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DOOM THREAD / RETRO FPS THREAD - Last thread >>4708771

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 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/1514/09/1514094816594.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

Downloads for various /vr/ shooters. (Includes Duke Nukem, Doom, Blood, and Quake.)
https://mega.nz/#F!QXIk1bjB!NHRWGIfjcc77PyGgRlga4Q

Doom RPG series
https://doomrpg.weebly.com/

== 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
>>
=== NEWS ===

[04-13] Anon texture release: Source engine-style devtextures
http://s000.tinyupload.com/?file_id=93737565247231239878

[04-11] Heretical Doom updated to v1.2
https://forum.zdoom.org/viewtopic.php?t=56762

[04-11] Impromptu Minidido, large multi-author map for prboom/eternity, RC1 released
https://www.doomworld.com/forum/topic/100311-impromptu-minidido-rc1/

[04-11] Anon map release: Soundless Mound
https://marisakirisa.me/tmp/soundless_m.pk7

[04-08] Anon map release: MAP01.wad (seems not to have any other title)
https://nofile.io/f/Sy9wXHX5j1g/MAP01.wad

[04-08] GZDoom Hardware Survey Concludes: older 2D backends to get the axe
https://forum.zdoom.org/viewtopic.php?t=60152
https://forum.zdoom.org/viewtopic.php?t=60156

[04-08] Anon map release: Computer Complex
https://desuarchive.org/vr/post/4699308
https://mega.nz/#!p41AxabI!3ORwvE3OE0j8wPr_I3uXdHnfoj6Z78zBLteHZqsc5oc

[04-07] Durandal in QCDE
https://youtu.be/c9qvnQY2ivk

[04-07] E1M1 recreated in TF2
https://youtu.be/dzJVg28rJe0

[04-07] Chocolate Doom ported to PSVita
http://wololo.net/talk/viewtopic.php?t=48973

[04-06] The Adventures of Square E2 released
http://adventuresofsquare.com/downloads.php

[04-05] System Shock source code released
https://github.com/NightDiveStudios/shockmac

[04-05] Selfie Doom updated to take actual screenshots when taking a photo.
https://www.doomworld.com/vb/post/1864656

[04-05] Main UAC Hangar Demo 2 Released
https://www.doomworld.com/forum/topic/98885-main-uac-hangar-demo-2-released/

[04-05] Anon mod release: a backup of what became Hexen Souls, dated Sept. 2016
https://drive.google.com/uc?id=1NpCUasUt5BJo7aA19M70ESmt7nDdDPB1

[04-03] GMOTA updated to v1.2
https://combine-kegan.itch.io/gmota

[04-02] Quakedroid, a Quake sourceport for Android released
http://www.celephais.net/board/view_thread.php?id=61558

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply to this post.
>>
Would idgames archive be okay with Aubrey Hodges music in a wad?
>>
>>4713850
someone released a wad with the original OGG files from his bancamp

the doom 64 music I mean
>>
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Since someone else had the idea last thread.
>>
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>>4713839
>>
>>4712331
>>4713859

I always use "sv_unlimited_pickup" to true in my singleplayer plays, because 1. I don't really like having to backtrack to those ammo spots when I'm almost done with a map, and 2. something OC something about not wasting ammo; really gets into my nerves when I have to discard 18 shells from that box just because i'm only 2 shells short of full ammo.

That being said, I wish there's a slightly "smarter scavenger" mod out there that prevents you from picking up large ammo packs if it would result in excess (or at least able to "force" to pick it up regardless via USE key)
>>
>>4713880
You are disgusting.
>>
>>4713884
at least he's not a revenant.
>>
Didn't one of the Quake links have a screamer?
Thinking of dling the game again and I'm just asking to be sure
>>
>>4713906
There's no screamers here what're you talking about?
BOO
>>
How do I make transparent windows in GZdoom builder? Like how do I make a set of bars you can see through?
>>
>>4713912
make a double sided line and put your texture with transparencies on both sides.
>>
>>4713918
Not sure what you mean by transparencies. Also is there even a way to get a single line show up in game? Doesnt it need to be a whole sector in order for me to lower the ceiling/raise the floor?
>>
>>4713931
If you have a wall between two sectors, you can set the Middle texture to something. That middle texture will be drawn as a zero thickness wall.

The grating textures you see at the end of E1M1 in Doom have transparency and are done this way. You can load that map in GZDoom builder if you want.
>>
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>>4713935
Alright now I'm really confused. The map Ive been making and E1M1 have totally different looking edit linedef windows. Whats going on here?
>>
>>4713935
>>4713943
I did manage to get it working though, thanks. I hadn't ticked "impassable" and I guess thats required.
>>
>>4713947
Nevermind, impassable isn't required. No idea why it wasn't working before. Now that I've figured this out I can sleep.
>>
>>4713943
>>4713947
You're using UDMF which has more options for editing. You don't need to set impassible for the texture to be transparent.
>>
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Actually one more question. How do I keep the sides of door frames sliding up along with the door?
>>
>>4713958
Set those linedefs as "lower unpegged".
>>
>>4713906
Alright, no screamers, but I've run into another problem
My autoexec.cfg's not working, I made sure that there's no .txt at the end so it's not that
>>
>>4713959
Thanks, I was wondering what those options meant. I don't totally understand WHY that works, but it does. I get that it means the texture is "unpegged" from the door so it doesnt slide up with it, but what does the "lower" part mean?

Is there a manual that explains all this stuff?
>>
>>4713964
Holy shit, I'm a dumbass, nevermind
I put a _ where there's supposed to be a
>>
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>>4713958
You can also highlight the sector when using sectors mode and press Shift+D; it'll set up the door for you and save a few steps.
>>
can anyone recommend some mods where i can just have some fun action, I really don't like the maze like nature of doom 2. I love the combat in doom. Just looking for maps/wads/mods for doom legacy so i can play splitscreen with friend.
>>
>>4713970
That's pretty great! Thank you. Won't have to rely mostly on prefabs now. Started mapping tonight and so far making things seems pretty straightforward. Tricky part is gonna be level design and making everything look good.
>>
>>4713972

You definitely want some slaughterwads, then.
Try Combat Shock, Slaughterfest 2012, maybe Newgothic.
>>
>>4713996
thank you i am new to doom, it took me all night literally to figure out how to put bots in doom legacy and make splitscreen work so..I don't really know the ropes. Would you know where I can get the ones you mentioned?
>>
>>4713996
btw would you know how to add skin packs to doom legacy? they don't seem to work. I can seem to add a single new skin but nothing more.
>>
>>4713996
>Slaughterwads
>fun action
>>
>Default "use inventory item" bind is Enter
>Netronian Chaos starts you off with a single smart bomb in your inventory
>Pressing Enter to start the game sometimes throws the bomb when map loads
>>
>>4713996
thanks they were really easy to find with a simple search, I thought this would be difficult!
>>
yo /vr/ any rpg wads (not doomrl)
>>
http://darsycho.tumblr.com/post/172923192568/you-can-carry-up-to-100-shotgun-shells-in-your
>>
>>4714030
Ah fuck, now I can't unsee Doomguy's two left hands in the SSG reload animation.
>>
>>4714008
> not chaning prev-, use-, next inv to C, F, V respectively
>>
>>4714034
Nah, I use Q. Enter is just left over as an alternate bind.
>>
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I was looking at Icarus' High Noon Drifter+RYLAYEH video, at around 7:35 he throws his hat and it ends up getting stuck on a pinky while spurting blood everywhere. Is that a known bug?
>>
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>>4711943
i made pretty colors yesterday
>>
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lads gimme some gameplay mods
already got accessories to murder, demonsteele, high noon drifter, kriegsland, nazis, russian overkill and trailblazer
I'm open to anything but I'm particularly looking for something with a certain aesthetic (e.g. how HND has that cowboy feel to it)
>>
I'm thinking what I should do with the MegaSphere. Normally it gives you 200 health and 200 armor, but in ICD, given that Berserk packs can bump you up to 200, and I've made a blue armor, and that armor is relatively fragile, should I do something else with it?

I mean I could make it give 300 health and 300 armor, which would be a decent bonus, yet given damage scaling in ICD, it wouldn't be a stupidly potent bonus.
What other kind of powerup could be in its place to boost the player? There's plenty of mapsets where you're given a MegaSphere as part of a huge encounter, I'm kind of thinking it'd should be good for something like that.
>>
>>4714069
I like it, dude.
>>
>>4714069
Oh sweet, you're still working on this.
>>
>>4714089

You could make it a combo buff that gives some combination of things like double firing speed, double damage, and flight or something like that. Maybe even damage reduction of 50% for normal damage type. I'd be careful to balance the duration and effectiveness of the buffs though, since like you mentioned megas are usually to balance absurd encounters
>>
>>4714070
Project MSX if you haven't tried it for some strange reason.
>>
>>4714069
dungeon texture pack anon?
noice
>>
>>4714098
Double firing speed would be hard to implement given that a lot of guns are already animating most of their firing sequence at 1 tic per frame.
Double damage would be an interesting idea, as would halved received damage, though I already have an invulnerability sphere, so a timed thing like that seems like it'd feel like a less useful version of that.

I suppose double damage would be really good though, because a recurring issue with Immoral Conduct (even with all the work I put into making my own take on it) and any moderate degree of slaughter is that you just can't put out hurt fast enough to save your life.
One magazine from the carbine can do in an arch-vile, but what do you do if there's another one with no cover or a bunch of uncomfortably close pinkies? Hand grenades are great but you can only throw one at a time and if you're in an enclosed area it can kill you.
>>
I combined Impromptu Minidido and 20x monsters. 76k monsters for your killing pleasure.
>>
>>4714089
Maybe a temporary damage resistance buff instead of given health? Or maybe that but with a "thorns" trait that makes 50% received damage reflect back to it's source (if that's even possible). Something more in the tone of defensive power to help survive large fights.
>>
Hellebarde is okay, so far
Like its thing of introducing a new enemy every map
>>
any one here got any sound rips from modern games lying around? I could really use some more impact effects. they'll be switched to something I actually have the rights for before actual release, but it'd help development.

Got all Doom2 flats categorized into 27 separate impact styles now. Just a bazillion line textures left now.
>>
>tfw had a snazzy idea for a map hack but it turns out func_trains literally need their proper movetype or else they don't work for shit period so you can't combine them with the rotating brushes hack
FUCKING ID1, although maybe the eggheads over at func_msgboard if they're prodded enough.
>>
>>4714193
I thought it was bad, the new enemies aren't incorporated into the maps naturally at all and used in an extremely formulaic and clumsy way.

I'm extra butthurt because the kind of ZDoom mapping I thought it would be is what I'd like to see more of, sort of a "vanilla+" thing that's otherwise contemporary Doom mapping but incorporates minor features like extra monster varieties or new items or powerups or jump enabled maps, without using any meme shit like scripting.
>>
how do you change the color of your hud (health,ammo,armor)?
>>
>>4714208
>scripting
>meme shit

man, scripting does not necessarily equal cutscenes up the ass or any shite like that
>>
Here's a very quick, perhaps sloppy conversion of the Quake Ikwhite textures to Doom format. Probably been done before. Includes flats. I might see about editing the archways so that they can be used as mid-textures, because as they are they lack transparency. Might also do the same for Ikblue, assuming Doom's palette allows it.

https://my.mixtape.moe/etefke.wad

Picture: Slapped the textures onto Map01
>>
>>4714221
All the infamous ZDoom mapping project shitshows have happened because people overstuff their maps with unnecessary ZDoom features just because they can. For example, even the famous mappers who participated in ZPack made some completely horrendrous and bloated maps.

ZDoom mapping has a bad reputation because of stuff like this, on top of the best mappers already avoiding it because muh demo compatibility. I'm saddened nobody is going to do the "vanilla+" style, because ZDoom mapping has a bad reputation from incompetently focusing on bells and whistles instead of good map design, and custom monsters have a bad reputation from bad mappers and randomizer mods horribly misusing them.
>>
>>4714208
>want to make a switch that does two separate things
>waaah scriipting
>>
>>4714235
>what is switch triggering a voodoo doll on a conveyor belt that makes the doll travel through multiple sector lines defined as triggers
>>
>>4714251
literally scripting, which you hate
>>
>>4714226
You could make an Egyptian Desert themed megawad with this. Just need DIO as the final boss.
>>
>>4714257
>another Egyptian Desert themed megawad
Seriously?
>>
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>>4714257
i prefer brighter and more saturated sand textures. a simple noise-based one i made here:
>>
>>4714232
With all of the vanilla+ weapons mods we have been getting like Highway to Hell, Flakes, and Meta Doom, you would think that vanilla+ mapping would emerge.
>>
Oh hey HDoom released a new tech demo a week or so ago, didn't know that.
>>
>>4714269
Aren't some of these maps made by newcomers?
>>
>>4714286
The difficulty of using custom monsters properly is that nobody still has any real experience of how to do it yet. You'd need veteran mappers who can figure out new designs for that, but they're all doing boom compat.

I've actually pondered this stuff more than I should have. Probably the most simple example for illustrating the problem in understanding new monsters is a Zombie with the SSG or the BFG. If you've ran into one of those in a gameplay mod or some custom map, chances are you've probably cursed the modder/mapper, the enemy and Realm666 as a result.
The problem is that kind of an enemy has different dynamics from ANY of the vanilla monsters, and can't be used aping any of the monster placements the mapper is already familiar with.It can't be used like a Shotgunner or even a Chaingunner because of the superior close range burst damage threat, it can't be used like an Archvile because it'll leave only the fraction of the time to react to the threat, any pure strafe-dodgeable projectile enemy is obviously right out, it can't be used as artillary fire like a Mancubus because SSG is hitscan or BFG can't be weaved through because of the tracer effect, it can't even be used like a Cyberdemon because it has less visible and audible warning. And that's just the attack pattern without taking durability to account. So if you used an SSG or BFG Zombie, you'd have to map around it carefully and use different encounter design than any of the stock monsters, with no familiar "schematic" to derive that map design from.
>>
>>4714258
Aside from Epic 2, I don't recall Doom having overabundance of Egyptian megawads.
>>
okay, I got a survey type question:
>best pistol
>best melee
>best shotgun
>best rocket launcher
>best grenade launcher
>best thrown explosive
>best machine gun
>best sniper rifle

I've got my list ready.

>Duke 3D pistol
>Doom chainsaw (1993, not 2016)
>Doom shotgun
>Strife rocket launcher
>Quake grenade launcher PANG
>Duke pipe bomb
>Blood thompson + shadow warrior duel uzis
>quake 3 railgun

let's see those lists bois
>>
>>4713972
Reelism is pretty good if you just want to kill. Demon counterstrike works with any map.
>>
>>4714257
Not really, seeing as how megawads require way more textures than ikwhite has. It's enough for a few Quake levels, but that's because it's Quake, you can do a whole ton of shit with brushes. I'm working on making some more textures for it though, mainly switches and the aforementioned transparent arches.
>>
Why isn't this thread a general on /vg/?
>>
Who would win between a Baron of Hell and a Shambler?
I think they're also the same height.
>>
>>4714362
It isn't fast enough
>>
>>4714363
Comes down to damage scale differnce I think, but I'm pretty fucking certain the shambler would win.
>>
>>4714362
No, that's /vg/arena FPS
>>
>>4714363
Isn't Shambler a Cyberdemon equivalent?
>>
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>Oblige creates an agitating skeleton map totally coincidentally
WHY CAN I NOT ESCAPE THE MEMES
>>
>>4714374
I thought it was more of a Baron equivalent because it was more common to fight against.
>>
>>4714368
Nigga, a /vg/ thread can stays hours without any new posts, this happens all the time.

>>4714373
There's 2 Final Fantasy general on /vg/
There's 2 Megami Tensei general on /vg/
There's 2 Yu-Gi-Oh general on /vg/
There's 2 Hentai Games general on /vg/

You can make your separate thread if you think your interests don't match with the current general.
>>
>>4714372
Even against Doom 4 Baron?
>>
>>4714382
Webm of that please?
>>
>>4714362
this is the retro video game board and doom is a retro video game
>>
>>4714336
Not sure if that answers my question or not
I just wondered if these sort of maps would have worked better if they were made by more experience and better mappers, even if they are more used to vanilla maps
>>
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>>4714390
Ha ha ha ha...
>>
>>4714386
I'll do you one better, here's the map cut from the set. There are at least 2 large revenant ambushes. I'm going to open it in doom builder and see what it's like.
https://my.mixtape.moe/ecjhmw.wad
>>
>>4714351
>Shotgun
>Katana
>Pump action SSG
>Devastators
>Firemace
>Grenade
>Super Nailgun
>???
>>
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Now with moon and (more) correct reflections
>>
>>4714386
The monster breakdown is 40% revenants, 21% imps, 15% demons, and the rest is misc.
>>
>>4714351
>best pistol
System Shock 2
>best melee
Shadow Warrior
>best shotgun
AvP2 Shotgun tied
>best rocket launcher
Quake
>best grenade launcher
Quake
>best thrown explosive
Blood Dynamite
>best machine gun
AvP2 Minigun by far
>best sniper rifle
Serious Sam: The Second Encounter
>>
...tied with Smooth Doom Super Shotgun (with gibs turned on)
>>
>>4714392
>I just wondered if these sort of maps would have worked better if they were made by more experience and better mappers, even if they are more used to vanilla maps
They would, atleast that's my hypotheosis. The experienced mappers would be better at figuring out the dynamics of altered monsters.

Although some of the boom compatible mapsets by experienced mappers that have used limited amounts of new monsters haven't utilized them that well in my opinion, but that's more of a problem of monster choice or the limitations of the format. These ones might be controversial and I'm not saying these are objective facts:
Valiant is missing the contrasts between vanilla monsters and custom monsters, because it completely replaces monsters with custom variants instead of utilizing both. Also it gives monsters that aren't the Cyberdemon rockets which is not a wise choice.
Scythe 2 has a problem with the monster choices themselves being bad. Mr. X is an unbalanced enemy to the point there wouldn't even be any way to use it in a proper way, and he honestly should've either decreased the hitpoints on Efreet or increased offensive threat and used them as more of a clear boss encounters.
Ancient Aliens has the same kind of a problem. The cloaked plasma marines aren't nearly as volatile as Mr. X, but they end up either sneakily doing huge damage to you or being ineffectual and boring. The flying boxes have a boring visual design and have an absurd damage threat compared to how, what numbers and which terrains they're utilized in.
>>
>>4714208
>without using any meme shit like scripting
Yeah, god forbid someone wants to make a complex action or effect without having to construct a Rube Goldberg machine out of conveyors and Voodoo Dolls.
>>
>>4714221
>uses meme as an adjective
>not retarded
>>
>>4714232
Give Alfonzone a try then, it's less reckless with ZDoom features and actually uses 3D floors for actual level design and layout.
>>
Beautiful Doom just uploaded another update.
Taken from the Zdoom Thread.
* ADDED/IMPROVED *
-- Added brightmaps for all monsters. Welcome glowing eyes and more realistic lighting! While shooting monster sprites don't light up fully, instead only the relevant regions are highlighted.
-- Kickback from kick attack now works more consistently
-- If you comment weapon-related #include strings in the main DECORATE file to play without new weapons, you no longer have to comment WPNREPL in LOADACS too
(But you will have to comment strings in MAPINFO. See DECORATE.txt for instructions.)
-- Added instructions into DECORATE.txt for those who want to exclude new weapons
-- Shotgun melee animation is a little bit more fluid
-- Torches now emit a quiet burning sound
-- Lamps now emit a quiet humming sound
-- Lamps destroyed by explosions now occasionally produce electric sparks (they're disabled along with Enhanced Lights option)

* CHANGED *
-- Enhanced Fist is silent as before, but Enhanced Kick will now alert monsters within 256 map units around you if you hit an enemy
(512 units if you're using Berserk). No alert if you swing in the air or hit a wall
-- Enhanced Shotgun Melee alerts enemies the same way the kick does

* FIXED *
-- Shotgun melee attack is fixed and reworked:
- only pushes monsters away when an enemy was hit (it'll no longer sometimes push things around when you just swing in the air)
- it pushes monsters away similarly to kick but stronger
- in contrast to kick it can only push monsters horizontally, not vertically, so the practical kickback strength is lower
- as before, it gets stronger with Berserk
-- Commenting weapon-related strings in DECORATE file now actually allows playing the mod without new weapons and doesn't produce any relevant errors
-- Explosive barrel's explosion frames are now bright
>>
>>4714251
A roundabout way of doing crude scripts in engines where scripting isn't available.

People use Voodoo setups for Boon, nobody uses Voodoo dolls for this with ZDoom because it has an actual scripting language which is more flexible and more reliable.
>>
>>4714448
Fine, I should've clarified it as excessive scripting like cutscenes, arena fights, timed missions or other stuff that makes it diverge heavily.
>>
>>4714397
>>4714414
Yeah, this map sure like to take his raging boners out of the closet
>>
>>4714382
>>4714469
Yep.
Great agitation (with a pinkie)
>>
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For all those who have issues with demon runes(or you simply don't like them) there is a patch that removes right on Zdoom Thread:
https://forum.zdoom.org/viewtopic.php?f=43&t=54750&sid=a4d0c6d828395a8ff2fe5c34b38eb01f&start=675
>>
>>4714089
Perhaps tangle with the idea of making an armor upgrade that can completely negate health damage from non-explosive factors until the armor runs out? If enemies are doing huge amounts of damage in your ICD overhaul, then it'd be a way to temporarily be able to shift combat priority but perhaps with the trade-off that you're extremely vulnerable once it runs out.

Just a spitball concept though.
>>
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>>4714480
Also managed to record a fisting session
>>
>>4714351
burl tumd pistol
berserk fists
burl tumd shotgun
napalm cannon
immoral conduct grenade launcher
immoral conduct grenades/satchel charge
tntguy uzis
immoral conduct infantry rifle
>>
enum ImpactTypeIDs
{
GTT_METAL = 1, //done
GTT_ROCK_BROWN = 2, //done
GTT_ROCK_GREY = 3, //done
GTT_LAMP = 4,
GTT_GRASS = 5, //sound
GTT_MARBLE_GREEN = 6,
GTT_CERAMIC = 7,
GTT_PLASTIC = 8,
GTT_DIRT = 9, //sound
GTT_GRAVEL_BROWN = 10,
GTT_GRAVEL_GREY = 11, //sound
GTT_SYNTHETIC_BROWN = 12, //sound
GTT_SYNTHETIC_BLUE = 13,
GTT_FLESH = 14,
GTT_BLOOD = 15,
GTT_WATER = 16, //done
GTT_SLIME = 17,
GTT_LAVA = 18,
GTT_SYNTHETIC_RED = 19,
GTT_SYNTHETIC_GREY = 20,
GTT_FABRIC_TAN = 21,
GTT_WOOD = 22,
GTT_ELECTRONIC = 23,
GTT_GLASS_ARMORED = 24,
GTT_TELEPORT = 25,
GTT_NUKAGE = 26,
GTT_CARTON = 27, //note: make it random grey/tan
GTT_FIREBLU = 28,//jeez...
GTT_FIRE = 29
};

Think I'm finished with the impact type variants. A few more line textures left to sort. Several of these will share sounds or effects (with color differences in the latter). Holding off on bullet hole decal variations for now..
>>
Why does TNT doesn't feel at all like Doom while Plutonia actually does?

Hard mode: Don't say the music.
>>
>>4714489
Most of the damage you take is bullets and fireballs though, explosive resistance would be nice against the Cyberdemon, but I'm kind of comfortable with his rockets being super deadly, and there isn't much else, besides maybe Revenants. I suppose it'd let you use explosives more recklessly, and I could define the shrapnel with damage type, but it feels situational.

The damage scaling was already pretty mean in the original ICD, and I'm fine with that.
>>
>>4714542
I wouldn't know what you mean by "feel at all like Doom" but I do like Plutonia a hell of a lot more than TNT, more memorable too (both in the good and the bad way mind you).
>>
>>4714489
Oh wait, I misread that. I suppose a resistance to more typical attacks would be worthwhile, maybe.
>>
>>4714461
>cutscenes
just because doom didn't give a shit about story doesn't mean that modders don't care about stories for their mods
>arena fights
quite a few boom mapsets have arena fights using the aforementioned "conveyors and voodoo dolls" method
>timed missions
batman doom had those and that's vanilla compatible
>>
>>4714351
>best pistol
Duke 3D
>best melee
Unreal Tournament impact hammer
>best shotgun
Doom
>best rocket launcher
Unreal Tournament
>best grenade launcher
Team Fortress Classic
>best thrown explosive
Blood Dynamite
>best machine gun
Unreal Tournament Minigun
>best sniper rifle
Unreal Tournament sniper rifle if headshots are allowed, Quake 3 Railgun if not.
>>
>>4713965
There was a tutorial I read somewhere ages ago, but it basically:

>Upper unpegged
Means the upper (or "above") texture in the linedef will be rendered top to down instead of bottom to top like it normally is, making it not move up or down with the sector because it will try to preserve the upper pixels.

>Lower unpegged
Means the middle (or "main") and bottom (or "below") textures will be rendered from bottom to top instead of top to bottom like they normally are, therefore they won't "slide down" with the sector because they prioritize preserving their lower pixels.
>>
>>4714548
Not the same anon, but ZDoom camera cutscenes did have a lot of potential many years ago but now I can't see them as anything but utter shit, because a lot of retards have overused them to create fucking awful camera sequences instead of putting some effort and make proper cutscenes like Strife
>>
>>4714397
I died with about half the map cleared (by killcount) after 5:22. boom202 demo: https://a.uguu.se/jEjCIKzxJMQp_ecjhmw.zip
>>
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>>4714351
>best pistol
Unreal Tournament's Enforcer
>best melee
Heretic's Gauntlets
>best shotgun
Unreal's Flak Cannon (both U1 and UT99)
>best rocket launcher
Quake 1's Rocket Launcher/ Unreal's Eightball
>best grenade launcher
Quake 1's Grenade Launcher/Unreal's Flak Cannon altfire
>best thrown explosive
Blood's Dynamite
>best machine gun
Serious Sam's Tommygun
>best sniper rifle
Unreal's Shock Rifle (I know it's not a real sniper rifle, but it gets the job done at shooting distant enemies. Plus Shock combo)
>>
>>4714397
>>4714414
>>4714469
Completing this with Babel in ironman was honestly one of the most tense but also fun levels I've ever seen out of Oblige, but god fucking damn was I wondering if it was unbeatable at parts. Some highlights:
>3, yes 3, Revenant ambushes of increasing size, often from multiple angles
>No non-shotgun ammo
>No soulsphere/megasphere/invuln
>One secret, a partial invisibility which only makes the level harder
>Revenants flood the starting area preventing retreat an access to health
>Third ambush has an easy kiting area for the first ~5 Revenants, but also releases 6 shotgunners to snipe you in that area
>final room filled with lost souls to whittle you down
10/10 would die repeatedly again. I know it would probably have been easier without the mod but I figured it would be a good test of skill.
>>
>>4714351
>Best pistol
Tie between Duke 3d Pistol and Falcon 2 from Perfect Dark.
>best melee
Shadow Warrior katana
>Best shotgun
Doom2 Super Shotgun
>Best rockets
Quake 3 Rocket launcher
>best grenade launcher
Quake 1 Grenades
>best thrown explosive
Blood dynamite
>Best machine gun
UT99 Minigun
>Best sniper rifle
If it's allowed, then the AWP from CS 1.6. If not then UT99's sniper rifle.
>>
>>4714571
>that glance at the horde of revenants in the starting zone right before being bonered
I laughed.
>>
>>4714008

not so smart
>>
>>4713859

I play gameplay mods with oblige maps
>>
>tfw there are a ton of great multiplayer mods for the Quake trilogy that are all dead
Which ones did you love the most? I missed the boat initially so I didn't get to play several of them outside of the original Team Fortress and CPMA.
>>
>>4714623
Weapons Factory for Q2
>>
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it's ok to tag this brushes as func_detail?
>>
>>4714281
Play Plutonia map11 with it.
>>
>>4714374
No way, Cyberdemon is a full boss, while the Shambler is just a high tier enemy. Closest cybie equivalent would probably be Armagon.
>>
>>4714351
>best pistol
enforcer
>best melee
wrench from opposing force
>best shotgun
either SSG from doom 2, or soldier of fortunes SPAS12
>best rocket launcher
Unreal
>best grenade launcher
Quake
>best thrown explosive
duke pipe bomb
>best machine gun
Unreal
>best sniper rifle
Unreal
>>
Can someone explain what cc4-tex.wad is to me and why certain maps need it?
>>
>>4714701
Textures not present in the original game.
>>
>>4714701
It's a wad full of usefull textures that many mappers use to make their maps.
>>
>>4714061

It's a known bug, but it's extremely extremely rare. Plus, it's funny, so I haven't fixed it.
>>
>>4714642
i only know source mapping
but definately
if it isn't big and simple, it's detail
>>
>>4714216

You'll need to customize it in SBARINFO. You'll either have to change the background graphic to be a color you want, or in the DrawFont/DrawNumber sections you'll have to change the color.
>>
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>>4714725
>SBARINFO
HISSSS
>>
>>4714719
Make a .gif or .webm of it happening.
>>
>>4714008
That's because you're impatient and press Enter too many times.
>>
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>>4714069

Nice, that looks mint.
>>
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>update GZDoombuilder Bugfix
>suddenly it doesn't work anymore
Well, fuck. Is this happening to anyone else?
>>
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Does anyone know how to exec configs in GZDoom? I tried making configs in the root GZDoom folder then using 'exec test.cfg' and 'exec text.ini' in console but it doesn't apply the video settings.

I'm wanting to create graphics configs - one for retro and one for eye candy - so I can easily and quickly swap between the two in-game without having to go through the menus.
>>
>>4714351
I'm the OP for this survey, this stuff won the most:

>Duke 3D and unreal enforcer tied for 2
>Shadow Warrior katana, 3 posts
>Doom 2 SSG, tied with Doom 1 single barrel with 2 posts each
>Quake 1 and Unreal 1 tied with 2 posts each for rockets
>Four posts of Quake 1 nade launcher, landslide win
>Four posts for blood dynamite, but two posts for immoral conduct nades, and two posts for Duke 3D pipes.
>Unreal got 3 posts for best machine guns
>Unreal got four posts for best sniper rifles, 3 for the rifle, 1 for shock rifle.

Overall, this is a damn good list.
Proud of ya, /vr/
>>
>>4714769
>tfw survey happens when you're asleep
Ah, shit.
>>
>>4714776
you can still post, I'll update my post.
>>
>>4714753
It didn't work when launching it from the taskbar like i usually do, but going to the folder and opening the exe itself did. so i removed the taskbar shortcut and made a new one
>>
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Experimenting with Doom AI and it's really fun to watch 'em go.

I came up with this system. If an enemy hears the player shoot, they go on more of a "light" chase where they still go after the player, but much slower, and they forget about them after a while.

If they SEE the player they go on full alert and run around like spastics chasing the player down, alerting enemies nearby to go on light alert.

If they get low on health, they run away, and because of the way I've laid my maps out that usually means they go back to where there's more enemies. These enemies are then alerted by this full alert enemy running around to go chase down where the player is. However, since they're still on light alert, if the wounded enemy isn't nearby bouncing around the walls screaming that the British are coming, they eventually fuggedabout it and go back to their spawn state.

After testing this out a lot, I realized exactly why Wolfenstein 3D went from a stealth game to an action game.

This system, while INCREDIBLY amusing to watch while notargeted, in all practical terms means 95% of the time when you fire a shot, then all of the enemies in the map haul ass towards your location and assrape you.

Realistic, maybe. Robust, absolutely. But not fun at all.

Maybe if I add some sort of mechanic where the player is invisible until they start shooting or an enemy bumps into them, like ZDoom stealth monster logic but applied to the player. That way the player can watch all this behavior and go wowee this is neat. But nah, pretty complex for a Doom mod.

I think I'll make the AI more combat-oriented like the Skaarj in Unreal, but that was some advanced shit.
>>
>>4714789
In my case, neither is working. I wonder what could be happening? Maybe something to do with .NET Framework 4.7.1?
>>
>>4714792
>This system, while INCREDIBLY amusing to watch while notargeted, in all practical terms means 95% of the time when you fire a shot, then all of the enemies in the map haul ass towards your location and assrape you.
The solution is memory markers. Have the terrified monster leave an actor and keep a pointer to it, then set that as the patrol point of any other monster it alerts through some zscript magic.
>>
>>4714792
There's a reason why by default, enemies have their hearing restricted by sectors. You should probably try to adhere to those rather than just let enemies hear you all around, probably find a way to only have a radius made on sound rather than a massive map wide alert.
>>
>>4714797
Issues with the 64 bit version I think. ZZYZX has been talking about it in discord.
>>
where does the sound for metadoom's beholder (green pain elemental) come from?
>>
>>4714806
Got any specific details? Or if it's not too much to ask, a Discord invite? It would be really good to get more direct feedback on this.
>>
>>4714819
Look at the trip and that shall answer your question.
>>
>>4714825
You forgot your trip.
>>
Ignore him.
>>
>>4714336
The SSG zombie should just be like, illegal or something.

Even with a Megasphere the fat fuck manages to peel off like 100hp and 50 armor or something, not even at point blank.
He always sneaks up on me somehow, too.
Maybe RNG is just cruel to me.
>>
>>4714819
/v/eddit troll. Report and filter his posts.
>>
>>4714847
So he was just pretending when he said the Playstation could read laserdiscs?
>>
>>4714792
>Realistic, maybe. Robust, absolutely. But not fun at all.
This is precisely why I didn't go all out for the AI tweaks I did in my mod. At the beginning I had tried some other things like cover-taking, reactions based on health, starting in a wandering mode, etc but it really REALLY ruins the gameplay a lot. Granted I was trying to stick to a "Vanilla+" approach but if you're intending your changes to be run on vanilla maps at all you've got to be very careful with just how smart you make the AI. Nobody likes being rangraped by monsters and having no ability to predict what's where in a room can kill encounter design. You'll also be a bit limited by the lack of frames unless you're going to make more.
>>
How did you guys learn map design? Just from playing Doom so long it just sort of clicks? Or just from practice making maps?
>>
>>4714846
Yeah, that's why an enemy like that would need some extremely delibarate placement to avoid bullshit "super shotgun in the face/back out of nowhere" moments.
>>
>>4714852
It's clearly a calculated troll persona. Every facet of it's posts is designed to rile people up. You think anyone's gonna post this shit unironically?

https://warosu.org/vr/?task=search2&ghost=yes&search_text=%22database+entry%22&search_subject=&search_username=&search_tripcode=&search_email=&search_filename=&search_datefrom=&search_dateto=&search_op=all&search_del=yes&search_int=dontcare&search_ord=new&search_capcode=all&search_res=post
>>
>>4714864
I'd settle on that; you're not allowed to use him as a generic replacement or in place of lean shottyguys.
>>
>>4714743
Nah, it's from holding it too long, but sometimes it just happens from a normal press.
>>
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>tfw wanting to discuss the very real issue of GZDoom Builder Bugfix exploding for some people after the last update but then some faggot shitposting tripfag appears and starts hogging all the attention
>>
this is turning into a zoo
>>
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At first glance, does this texture look as if it is a switch?
>>
>>4714916
It looks like the gold key from quake
>>
>>4714903
Did you get the link?
>>
>>4714923
It is, but if you were to see it in Doom, would your instincts be to activate it, or just ignore it?
>>
>>4714916
Completely removed from context it sorta does until you realise that's a gold key from quake.
>>
>>4714907
Maid will always be my fave. Plus those roombas don't fuck around.
>>
>>4714916
depending on the wall texture it was placed on, I think it's a decent switch design. The gold pops and draws the eye enough to make you want to try it, but if the wall itself were a similar colour to the edges of the button I think I might overlook it.
>>
>>4714926
Which one?
>>
>>4714930
I would see it in the same way I look at the RBY bordering in the IWADs, a symbol hinting at something nearby that needs a key, but an UNF addict would probably hit it
>>
>>4714941
https://forum.zdoom.org/viewtopic.php?f=48&t=54921
>>
>>4714916
If it stuck out or had a brightmap that made it seem like it was to be interacted with, perhaps. Just a texture on a wall isn't much by itself, gotta use level design to funnel you towards noticing it and making it stand out enough that perhaps it looks like a switch.
>>
Post yfw you realized E3M2 and E3M7 don't have any imps.
>>
>>4714947
>E3M2
bullshit
>>
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>>4714932
I bring it up because I'm debating on whether or not I should give these textures switch functionality. There's a red, yellow, blue and black variant.
>>
>>4714351
These questions are too specific/conventional for me, ah well.
>>
>>4714872
If I did it, I'd make sure that the SSG/BFG zombie is positioned a reasonable distance away from the point the player enters the room, so if it shoots right away the spread will reduce the SSG damage or there's time to react and take cover from the BFG shot, and it should also be clearly visible when the player enters the danger zone so the threat is idenfiable and doesn't come from a blind angle without a warning.
>>
>>4714798
Yeh I could end up doing that but the glaring issue of the player just bulldozing through still remains. If I do get back to it being some sort of stealth mod I might do that, that sounds smart.

>>4714854
I'm incredibly curious. How did you implement a cover system in Doom?
>>
>>4714968
They probably figured a way to make the enemy try to evade the player's sight.
>>
>>4714854
Do you have a saved version of your mod with the initial smart AI?
>>
>>4714968
>How did you implement a cover system in Doom?
I didn't, I made certain enemies (the human ones) prefer to flee and break LoS except when making an attack, which led to them trying to peek around corners to fire then quickly duck back. Kinsie did almost the same thing in JPF but with the addition of speed boosting. His isn't active all the time though, mine was during testing.
>>
>>4714979
Sadly no due to moving between countries at the time and losing my HDD but it wasn't overly complex. A lot of +FRIGHTENED flipping and some random chances to enter a wandering state. You could probably replicate it yourself just from that information.
>>
>>4714945
Thanks, I'll try asking there for help.
>>
>>4714959
>if i remove my trip they wont know its me
>>
>>4715001
Stop enabling him.
>>
>>4714753
Yeah. Fixed it by manually re-downloading it.
However it's crashing when trying to build with BSP nodebuilder now... Dunno what the deal is with that.
>>
>>4713840
La tailor girl 1.52 released
https://forum.zdoom.org/viewtopic.php?f=43&t=58343&p=1050351#p1050351
>>
>Doom 64 Arachnotron shoots two plasmaballs at once
>MetaDoom makes him shoot a big, fast plasma ball instead
>>
>>4715016
Two plasma is better
>>
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>>4714979
>>4714986
Sorry for shit graph, this was the first tool I could find. Basically this is the map of the relevant states. While taking cover, or according the random chance, the enemy can enter a state to make an attack in which it will shoot as soon as it can see the player then take cover again. The Aggro state is just a transition state which picks what to go to first. Enemies can fire when in the Take Cover state, but prefer not to.
>>
I don't like how Highway to Hell (the mod) has its starter weapon being a machine gun and uzi's, that is probably even better than the actual machinegun in the mod
Like, a simple pistol should be enough
>>
>>4715020
Neat! I did something similar including a custom walking-while-firing chase state. Never got around to making it able to pass corners while the player was in sight though.
>>
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>>4714032
I don't see the problem here, it's not like he has two left hands visible at one time.
>>
>>4715032
In order to make that work you've pretty much got to disable ranged attacks when you have +FRIGHTENED on. It doesn't always work fast, but given time it's mostly effective. Using ZScript you might be able to do more, but when I made my version ZS was literally brand new so I wasn't touching it with a 10 foot pole.
>>
>>4714469
How do you get this view?
Looks like a game of DRL lel
>>
>>4715034
I mean, it's logical in terms of animation since he'd be taking the hand off the bottom of the barrels to put two shells in. But the speed at which he does it is pretty crazy since in the span it took for him to lower said barrels, he's already got two shells ready to insert into the thing before lifting it back up to lock. Reloads a double-barrel faster than any professional ever could.
>>
>>4715042
Doomguy is also left-handed, so this reload makes some sense for him. It is really fast though.
>>
>>4715037
The AI system I had working (since lost it like you did yours) would actually turn fake-frightened when you were in it's line of sight and closer than a certain threshold range, where it'd backpedal while firing at you. it could also go into rage mode if you hurt it, rushing you blindly and shooting faster but less accurately.

used the final version of decorate right before zscript, so anonymous functions allowed for a bunch of neat things not tied to states.
>>
>>4715042
>>4715046
This is also the guy that runs like a cheetah, speed is his way of life. Besides, Ranger reloads his double barrel even faster, you can't even see the motions!
>>
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How is it that Quake II's AI is somehow worse than Quake I and even Doom's AI? The enemies constantly get stuck on shit
>>
>>4715057
Quake is unfair since his gun models and the animations are so simple. Probably literally magic guns.
>>
>>4713880

There is a mod for that where it breaks medikits and boxes of ammo into stimpackd and clips etc. I'm on mobile so can't search atm but shouldn't be hard to find. If you can't find it let me know and I'll look and upload it after work.
>>
>>4715047
Yeah same here on the rush thing, I was going to have monsters choose between death rush or running away but eventually I realized that the feature wasn't really all that fun and just added annoyance. The rage mode was eventually reworked into the pinky demon as part of its group dynamics, and the range-checking was dumbed down a bit so it was more about picking appropriate attacks than positions for the monster, allowing its movement to more closely resemble the original AI while still letting it consider its position a bit. Fear turned into a system of its own for CC and I think overall everything worked out for the best.
>>
>>4715058
>The enemies constantly get stuck on shit
Never happened to me.
>>
https://youtu.be/SlKao_Pox5A
>>
>>4715058
If anything, they're about on-par with Quake 1's. With no obstructions like doors or elevators, both games will have foes make their way to you, Q2 just has them being slower about it. Keep in mind that for all three games, their prerogative is "advance towards the player's position".
>>
>>4714769

>best pistol
enforcer
>best melee
impact hammer
>best shotgun
turok 2 shredder
>best rocket launcher
unreal rocket launcher
>best grenade launcher
quake 1 (unreal 2)
>best thrown explosive
dynamite
>best machine gun
unreal
>best sniper rifle
unreal (ut2k4 lightning gun)

inb4 not retro
>>
>>4714351

>no best flamethrower

dropped
>>
>>4715081
I mean, RTCW wins it by default.
>>
>>4714351
what about BFG tier weapons?
>>
>>4714916
If it stood out, like there aren't other details like that around, like it's used as a switch would be used, I'd go UNF it for sure, always.
>>
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huh
>>
>>4715083
Too short range, also fails to set enemies on fire too often. Unironically, the flamethrower from Wolfenstein 2009 is much better.
>>
>>4714070
Top waifu here
>>
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>>4715104
Is that even the Ranger? Because i though it was the grunt.
>>
i love the aesthetics in strife
>>
>>4715114
youre also a dork
>>
>>4715124
It's beautiful as fuck.
>>
>>4715119
funny
>>
>>4715109
she sure is
translation fucking WHEN
>>
>>4715124
The palette is really nice, but I think the textures are a bit too blurry.
>>
How do you turn off the headbob in Quake 1?
>>
>>4715124
strife was one of those games that was MADE for 2.5d fps. it would've looked so fucking ugly if it went 3D with the technology at the time.
>>
>>4714792

reduce the sound radius of the player to an extreme, then make as goldeneye, use a very small radius with the first shot, keep it in a wait state an reduce it progressively to a null, if you shot again in a not null radius, increase the radius of the sound to double, repeat and if you shot again, increase the radius to a triple or cuadruple
>>
>>4714706
>>4714707
Okay, so, why don't mappers just include the textures in their map wad instead of requiring more shit in the load order?
>>
>>4715136
Editing Progress is on 26%

Maybe this year?
>>
>>4715153
Because the CC pack was made for collaboration projects. So participants could use some non-standard textures for variety, without the file bloat issue of duplicates and such.
>>
>>4715153
because that bloats the size of the wad, and its a very common texture pack that comes with a common mapset (community chest 4)
>>
>>4714916

I'd try to activate it (with the key), so, I'd turn around 360 degrees and walk away in search of the key before touching it
>>
>>4714926

didn't you get the memo?
>>
>>4714738

What else are you gonna use, ZScript? Lol.
>>
>>4715063

the absolute madman
>>
>>4715157
I'd like to hope so, but who knows considering the speed of their progress
if it happens in my lifetime I'll be happy
>>
>>4715171
Yes. Once you hunt down a barebones zscript hud it's really easy to make your own with it.
>>
>>4715167
What?
>>
>>4715140
You mean weaponbob?
cl_bob 0
>>
>>4715148
I still think we jumped the gun on 3D way too early. 3D games didn't start actually looking any good until about halfway through the previous console gen.
>>
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"ground" texture or "floor" texture?
>>
>>4715187
no i mean how your view tilts when you move in a certain direction
>>
>>4715194
You're wrong.
>>
>>4715195
the latter
>>
>>4715195
flats
>>
>>4715195
what are you asking exactly...?
>>
>>4715184

Do you have a link to one?
>>
>>4715214
here's a very barebones HUD from AFADoomer

https://forum.zdoom.org/viewtopic.php?f=122&t=55812&p=1014019&hilit=zscript+hud#p1014019
>>
>>4715176
They are working since 2012 on translation and have finally finished it last year, and magically they have reached 25% on the editing with less than half a year... The worst case scenario is having to learn nippon (something that we can do faster than the patch)
>>
>>4715124
>Playing on GZDoom
>Not Strife VE
RREEEEEEEEEEEEEE
>>
>>4715214
https://pastebin.com/SpaFuFkr
i think that should work (cut down the one I use myself) but I haven't tested it to make sure and i'm going to bed right now
>>
>>4713859
I've never technically beaten Doom 2.
Fuck the Icon of Sin
>>
>>4715229
What are the advantages?
>>
>>4715230
>>4715223

I'll give these a shot later tonight.
I'm...reluctant to work with ZScript menus and intermissions and HUDs, but it might be good to take a stab at one and see what happens.
>>
>>4715231
literally all you need to do is hit it twice with a rocket launcher
>>
>>4715240
Out of the three you listed, HUDs are definitely the easiest to pick up
>>
>>4715241
three times, if i recall correctly it's only been done with two rockets in tool assisted recordings.
>>
>>4715231
last time i made sure to record a demo, so i never have to do it again.
>>
>>4715247
my bad
i've only done it a few times long ago, i always skip it when i replay doom 2 since it's pretty lame
>>
>>4715241
three times and the timing is tricky without mouselook
it's pretty hard on ultra violence +fast monsters
>>
About Vanilla mods,which one of these is the best?
-Beautiful Doom
-Smooth Doom
-Dead Marine
>>
>>4715251
same, i tend to skip all map30 clones.
>>
Quake 2: Software of Hardware?
>>
>>4715194
I disagree, Half-Life 2 came out in the early 2000's, and still looks kind of good, considering how old it is.
There's also the Resident Evil remake.

It's a matter of competence.
>>
>>4715158
>>4715159
So it's an easy way to standardize texture usage on collaborative projects without having to set up the system yourself, gotcha.
>>
>>4715291
I think HL2 aged worse than HL1.
>>
>>4715194
There are plenty of PS2 games that looked absolutely fantastic because their art devs new how to nail down aesthetics within the limitations. Most of those games also happen to be Japanese, so if all you ever played are Western dudebro action games aiming for graphical realism then yes it's going to seem like most 3D has been shit.
>>
>>4715301
In terms of level design, I'd agree, but in terms of graphics, Half-Life was a bit rough looking.

I think the HD pack held up pretty well though.
>>
>>4715259
You forgot Cosmetic Doom, and I too would like to know this.
>>
>>4715205
The one true answer.
>>
How much effort would there need to be to add bumpmaps to vanilla Doom textures
pic unrelated
>>
>>4715194
3d games are still ugly
>>
>>4715205
Delicious flats.
>>
>>4715317
Not TOO much, considering the low resolution. If you already can draw textures, you could easily learn how to do bumpmaps, normal maps and brightmaps.
And this actually looks really good on Doom's texture sizes, if it's done properly.
>>
>>4715323
Your mom is low definition.
>>
>>4715337
your mom uses filters
>>
>>4715259
Dead Marine is pretty much Smooth Doom with a nice HUD and improved sound effects tossed in. It gets my vote.
>>
>>4714642
Probably. I'm still not 100% sure how details work with Q1's tools and compilers, and if it's just a matter of trading compile time for less visibility culling or what.
>>
>>4715057
there are slipgates in the shotgun
>>
>>4715196
cl_rollangle 0
>>
>>4715364
thanks friend but i had already managed to find it on my own
>>
>>4715368
>>
>>4715335
Well ever since the feature was added, I was wondering how inevitable it may be until someone tries to either do normal/bumpmaps as a pack to join the packed-in brightmaps, or get a community project going for it.
>>
>>4715317
Just curious, what map are you playing in that screenshot? Been playing a lot of GMOTA lately and have been looking for some nice mapsets to go through.
>>
>>4715380
No Rest For The Living, with the Hexen 2 to Doom texture pack.
>>
>>4715381
Ah okay, thank you! I'll have to look up that texture pack then, because I definitely didn't recognize the map with the differed textures.
>>
>>4715357

I don't want unnecessary cuts, those brushes don't occlude anything

I'm accustomed to unrealed, but there the brushes are called solids, semisolids and non-solids

I want to know if func_detail acts the same as semisolids (brushes that are not calculated within the main bsp)
>>
>>4715317
Is that No Rest For The Living with GMOTA? I just played that same combo
>>
>>4715384
Not faulting you there, it's only easy to recognize some specific abstract level design by their setpieces if you alter the textures. For lesser-played maps or generally more complex ones it can be a pain to figure.
>>
>>
also, what's the difference between light and ligfht_globe?

which one should I use?..
>>
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So I'm trying to do something I assumed would be simple but it's actually not. I wanted to make it so when you killed all four imps the sector in the center would lower, allowing the player to get the chaingun. How exactly do I do this?
>>
>>4714351
I'm late but fuck you I wanna answer this.

>best pistol
Sapphire wand or Serious Sam's dual colts
>best melee
Shadow Warrior's katana
>best shotgun
Tie between classic Doom Shotgun and UT's Flak Cannon
>best rocket launcher
UT's Eightball
>best grenade launcher
Shadow Warrior's grenade launcher
If I could I'd make it Dark Athena's compression air gun, but that's not retro
>best thrown explosive
Duke's pipe bomb
>best machine gun
Return to Castle Wolfenstein's Sten (fuck you it's close enough)
>best sniper rifle
Not much of a sniper guy but Shadow Warrior's rail gun?
>>
>>4715407
you would need scripting to do that
btw that's not appropriate for doom or fun
>>
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Do you care about finding secrets?

Do you go out of your way to enter secret levels?

Be honest /vr/
>>
>>4715375
I almost started doing it but then I remembered lol copyright issues. It really would not be that hard though, someone could probably do it in a weekend.
>>
>>4715393
That's a good point there. That and in my case I haven't really used texture packs outside of if a mapset needs a specific one or comes with the one it needs. (Like CC4 for example.) So I have no idea what ones even exist, other than avoiding HD ones more than the plague.
>>
>>4715410
>not appropriate for doom or fun
What makes you say that? Ah well. Im not gonna mess around with scripting in my first map.
>>
>>4715415
Do the normal and/or bumpmaps need to be included as the textures themselves and not just separate?
>>
>>4715417
well in the original doom games, the only time that happens is in the boss fights. because part of the fun of the game is the freedom to try and bypass enemies when you think you should/can. how about instead of forcing you to kill the imps, you just make it so they block the way, and you need to kill some of them to get through and all of them to be safe? feels much more natural than the other way
>>
>>4715414
Always in both cases. If I can't find all the secrets or secret levels, I either give up entirely on my run, or I noclip to see where I fucked up before starting over to do a legit run to try and find it the correct way depending on my mood.
>>
>>4714351
>Moonraker Laser
>Pitchfork
>Super Shotgun
>Devastators
>UT99 Rocket Launcher alt fire
>Blood dynamite
>Unreal Minigun
>Deus Ex Sniper
>>
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Can you make Voxels spin on an x or y axis?

Eg: A knife spinning as it's thrown or a rocket spinning in flight.
>>
>>4715423
Yeah I'm just gonna put a switch on the back of the platform that isn't immediately visible. The pickup range of items is really messing with me though. Keep having to make the block the chaingun is on bigger. is there a way to keep players from grabbing it until the block is lowered?
>>
>>4715447
is having to make a slightly wider pillar really a terrible inconvenience?
>>
>>4715453
No, I was just wondering.
>>
>>4715447
you can't grab things on ledges if they're too high above you, i think if the ledge is 64 units up from the floor you can't touch it
>>
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>>4715342
>>
>>4715414
i like finding secrets and get after them if i find the clue. but instead of ammo or health, i prefer finding something that isnt a character improvement, like a secret level or a joke. i think serious sam got it perfectly
>>
>>4715419
They are separate images
>>
So since this "physically based rendering" stuff has been enabled recently, I've been wondering how the fuck this stuff is even implemented. I'm not a computer graphics person so I only have a surface-level understanding of how graphics rendering works, but I at least understand the role of things like bumpmaps and brightmaps. How is PBR implemented on models? Is it a separate map layer, or something that's part of the texture file itself?
>>
>>4715475
Then I figure they'd fall under the same terms as the packed-in brightmaps do. They can only be used as GZDoom assets, for the time being anyway unless someone starts importing that shit to Doom 3 or the like, and the brightmaps are already directly tied to requiring the vanilla textures without encroaching on presumed legalities.

But maybe i'm too naive about it.
>>
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I'm detailing a large outdoor area a player "flies" over during a level, but I don't really know how to detail it or arrange an atmosphere for it. Any ideas on terrain details?

Placing a buttload of trees seems ridiculous (and may strain some computers), can't have any buildings and I've already got rivers and waterfalls.
>>
>>4715492
Gonna be a view from above or facing forward?
>>
>>4715492

use top down pictures, don't go overboard
>>
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When it comes to a map, how long is too long?

I just completed a 25-minute map. It felt really satisfying. Anything beyond that sounds tedious though.
>>
>>4715546

>how long is too long?

no such thing
>>
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>>4715492
sounds like a big map, too much work, just use a skybox
>>
>>4715546
It's too long if you're not having fun.
>>
>>4715205
CAN'T YOU SEE HE'S GOING TO KICK MY BUTT!?
>>
>>4715529
>>4715537
>>4715557
The player can see down into it, but imagine flying through a valley and you're not far wrong.
>>
>>4715546
That really depends for me. I don't mind a long map if it keeps things interesting for me.

If it takes a lot of time because I don't know where to go, then I'm not having fun.
I can average anywhere from 5 to 20 to even 40 minutes, depending on map type and style, I'm fairly methodical in my way of play, usually employing cover and making sure to eliminate threats before moving forward.
>>
>>4715546
I'm forgiving of massively long maps if it's a single/few level WAD.

Though I'd be expecting the level to change things up around the 15 minute mark.
>>
>>4715592
>>4715546
To add to my point. "Fuel Devourer" was a huge map, but it mixed things up near the end with that huge outdoor area.
>>
>first time running one of these giant maps on my gaming rig
>runs like shit
Welp, so much for hoping my 970 would be good enough.
>>
>>4715492
Got me thinking: has anyone created a mod where you pilot a plane? I know Commisar Donatello the 44th made that one where you can pilot a helicopter, but I don't think I've ever seen a plane before.
>>
>>4715604
Try non-ZDoom source ports.
>>
>>4715612
I've never used other ports, will Beautiful Doom even run with them?
>>
>>4715623
No
>>
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>>4713859
I hate icons of sin and I will unironically cheat when I play them, eg: throwing grenades into the hole or whatever (oh I also always play with gameplay mods) because fuck icons of sin they're utterly played out.

Use boss monsters or something.
>>
>>4715405

plain english?
>>
>>4715629
Well that's fucking gay. Why the fuck does GZDoom make such an old-ass game run like shit on a modern graphics card anyway?
>>
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So... you want to play Pathways into Darkness on PC...?
>>
>>4715673
Because it needs to have a ton of overhead so all the mods can work.
>>
What part makes it so that the camera can't turn on the vertical axis in Doombike, and how do I remove that part?
https://forum.zdoom.org/viewtopic.php?f=43&t=58804&p=1032227&hilit=vehicle#p1032227
>>
>>4715674
No? Well too bad.
https://drive.google.com/drive/folders/0Bxm8qv3ObDeLY1ZkMVYwdUYxZGs?usp=sharing

I will eventually make an Aleph One quickie and maybe one day I'll learn NSIS
>>
>>4715680
You don't think my i7 2600K is adding to the issue do you?
>>
>>4715724
I've got an i5 7600 and mine runs fine, but that processor is a bit old. GZDoom is pretty processor heavy at times so it might affect it.
>>
>>4715731
Nvm, the issue was with Beautiful Doom. Switching to Cosmetic Doom instead.
>>
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>>4715694
I know that the webm I have isn't all that great, and I know the game really doesn't start until you get the blue crystal (which is like 4-5 hours in), but if you are into cool / creepy enemy designs, 90's attitude mixed with bungie-patented antagonistic map design from Marathon, and having to do full resource management, this game is for you.
>>
>>4715672
what?
>>
vinny vinesauce about to stream doom mods...after streaming gamecube corruptions and "dumpster crate" that is.
>>
>>4714009
you might want to get some hax weapon mods along with it. slaughter maps are notoriously difficult to the point it requires massive amounts of patience and a bit of luck to just get through a single wave of the sometimes 3000+ enemies.
>>
>>4715731
>GZDoom is pretty processor heavy at times
why? could you explain?
>>
>>4714846
My mod has an SSG zombie, with a 1-in-20 chance of replacing a normal shotgun zombie.

Way I kept it from completely ruining the game is to change his armor color and force him to reload right *before* he fires, rather than right after. So you start hearing the 'click, click, kachunk' and either blast him or run the fuck away.
>>
>>4715835
All the scripting that goes into every actor means the game is far more expensive than vanilla, plus Doom's engine is single-threaded and I believe GZDoom hasn't taken any steps to change this (as it would be very hard to effectively multithread while keeping behavior roughly compatible with vanilla) so all that extra work can't be delegated as well as modern engines would do it.
>>
>>4715414
I end up wandering around confused and stumble blindly into secret levels instead of the normal ones. Almost without exception.
>>
>>4714070
Doomzone's pretty damn fun, kinda like a different take on project MSX in some ways.
>>
>>4715840
Don't know much about programming, what kind of behavior would multithreading affect that would make it incompatible with vanilla wads?
>>
>>4715846
Doom executes each event per logic tic in a certain order, and executing them on separate threads would mean that the order isn't preserved properly, since cheaper events would finish before more expensive ones even if they wouldn't in vanilla due to execution order.
>>
>>4715846
>>4715850
Actually I'll add that there are ways to multithread event stacks like that and keep the execution order, but I'm sure there's a reason that it isn't done. Probably all the inter-thread locking would mean the code would become very hard to read but the gains would be negligible? Not sure.
>>
>>4715041
Just go into automap options
I think I turned on "Textured Display" or something
It certainly helps a lot better to understand the map.
Then there is also an option to "Show Things as sprites"
>>
>>4715681

Oh, wow, that takes me back.
It's been a while, but if I remember correctly the way the Doombike works is that the player is actually locked into place with SetPlayerProperty's PROP_TOTALLYFROZEN and manually reads the mouse movements.
You COULD simply comment out the TOTALLYFROZEN section in the ACS, but then you'll have extra looking side to side movement.
>>
>>4715860
Show things as sprites only triggers if you use iddt twice, or if you already have picked up a computer map and use iddt.

It's basically a 'level 2' version of the map. It's also a powerup in strife.
>>
How do I keep monsters from being alerted by sound in other rooms and wandering around?
>>
>>4715906
Use dummy inventory actors
>>
>>4715925
what did he meant by this?
>>
>>4715428
No. Or you can, if you make an individual voxel model per frame and make the rotation in the actual model.
>>
>>4715876
That's not exactly what I wanted. I wanted it so you could aim up and down. But, testing it, it seems to be better than what I wanted. It allows for a modicum of flight control.
>>
>>4715898
Well yes, obviously
It's still pretty useful if I pretty much finished a map but there's a stray monster stuck somewhere, or maybe I'm missing some items. So I can just IDDT and look around.
I don't really consider it cheating since again, I already basically completed the map and it's not like those three health vials that I missed are gonna help much.

Also, same if I still have missed secrets and I can't find them all after rerunning through a level. I guess using IDDT to find secrets IS cheating, BUT I don't care, I'm just interested in secrets and I don't like missing stuff.

I'm just a completionist.
Makes me feel satisfied to see all three "100%"

>>4715414
Also an answer to you above
>>
>>4715906
Use sound blocking linedefs.
>>
>>4715906
You need two soundblocking linedefs separating them.
>>
>>4715859
the code wouldn't be hard to read, it just is a lot of work to make everything thread safe, the way things are now you can't really just put a bunch of thinkers in a different thread without completely breaking the game
>>
>>4715428
Does rotating the actor itself not work?
>>
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>>4715958
I've tried that but it doesnt seem to work. I don't get it. Inevitably once I'm finished with the chaingun room all the guys in the lower hallway are waiting on the other side of that lower door when I open it. What am I doing wrong?
>>
>>4716012
Sound has to pass over two lines to be blocked, you need another layer to cushion it.
>>
>>4716025
Ahhh. That worked. That's kinda strange though.
>>
>>4716012
use the sound propagation mode; it'll show you exactly how sound will travel through the map
>>
>>4716049
This makes things a lot more clear. Looks like doors bock sound on their own automatically, I just need add sound barriers to keep it from traveling down open corridors.
>>
>>4716045
It makes sense if you want enemies in an area to be able to hear the sound in the next room, but not the room beyond it.
>>
>>4716089
it'd be neat if UDMF had a "sound blocking threshold" property for lines, which basically says "if the sound's crossed this many sound blocking lines, stop the sound". so if you just want to completely block sound, you could set it to 1; if you want the current behaviour, keep it at 2; and so on and so forth.
>>
vinesauce streaming doom mods right now.
>>
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A D V A N C E D L E V E L D E S I G N
>>
>>4716134
That layout could work as an arena type map
>>
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>>4716139
Dat's the thing.
>>
>>4716134
YOU FORGOT THE STAAAAAAAAAAAAAIRS
>>
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>>4716117
wow this is horrible
>>
>>4716148
It's a WIP.
>>
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>>4715058

Seeing them duck under rockets in a gaming magazine blew my mind as a kid.
>>
>>4716117
That kinda sucked. He and Joel usually do half-hearted covers of doom mods.
>>
>>4716239
It's a showcase, they have a time limit and all and have to keep their adhd audience's attention.
>>
>>4716239
Yeah, what he >>4716247 said
These "Mods Showcase" videos that Vinny and Joel occasionally do aren't reviews.
Heck, neither Vinny nor Joel even know anything about mods/wads they're going to play, apart from maybe a note left by whoever selected mods/wads for them.
The whole point of these videos is just for Joel/Vinny to blindly check out the weird/funny/cool wads that the modding community made, and for the viewers to enjoy the blind reactions.
>>
>>4714069
Thought that was some kinda match three game from a distance
>>
>>4716360
...Why hasn't anyone made a "Match 3" mod for Doom yet?
>>
>>4715123
its the headgib for rangers
>>
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I'm off and my day is ruined.
>fresh installation of wangblows
>install (copy) all my DOOM content
>nothing works
>>
The minidoom art is cool.
>>
>>4715235
No reply. It's called 'frogposting'
>>
>>4713859
Never finished DOOM II: I've only reached MAP15 and started playing the WADS out there

I'm still a noob, right?
>>
>>4713943
learn2map boiii
>>
>>4713859

I play Doom with unlocked freelook no matter the intent of the original developer
>>
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>>4716413
Doom II is probably the weaker part of the official IWADs, but I'd say finish it off just so you can claim you've beaten it and know what everyone is talking about during discussion of its maps.
>>
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Holy shit, Blood gets really good starting with this map. It feels like after you beat the train, you finally have enough ammo, health, and space to play around with to start really having fun.
>>
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>>4716426
Also, just wanted to show off this incredible fanart i found on the blood wiki
>>
I am checking the forks of System Shock's source, is there any solid effort on a port so far? Looks like most people's mostly working out how it works atm.
>>
>>4716142
There's actually an article on basics of level design.
https://gamedevelopment.tutsplus.com/tutorials/a-beginners-guide-to-designing-video-game-levels--cms-25662

I think it might be useful to anyone in here who wants to start mapping but has no idea how to do it.
>>
>>4713839
Link to "So you want to play some Doom" is dead.
>>
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>>4716458
Desuarchive has been bumping into all kinds of problems. I'll post it here and see if it picks up this.
>>
>>4716142
What does 'cultural differentiation' mean in context of level design?

I'm guessing here, but does it mean like, "use the spatial design to make the place look like what it's supposed to be" - so church is structured like a church, ruins are full of janky, uneven and blocked-off rooms, alien hive has circular rooms with organic-looking rounded walls, prison has jail cells in it - and so on?
>>
https://drive.google.com/open?id=1G-Xg0dc8OOwkhq1AHKs2w7wpz-IRB3hD

Hey, for folks interested, I've got a second public test build for Booster here. For those not familiar with what that is, I'm working on a Megaman X-styled mod where you play as a super-fighting robot with the ability to run, jump, shoot, and go really fast.
You can use all sorts of mobility techniques, such as wall-clinging, mid-air dodging, mantling, double-jumping, and more, to zip around on mapsets to your heart's content...or just play normally and go super-fight. Ideally, I'd like to be able to have both kinds of playstyles work.
It's still an early build, so there's all sorts of stuff still in-dev that could change at a moment's notice. If there's anything that seems really stupid, really cool, really broken, something that you really like, or that could be better, please let me know.

Things to keep in mind:
- Grab a wall by hitting Use on it while in mid-air.
- No minimal/fullscreen HUD yet.
- Placeholder graphics errywhere.
- Radsuit/Blursphere/Invuln/Infrared still need replaced.
- Chainsaw replacement (Jack Knife) needs rehauled.
- No alt-fire for Shotgun (Flare Splitter) or BFG9000 (All Brake) yet.
- Need some kind of secondary benefit for the Berserk, since the Speed Booster is iffy on maps that aren't wide open.
- Not sure what to do with the red bar on the right yet. For now it keeps track of All Brake ammo.

Aside from that, go wild. Please enjoy, and lemme know how it feels.
>>
>>4716401
Too bad the gameplay kinda sucks.
>>
>>4713839
Bratwurst is missing at least one Wolf3D enemy and it's the rats from the SNES port.
>inb4 Staatmeister gets added on a censorship option, along with no blood and english lines
>>
>>4716475
>You can use all sorts of mobility techniques, such as wall-clinging, mid-air dodging, mantling, double-jumping, and more
>If there's anything that seems....really broken
I mean, yeah. This is likely to break map progression in every WAD out there. You could get away with ground dashing but all those other mobility options are just going to fuck things up.
I love Mega Man X dude but translating that gameplay into Doom means some concessions should be made.
>>
>>4716478
It's not BAD, but I wish it was more like Metal Slug/Contra than like Mega Man.
>>
With the existence of Doom mods based on other Doom games, has there been something similar to Wolfenstein 3D?
I remember seeing a RTCW mod for it
>>
>>4716490
It's not even like mega man, the weird cooldown tied to all of the weapons when you fire them sucks ass, like what's the point of adding a grenade button if you can't toss a grenade after firing the shotgun? You have to wait the entire cooldown period after firing any weapon. It's all so slow and feels like shit.

Which really chaps my ass because moving about and double jumping feels good, and the art and presentation is great. But fuck me the gunplay is so slow. So painfully slow.
>>
>>4716487
I think this is designed more for new maps than existing ones.
>>
>>4716495
The only thing newer maps would build around are source port features such as crouching and jumping.
>>
>>4716495

If you mean custom maps, then unfortunately I can assure you there will be likely zero custom maps made for this.
Maybe a custom testmap to dick around in, but aside from that, likely not.
>>
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>>4716475
??
>>
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>>4716507

Well, cocks. I completely missed that.
Okay, so the "Monitor" ammo system constantly monitor's the player's status for what weapons they have and what ammo they have--and when a player gets close enough or gets in sight, it spawns an appropriate ammo type for that type of weapon.
I used Cyberdemon sprites for placement of the pre-spawn actor so I could keep track of it. Aaaand apparently I forgot to remove it. So I you have inanimate ghost Cyberdemons in levels now.
Coooocks. That's a real dumbass move on my part.
>>
>>4716494
Yeah, the gunplay is weird.
I like the way the weapons are designed, but not necessarily the way they handle.
And dodging enemy projectiles is kind of a pain in the ass.
I get that this is probably on purpose to give your huge healthbar a reason to exist, but I'm not sure if that was the best way to do it.
>>
>>4716475
For some reason Arachnotrons die crazy fast from punches (6 punches), while Mancubi are a heap slower (9 punches).
I looked at the code though and wowww the third punch does 200 damage! Doom's berserk punches only average 110! I take it the damage balance is extremely WIP.
>>
>>4716515
what mapset/wad is this
>>
>>4716487
don't really see this as a problem, myself

skipping entire sections and breaking progression is like half the fun of speedrunning games

just as long as people understand this is Definitely Not the way the game/map was meant to be played
>>
>>4716525

Extremely, extremely WIP! It's still nice to say what sort of things are outright bonkers, though, so I know what to keep an eye on.
I know the plasma rifle is on the fucking crazy side, for example.
>>
>>4716501
Then how you're gonna prevent players getting stuck in pits with no escape that were never meant to be reached, but can be because of double jumps etc?
Will there be like a 'reset' button that will teleport you to original spawn point?
>>
>>4716532

There's an option for infinite double-jumps, but honestly, I like the idea of a sort of emergency teleporter that brings you to the start of the map, in case you fuck things up. I like that a LOT better--it's not tied to fiddling with a menu, and the player knows right away "Well I fucked up, better not do that".
They COULD use it to teleport away from a sticky combat scenario, but that's at the expense of losing all your progress in the level and having to go through everything all over again.
I REALLY like that idea. Thanks very much, I'll put that down as a thing to do.
>>
So with whatever's going on with GZDoom and old 2D backends being removed (from what I'm hearing), does that mean we'll be able to have actual floor decals in the future?
>>
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>>4716528

Ever Shrine - https://www.doomworld.com/idgames/levels/doom2/Ports/d-f/evshrine

Highly recommended
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>el Clothesmaking Musume 1.52 released
>2hudoom 3.5 released
>>
>>4716529
A "compatibility mode" would be nice at least. Though when many maps disable jumping anyway I suppose this is moot.

>>4716532
You don't include the crazy movement abilities in the first place? That's the argument, that this stuff would break the map progression and also cause situations like what you describe.
>>
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https://www.doomworld.com/forum/topic/97583-operation-body-count-version-10-release/
>>
>>4716529
> skipping entire sections and breaking progression is like half the fun of speedrunning games
Now I wonder if there are any Doom speedruns that use jumping and crouching...
>>
>>4716549
>A "compatibility mode" would be nice at least.

I could (pretty easily at that) include an alternate player class that's the same as the default but doesn't have the double-jumps/wall-grabs/dodges/mantling/enhanced movement options.
That'll probably be done later, though, because I'm still fiddling with mobility options. The fact that you can edit default jumping behavior is fascinating shit to me.
>>
>>4716554
yes

none on the SDA, though :^)
>>
>>4716554
>>4716558
Cursory glance on youtube says that it's relatively popular to have "funsie" speedruns with zdoom's jumping/crouching

https://www.youtube.com/watch?v=t_k0CSWAucc

Color me surprised, and obviously not something that will (or should) be recognized by the speedrunning community, but intriguing nonetheless
>>
>>4716530
Lately I've taken to using Xaser's DamNums while playtesting, helps me get a better feel for how attacks compare to each other, and see how much damage more abstract attacks (like explosions) are doing. I'm really statistical on weapon damage related stuff, though.
>>
>>4716475
Aw man I hate when mods have +NOTIMEFREEZE, means I can't use freeze and check out the cool projectiles and effects up close and how they're done. I know there's a reason for it in this mod's case, but still.
>>
https://www.youtube.com/watch?v=yIyz_A5uLys&user=Spasmodic%20Gaming
Surprisingly, E4 is the fastest Ultimate Doom episode
Just two minutes!

Also, if you think about it, shouldn't speedruns with Jumping and Crouching be considered TAS? Even if they're done normally.
>>
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>>4716475
I don't really like how vague the ammo bar is, i.e. the gargantuan ammo pool of the Splitter makes it look like I have almost no ammo. I had to use printinv to check how much I actually had and it was 27, which is a lot!
Also so far I don't seem to have that issue of Booster showing up in the rear-view mirrors, unless I'm using the speed booster. Guess it's framerate related?
>>
>>4716592
Oh, also that reversing sound is quite loud! Had to turn it off for that reason.
>>
HUD's nearly done, just need to get some extra elements for stuff like the blastmaster heat meter (only visible for the Blastmaster class, obviously), a meter for crate weapon energy, and a few other things.

Other than that I think this is pretty alright, the only downside with this is you don't have an EXACT number of how much ammo you have until you equip a weapon that uses the ammo type, but Serious Sam got away with this.

Also started on the new weapon pickup system so it'll change depending on player class, I need to find a way to make that gem thingy look like it's projecting a hologram or some kinda fancy pants effect.
>>
>>4716571

That's actually tripped me up several times, too, in trying to summon and freeze projectiles to see if the effects are rendering properly.
I may just have a void override Tick section in the projectile enabling NOTIMEFREEZE only if the All Brake is actually on. Plus, in the off chance a mapset actually has an enemy that uses Time Freeze, you won't be able to trivialize the encounter.

>>4716592
>>4716595

I was really worried about that for the ammo bars. I'm not sure what I'll do about them just yet, but after a lot of initial testing it's pretty clear that it's just not a good indicator of how much ammo is left.
I'll reduce the volume of the reversing sound. And yes, I think Booster showing up in her own rear-view mirror is a framerate thing, interpolation not quite catching up to the world yet.
>>
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>>4716624
Derp

>>4716475
>>4716592
I thought my game was screwing up at one point, found out it was my screen flashing when being hit, but it looked wrong and random, like something's wrong with the game, a bit spooky even. Turns out when I was being hit a sprite was being placed over Booster and it was clipping into the player view.
>>
>>4716586
they would 100% be considered a TAS

but TAS runs are pretty damn fun to watch, so
>>
>>4716627
I'd consider it more like playing a romhack.
>>
I'm getting a problem with my fresh zandronum install, I start the exe and it asks for folder for iwads, I select that folder but then the window pops up again after having selected the folder. I've tried moving my iwads folder to the root of my c drive and everything.
>>
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>>4716621
Ehhh I'm not really feeling those health/shield/ammo boxes, looks like they're designed to be placed horizontally to each other, but they aren't here. Also there's a weird purpley bit between the health and armour making them two (sprite) pixels taller than the ammo side of the HUD.
>>
>>4716638
I'm gonna squish the health box down more so it lines up correctly.
>>
>>4716586
>>4716627
Not really.
TAS means that inputs themsleves are tool-assisted. For example, being able to perfectly rocket jump and straferun - EXISTING tricks are assisted.

Crouching and jumping is just a modded game. If anything, perhaps it should have it's own leaderboards, as GZDoom speedrunning records separate from vanilla Doom speedruns.
>>
>>4716643
>>4716631
fair point
>>
>>4716638
Also I ain't gonna do a horizontal line up, that'd mean it get down and block the view of the guns, that's one of the reasons why I hate the vanilla status bar, honestly, it blocks part of the weapons
>>
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>>4716641
Yeah I also just put them side by side and the blue ammo box is slightly smaller than the others, maybe the bottom pixel is being covered by the ammo meters.
>>
>>4716621
>the only downside with this is you don't have an EXACT number of how much ammo you have until you equip a weapon that uses the ammo type, but Serious Sam got away with this.
The way I've seen some people play they don't even notice ammo meters at all and just go "oh my gun can't shoot any more", sometimes even flat out forgetting one or two of their weapons exists until it's automatically switched to. It's... depressing.
>>
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>decide to comment out anything related to D4T's MP weapons and demon runes out of boredom
>suddenly enjoying it a lot more
This was a lot easier to do than I expected. Kinda wish it was already a toggle option in the settings, though.
>>
>>4716649
There we go, it's all lined up now.

>>4716654
I blame so many people playing other shooters where you have less weapons training people to not bother to stop and consider if they have more than two.
I'm aware of the slight irony in me saying this seeing as several of my mods only have 2 or 4 weapons but shhhhh
>>
>>4716475
Is the speed booster (berserk) meant to be carried across levels? I'm also finding it very easy to forget I even have it, does anything on the HUD change when it's picked up?
>>
>>4716623
Maybe put the actual ammo count OVER the bar itself? Like an overlay?

Actually, what does the little circle below the ammo bar do? Could you put numerical ammo count there IN ADDITION to the bar?
>>
>>4716664
Oh wow it looks so much better now, I guess the uneven placements was what my actual problem was.
>>
>>4716679
Amazing what a few pixels will do for a HUD, the feedback's appreciated, anon.
>>
>>4715694
I'm gonna try this, thanks for this
>>
>>4716673
Oh wait, the berserk (zoom key ability, right?) is just something Booster always has? now I'm confused.
>>
>>4716702
The berserk is a tank of gas that lets Booster run really really fast.
>>
>>4716492
Wolfendoom. Most recent of the "series" is wolfendoom: blade of agony. It's technically impressive never thought I'd see a goddamn mounted gun in Doom but it isn't that fun, leans a bit on the COD side.
>>
>>4716707
Older Wolfendoom mods are a lot of fun, though, especially the Laz Rojas ones. Just remember to ramp up the difficulty, as Doom AI makes enemies slightly less dangerous than in Wolf.
>>
>>4716713
There are also other Wolfendoom-like mods that heavily draw from Wolf, and play more like Wolf, but feature original stories/scenarios - Operation Bodycount, Project Einherjar, Hungarian Warfare and Shadow of the Wool Ball.

Then there's Brutal Wolfenstein, which despite the name is actually loads of fun - turns out the Brutal Doom treatment works much better with the slower-paced gameplay of Wolf 3D.
>>
speaking of wolfendoom, i've played plenty of Epic2 but what other mapsets work well with Bratwurst enemies and what good weapon mods are there to fit the wolfenstein theme that aren't Doom Incarnate or Kreigsland, since they're too sci-fi / Wolf TNO for me in this search
>>
>>4716664
Nice hud, but can we just take a moment to appreciate the composition of the scene behind it?

Looks like a fucking album cover.
>>
>>4716723
boners with attitude?
>>
>>4715826
it's okay I add bots to help us even the score! do I add weapon hax mods like I would add a skin or maps in doom legacy? also is there is a way to make bots use different skins as they all seem to use the doom guy skin.
Did I go about installing doom legacy wrong because alot of characterskins do not work with it, I was really looking forward to use the doctor who skin pack and only one skin from it shows.
>>
>>4713859

I jump and crouch
>>
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>>4716475
Cyberdemon rockets are bugged, they do way less damage than they're supposed to, I think their explosive damage is being nullified by invincibility frames on the exact tic the rocket actually hits Booster.
>>
>>4715694

thanks
>>
Is doom legacy the best option for doom splitscreen on pc?
>>
>>4716704
Uh, how do you use it, then? I don't see any bindings in the options for it and use inventory doesn't do anything.
>>
>>4716741
If memory serves right you just keep running and it kicks in automatically, if that doesn't work, try holding the run button while doing it.
>>
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>>4716738
Also Booster has the kinda hilarious ability to use doors and grab them at the same time.
>>
>>4716745
>filename
That makes me happy and I hope Term doesn't change it, I know he loves jumping through boss doors in Mega Man too.
>>
>>4716742
Ohh, okay. I had no idea, I thought the berserk was the blue screen ability as that ups your damage and speed.
>>
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>>4716753

whoops, wrong picture

>>4716134
>>
>>4716475
The spiral rockets seem to do this annoying thing where if one of them explodes they all do, makes things a pain as they get caught on so much stuff.
>>
>>4716756
Jokes aside, this wouldn't be a terrible 1v1-3v3 CTF map. It just needs an alternate route between halves - perhaps a corridor of platforming challenges that require straferunning to complete and dump you into inescapable acid if you fail (so it's a chance to snatch enemy flag easily, but if you fail you fail super hard?)
>>
>>4716780
thanks now I had flashbacks to that one terrible UT2k4 1v1 CTF map.
>>
>>4716413
You're well past the high point of Doom 2, but I think it's worth finishing it just for perspective. Do it with a gameplay mod if you gotta.

I think there's a few pretty nice maps in the last third, even if they're outcrowded by mediocre and poor ones.
>>
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I don't think there's really any way to fix this.
>>
>>4716793
I think GMOTA's orbiting swords do this too.
>>
>>4716793
I hate 2.5D annoyances like these.
>>
>>4713859
I jump, crouch, and freelook with a crosshair and no auto-aim, just because that's how I fight best. I have always run on, but I generally move at half speed with my analog when exploring.

I don't generally break sequence though, mostly respecting the progression of the map.
Depending on gameplay mod, I'm liable to throw in hand grenades into places where an unsuspecting arch-vile may ambush me otherwise.
If you didn't want me to give Archie a Bombe Suprise, you shouldn't have placed a window where I can just barely see his coathook arms, him waiting in ambush for me.
>>
>>4716142
The lack of height information or stair direction in the "advanced" and "expert" examples really bothers me.
>>
>>4716426
Once you get into the flow of it, Blood gets REALLY fun and exciting.

It's like Vincent Price Does Duke Nukem.
>>
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>>4716142
>>4716797
Like how the fuck are all these exits level? what even is this layout
>>
>>4716790
joust, right
that map has to be a fucking joke
>>
>>4716707
I meant like mods FOR Wolf3D but ok
>>
>>4716819
stalemate simulator 2004
>>
>>4716643
A GZDoom leaderboard would be fun actually.

See people duck down through holes, or jumping on monsters heads to reach places.
>>
>>4716826
Totenkopf SDL
>>
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>>4713839
Is out there a "vaporwave" styled texturepack/wad?
>>
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>>4716847
Uh, Ancient Aliens comes sorta close?
If you're looking for the "Japanese kitch" side in addition to neon colors, play it with Final Doomer JPCP weaponset/interface.
>>
>>4713840
https://pillowblaster.tumblr.com/post/172994870631/trailblazer-14c-update
>>
>>4716859
I'm already using the textures from ancient aliens, but I'm looking from something "more vaporware"
>>
>>4713859
I couldn't be arsed to beat TNT MAP30 without cheating because even after getting past that shitty torch maze I still had no fucking idea how to get in position to attack the Icon of Sin.

Also I liked Doom 3 more than Doom 4. What's wrong with me?
>>
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>>4716815
Seems fine to me.

The staircase to nowhere is just as functional as the staircase that leads to an area at the same level as the one you just left.
>>
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>>4716793
stop using acs
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>>4716871
I think he's using Zscript, anon. Also does your barrel actor actively block projectiles?
>>
>>4716793
Mind telling me how exactly you implemented these? I'm sure I know how to fix this.
>>
>>4716871
a spinning barrel is your only companion
>>
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Is there a way to fix the webms not playing?
I have to constantly rub my mouse over them to get them to start, like I'm playing a shitty newgrounds adult flash game from the early 2000's.
>>
>>4716815
It kind of looks like doomguy's helmet
>>
>>4716869
Staircase to nowhere could actually be interesting idea in an FPS, because it gives you partial cover. To shoot over it, you have to climb on the peak of it - BUT you're also exposing yourself.
That is, unless you have some kind of grenade launcher, than you can shoot over it.
Also, if you're crouchwalking, you could probably be invisible to whoever is on the other side.

It could actually increase depth if uses correctly.
>>
>>4716871
oh hey pillow, hows the developing the bob's brain for guncaster going?
>>
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>>4716872
maybe
>>4716891
>wearing armor instead of surrounding yourself with protective barrels
>>4716902
i wish i was as cool as pillow
>>
>>4716869
Looks more like a singleplayer map with that layout. Terrible for multiplayer.
>>
does zdoom, doombuilder, and slade3 all work okay in wine? I just haven't had the time to mess around with it yet.
>>
>>4716916
SLADE (iirc) and GZDoom have Linux versions. not sure if Doom Builder runs under WINE.
>>
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>>4716882
I'm not Term, sorry. the mod's here, though >>4716475

>>4716871
It's a bug related to moving lifts, Anon. Don't be a smartass.
>>
>>4716916
You don't need to use wine to run (G)ZDoom or Slade. Doombuilder can't run in wine from my experience, so just pick up Eureka instead, or somehow make use of Slade's godawful level editor.
>>
>>4716905
This is the beginning of some UBW-like shit right here. Someone better make the fucking chant.
>>4716916
Slade and GZDoom have native GNU/Linux versions.
>>
>>4713859
I want an add-on to la tailor girl that replaces all the clothes with armors and removes all traces of Diana. Hard to take a mod seriously when thematically, it's /e/: the doom mod.
>>
>>4713859
i think the girl in la tailor girl is kinda ugly
>>
>>4713859
I like the weapons in Duke64 better than Duke3d
>>
This new monster tier definatly is not horrible in every way no siree
>>
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>>4716475
>anons post tons of maps and mods of all varieties, many with dozens of hours of work
>lucky to get 1 reply
>Term posts mostly-formulaic power mod with cyberrunner's movement mechanics and hardly any balancing (it does have a neat aesthetic, I'm not trying to dump on it but just to draw a comparison here)
>11 replies including this one so far
And you guys wonder why this place is dying when it comes to content creation. I'm not blaming Terminus for this because it's not him. Would it kill you guys to give feedback to people? I'm asking everyone who replied to this post. Where the hell are you guys when anons post maps and mods? Do you just not care unless the person is famous or something? Come on.
>>
>>4716984
9 of the responses were me
>>
>>4716984
> mostly full mod
> gets many replies
> single map with vanilla textures
> does not get many replies
terms mod has been in development for several months now
it has had time to gather interest and grow content-rich
people are more interested in a full mod than a single map/ mini mod
>>
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>>4716927
i believe in you
>>
>>4716998
Dang, gotta tell Term how you did that or something.
>>
>>4716992
You say that, but I wish Square Ep2 had more of a response on here. Ah well, people liked Wool-Ball at least.
>>
>>4716981
[muffled agitation in the distance]
>>
>>4716992
>mostly full mod
>literally states everything is subject to change
>re-uses mechanics from his previous mods
>no enemy changes so the whole thing is insanely easy
No.
>terms mod has been in development for several months now
So has plenty of other shit, and in the past this was true as well.
>it has had time to gather interest and grow content-rich
>content-rich
Aside from the graphics there's barely anything new. Some of the scripting is neat but mostly lifted from other mods or an imitation of them. There's nothing wrong with this at all, but let's not pretend this mod in as novel as a DemonSteele or as full of new content as something like Adventures of Square.
>people are more interested in a full mod than a single map/mini mod
Yeah and those get posted here and ignored with regularity. At least every 2-3 months someone posts a mod or mapset that barely anyone pays attention to. It used to be more frequent until people started realizing that it's nearly impossible to get feedback here unless you're already popular here.
>>
>>4716998
Let me guess. SetOrigin instead of Warp?
>>
I remember in previous threads there was a discussion regarding a Lovecraftian Quake reboot/sequel.
About the enemies,there will surely be some redesigns but which character would you like to see:

-Slightly redesigned(ex.D4 Baron of Hell)
-Totally redesgined(ex.D3 Pinky)

You can also tell what kind of moves they should give them
>>
>>4717016
>>4717006
use SetOrigin and give it +ACTLIKEBRIDGE
>>
>>4717020
the scrags in quake champions sport their exact same look from OG quake. maybe a bit larger though
>>
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>>4717020
A lot of them should be made bigger. Keep low-tier and relatively human enemies like knights and grunts the same size, but ogres, shamblers, shalrath, etc. should be larger and have higher health.
>>
>>4717026
+ACTLIKEBRIDGE is only needed for solid things. Projectiles and other stuff that has +NOBLOCKMAP don't need it.
>>
>>4716984
I didn't reply to booster, but you have to expect this sort of thing. Term has been a consistent content producer for some years now, and most people's first outing into mapping isn't going to pique anyone's interests.

It would help those people if they posted something to grab the attention of passers-by. Some description of their mao, what makes it unique, why you should play it... That sort of thing. As for gameplay mods, I don't see a lot of them getting snubbed on /doom/. Some of them don't get the attention I think they deserve, but most do receive some sort of feedback.

Takeaway is: sell it. Hype people up, or they probably won't get hyped. It's not likely anyone will do it for you.
>>
>>4716984
I had no idea it was him. I scrolled past it. GZdoom mods aren't my interest. I do feel guilty for not firstattemptdemoing /vr/ releases but there's only so much I can play in a day before it starts becoming a chore. Not to mention rendering videos and writing up thoughts is always a chore. And of course most stuff released here needs GZDoom for one reason or another (intentionally or otherwise).

Although I remind you an oblige map got 4+ replies (and demos/videos) earlier. An oblige map.
>>
>>4717040
true but noblockmap won't work in this case because it prevents projectiles from hitting the barrels
>>
>>4717031
Holy Shit,I didn't know there were Scrags in Quake Champions.
They look huge,maybe they could make a Scrag king and call it Duke of Sheol,like they were supposed to be called originally.
>>
>>4717052
Ah, I see. I noticed that the shield is supposed to be shootable.
>>
>>4717036
>image
The robo-pelvis is below the cyberdemon's actual pelvis, it looks like his robo-pants are falling down.
>>
>>4716475
Anyways, now for the real feedback because I' not going to bitch about people not giving feedback enough but not give it myself.
The good:
>Weapons feel good to use. I'd describe meany of your mods as "floaty", but definitely not this one. Sword is a possible exception.
>Every weapon seems to have a role with the exception of slot 1 and 4, which overlap a lot
>Art looks pretty good
The Bad:
>I hope this is intended as a power mod because hooooly shit is it too easy. Everything does far too much damage and uses far too little ammo to have any challenge on vanilla maps
>Slot 1 in particular is OP as shit. Highly accurate rapid fire hitscan with infinite (recharging) ammo? Totally removes the need for slot 4 which feels underpowered by comparison while still being very powerful in its own right
>The mirrors are neat thematically, but totally useless IMO
>I never found a need for the dash move because the base move speed is high enough
>The options, while nice, will inevitably lead to this mod being totally impossible to create a consistent experience with. I'd advise removing some of them. Not everyone will agree with every design decision you make but you just have to deal with that if you want the mod to actually provide consistency.
Overall, Cosmic Tides WHEN???/10
>>
>>4717069
>Removing options.
Pffffffffffhaha.
>>
>>4717049
If you try to hype people just get mad at you for "shilling" a lot of the time. Of course that doesn't apply if you're popular already though, which fucks over new creators.
>>4717050
To be fair the map was supposedly a weird oddity with way too many revenants and I think most of the replies were the same two people, if you follow how the reply chain goes. You do have a point though, I won't deny that.
>>
>>4717080
I'm not saying to get rid of *all* of them because that's insane, but using a "damage" and "defense" slider as a substitute for balancing is poor design. Same with all the jump counters. Options are better used for cosmetic features or things like mantling and other compatibility options.
>>
>>4717036
GIGACYBERNIGGA HAS AWOKEN
>>
>>4717057
Makes the characters look like they're actually very tiny.
>>
>>4716984
I tend to see maps that are posted here get played and reviewed all the time? Also mod related things tend to be just progress images and webms.
>>
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>>4717064
They are cyberpants.
>>
>>4717087
The damage and defense sliders are fine, and the jump counters are fine too. I'm still going to laugh at your suggestion, so whatever.
>>
God damn
>>
>>4717146
Well I mean if you want to support things which are inherently poor design decisions be my guest, but it doesn't change the fact that whenever sliders like that are added it throws any kind of balance or consistent experience out the window.
>>
>>4717142
of course they kept the ass.
>>
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>>4717161
Could be worse. I could've chosen this motherfucker for the cyberdemon replacement.
>>
>>4717174
just a nonstop barrage of rockets, in many directions

That would be INTENSE
>>
>>4717142
Four arms and yet none to pull his pants up with
>>
>>4717174
Jesus fucking Christ.
>>
>>4717183
That would be something you would see in a Complex Doom Legendary addon.
>>
>>4717174
Can't wait for the future version which replaces the cannon with the enemy stuck on the stump of the arms.
>>
>>4717183
Well, the way I've set the decorate up, the new cyberdemon fires a total of 36 rockets in his missile state, in accelerating speed going from 6 tics to 1 tic. He also has an alternate attack which spews 48 homing imp fireballs which are as fast as rockets. I still think he's kind of weak compared to the player.
>>
>>4717191
You mean the HEM addon for LCA?
cuz that thing would have 100% to be there, no question asked.
>>
>>4717149
It doesn't, though. It really doesn't.
>>
>>4717198
Better than a recoloured Cyberdemon that's for sure.
Imagine this thing....firing....homing rockets.
>>
>>4717198
More like "Complex Doom Clusterfuck"
This could be like a True Nemesis Cyberdemon
>>
>>4717198
Seeing as how this is from a monster resource .wad from the Zandronum forums, I wouldn't be totally surprised if that was true. It definitely beats Realm667 in creativity.
>>
>>4716865
I think Doom 4 is largely more interesting and exciting, but I'll also say that Doom 3 is an ok game, with a few strong points.
>>
>>4716936
If it was /e/, you'd get to see her naked in full.
>>
>>4717241
Still waiting for that addon to exist.
>>
>>4716984
>And you guys wonder why this place is dying when it comes to content creation.
I don't, I think it's decently lively, someone shows something off every other day.
>>
>>4717242
I'm waiting for the full on degenerate mod where every monster gets a raging erection/tentacle, and you see where I'm going with this.
>>
>>4717084
>If you try to hype people just get mad at you for "shilling"
When? The only time I've seen anyone accused of shilling here is when they go "lol check out this youtube video that definitely isn't mine though it only has 4 views".
>>
>>4717268
why do y'all get so upset when people promote their own stuff?
>>
>>4717276
there's a distinction to be made between "check out this mod i'm making so i can improve it" and "watch my let's play so i can get famous"
>>
>>4717276
Because they're not promoting it as "I made a video you might like". They're trying to be sneaky about it.

No one likes being manipulated.
>>
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>>4717284
>They're trying to be sneaky about it
>>
>>4717292
Literally what shilling is, is pretending to be interested in something to promote it. If you need an anime meme to explain I'll see if I can find one.
>>
thing is there's no legitimate way of telling the difference between someone who is a shill and someone legitimately excited about the prospect of something.

I've posted one or two videos here in the past, both a month old at best, and I still got called names, received accusations of being the uploader himself and that all I did was waiting for a full month to post them. of course, if you're smart enough you won't make a big fuss about it and wait until the mental patients leave the vicinity.
>>
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>>4716815
Well, it sort of works if you just put stairs bloody everywhere? (also a couple of boxes because the corridor is bland and has bad sightlines)
>>
ANYTHING BUT STARTAN
>>
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>>4717350
No dreams now, only STARTAN.
>>
>>4717323
>>4716869
I actually wanted to make a mini jokewad out of all the 4 layouts in there.

But you have bested me and now I am not motivated to continue.
>>
>>4717350
May I interest you in some FIREBLU, then?
>>
>>4716863
Sweat
>>
Guys System Shock is in sale now what should I do?Buy it or pass?
>>
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>>4717323
Tried flipping the floor heights to see how different it would be and I think I prefer it like this, there's a neat hill focus point in the middle of the map now. I'm used to deathmatch maps having high outsides and sunken middles.

>>4717358
No, you should still do it! It's neat to see other people's interpretations of the awful layout drawings.
>>
>>4717376
>focus point
By that I mean focal point, dur
>>
>>4717307
Shilling is being paid to promote a commercial product as a marketing tactic.

You can't shill a free mod.

For example: promoting Unloved the Doom mod isn't shilling, but promoting Unloved the commercial game COULD be shilling.
>>
>>4717372
Yeah, go get it. Just don't expect a straight shooter, it's a much more brainy action-adventure game that feels more like a first-person RPG. It has pretty great atmosphere, and it was super ahead of its time (it was released same year as Doom 2).

The only real problem original had was terrible, annoying and inaccessible control scheme - but that is fixed in Enhanced where you get proper mouselook etc.
>>
>>4717391
Thanks,I want a different experience in terms of gameplay in FPS.I've listened to the soundtrack and it's dope.
>>
>>4717383
>You can't shill a free mod.
yes you can
>>
>>4717407
lol
>>
Oh boy.

https://www.youtube.com/watch?v=2ZMAaWC1vqU
>>
Hey folks, thanks very much for the feedback.

>>4716673
>>4716702
>>4716704
>>4716741
>>4716742

Yeah, the Zoom button is something else entirely. Berserk allows you to run really fast as long as you hold Sprint and Forward.
It's...not something that's pretty clear. There's no indicator on the HUD, as mentioned, and there's no secondary effect so in levels where you can't use the zoom around it's functionally useless. I need to think of an alternative ability for it.

>>4716676

Nothing, yet. Putting the number there would be a fantastic idea, though. Thank you!

>>4716738
>>4716745

Theoretically this should be fixable by having the invuln kick in one tic later, rather than right away.
The door thing is definitely a glitch but a glitch I'm keeping because it's funny.

>>4716765

I'll take a look into how to fix this, thank you.

>>4716793
>>4716871
>>4716882
>>4716927
>>4716998
(etc)

This is interesting.
It's definitely not ACS, though, it's pure ZScript. The way it works at the moment is that the player spawns multiple +SHOOTABLE actors that rotate around the player with A_Warp.
I've never played with SetOrigin before, but I might have to experiment with it.

>>4717069

Thanks very much for the criticism! Can't respond to everything right now (comment's too long, thanks hiro) but I've put it all down in my To Do.txt.
>I hope this is intended as a power mod because hooooly shit is it too easy. Everything does far too much damage and uses far too little ammo to have any challenge on vanilla maps
One thing I've been thinking of doing is having a roster of custom enemies in order to up the challenge a little bit and make use of the mobility options. Plus, it's thematically appropriate for super-fighting robot shenanigans. I'm a little worried about this, though, because outside of the Strife roster there's not really a whole lot of options for robots.
Still, it might be good to have some additional bite to the roster instead of just blowing through vanilla maps.
>>
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>>4717418
>aside from a couple of bloodier bells and whistles
pic
>>
>>4717418
>you can blow up the strippers
>frequent framerate drops
>www.bandicam.com
explosive_fapping.jpg
>>
i'm gonna make phobos look like a fucking joke
>>
>>4717429
>One thing I've been thinking of doing is having a roster of custom enemies in order to up the challenge a little bit and make use of the mobility options.
Well I dunno how many hookups you've got with spriters but if you could somehow manage to make robo-versions of each Doom enemy that would really be neato. It's an absolute fuckton of work though, but it would fix the theme amazingly. You could even have them explode into robo-parts and leak oil for blood and shit, it would be pretty cool.
>>
>>4717454
still Valiant?
>>
>>4717463
Yep. Gonna be here a while. I also don't know the maps anymore, so I have to actually think and try to predict what sort of shit skillsaw's going to throw at me next.
>>
>>4717418
The messier freeze death is neat, but other than that, it all just feels like Brutal Doom gore aesthetics shoved into Duke Nukem 3D, which is bad, because BD's gore is unaesthetic.
>>
>>4717449
You could blow up the strippers before, only the game would punish you for that and sic monsters on you.

I wonder why he put so much emphasis on blowing them up.
>>
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since the average doom player spends 80% of their gameplay strafing around this walk animation should work just fine
>>
>>4717454
Looks like someone's base camp in a survival game.
>>
>>4717481
so this is how a sewing machine walks? i've been wondering since whenever thread it was.
>>
>>4717383
Wrong.
>>
>>4717407
No, you can't, then it's just a shameless plug which is something all creators do all the time.
And besides, even if you could, you COULDN'T do that on 4chan as it's an anonymous board, so you can't really pretend to be a random bystander enjoying the mod, as everyone's identity is unknown.
>>
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further F.E.A.R:ing my mod up after impact/particle effects: shockwave explosions which are apparently possible now.
>>
>>4717507
Holy damn I wish I knew how people do this shader stuff
>>
>>4717012
>Aside from the graphics there's barely anything new. Some of the scripting is neat but mostly lifted from other mods or an imitation of them.
can you list where they're from, then?
outside of the obvious dashing/doublejump thing that term puts in literally all of his mods ever
>>
>>4717516
>that term puts in literally all of his mods ever

Okay first off,
>>
>>4717507
how do you fucking do THAT
>>
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>>4716142
>tfw literally have a sketchbook for maps and other shit and have had it for years and years

I can even see the evolution from beginner (and it really looks like that) to late intermediate/early advanced.

The expert stuff I sometimes think is pointless on levels, techbases would be all straight lines and 45 degrees much of the time as it's meant to be all symmetrical and mathematical. If we're doing ancient castles I think we can move up though.
>>
>>4717512
>>4717523
i based almost everything on some other guys work so don't give me the credit :P
>>
>>4717519
samsara - dukejet, it counts, check
cyberrunner - check and doublecheck
metrood - check
demonsteele - double-check
buttpain - sprinting, check
push - check
nocturne in yellow - sprinting, check
that one platformer gamejam game - check
high noon drifter - sliding, it counts, check

i've revealed your fetish
c h e c k m a t e
>>
>>4717504
>you can't really pretend to be a random bystander enjoying the mod, as everyone's identity is unknown
That's exactly why you can do that it'd be a lot harder to pretend to be someone else if everyone knew who you were.
Jesus, what a stupid conversation.
>>
>>4717529

FUCK
YOU'RE RIGHT
AAAAAAAAAAAAAAAAAAA
>>
>>4717529
>>4717534
and here i just get off to floor tiles s m h
>>
>>4717516
I want to make it clear that I'm not trying to rip on the mod with this post, but here you go.
>dash, doublejump, ledgegrab etc => Cyberrunner/Demonsteele. The entire mobility system is basically just a clone of Term's previous mods with some extra spice. D4D also did the ledge grab as well, I can't remember if Cyberrunner had actual grabbing or just a walljump.
>weapons => mostly the standard with the ring of fire thing being the most unique as far as I know for Doom mods despite essentially just being a standard pipebomb-style weapon with a twist. Slot 7 is basically a more polished version of the Dio timestop.
The rest is new as far as I know. Not sure anyone's done a rearview before but I don't really find it that useful. Again, none of this is bad, there are very rarely any "new" mechanics in mods. It's all about how they combine into the end user experience, not about which pieces are used. What stands out about the mod is the graphical polish and sound, not its mechanical originality.
>>
>>4717526
>The expert stuff I sometimes think is pointless on levels, techbases would be all straight lines and 45 degrees much of the time as it's meant to be all symmetrical and mathematical. If we're doing ancient castles I think we can move up though.
you can subvert this with a bit of creativity
like shoving the whole tech base in a cave and split the building with natural terrain formations so you can have your more odd angles
>>
>>4717528
>based on another guy's work
oh hai mark

Nah but seriously, this is really cool
>>
>>4717553
That's a good point, I have one such level in the making right now but didn't realize I was doing what you're suggesting there. Must be a subconscious thing.
Though have you sometimes played a map and seen bizzare angles for buildings to be arranged on and just rolled your eyes and gone "yeah you did it on a silly angle well done jackass"?

Because sometimes it really screams that to me if it's just *wham* sudden angle change and then never appears again.
>>
>>4717516
Term literally copy and pasted dead man's holster code from High Noon Drifter for the homing missile weapon, it was funny because it worked on first try without any bugs.

Also repurposing old code isn't a bad thing.
>>
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>Term ripped off his own ideas from his own projects that he made himself
>>
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>>4717575
>something still counts as new if you're the one re-using it
>>
>>4717551
>I want to make it clear that I'm not trying to rip on the mod with this post
oh, i get that, i was mostly asking for curiosity's sake. i like a lot of the stuff in this mod, so if they came from other places then i wanted to play those as well

i haven't played cyberrunner before but the name keeps floating around the community, so i might have to check it out
>>
>>4717528
Ok, but how did HE do it? I want to make that effect myself.
>>
>>4717534
>>
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>>4716479
I wonder if Bratwurst having enemies out of later Wolfenstein games wouldn't be a bad thing, if their sprites are drawn like they come out of Wolfenstein 3d or at least are stylized after it
Some of them are a bit memorable
>Female nazis
>Zombie vikings
>Heinrich I
>That one zombie who shoots ghosts
>That ogre boss
>Supersoldiers
>Armored dogs
>HUGE robot dogs
>Fancy new armored nazis
>Moon nazis
>Big scifi mecha robots
>Flying nazi robots
>>
>>4717507
Get out of here stalker.
>>
>>4717607
why don't you make like duty and jump into a space bubble
>>
>>4716905
This reminds me of that one Megaman boss/weapon

I wonder if there's a Doom mod based on using your enemies' attacks
>>
>>4717507
Just when I think I've seen everything people could do in DOOM I get this, what the hell is this?

How do you do it?
I'll fully understand if you don't want to give it away so the maker gets first rights to use it in a level but still.
>>
This OBLIGE shit is getting sadistic. First image is SIX chaingunners around a blind corner on pedestals. Second one was 12 fucking revenants split into 2 groups with overlapping fire the second you enter into the room, with an ambush taking place if you go too far in.
>>
>>4717586

Cyberrunner is an oooold old old old mod ijon and I made back in the day. The focus of the mod was focusing on complete freedom of movement, the ability to go fast and zoom through extremely large levels at a high speed.
https://www.dropbox.com/s/2g7ul1rs30m69s7/cyberrunner-0.11.pk3?dl=1
Doesn't really work that well in GZDoom and baaarely functions in Zandronum, but for posterity's sake here it is.

There were a lot of issues with it. Like, a LOT of issues with it. Not one of which being it broke the Skulltag (man is that how fucking old this is?) engine in half.
But it was still fun, y'know? Zipping around at high speeds and shooting things is really, really fun. I still love going fast in Doom and leaping through levels. So the idea of a mobility-focused mod never quite left me--and as said earlier, I kind of tend to slip mobility shit into nearly everything I make.

The untitled Booster mod is kind of a big ol' reboot of that, with a completely different skin. The end goal is still mostly the same, as many different mobility abilities as possible for complete freedom of movement. Going fast is fun, simply put.
But I also want to tone it down a little bit so I don't make the same mistakes last time. Hybridize some features so that they're a bit easier to use and more convenient to execute. Make it so that it's possible to zip through normal maps, rather than needing huge custom maps. Make it so you can actually turn off the movement and just use the weapons against enemies.
It won't ever quite replace Cyberrunner, but hopefully I can do the idea behind it justice. Hopefully ijon and Revae will enjoy it, too, I always felt guilty about how much they put into Cyberrunner and the entire thing just went phbbtttt.
>>
>>4717629
>untitled Booster mod
We all know you're going to channel your inner weeb again and call it ブースター, it's just too tempting.
>>
>>4717668

Masaka, how could Anon-san-tachi see through my keikaku?
>>
>>4717681
YAMERO
>>
Idea: Once Booster is finalized, I could make a 10-level first-person platformer WAD that mimics a Mega Man X game, where you have to defeat 8 Dissenter Generals, and then in last two levels, infiltrate castle of a villainous Dissenter cyborg Zeta and assassinate him.

Idea is pretty damn tempting.
>>
>>4717718
hm

now that you mention it, an MMX-style mapset might be significantly easier than the usual clamoring of megawads for gameplay mods
8/10 maps would be easy, easy, easy
>>
>>4717718
>/vr/ makes a megaman x fangame
I'd be in. I remember the Megaman VR threads, they were fucking amazing.
>>
>>4717731
>>4717728
>>4717718
it'd also sidestep the hurdles of most "let's make a game!!!" attempts because
>coding would already be done
>textures can be snes rips because there's so fucking many tilesets out there like shit
>music is eurobeat BEAT OF THE RISING SUN, BEAT OF THE RISING SUN, YOU GOTTA FEEL THE DANCE, IT'S ALWAYS IN YOUR HEART
>all that's left is just to make the levels and the boss fights
>>
>>4717718

I know it's just an idea, but I'd be extremely interested in that. If anything, it's serious motivation for me to work harder on Booster and address these concerns.
>>
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>>4717538
I like floor tiles too
>>
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>>4717786
DUDE

A DOOM MOD WHERE YOU USE TEXTURES AS WEAPONS/FIGHT TEXTURES AS ENEMIES
>>
>>4717786
>>4717791
thwap
>>
>>4717797
smek
>>
I wonder if there's a way to make it so that lines with block player only block the player by the height of their mid texture. Testing out doomplane on Planisphere 2 is a fucking pain because it's designed to be maneuvered around on foot.
>>
>>4717529
I mean that's kind of the beauty of this, everyone has their own approach to Doom modding so you start noticing their own particular quirks and preferences.
>>
>>4717752
>music is eurobeat
don't even talk to me if you don't want to frag mavericks to GAS, GAS, GAS desu senpai
>>
>>4717470
>Cyberwar 7734 felt like a war
despite the overwhelming odds and horrendous circumstances I have fond memories of this place, it's design, and it's shape

have fun anon
>>
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>>4717057
Scrags are pretty big.
>>
>>4717691
B-BAKANA
>>
>>4717821
>wizard
>>
>>4717821
>>4717057
Also while obviously not canon, IIRC there's a Scrag king/queen/boss/whatever in a few mods like Arcane Dimensions.

>>4717036
I'd be alright with Ogres and Shamblers being a bit larger, moreso Shamblers, but have a hard time picturing Vores as any larger than they are. They're spindly, annoying fuckers who are supposed to surprise the player with how durable they are for their size.
>>
some absolute madman is trying to play through every wad on idgames chronologically
twitch / joshthenesnerd
>>
>>4717826
Yeah, that's their internal name from what they were originally going to be called and never had it changed. Vores are also still called Shalraths in the code.
>>
>>4717834
You're going to get taken down incredibly quickly, considering how many porn .wads there are on there.
>>
>>4717834
>twitch / joshthenesnerd
Yeah, good fucking luck, see him in 20 centuries.
>>
>>4717629
Cyberrunner was neat. Had a neat story and stuff...
>>
>>4717841
>>4717834

In 2008, it was said there were 30,386 files on /idgames.
https://www.doomworld.com/forum/topic/42399-statistical-questions-on-the-idgames-archive/
About half of those are text files, so that makes about 15,193 files. And that's including the gameplay mods/sprite replacements/utilities, so let's half that number again and say there are about 7,596 playable maps.

Now let's be EXTREMELY GENEROUS and say these maps are one-level affairs that can be completed in ten minutes. With that, 75,960 minutes translates to 52 days.
So if he plays constantly, never dies, never sleeps, never eats, never drinks, and gets through everything in ten minutes or less, he can finish up to 2008 in about two months.
And this is with me being EXTREMELY generous in my calculations.

This guy is a fucking madman. I like him.
>>
>>4717807
zscript probably could; iterate through all lines, see if they're two-sided + blocking + not wrapping midtex, and if so replace the blocking flag with the 3D midtex flag
>>
>>4717869
You'd have to take into account deathmatch wads too
>>
i've already played most of the 1994 stuff in the archive so i get the pleasant sensation of instant recognition everytime i've tuned in so far.
>>
>>4717869
So realistically, he'll be able to do it well within the year, as long as he keeps up?

What will he do about all the ancient porn wads? Can't show that on Twitch.
>>
>>4717493
>Cataclysm: Dark Days Ahead
>>
>>4717869
>And that's including the gameplay mods/sprite replacements/utilities, so let's half that number again and say there are about 7,596 playable maps.
Only *some* .wads came with that kind of extra stuff , I want to hazard a guess at 9000ish levels, going by the generous assumption of one level per .wad
>>
>>4717915
How much of that was actually good or memorable?
>>
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Finally bought System Shock 1.
The music is great but so far is so confusing especially when I have to look up and down.
>>
>>4717470
I found this map kind of trite.
>>
>>4717791
>pick up armfulls of SNAKE flats and throw a tentacle at a time at enemies
>>
https://www.youtube.com/watch?v=7vo0MRRJksA
>>
>>4717978
>HEY
>MARK
>LEAVE THOSE HEADS ALONE
>>
Why most people prefer Smooth Doom over Beautiful Doom?
>>
>>4717791
>fireblu is the bfg
>blu fire gun
>>
man IMX likes the sound of his fingers against the keyboard, doesn't he

every paragraph by his authorship must take something between 7-15 minutes to phrase even if it's just to reply to a single line of a sentence on tumblr
>>
>>4718027
Why kinsie? He doesn't do battle Royale crap and I don't think he's ever done anything with that aesthetic
>>
>>4718027
not retro
>>
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>gameplay mod's standard shotgun replacement gibs everything from mid range
>>
>>4715407
I can help you out with this, if you still exist. gimme a few hours
>>
>>4718027
Garbage game made for faggots, get that shit out of here
>>
>>4718027
as much shit as the most impopular/least liked game can get in a lifetime by a very vocal amount of people, I take joy in the fact that it's not cliff who's behind said game and that there's a fate far worse than just being niche or having some very questionable design choices.

like, you're not the guy behind fucking lawbreakers. that's a motto in itself.
>>
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>>4717978
Wow, you can kick heads around in brutal doom now. I guess. When will Sgt Mark 4 finally put this mod out of it's misery?
>>
>>4718126
>Thinking sargeant reddit will kill his golden goose anytime soon

lol
>>
>>4718126
Why on earth would he?
>>
>>4718027
feels good to not read aaaall the comments advocating cliff and his retarded life choices with 3-7 upvotes each one (actual player count)
>>
>>4717978
"God has done it again"
- An actual comment on the video
>>
>>4718126
It's the only thing keeping Brazilian Robbie Rotten relevant at this point.
>>
>>4717718
That sounds like it'd be really cool.
>>
Hey someone make a new thread we page 8 now. I'd do it but my doom images are shit.
>>
>>4717978
Atleast he isn't just doing for the sake of it being BRUTAL
>>
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I'm just going to post this here so I can update the OP with the archive link to it next thread.
>>
>>4718285
>But my doom images are shit
You do realize that we have a dedicated booru? Just pick something from there and slap on a caption.
>>
>>4718305
I wonder if we'll expand into stuff like Marathon, considering that it has a source port in Aleph One.
>>
>>4718312
I will go into it next thread so everyone can see it front and center
>>
New thread. Looks like the Douk image is still using the older, 404'd link on the archive for some reason.

>>4718315
>>4718315
>>4718315

>>4718312
A Marathon infographic would be neat. Some of the stuff in the OP probably needs a good tidy up though.
>>
>>4718314
Done deal. Wikipedia has an article with some notable source ports, so you can probably add some more retro games.
>>
>>4717612
Chroma keyed post processing shader.
>>
>>4717598
>Female nazis
What, are you not happy with Gretel Grosse?
>>
>>4718504
SHE'S JUST HANS WITH A WIG
>>
>>4718903
MY BOSOM
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>>4718410
>Chroma keyed post processing shader.

I....have no idea what any of that means.
Is it a "thing" you're placing in the map?

If there was a way to have the visual effect you're getting as you walk around it, while you're standing still, that thing is a winner. Have you played stalker? That looks like an anomaly. Radical.




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