eternal Doom's switch hunts are perfectly valid, where as complaints about say Plutonia map02's invisible bridge are not.
>>
anyone have a download for OUWB? didnt see one in the op
>>
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>Get cucked by Death Exit
>Load previous save
>Get to exit
>Open Console
>Changemap (whichever map happens to be next)
>>
>>4399403
I like the one where it doesn't fuck up my visuals and aliases and bindings.
>>
>>4399403
literally any of nambona890's stuff was actually a tiny bit funny and amusing, otherwise every single other terryward was unfunny garbage with the humor of 12yo kiddos
>>
>>4399396
>cheating
might as well not even play
>>
>>4399407
or you can split your episodic megawad into actual episodes
>>
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Betray is a good map because it allows you to hear the entire text screen song.
>>
>>4399408
vanila/boom D2 doesnt support episodes
>>
>>4399408
You can only do Doom 1 style episode selection for Doom 2 wads in eternity and gzdoom.
Death exits are the only way Vanilla and Boom mapsets can do it.
>>
>>4399414
>>4399417
That's fine
but in this day and age, unless you're going for vanilla compatibility, it's inexcusable
>>
>>4399418
hey, guess what 90% of mapsets aim for in compatibility
>>
>>4399418
unless you want your map to be played exclusively with mods, you are aiming for boom compat just because Zdoom family doesnt support demos
>>
>>4399418
Literally every mapset that employs the use of death exits is aimed for vanilla or boom.
>>
https://forum.zdoom.org/viewtopic.php?f=42&t=58469

look alive strifefags
>>
>>4399432
thanks for confirming you'd returned, i was wondering why the sudden influx of shitty posting
>>
>>4399420
quality
>>
Any good level sets come out lately?
>>
>>4399435
it aint me doing the shitposting
im just looking for feedback as always
>>
>>4399443
Don't start.
>>
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>>4399452
>>
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>>4399452
>>
>>4398117
wasn't someone making a Keen TC? What's the news on that?
>>
>>4398112
Doom largely got away with it because cramming a metal song into a midi radically alters the sound

If they made a Doom remake where all the original songs were remade with actual instruments, I guarantee you they'd get their asses sued off by bands like Alice In Chains

https://www.youtube.com/watch?v=JZB6Vmu1AYA
>>
>>4399462
It was also the Wild West back then, even Alexander Brandon was shamelessly nicking music from others and not getting caught for it.
https://www.youtube.com/watch?v=kGAVNClKWBQ
>>
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>>4399460
I dunno.
I'd like to tie it into the spook project- just on the basis of keen's costume being there
so we find dead-keen as a boss, and mortimer is the end
>>
Even Japanese composers did the same at some point.

https://www.youtube.com/watch?v=lOnXiT6hlgc
https://www.youtube.com/watch?v=ZpbpOgUybBM
>>
>>4399460
I think the Hdoom developer was dicking around with the idea for fun.
>>
>>4399470
Id just love to see it done, Keen needs love and a fun friendly mod would be a treat
>>
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>>4399471
who the fuck likes keen?
>>
>>4399471
It's been kinda delayed due to needing some fancy scripting for the Pogo stick. Not much point designing levels if you don't have all your movement abilities yet.

I definitely want to get it finished though, it's been fun working on it.
>>
>Download the newest stable gzdoom
>the text starts flickering
>this doesn't happen using software mode

thanks graf
>>
>>4399496
Must be too busy berating mod developers to make stable actually be stable.
>>
>>4398697
how can people like this? I can understand killing a bunch of shit with a BFG, at least, but this is just pure attrition
>>
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>>4399418
>>
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>>4398697
>First map
>>
>>4398697
These revenants seem way less aggressive than when I play.
>>
>>4399591
Looks normal to me :\
>>
>>4398665
Hey I recognize that level!
>>
Playing Heretic is like playing Doom 1, it's kinda lacking in monster variety. Are there any good Heretic maps that also happen to have Hexen monsters?
>>
>>4398473
>Teleport it in and suddenly BOOM you could have a pack of 4 barrels blow your ass up.
>And this isnt even original thinking here, I just came up with that one off the top of my head. Ive never seen anyone use this to my knowledge.
Its at least as old as Icarus map28, possibly older

Also BARREL.wad by Cameron Newham
>>
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DOOM is essentially a game about intestinal waste and shit.
>>
So, uh. How's the REKKR doing?
>>
>>4399761
It's doing fine. I'm home sick right now, working from a small tablet laptop thing on the comfort of a couch... Making a E3M9.

Anything more specific you needed to know?
>>
>>4399756

This is actually a pretty funny post.
>>
>>4399756
who dat wep? the lady with the holes, being lovingly stroked
>>
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Why did they hate Tom so much? He made some great shit for DOOM
>>
>>4399830

I don't think "they" hated Tom so much as "John Carmack". Romero just seems to have gone along with the whole thing because he felt Tom was cramping his style.

Of course, Romero got his too with Quake.
>>
>>4399830
Tom was romeroing everything up before romero himself started doing so.
>>
>>4399837
you can just imagine tom going down a list of increasingly hard to implement features as a crescendo of mmmm rises like a teakettle
>>
>>4399837
>>4399843
thats too bad. John seems like he would be a chill guy
>>
>>4399830
Its pretty clear Romero didn't hate him. He couldn't bring himself to tell Tom that he was fired, and after his own firing, he immediately contacted Tom to start Ion Storm.
>>
>>4399854

If you're referencing Romero, vanity has always been his weakness.
>>
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>>4399197
>>4399194
Tormentor667 absolutely loves this type of effect.
>>
john carmack stalking tom hall's office with the battle ax, "he's having a negative net impact on my life"
>>
how the hell do two people with the same uncommon last name end up working together and they arent even related lol
>>
>>4399873

Anyone who got in the way of Carmack's autism was disposable.

>>4399865

Agree. "Hate" is not in Romero's nature.
>>
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>install GZDoomBuilders latest version
>Can't see 3d floors in visual mode

How do I fix this?
>>
>>4399878

I wouldn't be surprised if they are related, just very distantly. You can share a last name yet be from such distant branches of the "family" that no extant genealogical data can be found.
>>
>>4399289
>>4399376
https://forum.zdoom.org/viewtopic.php?f=46&t=54400

be on the lookout
>>
>>4399883
press TAB in visual mode.
>>
>>4399892
Always helping me with the little things, /vr/, thanks.
>>
>>4399870
>>4399865
Meant John carmack. I guess even quiet programmers have bad sides
>>
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Guys I need help, I mean Constructive criticism
I work quite a lot on this world, but sometimes I think i do it all wrong. Can you please tell me what I should improve or rebuild and what should i do.
I work on Boom format but I recomend to use GZDoom. Some lifts or doors dosen't worck yet, but I think use idclip or DBuilder don't be a problem.
WAD https://www.anonfiles.cc/file/13b3789aea38361a2f8c1e4eec56b359
>>
>>4399923
I'll play it, but first you have to tell me what country you're from.
>>
>>4399927
I'm sorry about mistakes. I wrote this in a hurry. Russia actually, if you whant to know
>>
>>4399930
Good, I'm purchasing a ushanka soon and I want an expert opinion.

Faux fur or rabbit fur?
What's the main difference? Thoughts?

I'm opening your map now.
>>
>>4399923
i can't use rar files, yeah i know

can you upload wad or pk3
>>
>>4399194
>>4399197
is that from phobos by roger ritenour
>>
>>4399854
For a bunch of shut in computer nerds they sure looked fit.
>>
>>4399981
Carmack is fit, he did weightlifting and some martial arts so he could beat up bullies back when he was in junior high.
>>
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I'm making a level with a large waterfall, but I'm thinking that on a large scale a waterfall with stock textures just looks....well, flat.

Any ideas on sprucing it up? Is there a waterfall special effect?
>>
>>4399902
Quiet programmers usually have a lot of bad sides, and even more autism.
>>
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Making buttons that continually click (slide buttons in GUI design terms) turned out to only be like 10 lines of code thanks to the way I implemented the GUI. yey
>>
>>4399756
name of map wad in screenshot please?
>>
>>4399830
hey i've got that calculator
>>
>>4400045
i love to think up map ideas and experiment in the editor but absolutely dread script/code writing, i don't know how people do it for fun but i'm glad they do
>>
>>4400010
Overlap a few textures. Have a central one that moves the fastest and has the largest bits of water, and a few ever-so-slightly slower ones that have droplets.

Could have mist spray particle effect around the bottom... Crashing water sfx would help make it feel more visceral as well.
>>
>>4400045
Nice.
>>
>>4400045
Some upcoming Lithium update?
>>
>>4400054
hi tom
>>
>>4400060
That is pretty cool, might work for a medium water fall I think. Though that's something to keep in the tank.

There was a jungle map I saw a while back that had very real looking waterfalls, it was a special effect. Though it didn't like potato computers.
>>
>>4400072
Eh, don't try to make it looks all realistic yet low-res; stylize it. Too much obsession with photo-realism these days when a nice style looks so much better.
>>
>>4400086
I'll probably try a few ways and settle on what I feel works best, your one sounds neat though.
I'm already putting "4chan /vr/" among the credits when it comes out, this place has been an amazing help for bouncing around ideas and minor tech support.
>>
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Trying to get some wads running on a legacy source port for the PSP. Downloaded DTWID and Going Down.
Going Down is running fine, however DTWID leads me to an error message saying: "R_InitTextures: Missing patch in texture BRNBIGC"
Can you guys help me out?
>>
>>4399830
it sounds like tom hall was one of those lol so random le epic bacon monkey cheese types, which I imagine got VERY, VERY tiresome after several years of working 12 hour days alongside him.
>>
>>4400098
>dude what if...what if we added..TELEPORTERS...sweet man right?..hey john you can code that right??... it would be killer haha..
>>
>>4400067
Yeah, 1.6 is mostly done, besides the new player class.

>>4400057
I really like the C programming language, so being able to write tons of code in it with such effect is fun to me.
>>
>>4400045
will there be monster power upgrades to balance out this new kinda stat allocation?
>>
>>4400123
Maybe. Currently the game is too difficult as you progress, becuase the player doesn't have much progression, so I'm hoping that levelling will balance it out. If it doesn't after a bunch of testing, I will probably buff monsters somehow.
>>
>>4400045
Are stats functional yet?
>>
>>4400148
oh, as-is i haven't had much trouble progressing (at least in the wads i've been playing with it)
>>
>>4400151
I'll probably buff them, then. I suck at videogames so my difficulty issues probably differ from most people. :D

>>4400149
Unfortunately I have come down with an awful case of lazyitis and so I haven't implemented them yet. It shouldn't be too hard. I pray.
>>
>>4400154
>Unfortunately I have come down with an awful case of lazyitis
depression's come back already?
>>
>>4400168
No, I just have other things to do, so I'm putting off the potentially difficult part. Now that the last thing I had to do is done, I don't really have any choice but to start on it, anyway.
>>
>>4399891
hey thanks i didnt expect a response
>>
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>>4400098
>>
>>4400205
>NeXT machine
nice
>>
>>4400205
the more they played what? d&d?
>>
>>4400205
good book
>>
>>4400205
Carmack has been great for the industry but he'd probably be scary to work with because he's so bloody industrious that when he scolds others for not working you can't exactly call him a hypocrite.

He probably holds his shits in until the last possible moment, just so he can get a few lines of code in.
Keep in mind they're all younger than most of us too when this is happening.
>>
>>4400212
street fighter 2
>>
>>4400209
Yep, they built Doom with the aid of a NeXT machine.
>>
>>4400216
>Carmack has been great for the industry but he'd probably be scary to work with because he's so bloody industrious that when he scolds others for not working you can't exactly call him a hypocrite.
you've probably heard of concert pianists buying insurance policies on their hands or fashion models buying insurance on their legs or whatever. masters of doom mentions that id software literally bought an insurance policy on carmack's brain
>>
>>4400231
lol, i'd have to wonder what it's worth
>>
>>4400216
He's that autistic he's probably considered having a toilet for his office chair just to save time.

He's also probably one of those people who doesn't really have an off button, they do incredible stuff and work really fucking hard but they can be a nightmare to work with.
>>
>>4400264
I hope we start swapping campfire stories.

"Yeah? Well *I* heard he doesn't even take holidays, in fact the first guy that suggested it got fired".
>>
>>4400216
>that when he scolds others for not working you can't exactly call him a hypocrite.

You could tell him however that not everyone is as autistic as he is.
>>
Has anyone ever attempted to make a Moai statue under vainlla Doom mapping limitations?
>>
>>4400276
People like him don't really get that not everybody works in the most efficient way possible, and when it comes to id, a lot of their success was due to the others dicking around.
>>
>>4400276
I wouldn't, guy could snap my neck like a twig.

>>4400289
I figure you might be able to make a pretty good one with judicious use of middle textures.
Question is amount of linedefs and if you're using Vanilla or Boom.
>>
>>4399828
weapon sprites from Stomper
>>
>>4400301
thankee kindly
>>
>>4397187
What if DoomGuy and BJ got summoned by the Arena Gods to participate in Quake:Champions alongsie Ranger, The Sorlag chick, Bitterman, and many others?
>>
>>4400345
Uh, Doomguy *is* in Champions
>>
>>4400349
red herring
bitterman isn't
>>
>>4400345
As someone who only knows stuff about QC from hearsay I heard Doomguy was OP as shit. What does BJ even have in that game?
>>
>>4400345
Uh, they did.
>>
>>4400364
Uh, what? Bitterman is from Quake, no?
>>
>>4400371
game's balance is indeed fucked

doomguy was mostly OP due to utterly fucked hitboxes
> dude takes jump pad
> he is at the very peak of the jump arc
> nail him suqare in the chest with railgun
> no damage

Blazko used to be OP until he was nerfed to hell
his active was 5 seconds of double firerate (dual wield)
which meant that your rockets couldn't be dodged due to the sheer spam you threw at people
and if you were even half decent with LG, everything would melt in a second
>>
>>4400391
bitterman isn't in QC
>>
>>4400371
Well They could have BJ be faster than both Ranger and Doomguy, but have only half the health capacity of Ranger along with the special ability to conjure and throw the spear of Destiny.
>>
>>4400409
BJ has been in the game for months dude
>>
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>>4400407
Oh, uh, mkay. Not sure how that makes Doomguy a red herring or any less in the game
>>
>>4397353

>anything that changes the vanilla game

Sounds like you don't actually enjoy mods.
>>
finally got the baron fireballs to work properly

>>4398138
>>4398337
>>4398340
> uses this camera to film police
>>
>>4400479
there thats a better picture, it took a fair bit of autism to get this down.
> now all it needs is to spawn a Glow of some kind to look even more radioactive
>>
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>>4400098
>lol so random le epic bacon monkey cheese types
>>
Who the fuck names their child DOOMGUY?
>>
>>4400507
nobody
but who the fuck wouldn't change their legal name to DOOMGUY if they could and had the balls to do it
>>
>>4400371
Doomguy has ridiculous mobility (a double jump you can use at any point in the air that gives as much height as about four normal jumps) and really fucky animations (running mid-air, sliding along the ground without moving, etc) that mesh poorly with his already fucked-up hitboxes. He also has one of the better health/armor stacks in the game (125/50), the highest for a medium character and on par with Visor who has absolutely jack shit in the way of mobility and cheese compared to Doomguy. Doomguy also has an active ability that's basically 'unga unga auto-aim at enemies and punch them in the face from thirty feet away because oops those animations don't match up either.' And he gets a speed boost on top of that.

As it stands rockets are the #1 most reliable gun in Q:C, and hitting Doom with rockets is an exercise in frustration- conversely he's free to jump over your head all day long and spew rockets from above. In previous Quakes spending time in the air made you easy lightning gun bait, but the LG in Q:C sucks fat dick at the moment due to the tiny hitboxes so you're better off trying to guess where he'll land or going for midair rockets.
>>
>>4400515
you just need a cool last name to go with it like DOOMGUY McGee
or DOOMGUY Jones
>>
>>4400507
Fly
>>
>>4400507
>>4400515
Similar tards to the ones who named their kid after Skyrim.
>>
>>4400519
>DOOMGUY Jones
They're putting chemicals in the nukage that's turning the Cacos gay?
>>
if doomguy had a dog it'd be doomdog
>>
>>4400569
if doomguy had a girlfriend she'd be doombae
>>
>>4400576
Crash isn't gonna be happy to hear Doomguy found someone else.
>>
If Doomguy had a rabbit she'd be- oh
>>
>>4400576
if doomguy were a cow he'd be eating doomhay
>>
>>4400587
I have a pet rabbit, and it makes that """"""plot"""""" actually quite relate-able.

Demons overrun a spooky research base and they want you to clear it out and then literally go to hell? Fuck that.

But some demon cunt ripped off your pet rabbit/cat/dogs head? I think I could keep up enough rage for at least a minor rampage.
>>
>>4398475
more screens of next map
>>
>>4400613
lol
>>
>>4400613
are orange maps a modern mapping trend or something
>>
>>4400587
>>4400596
THE RABBIT WAS A RETCON
>>
>>4400616
sort of, but in this case it was the theme of the halloween project.
>>
>>4400617
what
>>
>>4400613
>>
>>4400617
that hardly matters
there's so many doom stories and timelines now that it's safe enough to say that everything is just happening at once and retcons are totally irrelevant now
>>
>>4400617
So what?
>>
>>4400657
So the rabbit is not your pet rabbit. I'm not going through explaining this all over again, check the archives.
>>
>>4400525
>there's probably some poor fuckers named Sepiroth or Aeris attending high school right now
>>
>STOP DENYING THESE COLD HARD FACTS DAMMIT THERE'S SOLID EVIDENCE TO PROVE MY POINT
>[confirmation from id]
>N-NO, IT'S ALL FAKE
>>
>>4400674
years ago I knew these two idiots who were such huge Buffy fans they named their firstborn Xander (not Alexander, actually Xander) - if they'd had a girl it would have been named Willow
>>
>>4400675
pretty much
>>
>>4400671
i like it more the other way
>>
>>4400617
It doesn't deny any other previous explicit canon events so it's alright.
>>
>>4400675
>>[confirmation from id]
lol you mean 2016 id, which is that one bloke who took pictures of his arms, Strap-On Stratton, and a bunch of goony beard-men?
>>
>>4400687
2016 id who mistook an archvile for a revenant during a video interview at their office
>>
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>>4400687
>goony beard-men
>>
>>4397187
>>4400479
(3rd party)

Smooth Doom Upgrade released formally on zdoom forum.
> by yours truly

https://forum.zdoom.org/viewtopic.php?f=43&t=45550&p=1027337#p1027337
>>
>>4400687
the ones that quite literally outright confirmed the connection to classic doom and in turn validated doom 2016 as in-line with the classics, yes, those guys
>>
>>4400697
what the hell is a goony beard man
>>
>>4400692
>>4400703

The weak willed members of certain problem boards don't like beards anymore because people they don't like started wearing them.
>>
>>4400703
i think /v/ calls them nu-males or whatever
>>
Is scroton still working on deep space hell?
>>
>>4400697
you're gonna have to provide some source
>>
>>4400717
So you just pulled that out of your ass, as expected from every /v/eddit expat. Got it.
>>
>>4400704
>>4400710
Oh right. Yeah THOSE guys.
It really is weird having a skinny effeminate guy having a thick ass beard like that. It doesn't suit them or their nature at all, and yet there they are, full beards.
Fuck them, I can't grow a beard to save my life

Alright that's enough of this shit out of me.
>>
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>>4399884
My great second lost other step bro!
Hello!
>>
>>4400728
interesting. do you also laugh at people on the street because they look a certain way?
>>
>>4400671
Yes it is.
Continuity is indeed retroactive, with most recent taking precedence.
Just because you don't like it doesn't make it canon, sorry!
>>
>>4400674
There's been pictures floating around the net for decades of birth certificates for Sepiroth
>>
Theoretically, what's the widest horizontal gap doomguy can cross (including using sr40/50) without boosting somehow?

Has anyone even calculated it?
>>
>>4400759
yes, people have calculated it. widest sr50 is approx. 196 units. widest sr40 is irrelevant since only speedrunners would ever try and make the biggest jump possible and they all know how to sr50.
>>
>>4399080
I was reading about your work. Firstly, these upscaled sprites look nice. Good work on them. Secondly, I want to use 258x258 textures in a project of mine for Infinity. How would I go about this?
>>
What kept Doom from being ported to the Amiga 1200-4000 models back in the day overall?
>>
>>4400881
I think mainly hardware power.

I'm not really savvy at all on Amigas so I wouldn't know exactly which ones those were.
There was a port for Amiga computers eventually though.
>>
Okay I'm playing Daedalus and the Engineering hub has me floored. I've only found two passes (One behind the red door and I don't even remember was the first one, since I've been switchhunting for the better part of a day) out of four that I need.
Any help? The Engine Room teleporter is disabled.
>>
>>4400881
amiga's were too ancient for the hardware req
>>
>>4400884
Not all Amigas are created equal. Models such as the 1200 and 3000 had more advanced chipsets, especially for sound.
>>
>>4397353
>or you'd have a job at a game dev company
I don't want to work for AAA and indie teams are tightly knit.
>>
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What are your favorite/best joke WADs?
>>
>>4400930
Community is Falling series
>>
>>4400930
do-it.wad
Turbocharged Arcade series
HDoom
>>
>>4400930
iogw.wad is the only jokewad I have unironically enjoyed that I can remember.
>>
>>4400930
Comfy Doom for being the most subtly insidious
>>
>>4400904
Then start an indie team then.
Don't pretend games like Dusk or Devil Daggers aren't made by former Doom/Quake modders, you wouldn't even be the first.
>>
i've created a low form of eye cancer
>>
>>4401004
At least it's not something like this
>>
>>4400792
neato
>>
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What do you guys think Doom 3 would look like if it was released in the late 90s and on idtech 1/2?
>>
>>4401047
>>
>>4400881
id wasn't going to do it and I guess no one approached them about making an official port. There were certainly Amiga ports after the source code was released though https://www.youtube.com/watch?v=Z0dd87pPPnk
>>
>>4400693
>first response is some forumfag complaining about new features
This is how you know you did something right.
>>
>>4400930
I liked this one map in WOOO2 that's two E1M1 maps in a loop and you have to keep looping over and over to lower a wall until it reveals Romero's head so you can kill it and exit the level.
>>
>>4401074
>some forumfag
you know 4chan is a forum right
>>
Damn. IMF converter to midi doesn't work. So much for that plan
>>
>>4401098
Sad they won't add upvotes and downvotes?
>>
>>4397869
same time as ever; doom's birthday
>>
>>4401047
doom 64 obv
>>
anybody with the latest nasa supercomputer can test this out?

https://www.doomworld.com/forum/topic/97763-world-orifice-final-and-on-idgames/
>>
>>4401195
just play on prboom
>>
>>4398475
>>4400614
>>4400616
>>4400629

getting sidetracked on theme.
Any of you able to convert that IMF (the keen music) to Midi? I can't seem to utilize the programs.
https://www.youtube.com/watch?v=iNDJPebuF1c
>>
>>4398718
>spidermastermind with bfg shots
>>
>>4401252
>>
>>4401257
>>
>>4401261

>ywn have a spaghetti-o pit
>>
>>4401195
That map doesn't look very fun.
>>
Joel of Vinesauce plays some more DOOM wads.

May or may not contain announcement of the next mapping contest?
>>
>>4401291
https://www.youtube.com/watch?v=emiPcqr9pPk
>>
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>>4401272
>>
>>4401291
He announced it the other day. He also played Space Hunter, if GMOTAguy is reading this.
>>
>>4401371
I saw that, his sheer delight when he started blowing dudes up and how he encountered the nazrobes made me happy.
He got lucky with wand drops too, damn.
>>
Whatever happened to that Gundroids project?
>>
>>4401426
nani
>>
>>4401195
me apparently, i was credited for testing anyway
>>4401289
i found it entertaining. the best part is at the end when all the walls lower and the whole map opens up. totally beyond me if i don't cheat though. i played it with a dehacked patch that speeds the weapons up and turns on intraspecies infighting. i wish he'd taken my request for having all the weapons spawn.
>>
>>4397247
This is not the only time it's acceptable. It's also acceptable when there are simply no alternatives and you have no one who can create them.
>>
>>4401476
>me apparently
clarification: i didn't use gzdoom
>>
>secret area in E1M3 of Elf Gets Pissed is a reference to Drakkhen

What an obscure thing to reference. No one in Doomworld seems to know about it, and I had to google for "giant dog head" to find anything about it.
>>
>>4401291
>>4401293
Am I not looking hard enough, or has nobody really edited the lost soul into a Vinesauce Joel lost soul?
>>
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>Get an idea for a map
>Start banging it out
>Slowly lose steam
>Have to scrape the bottom of the barrel for ideas or where to go from
huh. times like these where you wish you had another mapper.
>>
>>4397187

I tried to install the pip install tinytag using the command line it doesn't work

what do I do?
>>
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>>4400693
Uh, the upgrade thing doesn't work. I'm running GZDoom 3.2.1 which is the newest one. So this shouldn't happen, right?

https://pastebin.com/NLWgi8E8 - console dump.
>>
>>4401496
Take a break, work on something else and then come back.
I know it's the most generic thing ever, but it atually works for me.
>>
>>4401520
By the way, regular SmoothDoom runs just fine; I'm using ZDL launcher; and also the same exact thing happened on GZDoom 3.2.0 (I upgraded when I saw the error message).
>>
How are the Community Chest wads? I actually found song related randomly while listening to a Doom music playlist. I ended up liking the song enough that I went to download all the wads. Haven't tried them out yet though.

https://www.youtube.com/watch?v=3YbITldlmCM
>>
>>4401496
times like this you wish you had't shit the bed so hard that nobody would ever want anything to do with you ever again
>>
>>4401534
they're all a mixed bag with some good levels and some annoying ones. later ones gradually become more filled with more elaborate "high quality" cacoward-bait modern design, but that doesn't necessarily translate into playing better though. also has a tendency towards maps that are too big and go on far too long to be part of a 32 map set. burnout likely before you reach the end.
>>
new candelabra-chan picture from alice.
not sure what the caption "rakugaki" means.
>>
>>4401551
It seems it means scribble/doodle/sketch, according to my Japanese dictionary at least.
>>
>>4401520
>>4401528
Nevermind, I'm a moron, I assumed this was a standalone thing and not something you add on top of SD.

So far, looks pretty similar, with one distinction - Phobos in the intermission screen of D1 looks kinda weird.
>>
The Quake II download lacks the music files for the expansions.
>>
>>4401551
cute!
>>
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With the slayer's berserk fists complete, all that's left are his subweapons, but first I have to start with his defaults, the spike bomb and drain dagger.
The current plan for the grenades is they bounce out, then fall to the floor and stick there after either hitting a monster or bouncing enough times.
>>
>>4401590
looks nice
>>
>>4401579
Looks like Mars!
>>
>>4401592
It's pretty satisfying bouncing these things off the ground and into the face of a monster, and his grenade mods should be fun too, when he picks up an hatchet-tier subweapon it's gonna turn into a neat bouncer that shoots sapphire beams with every bounce.

If you guys have any ideas for interesting grenade alterations, lemme know.
>>
>>4401590
Is it possible to balance that grenade on monster's head until it explodes?
>>
>>4401597
Sadly no. I've thought about making them stick to monsters using a_warp trickery, but I think that might be a grenade mod.
>>
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https://vignette.wikia.nocookie.net/quake/images/7/73/Plyrjmp8.ogg/revision/latest?cb=20150119101042

How do you type this sound?
>>
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>>4401627
HUUH
>>
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>>4401627
>>
>>4401049
what is this? i need it
>>
>>4401252
>>4401257
>>4401261
looks really nice actually

>>4401551
looks even better

>>4401096
no, 4chan is an imageboard
>>
>>4400617
All .wads are canon and blah blah, thus UAC Military Nightmare is also canon.
>>
>>4401627
i never understood what type of sound this was supposed to represent
is he going FWOH or just sighing really loud
>>
>>4401049
I'd like to know what it is too.
All I know is that the gameplay mod looks like some derivative of complex Doom..

I don't know about the mapset either
>>
>>4400676
Xander and Willow aren't terrible names tho, really. It's at least an actual name as opposed to like Dovahkiin or Alucard
>>
>>4401627
"HHHUOP!"
>>
>>4401534
1 = Mediocre
2 = Hit and miss.
3 = Decent
4 = Good
>>
>>4401546
>also has a tendency towards maps that are too big and go on far too long to be part of a 32 map set. burnout likely before you reach the end.
This is why I believe the Community Chests should each be treated as compilations of standalone maps, rather than as campaigns that you play continuously.
>>
>>4401802
Technically many could be since they always balance them for pistol starts.
>>
>>4401802
yes, they should. sorry to imply otherwise. but even when you do play them properly, pistol starting each map, it'll still take weeks to finish the whole wad.
>>
>>4401047
Think something with early zdoom features.
Probably coloured lighting too since the PSX did it.
>>
https://www.youtube.com/watch?v=2t5LKWP-oZY&list=PLXWZ-mE5FEDJ9_bjcovlQoMF6wkkEYpa6
Comfy playlist about doom mapping history.
>>
>>4401004
chibi doom
>>
>>4401004
sauce
>>
sup
any cool yt channels about doom??
>>
how come there isnt metadoom based addons for reelism?
>>
>>4401804
Balancing pistol starts and balancing continuous aren't mutually exclusive concepts.
>>
>>4401814
Yeah, but with the mindset that each level is completely standalone, you know longer have to force yourself into playing them in order, and can just skip to levels that interest you.
>>
>>4401915
no longer*
>>
>>4401047
I'd imagine Quake 2, but with Doom's monsters and settings.
>>
>>4401915
>>4401918
true, well, unless you are an obsessive completionist. like me
>>
>>4401371
>He announced it the other day.

Where? I can't find anything official.
>>
>>4401291
Speaking of that
Were the entries of that contest ever compiled into a one wad?
>>
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>>4401631
>have quake 2 railgun
>beam isn't light blue
>model doesn't tilt to the side between shots like the q2 railgun did
>uses the q3 railgun firing sound
YOU SEE IVAN
when's the axe you fucking slow ass ruskies
>>
>>4401967
You can get an axe in BRutal Doom
>>
>>4401967
Quake 2, 3 and Quake Wars Railguns are pretty much the same iteration, just in different quality levels due to these games' ages.
>>
>>4402124
who was that
>>
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>>4401252
yeah this looks excellent
reminds me of being in the barrel of a railgun or some shit from quake 2 (that one deathmatch map with the huge gun)

>>4401528
>>4401520
My Upgrade is only 340KB, I did a hell of alot with that small of a package.

You are supposed to LOAD Smooth Doom first, then have the Upgrade loaded after it.

I designed it as a patch this way so that it could possibly be forwards compatible with future updates to Smooth Doom.

>>4401579
Fug I forgot about that shit.
The reason is because of palette changes, I altered the shorter span of tan colors in the middle of the palette to be a rusty red color, and in truth it actually kinda works for the better while you're playing the game because it makes those textures seem a tiny bit more gritty than usual.

But I don't usually play Doom1 at all (or the vanilla Doom2 wad either) so I forgot about intermission screens entirely.

Thats actually kinda a big whoops and I can fix it by putting a .png version of the intermission screen(s) in the package.
>>
>>4402250
oh yeah hey cool thanks again.

I'm heavily considering making it an Icon of Sin styled map (This map is a Sunder Map12 callout) but i don't think I'm doing it right.
>>
>>4401967
Some of the old school throwbacks and references are kind of wrong
>Chthon mispelled as "Cthon"
>Doom 3 armor shards referred as ammo
I'm sure i'm missing some more, but you probably seen in from MarphyBlack's twitter
>>
>>4402287
is marphyblack super fucking autistic or is it just me
>>
>>4402297
It's not just you
>>
Bitterman probably got whisked away by the Arena Gods shortly after killing the Strogg Macron while searching for a ship to get back to Earth. Why else would he not be seen at all in Quake 4 other than getting shot by vengeful Strogg soldiers. He is stuck in Quake 3 Arena.
>>
>>4402297
a quick look at his youtube channel is a convincing confirmation of this.

guy loves half life more than he'll love his own wife and kids one day probably
>>
>>4402320
>not having a videogame as your wife and kids
Step the fuck up.
>>
>>4402321
yeah, right lmao. I bet you don't even own a Gordon Freeman sex doll.
>>
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>>4402334
>Exploiting the disabled
>>
>>4401627
HUHN
>>
Greetings, fellow doomers.

How do I go into replacing a "thing" with nothing?

>"Actor Nothing replaces ThingIWantToRemove"

And then what?
>>
>>4402402
Make an actor that's a 0 tic length invisible frame of nothing and it's spawn state just ends.

Why tho?
>>
>>4402402
Try this:

ACTOR Nothing replaces ThingToRemove {}
>>
>>4402406
>Why tho?

Because I hate revenants.
>>
>>4402416
i think i'd remove chaingunners before i removed revenants. or pain elementals. thinking about it, revenants are pretty far down the list teebeehaitch/
>>
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>>4402416
>>
>>4402416
At least replace them with Hellknights or SOMETHING
>>
>>4402416

WEEEEEEEEEEEEEEEEEEEEAK
Also after actor definition you need brackets to define what's in there. Since there's nothing, you can just open bracket and close bracket right away.
So >>4402408 would be right.
>>
>>4402337
Sorry we can't be PC all the time, Mr. Buzzkill.
>>
>>4402421
>i think i'd remove chaingunners before i removed revenants
das racist
>>
>>4402416
replace revenants with recolored imps that have 50% more health
i won't judge
outright remove an entire class of enemies
damn right i'm going to judge

same with mods that give some weapons infinite ammo and remove their respective ammop pickups
> a secret is revealed
> wow! it's fucking nothing!

> monster closet opens
> wow! it's fucking nothing!
>>
>Just beat Doom 64
It was alright, it kind of overstayed its welcome after a while thanks to cutting the more challenging demons out. Endless Barons and Hellknights aren't much fun.
Also, I was playing the Retribution mod/version and it had a dumb glitch where map 23's teleporting yellow key goes behind the exit door, so I needed to noclip to get it. it's pretty much at the very end of the game so who cares, but it was a slight annoyance.
>>
>>4402416
dude cmon
you're better than this
>>
>>4401714
>>4401678
alien vendetta with death & decay
>>
>>4402416
#RevenantLivesMatter
>>
>crosshair 1
>r_particles 2
>gl_texturemode 3
>r_wateralpha 0.4
>r_novis 1

what other commands should I use to join the cool kids club?
>>
>>4397724
If I and l look the same then that tends to be the fault of whoever is looking at the code, as the most common fixed-width font makes them unambiguous. That aside, variable names should always make sense.
>>
>>4401938
Well he hasn't announce announced it with the rules and deadline and all, but he's mentioned on stream that he'll do so soon.
>>
I want to learn ZScript, but where do I start? I've heard people say 'learn C++ first' but then I hear others say that there are enough differences between ZScript and C++ they it won't help, and also that the documentation for ZScript is shit.
>>
Hey, does anyone have Quake 2 installed? I want to recreate the BFG10K's projectile (which conveniently uses sprites from the one in Doom) but I don't remember how those little particles spawn and move. The don't radiate outward from the center I'm pretty sure.

Already know how to do the beams just like in Q2.
>>
>>4402287
Where's Chthon misspelled? I don't remember it even showing up.

>>4401967
Axe wouldn't work as melee due to the Gauntlet's constant-fire mechanic.
>>
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>The slideshow on Joel's stream when using the boom mod with NUTS
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>>4402590
What mods should he play on his streams, sometime?
>>
>>4402543

I've found the .vis patch, forget r_novis 1
>>
>>4402594
Dunno, maybe he should try combining map packs with gameplay mods. Because everyone's seen the same maps from Doom 2 like million times.
>>
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>>4402581
>Where's Chthon misspelled?
It was in one of the descriptions, for some skin related thing.
>>
>>4402556
>and also that the documentation for ZScript is shit.
it is
https://zdoom.org/wiki/ZScript_actor_functions

look at how much is completely unexplained
>>
>>4397191
[11-14] Dark Tide, a huge gothic castle map by Lutz
https://www.doomworld.com/forum/topic/97965-dark-tide-finally-released/
>>
>>4402603
Ah. Don't pin that on id then, so far as I can tell from the broken grammar and punctuation in most descriptions the first time they're updated, that stuff is written by the russkies at Saber. Marphy's also made a couple mistakes himself in assuming the expansion packs are canon and that "Two decades ago a lone marine stepped through the slipgate and into a nightmare" implies Ranger went through a single slipgate total, not that that first slipgate is the one that started the never-ending nightmare (as even after killing Shubby/Armagon/etc, the nightmare clearly never ends).

>he's a no-fur Shambler advocate
GROSS
>>
>>4402543
Why are your other commands based on making Quake look vanilla, but then you enable transparent water which isn't vanilla at all?
>>
>>4402614
>assuming the expansion packs are canon
So... he never actually grabbed the Mjolnir?
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>>4402616

I never said I wanted it to be vanilla
>>
>>4402618
As sad as that would be that the hero of Quake never grabbed the hammer of the D&D campaign it all spiraled out from, the Q1 expansion packs are kind of in a state of un-canon-hell as the HL1 expansion packs- not explicitly deemed non-canon, but not referenced by any other official material (in this case neither Q3A or Q:C).
>>
new thread

>>4402621
>>4402621
>>4402621
>>
>>4402556
The best way is to use the (poor) wiki pages but more importantly the internal definitions in the zscript folder of gzdoom.pk3. It "recreates" many of the standard doom attacks and functions with zscript, so you can see how each function is actually used.

The third mode of finding out what shit actually does is having the github page for gzdoom open and searching for function names.

Anyway "learning zscript" isn't one thing since there are vast differences between making menus, status bars, event handlers and plain old monsters/weapons. The latter works like decorate except you can make your own action functions and you don't need to do stupid inventory items checks.
>>
>>4402626
I kind of hope they get canonized, specially since they include ideas original planned for the first game and, right now, are the closest things to actual sequels to the first game.
>>
>>4402590
>>4402594
>>4402602
kind of wanna see him try metadoom and react to the dogs and spiders
>>
>>4402581
it swings at around the same speed as Scout's bat
>>
>>4402010
ETQW railgun has a cool gimmick tho, you dont have to wait for a full charge to fire it, but your beam will be a lot weaker
>>
>>4401551
rakugaki or "rkgk" means sketch




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