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DOOM THREAD / RETRO FPS THREAD - Last thread >>5034046

DOOM/II/ULTIMATE/FINAL/64/CHEX/QUAKE/DUKE/ETC
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://cdn2.desu-usergeneratedcontent.xyz/vr/image/1503/77/1503778360511.png
+ In video format: https://www.youtube.com/watch?v=ietb4JwaaXA
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://cdn2.desu-usergeneratedcontent.xyz/vr/image/1514/09/1514094816594.png
Quake pastebin (2016-06-22): http://pastebin.com/XjBHDRFw
Duke: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1403/19/1403195896088.jpg
Marathon: https://cdn2.desu-usergeneratedcontent.xyz/vr/image/1528/27/1528276019025.png
Thief: https://cdn2.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
>>
=== ONGOING ===

Quaddicted still down for European users

=== NEWS ===

[09-11] id Tech 1 mapping tool 'Eureka Editor' updated
http://eureka-editor.sourceforge.net/

[09-10] Anon creates a 'quickstart' map, designed for grabbing items before warping into a map and difficulty of your choice
https://my.mixtape.moe/oogulp.pk3

[09-10] John Anderson, author of Ultimate Doom's E4M7 and other maps, passed away back in April
https://www.doomworld.com/forum/topic/43010-where-is-dr-sleep/?page=2&tab=comments#comment-1916824

[09-07] System Shock Enhanced Edition's source port update released, including official support for mods
https://steamcommunity.com/games/410710/announcements/detail/3098929145092416976

[09-06] LOTX milestone 3, project put on hold
https://www.dropbox.com/s/ymtpoqmqbur88l6/LOTX-milestone3.rar?dl=0

[09-02] DAKKA SSG revamp in latest alpha
http://jinotra.in/downloads/mods/doom/dakka/dakka-0.10alpha-2018-09-02.pk3

[09-02] Audio level rework in new pre-release version of Babel
https://my.mixtape.moe/mrcokp.pk3

[08-29] Anon shares GZDoom gameplay mod compatibility patches for Heretic, Hexen, and Chex Quest
http://www.mediafire.com/file/zkt5vzcjh65r9ny/Almost_Universal_Doom_for_Heretic_patch_V0.2.7z/file
http://www.mediafire.com/file/cxs2055thu8zd2x/Almost_Universal_Doom_for_Hexen_patch_V0.1.7z/file
http://www.mediafire.com/file/ltm30tpj80h222o/Almost_Universal_Doom_for_Chex_Quest_patch_V0.1.7z/file

[08-29] GEC PSX Master Doom Beta released, incorporating missing PC levels into the PSX version
https://www.doomworld.com/forum/topic/101161

[08-27] SM186 for Quake released, 12 Terracotta-themed maps
http://www.celephais.net/board/view_thread.php?id=61621

[08-26] GZDoom 3.5.1 released, implementing a "resolution mode selector"
https://forum.zdoom.org/viewtopic.php?f=1&t=61800

=== PREVIOUS ===

http://pastebin.com/PZDkqABT

=== PROTIP ===

To submit news, please reply and anchor it to this post.
>>
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Dude, I'm just trying to live my life.
>oh look the above poster is a doxxing asshole
How's it feel?
>>
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I poked at the HUD a little more, I'm feeling pretty good about this mockup, but I figured I'd ask you guys too. Trying to make this all work within a limited space is hard, but kinda fun
>>
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>>5039009
I played too much Wizards & Warriors as a kid for my brain to associate those HUD elements with anything else.
>>
>>5039023
Same here, which is why I'm using them, and thanks to some random guy on youtube I also managed to get my hands on all of the amazing sounds from Battletoads. Kustam's pretty much a loveletter to all of the games made by Rare for the NES, along with some others.
>>
Are Breach and Brigandine the best Doom levels ever made?
>>
>>5038996
could someone please upload Dark Forces XL with a Full install of Dark forces into the MEGA link?

some anon posted the port on the latest thread, and i don't want to post mine because of the gog installer
>>
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sunuvabiccmusspay
>>
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>>5039009
>>
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>>5039172
Ophelia?
HOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOAGH
SHOW YOURSELF
SHOW YOURSELLLLLLLLF
>>
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This wedding dress upgrade to widowmaker upgrade is gonna be a fun one
>>
>>5038996
Daily reminder that GZdoom is not technically playable, even if it gives the appearance (fading daily) that it is.

>>5039221
> Boy do I love wasting ammo
In quake2 ammo grows on trees, ive made this point before. About the only ammo that tends to be rare are grenades and cells. You're in the heart of the alien war machine, of course there is ammo everywhere. Half of the dudes cough up ammunition too.
I never run out of railgun slugs, I never run out of rockets. I almost never have an ammo scarcity need to pop a Quad to make more progress. The game is unbalanced.
Tho because I chew up little minions with the slow rotating function of the chaingun I do end up with situations where there's a Tank or Medic that I dont have enough bullets to kill. But my usual go-to is the grenade launcher because the damage is usually high enough to faze it and ive got 50 grenades sitting on standby.

I tend to be a Collecta game player style so I naturally hunt for items like mario hunts coins and im an explorer too. I dont GAF about the clock/timer.
>>
>>5039253
>>
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>>5039181
one last addition, okay I've stayed up too late again. Goodnight.
>>
>>5039253
honestly there's hardly any reason not to use cells or slugs for everything, considering how ammo efficient they are and how the game still throws them at you like candy
>shells: 600 damage per pickup, most efficient with SSG (5 shots of 120 damage)
>bullets: 400 damage per pickup (50 shots of 8 damage)
>grenades: 550+ damage per pickup (5 shots of 110 explosive damage)
>rockets: 600+ damage per pickup (5 shots of 120 explosive damage)
>cells: 1000+ damage per pickup (either 50 shots of 20 damage, or 1 shot of 200 explosive damage + 0 to 500 damage for every target both you and the BFG ball can see)
>rails: 1500+ damage per pickup (10 overpenetrating shots of 150 damage)
>>
>>5039263
>>5039253
And in the Q2 expansions they give you all these funky ammo types like the proximity grenades and its a hassle to switch to those items. So I end up with that piling up and eventually I just decide to go on a shooting spree with that, and then the other ammo types rebound.

> I swear one of the most annoying and dangerous enemies in the expansions, besides the spider hunter things, are the Grunt Troopers with beam lasers on their arm. Because those fuckers instantly hit, have strong reflexes, and the damage piles up kinda fast.

The ETF rifle while being an homage to the Q1 Nailgun is practically useless. Its a damn cool weapon, one of the best weapons to come out of late 90s FPS gaming. But its kinda like just having another Machinegun.

>>5039263
Yeah I aint done the math much on the damage per ammo pickup all I know is that means there are alot more ammo pickups than there should be.
I seriously, do, not, know, how anybody runs out of ammunition in Quake2. Also there's something satisfying about pulling out the blaster pistol and taking out lower tier enemies.

Also Grenades do 120 with 160 splash (125 damage for a hand grenade). Rockets only do 100 + random(20). Grenades do more damage with a wider area of effect but they're harder to use. Being harder to use doesnt affect my skills with depth-charging them as hand grenades though.

But seriously, by the time you run out of bullets your shotgun shells and grenades will be filled back up. By the time your railgun slugs are depleted (which takes a damn long time) pretty much everything else including rockets will be topped off. Cells is the only thing you can run out of quickly because they are a little more rare than bullets are.

As for why there's so much ammo? Plotwise id accept that the strogg use the same ammo types as the space marines because thats more efficient. So the piles of ammo swept into corners and corridors was mostly taken from dead marines.
>>
>>5039252
i thought it was a priest costume
>>
>>5039276
I think I just used the ETF rifle purely so I could pick up the ammo for it again. which is kinda the thing when you have so many ammo types; the game has the ammo philosophy of "hey let's give the player enough ammo so he can use his favorite gun a lot", which ends up with you maxing out every ammo type constantly if you actually choose the right gun for the situation

not that I'm inclined to play ground zero again, fuck those turrets
>>
>>5039261
>>5039009
>>5039181
Alright the font and animations are really smooth and cool, but the purple plastic that stretches across the bottom of the HUD... what is it's purpose? are you gonna put the keys on it?
>>
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>>5039295
I've had a few people remark that the floating HUD elements seem weird, so I tried to do a semi visor effect basing it off Kustam's face guard as seen here
>>
>>5039292
Yeah I tend to be more survival-horror about these things. Especially when you have an infinite ammo weapon to bail you out.

I understand their design philosophy but you can easily do that by having sections where bunches of ammo for a weapon are available, kinda like HL2 where you get those rocket ammo crates. Or Halo where you come across weapon caches and there's way too much ammo to be carried for a specific weapon. The game might end up being known for having sections where "you're supposed to use such and such weapon" but that sorta highlights those sections memorably.

Ground Zero is probably what im gonna have to play because I think thats whats got the sections I want. Im not looking forward to dealing with those spiders at all either (reactionary fire with 30 damage blasters, that technically have no cooldown, id much rather endure the spiders' melee attacks). Only thing that saves my ass in that game is Railing stuff for double damage while its unaware.
>>
>>5039301
Is that smart blurred? The enlargement looks strange.
>>
I've seen some Doom fanart where Doomguy has long hair and i find it funny because of that one image from Perdition's Gate, which was kind of a cancelled Final Doom episode.
So, at some point, we could have had an official long haired Doomguy.
>>
I'm trying to play doomslayer chronicles but everytime I start it up I get

Invalid data encountered for texture DSC-1.0.pk3:textures/lut.psd
Texture BSEWALL1 has invalid dimensions (0, 0)
Script warning, "DSC-1.0.pk3:textures.txt" line 859:
Unknown patch 'BSEWALL1' in texture 'BSEWALL1'

ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.

Execution could not continue.

Script error, "DSC-1.0.pk3:zscript.zsc" line 1:
Version mismatch. 3.5.0 expected but only 3.4.0 supported

How can it be version mismatch I downloaded the latest one?
>>
>>5039252
is there any documentation at all for the clothing? even with the pda to look at what they do some of these clothes are so rare you are just not going to see them
>>
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>>5039260
>>
>>5039425
I've gathered up this pastebin for it;
https://pastebin.com/QhLpaUg0
it's not 100% through out tho
>>
why are all the warhammer 40k wads dead and unfinished?
>>
>>5039490
lack of resources and fear of GW killing their families for even thinking about trying
>>
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could someone please tell me which star wars mod is this one?
>>
Does anyone even play regular Doom deathmatch anymore? Everything on Zandronum just seems to be Ghouls Vs Humans or survival with custom monsters. ZDaemon is pretty much dead and mostly survival too. Odamex deader. What happened?
>>
>>5039515
I saw 2 dm servers yesterday, also a zdoom wars one like 3 days ago. turns out different servers get populated in different days of the week.
>>
>>5039518
ZDoom Wars sort of falls in the GVH bracket.. i dunno, It's not classic Doom ya know? Even that, Zombie Horde, Who Dun It etc seem less popular now either way.

2 DM servers OK fair enough, but I remember when Skulltag gamemodes were common place, CTF servers, loads of deathmatch duel servers etc but that doesn't seem to happen. It's a rarity.

It's just surprising to me considering making Doom maps is still as popular as ever, people still love playing single player Doom - but classic deathmatch and it's associated gametypes seem to have faded away. You'd think the heightened interest in oldschool gaming and even the new Doom games would help things but no
>>
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What kind of personalities do you think they have?
>>
>>5039498
im kinda interested on this one too
>>
>>5039527
Green: Boke
Gray: Tsukkomi
Brown: Moe Through Helplessness
Red: Seemingly "Perfect" At First Glance
>>
>>5039527
Alternatively,

Green: The Fighter
Gray: Crazy Ass
Brown: Truck Freak
Red: дpyг
>>
>>5039563
What about Layed Back?
>>
Keyboard only is the best way to play
>>
>>5039580
1991 called, they want their 386 back.
>>
>>5039580
>he doesn't play mouse only like the original shareware version was meant to be played
>>
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>>5039252

i think this is the wrong widow suit
>>
>>5039596
> mouse only
so you dont want to be able to switch weapons is that it?
>>
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>>5039630
scroll wheel
>>
>>5039527
red: the awesome
indigo: the power
brown: the gay
green: the bastard
>>
>>5039594
2018 just called and Graf can't implement fake sun light in GZDoom. There are many gems in the forums but this one is amazing:
https://forum.zdoom.org/viewtopic.php?f=15&t=57388
Halfway through Graf says that if it casts any shadow, he'll veto it, then they evaluate the need for per-pixel lighting to simulate a light source at infinity and they make a demo video complete with dramatic music which nobody knows what's supposed to showcase. Then for reasons unknown to humans, they feel the need to change the sun direction per sector. And in the end Graf concludes that without shadows, it's not worth implementing it, so he doesn't like it and it'll never be done.
>>
>>5039639
well they didnt actually have that to my recollection in 1993, and if you had a mouse with 3 buttons it was rare
>>
>>5039645
>2018 just called and Graf can't implement fake sun light in GZDoom.
dpjudas is/was working on it and will probably do it at some point
>>
>>5039527
Green: team leader. Stoic, charismatic, etc.
Gray: the brain. Smart, strategic, logical.
Red: the berserk. Angry by default.
Brown: the slacker. Lazy, a newbie.
>>
>>5039650
Nevermind that SMMU had sun light as much better to replacement to the fake contrast algorithm, which is useless and looks really bad, in 2001.
>>
>>5039646
Scrollwheels existed in 1985.
>>
>>5039650
dpjudas should just take the reins from Graf.
>>
Is there an Overwatch wad?
>>
>>5039527
intelligent, nihilistic and with a wicked sense of humor
>>
>>5039667
For what purpose? There weren't any programs that could use a scrollwheel in '85.
>>
>>5039667
could you even map the mousewheel in doom1 or doom2 or wolf3d?
>>
>>5039662
Graf is to Microsoft as every other source port author is to Linux.
>>
>>5039684
I think he's only interested in GL renderer stuff.
>>
>>5039527
they all are intelligent, nihilistic and with a wicked sense of humor
>>
>>5039292
>>5039314
Okay I got Quake 2 Quad Damage reinstalled and im going to try it with Berserker 1.46, is there anything I need to know about the berserker engine?
(im guessing it will run the expansions)
>>
>>5039693
>>5039707
shitpostmind.
>>
Another amazin gem I've found on the GZDoom fourms:
https://forum.zdoom.org/viewtopic.php?f=18&t=52270&start=75#p944298
It's Rachael explaining what a JIT compiler is. In her opinion a JIT compiler is something that allows you to change some settings while you're playing.
>>
one thing is destructable props but what about destructable textures?
>>
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First working prototype for fancy explosion code. In the open you get a spherical blast but in a tunnel you get a wall of flame and a lot more damage
>>
>>5039712
Holy shit, what a fucking exceptional individual! Where did he learn to code, truck driving school?
>>
>>5039498
I think it was just hal9000 testing pbr materials
>>
>>5039527
Green: Leo
Red: Raph
Brown: Mike
Black: Don

Replace Pizza with demon slaying.
>>
>>5039714
That's doable, I think it can be done with ANIMDEFS.
Like, Strife's windows for instance, that's really just a shootable line that switches certain window textures to other ones (and spits some glass shards).
>>
>>5039701
Anything is possible.
>>
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>>5039708
For the love of Samus, use this one if you want good eyecandy
>https://www.moddb.com/mods/quake-2-xp
>https://www.moddb.com/mods/quake2-remodel

and it isn't ad-shit, just common sense.

also Download Oblivion and Zaero
>>
>>5039527
green: angry dad. maybe lost his family early on into the invasion. very defensive of his new family
brown: more calm, intelligent. holds the angry dad back when he goes too far
gray: newbie that was totally faceless before the invasion. awkward and feels out of place but comes into his own with his new partners
red: foreign guy that doesn't speak the same language as the others, but strangely seems to understand them. his mysteriousness makes his proficiency with firearms almost disconcerting. gray sees him as an inspiration
>>
>>5039694
As far as you know. In 1987 there already were "gaming"-focused mouses with scrollwheels in them, created by the guy who made the Guitar Hero series no less.
>>
>>5039754
You can do it with zscript too, meaning you wouldn't have to change anything in the map itself.
>>
>>5039761
I dont have the system requirements for Quake2 XP though.
> no 1Gb vram
> no oGL 4.5 capability

Berserker will run though. And I think berserker comes with remodeled stuff already.
>>
>>5039763
wait no, the losing family plotline should be red's. he understands and can speak english but intentionally chooses not to so he doesn't grow attached to his new family he knows he could lose just as easily as his old one.
>>
what is map01 supposed to represent?
>>
>>5039783
an entryway xDD
>>
>>5039783
Which wad/iwad?
>>
>>5039783
The lives and losses of everyone at id.
>>
>>5039783
really though, i always interpreted it as doomguy coming home to his earthly marine base and finding that it's as overrun as everyplace else. but idk, maybe its not even that. tnt's first levels moreso give me that impression actually
>>
>>5039792
doom 2
>>
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>>5039761
>For the love of Samus
>>
>>5039792
Hell Revealed
>>
>>5039527
>green is unf
>brown likes to make shoot-bangy things and laugh a lot, tries to copy silly reloads from youtube videos
>indigo doesn't leave until he finds every secret and screnshots every scenic thing in the map, throws one liners sometimes
>red goes to slaughterwads and cyкaблядьпиздeцнaхyй to pass time, first one to test brown's stuff
>>
What’s the best shotgun
>>
>>5039714
HacX?
Hideous Destructor?
>>
>>5039838
the shotgun orb
>>
>>5039838
Original Doom's shotgun is still the best in my opinion. It's the only one I would describe as fully semi-automatic.
>>
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>>5039838
>>
so with the new super-widescreen resolutions, how are we supposed to know what the cutoff for sprites is now
>>
>>5039862
theoretically, there isn't one anymore
>>
>>5039838
>right handed
>left handed in reflection
>>
>>5039862
You don't
>>
>>5039873
>design weapon sprite for 4:3
>16:9 fucks it up
>make a widescreen version
>GZD fucks it up
>o well
>>
>>5039860
mod name, now
>>
>>5039885
Too many super shotguns.
>>
>>5039838
That teeny tiny one from TMSS mod
>>
>>5039389
Redownload on moddb, only use the version that cames with the mod
Or better yet, don't play it and go play online Invasion on Zandronum
>>
>>5039873
>>5039868
cool

amazing

fuck everything
>>
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>>5039761
>>5039781
Well in a way you're right, but Quake2XP is not an option.

Berserker did this shit. Also it fucked up a few things in Ground Zero... the double damage powerup was missing, the lift to get to the second floor in the complex was gone (had to noclip), and the lift for the ore mover to get to the IR goggles wouldnt get it up there to blow up the wall.

At least for Ground Zero, berserker is broken. Also I dont like what its doing to my graphics, and when windowed, it affects the brightness/contrast settings of my entire windows screen too.
>>
how do i get the sounds to work i copy pasted the cyberdemon's decorate definition in a new wad along with the sprites and sounds but nothing plays, he's just all mute
>>
Any news on the Samsara monster addon?
>>
>>5039931
damn dude you thirsty as fuck
>>
>>5039838
flak cannon and shredder
>>
>>5039931
I have a little patreon here that can speed up things
>>
>>5039767
it's a moot point since vanilla doom didn't have "next weapon" or "previous weapon" functions, nor could you even rebind weapon selection off the number keys. a scrollwheel wouldn't be usable, you'd need one of those MMO mice with a full numpad stuck on the side to select weapons properly
>>
>>5039930
You can get this:
https://www.moddb.com/mods/resurrection-of-choas
Where they've already ported Doom (and heretic I think) monsters to Hexen.
>>
>>5039838
The Blood one.
>>
>>5039252
Looking forward to the next patch
>>
>>5039862
just sprite the whole gun :DDDDDD
>>
>>5039968
What's the ETA on that anyways? I'm wondering what mappack I should play it on. Played it on TNT and Plutonia back then and that was fun.
>>
>>5039940
>>5039936
I'm just asking, kinda
>>
>>5039975
i know, i'm just teasing 'cause the mod's infamous for being slow as fuck and i've never seen anyone actually interested
>>
>>5039951
thanks but i figured it out, i had to have SNDINFO to be in the same place DECORATE was, not in the folder where the sounds were.
>>
>>5039859
What.
>>
3D environments with everything else sprites is the best and we should never have progressed passed that point

Quake was a mistuake
>>
>>5040003
It's a CNN meme. Like the Assault Riffle 15, which is also fully semi-automatic and gives you instant PTSD when you fire it.
>>
>>5040017
you were a mistuake
>>
>>5039920
use KMQ2 then
>>
>>5039862
There isn't one, hence why I make sure to fill things out on the sides.

Obviously, for some sprites, this is a problem, because some exist which were just designed to reach the end of the screen, like some rocket launcher and BFG sprites people made over the years.
Without substantial editing, these sprites will just cut off, or end, if you play in widescreen.

I suppose you can call it a tradeoff.
>>
>>5040017
Video killed the radio star. Except, interestingly enough, it didn't.
>>
>>5040021
Are there any mods featuring the deadly shoulder thing that goes up?
>>
>>5039860
Thanks for tuning into forgotten weapons. I'm ian and this is doom

https://youtu.be/SbDhwdjL0jo
>>
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>take a look at zscript after years of being absent
>it's a complete mess

Yeah, nah. Fuck you. I'll stick with Decorate and ACS.
Speaking of scripting languages and modding:
Does anyone have a idea what I could possibly work on? I'm bored and I don't know what to do. Got lots of modding experience.
>>
>>5040017
The only one who made a mistake was your dad, for not pulling out.
>>
>>5039930
You need a SNDINFO lump, then copy paste the name of each of his sound files. enter them twice in each row like:

bigwalk bigwalk
demon1 demon1

or whatever they're called
>>
>>5040065
Blame Graf for this clusterfuck ever since randi died
>>
>>5040065
zscript is cool if you can read the source code
the problem is, of course, *you have to be able to read the fucking source code*
>>
>>5040065
Good question.

If I was going to be shitty, I'd tell you to go and un-spaghettify Mark's code, but your time probably isn't worth that (and he'd just undo it anyway).
There's a lot of people who could use a helping hand, particularly an experienced one, mine included.
>>
>>5040042
Streaming killed the tv star.
>>
>>5040065
Make a map for XUMP?

https://www.doomworld.com/forum/topic/101939-hexen-upstart-mapping-project-xump/

2-3 weeks remain to make a hexen map - plenty of options for ACS fuckery fun...
>>
>>5040079
I have more than 20 years of experince programming in C and C++. I have major trouble reading ZScript and especially it's documentation.
In my opinion, if you feel the need to use ZScript, you should instead use another game engine.
>>
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>>5040031
Yeah im doing that and im happier with it. Though im trying to figure out how to get some high quality models going for it. I cant actually figure out where to download the highpoly stuff from since the moddb site doesnt have any files section, and I dont know whether itll work for KMq2 because it says its for Berserker or q2xp (even tho the dude's article says he has KM versions).

Also does anybody have experience with this custom Plasma Rifle for Quake 2? It looks coolAF but ive got no idea if it has to be cheated to get it or if the sound effects are corny. It would be a great replacement for the hyperblaster.
>>
So, out of all the classic fps games and their expansions/addons, which ones have y'all beaten?
>>
>>5040103
the code is easy enough to read imo, but the documentation is pretty shit
as for using another engine, fuck no, being able to play things in all the cool doom maps made in the last 25 years is why I even bother modding doom in the first place
>>
>>5040117
- Doom
- Doom 2
- Plutonia
- Marathon
- Marathon 2
- Unreal
- Return to Na Pali
- Unreal 2
- Duke Nukem 3D
- Shadow Warrior
- Powerslave/Exhumed

I'm more a platformer guy than a FPS guy, but I've had a whole bunch of fun with these.
>>
anyone down for some quake world?
>>
>>5040065
a halloween map
>>
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>>5040031
>>5040105
something is wrong with the highdef weapons pack in KMquake, there's also no LED glows on the weapons
>>
>>5040128
yeah but be warned i suck cock at DM
>>
>>
>>5040080
project brutality already un-spaghettified mark's code
>>
Yeah, this hud can get a "fuck right off" from me
it doesn't fucking scale no matter what settings you use
>>
>>5040186
isn't every mod from that author always visually weird?
like, there's some sort of "signature" aspect of mods like arachnocide and flakes doom, that i can't quite descrive
>>
what power up do you call this
>>
>>5040197
Very fast Doomguy going at incredibly high speed
>>
>>5040191
I 100% agree and know totally what you mean. Hearing Fallout 3 hurt sounds from Doomguy threw me for a huge fucking loop for a minute (i've been playing shittons of Fallout New Vegas with TTW), and then you just have really weird gameplay choices, like how alt fire is the quick melee, but to throw grenades, you have to manually select them as weapons (which takes time) and then throw them (which also takes time) meaning that in combat they're basically useless unless you have a weapon wheel mod like pyweaponwheel.

>>5040197
If it's making you run faster and that's what the afterimages are, Skulltag calls it haste, but this also happens from the turbosphere so turbo works too. Rush as well. If the after images draw fire however, illusion, afterimage, or diffusion.
>>
>>5039979
Not original poster, but I guess I'm also pretty hyped, MORE characters and they are not shit? I'm all in, plus some of the new hud design sneak peeks at forums really hit in the right place.
>>
>>5040095
MTV killed The Buggles.
>>
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I'd just like to give kudos to anyone who designs maps for any retro FPS game, Doom-based and Quake especially. I just made my first level for Doom and I think it's pretty shit. Seven hours of work later and I think it's horrible. The fact that I didn't plan it out and did it totally impromptu didn't help matters. But seriously, who knew that map designing could be art. All the effort that can go into placement of things, detailing, structure and flow of a map. Looking at it, it looks like it's really easy to do, but even when using a simple tool like Doom Builder, doing what looks simple actually isn't when you try it for yourself, especially for the first time.

I figured that after so many years of playing Doom that I'd try making my own level. I didn't have a plan for it; just started throwing ideas that came out of my head onto the editor and tried to transfer them, which is the hardest part about designing literally anything. You have a vision or an idea, and you wanna bring it into fruition, but can you learn the skill necessary to use tools to do so?

I think it's truly amazing how map makers have designed maps for Doom. There's even such a thing as speedmapping which I can't believe. Some people can make maps in under 200 minutes, even under 120, meanwhile it took me seven hours for my first one. I'd like to be proud of my little shitty first map but I can't. You can see that I basically learned as I go.

If you wanna try it yourself and judge me as harshly as you can, then be my guest:
https://a.rokket.space/wqp28b.7z
>>
>>5040229
Use a custom texture pack as a basis. Like Btsx or UACultra, the 1024 compilations, Valhalla, just throwing some ideas out there. I think the textures in vanilla are abit too plain and bright.
You'd be surprised what it also does for your creativity to level design, while you're making your map too (as long as you're using a WYS editor like doombuilder)
>>
>>5039006

Reminder that the best day to get models for your Doom mod is November 1st
>>
>>5040229
Pretty standard first map, don't get yourself down. Things to consider for your next one:
-Give the player more ammo. Don't throw in Barons without the means to take them out.
-More variation in floor/ceiling height would be beneficial.
-Place monsters further apart so they don't get stuck inside each other or in walls.
-Give the player more room to run around. Don't limit your map to small corridors.

Map more and you'll be golden. Everyone starts somewhere.
>>
>>5039732
i was talking about the Dark forces 3d stuff
>>
>>5040183
Project Brutality is a clusterfuck as a half.
>>
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>>5040240
That reminds me. A while ago I've imported the BTSX textures into Quake 2 and made a test room. I think it looks good.
>>
>>5040283
if you managed to put the normals to work, it would be interesting to make a map from it
>>
>>5040229
>>5040240
Also go play and study the 1024 Claustrophobia 1/2 and Congestion maps to get inspiration and ideas. They tend to be boxy maps but check out the detailing and how they laid those out. It wouldnt hurt to use the textures in the wads either.

>>5040283
hell fucking yes
while some of the colors look a little out of place, in a way it gives it all a modern (not used future) rusty look.

>>5040278
Im glad somebody got a port working for dark forces. I have it on my computer but I never made it past the first level because I couldnt find my way to my ship, and thats mostly because of the controls and visuals being shit when emulated (modern) through dosbox.
>>
>>5040294
an anon posted this link here
>https://mega.nz/#!xJczlAzQ!1YmuXKPGoIu86v9pUo08WTisTDj0qhv1rdKt3Wx9wyc

now someone needs to upload the entire game or this one on the OP MEGA storage >>5038996

i would do but then mine is GoG install
>>
>>5040229
god bless mappers
the func guys just made a 4 HOUR map jam
like jesus fuck man, fucking quake wizards and their brush geometry
>>
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>>5040302
I know I downloaded it and chucked it in my zips folder, I dont really want to sort it out right now because im trying to get quake 2 sorted out.

By the way which model pack (and which hud, btw?) does this shotgun come from? Its not the usual geometry but it is high def and I like it alot.
>>
>>5040306
this shotgun someone ripped it from Q3 generations arena, before the owners got pissy

i would say fuck it and rip it back to quake 2 because no one plays that mod due to QC or QL, since they are also doing the Xpac weapons
>>
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>>5040291
I haven't tried to import them as hi-res textures in a sourceport. I've imported them as basic 256 colors wal files because you need them in that format for editing. I did it mostly to see if I could recycle doom textures in Quake maps.
>>
>>5040294
I had to remap the Doom palette into the Quake 2 palette, so the colors are not perfect but that can be fixed by making two or more versions of each texture, but that is source port dependant.
>>
>>5040316
>>5040324
In Slade3 at least you can go through the textures you've converted and any of the colors that didnt get remapped optimally you can just recolor them to something else more appropriate. No need for doing external post-processing work on it.
>>
>>5040305
>>5038996
Thanks for letting us know. How do these Quake guys do it?http://www.celephais.net/board/view_thread.php?id=61629
>>
>>5040331
>>5038997
meant to reply to the new post
>>
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>>5040334
Same thing will happen, anon.
>>
Did any of the models from nudoom or QC ever get ripped? Feeling like fiddling around with new sprites.
>>
>>5039301
>>5039326
Oh. It was my phone. Weird.
>>
Do the Imps in Combined Harms do more damage? Map29 of Congestion1024 feels impossible because I just can't deal enough damage to take care of all the enemies. Even at 200/200 I get melted immediately.
>>
>>5040330
To convert a Doom textures wad into a Quake wad2, which you need for Trenchbroom, is rather simple. You can use deutex to unpack the wad file and then qpakman to make a Quake or Hexen2 wad2. Then you can convert the leftover pnm files from deutex to png to make sort-of-hires versions.
For Quake 2, you start the same way, then it's a mess. Maybe I'll write an article or something somewhere someday if anybody's interested.
>>
>>5040346
I think it's their alt fireball that seems to nail you a lot quicker.

Would make maps designed for a fuckton of imps with the normal fireball a lot harder.
>>
>>5040103
What's the issue? I know ZScript pretty decently but it's only because I did source diving in the engine and in the ZScript base code, and did a lot of digging on the forums and the wiki, plus I had experience with Decorate and ACS.
>>
>>5040308
Yeah but how exactly do you rip it... im not sure which files to extract from the generations .pk3... and im not sure whether the frames in the weapon model are going to translate to the framecounts in quake 2 anyway...
>>
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>mfw map has into the beast's belly
>>
>>5040258
Yeah, I definitely underestimated Doom Builder's scaling. I need to zoom out the next time I make a map, as well as keep in mind that I will never ever reach engine limits. I somehow had this mindset as if I was designing a map for Vanilla/Chocolate Doom when engines nowadays throw the limits away.

Reasonable secret placement has also been a want for me, since most maps I play, secrets are pretty much strategy-guide tier.
>>
>>5040346
If memory serves right the arcing fireballs do the same damage as a normal one. They're just really dangerous because they travel quickly and clip through other imps, so engaging big groups of imps in close range is a good way to get owned
>>
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Does anyone know how to do Zscript wizardry to adjust actor values via CVARs without actually altering the actors themselves? I always see the universal stuff people like Mikk do and it boggles my goddamn mind and I wanna learn how.
>>
>>5040394
just look at weapons folder, Q2XP and KMQ3 supports md3 fine
>>
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>>5040308
>>5040432
Nope Quake3 Generations does not have this fancy green-gray shotgun with the rear sights on it. The weapon skin looks the same as the one that comes in the lithium high def weapons pack, which ive already got.

Any other ideas where this shotgun came from because ive only found one other screenshot of it anywhere...
>>5040306

Somehow this is starting to feel like a wild rabbit chase. How the fuck could this model have never been circulated widely enough to still be around...
>>
>>5040449
wait, i know it now
its Quake 2 Evolved shotgun
>>
>>5040229
pretty switchunt-y and dull. the very corridor-focused environment also turned most of the enemy encounters into just standing there and shooting at the conga line of suicidal monsters coming at you. i actually liked the scarcity of ammo though. i was a bit stingy with it and punched some pinkies to death but i ended up having about just enough to take out that first baron. him having that downward stair entrance in front of his room was pretty hilarious. felt like he was gonna do a showtune or something. does get pretty tight ammo-wise afterwards though but luckily i find the (kinda obvious) backpack secret and the second baron with the pinkies before the exit was pretty easy to just skip around since the baron ended up infighting with both of them. overall pretty meh. i did kind of find that first room intriguing with how the player starts faced away and that bit of storytelling with the pinkie in front of the dead marine. maybe in later maps, try to focus on something that moreso captures the spirit of that first room
>>
>>5040457
I worked a lot of tactics I use during gameplay into the design of the thing placement, with scarcity of ammo being one of the elements. While I was placing things at random, for the most part, the ammo in the level turned out to be just enough to clear the map and all the secrets on it, with punching out pinkies allowing you to stretch it by a little bit. I wanted to really detail it at first, with the dead marine, the player start facing towards an animated wall, and the six secrets, but it being my first map, I was just learning things as I went, with the design fleshing out right at the middle to the end. Eventually, I ran toasted of ideas and just ended the map with an exit door in the 3rd baron room.

Doom mapping is quite addictive once you learn how to do it, because you're always thinking of adjustments you can do to a level and you want to work them in there somehow without totally messing your work you've already done. The very thin corridors was due to me misjudging the scale of Doom Builder, so I just worked with what I had.
>>
>>5038997

SM187 4 Hour maps Released

http://www.celephais.net/board/view_thread.php?id=61629

9 new maps of varied themes all made in less than 4 hours.
>>
>>5040456
Thanks and you're right.
The PROBLEM is that for all the versions I just looked up from 0.24 to 0.40 the game resource paks dont actually include any of the weapon models at all. Just some overbright glows for the lights on them and thats it. No .md2s or .md3s for the weapons.

My princess apparently is in another castle.
>>
>>5040467
Post at least a screenshot otherwise I can guarantee you nodoby is going to go through the trouble of playing your first map. And even then...
>>
>>5040492
>>5040229

For those who don't want to play it I made a run through it:
https://a.rokket.space/kgg09x.mp4
>>
>>5040229
too much corridor
too much flat texturing
yellow key inside a secret
first time I missed the secret next to the blue key
secrets are not very obvious
too much corridor
no cacodemons
NO CACODEMONS
https://www.youtube.com/watch?v=sblQxJc9wgk
>>
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can someone edit this to look like a postcard
>>
>>5040606
What's your FOV there? It looks like ~120ish but I'm not sure.
>>
Maybe a weird question but - what do you guys play when you're feeling burnt out on shooters?
>>
>>5040651
I'm playing fable anniversary right now
>>
>>5040651
>>5040656
also, I discovered a mouse injector for ps2 timesplitters and gcn timesplitters 2, 3 and nightfire
pretty rad if you ask me
>>
>>5040651
Stardew Valley
>>
>>5040651
All kinds of shit, platformers, action RPGs, some SHMUPs here and there. I'm playing through the soul blazer trilogy right now
>>
>>5040643
110
here there is another one that some anon posted long ago
https://www.youtube.com/watch?v=tPXoCOxggXE
>>
and here there is another old one:
https://www.youtube.com/watch?v=kCCEi-idl5o
>>
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>>5040651
Play a bullfrog game.
>>
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>>5040657
>it's true
>it works
>>
Necropolis is a pretty badass map all around actually, probably the tightest in Quake's ep1. I definitely underestimated it.
>>
>>5040816
Quake maps in general are incredibly tight. Often you don't even realize they are good because they just don't feel wrong.
>>
>>5040816
The amount of shamblers is pretty excessive on Hard.
>>
>>5040197
Is there a function for making a monster do that trail effect?
>>
>>5040197
Doomguy enters a strange place.
>>
>>5040229
If you want a bit of insight on level design theory, check out Evolution Of The Wad.
They're pretty long, but they're extremely interesting if you want to make levels.

https://www.youtube.com/playlist?list=PLXWZ-mE5FEDJ9_bjcovlQoMF6wkkEYpa6
>>
>>5040425
Mikk here - what do you want to do exactly? I can at least try to help
>>
>>5040425
You typically use event handlers. Theres a function called WorldThingSpawned for example that allows you to run code on every actor when they're created (including level start) if you override it.
>>
>ancient ayys + babel
>mfw spider mastermind fight in small arena without cover
>>
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>mfw assembled the mother-in-law
>>
>>5040197
*teleports behind you
>>
>>5040197
Onions
>>
>>5040941
Onion skins even
>>
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it only took 18 years to have skies, frame buffer emulation, mouse support and adjustable fov
to think that I was 14 when this game came out
>>
>>5040931
>ive always knew that Crash looked familiar
>>
>>5039527
Green: The Leader
Brown: The Smarts
Red: The Angry
Indigo: The gay who goes from "Sad that his outfit's indigo color ran out in the wash and became gray" to "wants to befriend the demons somehow" to "wants to fuck the demons"
>>
>>5040339
i've seen some on sites like sfm workshop and used for mods like hunter's moon
>>
Is there any manner possible in GZDoom to combine the fuzz effect with increased translucency or repeated fading in and out?
>>
>>5040931
https://www.youtube.com/watch?v=x9QAo8xydLk
> guided rocket launcher, bfg, and plasmagun for legendoom
when?
>>
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How's the situation with BloodGDX Multiplayer? Is it still pretty unstable? What about the good ol' "BloodBath" ? I just want to play with /vr/os...
>>
Joel's streaming some contest WADs in case you guys care. He's as bad as usual, but that's part of the appeal for me
>>
>>5041056
I don't even find him so bad he's amusing, he's just shit and makes no effort to improve.
>>
>>5041063
Do you play DwarFortress by any chance? When he streams that, I get the same feeling. He's entertaining for me but he's very bad at the gameplay itself. But he then gets himself into horrible jams/pulls off unlikely victories, which is always fun to watch.
>>
>>5040229
Well I hope to see you take another whack at it when we spark up 100 minutes of /vr/
>>
>>5041056
No idea how anyone likes that unfunny fuck with worse skills than DSP.
>>
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For me Doom Incarnate takes the gameplay of The New Colossus and improves it.
Yes,it gets quite messy but overall I love this mod.
Some things just don't make sense though,like the radiation suit.You have to select it to use it.
>>
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Playing with Bratwurst.
Which demon should I pick as the final boss?
Angel of Death,Evil Incarnate or the Harbinger of Doom?
>>
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The mockups continue. Also I probably shouldn't, but I'm gonna offer a visor-like HUD for the other guys too. You'll be able to toggle between them with the fullscreen and statusbar style HUDs.
I've been trying to make these little screens look like they're a part of the visor.
>>
Stop playing memewads, start playing actual fucking maps goddamit!!!11
>>
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>>5041208
who is this addressed to?
>>
>>5041135
>not 100 seconds of /vr/
>>
anyone wants to check this thing, maybe draw some dicks on it? Before i'll abandon this map and forget that today happened
https://drive.google.com/file/d/16PpAd0p1TSgIy7kme9Hk-JzkxPCUTp7p/view?usp=sharing
>>
>>5041205
I like it, but I don't like visors.

keep going kegan, you glorious bastard. lovin it
>>
>>5041205
I don't like that purple plastic thing, doesn't match with the rest of the hud
>>
>>5041245
I'm trying to make it look metal-ish to match with Kustam's face guard
>>
>>5041232
That's like the impossible time to make a map in.

Although I guess it would be an interesting collab project... Just a bunch of people, making a single map, one person at a time. Somebody starts the map and maps for 100 seconds. Then he saves what he got and sends it to the next person, and he maps for 100 seconds, then saves and sends it to a third person, etc.
>>
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>>5039838
WSTE-M5
>>
>>5040651
hard to say, usually I just bounce to another shooter
might go play openXcom but its been a long time and the urge isnt exactly there these days (x-piratez keeps getting worse, and worse, and worse, its past the point of diminishing returns).
Sometimes I go play Silent Hill 1-3 but not for any achievement stuff, just for the atmosphere.
Rarely I might go play an emulator and load up some iteration of Castlevania (its about the whipping not the platforming).
Otherwise its down to looking up porn for hours or something boring like that.

Or pic related, I get on /pol/ and try to tell the truth about things. I can really get on a roll and be there all day. I dont do it much these days though.
>>
>>5041250
still sounds fun tho.

unrelated but here's some more random fuckery. probably just going to be INTER02
>>
>>5041250
I'm almost positive that would suck, because I doubt we'd get enough people to get anything done, or that many people could do anything good in just 100 seconds.
>>
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Flame particles now lack initial velocity and run completely on a custom collision system where they repel each other. Effectively simulates pressure, so if you explode this in a crevice like the imp cage on MAP01 you get a super fast gout of flame that blasts straight out
>>
>>5041319
Yah. We should probably stick with level by level format. 100 minutes sounds good to me because it's simple. Make map, 100 minutes. Boom compatible in this case to lessen the mental load during mapping, due to the severely lessened time frame.
>>
>>5041334
That's neat, but I can only imagine it's a bit heavy on the processor because GZDoom isn't optimized
>>
>>5041319
Yeah, just 100 seconds would still be too small amount of time, unless it's a live event at some convention, where there is a PC with a Doombuilder and anybody can just come in and add something to a map.


Now, "10 minutes of /vr/" actually sounds a lot better for this >>5041250
>>
>>5041205
I'm imagining Kustam with two little pieces of drawn on card tucked into his visor so he can pretend he's in an FPS
>>
>>5041414
It's up to me to optimize since it doesn't use little native actor code at all. But yeah it's processor heavy as shit. Only the BFG replacement or similar rare weapon will be able to use the full effect, at least with that many actors.
>>
since it uses little native actor code at all*
>>
>>5040103
The documentation is garbage because all of the people who actually understand it are more interested in using that knowledge to rule the modding scene than they are sharing that knowledge to enhance it for everyone.
>>
>>5040651
Right now I'm playing SMT Strange Journey and also replaying Age of Mythology on the side from time to time.
>>
>>5041441
I spend a lot of time helping people with it. I leave it to actual programmers to write documentation because otherwise they and normal users will scream at me if I get something wrong or explain something poorly.

Also you have to ask an admin to get wiki edit access
>>
>>5040103
>In my opinion, if you feel the need to use ZScript, you should instead use another game engine.
That depends ENTIRELY on what you're doing with it. Treat it like enhanced DECORATE and you'll be fine and everything you need is fairly easy to find. It's shit like attempting writing menus from scratch that will make you want to pull your hair out
>>
>>5041451
>Also you have to ask an admin to get wiki edit access

Yeah. And fuck that. I'm not touching Rachael or Graf with a ten foot pole.
>>
>>5040651
Mostly RTS stuff.
>>
>>5041463
They're not the admins of the wiki IIRC. I think it's Gez.
>>
>>5041047
Meh. Once every blue moon it'll crash on match start for no apparent reason. The crystal ball often crashes it. The person with the highest ping determines the lag for everyone. At least the connection is stable and people don't disconnect randomly.
>>
>>5041457
>attempting writing menus from scratch
For what other purpose would you want to use ZScript over ACS?
>>
Pls recommend me a good Hexen map pack besides the usual 3.
>>
>>5041480
If you're not using an alternative ACS compiler like GDCC-ACC, ACS has issues like

Every variable is an int. Even strings are actually ints. No pointers. Absurd syntax like FixedMul et al. No access to portal-aware information checking functions, no access to many other previously internal functions that have been exposed to ZScript. Can't access sector or line data properly.
>>
>>5041493
Don't know what the "usual 3" are but you should play Shadows Of Chronos, Tower Of Chaos, Hub of Pain, and Shannara
>>
best wads to play high?
>>
In zscript I can do this:
class<actor> spawnclass = "DoomImp";
actor act = Spawn(spawnclass,self.pos,NO_REPLACE);
act.speed = 70;
act.A_Explode();

I can also write my own custom action functions which I can even use in a Decorate lump. And I can override internal functions like DamageMobj, a function that's called whenever an actor takes damage, allowing me to for example reflect some damage back on to the inflictor and spawn a shield effect after checking for a custom flag I set in states where the monster is protecting itself. Shit like that
>>
>>5041441
That's a bit unfair, there are plenty of people who help out, there's just not any good single resource for info. ZDoom will is shit for ZS, discord is gay and hard to search accurately, and gzddom.pk3 is incomprehensible unless you're a programmer.
>>
>>5041515
Void.
rjumpextreme.
>>
how does epic 2 compare to the first?
>>
>>5041519
You can do a lot of things in ZScript I guess, but is it fun or is it just painful? Is it conductive to creativity or is it just another C++ in disguise? Because if you're not getting paid to write code (and if yure'using ZScript chances are you aren't), then it better be fun.
>>
>>5041537
I mean I enjoy using it
hell of a lot better than ACS and DECORATE for the most part
>>
>>5041537
It's a lot more fun than ACS+Decorate because there's way, way less tedious hacks, bullshit with inventory tokens and other tiresome practices that make things harder than they ought to be. It's not even harder to get into than DECORATE, because you can write DECORATE code in zscript if you basically just add a bunch of ; in the right places (for which there's a tutorial available).

Of course you can do bunch of things with it that are completely out of the scope of DECORATE and ACS like menus, and there it gets hard and sometimes stupid. But if you're doing monsters and weapons, you don't have to worry about that.
>>
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I figured I had never finished Hexen 1, as I only played on N64 (for that sweet splitscreen) but by skipping around levels, and now going back with it, what a mess, the maps and the hubs, I can't make sense of it, why is it like this? I feel like I need a walkthrough, is it just me?
>>
>>5041319
>>5041413
Why not have it so that baseline conceptualization is not counted towards the initial 100 seconds, and that authors are requested to place down comments on things they wanted to do so that the intent is known

Actual refinement or heavy work is the 100 seconds.
>>
>>5041559
You can't play it like regular Doom at all, you need to pay much closer attention to your surroundings. There's typically a logic to what may seem confusing at first.
>>
>>5041559
That's Hexen for you, horrendously unintuitive progression.
>>5041570
No amount of attention can tell you where exactly "a door opened somewhere" is referring to, you have to guess where it is every time. It's just terrible game design all around.
>>
>>5041578
When does that even happen? It's always "x has happened on x level". I can only remember one instance of vague "You hear a door opening", and it's a door like 5 seconds away from the switch, not hard to find at all.
>>
>>5041578
The first level felt straightforward enough, but the second level everything is closed, I find an opening a portal which lead me to a place which requires a steel key I can't find, I cheat to find at the center something that says it open something about portals and then I find a button that says it has solved 1/3 of a puzzle.

Reminds me that I never finished the sequel.
>>
>>5041584
Most of the people complaining about this shit haven't even got beyond the first hub.

They'd be fucked in the later levels.
>>
>>5041546
>>5041554
I doubt that you really find writing ZScript enjoyable. Also, aren't you worried about your hard efforts being locked in to a single sourceport maintained by a particular person?
Do you remember years ago when we used to complain about Microsoft's Embrace, Extend and Extinguish tactics?
GZDoom's variety of languages are already incompatible with ZDoom's languages due to extensions and it's unlikely any other source port will support those extensions in the future.
>>
>>5041601
>GZDoom's variety of languages are already incompatible with ZDoom's languages

The only one that isn't compatible is ZScript.
Stop whining.
>>
Why does everyone use Quakespasm when Mark V is basically the same but plays demos, has an in-game levels browser, and more options in the menu (rather than only console commands)?
>>
>>5041601
Eternity Engine sure as fuck won't support them.
>>
>>5041601
>>5041537
>>5041480
>>5040103
Most of you will be too young to remember but these are the exact arguments that came up when Decorate was introduced.
>only one source port [at the time] uses it!
>do you really want to trust your future projects to an unknown nobody?
>why not learn actual programming?
>there's really no need to use this when dehacked can do this
History repeats itself.
>>
>>5041605
https://zdoom.org/wiki/A_SetRoll
That's just one of the many examples of GZDoom specific codepointers that, as I understand, are shared between DECORATE, ACS and ZScript.
>>
>>5041601
But no other port supports ZDoom's full scripting languages either. Other than GZDoom of course. And no, I'm not worried that my gameplay mods for a specific port are port specific lol.

Wouldn't use ZScript calls for a map unless it's for non-critical special effects however.
>>
>>5041537
to elaborate on >>5041546:

I introduced myself to zscript by making a dynamic pickup system to supersede the one in samsara. basically, the pickup changes what it is depending on your class, and the same pickup can be different things to different people. this is how you saw a super nailgun when the parias next to you saw a firestorm.

the version in samsara is a disgusting, frustrating hack. like holy shit, I had to handle every single type of pickup manually - health, armor, ammo, weapon, custom inventory, and god forbid one item gives you multiple things, or needs custom logic! handing +DROPPED (+TOSSED didn't even exist yet) was a massive pain - the moment you picked an item up, that info was irretrievable. plus, all the items reading the player's info constantly was a performance drain when there were a lot of weapons and berserks on the map.

the worst part? if you want to change anything about it - say, to add a new class - you had to recompile the entire thing. this is why you can't run multiple samsara addons at the same time - they just overwrite each other's recompiled ACS, rather than adding together. but there was no way to avoid that back then.

-----

in zscript? the system is generic as can be. just spawn the item, run its TryPickup stuff, check whether it succeeded, transfer some other data from the item to the dynamic pickup, done. and for display purposes, I can massively optimize the checks done by caching the results in a common thinker between all of them, specific to each class of pickup. I can have 4000 of these pickups running their checks every tic and still get over 144fps, whereas the old system would hitch badly every second, when it did its checks.

and the best part? it's actually extensible, because the pickup reads information off the player directly, instead of relying on a lookup table.

none of that would be possible without zscript. with zscript, this was *easy*. fuck yeah I prefer this over ACS/DECORATE.
>>
>>5041612
If you look at the souce code you can see that the Eternity Engine is being Graf'd. Slowly but surely. They've also added an autmated crash reporter.
>>5041615
I think the main reason for DECORATE was to be able to unify Doom, Heretic and Hexen, but it did so at the cost of bloat and complication.
>>
>>5041627
Thank you but I don't need a ZScript tutorial. I'll never use it because it's as proprietary as Java. And I don't use Java for that reason.
>>
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>>5041628
>If you look at the souce code you can see that the Eternity Engine is being Graf'd. Slowly but surely.

You could say that it's now.. marr'd.
>>
>>5041629
so is DECORATE, but it doesn't seem like you have a problem with that
>>
>>5041629
>as proprietary as Java
I don't think you know what "proprietary" means.
>>
>>5041635
darth NO
>>
>>5041637
I do know what proprietary means and I don't want to start a conversation on this because it's boring, but just so you know, the fact that something is distributed under the GPL doesn't mean that's not somebody's intellectual property.
>>
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Remember when these threads were about having fun with Doom?
>>
>>5041636
That is exactly why you should prefer DeHacked/BEX unless you have a specific reason to use the Z/GZ specific languages.
>>
>>5041658
Careful not to speak out against dramafags.
>>
>>5041659
I do, and the reason is "decorate/acs/zscript let me do what I want, and BEX doesn't"
it's not like gzdoom 2.4 (the latest version I'm willing to target) is going to disappear, not when mirrors of the git repo exist
>>
>>5041635
The Z people are doing to the Eternity Engine the same thing they did to Vavoom. The Eternity Engine is being Embraced, Extended and soon Extinguised like Vavoom. Then they'll do it to Doomsday. They'll never stop unless we stop them.
>>
please recommend a short mapset I can play for my birthday
>>
>>5041671
phobosdeimos anomaly?
>>
>>5041663
Let's consider this scenario: I're developing your GZDoom exclusive mod and you've invested a lot in it already. Then you find a bug that prevents you from going forward. The next version of GZDoom had that bug fixed BUT it also requires you to buy a new computer. What do you do?
>>
>>5041681
Buy a unicorn because this scenario will literally never fucking happen.
>>
>>5041660
dramafags are shit, but backseat mods are the worst
>>
>>5041667
I don't miss Vavoom desu
>>
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>we suddenly have a new autist who fucking hates ZScript for some reason
God damn this place never gets old.
>b-b-but it's locked to one platform
And so long as I can also distribute that platform, it doesn't matter. Chill out.
>muh ACS
Even GDCC-ACC had trouble keeping up in some areas, and doing something in ZS once you learn it is far simpler than any other way for the most part.
>b-b-but nodocs
Yeah, this I'll agree with, but don't act like people aren't trying to help out. Just because some fags are trying to hoard knowledge like gold doesn't mean it's locked up in a vault somewhere. Nobody's forcing you to use ZS, and if you're bothered by other people using it you really need to chill out.
>>
>>5041681
work around the bug, like I've done with zandronum a billion times
I'm used to that shit, y'know
>>
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>>5041656
>mfw still no Orbb in cuack champs
>>
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>>5041659
> I remember when dehacked was incompatible
>>
>>5040197
Blursphere?
>>
>>5041710
No, the obvious response should be "use hex editing since I hate people making scripting languages because all of those people are actually corporations and corporations are the worst".
>>
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>>5041737
Corporations are so big, you don't even know who you're working for. That's terror. Terror built into the system.
>>
>>5041681
Nuke Dusseldorf.
>>
>>5041658
I thought they were about retro FPS's?
>>
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>>5041659
>unless you have a specific reason to use the Z/GZ specific languages
Because BEX can't do a fucking fraction of what I want to do?
>>
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>>5041658
no
>>
>>5041757
RIP Doomkart, you never scored.
>>
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Any other mech mods besides Mechatron and NecroDoom? pl0x
>>
>>5041760
https://www.youtube.com/watch?v=Ycw3LRrecZA
>>
>>5041757
>first posted on 2013.04.20
have I really been in this general for five goddamn years
>>
>>5041769
Holy shit. Thx friendo.
>>
>>5041769
It's interesting for exactly 4 minutes and 40 seconds, then it gets extremely boring. But still better than Mirror's Edge, but then again anything is better than Mirror's Edge.
>>
>>5041771
Time flies. I've had 4 jobs since thread one.
>>
>>5041742
Don't believe me? It's all in the numbers
>>
>>5041804
> not working at the same place for 20 years as a dependable employee
>>
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Anyone knows how to disable the subtle camera bobbing you do when walking on quakespasm?

Im trying to record a couple of freeroaming shots, so I noclipped and disabled the weapon models, but the camera bobbing is still there when you float around

there is a command called sv_nostep but it has nothing to do with that
>>
>>5041829

All I can think of here is Mr. Freeze
>>
In other news, Pete Hines said he talked with Nintendo about Smash
he's gonna get ditched for Dovahkiin. isn't he?
>>
>>5041878
my bet is on pipboy or dovhakin trophies
no way those dolts are getting doomguy in there
>>
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>>5041250
>>5041319
>>5041415
>>5041562
it was a joke
>>
>>5039931

Still got at least 3,000 frames to work through, It'sgoing to be awhile.

>>5039979

I mean you're not wrong, I did stop working on SMM for 3 years.
>>
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>>5041804
I was virgin and now I have a gal
also my wife turned bat shit crazy during postpartum and left me
>>
>>5041920
>also my wife turned bat shit crazy during postpartum and left me
Sounds like you lucked out.
>>
>>5041925
oh, yeah, is not like I planned to have a family or something
>>
>>5041928
Well, now you can have one with a non-crazy person.
>>
>>5041836
v_idlescale
>>
>>5038997
RedneckGDX is released
>>
>>5041769
>guass cannon
>>
>>
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>>5041878
>doomguy gets in
>doesn't get to have his SSG
>>
>>5041932
maybe Im crazy but I did not notice any difference on1 or 0
>>
>>
>>5041964
try "10"
>>
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>>5041878
>literally the face of action first person games
>generic avatar style WRPG guy
Demon Slaying is cooler than Dragon Slaying, I trust Nintendo would make the right decision
>>
payback
>>
>>5041970
welp, now I get it
what I meant is the step by step tilt, when you float its still there like you are walking midair instead of flying
>>
>>5041878
this is epic sans = ness in smash levels of tired
>>
>>5041973
Nintendo sometimes bounces back and forth between good and bad decisions. Don't hold your breath on this one.
>>
>>5041962
they could paint it like a nes zepper
or make it look cartoonish like an elmer fudd shotgun
or use a design from eternal or qc
>>
>>5041982
i know that sakurai mentioned carmack once in an interview as the father of fps and we got some social media shit like that kirby/doom crossover fanart
>>
>>5041135
I would certainly love to. Granted I can't make a pretty map in 100 minutes, but I'd hope to make one that flows well and and plays good.
>>
>>5041671
Can't go wrong with Chainworm Kommando.
>>
>>5041973
>I trust Nintendo would make the right decision
like that time they decided to manufacture the Virtual Boy
or the n64dd
or the wii u
or they decided to use cartridges instead of discs
or decided to discontinue the nes classic
or the absolute state of their online
or when they gave the green light to the Mario movie
or their modders witch hunt
or when they unintentionally created the playstation
or selling rare
or bulling third parties
or denying metroid and specially f-zero
>>
>>5041706
I hope you aren't implying that someone disliking something you like is shitposting.
>>
>>5041836
Trap imptan best girl (male)
>>
>>5040339
>let's ask /vr/ instead of google first
Doom 2016 definitely, but not with QC as far as I've seen.
>>
>>5041824
Number one: That's Terror

>>5041914
so?
>>
>>5042039
you actually considered making a 100 seconds speedmap
>>
>>5042031
I think its both actually. I dont know much about SFM but these could help for making sprites perhaps
https://steamcommunity.com/workshop/browse/?appid=1840&searchtext=Doom+2016&childpublishedfileid=0&browsesort=textsearch&section=home
https://steamcommunity.com/workshop/browse/?appid=1840&searchtext=Quake+Champions&childpublishedfileid=0&browsesort=textsearch&section=items
>>
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>>5040339
hope that helps
>>
>>5042013
I hope you aren't baiting a multi-hour old post to try to start shit in the thread.
>>
>>5042010
What he said, it's short (ten maps to be exact), varied, fun and has some really fucking neat details to it.
>>
>>5042063
>baiting
I don't think you know what this means. Geez, relax there, backseat mod.
>>
>>5042063
The time thing doesn't really work in /vr/ since things go pretty slow here anyways.
>>
>>5042047
so?
do you hate fun?
>>
>>5042090
To be honest I do like the idea of collaborating for one single map.
>>
>>5042063
discussion must only be to the most relevant and current topic of discussion, posts longer than X+1 minutes are vertboten and cannot be responded to, jawohl
>>
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>>5042039
>>
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MechDoomer is a cool concept. I hope the author gets off his ass and completes it in any form.
>>
>>5042012
>he didn’t like the Mario movie
>>
>>5042090
the opposite, actually
>>
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>>5042108
I especially like the "lock on" widget and radar.
>>
Hope i get this room finished for Screenshot Sat
>>
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>>5042150
oh nice, a quake 3 ma-
>Screenshot_Doom_20180913_224115.jpg
dude what
>>
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>>5042150
Oulala
>>
>>5042161
I mean, I'd like to see the use of jump pads in Doom.
>>
>>5042165
Say no more!
>>
>>5041836
cl_bob* cvars
>>
Man I fucking haven't played doom in a while
Can you guys recommend me some maps with lots of flesh walls and floors
Also, any of you knows how is that called? Meat arquitecture I mean.
>>
>>5041925
Sounds like you're an idiot.
>>
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>>5042093
More "zdcmp" style projects should be a thing, and it's a great opportunity for newbie mappers to jump in.

>>5042123
then you know that none of us are expecting anything amazing, we're doing it for shits and giggles because we all love doom.

>>5042150
hi zaneion

I think I'm just going to make this a small map and peg two-three more rooms onto the end there to the east. What would you lot consider adding/changing with this overview? I wasn't really sure what to consider so I just used a basic swastika type base.
>>
>>5042193
https://tvtropes.org/pmwiki/pmwiki.php/Main/WombLevel
alternatively
https://tvtropes.org/pmwiki/pmwiki.php/Main/MeatMoss
or
https://tvtropes.org/pmwiki/pmwiki.php/Main/BloodyBowelsOfHell
>>
>>5042204
No idea, i think almost no one can provide feedback without playing first, the overview from GZDoom Builder never gives a glimpse of how the map will roll.
>>
While playing Samsara, I just beat a Cyberdemon using nothing but Ranger's Mjolnir.

I AM THE GOD OF THUNDER
FEAR ME
>>
>>5042228
don't post like that please.
>>
>>5042228
>>
>>5042234
sorry
I'm riding a high and felt the need to boast.
>>
>>5042234
Fuck off, he's allowed to be excited.
>>
>>5042206
Thanks, I guess no maps but that's fine too.
>>
>>5042234
are you an oney or idubbz fan by any chance
>>
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>>5042193
>>5042206
how many times do I have to tell you people, it's called a vore level
>>
>>5042271
I meant more generally, as in nightmares, pantings etc.
Not necesarilly vore either, flesh walls make for nice violent imagery
>>
>>5042271
No.
>>
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>finally can sit and enjoy the comfy /doom/ thread
>thread slows down to a crawl
evritiem
>>
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>>5042220
Yeah, I really should of just recorded a video of what the visuals are so far and then people can say what would fit the map's theme.

>>5042271
I mean, you're not entirely wrong, but people want to dissociate "hell mouths and skull forts" from vore.

Let me wait for the video to upload and i'll let you decide for yourselves.
don't ask about the fortmeme. i don't get the appeal but i like it for some odd reason, and there seems to be a lot of care put into it despite microtxns everywhere
>>
>>5042301
https://www.youtube.com/watch?v=EQX6Xv75k6I
>>
>>5042345
Fuck off, no one cares about your next cancelled project.
>>
>>5041578
So you guess. What of it? You are unable to guess or something?
>>
>>5041658

No
>>
>>5042193
Plutonia 2 and Bloodstain features some of that.
>>
How do you force pistol start on death in zdoom?
>>
>>5041493
Necrosis
>>
>>
>>5042131
what map
>>
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>>5042571
wtf, the Chaingunner had a goatee this whole time?
>>
>>5042271
No. Pretty sure it's only considered vore when IT ate you. Not when you forcibly entered or got teleported into a giant creature.
Besides, it's hell! Just because a room has flesh on the wall and bones sticking out, doesn't necessarily mean you're inside some creature.
>>
>>5042626
Well yeah, he's a badass after all.
>>
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>wad is super stingy with ammo
>one map starts with a room with all weapons backpack and ammo
>>
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>>5039527
Well in Memento Mori II, we all know what happens to most of them, so...
>>
>>5042638
More like just an ass.
>>
>>5042619
Comatose AKA prepare your anus for lags.
>>
>>5042559
https://zdoom.org/wiki/MAPINFO/Map_definition

See: ResetHealth and ResetInventory
>>
>>5042673
Oh.
I guess that's that then.
>>
>>5042673
>>5042716
Red's still alive, can't you see him waving at the camera next to the archvile?
>>
Which are the best WADs, that

>are not filled with monster spam or shitty hard difficulty
>are pleasant to look at, even in 2018
>yet, they still have the Doom feel
>no gameplay mods, or modified weapons or monsters

Thanks.
>>
>>5042751
idgames is the best wad.

Thanks.
>>
>>5042751
I was gonna say Double Impact, but the last level gets a bit slaughtery.
>>
>>5042751
Ultimate Doom2
Though it's unfinished at the moment (only has 20 maps + secret maps) it's very well made so far.
>>
>>5042751
Suspended in Dusk
>>
>>5041414
It won't be once we get asmjit for zscript
>>
>>5041649
That does sound like you don't know what proprietary really means.
>>
>>5042751
any map by Didy
>>
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>>5042730
Joke's on YOU...
>Deathmatch 1
>>
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>>5041667
The only thing extinguishing Eternity is the development team being busy working on commercial games instead. There's only so many hours in the day, sadly.

>>5040339
Doom 2016 is cracked wide-open and easy to pull models from using Wraith Revenant. Ditto the other Id Tech 6 games.

Quake Champs isn't opened up anymore - it was briefly, but Id noticed people spelunking around doing dataminer things and changed the encryption keys. Most of the few rips and ports you see around are done by taking a 3D screenshot of sorts in something like NinjaRipper and painstakingly manually t-posing and re-rigging everything, which is frankly a lesson in madness.
>>
>>5042886
SO LONG-A GAY SORLAG
>>
>>5042886
>i'll show you why russian porn is best porn woman
>>
>>5042271
vore is about getting swallon
most of these flesh levels just so happen to be werid enough you can't even tell at what part of something's body you're inside in or whether or not you're actually inside some creature
they work because they're strange
"gore level" is more like it
>>
Dark Forces XL is fucking neat
>>
Finished Map 20.What a chore.
At first it wasn't too bad but then the areas get so big and it drags for so long.
Not to mention the final part where it throws chaingunners,an archvile and a fucking Mastermind,all in a open area.
It's just me or the further you go,the more TNT decreases in quality?
The first 10 maps were very good,the middle it's ok and then you have this mess in the final part.
>>
>>5042950
Yeah, it's overall pretty good, up until the last third, where you start seeing the less fun levels.
There's still some good stuff, but there's horrible levels like Baron's Den or Habitat (the latter, which thankfully can be done rather quickly, skipping most of it).
>>
>>5042886
there's a cute factor about sorlag and I don't know what it is.
>>
>>5042950
>>5042979
>Habitat, and Pharaoh prepatch
>>
>>5042985
Habitat can be beaten I'm pretty sure, Pharaoh is very hard without the patch, but doable, you just need to do a wicked straferun.
>>
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what are some maps where i can have a long distance relationship?
>>
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>>5042936
I did not remember Dark forces having a Moldy Crow model.
>>
Here's an idea for an enemy, invisibile, should have scary sound effects, very fast, but here's the kicker, it won't attack you until there are at least 2 other enemies, in the meanwhile it just flies around your zone without attacking, until the conditions are met.
>>
>>5042176
thats it, thanks anon
>>
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How do I get good at Blood? Hard difficulties are rather challenging
>>
>>5043056
Use cover and abuse dynamite.
>>
>>5043031
>:[
>>
>>5043040
it has it, but welp, someone needs to upload both games into the /vr/ mega link
the problem is that both games uses different engines

Dark Forces uses Jedi engine, which the code is lost to the ages and the only person working on that is neck deep on IRL stuff, which is LuciusXL, but it works perfectly, Outlaws also Uses jedi Engine too, but it works on windows without any hassle.
>https://pcgamingwiki.com/wiki/Star_Wars:_Dark_Forces

Jedi Knight Uses Sith Engine, and this one is moddable as fuck.
>>
>>5043086
I wish someone could talk with him about releasing the damn source code, atleast someone who isnt graf could pick it up and continue from there
>>
How can someone make a live system work in Doom?
>>
Alright now this is starting to get in game. Keys and ammo counter soon, then I can get balls deep in the fun stuff like charge attacks and reloading.
Yes reloading is fun when the gun is so powerful you can 4 shot hell knights, and I might make it a little stronger, this shit is slow and it's his main weapon.
>>
>>5043184
What's that screen with the diamond?
>>
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>>5043189
It's gonna be the ammo screen, it'll keep track of Kustam's only ammo source, along with how many rounds are loaded into the pistol, current equipped subweapon and how much it costs to fire it, kinda like Blaz's HUD it'll change a little when he equips his other weapon to show a staff icon and currently equipped special item and how much THAT thing costs.
>>
>>5043086
https://workupload.com/file/
---------------

2vP6fUkv

this is Dark Forces 1. (url disconnected by ---- because of fear of bots and spiders.)
>>
>>5043201
Oh, you're doing Kustam now? Cool. I haven't been around these threads for a fairly long while.
>>
>>5043209
Yeah, finished up that Combined_Arms update so it's high time I finally get to work on the robot man.
>>
>>5042876
Memento Mori II was made in 1996
ZDoom was made in 1998
No developer console for you
>>
>>5043223
How are ya doing with sprites for your new characters?
>>
bbb
>>
>>5042165
>>5042169
This is possible because the Rise Of The Triad conversion (which got some things wrong, but got this right) has properly working jump pads.

Dunno how they work but it could be something similar to an archvile attack that does no damage and is used only for the thrust.
>>
goddamnit ancient aliens
this is not even ultra violence calm the fuck down
not pictured: the 20+ knights, 1 cyb and 4 archviles just in the next room
>>
>>5043341
>Ribbiks/Skillsaw
>Calming down
>Ever
>>
>>5042165
>>5043334
Quirky Domain has them too, they're not the hardest thing to pull off.
>>
>>5043353
I love that map
>>
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>>5043246
AHH SHHIET
>>
>>5043341
Skillsaw has exactly one gear.
>>
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>>5043341
>filters
https://youtu.be/UnhrPeNoQfA
>>
>>5043056
Crouch.
>>
>>5043341
Is this a secret map?
If so I have to find it.
>>
>>5043406
that's map18; he just grabbed the yellow key
the two secret maps look completely different
>>
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>>5043056
Jump and duck a lot. Popping in and out of cover repeatedly is a good idea too.
The enemies have a hard time hitting you if you stay mobile and crouch and jump a bunch. Be mobile.
Don't be afraid of using cover, bullets REALLY hurt and you're NOT meant to tank damage, diving behind a pillar or corner, or ducking below a table or desk, can give you a split second of breathing room to allow you to succeed. Assume that there's something mean and evil waiting to hurt you when you're turning corners or passing doorways.
See the guy playing in this .webm? If he just stood still and started shooting, those mooks would have ventilated him in a few seconds, but because he was so mobile, he only suffers a small scratch (1hp) from the exploding dynamite near him.

Also, the original .exe has bugged damage scaling; if you load a saved game, on easy you'll get higher damage scaling against you, and on hard you'll get lower damage scaling against you. This lasts until you finish the level, prompting some people to save before the level exit, for the next one (personally I just gritted my teeth and pushed through it).
BloodGDX fixes this problem, even letting you customize your difficulty setting if you want.
>>
Any sci-fi themed exploration maps compatible with Samsara? Kinda want to play Marathon without the 30fps limit.
>>
>>5040767
>Molyneux invented Greentext shitposting
How is this even possible
>>
>>5042936
has it improved at all?
I got peeved because a lot of the controls just flat out weren't rebindable
I'm sure its good otherwise but I'm a bit picky
>>
>>5043445
It's been part of e-mails and shit since forever.

It wasn't invented on imageboards.
>>
>>5043448
I didn't use internet until 2001, senpai
>>
>>5043071
>>5043401
>>5043420
Thanks
I'm playing on BloodGDX so the difficulty bug shouldn't be a problem
>>
>>5043470
You can even set a custom difficulty if you'd like. I like to play with the most monsters but slower enemy reaction times because the hitscan on hard is just so unforgiving.
>>
>>5042982
her swole arms
>>
>>5043446
its still the latest update available before Lucius had to stop due to IRL, it works but it still need fixes.
>>
>>5043203
now if someone could find outlaws so we can put on op >>5038996
>>
>>5040651
Play more shooters
>>
>>5040651
I'm currently playing through Hollow Knight, Cuphead, and Shovel Knight.
I like platformers.
>>
>>5043436
Equinox?
>>
>>5043509
That was the only one that came to mind myself. There's got to be more than just that.
>>
>>5043497
Basically this. I took a break from Doom to find out what Rise Of The Triad was like. I had a goddamn blast.
>>
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crystals, fresh from somewhere
>>
>>5041527
anyone?
>>
>>5043563
it's an actual megawad
has more consistent style
levels aren't (apart from one callback) large spaces with stuff scattered around that you have to find to progress
>>
>>5043565
Gotta agree, Epic 2 was way more focused, the level design in the first one was kind of slapdash and things were often just scattered around.
>>
>trying to find the last secrets on ad_sepulcher
>over 2 hours and i'm missing a bunch of them
>>
>>5043551
The floor bits look like they've been put in negative.
>>
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>SAVED OVER MY GDX QUICKSAVE BY ACCIDENT
>SAVED OVER MY GDX QUICKSAVE BY ACCIDENT
>SAVED OVER MY GDX QUICKSAVE BY ACCIDENT
>SAVED OVER MY GDX QUICKSAVE BY ACCIDENT

Jesus Horowitz Christ I just want to get gud at blud
>>
>>5043595
I don't even save that often but I can relate to this way too much. Like that one time I saved right after being crushed by a door.
Never leave, Charaposter.
>>
DoomSlayer Chronicles has to be one of the most disappointing wads ever.I expected something like Arcane Dimensions but NO,get these waves of enemies instead.

It looks amazing don't get me wrong but it's pretty much the best part.I don't understand how can anyone defend this by saying "oh you should play it with this mod,it becomes much better" sorry but that means you failed big time in level design.
If it doesn't work with vanilla gameplay then you fucked up.
Then again they don't improve the experience enough to make it appealing either.

There are wads designed for certain gameplay mods but this is not the case.
>>
>>5043595
You'll make it, kid, just push through.
>>
>>5043615
>I don't understand how can anyone defend this by saying "oh you should play it with this mod,it becomes much better"
the only time i could see this was with vasyan shilling his shitty mod, have other people been doing this too?
>>
>>5043635
Yes on Youtube comment sections(I know,I know),saying that it would be better with another mod,the usual ones like Brutal Doom.
>>
how would a final doomer monsters mod work?
>>
>>5043640
oh, i see
>>
>>5043643
Suicide on the artist's side, likely.
>>
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Shannara is pretty bad, please never recommend it to anyone.
>>
>>5043436
Diabolous Ex maybe?
>>
>>5042682
Don't tell me you're trying to play it with anything other than PrBoom+?
>>
>>5043663
incredible
>>
>>5043663
Looks like something outta 1994~1995
>>
>>5043668
I got 60FPS in it on GZDoom, buddy. At least in like 90% of places. Yes, I'm not a clever man, but I have a good rig.
>>
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>>5043672
>>5043670
It does look like babby's first map in most areas. What's worse, in other areas it looks like a Doom map converted to Hexen map.
>>
>>5043674
Didn't Hexen come out in like 1996 or 1997?
You'd think people would have some more experience by then, not to talk about enough processing power to handle geometry that's more advanced than a 1994 Doom user made map.
>>
>>5043680
october 1995
>>
>>5043674
Still looks a 1995 room, bland floor, walls and ceiling.
>>
>>5043643
I would love to see something like that for Ancient Aliens.
>>
>>5043673
Good, but don't complain if it eventually slows down. That thing was never intended to run well on ZDoom and derivatives.
>>
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>>5040065
Tutorials, God knows I need them.
>>
>>5043693
Shouldn't he be helping Hitler and then failing miserably?
>>
>>5043697
He's Italian, turning coat is in his ragu.
>>
>>5043663
That's the secret level, and it is a recreation of a Doom map. Not anything.
>>
>>5043693
To recreate this, just slap Super Mario Agilities and Bratwurst together.
>>
>>5043704
I can see the E3M1 geometry, but E3M1 also had stuff in it, and texture variety.
>>
>>5043704
*not essential to progression or anything
>>
>>5043710
and the Super Mario weapon set, whenever the fuck that comes out.
>>
JPCP MAP15. Do i shoot the keen or nah
>>
>>5043704
Regular levels are not really that great either.

And E3M1 is VIBRANT compared to what the dude did to it.
>>
>>5043741
(also, it's interesting to note that any Hexen character is taller than Doomguy, so you have to crouch to fit in some doors if you play OG episodes on Hexen and don't use some kind of hitbox fix)
>>
>>5043735
Jesus Christ, you're going to liquidify the poor thing.
>>
>>5043735
Yeah.
>>
>>5043735
RLDoom?
>>
>>5043747
what? not big enough?
>>
>>5043753
yes. is good mod.
>>
>>5043749
will this contribute to finding the secret exit?
>>
>>5043756
What did that poor kid ever do to you? Is that you, Adrian?
>>
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>>5043764
I believe so, yes.
>>
>>5043573
Socky boy loves putting secrets within secrets (within secrets), so make sure you're checking areas that already had secrets.
>>
not sure if i misread the description but are ancient alienguy's rocket launcher's projectiles meant to deal more damage the more they travel?
>>
>>5040767
>EA
They're going to put out dlc for this any day now.
>>
Technically, quickstart map works with Hexen. All the basic functionality of weapon and item spawners, 2 types of acid, things that set you to full and 1 hp, map and skill selector/warper is there, only the textures are missing (obviously), hence my suggestion: why not just include some textures along with the wad to make it iwad neutral?
>>
>>5043801
Yes.
>>
>>5043809
oh okay
it's also the weaponset i choose for epic 2
>>
>>5043803
What is this mod you're playing / making?
>>
>>5043813
It's Wrath of Cronos, an RPG-like mod for Hexen. Adds 2 weapons to each char and 2 more classes, necromancer and pissed elf. Pretty fun on big map packs. Also lets you play buffed Hexen chars on Doom maps, which is at times hilarious.
>>
>>5043803
Hexen also replaces skulls with cute mushrooms.
>>
>>5043812
Good choice, it fits perfectly with both Epics.
>>
has anyone done addons or their own modded versions of hdoom?
>>
>>5043795
Layered secrets are great, it's like lasagna in my videogames.
>>
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>>5043828
Probably not very much, given that one of the core features of H-Doom is custom graphics with lengthy special animations, which takes a lot of effort, skill and time, to do.
Wouldn't mind some loli imp-tan tho
>>
>>5043835
Lasagna is just pasta that wishes it was pizza.
>>
>>5043841
Try one that wasn't cooked in a microwave oven.
>>
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>>5043840
>spoiler
>>
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>>5043852
You'll never catch me! I'm behind 7 FIREBLU walls.
>>
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>>5043856
Too bad. With me I have the very master of FIREBLU. She'll tear down those walls and kick your ass into next year.
>>
>>5043803
>hence my suggestion: why not just include some textures along with the wad to make it iwad neutral?
mostly because I figured people would only use it with doom 2, so I kept it lightweight
I guess I could just take some random texture pack and use that though

if I do that, I'll probably have the map selector switch to an E#M# version if E1M1 exists and MAP01 doesn't
>>
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They're everywhere!
>>
>>5043862
>>5043856
>implying anybody can master fireblu
FIREBLU is the only master
>>
HAH HAH, YEAH, HAH HAH
>>
>>5043862
Oooh yes Reimu, please punish me!
>>
>>5043869
Marathon will always be funny to because it kinda is if Doom's abstract looking levels had some lore behind them
>>
>>5043573
Funny thing, just played some Giftmacher's maps today, his maps from Underwater and Zombie2 jams, Tomb of Fenrir. And The Sepulcher. Not Forgotten Sepulcher, mind you, The Sepulcher. As in ad_e1m3, the alpha of what eventually became ad_sepulcher, made purely by Giftmacher, before any Sock's intervention. Seemingly his first Q1 map too.

My Fucking God it sucked ass. It was by far the worst map of the four maps I listed.
Why did Sock decide to pick up that turd and spend, like, what, a year making a 5 times bigger turd out of it, I have honestly no idea.
Also, I did specifically make sure to replay the original Willits' Necropolis prior to The Sepulcher. It was honestly a good play, and honestly, it's one of the best Willits' maps in the game (barring Wind Tunnels and, possibly, Underearth). Seriously, if I didn't replay it, I would've probably had a better at The Sepulcher. The map seemed to be created just so to fuck up specifically anyone who just happens to remember anything whatsoever about the original map. In addition to looking like a garbage dump in a middle of a swamp, and having legitimately asshole monster placements. It was just fucking obnoxious through and through, a literal turd.

How do you even create a map that unpleasant? Why? What for?
>>
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>>5043903
>>
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>>5043903
>>
>>5043890
DOAH
>>
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>>5043912
>>
>>5043892
>t. Tenshi
>>
>>5043906
Ssshshshsh, ssshhshshsh, there-there, it will pass soon.
>>5043910
I am praising Necropolis and Wind Tunnels in the very same post.
>>
>>5043917
>>5043910
>with very inconsistent opinions from one wad(mod) to the next
thanks
>>
>>5043920
>but always negative
Not my case.
>>
>>5043925
Trolling outside of /b/ are we?
>>
>the only deathmatch sever on Zandronum with people
>fucking wadseeker isn't able to grab it from any site because there's so many timeouts
>try to download it from wad-archive
>"haha, fucking idiot you need an account"
>make an account
>download bd21testrc1.pk3
>the download times out
I'm 200% angry
>>
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>>5043735
You Always shoot the keens.
>>
>>5043869
Is Marathon any good? Rarely hear anyone talking about it
>>
>>5043640
Considering the wad is literally called "Doom Slayer Chronicles", I would have figured D4D/T would have worked best for it considering the level design is clearly trying to ape Doom 4.
>>
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I swear the mere mention of brutal doom causes cancer because I can feel it growing.
>>
>>5044058
>>
>>5044064
>Stating that you can feel cancer growing in your own body whenever BD is mentioned is bait.
what
>>
>>5044058
okay
>>
>>5043819
>pissed elf
>>
>>5043304
I haven't started on those yet, and making player sprites for Kustam is gonna be hell. I might need some help for those.
>>
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>>5044152
Yeah, I'm gonna say you're gonna wanna frankensprite the SHIT out of that.
>>
>>5044164
I might actually have someone who make me player sprites. But we'll see when I hit that roadblock.
>>
>>5044165
Well, that's fortunate.
I think I'm probably going to scream if/when I have to sprite the shit for later LOTX episodes. Technomaris cultists can easily be substituted with heretic/hexen wizards and shit, and the Aescendants could just be a translated heresiach with some behavior edits, but other than that, gonna be a real bitch.

Jack/Malkaevar is going to be a bitch, especially considering Malkaevar is basically a frankensteining of the four Firestarters.
>>
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>>5044197
And to give you an understanding of how much of a bitch this is going to be: https://en.wikipedia.org/wiki/Philadelphia_Experiment

There's a reason he's an ontological-annihilation-bent lunatic.
>>
>>5044197
>>5044208
What project is this for again?
>>
>>5044212
LOTX was a project I had in mind in some sorts well before I ever started mapping; In essence LOTX was always intended to be a multiple-episode series, with varying themes between. It was meant to be a sort of bridge of sorts; It's hard to explain in text. Basically, "Project Equinox" is a split from Elliot's "HAUNTED/HUNTED", a first-TF2-later-GMOD FPS D&D of sorts.

I could explain in greater detail, but what I'd need to say is huge and cannot be easily TL;DR'd.

All you gotta know is the (possible) episodes and/or one-off maps, LOTX is a placeholder indev name until I can think of a really nifty latin version of the words its' an acronym of, without changing the letter arrangement:

LOTX EP 0: unknown, more of a what-if prequel of sorts meant to bring the player up to speed on the setting

EP 1 [Colder than Hades]: You've seen me post and work on this thing. It's the series of broken down, shitty techbases on the moon of saturn, Enceladus.

Ep2 [Malagnenoth Cathedral]: An utterly immense hell-cathedral so large it contains several smaller structures inside of it. Experiments with hubs are one of the intent here. The entire theme for this episode is a mix of DVII's cathedral map, and Sunder's "zealous machine" in the later maps.

EP 3: Undecided on which will come first, thematically. One will be in the lieu of "hell on earth", but with the main antagonistic forces being the Talon of G'Jralkav (the Technomaris reforms into The Talon) and some minor hell and void works here and there when deviating from the hell-on-earth maps. Basically should look like reality is in the midst of being destroyed much like Heaven was. Name is likely to be "The Universe Ablaze"

Ep 4, if ep 3 is the hell on earth and reality destruction, then this is the Void series of maps. The protagonist is hot on the heels of the antagonist, His reality may be dead, but that's not a good thing to the Cultists. "Unto the Void" mayhaps for this one.
>>
>>5043803
>>5038997
well I did the thing. quickstart is now compatible with doom 1, doom 2, heretic, hexen, and strife, with the appropriate pickups for all of them, and it switches over from MAP## warping to E#M# warping when appropriate.
it still uses the doom skill names for every IWAD though, so hopefully that doesn't ruin your immersion.

https://my.mixtape.moe/noirsm.pk3
>>
Is Valiant any good?
>>
>>5044239 >>5038997
of course, I say that, and then I remember that I'm still spawning the SSG and megasphere in doom 1 like 10 minutes after I post.
this always happen with me I swear

https://my.mixtape.moe/ykpkoh.pk3
>>
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>play any Quake usermap
>obligatory drawn-out nailgun > ssg > grenade launcher progression
>spend most of the map using the lowest-tier weapons and usually dont get anything higher-tier
So lame, you miss out on much of the fun of Quake. If I ever make a Quake map, the player will start in a room with an ssg, super nailgun, and rocket launcher.
>>
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>>5044260
>>
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Unrelated to LOTX, though, Kelzad teased something from REALM 5, and I kind of wanted to try to replicate it.

It's extremely hot and humid, so I didn't go full out, and it wasn't really meant to be anything more than a basic show-off to show some things that could be done to him, but hey.
>>
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>>5044332
Damn, that's a rough cover-up job in the first panel.
>>
>>5044335
I got fed up and just said 'fuck it people will get it i'm not fucking around with this for such a bad joke that only 5 people will laugh at"
>>
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How do you think soulspheres work? Where do they go when Doomguy touches one?
>>
>>5044239
>>5044250

Nicely done, this'll make things convenient.
>>
>>5044348
It's said somewhere that they smash the damned things open against themselves and smear the blue goo over themselves. This exact question was asked by the characters in the doom books IIRC
>>
>>5043989
It's really clunky and Jason Jones' levels suck major ass. Stories are okay though. Marathon 2 is more interesting than Marathon 1 and contains way more variety too. Some nice music in Marathon 1 and some nice sound design in Marathon 2 (Marathon1's sound design is atrocious).
Pathways into Darkness, in my opinion, is an incomparably better game though.
>>
>>5044348
>>
Any good maps like Extermination day? I've been having a hankering.
>>
>>5044332
I don't get it. What's with the medikits and stimpacks, too?
>>
>>5044505
The soul sphere is stripping away the HP it can give and reforming from the gibs to become a chaingunner.
>>
>>5040651
Racing games, and the souls game of the season. It is really a ping pong between those and DooM
>>
goddamn quake's palette is limiting
making good looking sky textures is fucking impossible
>>
>>5044530
cant you change it?
I think sunlust and ancient aliens did that for doom
>>
Should I wait to do screenshot saturday seeing as this thread's pretty far in?
>>
>>5044562
Maybe next thread?
Like, right after the news post
>>
Also, if Gerardo and Erick's ports of id RPG games ever happen, i hope it helps to increase documentation of those games, specially for the Doomwiki
>>
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I have a hard time listening to all the shit he's giving TnT. TnT was the solid half of Final Doom and is basically Doom 2 if Sandy Peters knew how to at least make his challenging maps look pretty. He also claims that any official release has to be easy for new players, but hey it's not like Majora's Mask and Episode 2 never happened?
>>
>>5042950
yeah I like the earlier levels a bit more, but there are still some really fun later maps. I really liked Mount Pain a lot
>>
>>5044507
I feel like I understand even less with that explanation.
>>
>>5044590
> he
Literally Who?
>>
>>5044629
https://www.youtube.com/watch?v=-6ZChfTF0-k
>>
>>5044626
I'm just going with this guy's train of thought, the soul sphere is worth 100 HP, so essentially a bunch of medikits and stimpacks, so the sphere is dropping those, and turning into a chaingunner.
>>
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fuck you

FUCK. YOU.
>>
>>5044646
???
>>
>>5044642
But why chaingunner?
>>
>>5044649
He wants people to seed 2mb iwads.
>>
>>5044652
Because chaingunners are bastards.
>>
has any noticeable modder contributed to the doomwiki?
>>
>>5044671
me.
>>
I swear one of the songs i heard from Eternal's QCon footage was based off E2M6
>>
>>5044630
>how gaming culture mantains male dominance
so this guy is basically budget hbomberdude?
>>
>>5044694
The dude said he spent mos of his Doom like playing the shareware, it really shows if he thought a lot of things were too hard. I got the first tip off when he started talking shit about Thy Flesh Consumed.
>>
>>5044701
So he's a chode that needs to be disregarded
>>
A lot of people associate Kinsie with dog jokes, but i like how he handles video game references and jokes specially if they're about obscure shit, like ports and cute content, which can be seen in some of his works
I think even one of his DUMP maps had a joke about Samsara and Doom 2 RPG posters
I feel like i've already said this once
>>
>>5044654
I know right? Fuck me for wanting to play Doom.
>>
>>5044712
have someone here upload it to mediafire. making a Zdoommegapack wouldn't be hard to do.
>>
>>5044712
I don't get it, seems like all the files have downloaded or are downloading perfectly fine.
>>
>>5044703
I think it's his Dump 3 map, the office building with a ton of joke posters and shit, it's great.
>>
https://www.youtube.com/watch?v=d75nCgmMdy8
Wait, someone turned doom rpg into an actual wad?
>>
>>5044736
I've seen it once and it's weird, since the games were meant to be turn based
>>
Cacowards in like two months. Who wins this year?
>>
>>5044761
When DRLA 1.1 releases it's guaranteed to get a mordeth award
>>
>>5044761
REKKR is guaranteed. Likewise with Adventures of Square E2, and Doom 64 for Doom 2.
Project Kate will probably get a mention somewhere.
>>
>>5044792
>Kate
The Sky May Be
:(
>>
>>5044803
Does the Sky may be have some connection?
>>
>>5044809
Sky May Be is the RIP section of the Cacos.
>>
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>>5044814
Oh.
>>
>>5038997
So I'm trying the System Shock 1 GOG version for the first time, the one that already has the freelook patch and stuff installed.

I notice that the mouse is extremely laggy and clunky, even in menus. Moving it slightly causes the cursor to move a lot and after a noticeable delay. Decreasing the sensitivity doesn't seem to do anything

Any idea what I'm doing wrong? Or is it Supposed To Be Like This (tm)?
>>
>>5044803
>>5044792
Dr. Sleep too.
>>
>>5044821
sounds like a USB input device issue like ive gotten in Halo2 and Fear
>>
When
>>
>>5044656
>>5044642
>>5044505
>>5044507
>>5044626

you'd have to see the original comic to get the joke i think?
>>
>>5044507
I interpreted it as a soulsphere with a chaingunner trap heh
>>
>>5044897

I know the original comic, and "sort of understand it" but I still fail to see why it turns into a chaingunner.

"not what I expected" is the closest relation I can find, but I SURE AS FUCK wouldnt be satisfied with a chaingunner instead of a Soulsphere, unlike what was implied in the original comic.
>>
>>5044909
would you of picked an archvile or revenant then?
>>5044902
he's got it essentially. few monsters can make a soulsphere completely irrelivant like a chaingunner....
>>
>>5044897
>>5044909
I think this >>5044507 is the most accurate explanation, but for me the gibs were throwing me off, I think it would have made more sense in the third panel to replace the gibs with the soulsphere
>>
>>5044914
I guess so, but the medkits/stimpacks are basically it shedding it's 'clothes'

ah well, was just for a cheap gag anyway.
>>
>>5044913
The whole point of the original comic is that the guy was fine with his girlfriend having a schlong, so I dont think anything you'd put instead of the soulsphere would make any kind of sense.

>>5044902
This sort of works though, still... Maybe not the best meme to doomify ? Doesnt quite work for me. Although I must admit I am quite drunk.
>>
>>5044920
I think this would make it better
>Panel 1, shows a soulsphere, but instead of soulsphere talking it's a "a secret has been revealed!" line of text talking
>In panel 2, soulsphere is consumed
>Panel 3, hidden door slowly slides open to reveal an army of chaingunners
>Hidden door fully opens on panel 4 and chainguners start firing, complete with red screen and "a secret has been revealed!" coming back to say "this is me."
With the joke being that the secret is revealing itself to be a chaingunner trap.
>>
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>>5044931
That's a lot better than my shitty meme.
>>
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Either or, doom humor is the best shit.

Anybody got that turbocharged arcade dance gif?
>>
>>5044997
Doom has better humor than anything. All modern FPSs have is Soap, if that guy meant anything.
>>
>>5044552
yes, but then the palette changes every single texture in the game and there's only a couple colors otherwise unused, and then you have to load the map as a full mod with a pak file and everything and generate a new colormap and yadda yadda yadda
>>
>>5044630
>>5044590
I give TNT shit as much as the next guy but I dont agree with him. The problem with TNT is half the music sucks and 2 3rds of the way thru, the maps become too boring. Plutonia is great tho
>>
>>5045137
TnT was less boring than Doom 2 by that point I always thought. The music I wouldn't know because I was always playing my own shit anyway.

Plutonia had just a few parts that were just too fucking ridicules, like the Archivile you can't kill in MAP31. But it served it's purpose of being hard as fuck and two difficulty levels above whatever you picked.
>>
WHERE THE FUCK IS SCREENSHOT SATURDAY GUY!?!?
>>
>>5045167
Ded
>>
>>5045178
Big surprise
>>
>>5045167
I'm waiting for the new thread. I'm actually kinda annoyed there isn't a new thread yet. Like what the fuck fellas.
>>
>>5045137
>The problem with TNT is half the music sucks
TNT's music rules.
>>
->>5045223
->>5045223
->>5045223
Phase 1 bro >>5045185
>>
>>5045185
Ah, alright then

WHERE THE FUCK IS THE NEW THREAD GUY!?!
>>
>>5045227
>>5045229
Now to wait for the news post.
>>
>>5045227
>News post not updated
>Last thread link actually links to an earlier thread

Safe to assume this is a false flag?
>>
>>5045227
ya dun fucked it
>>
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>>5045256
>>5045262
You complain about the food not being ready to the janitor you get whatever the fuck the janitor can cook.
>>
>>5045256
You have no idea what a falseflag actually is.
>>
>>5045275
Fuck you nigger. Do it right or don't do it at all.
>>
>>5045317
But you'd never say that to a mapper trying his best to make a GZDoom mapset, even when the community has turned their back on him over a petty grudge, huh?
>>
>>5045327
> gzdoom
people who use that instead of zdoom or chocolate doom are like people who play Overwatch and Fortskin.
>>
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>>5045336
>complaining about gzdoom but supporting its inferior, outdated cousin
>randomly bringing up fortnite like a butthurt boomer
>>
>>5045358
Zdoom just made he mouselook slightly better, GZDoom made it IDtech3 which was basically a completely different game. fuck that, ere's a reason Risen3D failed.
>>
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>>5045107
Doom's humor is extremely wonderful and it's a shame more mappers/modders don't take advantage of it and the artstyle.
>>
>>5045358
>>5045336
I don't get the appeal of fortmeme but I enjoy it for some reason.
>>
>>5045485
A lot of people joke about Revenants with trumpets and lines from the comic, but overlook stuff like FIREBLU jokes
>>
>>5045327
Oh, YOU made the thread, no wonder it's fucked up.
>>
>>5045526
That's not me if you're reffering to the guy working on LOTX you nignog.
>>
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>>5045327
>But you'd never say that to a mapper trying his best to make a GZDoom mapset
What does this have to do about someone making a shitty thread though
>>
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any of you friends in the know of a game called doom
I hear it's fun


alright goodbye
>>
>>5046109
goodbye, friend!

gee, what a nice animatronic.
>>
>>5046109
inhale my dong fuckboy bear
>>
Man I'm so thankful for BloodGDX's custom difficulty settings. I've set it to max enemies, min enemy damage and min enemy health and I can enjoy the level design and hilarIous carnage without having to git gud !

Yeah I'm a filthy casual, but I'm having fun.





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